[
  {
    "path": "CMakeLists.txt",
    "content": "cmake_minimum_required(VERSION 3.9)\n\nproject(zapclient VERSION 0.1)\n\n#No Warnings\nadd_definitions(-w)\n\n# Set C++ standard to C++23\nset(CMAKE_CXX_STANDARD 23)\nset(CMAKE_CXX_STANDARD_REQUIRED True)\n\n# Add the source files for ImGui\nadd_library(imgui STATIC\n  imgui/imgui.cpp\n  imgui/imgui_widgets.cpp\n  imgui/imgui_impl_opengl3.cpp\n  imgui/imgui_impl_glfw.cpp\n  imgui/imgui_draw.cpp\n  imgui/imgui_tables.cpp\n)\n\n# Set the include directories for ImGui\ntarget_include_directories(imgui PUBLIC\n  ${CMAKE_CURRENT_SOURCE_DIR}\n)\n\n# Find packages\nfind_package (X11 REQUIRED)\n\n# Add additional libs\nlink_directories(/usr/local/lib)\n\n# Add the executable target\nadd_executable(zapclient zap.cpp)\n\n# Link the executable against the ImGui library, GLFW/OpenGL libraries and X11 libraries\ntarget_link_libraries(zapclient\n  imgui\n  glfw3\n  GL\n  X11\n  Xinerama\n  Xi\n  udev\n  ${X11_LIBRARIES}\n  ${X11_XTest_LIB}\n)\n\n# Set the include directories for the executable\ntarget_include_directories(zapclient PUBLIC\n  /usr/local/include\n  ${CMAKE_CURRENT_SOURCE_DIR}/Utils\n  ${CMAKE_CURRENT_SOURCE_DIR}/Core\n  ${CMAKE_CURRENT_SOURCE_DIR}/Math\n  ${CMAKE_CURRENT_SOURCE_DIR}/Features\n  ${CMAKE_CURRENT_SOURCE_DIR}/Overlay\n)\n\n# Create a folder for Configs\n# file(MAKE_DIRECTORY ${CMAKE_BINARY_DIR}/Configs)\n# Copy Configs Folder To Build Folder\nfile(COPY ${CMAKE_SOURCE_DIR}/Configs DESTINATION ${CMAKE_BINARY_DIR})\n\n# Copy run.sh to build folder\nfile(COPY ${CMAKE_SOURCE_DIR}/run.sh DESTINATION ${CMAKE_BINARY_DIR})\n"
  },
  {
    "path": "Configs/Blank.ini",
    "content": "[Aimbot]\nAimbotEnabled = 0\nBindMethod = 0\nAimbotMode = 0\nInputMethod = 0\nClosestHitbox = 0\nSpectatorCheck = 0\nSpectatorNotifier = 1\nOnFire = 1\nOnADS = 1\nVisCheck = 1\nTeamCheck = 1\nTargetSwitching = 1\nPriority = 0\nPredictMovement = 1\nPredictBulletDrop = 1\nFinalDistance = 0\nSmooth = 0.9\nSpeed = 16\nSmoothingMethod = 0\nHipfireSmooth = 0.9\nADSSmooth = 0.99\nMinHipfireSmooth = 0.9\nMaxHipfireSmooth = 0.99\nMinADSSmooth = 0.9\nMaxADSSmooth = 0.99\nMouseHipfireSmoothing = 300\nMouseADSSmoothing = 350\nMouseExtraSmoothing = 5000\nMinMouseHipfireSmoothing = 300\nMaxMouseHipfireSmoothing = 315\nMinMouseADSSmoothing = 350\nMaxMouseADSSmoothing = 360\nDelay = 10\nFOV = 15\nZoomScale = 3.3\nMinDistance = 1\nHipfireDistance = 60\nZoomDistance = 160\nHipfireSmooth1 = 250\nADSSmooth1 = 230\nExtraSmoothing = 1000\nDeadzone = 0.5\nFOV1 = 10\nMinDistance2 = 1\nMaxDistance2 = 200\nP2020 = 1\nRE45 = 1\nAlternator = 1\nR99 = 1\nR301 = 1\nSpitfire = 1\nG7 = 1\nFlatline = 1\nHemlock = 1\nRepeater = 1\nRampage = 1\nCARSMG = 1\nHavoc = 1\nDevotion = 1\nLSTAR = 1\nTripleTake = 1\nVolt = 1\nNemesis = 1\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 1\nBocek = 1\nKraber = 1\nKnife = 1\nAdvancedAim = 0\nAdvancedFire = 1\nAdvancedADS = 0\nAdvancedSmoothingMethod = 0\nAdvancedClosestHitbox = 1\nAdvancedHitbox = 2\nAdvancedSpeed = 20\nAdvancedSmooth = 0.99\nAdvancedHipfireSmooth = 0.99\nAdvancedADSSmooth = 0.99\nAdvancedMinHipfireSmooth = 0.98\nAdvancedMaxHipfireSmooth = 0.99\nAdvancedMinADSSmooth = 0.98\nAdvancedMaxADSSmooth = 0.99\nAdvancedHipfireSmooth1 = 250\nAdvancedADSSmooth1 = 275\nAdvancedMinHipfireSmooth1 = 0.98\nAdvancedMaxHipfireSmooth1 = 0.99\nAdvancedMinADSSmooth1 = 0.98\nAdvancedMaxADSSmooth1 = 0.99\nAdvancedExtraSmooth1 = 5000\nAdvancedFOV1 = 10\nAdvancedDeadzone = 0.5\nAdvancedMinDistance1 = 1\nAdvancedMaxDistance1 = 200\nP2020Fire = 1\nP2020ADS = 0\nRE45Fire = 1\nRE45ADS = 0\nAlternatorFire = 1\nAlternatorADS = 0\nR99Fire = 1\nR99ADS = 0\nR301Fire = 1\nR301ADS = 0\nSpitfireFire = 1\nSpitfireADS = 0\nG7Fire = 1\nG7ADS = 0\nFlatlineFire = 1\nFlatlineADS = 0\nHemlockFire = 1\nHemlockADS = 0\nRepeaterFire = 1\nRepeaterADS = 0\nRampageFire = 1\nRampageADS = 0\nCARSMGFire = 1\nCARSMGADS = 0\nHavocFire = 1\nHavocADS = 0\nDevotionFire = 1\nDevotionADS = 0\nLSTARFire = 1\nLSTARADS = 0\nTripleTakeFire = 1\nTripleTakeADS = 0\nVoltFire = 1\nVoltADS = 0\nNemesisFire = 1\nNemesisADS = 0\nMozambiqueFire = 1\nMozambiqueADS = 0\nEVA8Fire = 1\nEVA8ADS = 0\nPeacekeeperFire = 1\nPeacekeeperADS = 0\nMastiffFire = 1\nMastiffADS = 0\nLongbowFire = 1\nLongbowADS = 0\nChargeRifleFire = 1\nChargeRifleADS = 0\nSentinelFire = 1\nSentinelADS = 0\nWingmanFire = 1\nWingmanADS = 0\nProwlerFire = 1\nProwlerADS = 0\nKraberFire = 1\nKraberADS = 0\nBocekFire = 1\nBocekADS = 0\nThrowingKnifeFire = 1\nThrowingKnifeADS = 0\nP2020ClosestHitbox = 1\nP2020Hitbox = 2\nP2020Speed = 10\nP2020HipfireSmooth = 0.99\nP2020ADSSmooth = 0.99\nP2020SmoothingMethod = 0\nP2020MinHipfireSmooth = 0.98\nP2020MaxHipfireSmooth = 0.99\nP2020MinADSSmooth = 0.98\nP2020MaxADSSmooth = 0.99\nP2020FOV = 10\nP2020ZoomScale = 3\nRE45ClosestHitbox = 1\nRE45Hitbox = 2\nRE45Speed = 10\nRE45HipfireSmooth = 0.99\nRE45ADSSmooth = 0.99\nRE45SmoothingMethod = 0\nRE45MinHipfireSmooth = 0.98\nRE45MaxHipfireSmooth = 0.99\nRE45MinADSSmooth = 0.98\nRE45MaxADSSmooth = 0.99\nRE45FOV = 10\nRE45ZoomScale = 3\nAlternatorClosestHitbox = 1\nAlternatorHitbox = 2\nAlternatorSpeed = 10\nAlternatorHipfireSmooth = 0.99\nAlternatorADSSmooth = 0.99\nAlternatorSmoothingMethod = 0\nAlternatorMinHipfireSmooth = 0.98\nAlternatorMaxHipfireSmooth = 0.99\nAlternatorMinADSSmooth = 0.98\nAlternatorMaxADSSmooth = 0.99\nAlternatorFOV = 10\nAlternatorZoomScale = 3\nR99ClosestHitbox = 1\nR99Hitbox = 2\nR99Speed = 10\nR99HipfireSmooth = 0.99\nR99ADSSmooth = 0.99\nR99SmoothingMethod = 0\nR99MinHipfireSmooth = 0.98\nR99MaxHipfireSmooth = 0.99\nR99MinADSSmooth = 0.98\nR99MaxADSSmooth = 0.99\nR99FOV = 10\nR99ZoomScale = 3\nR301ClosestHitbox = 1\nR301Hitbox = 2\nR301Speed = 10\nR301HipfireSmooth = 0.99\nR301ADSSmooth = 0.99\nR301SmoothingMethod = 0\nR301MinHipfireSmooth = 0.98\nR301MaxHipfireSmooth = 0.99\nR301MinADSSmooth = 0.98\nR301MaxADSSmooth = 0.99\nR301FOV = 10\nR301ZoomScale = 3\nSpitfireClosestHitbox = 1\nSpitfireHitbox = 2\nSpitfireSpeed = 10\nSpitfireHipfireSmooth = 0.99\nSpitfireADSSmooth = 0.99\nSpitfireSmoothingMethod = 0\nSpitfireMinHipfireSmooth = 0.98\nSpitfireMaxHipfireSmooth = 0.99\nSpitfireMinADSSmooth = 0.98\nSpitfireMaxADSSmooth = 0.99\nSpitfireFOV = 10\nSpitfireZoomScale = 3\nG7ClosestHitbox = 1\nG7Hitbox = 2\nG7Speed = 10\nG7HipfireSmooth = 0.99\nG7ADSSmooth = 0.99\nG7SmoothingMethod = 0\nG7MinHipfireSmooth = 0.98\nG7MaxHipfireSmooth = 0.99\nG7MinADSSmooth = 0.98\nG7MaxADSSmooth = 0.99\nG7FOV = 10\nG7ZoomScale = 3\nFlatlineClosestHitbox = 1\nFlatlineHitbox = 2\nFlatlineSpeed = 10\nFlatlineHipfireSmooth = 0.99\nFlatlineADSSmooth = 0.99\nFlatlineSmoothingMethod = 0\nFlatlineMinHipfireSmooth = 0.98\nFlatlineMaxHipfireSmooth = 0.99\nFlatlineMinADSSmooth = 0.98\nFlatlineMaxADSSmooth = 0.99\nFlatlineFOV = 10\nFlatlineZoomScale = 3\nHemlockClosestHitbox = 1\nHemlockHitbox = 2\nHemlockSpeed = 10\nHemlockHipfireSmooth = 0.99\nHemlockADSSmooth = 0.99\nHemlockSmoothingMethod = 0\nHemlockMinHipfireSmooth = 0.98\nHemlockMaxHipfireSmooth = 0.99\nHemlockMinADSSmooth = 0.98\nHemlockMaxADSSmooth = 0.99\nHemlockFOV = 10\nHemlockZoomScale = 3\nRepeaterClosestHitbox = 1\nRepeaterHitbox = 2\nRepeaterSpeed = 10\nRepeaterHipfireSmooth = 0.99\nRepeaterADSSmooth = 0.99\nRepeaterSmoothingMethod = 0\nRepeaterMinHipfireSmooth = 0.98\nRepeaterMaxHipfireSmooth = 0.99\nRepeaterMinADSSmooth = 0.98\nRepeaterMaxADSSmooth = 0.99\nRepeaterFOV = 10\nRepeaterZoomScale = 3\nRampageClosestHitbox = 1\nRampageHitbox = 2\nRampageSpeed = 10\nRampageHipfireSmooth = 0.99\nRampageADSSmooth = 0.99\nRampageSmoothingMethod = 0\nRampageMinHipfireSmooth = 0.98\nRampageMaxHipfireSmooth = 0.99\nRampageMinADSSmooth = 0.98\nRampageMaxADSSmooth = 0.99\nRampageFOV = 10\nRampageZoomScale = 3\nCARSMGClosestHitbox = 1\nCARSMGHitbox = 2\nCARSMGSpeed = 10\nCARSMGHipfireSmooth = 0.99\nCARSMGADSSmooth = 0.99\nCARSMGSmoothingMethod = 0\nCARSMGMinHipfireSmooth = 0.98\nCARSMGMaxHipfireSmooth = 0.99\nCARSMGMinADSSmooth = 0.98\nCARSMGMaxADSSmooth = 0.99\nCARSMGFOV = 10\nCARSMGZoomScale = 3\nHavocClosestHitbox = 1\nHavocHitbox = 2\nHavocSpeed = 10\nHavocHipfireSmooth = 0.99\nHavocADSSmooth = 0.99\nHavocSmoothingMethod = 0\nHavocMinHipfireSmooth = 0.98\nHavocMaxHipfireSmooth = 0.99\nHavocMinADSSmooth = 0.98\nHavocMaxADSSmooth = 0.99\nHavocFOV = 10\nHavocZoomScale = 3\nDevotionClosestHitbox = 1\nDevotionHitbox = 2\nDevotionSpeed = 10\nDevotionHipfireSmooth = 0.99\nDevotionADSSmooth = 0.99\nDevotionSmoothingMethod = 0\nDevotionMinHipfireSmooth = 0.98\nDevotionMaxHipfireSmooth = 0.99\nDevotionMinADSSmooth = 0.98\nDevotionMaxADSSmooth = 0.99\nDevotionFOV = 10\nDevotionZoomScale = 3\nLSTARClosestHitbox = 1\nLSTARHitbox = 2\nLSTARSpeed = 10\nLSTARHipfireSmooth = 0.99\nLSTARADSSmooth = 0.99\nLSTARSmoothingMethod = 0\nLSTARMinHipfireSmooth = 0.98\nLSTARMaxHipfireSmooth = 0.99\nLSTARMinADSSmooth = 0.98\nLSTARMaxADSSmooth = 0.99\nLSTARFOV = 10\nLSTARZoomScale = 3\nTripleTakeClosestHitbox = 1\nTripleTakeHitbox = 2\nTripleTakeSpeed = 10\nTripleTakeHipfireSmooth = 0.99\nTripleTakeADSSmooth = 0.99\nTripleTakeSmoothingMethod = 0\nTripleTakeMinHipfireSmooth = 0.98\nTripleTakeMaxHipfireSmooth = 0.99\nTripleTakeMinADSSmooth = 0.98\nTripleTakeMaxADSSmooth = 0.99\nTripleTakeFOV = 10\nTripleTakeZoomScale = 3\nVoltClosestHitbox = 1\nVoltHitbox = 2\nVoltSpeed = 10\nVoltHipfireSmooth = 0.99\nVoltADSSmooth = 0.99\nVoltSmoothingMethod = 0\nVoltMinHipfireSmooth = 0.98\nVoltMaxHipfireSmooth = 0.99\nVoltMinADSSmooth = 0.98\nVoltMaxADSSmooth = 0.99\nVoltFOV = 10\nVoltZoomScale = 3\nNemesisClosestHitbox = 1\nNemesisHitbox = 2\nNemesisSpeed = 10\nNemesisHipfireSmooth = 0.99\nNemesisADSSmooth = 0.99\nNemesisSmoothingMethod = 0\nNemesisMinHipfireSmooth = 0.98\nNemesisMaxHipfireSmooth = 0.99\nNemesisMinADSSmooth = 0.98\nNemesisMaxADSSmooth = 0.99\nNemesisFOV = 10\nNemesisZoomScale = 3\nMozambiqueClosestHitbox = 1\nMozambiqueHitbox = 2\nMozambiqueSpeed = 10\nMozambiqueHipfireSmooth = 0.99\nMozambiqueADSSmooth = 0.99\nMozambiqueSmoothingMethod = 0\nMozambiqueMinHipfireSmooth = 0.98\nMozambiqueMaxHipfireSmooth = 0.99\nMozambiqueMinADSSmooth = 0.98\nMozambiqueMaxADSSmooth = 0.99\nMozambiqueFOV = 10\nMozambiqueZoomScale = 3\nEVA8ClosestHitbox = 1\nEVA8Hitbox = 2\nEVA8Speed = 10\nEVA8HipfireSmooth = 0.99\nEVA8ADSSmooth = 0.99\nEVA8SmoothingMethod = 0\nEVA8MinHipfireSmooth = 0.98\nEVA8MaxHipfireSmooth = 0.99\nEVA8MinADSSmooth = 0.98\nEVA8MaxADSSmooth = 0.99\nEVA8FOV = 10\nEVA8ZoomScale = 3\nPeacekeeperClosestHitbox = 1\nPeacekeeperHitbox = 2\nPeacekeeperSpeed = 10\nPeacekeeperHipfireSmooth = 0.99\nPeacekeeperADSSmooth = 0.99\nPeacekeeperSmoothingMethod = 0\nPeacekeeperMinHipfireSmooth = 0.98\nPeacekeeperMaxHipfireSmooth = 0.99\nPeacekeeperMinADSSmooth = 0.98\nPeacekeeperMaxADSSmooth = 0.99\nPeacekeeperFOV = 10\nPeacekeeperZoomScale = 3\nMastiffClosestHitbox = 1\nMastiffHitbox = 2\nMastiffSpeed = 10\nMastiffHipfireSmooth = 0.99\nMastiffADSSmooth = 0.99\nMastiffSmoothingMethod = 0\nMastiffMinHipfireSmooth = 0.98\nMastiffMaxHipfireSmooth = 0.99\nMastiffMinADSSmooth = 0.98\nMastiffMaxADSSmooth = 0.99\nMastiffFOV = 10\nMastiffZoomScale = 3\nLongbowClosestHitbox = 1\nLongbowHitbox = 2\nLongbowSpeed = 10\nLongbowHipfireSmooth = 0.99\nLongbowADSSmooth = 0.99\nLongbowSmoothingMethod = 0\nLongbowMinHipfireSmooth = 0.98\nLongbowMaxHipfireSmooth = 0.99\nLongbowMinADSSmooth = 0.98\nLongbowMaxADSSmooth = 0.99\nLongbowFOV = 10\nLongbowZoomScale = 3\nChargeRifleClosestHitbox = 1\nChargeRifleHitbox = 2\nChargeRifleSpeed = 10\nChargeRifleHipfireSmooth = 0.99\nChargeRifleADSSmooth = 0.99\nChargeRifleSmoothingMethod = 0\nChargeRifleMinHipfireSmooth = 0.98\nChargeRifleMaxHipfireSmooth = 0.99\nChargeRifleMinADSSmooth = 0.98\nChargeRifleMaxADSSmooth = 0.99\nChargeRifleFOV = 10\nChargeRifleZoomScale = 3\nSentinelClosestHitbox = 1\nSentinelHitbox = 2\nSentinelSpeed = 10\nSentinelHipfireSmooth = 0.99\nSentinelADSSmooth = 0.99\nSentinelSmoothingMethod = 0\nSentinelMinHipfireSmooth = 0.98\nSentinelMaxHipfireSmooth = 0.99\nSentinelMinADSSmooth = 0.98\nSentinelMaxADSSmooth = 0.99\nSentinelFOV = 10\nSentinelZoomScale = 3\nWingmanClosestHitbox = 1\nWingmanHitbox = 2\nWingmanSpeed = 10\nWingmanHipfireSmooth = 0.99\nWingmanADSSmooth = 0.99\nWingmanSmoothingMethod = 0\nWingmanMinHipfireSmooth = 0.98\nWingmanMaxHipfireSmooth = 0.99\nWingmanMinADSSmooth = 0.98\nWingmanMaxADSSmooth = 0.99\nWingmanFOV = 10\nWingmanZoomScale = 3\nProwlerClosestHitbox = 1\nProwlerHitbox = 2\nProwlerSpeed = 10\nProwlerHipfireSmooth = 0.99\nProwlerADSSmooth = 0.99\nProwlerSmoothingMethod = 0\nProwlerMinHipfireSmooth = 0.98\nProwlerMaxHipfireSmooth = 0.99\nProwlerMinADSSmooth = 0.98\nProwlerMaxADSSmooth = 0.99\nProwlerFOV = 10\nProwlerZoomScale = 3\nKraberClosestHitbox = 1\nKraberHitbox = 2\nKraberSpeed = 10\nKraberHipfireSmooth = 0.99\nKraberADSSmooth = 0.99\nKraberSmoothingMethod = 0\nKraberMinHipfireSmooth = 0.98\nKraberMaxHipfireSmooth = 0.99\nKraberMinADSSmooth = 0.98\nKraberMaxADSSmooth = 0.99\nKraberFOV = 10\nKraberZoomScale = 3\nBocekClosestHitbox = 1\nBocekHitbox = 2\nBocekSpeed = 10\nBocekHipfireSmooth = 0.99\nBocekADSSmooth = 0.99\nBocekSmoothingMethod = 0\nBocekMinHipfireSmooth = 0.98\nBocekMaxHipfireSmooth = 0.99\nBocekMinADSSmooth = 0.98\nBocekMaxADSSmooth = 0.99\nBocekFOV = 10\nBocekZoomScale = 3\nThrowingKnifeClosestHitbox = 1\nThrowingKnifeHitbox = 2\nThrowingKnifeSpeed = 10\nThrowingKnifeHipfireSmooth = 0.99\nThrowingKnifeADSSmooth = 0.99\nThrowingKnifeSmoothingMethod = 0\nThrowingKnifeMinHipfireSmooth = 0.98\nThrowingKnifeMaxHipfireSmooth = 0.99\nThrowingKnifeMinADSSmooth = 0.98\nThrowingKnifeMaxADSSmooth = 0.99\nThrowingKnifeFOV = 10\nThrowingKnifeZoomScale = 3\nP2020HipfireSmooth1 = 250\nP2020ADSSmooth1 = 275\nP2020MinHipfireSmooth1 = 250\nP2020MaxHipfireSmooth1 = 275\nP2020MinADSSmooth1 = 275\nP2020MaxADSSmooth1 = 300\nP2020ExtraSmooth1 = 5000\nP2020Deadzone = 0.5\nP2020FOV1 = 10\nP2020MinDistance1 = 1\nP2020MaxDistance1 = 200\nRE45HipfireSmooth1 = 250\nRE45ADSSmooth1 = 275\nRE45MinHipfireSmooth1 = 250\nRE45MaxHipfireSmooth1 = 275\nRE45MinADSSmooth1 = 275\nRE45MaxADSSmooth1 = 300\nRE45ExtraSmooth1 = 5000\nRE45Deadzone = 0.5\nRE45FOV1 = 10\nRE45MinDistance1 = 1\nRE45MaxDistance1 = 200\nAlternatorHipfireSmooth1 = 250\nAlternatorADSSmooth1 = 275\nAlternatorMinHipfireSmooth1 = 250\nAlternatorMaxHipfireSmooth1 = 275\nAlternatorMinADSSmooth1 = 275\nAlternatorMaxADSSmooth1 = 300\nAlternatorExtraSmooth1 = 5000\nAlternatorDeadzone = 0.5\nAlternatorFOV1 = 10\nAlternatorMinDistance1 = 1\nAlternatorMaxDistance1 = 200\nR99HipfireSmooth1 = 250\nR99ADSSmooth1 = 275\nR99MinHipfireSmooth1 = 250\nR99MaxHipfireSmooth1 = 275\nR99MinADSSmooth1 = 275\nR99MaxADSSmooth1 = 300\nR99ExtraSmooth1 = 5000\nR99Deadzone = 0.5\nR99FOV1 = 10\nR99MinDistance1 = 1\nR99MaxDistance1 = 200\nR301HipfireSmooth1 = 250\nR301ADSSmooth1 = 275\nR301MinHipfireSmooth1 = 250\nR301MaxHipfireSmooth1 = 275\nR301MinADSSmooth1 = 275\nR301MaxADSSmooth1 = 300\nR301ExtraSmooth1 = 5000\nR301Deadzone = 0.5\nR301FOV1 = 10\nR301MinDistance1 = 1\nR301MaxDistance1 = 200\nSpitfireHipfireSmooth1 = 250\nSpitfireADSSmooth1 = 275\nSpitfireMinHipfireSmooth1 = 250\nSpitfireMaxHipfireSmooth1 = 275\nSpitfireMinADSSmooth1 = 275\nSpitfireMaxADSSmooth1 = 300\nSpitfireExtraSmooth1 = 5000\nSpitfireDeadzone = 0.5\nSpitfireFOV1 = 10\nSpitfireMinDistance1 = 1\nSpitfireMaxDistance1 = 200\nG7HipfireSmooth1 = 250\nG7ADSSmooth1 = 275\nG7MinHipfireSmooth1 = 250\nG7MaxHipfireSmooth1 = 275\nG7MinADSSmooth1 = 275\nG7MaxADSSmooth1 = 300\nG7ExtraSmooth1 = 5000\nG7Deadzone = 0.5\nG7FOV1 = 10\nG7MinDistance1 = 1\nG7MaxDistance1 = 200\nFlatlineHipfireSmooth1 = 250\nFlatlineADSSmooth1 = 275\nFlatlineMinHipfireSmooth1 = 250\nFlatlineMaxHipfireSmooth1 = 275\nFlatlineMinADSSmooth1 = 275\nFlatlineMaxADSSmooth1 = 300\nFlatlineExtraSmooth1 = 5000\nFlatlineDeadzone = 0.5\nFlatlineFOV1 = 10\nFlatlineMinDistance1 = 1\nFlatlineMaxDistance1 = 200\nHemlockHipfireSmooth1 = 250\nHemlockADSSmooth1 = 275\nHemlockMinHipfireSmooth1 = 250\nHemlockMaxHipfireSmooth1 = 275\nHemlockMinADSSmooth1 = 275\nHemlockMaxADSSmooth1 = 300\nHemlockExtraSmooth1 = 5000\nHemlockDeadzone = 0.5\nHemlockFOV1 = 10\nHemlockMinDistance1 = 1\nHemlockMaxDistance1 = 200\nRepeaterHipfireSmooth1 = 250\nRepeaterADSSmooth1 = 275\nRepeaterMinHipfireSmooth1 = 250\nRepeaterMaxHipfireSmooth1 = 275\nRepeaterMinADSSmooth1 = 275\nRepeaterMaxADSSmooth1 = 300\nRepeaterExtraSmooth1 = 5000\nRepeaterDeadzone = 0.5\nRepeaterFOV1 = 10\nRepeaterMinDistance1 = 1\nRepeaterMaxDistance1 = 200\nRampageHipfireSmooth1 = 250\nRampageMinHipfireSmooth1 = 250\nRampageMaxHipfireSmooth1 = 275\nRampageMinADSSmooth1 = 275\nRampageMaxADSSmooth1 = 300\nRampageADSSmooth1 = 275\nRampageExtraSmooth1 = 5000\nRampageDeadzone = 0.5\nRampageFOV1 = 10\nRampageMinDistance1 = 1\nRampageMaxDistance1 = 200\nCARSMGHipfireSmooth1 = 250\nCARSMGADSSmooth1 = 275\nCARSMGMinHipfireSmooth1 = 250\nCARSMGMaxHipfireSmooth1 = 275\nCARSMGMinADSSmooth1 = 275\nCARSMGMaxADSSmooth1 = 300\nCARSMGExtraSmooth1 = 5000\nCARSMGDeadzone = 0.5\nCARSMGFOV1 = 10\nCARSMGMinDistance1 = 1\nCARSMGMaxDistance1 = 200\nHavocHipfireSmooth1 = 250\nHavocADSSmooth1 = 275\nHavocMinHipfireSmooth1 = 250\nHavocMaxHipfireSmooth1 = 275\nHavocMinADSSmooth1 = 275\nHavocMaxADSSmooth1 = 300\nHavocExtraSmooth1 = 5000\nHavocDeadzone = 0.5\nHavocFOV1 = 10\nHavocMinDistance1 = 1\nHavocMaxDistance1 = 200\nDevotionHipfireSmooth1 = 250\nDevotionADSSmooth1 = 275\nDevotionMinHipfireSmooth1 = 250\nDevotionMaxHipfireSmooth1 = 275\nDevotionMinADSSmooth1 = 275\nDevotionMaxADSSmooth1 = 300\nDevotionExtraSmooth1 = 5000\nDevotionDeadzone = 0.5\nDevotionFOV1 = 10\nDevotionMinDistance1 = 1\nDevotionMaxDistance1 = 200\nLSTARHipfireSmooth1 = 250\nLSTARADSSmooth1 = 275\nLSTARMinHipfireSmooth1 = 250\nLSTARMaxHipfireSmooth1 = 275\nLSTARMinADSSmooth1 = 275\nLSTARMaxADSSmooth1 = 300\nLSTARExtraSmooth1 = 5000\nLSTARDeadzone = 0.5\nLSTARFOV1 = 10\nLSTARMinDistance1 = 1\nLSTARMaxDistance1 = 200\nTripleTakeHipfireSmooth1 = 250\nTripleTakeADSSmooth1 = 275\nTripleTakeMinHipfireSmooth1 = 250\nTripleTakeMaxHipfireSmooth1 = 275\nTripleTakeMinADSSmooth1 = 275\nTripleTakeMaxADSSmooth1 = 300\nTripleTakeExtraSmooth1 = 5000\nTripleTakeDeadzone = 0.5\nTripleTakeFOV1 = 10\nTripleTakeMinDistance1 = 1\nTripleTakeMaxDistance1 = 200\nVoltHipfireSmooth1 = 250\nVoltADSSmooth1 = 275\nVoltMinHipfireSmooth1 = 250\nVoltMaxHipfireSmooth1 = 275\nVoltMinADSSmooth1 = 275\nVoltMaxADSSmooth1 = 300\nVoltExtraSmooth1 = 5000\nVoltDeadzone = 0.5\nVoltFOV1 = 10\nVoltMinDistance1 = 1\nVoltMaxDistance1 = 200\nNemesisHipfireSmooth1 = 250\nNemesisADSSmooth1 = 275\nNemesisMinHipfireSmooth1 = 250\nNemesisMaxHipfireSmooth1 = 275\nNemesisMinADSSmooth1 = 275\nNemesisMaxADSSmooth1 = 300\nNemesisExtraSmooth1 = 5000\nNemesisDeadzone = 0.5\nNemesisFOV1 = 10\nNemesisMinDistance1 = 1\nNemesisMaxDistance1 = 200\nMozambiqueHipfireSmooth1 = 250\nMozambiqueADSSmooth1 = 275\nMozambiqueMinHipfireSmooth1 = 250\nMozambiqueMaxHipfireSmooth1 = 275\nMozambiqueMinADSSmooth1 = 275\nMozambiqueMaxADSSmooth1 = 300\nMozambiqueExtraSmooth1 = 5000\nMozambiqueDeadzone = 0.5\nMozambiqueFOV1 = 10\nMozambiqueMinDistance1 = 1\nMozambiqueMaxDistance1 = 200\nEVA8HipfireSmooth1 = 250\nEVA8ADSSmooth1 = 275\nEVA8MinHipfireSmooth1 = 250\nEVA8MaxHipfireSmooth1 = 275\nEVA8MinADSSmooth1 = 275\nEVA8MaxADSSmooth1 = 300\nEVA8ExtraSmooth1 = 5000\nEVA8Deadzone = 0.5\nEVA8FOV1 = 10\nEVA8MinDistance1 = 1\nEVA8MaxDistance1 = 200\nPeacekeeperHipfireSmooth1 = 250\nPeacekeeperADSSmooth1 = 275\nPeacekeeperMinHipfireSmooth1 = 250\nPeacekeeperMaxHipfireSmooth1 = 275\nPeacekeeperMinADSSmooth1 = 275\nPeacekeeperMaxADSSmooth1 = 300\nPeacekeeperExtraSmooth1 = 5000\nPeacekeeperDeadzone = 0.5\nPeacekeeperFOV1 = 10\nPeacekeeperMinDistance1 = 1\nPeacekeeperMaxDistance1 = 200\nMastiffHipfireSmooth1 = 250\nMastiffADSSmooth1 = 275\nMastiffMinHipfireSmooth1 = 250\nMastiffMaxHipfireSmooth1 = 275\nMastiffMinADSSmooth1 = 275\nMastiffMaxADSSmooth1 = 300\nMastiffExtraSmooth1 = 5000\nMastiffDeadzone = 0.5\nMastiffFOV1 = 10\nMastiffMinDistance1 = 1\nMastiffMaxDistance1 = 200\nLongbowHipfireSmooth1 = 250\nLongbowADSSmooth1 = 275\nLongbowMinHipfireSmooth1 = 250\nLongbowMaxHipfireSmooth1 = 275\nLongbowMinADSSmooth1 = 275\nLongbowMaxADSSmooth1 = 300\nLongbowExtraSmooth1 = 5000\nLongbowDeadzone = 0.5\nLongbowFOV1 = 10\nLongbowMinDistance1 = 1\nLongbowMaxDistance1 = 200\nChargeRifleHipfireSmooth1 = 250\nChargeRifleADSSmooth1 = 275\nChargeRifleMinHipfireSmooth1 = 250\nChargeRifleMaxHipfireSmooth1 = 275\nChargeRifleMinADSSmooth1 = 275\nChargeRifleMaxADSSmooth1 = 300\nChargeRifleExtraSmooth1 = 5000\nChargeRifleDeadzone = 0.5\nChargeRifleFOV1 = 10\nChargeRifleMinDistance1 = 1\nChargeRifleMaxDistance1 = 200\nSentinelHipfireSmooth1 = 250\nSentinelADSSmooth1 = 275\nSentinelMinHipfireSmooth1 = 250\nSentinelMaxHipfireSmooth1 = 275\nSentinelMinADSSmooth1 = 275\nSentinelMaxADSSmooth1 = 300\nSentinelExtraSmooth1 = 5000\nSentinelDeadzone = 0.5\nSentinelFOV1 = 10\nSentinelMinDistance1 = 1\nSentinelMaxDistance1 = 200\nWingmanHipfireSmooth1 = 250\nWingmanADSSmooth1 = 275\nWingmanMinHipfireSmooth1 = 250\nWingmanMaxHipfireSmooth1 = 275\nWingmanMinADSSmooth1 = 275\nWingmanMaxADSSmooth1 = 300\nWingmanExtraSmooth1 = 5000\nWingmanDeadzone = 0.5\nWingmanFOV1 = 10\nWingmanMinDistance1 = 1\nWingmanMaxDistance1 = 200\nProwlerHipfireSmooth1 = 250\nProwlerADSSmooth1 = 275\nProwlerMinHipfireSmooth1 = 250\nProwlerMaxHipfireSmooth1 = 275\nProwlerMinADSSmooth1 = 275\nProwlerMaxADSSmooth1 = 300\nProwlerExtraSmooth1 = 5000\nProwlerDeadzone = 0.5\nProwlerFOV1 = 10\nProwlerMinDistance1 = 1\nProwlerMaxDistance1 = 200\nBocekHipfireSmooth1 = 250\nBocekADSSmooth1 = 275\nBocekMinHipfireSmooth1 = 250\nBocekMaxHipfireSmooth1 = 275\nBocekMinADSSmooth1 = 275\nBocekMaxADSSmooth1 = 300\nBocekExtraSmooth1 = 5000\nBocekDeadzone = 0.5\nBocekFOV1 = 10\nBocekMinDistance1 = 1\nBocekMaxDistance1 = 200\nKraberHipfireSmooth1 = 250\nKraberADSSmooth1 = 275\nKraberMinHipfireSmooth1 = 250\nKraberMaxHipfireSmooth1 = 275\nKraberMinADSSmooth1 = 275\nKraberMaxADSSmooth1 = 300\nKraberExtraSmooth1 = 5000\nKraberDeadzone = 0.5\nKraberFOV1 = 10\nKraberMinDistance1 = 1\nKraberMaxDistance1 = 200\nThrowingKnifeHipfireSmooth1 = 250\nThrowingKnifeADSSmooth1 = 275\nThrowingKnifeMinHipfireSmooth1 = 250\nThrowingKnifeMaxHipfireSmooth1 = 275\nThrowingKnifeMinADSSmooth1 = 275\nThrowingKnifeMaxADSSmooth1 = 300\nThrowingKnifeExtraSmooth1 = 5000\nThrowingKnifeDeadzone = 0.5\nThrowingKnifeFOV1 = 10\nThrowingKnifeMinDistance1 = 1\nThrowingKnifeMaxDistance1 = 200\n\n[AimbotBinds]\nAimBind = 56\nExtraBind = 57\nP2020AimBind = 56\nP2020ExtraBind = 0\nRE45AimBind = 56\nRE45ExtraBind = 0\nAlternatorAimBind = 56\nAlternatorExtraBind = 0\nR99AimBind = 56\nR99ExtraBind = 0\nR301AimBind = 56\nR301ExtraBind = 0\nSpitfireAimBind = 56\nSpitfireExtraBind = 0\nG7AimBind = 56\nG7ExtraBind = 57\nFlatlineAimBind = 56\nFlatlineExtraBind = 0\nHemlockAimBind = 56\nHemlockExtraBind = 0\nRepeaterAimBind = 56\nRepeaterExtraBind = 57\nRampageAimBind = 56\nRampageExtraBind = 0\nCARSMGAimBind = 56\nCARSMGExtraBind = 0\nHavocAimBind = 56\nHavocExtraBind = 0\nDevotionAimBind = 56\nDevotionExtraBind = 0\nLSTARAimBind = 56\nLSTARExtraBind = 0\nTripleTakeAimBind = 56\nTripleTakeExtraBind = 57\nVoltAimBind = 56\nVoltExtraBind = 0\nNemesisAimBind = 56\nNemesisExtraBind = 0\nMozambiqueAimBind = 56\nMozambiqueExtraBind = 57\nEVA8AimBind = 56\nEVA8ExtraBind = 57\nPeacekeeperAimBind = 56\nPeacekeeperExtraBind = 57\nMastiffAimBind = 56\nMastiffExtraBind = 57\nLongbowAimBind = 56\nLongbowExtraBind = 57\nChargeRifleAimBind = 56\nChargeRifleExtraBind = 57\nSentinelAimBind = 56\nSentinelExtraBind = 57\nWingmanAimBind = 56\nWingmanExtraBind = 0\nProwlerAimBind = 56\nProwlerExtraBind = 0\nBocekAimBind = 56\nBocekExtraBind = 57\nKraberAimBind = 56\nKraberExtraBind = 57\nThrowingKnifeAimBind = 56\nThrowingKnifeExtraBind = 0\n\n[AimbotHitboxes]\nHitbox = 2\nP2020Hitbox = 2\nRE45Hitbox = 2\nAlternatorHitbox = 2\nR99Hitbox = 2\nR301Hitbox = 2\nSpitfireHitbox = 2\nG7Hitbox = 2\nFlatlineHitbox = 2\nHemlockHitbox = 2\nRepeaterHitbox = 2\nRampageHitbox = 2\nCARSMGHitbox = 2\nHavocHitbox = 2\nDevotionHitbox = 2\nLSTARHitbox = 2\nTripleTakeHitbox = 2\nVoltHitbox = 2\nNemesisHitbox = 2\nMozambiqueHitbox = 2\nEVA8Hitbox = 2\nPeacekeeperHitbox = 2\nMastiffHitbox = 2\nLongbowHitbox = 2\nChargeRifleHitbox = 2\nSentinelHitbox = 2\nWingmanHitbox = 2\nProwlerHitbox = 2\nBocekHitbox = 2\nKraberHitbox = 2\nThrowingKnifeHitbox = 2\n\n[Ragebot]\nRagebotEnabled = 0\nRageAimbot = 0\nAimMethod = 0\nClosestHitbox = 0\nHitbox = 0\nBindMethod = 0\nOnFire = 1\nOnADS = 1\nAimBind = 56\nExtraBind = 57\nVisCheck = 1\nTeamCheck = 1\nPriority = 0\nAutoShoot = 0\nPredictMovement = 1\nPredictBulletDrop = 1\nPreditcionAmount = 255\nFinalDistance = 0\nSpeed = 1\nSmooth = 0.9\nHipfireSmooth = 0.9\nADSSmooth = 0.99\nSmoothDistance = 100\nDelay = 10\nFOV = 10\nZoomScale = 3\nMinDistance = 1\nHipfireDistance = 60\nZoomDistance = 160\nP2020 = 1\nRE45 = 1\nAlternator = 1\nR99 = 1\nR301 = 1\nSpitfire = 1\nG7 = 1\nFlatline = 1\nHemlock = 1\nRepeater = 1\nRampage = 1\nCARSMG = 1\nHavoc = 1\nDevotion = 1\nLSTAR = 1\nTripleTake = 1\nVolt = 1\nNemesis = 1\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 1\nBocek = 1\nKraber = 1\nKnife = 1\nRageRCS = 1\nRecoilRate = 100\n\n[Flickbot]\nFlickbot = 0\nFlickbotMethod = 0\nFlickBind = 34\nClosestHitbox = 0\nHitbox = 2\nPriority = 0\nAutoShoot = 1\nAutoShootDelay = 16\nFlickBack = 0\nFlickBackDelay = 16\nFlickBackSmoothing = 0.001\nPredictMovement = 1\nPredictBulletDrop = 1\nTeamCheck = 1\nPreditcionAmount = 255\nFinalDistance = 0\nHipfireSmooth = 0.9\nADSSmooth = 0.99\nSmoothDistance = 100\nDelay = 10\nFOV = 10\nZoomScale = 3\nMinDistance = 1\nHipfireDistance = 60\nZoomDistance = 160\nSmooth = 0.9\nFlickBackSmooth = 0.9\nP2020 = 0\nRE45 = 0\nAlternator = 0\nR99 = 0\nR301 = 0\nSpitfire = 0\nG7 = 0\nFlatline = 0\nHemlock = 0\nRepeater = 0\nRampage = 0\nCARSMG = 0\nHavoc = 0\nDevotion = 0\nLSTAR = 0\nTripleTake = 0\nVolt = 0\nNemesis = 0\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 0\nChargeRifle = 0\nSentinel = 0\nWingman = 1\nProwler = 0\nBocek = 0\nKraber = 0\nKnife = 0\n\n[RCS]\nRCSEnabled = 0\nRCSMode = 0\nOnADS = 1\nPitchPower = 3\nYawPower = 3\nPitchReduction = 50\nYawReduction = 50\nP2020 = 1\nRE45 = 1\nAlternator = 1\nR99 = 1\nR301 = 1\nSpitfire = 1\nG7 = 1\nFlatline = 1\nHemlock = 1\nRepeater = 1\nRampage = 1\nCARSMG = 1\nHavoc = 1\nDevotion = 1\nLSTAR = 1\nTripleTake = 1\nVolt = 1\nNemesis = 1\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 1\nKraber = 0\nAdvancedRCS = 0\nAdvancedPitchPower = 10\nAdvancedYawPower = 10\nAdvancedPitchReduction = 25\nAdvancedYawReduction = 25\nP2020Pitch = 10\nP2020Yaw = 10\nP2020PitchReduction = 25\nP2020YawReduction = 25\nRE45Pitch = 10\nRE45Yaw = 10\nRE45PitchReduction = 25\nRE45YawReduction = 25\nAlternatorPitch = 10\nAlternatorYaw = 10\nAlternatorPitchReduction = 25\nAlternatorYawReduction = 25\nR99Pitch = 10\nR99Yaw = 10\nR99PitchReduction = 25\nR99YawReduction = 25\nR301Pitch = 10\nR301Yaw = 10\nR301PitchReduction = 25\nR301YawReduction = 25\nSpitfirePitch = 10\nSpitfireYaw = 10\nSpitfirePitchReduction = 25\nSpitfireYawReduction = 25\nG7Pitch = 10\nG7Yaw = 10\nG7PitchReduction = 25\nG7YawReduction = 25\nFlatlinePitch = 10\nFlatlineYaw = 10\nFlatlinePitchReduction = 25\nFlatlineYawReduction = 25\nHemlockPitch = 10\nHemlockYaw = 10\nHemlockPitchReduction = 25\nHemlockYawReduction = 25\nRepeaterPitch = 10\nRepeaterYaw = 10\nRepeaterPitchReduction = 25\nRepeaterYawReduction = 25\nRampagePitch = 10\nRampageYaw = 10\nRampagePitchReduction = 25\nRampageYawReduction = 25\nCARSMGPitch = 10\nCARSMGYaw = 10\nCARSMGPitchReduction = 25\nCARSMGYawReduction = 25\nHavocPitch = 10\nHavocYaw = 10\nHavocPitchReduction = 25\nHavocYawReduction = 25\nDevotionPitch = 10\nDevotionYaw = 10\nDevotionPitchReduction = 25\nDevotionYawReduction = 25\nLSTARPitch = 10\nLSTARYaw = 10\nLSTARPitchReduction = 25\nLSTARYawReduction = 25\nTripleTakePitch = 10\nTripleTakeYaw = 10\nTripleTakePitchReduction = 25\nTripleTakeYawReduction = 25\nVoltPitch = 10\nVoltYaw = 10\nVoltPitchReduction = 25\nVoltYawReduction = 25\nNemesisPitch = 10\nNemesisYaw = 10\nNemesisPitchReduction = 25\nNemesisYawReduction = 25\nMozambiquePitch = 10\nMozambiqueYaw = 10\nMozambiquePitchReduction = 25\nMozambiqueYawReduction = 25\nEVA8Pitch = 10\nEVA8Yaw = 10\nEVA8PitchReduction = 25\nEVA8YawReduction = 25\nPeacekeeperPitch = 10\nPeacekeeperYaw = 10\nPeacekeeperPitchReduction = 25\nPeacekeeperYawReduction = 25\nMastiffPitch = 10\nMastiffYaw = 10\nMastiffPitchReduction = 25\nMastiffYawReduction = 25\nLongbowPitch = 10\nLongbowYaw = 10\nLongbowPitchReduction = 25\nLongbowYawReduction = 25\nChargeRiflePitch = 10\nChargeRifleYaw = 10\nChargeRiflePitchReduction = 25\nChargeRifleYawReduction = 25\nSentinelPitch = 10\nSentinelYaw = 10\nSentinelPitchReduction = 25\nSentinelYawReduction = 25\nWingmanPitch = 10\nWingmanYaw = 10\nWingmanPitchReduction = 25\nWingmanYawReduction = 25\nProwlerPitch = 10\nProwlerYaw = 10\nProwlerPitchReduction = 25\nProwlerYawReduction = 25\nKraberPitch = 10\nKraberYaw = 10\nKraberPitchReduction = 25\nKraberYawReduction = 25\n\n[Triggerbot]\nEnabled = 0\nBindMethod = 0\nAttackMethod = 1\nTriggerBind = 57\nOnADS = 1\nHipfireShotguns = 0\nDelay = 40\nRange = 200\nP2020 = 0\nRE45 = 0\nAlternator = 0\nR99 = 0\nR301 = 0\nSpitfire = 0\nG7 = 1\nFlatline = 0\nHemlock = 0\nRepeater = 1\nRampage = 0\nCARSMG = 0\nHavoc = 0\nDevotion = 0\nLSTAR = 0\nTripleTake = 1\nVolt = 0\nNemesis = 0\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 0\nBocek = 1\nKraber = 1\nKnife = 1\nAdvancedTriggerbot = 0\nP2020Range = 150\nRE45Range = 150\nAlternatorRange = 150\nR99Range = 150\nR301Range = 150\nSpitfireRange = 150\nG7Range = 150\nFlatlineRange = 150\nHemlockRange = 150\nProwlerRange = 150\nRepeaterRange = 150\nRampageRange = 150\nCARSMGRange = 150\nHavocRange = 150\nDevotionRange = 150\nLSTARRange = 150\nTripleTakeRange = 150\nVoltRange = 150\nNemesisRange = 150\nMozambiqueRange = 150\nPeacekeeperRange = 150\nMastiffRange = 150\nLongbowRange = 150\nChargeRifleRange = 150\nSentinelRange = 150\nWingmanRange = 150\nEVA8Range = 150\nBocekRange = 150\nKraberRange = 150\nThrowingKnifeRange = 150\n\n[Glow]\nNewGlow = 0\nKnockedCheck = 0\nGlowMaxDistance = 200\nGlowColorMode = 1\nGlowColorShieldMode = 0\nGlowRadius = 64\nInsideFunction = 2\nOutlineFunction = 125\nBodyStyle = 15\nOutlineStyle = 1\nViewModelGlow = 0\nViewModelGlowSetting = 65\nViewModelGlowCombo = 0\n\n[ItemGlow]\nItemGlow = 0\nCommon = 1\nRare = 1\nEpic = 1\nGold = 1\nLegendary = 1\nWeapons = 0\nAmmo = 0\nDeathbox = 1\nItemGlowThickness = 35\nSelectedInsideStyle = 2\nSelectedOutlineStyle = 3\n\n[Sense]\nEnabled = 1\nDrawFOVCircle = 0\nDrawFilledFOVCircle = 0\nFOVThickness = 1\nGameFOV = 120\nDrawTargetLine = 0\nDrawTargetDot = 0\nDrawTargetBox = 0\nTargetMode = 0\nTargetBoneMode = 0\nTargetSelectedBone = 0\nTargetBone = 0\nTargetHitbox = 0\nTargetLineThickness = 1\nTargetDotRadius = 1500\nTargetBoxMode = 0\nTargetBoxThickness = 1\nTargetBoxSize = 4\nDrawTargetInfo = 0\nTargetInfoDisplayMode = 0\nDrawTargetInfoName = 0\nTargetInfoNamePos = 0\nDrawTargetInfoLegend = 0\nTargetInfoLegendPos = 1\nDrawTargetInfoTeamID = 0\nDrawTargetInfoDistance = 0\nDrawTargetInfoWeapon = 0\nTargetInfoWeaponPos = 2\nDrawTargetInfoHealth = 0\nTargetInfoHealthPos = 3\nDrawTargetInfoShield = 0\nTargetInfoShieldPos = 4\nTargetInfoColorMode = 0\nTargetInfoPosX = 0\nTargetInfoPosY = 0\nTargetInfoOffset = 15\nDrawCrosshair = 0\nCrosshairSize = 7\nCrosshairThickness = 1\nShowSpectators = 0\nDrawSpectatorWarning = 0\nDrawVisibleWarning = 0\nWarningTextOutline = 1\nWarningTextX = 0\nWarningTextY = 0\nTextOutline = 1\nVisibilityCheck = 0\nKnockedCheck = 0\nESPMaxDistance = 200\n\n[SenseEnemy]\nDrawEnemy = 0\nDrawBoxes = 1\nBoxOutline = 1\nBoxType = 0\nBoxStyle = 1\nBoxThickness = 1\nDrawSkeleton = 1\nSkeletonOutline = 0\nSkeletonDetail = 0\nSkeletonThickness = 1\nDrawHeadCircle = 1\nHeadCircleOutline = 0\nHeadCircleThickness = 1\nDrawBars = 1\nHealthBar = 1\nShieldBar = 1\nBarMode = 2\nBarStyle = 0\nBarThickness = 1\nBarThickness2 = 1.05\nBarHeight = 5\nBarWidth = 60\nBarColorMode = 0\nWeaponColorType = 1\nDrawDistance = 1\nTracerPosition = 0\nTracerBone = 0\nDrawTracers = 0\nTracerThickness = 2\nDrawNames = 1\nDrawSeer = 0\nDrawStatus = 0\nDrawWeapon = 1\nDrawLegend = 1\nShowMaxStatusValues = 1\n\n[SenseTeammate]\nDrawTeam = 0\nDrawBoxes = 1\nBoxType = 0\nBoxStyle = 0\nBoxThickness = 1\nDrawSkeleton = 1\nSkeletonDetail = 0\nSkeletonThickness = 1\nDrawHeadCircle = 1\nHeadCircleThickness = 1\nDrawBars = 1\nHealthBar = 1\nShieldBar = 1\nBarMode = 0\nBarStyle = 0\nBarThickness = 1\nBarThickness2 = 0.05\nBarHeight = 5\nBarWidth = 60\nBarColorMode = 0\nBarBackground = 0\nWeaponColorType = 1\nDrawDistance = 1\nTracerPosition = 0\nTracerBone = 0\nDrawTracers = 1\nTracerThickness = 2\nDrawNames = 1\nDrawSeer = 0\nDrawStatus = 1\nDrawWeapon = 0\nDrawLegend = 0\nShowMaxStatusValues = 1\n\n[SensePositions]\nNamePosition = 0\nDistancePosition = 0\nLegendPosition = 2\nWeaponPosition = 3\nStatusPosition = 4\n\n[Radar]\nMiniMap = 0\nMiniMapRange = 100\nMiniMapScaleX = 215\nMiniMapScaleY = 215\nMiniMapGuides = 0\nIdentifierSize = 7\nMiniMapBlackBGSize = 0\nEnemyIdentifier = 1\nEnemyViewAngles = 1\nEnemyViewAnglesLength = 5\nRadarRounding = 15\nBackgroundColorR = 0\nBackgroundColorG = 0\nBackgroundColorB = 0\nBackgroundColorA = 0.1\nBigMap = 0\nBigMapBind = 21\nCircleColorR = 0.999\nCircleColorG = 0.999\nCircleColorB = 0.999\nCircleColorA = 0.999\n\n[Misc]\nSuperGlide = 0\nSuperGlideMode = 0\nSuperGlideFPS = 1\nQuickTurn = 0\nQuickTurnAngle = 180\nQuickTurnBind = 58\nWallJump = 0\nWallJumpBind = 34\nAutoTapStrafe = 0\nBHop = 0\nBHopDelay = 25\nBHopBind = 34\nRapidFire = 0\nRapidFireDelay = 75\nRapidFireBind = 34\nRapidP2020 = 1\nRapidR301 = 1\nRapidG7 = 1\nRapidFlatline = 1\nRapidHemlock = 1\nRapidProwler = 1\nRapidNemesis = 1\nRapidMozambique = 1\nRapidEVA8 = 1\nRapidWingman = 1\nSkinChanger = 0\nSkinP2020 = 1\nSkinRE45 = 1\nSkinALTERNATOR = 1\nSkinR99 = 1\nSkinR301 = 1\nSkinSPITFIRE = 1\nSkinG7 = 1\nSkinFLATLINE = 1\nSkinHEMLOCK = 1\nSkinREPEATER = 1\nSkinRAMPAGE = 1\nSkinCAR = 1\nSkinHAVOC = 1\nSkinDEVOTION = 1\nSkinLSTAR = 1\nSkinTRIPLETAKE = 1\nSkinVOLT = 1\nSkinNEMESIS = 1\nSkinMOZAMBIQUE = 1\nSkinEVA8 = 1\nSkinPEACEKEEPER = 1\nSkinMASTIFF = 1\nSkinLONGBOW = 1\nSkinCHARGE_RIFLE = 1\nSkinSENTINEL = 1\nSkinWINGMAN = 1\nSkinPROWLER = 1\nSkinBOCEK = 1\nSkinKRABER = 1\n\n[Colors]\nWeaponColorMode = 0\nTargetLineColorR = 0.99\nTargetLineColorG = 0.99\nTargetLineColorB = 0.99\nTargetLineColorA = 0.99\nTargetLineLockedColorR = 0.99\nTargetLineLockedColorG = 0\nTargetLineLockedColorB = 0\nTargetLineLockedColorA = 0.99\nTargetDotColorR = 0.99\nTargetDotColorG = 0.99\nTargetDotColorB = 0.99\nTargetDotColorA = 0.99\nTargetDotLockedColorR = 0.99\nTargetDotLockedColorG = 0\nTargetDotLockedColorB = 0\nTargetDotLockedColorA = 0.99\nTargetBoxColorR = 0.99\nTargetBoxColorG = 0.99\nTargetBoxColorB = 0.99\nTargetBoxColorA = 0.99\nTargetBoxLockedColorR = 0.99\nTargetBoxLockedColorG = 0\nTargetBoxLockedColorB = 0\nTargetBoxLockedColorA = 0.99\nTargetInfoColorR = 0.99\nTargetInfoColorG = 0.99\nTargetInfoColorB = 0.99\nTargetInfoColorA = 0.99\nTargetInfoLockedColorR = 0.99\nTargetInfoLockedColorG = 0\nTargetInfoLockedColorB = 0\nTargetInfoLockedColorA = 0.99\nFOVColorR = 0.99\nFOVColorG = 0.99\nFOVColorB = 0.99\nFOVColorA = 0.99\nFilledFOVColorR = 0\nFilledFOVColorG = 0\nFilledFOVColorB = 0\nFilledFOVColorA = 0.11\nCrosshairColorR = 0.99\nCrosshairColorG = 0.99\nCrosshairColorB = 0.99\nCrosshairColorA = 0.99\nSpectatorWarningColorR = 0.99\nSpectatorWarningColorG = 0\nSpectatorWarningColorB = 0\nSpectatorWarningColorA = 0.99\nVisibleWarningColorR = 0\nVisibleWarningColorG = 0.99\nVisibleWarningColorB = 0\nVisibleWarningColorA = 0.99\nNameColorR = 0.4\nNameColorG = 1\nNameColorB = 0.343\nNameColorA = 1\n\n[EnemyColors]\nInvisibleBoxColorR = 0.99\nInvisibleBoxColorG = 0\nInvisibleBoxColorB = 0\nInvisibleBoxColorA = 0.99\nVisibleBoxColorR = 0\nVisibleBoxColorG = 0.99\nVisibleBoxColorB = 0\nVisibleBoxColorA = 0.99\nKnockedBoxColorR = 0.99\nKnockedBoxColorG = 0.671\nKnockedBoxColorB = 0.119\nKnockedBoxColorA = 0.99\nInvisibleFilledBoxColorR = 0\nInvisibleFilledBoxColorG = 0\nInvisibleFilledBoxColorB = 0\nInvisibleFilledBoxColorA = 0.11\nVisibleFilledBoxColorR = 0\nVisibleFilledBoxColorG = 0\nVisibleFilledBoxColorB = 0\nVisibleFilledBoxColorA = 0.11\nKnockedFilledBoxColorR = 0\nKnockedFilledBoxColorG = 0\nKnockedFilledBoxColorB = 0\nKnockedFilledBoxColorA = 0.11\nInvisibleTracerColorR = 0.99\nInvisibleTracerColorG = 0\nInvisibleTracerColorB = 0\nInvisibleTracerColorA = 0.99\nVisibleTracerColorR = 0\nVisibleTracerColorG = 0.99\nVisibleTracerColorB = 0\nVisibleTracerColorA = 0.99\nKnockedTracerColorR = 0.99\nKnockedTracerColorG = 0.671\nKnockedTracerColorB = 0.119\nKnockedTracerColorA = 0.99\nInvisibleSkeletonColorR = 0.99\nInvisibleSkeletonColorG = 0\nInvisibleSkeletonColorB = 0\nInvisibleSkeletonColorA = 0.99\nVisibleSkeletonColorR = 0\nVisibleSkeletonColorG = 0.99\nVisibleSkeletonColorB = 0\nVisibleSkeletonColorA = 0.99\nKnockedSkeletonColorR = 0.99\nKnockedSkeletonColorG = 0.671\nKnockedSkeletonColorB = 0.119\nKnockedSkeletonColorA = 0.99\nInvisibleHeadCircleColorR = 0.99\nInvisibleHeadCircleColorG = 0\nInvisibleHeadCircleColorB = 0\nInvisibleHeadCircleColorA = 0.99\nVisibleHeadCircleColorR = 0\nVisibleHeadCircleColorG = 0.99\nVisibleHeadCircleColorB = 0\nVisibleHeadCircleColorA = 0.99\nKnockedHeadCircleColorR = 0.99\nKnockedHeadCircleColorG = 0.671\nKnockedHeadCircleColorB = 0.119\nKnockedHeadCircleColorA = 0.99\nInvisibleNameColorR = 0.99\nInvisibleNameColorG = 0\nInvisibleNameColorB = 0\nInvisibleNameColorA = 0.99\nVisibleNameColorR = 0\nVisibleNameColorG = 0.99\nVisibleNameColorB = 0\nVisibleNameColorA = 0.99\nKnockedNameColorR = 0.99\nKnockedNameColorG = 0.671\nKnockedNameColorB = 0.119\nKnockedNameColorA = 0.99\nInvisibleDistanceColorR = 0.99\nInvisibleDistanceColorG = 0\nInvisibleDistanceColorB = 0\nInvisibleDistanceColorA = 0.99\nVisibleDistanceColorR = 0\nVisibleDistanceColorG = 0.99\nVisibleDistanceColorB = 0\nVisibleDistanceColorA = 0.99\nKnockedDistanceColorR = 0.99\nKnockedDistanceColorG = 0.671\nKnockedDistanceColorB = 0.119\nKnockedDistanceColorA = 0.99\nInvisibleLegendColorR = 0.99\nInvisibleLegendColorG = 0\nInvisibleLegendColorB = 0\nInvisibleLegendColorA = 0.99\nVisibleLegendColorR = 0\nVisibleLegendColorG = 0.99\nVisibleLegendColorB = 0\nVisibleLegendColorA = 0.99\nKnockedLegendColorR = 0.99\nKnockedLegendColorG = 0.671\nKnockedLegendColorB = 0.119\nKnockedLegendColorA = 0.99\nBarColorMode = 2\nInvisibleWeaponColorR = 0.99\nInvisibleWeaponColorG = 0\nInvisibleWeaponColorB = 0\nInvisibleWeaponColorA = 0.99\nVisibleWeaponColorR = 0\nVisibleWeaponColorG = 0.99\nVisibleWeaponColorB = 0\nVisibleWeaponColorA = 0.99\nKnockedWeaponColorR = 0.99\nKnockedWeaponColorG = 0.671\nKnockedWeaponColorB = 0.119\nKnockedWeaponColorA = 0.99\nLightWeaponColorR = 0.99\nLightWeaponColorG = 0.768\nLightWeaponColorB = 0.039\nLightWeaponColorA = 0.99\nHeavyWeaponColorR = 0.0099\nHeavyWeaponColorG = 0.99\nHeavyWeaponColorB = 0.761\nHeavyWeaponColorA = 0\nEnergyWeaponColorR = 0\nEnergyWeaponColorG = 0.99\nEnergyWeaponColorB = 0\nEnergyWeaponColorA = 0.99\nShotgunWeaponColorR = 0.99\nShotgunWeaponColorG = 0\nShotgunWeaponColorB = 0\nShotgunWeaponColorA = 0.99\nSniperWeaponColorR = 0.0099\nSniperWeaponColorG = 0.337\nSniperWeaponColorB = 0.99\nSniperWeaponColorA = 0.99\nLegendaryWeaponColorR = 0.99\nLegendaryWeaponColorG = 0.53\nLegendaryWeaponColorB = 0.945\nLegendaryWeaponColorA = 0\nMeleeWeaponColorR = 0.99\nMeleeWeaponColorG = 0.99\nMeleeWeaponColorB = 0.99\nMeleeWeaponColorA = 0.99\nThrowableWeaponColorR = 0.99\nThrowableWeaponColorG = 0.974\nThrowableWeaponColorB = 0.0495\nThrowableWeaponColorA = 0.99\nInvisibleGlowColorR = 1\nInvisibleGlowColorG = 0\nInvisibleGlowColorB = 0\nVisibleGlowColorR = 0\nVisibleGlowColorG = 1\nVisibleGlowColorB = 0\nKnockedGlowColorR = 0.99\nKnockedGlowColorG = 0.67\nKnockedGlowColorB = 0.12\nRedShieldColorR = 1\nRedShieldColorG = 0\nRedShieldColorB = 0\nPurpleShieldColorR = 0.5\nPurpleShieldColorG = 0\nPurpleShieldColorB = 0.5\nBlueShieldColorR = 0\nBlueShieldColorG = 0.5\nBlueShieldColorB = 1\nGreyShieldColorR = 0.54\nGreyShieldColorG = 0.545\nGreyShieldColorB = 0.545\nLowGlowColorR = 1\nLowGlowColorG = 1\nLowGlowColorB = 0\n\n[TeammateColors]\nInvisibleBoxColorR = 0.0846\nInvisibleBoxColorG = 0.0693\nInvisibleBoxColorB = 0.99\nInvisibleBoxColorA = 0.99\nVisibleBoxColorR = 0.0099\nVisibleBoxColorG = 0.827\nVisibleBoxColorB = 0.99\nVisibleBoxColorA = 0.99\nVisibleBoxColorR = 0.0099\nVisibleBoxColorG = 0.827\nVisibleBoxColorB = 0.99\nVisibleBoxColorA = 0.99\nInvisibleFilledBoxColorR = 0.0846\nInvisibleFilledBoxColorG = 0.0693\nInvisibleFilledBoxColorB = 0.99\nInvisibleFilledBoxColorA = 0.99\nVisibleFilledBoxColorR = 0.0099\nVisibleFilledBoxColorG = 0.827\nVisibleFilledBoxColorB = 0.99\nVisibleFilledBoxColorA = 0.99\nVisibleFilledBoxColorR = 0.0099\nVisibleFilledBoxColorG = 0.827\nVisibleFilledBoxColorB = 0.99\nVisibleFilledBoxColorA = 0.99\nInvisibleTracerColorR = 0.0846\nInvisibleTracerColorG = 0.0693\nInvisibleTracerColorB = 0.99\nInvisibleTracerColorA = 0.99\nVisibleTracerColorR = 0.0099\nVisibleTracerColorG = 0.827\nVisibleTracerColorB = 0.99\nVisibleTracerColorA = 0.99\nVisibleTracerColorR = 0.0099\nVisibleTracerColorG = 0.827\nVisibleTracerColorB = 0.99\nVisibleTracerColorA = 0.99\nInvisibleSkeletonColorR = 0.0846\nInvisibleSkeletonColorG = 0.0693\nInvisibleSkeletonColorB = 0.99\nInvisibleSkeletonColorA = 0.99\nVisibleSkeletonColorR = 0.0099\nVisibleSkeletonColorG = 0.827\nVisibleSkeletonColorB = 0.99\nVisibleSkeletonColorA = 0.99\nVisibleSkeletonColorR = 0.0099\nVisibleSkeletonColorG = 0.827\nVisibleSkeletonColorB = 0.99\nVisibleSkeletonColorA = 0.99\nInvisibleHeadCircleColorR = 0.0846\nInvisibleHeadCircleColorG = 0.0693\nInvisibleHeadCircleColorB = 0.99\nInvisibleHeadCircleColorA = 0.99\nVisibleHeadCircleColorR = 0.0099\nVisibleHeadCircleColorG = 0.827\nVisibleHeadCircleColorB = 0.99\nVisibleHeadCircleColorA = 0.99\nVisibleHeadCircleColorR = 0.0099\nVisibleHeadCircleColorG = 0.827\nVisibleHeadCircleColorB = 0.99\nVisibleHeadCircleColorA = 0.99\nInvisibleNameColorR = 0.0846\nInvisibleNameColorG = 0.0693\nInvisibleNameColorB = 0.99\nInvisibleNameColorA = 0.99\nVisibleNameColorR = 0.0099\nVisibleNameColorG = 0.827\nVisibleNameColorB = 0.99\nVisibleNameColorA = 0.99\nVisibleNameColorR = 0.0099\nVisibleNameColorG = 0.827\nVisibleNameColorB = 0.99\nVisibleNameColorA = 0.99\nInvisibleDistanceColorR = 0.0846\nInvisibleDistanceColorG = 0.0693\nInvisibleDistanceColorB = 0.99\nInvisibleDistanceColorA = 0.99\nVisibleDistanceColorR = 0.0099\nVisibleDistanceColorG = 0.827\nVisibleDistanceColorB = 0.99\nVisibleDistanceColorA = 0.99\nVisibleDistanceColorR = 0.0099\nVisibleDistanceColorG = 0.827\nVisibleDistanceColorB = 0.99\nVisibleDistanceColorA = 0.99\nInvisibleLegendColorR = 0.0846\nInvisibleLegendColorG = 0.0693\nInvisibleLegendColorB = 0.99\nInvisibleLegendColorA = 0.99\nVisibleLegendColorR = 0.0099\nVisibleLegendColorG = 0.827\nVisibleLegendColorB = 0.99\nVisibleLegendColorA = 0.99\nVisibleLegendColorR = 0.0099\nVisibleLegendColorG = 0.827\nVisibleLegendColorB = 0.99\nVisibleLegendColorA = 0.99\nBarColorMode = 2\nInvisibleWeaponColorR = 0.0846\nInvisibleWeaponColorG = 0.0693\nInvisibleWeaponColorB = 0.99\nInvisibleWeaponColorA = 0.99\nVisibleWeaponColorR = 0.0099\nVisibleWeaponColorG = 0.827\nVisibleWeaponColorB = 0.99\nVisibleWeaponColorA = 0.99\nVisibleWeaponColorR = 0.0099\nVisibleWeaponColorG = 0.827\nVisibleWeaponColorB = 0.99\nVisibleWeaponColorA = 0.99\nLightWeaponColorR = 0.99\nLightWeaponColorG = 0.768\nLightWeaponColorB = 0.039\nLightWeaponColorA = 0.99\nHeavyWeaponColorR = 0.0099\nHeavyWeaponColorG = 0.99\nHeavyWeaponColorB = 0.761\nHeavyWeaponColorA = 0\nEnergyWeaponColorR = 0\nEnergyWeaponColorG = 0.99\nEnergyWeaponColorB = 0\nEnergyWeaponColorA = 0.99\nShotgunWeaponColorR = 0.99\nShotgunWeaponColorG = 0\nShotgunWeaponColorB = 0\nShotgunWeaponColorA = 0.99\nSniperWeaponColorR = 0.0099\nSniperWeaponColorG = 0.337\nSniperWeaponColorB = 0.99\nSniperWeaponColorA = 0.99\nLegendaryWeaponColorR = 0.99\nLegendaryWeaponColorG = 0.53\nLegendaryWeaponColorB = 0.945\nLegendaryWeaponColorA = 0\nMeleeWeaponColorR = 0.99\nMeleeWeaponColorG = 0.99\nMeleeWeaponColorB = 0.99\nMeleeWeaponColorA = 0.99\nThrowableWeaponColorR = 0.99\nThrowableWeaponColorG = 0.974\nThrowableWeaponColorB = 0.0495\nThrowableWeaponColorA = 0.99\n\n[Watermark]\nWatermark = 1\nWatermarkPosition = 0\nName = 1\nProcessingSpeed = 1\nGameFPS = 1\nSpectators = 0\n\n[Settings]\nMenuBind = 53\nESPEnabled = 1\nDeadCheck = 0\nOverlayEnabled = 1\nAntiAliasedLines = 1\nFPSCap = 0\nCappedFPS = 144\nShowKeybinds = 0\nKeybindColorR = 0.99\nKeybindColorG = 0\nKeybindColorB = 0\nKeybindColorA = 0.99\n\n"
  },
  {
    "path": "Configs/Premade_Legit1.ini",
    "content": "[Aimbot]\nAimbotEnabled = 1\nBindMethod = 0\nAimbotMode = 2\nInputMethod = 0\nClosestHitbox = 1\nOnFire = 1\nOnADS = 0\nVisCheck = 1\nTeamCheck = 1\nTargetSwitching = 1\nPriority = 0\nPredictMovement = 1\nPredictBulletDrop = 1\nFinalDistance = 0\nSmooth = 0.9\nSpeed = 5\nSmoothingMethod = 0\nHipfireSmooth = 0.9\nADSSmooth = 0.99\nMinHipfireSmooth = 0.9\nMaxHipfireSmooth = 0.99\nMinADSSmooth = 0.9\nMaxADSSmooth = 0.99\nMouseHipfireSmoothing = 504\nMouseADSSmoothing = 602\nMouseExtraSmoothing = 9999\nMinMouseHipfireSmoothing = 300\nMaxMouseHipfireSmoothing = 315\nMinMouseADSSmoothing = 350\nMaxMouseADSSmoothing = 360\nDelay = 1\nFOV = 10\nZoomScale = 2.2\nMinDistance = 1\nHipfireDistance = 60\nZoomDistance = 160\nHipfireSmooth1 = 446\nADSSmooth1 = 505\nExtraSmoothing = 9999\nDeadzone = 0.556\nFOV1 = 9\nMinDistance2 = 1\nMaxDistance2 = 200\nP2020 = 1\nRE45 = 1\nAlternator = 1\nR99 = 1\nR301 = 1\nSpitfire = 1\nG7 = 1\nFlatline = 1\nHemlock = 1\nRepeater = 1\nRampage = 1\nCARSMG = 1\nHavoc = 1\nDevotion = 1\nLSTAR = 1\nTripleTake = 1\nVolt = 1\nNemesis = 1\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 1\nBocek = 1\nKraber = 1\nKnife = 1\nAdvancedAim = 0\nAdvancedFire = 1\nAdvancedADS = 0\nAdvancedSmoothingMethod = 0\nAdvancedClosestHitbox = 1\nAdvancedHitbox = 2\nAdvancedSpeed = 20\nAdvancedSmooth = 0.99\nAdvancedHipfireSmooth = 0.99\nAdvancedADSSmooth = 0.99\nAdvancedMinHipfireSmooth = 0.98\nAdvancedMaxHipfireSmooth = 0.99\nAdvancedMinADSSmooth = 0.98\nAdvancedMaxADSSmooth = 0.99\nAdvancedHipfireSmooth1 = 250\nAdvancedADSSmooth1 = 275\nAdvancedMinHipfireSmooth1 = 0.98\nAdvancedMaxHipfireSmooth1 = 0.99\nAdvancedMinADSSmooth1 = 0.98\nAdvancedMaxADSSmooth1 = 0.99\nAdvancedExtraSmooth1 = 5000\nAdvancedFOV1 = 10\nAdvancedDeadzone = 0.5\nAdvancedMinDistance1 = 1\nAdvancedMaxDistance1 = 150\nP2020Fire = 1\nP2020ADS = 0\nRE45Fire = 1\nRE45ADS = 0\nAlternatorFire = 1\nAlternatorADS = 0\nR99Fire = 1\nR99ADS = 0\nR301Fire = 1\nR301ADS = 0\nSpitfireFire = 1\nSpitfireADS = 0\nG7Fire = 1\nG7ADS = 0\nFlatlineFire = 1\nFlatlineADS = 0\nHemlockFire = 1\nHemlockADS = 0\nRepeaterFire = 1\nRepeaterADS = 0\nRampageFire = 1\nRampageADS = 0\nCARSMGFire = 1\nCARSMGADS = 0\nHavocFire = 1\nHavocADS = 0\nDevotionFire = 1\nDevotionADS = 0\nLSTARFire = 1\nLSTARADS = 0\nTripleTakeFire = 1\nTripleTakeADS = 0\nVoltFire = 1\nVoltADS = 0\nNemesisFire = 1\nNemesisADS = 0\nMozambiqueFire = 1\nMozambiqueADS = 0\nEVA8Fire = 1\nEVA8ADS = 0\nPeacekeeperFire = 1\nPeacekeeperADS = 0\nMastiffFire = 1\nMastiffADS = 0\nLongbowFire = 1\nLongbowADS = 0\nChargeRifleFire = 1\nChargeRifleADS = 0\nSentinelFire = 1\nSentinelADS = 0\nWingmanFire = 1\nWingmanADS = 0\nProwlerFire = 1\nProwlerADS = 0\nKraberFire = 1\nKraberADS = 0\nBocekFire = 1\nBocekADS = 0\nThrowingKnifeFire = 1\nThrowingKnifeADS = 0\nP2020ClosestHitbox = 1\nP2020Hitbox = 2\nP2020Speed = 10\nP2020HipfireSmooth = 0.99\nP2020ADSSmooth = 0.99\nP2020SmoothingMethod = 0\nP2020MinHipfireSmooth = 0.98\nP2020MaxHipfireSmooth = 0.99\nP2020MinADSSmooth = 0.98\nP2020MaxADSSmooth = 0.99\nP2020FOV = 10\nP2020ZoomScale = 3\nRE45ClosestHitbox = 1\nRE45Hitbox = 2\nRE45Speed = 10\nRE45HipfireSmooth = 0.99\nRE45ADSSmooth = 0.99\nRE45SmoothingMethod = 0\nRE45MinHipfireSmooth = 0.98\nRE45MaxHipfireSmooth = 0.99\nRE45MinADSSmooth = 0.98\nRE45MaxADSSmooth = 0.99\nRE45FOV = 10\nRE45ZoomScale = 3\nAlternatorClosestHitbox = 1\nAlternatorHitbox = 2\nAlternatorSpeed = 10\nAlternatorHipfireSmooth = 0.99\nAlternatorADSSmooth = 0.99\nAlternatorSmoothingMethod = 0\nAlternatorMinHipfireSmooth = 0.98\nAlternatorMaxHipfireSmooth = 0.99\nAlternatorMinADSSmooth = 0.98\nAlternatorMaxADSSmooth = 0.99\nAlternatorFOV = 10\nAlternatorZoomScale = 3\nR99ClosestHitbox = 1\nR99Hitbox = 2\nR99Speed = 10\nR99HipfireSmooth = 0.99\nR99ADSSmooth = 0.99\nR99SmoothingMethod = 0\nR99MinHipfireSmooth = 0.98\nR99MaxHipfireSmooth = 0.99\nR99MinADSSmooth = 0.98\nR99MaxADSSmooth = 0.99\nR99FOV = 10\nR99ZoomScale = 3\nR301ClosestHitbox = 1\nR301Hitbox = 2\nR301Speed = 10\nR301HipfireSmooth = 0.99\nR301ADSSmooth = 0.99\nR301SmoothingMethod = 0\nR301MinHipfireSmooth = 0.98\nR301MaxHipfireSmooth = 0.99\nR301MinADSSmooth = 0.98\nR301MaxADSSmooth = 0.99\nR301FOV = 10\nR301ZoomScale = 3\nSpitfireClosestHitbox = 1\nSpitfireHitbox = 2\nSpitfireSpeed = 10\nSpitfireHipfireSmooth = 0.99\nSpitfireADSSmooth = 0.99\nSpitfireSmoothingMethod = 0\nSpitfireMinHipfireSmooth = 0.98\nSpitfireMaxHipfireSmooth = 0.99\nSpitfireMinADSSmooth = 0.98\nSpitfireMaxADSSmooth = 0.99\nSpitfireFOV = 10\nSpitfireZoomScale = 3\nG7ClosestHitbox = 1\nG7Hitbox = 2\nG7Speed = 10\nG7HipfireSmooth = 0.99\nG7ADSSmooth = 0.99\nG7SmoothingMethod = 0\nG7MinHipfireSmooth = 0.98\nG7MaxHipfireSmooth = 0.99\nG7MinADSSmooth = 0.98\nG7MaxADSSmooth = 0.99\nG7FOV = 10\nG7ZoomScale = 3\nFlatlineClosestHitbox = 1\nFlatlineHitbox = 2\nFlatlineSpeed = 10\nFlatlineHipfireSmooth = 0.99\nFlatlineADSSmooth = 0.99\nFlatlineSmoothingMethod = 0\nFlatlineMinHipfireSmooth = 0.98\nFlatlineMaxHipfireSmooth = 0.99\nFlatlineMinADSSmooth = 0.98\nFlatlineMaxADSSmooth = 0.99\nFlatlineFOV = 10\nFlatlineZoomScale = 3\nHemlockClosestHitbox = 1\nHemlockHitbox = 2\nHemlockSpeed = 10\nHemlockHipfireSmooth = 0.99\nHemlockADSSmooth = 0.99\nHemlockSmoothingMethod = 0\nHemlockMinHipfireSmooth = 0.98\nHemlockMaxHipfireSmooth = 0.99\nHemlockMinADSSmooth = 0.98\nHemlockMaxADSSmooth = 0.99\nHemlockFOV = 10\nHemlockZoomScale = 3\nRepeaterClosestHitbox = 1\nRepeaterHitbox = 2\nRepeaterSpeed = 10\nRepeaterHipfireSmooth = 0.99\nRepeaterADSSmooth = 0.99\nRepeaterSmoothingMethod = 0\nRepeaterMinHipfireSmooth = 0.98\nRepeaterMaxHipfireSmooth = 0.99\nRepeaterMinADSSmooth = 0.98\nRepeaterMaxADSSmooth = 0.99\nRepeaterFOV = 10\nRepeaterZoomScale = 3\nRampageClosestHitbox = 1\nRampageHitbox = 2\nRampageSpeed = 10\nRampageHipfireSmooth = 0.99\nRampageADSSmooth = 0.99\nRampageSmoothingMethod = 0\nRampageMinHipfireSmooth = 0.98\nRampageMaxHipfireSmooth = 0.99\nRampageMinADSSmooth = 0.98\nRampageMaxADSSmooth = 0.99\nRampageFOV = 10\nRampageZoomScale = 3\nCARSMGClosestHitbox = 1\nCARSMGHitbox = 2\nCARSMGSpeed = 10\nCARSMGHipfireSmooth = 0.99\nCARSMGADSSmooth = 0.99\nCARSMGSmoothingMethod = 0\nCARSMGMinHipfireSmooth = 0.98\nCARSMGMaxHipfireSmooth = 0.99\nCARSMGMinADSSmooth = 0.98\nCARSMGMaxADSSmooth = 0.99\nCARSMGFOV = 10\nCARSMGZoomScale = 3\nHavocClosestHitbox = 1\nHavocHitbox = 2\nHavocSpeed = 10\nHavocHipfireSmooth = 0.99\nHavocADSSmooth = 0.99\nHavocSmoothingMethod = 0\nHavocMinHipfireSmooth = 0.98\nHavocMaxHipfireSmooth = 0.99\nHavocMinADSSmooth = 0.98\nHavocMaxADSSmooth = 0.99\nHavocFOV = 10\nHavocZoomScale = 3\nDevotionClosestHitbox = 1\nDevotionHitbox = 2\nDevotionSpeed = 10\nDevotionHipfireSmooth = 0.99\nDevotionADSSmooth = 0.99\nDevotionSmoothingMethod = 0\nDevotionMinHipfireSmooth = 0.98\nDevotionMaxHipfireSmooth = 0.99\nDevotionMinADSSmooth = 0.98\nDevotionMaxADSSmooth = 0.99\nDevotionFOV = 10\nDevotionZoomScale = 3\nLSTARClosestHitbox = 1\nLSTARHitbox = 2\nLSTARSpeed = 10\nLSTARHipfireSmooth = 0.99\nLSTARADSSmooth = 0.99\nLSTARSmoothingMethod = 0\nLSTARMinHipfireSmooth = 0.98\nLSTARMaxHipfireSmooth = 0.99\nLSTARMinADSSmooth = 0.98\nLSTARMaxADSSmooth = 0.99\nLSTARFOV = 10\nLSTARZoomScale = 3\nTripleTakeClosestHitbox = 1\nTripleTakeHitbox = 2\nTripleTakeSpeed = 10\nTripleTakeHipfireSmooth = 0.99\nTripleTakeADSSmooth = 0.99\nTripleTakeSmoothingMethod = 0\nTripleTakeMinHipfireSmooth = 0.98\nTripleTakeMaxHipfireSmooth = 0.99\nTripleTakeMinADSSmooth = 0.98\nTripleTakeMaxADSSmooth = 0.99\nTripleTakeFOV = 10\nTripleTakeZoomScale = 3\nVoltClosestHitbox = 1\nVoltHitbox = 2\nVoltSpeed = 10\nVoltHipfireSmooth = 0.99\nVoltADSSmooth = 0.99\nVoltSmoothingMethod = 0\nVoltMinHipfireSmooth = 0.98\nVoltMaxHipfireSmooth = 0.99\nVoltMinADSSmooth = 0.98\nVoltMaxADSSmooth = 0.99\nVoltFOV = 10\nVoltZoomScale = 3\nNemesisClosestHitbox = 1\nNemesisHitbox = 2\nNemesisSpeed = 10\nNemesisHipfireSmooth = 0.99\nNemesisADSSmooth = 0.99\nNemesisSmoothingMethod = 0\nNemesisMinHipfireSmooth = 0.98\nNemesisMaxHipfireSmooth = 0.99\nNemesisMinADSSmooth = 0.98\nNemesisMaxADSSmooth = 0.99\nNemesisFOV = 10\nNemesisZoomScale = 3\nMozambiqueClosestHitbox = 1\nMozambiqueHitbox = 2\nMozambiqueSpeed = 10\nMozambiqueHipfireSmooth = 0.99\nMozambiqueADSSmooth = 0.99\nMozambiqueSmoothingMethod = 0\nMozambiqueMinHipfireSmooth = 0.98\nMozambiqueMaxHipfireSmooth = 0.99\nMozambiqueMinADSSmooth = 0.98\nMozambiqueMaxADSSmooth = 0.99\nMozambiqueFOV = 10\nMozambiqueZoomScale = 3\nEVA8ClosestHitbox = 1\nEVA8Hitbox = 2\nEVA8Speed = 10\nEVA8HipfireSmooth = 0.99\nEVA8ADSSmooth = 0.99\nEVA8SmoothingMethod = 0\nEVA8MinHipfireSmooth = 0.98\nEVA8MaxHipfireSmooth = 0.99\nEVA8MinADSSmooth = 0.98\nEVA8MaxADSSmooth = 0.99\nEVA8FOV = 10\nEVA8ZoomScale = 3\nPeacekeeperClosestHitbox = 1\nPeacekeeperHitbox = 2\nPeacekeeperSpeed = 10\nPeacekeeperHipfireSmooth = 0.99\nPeacekeeperADSSmooth = 0.99\nPeacekeeperSmoothingMethod = 0\nPeacekeeperMinHipfireSmooth = 0.98\nPeacekeeperMaxHipfireSmooth = 0.99\nPeacekeeperMinADSSmooth = 0.98\nPeacekeeperMaxADSSmooth = 0.99\nPeacekeeperFOV = 10\nPeacekeeperZoomScale = 3\nMastiffClosestHitbox = 1\nMastiffHitbox = 2\nMastiffSpeed = 10\nMastiffHipfireSmooth = 0.99\nMastiffADSSmooth = 0.99\nMastiffSmoothingMethod = 0\nMastiffMinHipfireSmooth = 0.98\nMastiffMaxHipfireSmooth = 0.99\nMastiffMinADSSmooth = 0.98\nMastiffMaxADSSmooth = 0.99\nMastiffFOV = 10\nMastiffZoomScale = 3\nLongbowClosestHitbox = 1\nLongbowHitbox = 2\nLongbowSpeed = 10\nLongbowHipfireSmooth = 0.99\nLongbowADSSmooth = 0.99\nLongbowSmoothingMethod = 0\nLongbowMinHipfireSmooth = 0.98\nLongbowMaxHipfireSmooth = 0.99\nLongbowMinADSSmooth = 0.98\nLongbowMaxADSSmooth = 0.99\nLongbowFOV = 10\nLongbowZoomScale = 3\nChargeRifleClosestHitbox = 1\nChargeRifleHitbox = 2\nChargeRifleSpeed = 10\nChargeRifleHipfireSmooth = 0.99\nChargeRifleADSSmooth = 0.99\nChargeRifleSmoothingMethod = 0\nChargeRifleMinHipfireSmooth = 0.98\nChargeRifleMaxHipfireSmooth = 0.99\nChargeRifleMinADSSmooth = 0.98\nChargeRifleMaxADSSmooth = 0.99\nChargeRifleFOV = 10\nChargeRifleZoomScale = 3\nSentinelClosestHitbox = 1\nSentinelHitbox = 2\nSentinelSpeed = 10\nSentinelHipfireSmooth = 0.99\nSentinelADSSmooth = 0.99\nSentinelSmoothingMethod = 0\nSentinelMinHipfireSmooth = 0.98\nSentinelMaxHipfireSmooth = 0.99\nSentinelMinADSSmooth = 0.98\nSentinelMaxADSSmooth = 0.99\nSentinelFOV = 10\nSentinelZoomScale = 3\nWingmanClosestHitbox = 1\nWingmanHitbox = 2\nWingmanSpeed = 10\nWingmanHipfireSmooth = 0.99\nWingmanADSSmooth = 0.99\nWingmanSmoothingMethod = 0\nWingmanMinHipfireSmooth = 0.98\nWingmanMaxHipfireSmooth = 0.99\nWingmanMinADSSmooth = 0.98\nWingmanMaxADSSmooth = 0.99\nWingmanFOV = 10\nWingmanZoomScale = 3\nProwlerClosestHitbox = 1\nProwlerHitbox = 2\nProwlerSpeed = 10\nProwlerHipfireSmooth = 0.99\nProwlerADSSmooth = 0.99\nProwlerSmoothingMethod = 0\nProwlerMinHipfireSmooth = 0.98\nProwlerMaxHipfireSmooth = 0.99\nProwlerMinADSSmooth = 0.98\nProwlerMaxADSSmooth = 0.99\nProwlerFOV = 10\nProwlerZoomScale = 3\nKraberClosestHitbox = 1\nKraberHitbox = 2\nKraberSpeed = 10\nKraberHipfireSmooth = 0.99\nKraberADSSmooth = 0.99\nKraberSmoothingMethod = 0\nKraberMinHipfireSmooth = 0.98\nKraberMaxHipfireSmooth = 0.99\nKraberMinADSSmooth = 0.98\nKraberMaxADSSmooth = 0.99\nKraberFOV = 10\nKraberZoomScale = 3\nBocekClosestHitbox = 1\nBocekHitbox = 2\nBocekSpeed = 10\nBocekHipfireSmooth = 0.99\nBocekADSSmooth = 0.99\nBocekSmoothingMethod = 0\nBocekMinHipfireSmooth = 0.98\nBocekMaxHipfireSmooth = 0.99\nBocekMinADSSmooth = 0.98\nBocekMaxADSSmooth = 0.99\nBocekFOV = 10\nBocekZoomScale = 3\nThrowingKnifeClosestHitbox = 1\nThrowingKnifeHitbox = 2\nThrowingKnifeSpeed = 10\nThrowingKnifeHipfireSmooth = 0.99\nThrowingKnifeADSSmooth = 0.99\nThrowingKnifeSmoothingMethod = 0\nThrowingKnifeMinHipfireSmooth = 0.98\nThrowingKnifeMaxHipfireSmooth = 0.99\nThrowingKnifeMinADSSmooth = 0.98\nThrowingKnifeMaxADSSmooth = 0.99\nThrowingKnifeFOV = 10\nThrowingKnifeZoomScale = 3\nP2020HipfireSmooth1 = 250\nP2020ADSSmooth1 = 275\nP2020MinHipfireSmooth1 = 250\nP2020MaxHipfireSmooth1 = 275\nP2020MinADSSmooth1 = 275\nP2020MaxADSSmooth1 = 300\nP2020ExtraSmooth1 = 5000\nP2020Deadzone = 0.5\nP2020FOV1 = 10\nP2020MinDistance1 = 1\nP2020MaxDistance1 = 200\nRE45HipfireSmooth1 = 250\nRE45ADSSmooth1 = 275\nRE45MinHipfireSmooth1 = 250\nRE45MaxHipfireSmooth1 = 275\nRE45MinADSSmooth1 = 275\nRE45MaxADSSmooth1 = 300\nRE45ExtraSmooth1 = 5000\nRE45Deadzone = 0.5\nRE45FOV1 = 10\nRE45MinDistance1 = 1\nRE45MaxDistance1 = 200\nAlternatorHipfireSmooth1 = 250\nAlternatorADSSmooth1 = 275\nAlternatorMinHipfireSmooth1 = 250\nAlternatorMaxHipfireSmooth1 = 275\nAlternatorMinADSSmooth1 = 275\nAlternatorMaxADSSmooth1 = 300\nAlternatorExtraSmooth1 = 5000\nAlternatorDeadzone = 0.5\nAlternatorFOV1 = 10\nAlternatorMinDistance1 = 1\nAlternatorMaxDistance1 = 200\nR99HipfireSmooth1 = 250\nR99ADSSmooth1 = 275\nR99MinHipfireSmooth1 = 250\nR99MaxHipfireSmooth1 = 275\nR99MinADSSmooth1 = 275\nR99MaxADSSmooth1 = 300\nR99ExtraSmooth1 = 5000\nR99Deadzone = 0.5\nR99FOV1 = 10\nR99MinDistance1 = 1\nR99MaxDistance1 = 200\nR301HipfireSmooth1 = 250\nR301ADSSmooth1 = 275\nR301MinHipfireSmooth1 = 250\nR301MaxHipfireSmooth1 = 275\nR301MinADSSmooth1 = 275\nR301MaxADSSmooth1 = 300\nR301ExtraSmooth1 = 5000\nR301Deadzone = 0.5\nR301FOV1 = 10\nR301MinDistance1 = 1\nR301MaxDistance1 = 200\nSpitfireHipfireSmooth1 = 250\nSpitfireADSSmooth1 = 275\nSpitfireMinHipfireSmooth1 = 250\nSpitfireMaxHipfireSmooth1 = 275\nSpitfireMinADSSmooth1 = 275\nSpitfireMaxADSSmooth1 = 300\nSpitfireExtraSmooth1 = 5000\nSpitfireDeadzone = 0.5\nSpitfireFOV1 = 10\nSpitfireMinDistance1 = 1\nSpitfireMaxDistance1 = 200\nG7HipfireSmooth1 = 250\nG7ADSSmooth1 = 275\nG7MinHipfireSmooth1 = 250\nG7MaxHipfireSmooth1 = 275\nG7MinADSSmooth1 = 275\nG7MaxADSSmooth1 = 300\nG7ExtraSmooth1 = 5000\nG7Deadzone = 0.5\nG7FOV1 = 10\nG7MinDistance1 = 1\nG7MaxDistance1 = 200\nFlatlineHipfireSmooth1 = 250\nFlatlineADSSmooth1 = 275\nFlatlineMinHipfireSmooth1 = 250\nFlatlineMaxHipfireSmooth1 = 275\nFlatlineMinADSSmooth1 = 275\nFlatlineMaxADSSmooth1 = 300\nFlatlineExtraSmooth1 = 5000\nFlatlineDeadzone = 0.5\nFlatlineFOV1 = 10\nFlatlineMinDistance1 = 1\nFlatlineMaxDistance1 = 200\nHemlockHipfireSmooth1 = 250\nHemlockADSSmooth1 = 275\nHemlockMinHipfireSmooth1 = 250\nHemlockMaxHipfireSmooth1 = 275\nHemlockMinADSSmooth1 = 275\nHemlockMaxADSSmooth1 = 300\nHemlockExtraSmooth1 = 5000\nHemlockDeadzone = 0.5\nHemlockFOV1 = 10\nHemlockMinDistance1 = 1\nHemlockMaxDistance1 = 200\nRepeaterHipfireSmooth1 = 250\nRepeaterADSSmooth1 = 275\nRepeaterMinHipfireSmooth1 = 250\nRepeaterMaxHipfireSmooth1 = 275\nRepeaterMinADSSmooth1 = 275\nRepeaterMaxADSSmooth1 = 300\nRepeaterExtraSmooth1 = 5000\nRepeaterDeadzone = 0.5\nRepeaterFOV1 = 10\nRepeaterMinDistance1 = 1\nRepeaterMaxDistance1 = 200\nRampageHipfireSmooth1 = 250\nRampageMinHipfireSmooth1 = 250\nRampageMaxHipfireSmooth1 = 275\nRampageMinADSSmooth1 = 275\nRampageMaxADSSmooth1 = 300\nRampageADSSmooth1 = 275\nRampageExtraSmooth1 = 5000\nRampageDeadzone = 0.5\nRampageFOV1 = 10\nRampageMinDistance1 = 1\nRampageMaxDistance1 = 200\nCARSMGHipfireSmooth1 = 250\nCARSMGADSSmooth1 = 275\nCARSMGMinHipfireSmooth1 = 250\nCARSMGMaxHipfireSmooth1 = 275\nCARSMGMinADSSmooth1 = 275\nCARSMGMaxADSSmooth1 = 300\nCARSMGExtraSmooth1 = 5000\nCARSMGDeadzone = 0.5\nCARSMGFOV1 = 10\nCARSMGMinDistance1 = 1\nCARSMGMaxDistance1 = 200\nHavocHipfireSmooth1 = 250\nHavocADSSmooth1 = 275\nHavocMinHipfireSmooth1 = 250\nHavocMaxHipfireSmooth1 = 275\nHavocMinADSSmooth1 = 275\nHavocMaxADSSmooth1 = 300\nHavocExtraSmooth1 = 5000\nHavocDeadzone = 0.5\nHavocFOV1 = 10\nHavocMinDistance1 = 1\nHavocMaxDistance1 = 200\nDevotionHipfireSmooth1 = 250\nDevotionADSSmooth1 = 275\nDevotionMinHipfireSmooth1 = 250\nDevotionMaxHipfireSmooth1 = 275\nDevotionMinADSSmooth1 = 275\nDevotionMaxADSSmooth1 = 300\nDevotionExtraSmooth1 = 5000\nDevotionDeadzone = 0.5\nDevotionFOV1 = 10\nDevotionMinDistance1 = 1\nDevotionMaxDistance1 = 200\nLSTARHipfireSmooth1 = 250\nLSTARADSSmooth1 = 275\nLSTARMinHipfireSmooth1 = 250\nLSTARMaxHipfireSmooth1 = 275\nLSTARMinADSSmooth1 = 275\nLSTARMaxADSSmooth1 = 300\nLSTARExtraSmooth1 = 5000\nLSTARDeadzone = 0.5\nLSTARFOV1 = 10\nLSTARMinDistance1 = 1\nLSTARMaxDistance1 = 200\nTripleTakeHipfireSmooth1 = 250\nTripleTakeADSSmooth1 = 275\nTripleTakeMinHipfireSmooth1 = 250\nTripleTakeMaxHipfireSmooth1 = 275\nTripleTakeMinADSSmooth1 = 275\nTripleTakeMaxADSSmooth1 = 300\nTripleTakeExtraSmooth1 = 5000\nTripleTakeDeadzone = 0.5\nTripleTakeFOV1 = 10\nTripleTakeMinDistance1 = 1\nTripleTakeMaxDistance1 = 200\nVoltHipfireSmooth1 = 250\nVoltADSSmooth1 = 275\nVoltMinHipfireSmooth1 = 250\nVoltMaxHipfireSmooth1 = 275\nVoltMinADSSmooth1 = 275\nVoltMaxADSSmooth1 = 300\nVoltExtraSmooth1 = 5000\nVoltDeadzone = 0.5\nVoltFOV1 = 10\nVoltMinDistance1 = 1\nVoltMaxDistance1 = 200\nNemesisHipfireSmooth1 = 250\nNemesisADSSmooth1 = 275\nNemesisMinHipfireSmooth1 = 250\nNemesisMaxHipfireSmooth1 = 275\nNemesisMinADSSmooth1 = 275\nNemesisMaxADSSmooth1 = 300\nNemesisExtraSmooth1 = 5000\nNemesisDeadzone = 0.5\nNemesisFOV1 = 10\nNemesisMinDistance1 = 1\nNemesisMaxDistance1 = 200\nMozambiqueHipfireSmooth1 = 250\nMozambiqueADSSmooth1 = 275\nMozambiqueMinHipfireSmooth1 = 250\nMozambiqueMaxHipfireSmooth1 = 275\nMozambiqueMinADSSmooth1 = 275\nMozambiqueMaxADSSmooth1 = 300\nMozambiqueExtraSmooth1 = 5000\nMozambiqueDeadzone = 0.5\nMozambiqueFOV1 = 10\nMozambiqueMinDistance1 = 1\nMozambiqueMaxDistance1 = 200\nEVA8HipfireSmooth1 = 250\nEVA8ADSSmooth1 = 275\nEVA8MinHipfireSmooth1 = 250\nEVA8MaxHipfireSmooth1 = 275\nEVA8MinADSSmooth1 = 275\nEVA8MaxADSSmooth1 = 300\nEVA8ExtraSmooth1 = 5000\nEVA8Deadzone = 0.5\nEVA8FOV1 = 10\nEVA8MinDistance1 = 1\nEVA8MaxDistance1 = 200\nPeacekeeperHipfireSmooth1 = 250\nPeacekeeperADSSmooth1 = 275\nPeacekeeperMinHipfireSmooth1 = 250\nPeacekeeperMaxHipfireSmooth1 = 275\nPeacekeeperMinADSSmooth1 = 275\nPeacekeeperMaxADSSmooth1 = 300\nPeacekeeperExtraSmooth1 = 5000\nPeacekeeperDeadzone = 0.5\nPeacekeeperFOV1 = 10\nPeacekeeperMinDistance1 = 1\nPeacekeeperMaxDistance1 = 200\nMastiffHipfireSmooth1 = 250\nMastiffADSSmooth1 = 275\nMastiffMinHipfireSmooth1 = 250\nMastiffMaxHipfireSmooth1 = 275\nMastiffMinADSSmooth1 = 275\nMastiffMaxADSSmooth1 = 300\nMastiffExtraSmooth1 = 5000\nMastiffDeadzone = 0.5\nMastiffFOV1 = 10\nMastiffMinDistance1 = 1\nMastiffMaxDistance1 = 200\nLongbowHipfireSmooth1 = 250\nLongbowADSSmooth1 = 275\nLongbowMinHipfireSmooth1 = 250\nLongbowMaxHipfireSmooth1 = 275\nLongbowMinADSSmooth1 = 275\nLongbowMaxADSSmooth1 = 300\nLongbowExtraSmooth1 = 5000\nLongbowDeadzone = 0.5\nLongbowFOV1 = 10\nLongbowMinDistance1 = 1\nLongbowMaxDistance1 = 200\nChargeRifleHipfireSmooth1 = 250\nChargeRifleADSSmooth1 = 275\nChargeRifleMinHipfireSmooth1 = 250\nChargeRifleMaxHipfireSmooth1 = 275\nChargeRifleMinADSSmooth1 = 275\nChargeRifleMaxADSSmooth1 = 300\nChargeRifleExtraSmooth1 = 5000\nChargeRifleDeadzone = 0.5\nChargeRifleFOV1 = 10\nChargeRifleMinDistance1 = 1\nChargeRifleMaxDistance1 = 200\nSentinelHipfireSmooth1 = 250\nSentinelADSSmooth1 = 275\nSentinelMinHipfireSmooth1 = 250\nSentinelMaxHipfireSmooth1 = 275\nSentinelMinADSSmooth1 = 275\nSentinelMaxADSSmooth1 = 300\nSentinelExtraSmooth1 = 5000\nSentinelDeadzone = 0.5\nSentinelFOV1 = 10\nSentinelMinDistance1 = 1\nSentinelMaxDistance1 = 200\nWingmanHipfireSmooth1 = 250\nWingmanADSSmooth1 = 275\nWingmanMinHipfireSmooth1 = 250\nWingmanMaxHipfireSmooth1 = 275\nWingmanMinADSSmooth1 = 275\nWingmanMaxADSSmooth1 = 300\nWingmanExtraSmooth1 = 5000\nWingmanDeadzone = 0.5\nWingmanFOV1 = 10\nWingmanMinDistance1 = 1\nWingmanMaxDistance1 = 200\nProwlerHipfireSmooth1 = 250\nProwlerADSSmooth1 = 275\nProwlerMinHipfireSmooth1 = 250\nProwlerMaxHipfireSmooth1 = 275\nProwlerMinADSSmooth1 = 275\nProwlerMaxADSSmooth1 = 300\nProwlerExtraSmooth1 = 5000\nProwlerDeadzone = 0.5\nProwlerFOV1 = 10\nProwlerMinDistance1 = 1\nProwlerMaxDistance1 = 200\nBocekHipfireSmooth1 = 250\nBocekADSSmooth1 = 275\nBocekMinHipfireSmooth1 = 250\nBocekMaxHipfireSmooth1 = 275\nBocekMinADSSmooth1 = 275\nBocekMaxADSSmooth1 = 300\nBocekExtraSmooth1 = 5000\nBocekDeadzone = 0.5\nBocekFOV1 = 10\nBocekMinDistance1 = 1\nBocekMaxDistance1 = 200\nKraberHipfireSmooth1 = 250\nKraberADSSmooth1 = 275\nKraberMinHipfireSmooth1 = 250\nKraberMaxHipfireSmooth1 = 275\nKraberMinADSSmooth1 = 275\nKraberMaxADSSmooth1 = 300\nKraberExtraSmooth1 = 5000\nKraberDeadzone = 0.5\nKraberFOV1 = 10\nKraberMinDistance1 = 1\nKraberMaxDistance1 = 200\nThrowingKnifeHipfireSmooth1 = 250\nThrowingKnifeADSSmooth1 = 275\nThrowingKnifeMinHipfireSmooth1 = 250\nThrowingKnifeMaxHipfireSmooth1 = 275\nThrowingKnifeMinADSSmooth1 = 275\nThrowingKnifeMaxADSSmooth1 = 300\nThrowingKnifeExtraSmooth1 = 5000\nThrowingKnifeDeadzone = 0.5\nThrowingKnifeFOV1 = 10\nThrowingKnifeMinDistance1 = 1\nThrowingKnifeMaxDistance1 = 200\n\n[AimbotBinds]\nAimBind = 56\nExtraBind = 57\nP2020AimBind = 56\nP2020ExtraBind = 0\nRE45AimBind = 56\nRE45ExtraBind = 0\nAlternatorAimBind = 56\nAlternatorExtraBind = 0\nR99AimBind = 56\nR99ExtraBind = 0\nR301AimBind = 56\nR301ExtraBind = 0\nSpitfireAimBind = 56\nSpitfireExtraBind = 0\nG7AimBind = 56\nG7ExtraBind = 57\nFlatlineAimBind = 56\nFlatlineExtraBind = 0\nHemlockAimBind = 56\nHemlockExtraBind = 0\nRepeaterAimBind = 56\nRepeaterExtraBind = 57\nRampageAimBind = 56\nRampageExtraBind = 0\nCARSMGAimBind = 56\nCARSMGExtraBind = 0\nHavocAimBind = 56\nHavocExtraBind = 0\nDevotionAimBind = 56\nDevotionExtraBind = 0\nLSTARAimBind = 56\nLSTARExtraBind = 0\nTripleTakeAimBind = 56\nTripleTakeExtraBind = 57\nVoltAimBind = 56\nVoltExtraBind = 0\nNemesisAimBind = 56\nNemesisExtraBind = 0\nMozambiqueAimBind = 56\nMozambiqueExtraBind = 57\nEVA8AimBind = 56\nEVA8ExtraBind = 57\nPeacekeeperAimBind = 56\nPeacekeeperExtraBind = 57\nMastiffAimBind = 56\nMastiffExtraBind = 57\nLongbowAimBind = 56\nLongbowExtraBind = 57\nChargeRifleAimBind = 56\nChargeRifleExtraBind = 57\nSentinelAimBind = 56\nSentinelExtraBind = 57\nWingmanAimBind = 56\nWingmanExtraBind = 0\nProwlerAimBind = 56\nProwlerExtraBind = 0\nBocekAimBind = 56\nBocekExtraBind = 57\nKraberAimBind = 56\nKraberExtraBind = 57\nThrowingKnifeAimBind = 56\nThrowingKnifeExtraBind = 0\n\n[AimbotHitboxes]\nHitbox = 2\nP2020Hitbox = 2\nRE45Hitbox = 2\nAlternatorHitbox = 2\nR99Hitbox = 2\nR301Hitbox = 2\nSpitfireHitbox = 2\nG7Hitbox = 2\nFlatlineHitbox = 2\nHemlockHitbox = 2\nRepeaterHitbox = 2\nRampageHitbox = 2\nCARSMGHitbox = 2\nHavocHitbox = 2\nDevotionHitbox = 2\nLSTARHitbox = 2\nTripleTakeHitbox = 2\nVoltHitbox = 2\nNemesisHitbox = 2\nMozambiqueHitbox = 2\nEVA8Hitbox = 2\nPeacekeeperHitbox = 2\nMastiffHitbox = 2\nLongbowHitbox = 2\nChargeRifleHitbox = 2\nSentinelHitbox = 2\nWingmanHitbox = 2\nProwlerHitbox = 2\nBocekHitbox = 2\nKraberHitbox = 2\nThrowingKnifeHitbox = 2\n\n[Ragebot]\nRagebotEnabled = 0\nRageAimbot = 0\nAimMethod = 0\nClosestHitbox = 0\nHitbox = 0\nBindMethod = 0\nOnFire = 1\nOnADS = 1\nAimBind = 56\nExtraBind = 57\nVisCheck = 1\nTeamCheck = 1\nPriority = 0\nAutoShoot = 0\nPredictMovement = 1\nPredictBulletDrop = 1\nPreditcionAmount = 255\nFinalDistance = 0\nSpeed = 1\nSmooth = 0.9\nHipfireSmooth = 0.9\nADSSmooth = 0.99\nSmoothDistance = 100\nDelay = 10\nFOV = 10\nZoomScale = 3\nMinDistance = 1\nHipfireDistance = 60\nZoomDistance = 160\nP2020 = 1\nRE45 = 1\nAlternator = 1\nR99 = 1\nR301 = 1\nSpitfire = 1\nG7 = 1\nFlatline = 1\nHemlock = 1\nRepeater = 1\nRampage = 1\nCARSMG = 1\nHavoc = 1\nDevotion = 1\nLSTAR = 1\nTripleTake = 1\nVolt = 1\nNemesis = 1\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 1\nBocek = 1\nKraber = 1\nKnife = 1\nRageRCS = 1\nRecoilRate = 100\n\n[Flickbot]\nFlickbot = 0\nFlickbotMethod = 0\nFlickBind = 34\nClosestHitbox = 0\nHitbox = 2\nPriority = 0\nAutoShoot = 1\nAutoShootDelay = 16\nFlickBack = 0\nFlickBackDelay = 16\nFlickBackSmoothing = 0.001\nPredictMovement = 1\nPredictBulletDrop = 1\nTeamCheck = 1\nPreditcionAmount = 255\nFinalDistance = 0\nHipfireSmooth = 0.9\nADSSmooth = 0.99\nSmoothDistance = 100\nDelay = 10\nFOV = 10\nZoomScale = 3\nMinDistance = 1\nHipfireDistance = 60\nZoomDistance = 160\nSmooth = 0.9\nFlickBackSmooth = 0.9\nP2020 = 0\nRE45 = 0\nAlternator = 0\nR99 = 0\nR301 = 0\nSpitfire = 0\nG7 = 0\nFlatline = 0\nHemlock = 0\nRepeater = 0\nRampage = 0\nCARSMG = 0\nHavoc = 0\nDevotion = 0\nLSTAR = 0\nTripleTake = 0\nVolt = 0\nNemesis = 0\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 0\nChargeRifle = 0\nSentinel = 0\nWingman = 1\nProwler = 0\nBocek = 0\nKraber = 0\nKnife = 0\n\n[RCS]\nRCSEnabled = 0\nRCSMode = 0\nOnADS = 1\nPitchPower = 3\nYawPower = 3\nPitchReduction = 50\nYawReduction = 50\nP2020 = 1\nRE45 = 1\nAlternator = 1\nR99 = 1\nR301 = 1\nSpitfire = 1\nG7 = 1\nFlatline = 1\nHemlock = 1\nRepeater = 1\nRampage = 1\nCARSMG = 1\nHavoc = 1\nDevotion = 1\nLSTAR = 1\nTripleTake = 1\nVolt = 1\nNemesis = 1\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 1\nKraber = 0\nAdvancedRCS = 0\nAdvancedPitchPower = 10\nAdvancedYawPower = 10\nAdvancedPitchReduction = 25\nAdvancedYawReduction = 25\nP2020Pitch = 10\nP2020Yaw = 10\nP2020PitchReduction = 25\nP2020YawReduction = 25\nRE45Pitch = 10\nRE45Yaw = 10\nRE45PitchReduction = 25\nRE45YawReduction = 25\nAlternatorPitch = 10\nAlternatorYaw = 10\nAlternatorPitchReduction = 25\nAlternatorYawReduction = 25\nR99Pitch = 10\nR99Yaw = 10\nR99PitchReduction = 25\nR99YawReduction = 25\nR301Pitch = 10\nR301Yaw = 10\nR301PitchReduction = 25\nR301YawReduction = 25\nSpitfirePitch = 10\nSpitfireYaw = 10\nSpitfirePitchReduction = 25\nSpitfireYawReduction = 25\nG7Pitch = 10\nG7Yaw = 10\nG7PitchReduction = 25\nG7YawReduction = 25\nFlatlinePitch = 10\nFlatlineYaw = 10\nFlatlinePitchReduction = 25\nFlatlineYawReduction = 25\nHemlockPitch = 10\nHemlockYaw = 10\nHemlockPitchReduction = 25\nHemlockYawReduction = 25\nRepeaterPitch = 10\nRepeaterYaw = 10\nRepeaterPitchReduction = 25\nRepeaterYawReduction = 25\nRampagePitch = 10\nRampageYaw = 10\nRampagePitchReduction = 25\nRampageYawReduction = 25\nCARSMGPitch = 10\nCARSMGYaw = 10\nCARSMGPitchReduction = 25\nCARSMGYawReduction = 25\nHavocPitch = 10\nHavocYaw = 10\nHavocPitchReduction = 25\nHavocYawReduction = 25\nDevotionPitch = 10\nDevotionYaw = 10\nDevotionPitchReduction = 25\nDevotionYawReduction = 25\nLSTARPitch = 10\nLSTARYaw = 10\nLSTARPitchReduction = 25\nLSTARYawReduction = 25\nTripleTakePitch = 10\nTripleTakeYaw = 10\nTripleTakePitchReduction = 25\nTripleTakeYawReduction = 25\nVoltPitch = 10\nVoltYaw = 10\nVoltPitchReduction = 25\nVoltYawReduction = 25\nNemesisPitch = 10\nNemesisYaw = 10\nNemesisPitchReduction = 25\nNemesisYawReduction = 25\nMozambiquePitch = 10\nMozambiqueYaw = 10\nMozambiquePitchReduction = 25\nMozambiqueYawReduction = 25\nEVA8Pitch = 10\nEVA8Yaw = 10\nEVA8PitchReduction = 25\nEVA8YawReduction = 25\nPeacekeeperPitch = 10\nPeacekeeperYaw = 10\nPeacekeeperPitchReduction = 25\nPeacekeeperYawReduction = 25\nMastiffPitch = 10\nMastiffYaw = 10\nMastiffPitchReduction = 25\nMastiffYawReduction = 25\nLongbowPitch = 10\nLongbowYaw = 10\nLongbowPitchReduction = 25\nLongbowYawReduction = 25\nChargeRiflePitch = 10\nChargeRifleYaw = 10\nChargeRiflePitchReduction = 25\nChargeRifleYawReduction = 25\nSentinelPitch = 10\nSentinelYaw = 10\nSentinelPitchReduction = 25\nSentinelYawReduction = 25\nWingmanPitch = 10\nWingmanYaw = 10\nWingmanPitchReduction = 25\nWingmanYawReduction = 25\nProwlerPitch = 10\nProwlerYaw = 10\nProwlerPitchReduction = 25\nProwlerYawReduction = 25\nKraberPitch = 10\nKraberYaw = 10\nKraberPitchReduction = 25\nKraberYawReduction = 25\n\n[Triggerbot]\nEnabled = 1\nBindMethod = 0\nAttackMethod = 0\nTriggerBind = 57\nOnADS = 1\nHipfireShotguns = 1\nDelay = 50\nRange = 151\nP2020 = 0\nRE45 = 0\nAlternator = 0\nR99 = 0\nR301 = 0\nSpitfire = 0\nG7 = 0\nFlatline = 0\nHemlock = 0\nRepeater = 0\nRampage = 0\nCARSMG = 0\nHavoc = 0\nDevotion = 0\nLSTAR = 0\nTripleTake = 1\nVolt = 0\nNemesis = 0\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 0\nSentinel = 0\nWingman = 1\nProwler = 0\nBocek = 1\nKraber = 0\nKnife = 1\nAdvancedTriggerbot = 0\nP2020Range = 150\nRE45Range = 150\nAlternatorRange = 150\nR99Range = 150\nR301Range = 150\nSpitfireRange = 150\nG7Range = 150\nFlatlineRange = 150\nHemlockRange = 150\nProwlerRange = 150\nRepeaterRange = 150\nRampageRange = 150\nCARSMGRange = 150\nHavocRange = 150\nDevotionRange = 150\nLSTARRange = 150\nTripleTakeRange = 150\nVoltRange = 150\nNemesisRange = 150\nMozambiqueRange = 150\nPeacekeeperRange = 150\nMastiffRange = 150\nLongbowRange = 150\nChargeRifleRange = 150\nSentinelRange = 150\nWingmanRange = 150\nEVA8Range = 150\nBocekRange = 150\nKraberRange = 150\nThrowingKnifeRange = 150\n\n[Glow]\nNewGlow = 1\nKnockedCheck = 0\nGlowMaxDistance = 200\nGlowColorMode = 0\nGlowColorShieldMode = 0\nGlowRadius = 64\nInsideFunction = 2\nOutlineFunction = 125\nBodyStyle = 15\nOutlineStyle = 1\nViewModelGlow = 0\nViewModelGlowSetting = 65\nViewModelGlowCombo = 5\n\n[ItemGlow]\nItemGlow = 1\nCommon = 1\nRare = 1\nEpic = 1\nGold = 1\nLegendary = 1\nWeapons = 0\nAmmo = 0\nDeathbox = 1\nItemGlowThickness = 35\nSelectedInsideStyle = 1\nSelectedOutlineStyle = 3\n\n[Sense]\nEnabled = 1\nDrawFOVCircle = 1\nDrawFilledFOVCircle = 0\nFOVThickness = 1\nGameFOV = 120\nDrawTargetLine = 1\nDrawTargetDot = 0\nDrawTargetBox = 0\nTargetMode = 1\nTargetBoneMode = 0\nTargetSelectedBone = 0\nTargetBone = 0\nTargetHitbox = 0\nTargetLineThickness = 1\nTargetDotRadius = 1500\nTargetBoxMode = 0\nTargetBoxThickness = 1\nTargetBoxSize = 4\nDrawTargetInfo = 1\nTargetInfoDisplayMode = 0\nDrawTargetInfoName = 0\nTargetInfoNamePos = 0\nDrawTargetInfoLegend = 1\nTargetInfoLegendPos = 0\nDrawTargetInfoTeamID = 0\nDrawTargetInfoDistance = 1\nDrawTargetInfoWeapon = 1\nTargetInfoWeaponPos = 1\nDrawTargetInfoHealth = 1\nTargetInfoHealthPos = 2\nDrawTargetInfoShield = 1\nTargetInfoShieldPos = 3\nTargetInfoColorMode = 1\nTargetInfoPosX = 960\nTargetInfoPosY = 620\nTargetInfoOffset = 15\nDrawCrosshair = 1\nCrosshairSize = 7\nCrosshairThickness = 1\nShowSpectators = 0\nDrawSpectatorWarning = 0\nDrawVisibleWarning = 1\nWarningTextOutline = 1\nWarningTextX = 960\nWarningTextY = 679\nTextOutline = 1\nVisibilityCheck = 0\nKnockedCheck = 0\nESPMaxDistance = 200\n\n[SenseEnemy]\nDrawEnemy = 1\nDrawBoxes = 0\nBoxOutline = 1\nBoxType = 0\nBoxStyle = 1\nBoxThickness = 1\nDrawSkeleton = 0\nSkeletonOutline = 0\nSkeletonThickness = 1\nDrawHeadCircle = 0\nHeadCircleOutline = 0\nHeadCircleThickness = 1\nDrawBars = 1\nHealthBar = 1\nShieldBar = 1\nBarMode = 2\nBarStyle = 0\nBarThickness = 1\nBarThickness2 = 1.05\nBarHeight = 5\nBarWidth = 60\nBarColorMode = 0\nWeaponColorType = 1\nDrawDistance = 1\nTracerPosition = 0\nTracerBone = 0\nDrawTracers = 0\nTracerThickness = 2\nDrawNames = 1\nDrawSeer = 0\nDrawStatus = 0\nDrawWeapon = 1\nDrawLegend = 1\nShowMaxStatusValues = 1\n\n[SenseTeammate]\nDrawTeam = 0\nDrawBoxes = 1\nBoxType = 0\nBoxStyle = 0\nBoxThickness = 1\nDrawSkeleton = 1\nSkeletonThickness = 1\nDrawHeadCircle = 1\nHeadCircleThickness = 1\nDrawBars = 1\nHealthBar = 1\nShieldBar = 1\nBarMode = 0\nBarStyle = 0\nBarThickness = 1\nBarThickness2 = 0.05\nBarHeight = 5\nBarWidth = 60\nBarColorMode = 0\nBarBackground = 0\nWeaponColorType = 1\nDrawDistance = 1\nTracerPosition = 0\nTracerBone = 0\nDrawTracers = 1\nTracerThickness = 2\nDrawNames = 1\nDrawSeer = 0\nDrawStatus = 1\nDrawWeapon = 0\nDrawLegend = 0\nShowMaxStatusValues = 1\n\n[SensePositions]\nNamePosition = 0\nDistancePosition = 0\nLegendPosition = 2\nWeaponPosition = 3\nStatusPosition = 4\n\n[Radar]\nMiniMap = 0\nMiniMapRange = 100\nMiniMapScaleX = 215\nMiniMapScaleY = 215\nMiniMapDotSize = 5\nMiniMapBlackBGSize = 0\nMiniMapGuides = 0\nBigMap = 1\nBigMapBind = 21\nCircleColorR = 0.999\nCircleColorG = 0.999\nCircleColorB = 0.999\nCircleColorA = 0.999\n\n[Misc]\nSuperGlide = 1\nSuperGlideMode = 0\nSuperGlideFPS = 1\nQuickTurn = 0\nQuickTurnAngle = 180\nQuickTurnBind = 58\nBHop = 0\nBHopDelay = 25\nBHopBind = 34\nRapidFire = 0\nRapidFireDelay = 75\nRapidFireBind = 34\nRapidP2020 = 1\nRapidR301 = 1\nRapidG7 = 1\nRapidFlatline = 1\nRapidHemlock = 1\nRapidProwler = 1\nRapidNemesis = 1\nRapidMozambique = 1\nRapidEVA8 = 1\nRapidWingman = 1\nSkinChanger = 1\nSkinP2020 = 10\nSkinRE45 = 15\nSkinALTERNATOR = 15\nSkinR99 = 16\nSkinR301 = 16\nSkinSPITFIRE = 16\nSkinG7 = 19\nSkinFLATLINE = 18\nSkinHEMLOCK = 16\nSkinREPEATER = 10\nSkinRAMPAGE = 11\nSkinCAR = 11\nSkinHAVOC = 12\nSkinDEVOTION = 9\nSkinLSTAR = 10\nSkinTRIPLETAKE = 11\nSkinVOLT = 13\nSkinNEMESIS = 8\nSkinMOZAMBIQUE = 10\nSkinEVA8 = 11\nSkinPEACEKEEPER = 16\nSkinMASTIFF = 11\nSkinLONGBOW = 10\nSkinCHARGE_RIFLE = 9\nSkinSENTINEL = 10\nSkinWINGMAN = 9\nSkinPROWLER = 11\nSkinBOCEK = 10\nSkinKRABER = 7\n\n[Colors]\nWeaponColorMode = 0\nTargetLineColorR = 0.99\nTargetLineColorG = 0.99\nTargetLineColorB = 0.99\nTargetLineColorA = 0.99\nTargetLineLockedColorR = 0.99\nTargetLineLockedColorG = 0\nTargetLineLockedColorB = 0\nTargetLineLockedColorA = 0.99\nTargetDotColorR = 0.99\nTargetDotColorG = 0.99\nTargetDotColorB = 0.99\nTargetDotColorA = 0.99\nTargetDotLockedColorR = 0.99\nTargetDotLockedColorG = 0\nTargetDotLockedColorB = 0\nTargetDotLockedColorA = 0.99\nTargetBoxColorR = 0.99\nTargetBoxColorG = 0.99\nTargetBoxColorB = 0.99\nTargetBoxColorA = 0.99\nTargetBoxLockedColorR = 0.99\nTargetBoxLockedColorG = 0\nTargetBoxLockedColorB = 0\nTargetBoxLockedColorA = 0.99\nTargetInfoColorR = 0.99\nTargetInfoColorG = 0.99\nTargetInfoColorB = 0.99\nTargetInfoColorA = 0.99\nTargetInfoLockedColorR = 0.99\nTargetInfoLockedColorG = 0\nTargetInfoLockedColorB = 0\nTargetInfoLockedColorA = 0.99\nFOVColorR = 0.99\nFOVColorG = 0.99\nFOVColorB = 0.99\nFOVColorA = 0.99\nFilledFOVColorR = 0\nFilledFOVColorG = 0\nFilledFOVColorB = 0\nFilledFOVColorA = 0.11\nCrosshairColorR = 0.99\nCrosshairColorG = 0.99\nCrosshairColorB = 0.99\nCrosshairColorA = 0.99\nSpectatorWarningColorR = 0.99\nSpectatorWarningColorG = 0\nSpectatorWarningColorB = 0\nSpectatorWarningColorA = 0.99\nVisibleWarningColorR = 0\nVisibleWarningColorG = 0.99\nVisibleWarningColorB = 0\nVisibleWarningColorA = 0.99\nNameColorR = 0.4\nNameColorG = 1\nNameColorB = 0.343\nNameColorA = 1\n\n[EnemyColors]\nInvisibleBoxColorR = 0.99\nInvisibleBoxColorG = 0\nInvisibleBoxColorB = 0\nInvisibleBoxColorA = 0.99\nVisibleBoxColorR = 0\nVisibleBoxColorG = 0.99\nVisibleBoxColorB = 0\nVisibleBoxColorA = 0.99\nKnockedBoxColorR = 0.99\nKnockedBoxColorG = 0.671\nKnockedBoxColorB = 0.119\nKnockedBoxColorA = 0.99\nInvisibleFilledBoxColorR = 0\nInvisibleFilledBoxColorG = 0\nInvisibleFilledBoxColorB = 0\nInvisibleFilledBoxColorA = 0.11\nVisibleFilledBoxColorR = 0\nVisibleFilledBoxColorG = 0\nVisibleFilledBoxColorB = 0\nVisibleFilledBoxColorA = 0.11\nKnockedFilledBoxColorR = 0\nKnockedFilledBoxColorG = 0\nKnockedFilledBoxColorB = 0\nKnockedFilledBoxColorA = 0.11\nInvisibleTracerColorR = 0.99\nInvisibleTracerColorG = 0\nInvisibleTracerColorB = 0\nInvisibleTracerColorA = 0.99\nVisibleTracerColorR = 0\nVisibleTracerColorG = 0.99\nVisibleTracerColorB = 0\nVisibleTracerColorA = 0.99\nKnockedTracerColorR = 0.99\nKnockedTracerColorG = 0.671\nKnockedTracerColorB = 0.119\nKnockedTracerColorA = 0.99\nInvisibleSkeletonColorR = 0.99\nInvisibleSkeletonColorG = 0\nInvisibleSkeletonColorB = 0\nInvisibleSkeletonColorA = 0.99\nVisibleSkeletonColorR = 0\nVisibleSkeletonColorG = 0.99\nVisibleSkeletonColorB = 0\nVisibleSkeletonColorA = 0.99\nKnockedSkeletonColorR = 0.99\nKnockedSkeletonColorG = 0.671\nKnockedSkeletonColorB = 0.119\nKnockedSkeletonColorA = 0.99\nInvisibleHeadCircleColorR = 0.99\nInvisibleHeadCircleColorG = 0\nInvisibleHeadCircleColorB = 0\nInvisibleHeadCircleColorA = 0.99\nVisibleHeadCircleColorR = 0\nVisibleHeadCircleColorG = 0.99\nVisibleHeadCircleColorB = 0\nVisibleHeadCircleColorA = 0.99\nKnockedHeadCircleColorR = 0.99\nKnockedHeadCircleColorG = 0.671\nKnockedHeadCircleColorB = 0.119\nKnockedHeadCircleColorA = 0.99\nInvisibleNameColorR = 0.99\nInvisibleNameColorG = 0\nInvisibleNameColorB = 0\nInvisibleNameColorA = 0.99\nVisibleNameColorR = 0\nVisibleNameColorG = 0.99\nVisibleNameColorB = 0\nVisibleNameColorA = 0.99\nKnockedNameColorR = 0.99\nKnockedNameColorG = 0.671\nKnockedNameColorB = 0.119\nKnockedNameColorA = 0.99\nInvisibleDistanceColorR = 0.99\nInvisibleDistanceColorG = 0\nInvisibleDistanceColorB = 0\nInvisibleDistanceColorA = 0.99\nVisibleDistanceColorR = 0\nVisibleDistanceColorG = 0.99\nVisibleDistanceColorB = 0\nVisibleDistanceColorA = 0.99\nKnockedDistanceColorR = 0.99\nKnockedDistanceColorG = 0.671\nKnockedDistanceColorB = 0.119\nKnockedDistanceColorA = 0.99\nInvisibleLegendColorR = 0.99\nInvisibleLegendColorG = 0\nInvisibleLegendColorB = 0\nInvisibleLegendColorA = 0.99\nVisibleLegendColorR = 0\nVisibleLegendColorG = 0.99\nVisibleLegendColorB = 0\nVisibleLegendColorA = 0.99\nKnockedLegendColorR = 0.99\nKnockedLegendColorG = 0.671\nKnockedLegendColorB = 0.119\nKnockedLegendColorA = 0.99\nBarColorMode = 2\nInvisibleWeaponColorR = 0.99\nInvisibleWeaponColorG = 0\nInvisibleWeaponColorB = 0\nInvisibleWeaponColorA = 0.99\nVisibleWeaponColorR = 0\nVisibleWeaponColorG = 0.99\nVisibleWeaponColorB = 0\nVisibleWeaponColorA = 0.99\nKnockedWeaponColorR = 0.99\nKnockedWeaponColorG = 0.671\nKnockedWeaponColorB = 0.119\nKnockedWeaponColorA = 0.99\nLightWeaponColorR = 0.99\nLightWeaponColorG = 0.768\nLightWeaponColorB = 0.039\nLightWeaponColorA = 0.99\nHeavyWeaponColorR = 0.0099\nHeavyWeaponColorG = 0.99\nHeavyWeaponColorB = 0.761\nHeavyWeaponColorA = 0\nEnergyWeaponColorR = 0\nEnergyWeaponColorG = 0.99\nEnergyWeaponColorB = 0\nEnergyWeaponColorA = 0.99\nShotgunWeaponColorR = 0.99\nShotgunWeaponColorG = 0\nShotgunWeaponColorB = 0\nShotgunWeaponColorA = 0.99\nSniperWeaponColorR = 0.0099\nSniperWeaponColorG = 0.337\nSniperWeaponColorB = 0.99\nSniperWeaponColorA = 0.99\nLegendaryWeaponColorR = 0.99\nLegendaryWeaponColorG = 0.53\nLegendaryWeaponColorB = 0.945\nLegendaryWeaponColorA = 0\nMeleeWeaponColorR = 0.99\nMeleeWeaponColorG = 0.99\nMeleeWeaponColorB = 0.99\nMeleeWeaponColorA = 0.99\nThrowableWeaponColorR = 0.99\nThrowableWeaponColorG = 0.974\nThrowableWeaponColorB = 0.0495\nThrowableWeaponColorA = 0.99\nInvisibleGlowColorR = 1\nInvisibleGlowColorG = 0\nInvisibleGlowColorB = 0\nVisibleGlowColorR = 0\nVisibleGlowColorG = 1\nVisibleGlowColorB = 0\nKnockedGlowColorR = 0.99\nKnockedGlowColorG = 0.67\nKnockedGlowColorB = 0.12\nRedShieldColorR = 1\nRedShieldColorG = 0\nRedShieldColorB = 0\nPurpleShieldColorR = 0.5\nPurpleShieldColorG = 0\nPurpleShieldColorB = 0.5\nBlueShieldColorR = 0\nBlueShieldColorG = 0.5\nBlueShieldColorB = 1\nGreyShieldColorR = 0.54\nGreyShieldColorG = 0.545\nGreyShieldColorB = 0.545\nLowGlowColorR = 1\nLowGlowColorG = 1\nLowGlowColorB = 0\n\n[TeammateColors]\nInvisibleBoxColorR = 0.0846\nInvisibleBoxColorG = 0.0693\nInvisibleBoxColorB = 0.99\nInvisibleBoxColorA = 0.99\nVisibleBoxColorR = 0.0099\nVisibleBoxColorG = 0.827\nVisibleBoxColorB = 0.99\nVisibleBoxColorA = 0.99\nVisibleBoxColorR = 0.0099\nVisibleBoxColorG = 0.827\nVisibleBoxColorB = 0.99\nVisibleBoxColorA = 0.99\nInvisibleFilledBoxColorR = 0.0846\nInvisibleFilledBoxColorG = 0.0693\nInvisibleFilledBoxColorB = 0.99\nInvisibleFilledBoxColorA = 0.99\nVisibleFilledBoxColorR = 0.0099\nVisibleFilledBoxColorG = 0.827\nVisibleFilledBoxColorB = 0.99\nVisibleFilledBoxColorA = 0.99\nVisibleFilledBoxColorR = 0.0099\nVisibleFilledBoxColorG = 0.827\nVisibleFilledBoxColorB = 0.99\nVisibleFilledBoxColorA = 0.99\nInvisibleTracerColorR = 0.0846\nInvisibleTracerColorG = 0.0693\nInvisibleTracerColorB = 0.99\nInvisibleTracerColorA = 0.99\nVisibleTracerColorR = 0.0099\nVisibleTracerColorG = 0.827\nVisibleTracerColorB = 0.99\nVisibleTracerColorA = 0.99\nVisibleTracerColorR = 0.0099\nVisibleTracerColorG = 0.827\nVisibleTracerColorB = 0.99\nVisibleTracerColorA = 0.99\nInvisibleSkeletonColorR = 0.0846\nInvisibleSkeletonColorG = 0.0693\nInvisibleSkeletonColorB = 0.99\nInvisibleSkeletonColorA = 0.99\nVisibleSkeletonColorR = 0.0099\nVisibleSkeletonColorG = 0.827\nVisibleSkeletonColorB = 0.99\nVisibleSkeletonColorA = 0.99\nVisibleSkeletonColorR = 0.0099\nVisibleSkeletonColorG = 0.827\nVisibleSkeletonColorB = 0.99\nVisibleSkeletonColorA = 0.99\nInvisibleHeadCircleColorR = 0.0846\nInvisibleHeadCircleColorG = 0.0693\nInvisibleHeadCircleColorB = 0.99\nInvisibleHeadCircleColorA = 0.99\nVisibleHeadCircleColorR = 0.0099\nVisibleHeadCircleColorG = 0.827\nVisibleHeadCircleColorB = 0.99\nVisibleHeadCircleColorA = 0.99\nVisibleHeadCircleColorR = 0.0099\nVisibleHeadCircleColorG = 0.827\nVisibleHeadCircleColorB = 0.99\nVisibleHeadCircleColorA = 0.99\nInvisibleNameColorR = 0.0846\nInvisibleNameColorG = 0.0693\nInvisibleNameColorB = 0.99\nInvisibleNameColorA = 0.99\nVisibleNameColorR = 0.0099\nVisibleNameColorG = 0.827\nVisibleNameColorB = 0.99\nVisibleNameColorA = 0.99\nVisibleNameColorR = 0.0099\nVisibleNameColorG = 0.827\nVisibleNameColorB = 0.99\nVisibleNameColorA = 0.99\nInvisibleDistanceColorR = 0.0846\nInvisibleDistanceColorG = 0.0693\nInvisibleDistanceColorB = 0.99\nInvisibleDistanceColorA = 0.99\nVisibleDistanceColorR = 0.0099\nVisibleDistanceColorG = 0.827\nVisibleDistanceColorB = 0.99\nVisibleDistanceColorA = 0.99\nVisibleDistanceColorR = 0.0099\nVisibleDistanceColorG = 0.827\nVisibleDistanceColorB = 0.99\nVisibleDistanceColorA = 0.99\nInvisibleLegendColorR = 0.0846\nInvisibleLegendColorG = 0.0693\nInvisibleLegendColorB = 0.99\nInvisibleLegendColorA = 0.99\nVisibleLegendColorR = 0.0099\nVisibleLegendColorG = 0.827\nVisibleLegendColorB = 0.99\nVisibleLegendColorA = 0.99\nVisibleLegendColorR = 0.0099\nVisibleLegendColorG = 0.827\nVisibleLegendColorB = 0.99\nVisibleLegendColorA = 0.99\nBarColorMode = 2\nInvisibleWeaponColorR = 0.0846\nInvisibleWeaponColorG = 0.0693\nInvisibleWeaponColorB = 0.99\nInvisibleWeaponColorA = 0.99\nVisibleWeaponColorR = 0.0099\nVisibleWeaponColorG = 0.827\nVisibleWeaponColorB = 0.99\nVisibleWeaponColorA = 0.99\nVisibleWeaponColorR = 0.0099\nVisibleWeaponColorG = 0.827\nVisibleWeaponColorB = 0.99\nVisibleWeaponColorA = 0.99\nLightWeaponColorR = 0.99\nLightWeaponColorG = 0.768\nLightWeaponColorB = 0.039\nLightWeaponColorA = 0.99\nHeavyWeaponColorR = 0.0099\nHeavyWeaponColorG = 0.99\nHeavyWeaponColorB = 0.761\nHeavyWeaponColorA = 0\nEnergyWeaponColorR = 0\nEnergyWeaponColorG = 0.99\nEnergyWeaponColorB = 0\nEnergyWeaponColorA = 0.99\nShotgunWeaponColorR = 0.99\nShotgunWeaponColorG = 0\nShotgunWeaponColorB = 0\nShotgunWeaponColorA = 0.99\nSniperWeaponColorR = 0.0099\nSniperWeaponColorG = 0.337\nSniperWeaponColorB = 0.99\nSniperWeaponColorA = 0.99\nLegendaryWeaponColorR = 0.99\nLegendaryWeaponColorG = 0.53\nLegendaryWeaponColorB = 0.945\nLegendaryWeaponColorA = 0\nMeleeWeaponColorR = 0.99\nMeleeWeaponColorG = 0.99\nMeleeWeaponColorB = 0.99\nMeleeWeaponColorA = 0.99\nThrowableWeaponColorR = 0.99\nThrowableWeaponColorG = 0.974\nThrowableWeaponColorB = 0.0495\nThrowableWeaponColorA = 0.99\n\n[Watermark]\nWatermark = 1\nWatermarkPosition = 0\nName = 0\nProcessingSpeed = 1\nGameFPS = 1\nSpectators = 0\n\n[Settings]\nESPEnabled = 1\nOverlayEnabled = 1\nAntiAliasedLines = 1\nFPSCap = 0\nCappedFPS = 144\n\n"
  },
  {
    "path": "Configs/Premade_Legit2.ini",
    "content": "[Aimbot]\nAimbotEnabled = 1\nBindMethod = 0\nAimbotMode = 1\nInputMethod = 0\nClosestHitbox = 1\nOnFire = 1\nOnADS = 0\nVisCheck = 1\nTeamCheck = 1\nTargetSwitching = 1\nPriority = 0\nPredictMovement = 1\nPredictBulletDrop = 1\nFinalDistance = 0\nSmooth = 0.9\nSpeed = 5\nSmoothingMethod = 0\nHipfireSmooth = 0.9\nADSSmooth = 0.99\nMinHipfireSmooth = 0.9\nMaxHipfireSmooth = 0.99\nMinADSSmooth = 0.9\nMaxADSSmooth = 0.99\nMouseHipfireSmoothing = 504\nMouseADSSmoothing = 602\nMouseExtraSmoothing = 9999\nMinMouseHipfireSmoothing = 300\nMaxMouseHipfireSmoothing = 315\nMinMouseADSSmoothing = 350\nMaxMouseADSSmoothing = 360\nDelay = 1\nFOV = 10\nZoomScale = 2.2\nMinDistance = 1\nHipfireDistance = 60\nZoomDistance = 160\nHipfireSmooth1 = 549\nADSSmooth1 = 691\nExtraSmoothing = 9999\nDeadzone = 0.569\nFOV1 = 7\nMinDistance2 = 1\nMaxDistance2 = 200\nP2020 = 1\nRE45 = 1\nAlternator = 1\nR99 = 1\nR301 = 1\nSpitfire = 1\nG7 = 1\nFlatline = 1\nHemlock = 1\nRepeater = 1\nRampage = 1\nCARSMG = 1\nHavoc = 1\nDevotion = 1\nLSTAR = 1\nTripleTake = 1\nVolt = 1\nNemesis = 1\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 1\nBocek = 1\nKraber = 1\nKnife = 1\nAdvancedAim = 0\nAdvancedFire = 1\nAdvancedADS = 0\nAdvancedSmoothingMethod = 0\nAdvancedClosestHitbox = 1\nAdvancedHitbox = 2\nAdvancedSpeed = 20\nAdvancedSmooth = 0.99\nAdvancedHipfireSmooth = 0.99\nAdvancedADSSmooth = 0.99\nAdvancedMinHipfireSmooth = 0.98\nAdvancedMaxHipfireSmooth = 0.99\nAdvancedMinADSSmooth = 0.98\nAdvancedMaxADSSmooth = 0.99\nAdvancedHipfireSmooth1 = 250\nAdvancedADSSmooth1 = 275\nAdvancedMinHipfireSmooth1 = 0.98\nAdvancedMaxHipfireSmooth1 = 0.99\nAdvancedMinADSSmooth1 = 0.98\nAdvancedMaxADSSmooth1 = 0.99\nAdvancedExtraSmooth1 = 5000\nAdvancedFOV1 = 10\nAdvancedDeadzone = 0.5\nAdvancedMinDistance1 = 1\nAdvancedMaxDistance1 = 150\nP2020Fire = 1\nP2020ADS = 0\nRE45Fire = 1\nRE45ADS = 0\nAlternatorFire = 1\nAlternatorADS = 0\nR99Fire = 1\nR99ADS = 0\nR301Fire = 1\nR301ADS = 0\nSpitfireFire = 1\nSpitfireADS = 0\nG7Fire = 1\nG7ADS = 0\nFlatlineFire = 1\nFlatlineADS = 0\nHemlockFire = 1\nHemlockADS = 0\nRepeaterFire = 1\nRepeaterADS = 0\nRampageFire = 1\nRampageADS = 0\nCARSMGFire = 1\nCARSMGADS = 0\nHavocFire = 1\nHavocADS = 0\nDevotionFire = 1\nDevotionADS = 0\nLSTARFire = 1\nLSTARADS = 0\nTripleTakeFire = 1\nTripleTakeADS = 0\nVoltFire = 1\nVoltADS = 0\nNemesisFire = 1\nNemesisADS = 0\nMozambiqueFire = 1\nMozambiqueADS = 0\nEVA8Fire = 1\nEVA8ADS = 0\nPeacekeeperFire = 1\nPeacekeeperADS = 0\nMastiffFire = 1\nMastiffADS = 0\nLongbowFire = 1\nLongbowADS = 0\nChargeRifleFire = 1\nChargeRifleADS = 0\nSentinelFire = 1\nSentinelADS = 0\nWingmanFire = 1\nWingmanADS = 0\nProwlerFire = 1\nProwlerADS = 0\nKraberFire = 1\nKraberADS = 0\nBocekFire = 1\nBocekADS = 0\nThrowingKnifeFire = 1\nThrowingKnifeADS = 0\nP2020ClosestHitbox = 1\nP2020Hitbox = 2\nP2020Speed = 10\nP2020HipfireSmooth = 0.99\nP2020ADSSmooth = 0.99\nP2020SmoothingMethod = 0\nP2020MinHipfireSmooth = 0.98\nP2020MaxHipfireSmooth = 0.99\nP2020MinADSSmooth = 0.98\nP2020MaxADSSmooth = 0.99\nP2020FOV = 10\nP2020ZoomScale = 3\nRE45ClosestHitbox = 1\nRE45Hitbox = 2\nRE45Speed = 10\nRE45HipfireSmooth = 0.99\nRE45ADSSmooth = 0.99\nRE45SmoothingMethod = 0\nRE45MinHipfireSmooth = 0.98\nRE45MaxHipfireSmooth = 0.99\nRE45MinADSSmooth = 0.98\nRE45MaxADSSmooth = 0.99\nRE45FOV = 10\nRE45ZoomScale = 3\nAlternatorClosestHitbox = 1\nAlternatorHitbox = 2\nAlternatorSpeed = 10\nAlternatorHipfireSmooth = 0.99\nAlternatorADSSmooth = 0.99\nAlternatorSmoothingMethod = 0\nAlternatorMinHipfireSmooth = 0.98\nAlternatorMaxHipfireSmooth = 0.99\nAlternatorMinADSSmooth = 0.98\nAlternatorMaxADSSmooth = 0.99\nAlternatorFOV = 10\nAlternatorZoomScale = 3\nR99ClosestHitbox = 1\nR99Hitbox = 2\nR99Speed = 10\nR99HipfireSmooth = 0.99\nR99ADSSmooth = 0.99\nR99SmoothingMethod = 0\nR99MinHipfireSmooth = 0.98\nR99MaxHipfireSmooth = 0.99\nR99MinADSSmooth = 0.98\nR99MaxADSSmooth = 0.99\nR99FOV = 10\nR99ZoomScale = 3\nR301ClosestHitbox = 1\nR301Hitbox = 2\nR301Speed = 10\nR301HipfireSmooth = 0.99\nR301ADSSmooth = 0.99\nR301SmoothingMethod = 0\nR301MinHipfireSmooth = 0.98\nR301MaxHipfireSmooth = 0.99\nR301MinADSSmooth = 0.98\nR301MaxADSSmooth = 0.99\nR301FOV = 10\nR301ZoomScale = 3\nSpitfireClosestHitbox = 1\nSpitfireHitbox = 2\nSpitfireSpeed = 10\nSpitfireHipfireSmooth = 0.99\nSpitfireADSSmooth = 0.99\nSpitfireSmoothingMethod = 0\nSpitfireMinHipfireSmooth = 0.98\nSpitfireMaxHipfireSmooth = 0.99\nSpitfireMinADSSmooth = 0.98\nSpitfireMaxADSSmooth = 0.99\nSpitfireFOV = 10\nSpitfireZoomScale = 3\nG7ClosestHitbox = 1\nG7Hitbox = 2\nG7Speed = 10\nG7HipfireSmooth = 0.99\nG7ADSSmooth = 0.99\nG7SmoothingMethod = 0\nG7MinHipfireSmooth = 0.98\nG7MaxHipfireSmooth = 0.99\nG7MinADSSmooth = 0.98\nG7MaxADSSmooth = 0.99\nG7FOV = 10\nG7ZoomScale = 3\nFlatlineClosestHitbox = 1\nFlatlineHitbox = 2\nFlatlineSpeed = 10\nFlatlineHipfireSmooth = 0.99\nFlatlineADSSmooth = 0.99\nFlatlineSmoothingMethod = 0\nFlatlineMinHipfireSmooth = 0.98\nFlatlineMaxHipfireSmooth = 0.99\nFlatlineMinADSSmooth = 0.98\nFlatlineMaxADSSmooth = 0.99\nFlatlineFOV = 10\nFlatlineZoomScale = 3\nHemlockClosestHitbox = 1\nHemlockHitbox = 2\nHemlockSpeed = 10\nHemlockHipfireSmooth = 0.99\nHemlockADSSmooth = 0.99\nHemlockSmoothingMethod = 0\nHemlockMinHipfireSmooth = 0.98\nHemlockMaxHipfireSmooth = 0.99\nHemlockMinADSSmooth = 0.98\nHemlockMaxADSSmooth = 0.99\nHemlockFOV = 10\nHemlockZoomScale = 3\nRepeaterClosestHitbox = 1\nRepeaterHitbox = 2\nRepeaterSpeed = 10\nRepeaterHipfireSmooth = 0.99\nRepeaterADSSmooth = 0.99\nRepeaterSmoothingMethod = 0\nRepeaterMinHipfireSmooth = 0.98\nRepeaterMaxHipfireSmooth = 0.99\nRepeaterMinADSSmooth = 0.98\nRepeaterMaxADSSmooth = 0.99\nRepeaterFOV = 10\nRepeaterZoomScale = 3\nRampageClosestHitbox = 1\nRampageHitbox = 2\nRampageSpeed = 10\nRampageHipfireSmooth = 0.99\nRampageADSSmooth = 0.99\nRampageSmoothingMethod = 0\nRampageMinHipfireSmooth = 0.98\nRampageMaxHipfireSmooth = 0.99\nRampageMinADSSmooth = 0.98\nRampageMaxADSSmooth = 0.99\nRampageFOV = 10\nRampageZoomScale = 3\nCARSMGClosestHitbox = 1\nCARSMGHitbox = 2\nCARSMGSpeed = 10\nCARSMGHipfireSmooth = 0.99\nCARSMGADSSmooth = 0.99\nCARSMGSmoothingMethod = 0\nCARSMGMinHipfireSmooth = 0.98\nCARSMGMaxHipfireSmooth = 0.99\nCARSMGMinADSSmooth = 0.98\nCARSMGMaxADSSmooth = 0.99\nCARSMGFOV = 10\nCARSMGZoomScale = 3\nHavocClosestHitbox = 1\nHavocHitbox = 2\nHavocSpeed = 10\nHavocHipfireSmooth = 0.99\nHavocADSSmooth = 0.99\nHavocSmoothingMethod = 0\nHavocMinHipfireSmooth = 0.98\nHavocMaxHipfireSmooth = 0.99\nHavocMinADSSmooth = 0.98\nHavocMaxADSSmooth = 0.99\nHavocFOV = 10\nHavocZoomScale = 3\nDevotionClosestHitbox = 1\nDevotionHitbox = 2\nDevotionSpeed = 10\nDevotionHipfireSmooth = 0.99\nDevotionADSSmooth = 0.99\nDevotionSmoothingMethod = 0\nDevotionMinHipfireSmooth = 0.98\nDevotionMaxHipfireSmooth = 0.99\nDevotionMinADSSmooth = 0.98\nDevotionMaxADSSmooth = 0.99\nDevotionFOV = 10\nDevotionZoomScale = 3\nLSTARClosestHitbox = 1\nLSTARHitbox = 2\nLSTARSpeed = 10\nLSTARHipfireSmooth = 0.99\nLSTARADSSmooth = 0.99\nLSTARSmoothingMethod = 0\nLSTARMinHipfireSmooth = 0.98\nLSTARMaxHipfireSmooth = 0.99\nLSTARMinADSSmooth = 0.98\nLSTARMaxADSSmooth = 0.99\nLSTARFOV = 10\nLSTARZoomScale = 3\nTripleTakeClosestHitbox = 1\nTripleTakeHitbox = 2\nTripleTakeSpeed = 10\nTripleTakeHipfireSmooth = 0.99\nTripleTakeADSSmooth = 0.99\nTripleTakeSmoothingMethod = 0\nTripleTakeMinHipfireSmooth = 0.98\nTripleTakeMaxHipfireSmooth = 0.99\nTripleTakeMinADSSmooth = 0.98\nTripleTakeMaxADSSmooth = 0.99\nTripleTakeFOV = 10\nTripleTakeZoomScale = 3\nVoltClosestHitbox = 1\nVoltHitbox = 2\nVoltSpeed = 10\nVoltHipfireSmooth = 0.99\nVoltADSSmooth = 0.99\nVoltSmoothingMethod = 0\nVoltMinHipfireSmooth = 0.98\nVoltMaxHipfireSmooth = 0.99\nVoltMinADSSmooth = 0.98\nVoltMaxADSSmooth = 0.99\nVoltFOV = 10\nVoltZoomScale = 3\nNemesisClosestHitbox = 1\nNemesisHitbox = 2\nNemesisSpeed = 10\nNemesisHipfireSmooth = 0.99\nNemesisADSSmooth = 0.99\nNemesisSmoothingMethod = 0\nNemesisMinHipfireSmooth = 0.98\nNemesisMaxHipfireSmooth = 0.99\nNemesisMinADSSmooth = 0.98\nNemesisMaxADSSmooth = 0.99\nNemesisFOV = 10\nNemesisZoomScale = 3\nMozambiqueClosestHitbox = 1\nMozambiqueHitbox = 2\nMozambiqueSpeed = 10\nMozambiqueHipfireSmooth = 0.99\nMozambiqueADSSmooth = 0.99\nMozambiqueSmoothingMethod = 0\nMozambiqueMinHipfireSmooth = 0.98\nMozambiqueMaxHipfireSmooth = 0.99\nMozambiqueMinADSSmooth = 0.98\nMozambiqueMaxADSSmooth = 0.99\nMozambiqueFOV = 10\nMozambiqueZoomScale = 3\nEVA8ClosestHitbox = 1\nEVA8Hitbox = 2\nEVA8Speed = 10\nEVA8HipfireSmooth = 0.99\nEVA8ADSSmooth = 0.99\nEVA8SmoothingMethod = 0\nEVA8MinHipfireSmooth = 0.98\nEVA8MaxHipfireSmooth = 0.99\nEVA8MinADSSmooth = 0.98\nEVA8MaxADSSmooth = 0.99\nEVA8FOV = 10\nEVA8ZoomScale = 3\nPeacekeeperClosestHitbox = 1\nPeacekeeperHitbox = 2\nPeacekeeperSpeed = 10\nPeacekeeperHipfireSmooth = 0.99\nPeacekeeperADSSmooth = 0.99\nPeacekeeperSmoothingMethod = 0\nPeacekeeperMinHipfireSmooth = 0.98\nPeacekeeperMaxHipfireSmooth = 0.99\nPeacekeeperMinADSSmooth = 0.98\nPeacekeeperMaxADSSmooth = 0.99\nPeacekeeperFOV = 10\nPeacekeeperZoomScale = 3\nMastiffClosestHitbox = 1\nMastiffHitbox = 2\nMastiffSpeed = 10\nMastiffHipfireSmooth = 0.99\nMastiffADSSmooth = 0.99\nMastiffSmoothingMethod = 0\nMastiffMinHipfireSmooth = 0.98\nMastiffMaxHipfireSmooth = 0.99\nMastiffMinADSSmooth = 0.98\nMastiffMaxADSSmooth = 0.99\nMastiffFOV = 10\nMastiffZoomScale = 3\nLongbowClosestHitbox = 1\nLongbowHitbox = 2\nLongbowSpeed = 10\nLongbowHipfireSmooth = 0.99\nLongbowADSSmooth = 0.99\nLongbowSmoothingMethod = 0\nLongbowMinHipfireSmooth = 0.98\nLongbowMaxHipfireSmooth = 0.99\nLongbowMinADSSmooth = 0.98\nLongbowMaxADSSmooth = 0.99\nLongbowFOV = 10\nLongbowZoomScale = 3\nChargeRifleClosestHitbox = 1\nChargeRifleHitbox = 2\nChargeRifleSpeed = 10\nChargeRifleHipfireSmooth = 0.99\nChargeRifleADSSmooth = 0.99\nChargeRifleSmoothingMethod = 0\nChargeRifleMinHipfireSmooth = 0.98\nChargeRifleMaxHipfireSmooth = 0.99\nChargeRifleMinADSSmooth = 0.98\nChargeRifleMaxADSSmooth = 0.99\nChargeRifleFOV = 10\nChargeRifleZoomScale = 3\nSentinelClosestHitbox = 1\nSentinelHitbox = 2\nSentinelSpeed = 10\nSentinelHipfireSmooth = 0.99\nSentinelADSSmooth = 0.99\nSentinelSmoothingMethod = 0\nSentinelMinHipfireSmooth = 0.98\nSentinelMaxHipfireSmooth = 0.99\nSentinelMinADSSmooth = 0.98\nSentinelMaxADSSmooth = 0.99\nSentinelFOV = 10\nSentinelZoomScale = 3\nWingmanClosestHitbox = 1\nWingmanHitbox = 2\nWingmanSpeed = 10\nWingmanHipfireSmooth = 0.99\nWingmanADSSmooth = 0.99\nWingmanSmoothingMethod = 0\nWingmanMinHipfireSmooth = 0.98\nWingmanMaxHipfireSmooth = 0.99\nWingmanMinADSSmooth = 0.98\nWingmanMaxADSSmooth = 0.99\nWingmanFOV = 10\nWingmanZoomScale = 3\nProwlerClosestHitbox = 1\nProwlerHitbox = 2\nProwlerSpeed = 10\nProwlerHipfireSmooth = 0.99\nProwlerADSSmooth = 0.99\nProwlerSmoothingMethod = 0\nProwlerMinHipfireSmooth = 0.98\nProwlerMaxHipfireSmooth = 0.99\nProwlerMinADSSmooth = 0.98\nProwlerMaxADSSmooth = 0.99\nProwlerFOV = 10\nProwlerZoomScale = 3\nKraberClosestHitbox = 1\nKraberHitbox = 2\nKraberSpeed = 10\nKraberHipfireSmooth = 0.99\nKraberADSSmooth = 0.99\nKraberSmoothingMethod = 0\nKraberMinHipfireSmooth = 0.98\nKraberMaxHipfireSmooth = 0.99\nKraberMinADSSmooth = 0.98\nKraberMaxADSSmooth = 0.99\nKraberFOV = 10\nKraberZoomScale = 3\nBocekClosestHitbox = 1\nBocekHitbox = 2\nBocekSpeed = 10\nBocekHipfireSmooth = 0.99\nBocekADSSmooth = 0.99\nBocekSmoothingMethod = 0\nBocekMinHipfireSmooth = 0.98\nBocekMaxHipfireSmooth = 0.99\nBocekMinADSSmooth = 0.98\nBocekMaxADSSmooth = 0.99\nBocekFOV = 10\nBocekZoomScale = 3\nThrowingKnifeClosestHitbox = 1\nThrowingKnifeHitbox = 2\nThrowingKnifeSpeed = 10\nThrowingKnifeHipfireSmooth = 0.99\nThrowingKnifeADSSmooth = 0.99\nThrowingKnifeSmoothingMethod = 0\nThrowingKnifeMinHipfireSmooth = 0.98\nThrowingKnifeMaxHipfireSmooth = 0.99\nThrowingKnifeMinADSSmooth = 0.98\nThrowingKnifeMaxADSSmooth = 0.99\nThrowingKnifeFOV = 10\nThrowingKnifeZoomScale = 3\nP2020HipfireSmooth1 = 250\nP2020ADSSmooth1 = 275\nP2020MinHipfireSmooth1 = 250\nP2020MaxHipfireSmooth1 = 275\nP2020MinADSSmooth1 = 275\nP2020MaxADSSmooth1 = 300\nP2020ExtraSmooth1 = 5000\nP2020Deadzone = 0.5\nP2020FOV1 = 10\nP2020MinDistance1 = 1\nP2020MaxDistance1 = 200\nRE45HipfireSmooth1 = 250\nRE45ADSSmooth1 = 275\nRE45MinHipfireSmooth1 = 250\nRE45MaxHipfireSmooth1 = 275\nRE45MinADSSmooth1 = 275\nRE45MaxADSSmooth1 = 300\nRE45ExtraSmooth1 = 5000\nRE45Deadzone = 0.5\nRE45FOV1 = 10\nRE45MinDistance1 = 1\nRE45MaxDistance1 = 200\nAlternatorHipfireSmooth1 = 250\nAlternatorADSSmooth1 = 275\nAlternatorMinHipfireSmooth1 = 250\nAlternatorMaxHipfireSmooth1 = 275\nAlternatorMinADSSmooth1 = 275\nAlternatorMaxADSSmooth1 = 300\nAlternatorExtraSmooth1 = 5000\nAlternatorDeadzone = 0.5\nAlternatorFOV1 = 10\nAlternatorMinDistance1 = 1\nAlternatorMaxDistance1 = 200\nR99HipfireSmooth1 = 250\nR99ADSSmooth1 = 275\nR99MinHipfireSmooth1 = 250\nR99MaxHipfireSmooth1 = 275\nR99MinADSSmooth1 = 275\nR99MaxADSSmooth1 = 300\nR99ExtraSmooth1 = 5000\nR99Deadzone = 0.5\nR99FOV1 = 10\nR99MinDistance1 = 1\nR99MaxDistance1 = 200\nR301HipfireSmooth1 = 250\nR301ADSSmooth1 = 275\nR301MinHipfireSmooth1 = 250\nR301MaxHipfireSmooth1 = 275\nR301MinADSSmooth1 = 275\nR301MaxADSSmooth1 = 300\nR301ExtraSmooth1 = 5000\nR301Deadzone = 0.5\nR301FOV1 = 10\nR301MinDistance1 = 1\nR301MaxDistance1 = 200\nSpitfireHipfireSmooth1 = 250\nSpitfireADSSmooth1 = 275\nSpitfireMinHipfireSmooth1 = 250\nSpitfireMaxHipfireSmooth1 = 275\nSpitfireMinADSSmooth1 = 275\nSpitfireMaxADSSmooth1 = 300\nSpitfireExtraSmooth1 = 5000\nSpitfireDeadzone = 0.5\nSpitfireFOV1 = 10\nSpitfireMinDistance1 = 1\nSpitfireMaxDistance1 = 200\nG7HipfireSmooth1 = 250\nG7ADSSmooth1 = 275\nG7MinHipfireSmooth1 = 250\nG7MaxHipfireSmooth1 = 275\nG7MinADSSmooth1 = 275\nG7MaxADSSmooth1 = 300\nG7ExtraSmooth1 = 5000\nG7Deadzone = 0.5\nG7FOV1 = 10\nG7MinDistance1 = 1\nG7MaxDistance1 = 200\nFlatlineHipfireSmooth1 = 250\nFlatlineADSSmooth1 = 275\nFlatlineMinHipfireSmooth1 = 250\nFlatlineMaxHipfireSmooth1 = 275\nFlatlineMinADSSmooth1 = 275\nFlatlineMaxADSSmooth1 = 300\nFlatlineExtraSmooth1 = 5000\nFlatlineDeadzone = 0.5\nFlatlineFOV1 = 10\nFlatlineMinDistance1 = 1\nFlatlineMaxDistance1 = 200\nHemlockHipfireSmooth1 = 250\nHemlockADSSmooth1 = 275\nHemlockMinHipfireSmooth1 = 250\nHemlockMaxHipfireSmooth1 = 275\nHemlockMinADSSmooth1 = 275\nHemlockMaxADSSmooth1 = 300\nHemlockExtraSmooth1 = 5000\nHemlockDeadzone = 0.5\nHemlockFOV1 = 10\nHemlockMinDistance1 = 1\nHemlockMaxDistance1 = 200\nRepeaterHipfireSmooth1 = 250\nRepeaterADSSmooth1 = 275\nRepeaterMinHipfireSmooth1 = 250\nRepeaterMaxHipfireSmooth1 = 275\nRepeaterMinADSSmooth1 = 275\nRepeaterMaxADSSmooth1 = 300\nRepeaterExtraSmooth1 = 5000\nRepeaterDeadzone = 0.5\nRepeaterFOV1 = 10\nRepeaterMinDistance1 = 1\nRepeaterMaxDistance1 = 200\nRampageHipfireSmooth1 = 250\nRampageMinHipfireSmooth1 = 250\nRampageMaxHipfireSmooth1 = 275\nRampageMinADSSmooth1 = 275\nRampageMaxADSSmooth1 = 300\nRampageADSSmooth1 = 275\nRampageExtraSmooth1 = 5000\nRampageDeadzone = 0.5\nRampageFOV1 = 10\nRampageMinDistance1 = 1\nRampageMaxDistance1 = 200\nCARSMGHipfireSmooth1 = 250\nCARSMGADSSmooth1 = 275\nCARSMGMinHipfireSmooth1 = 250\nCARSMGMaxHipfireSmooth1 = 275\nCARSMGMinADSSmooth1 = 275\nCARSMGMaxADSSmooth1 = 300\nCARSMGExtraSmooth1 = 5000\nCARSMGDeadzone = 0.5\nCARSMGFOV1 = 10\nCARSMGMinDistance1 = 1\nCARSMGMaxDistance1 = 200\nHavocHipfireSmooth1 = 250\nHavocADSSmooth1 = 275\nHavocMinHipfireSmooth1 = 250\nHavocMaxHipfireSmooth1 = 275\nHavocMinADSSmooth1 = 275\nHavocMaxADSSmooth1 = 300\nHavocExtraSmooth1 = 5000\nHavocDeadzone = 0.5\nHavocFOV1 = 10\nHavocMinDistance1 = 1\nHavocMaxDistance1 = 200\nDevotionHipfireSmooth1 = 250\nDevotionADSSmooth1 = 275\nDevotionMinHipfireSmooth1 = 250\nDevotionMaxHipfireSmooth1 = 275\nDevotionMinADSSmooth1 = 275\nDevotionMaxADSSmooth1 = 300\nDevotionExtraSmooth1 = 5000\nDevotionDeadzone = 0.5\nDevotionFOV1 = 10\nDevotionMinDistance1 = 1\nDevotionMaxDistance1 = 200\nLSTARHipfireSmooth1 = 250\nLSTARADSSmooth1 = 275\nLSTARMinHipfireSmooth1 = 250\nLSTARMaxHipfireSmooth1 = 275\nLSTARMinADSSmooth1 = 275\nLSTARMaxADSSmooth1 = 300\nLSTARExtraSmooth1 = 5000\nLSTARDeadzone = 0.5\nLSTARFOV1 = 10\nLSTARMinDistance1 = 1\nLSTARMaxDistance1 = 200\nTripleTakeHipfireSmooth1 = 250\nTripleTakeADSSmooth1 = 275\nTripleTakeMinHipfireSmooth1 = 250\nTripleTakeMaxHipfireSmooth1 = 275\nTripleTakeMinADSSmooth1 = 275\nTripleTakeMaxADSSmooth1 = 300\nTripleTakeExtraSmooth1 = 5000\nTripleTakeDeadzone = 0.5\nTripleTakeFOV1 = 10\nTripleTakeMinDistance1 = 1\nTripleTakeMaxDistance1 = 200\nVoltHipfireSmooth1 = 250\nVoltADSSmooth1 = 275\nVoltMinHipfireSmooth1 = 250\nVoltMaxHipfireSmooth1 = 275\nVoltMinADSSmooth1 = 275\nVoltMaxADSSmooth1 = 300\nVoltExtraSmooth1 = 5000\nVoltDeadzone = 0.5\nVoltFOV1 = 10\nVoltMinDistance1 = 1\nVoltMaxDistance1 = 200\nNemesisHipfireSmooth1 = 250\nNemesisADSSmooth1 = 275\nNemesisMinHipfireSmooth1 = 250\nNemesisMaxHipfireSmooth1 = 275\nNemesisMinADSSmooth1 = 275\nNemesisMaxADSSmooth1 = 300\nNemesisExtraSmooth1 = 5000\nNemesisDeadzone = 0.5\nNemesisFOV1 = 10\nNemesisMinDistance1 = 1\nNemesisMaxDistance1 = 200\nMozambiqueHipfireSmooth1 = 250\nMozambiqueADSSmooth1 = 275\nMozambiqueMinHipfireSmooth1 = 250\nMozambiqueMaxHipfireSmooth1 = 275\nMozambiqueMinADSSmooth1 = 275\nMozambiqueMaxADSSmooth1 = 300\nMozambiqueExtraSmooth1 = 5000\nMozambiqueDeadzone = 0.5\nMozambiqueFOV1 = 10\nMozambiqueMinDistance1 = 1\nMozambiqueMaxDistance1 = 200\nEVA8HipfireSmooth1 = 250\nEVA8ADSSmooth1 = 275\nEVA8MinHipfireSmooth1 = 250\nEVA8MaxHipfireSmooth1 = 275\nEVA8MinADSSmooth1 = 275\nEVA8MaxADSSmooth1 = 300\nEVA8ExtraSmooth1 = 5000\nEVA8Deadzone = 0.5\nEVA8FOV1 = 10\nEVA8MinDistance1 = 1\nEVA8MaxDistance1 = 200\nPeacekeeperHipfireSmooth1 = 250\nPeacekeeperADSSmooth1 = 275\nPeacekeeperMinHipfireSmooth1 = 250\nPeacekeeperMaxHipfireSmooth1 = 275\nPeacekeeperMinADSSmooth1 = 275\nPeacekeeperMaxADSSmooth1 = 300\nPeacekeeperExtraSmooth1 = 5000\nPeacekeeperDeadzone = 0.5\nPeacekeeperFOV1 = 10\nPeacekeeperMinDistance1 = 1\nPeacekeeperMaxDistance1 = 200\nMastiffHipfireSmooth1 = 250\nMastiffADSSmooth1 = 275\nMastiffMinHipfireSmooth1 = 250\nMastiffMaxHipfireSmooth1 = 275\nMastiffMinADSSmooth1 = 275\nMastiffMaxADSSmooth1 = 300\nMastiffExtraSmooth1 = 5000\nMastiffDeadzone = 0.5\nMastiffFOV1 = 10\nMastiffMinDistance1 = 1\nMastiffMaxDistance1 = 200\nLongbowHipfireSmooth1 = 250\nLongbowADSSmooth1 = 275\nLongbowMinHipfireSmooth1 = 250\nLongbowMaxHipfireSmooth1 = 275\nLongbowMinADSSmooth1 = 275\nLongbowMaxADSSmooth1 = 300\nLongbowExtraSmooth1 = 5000\nLongbowDeadzone = 0.5\nLongbowFOV1 = 10\nLongbowMinDistance1 = 1\nLongbowMaxDistance1 = 200\nChargeRifleHipfireSmooth1 = 250\nChargeRifleADSSmooth1 = 275\nChargeRifleMinHipfireSmooth1 = 250\nChargeRifleMaxHipfireSmooth1 = 275\nChargeRifleMinADSSmooth1 = 275\nChargeRifleMaxADSSmooth1 = 300\nChargeRifleExtraSmooth1 = 5000\nChargeRifleDeadzone = 0.5\nChargeRifleFOV1 = 10\nChargeRifleMinDistance1 = 1\nChargeRifleMaxDistance1 = 200\nSentinelHipfireSmooth1 = 250\nSentinelADSSmooth1 = 275\nSentinelMinHipfireSmooth1 = 250\nSentinelMaxHipfireSmooth1 = 275\nSentinelMinADSSmooth1 = 275\nSentinelMaxADSSmooth1 = 300\nSentinelExtraSmooth1 = 5000\nSentinelDeadzone = 0.5\nSentinelFOV1 = 10\nSentinelMinDistance1 = 1\nSentinelMaxDistance1 = 200\nWingmanHipfireSmooth1 = 250\nWingmanADSSmooth1 = 275\nWingmanMinHipfireSmooth1 = 250\nWingmanMaxHipfireSmooth1 = 275\nWingmanMinADSSmooth1 = 275\nWingmanMaxADSSmooth1 = 300\nWingmanExtraSmooth1 = 5000\nWingmanDeadzone = 0.5\nWingmanFOV1 = 10\nWingmanMinDistance1 = 1\nWingmanMaxDistance1 = 200\nProwlerHipfireSmooth1 = 250\nProwlerADSSmooth1 = 275\nProwlerMinHipfireSmooth1 = 250\nProwlerMaxHipfireSmooth1 = 275\nProwlerMinADSSmooth1 = 275\nProwlerMaxADSSmooth1 = 300\nProwlerExtraSmooth1 = 5000\nProwlerDeadzone = 0.5\nProwlerFOV1 = 10\nProwlerMinDistance1 = 1\nProwlerMaxDistance1 = 200\nBocekHipfireSmooth1 = 250\nBocekADSSmooth1 = 275\nBocekMinHipfireSmooth1 = 250\nBocekMaxHipfireSmooth1 = 275\nBocekMinADSSmooth1 = 275\nBocekMaxADSSmooth1 = 300\nBocekExtraSmooth1 = 5000\nBocekDeadzone = 0.5\nBocekFOV1 = 10\nBocekMinDistance1 = 1\nBocekMaxDistance1 = 200\nKraberHipfireSmooth1 = 250\nKraberADSSmooth1 = 275\nKraberMinHipfireSmooth1 = 250\nKraberMaxHipfireSmooth1 = 275\nKraberMinADSSmooth1 = 275\nKraberMaxADSSmooth1 = 300\nKraberExtraSmooth1 = 5000\nKraberDeadzone = 0.5\nKraberFOV1 = 10\nKraberMinDistance1 = 1\nKraberMaxDistance1 = 200\nThrowingKnifeHipfireSmooth1 = 250\nThrowingKnifeADSSmooth1 = 275\nThrowingKnifeMinHipfireSmooth1 = 250\nThrowingKnifeMaxHipfireSmooth1 = 275\nThrowingKnifeMinADSSmooth1 = 275\nThrowingKnifeMaxADSSmooth1 = 300\nThrowingKnifeExtraSmooth1 = 5000\nThrowingKnifeDeadzone = 0.5\nThrowingKnifeFOV1 = 10\nThrowingKnifeMinDistance1 = 1\nThrowingKnifeMaxDistance1 = 200\n\n[AimbotBinds]\nAimBind = 56\nExtraBind = 57\nP2020AimBind = 56\nP2020ExtraBind = 0\nRE45AimBind = 56\nRE45ExtraBind = 0\nAlternatorAimBind = 56\nAlternatorExtraBind = 0\nR99AimBind = 56\nR99ExtraBind = 0\nR301AimBind = 56\nR301ExtraBind = 0\nSpitfireAimBind = 56\nSpitfireExtraBind = 0\nG7AimBind = 56\nG7ExtraBind = 57\nFlatlineAimBind = 56\nFlatlineExtraBind = 0\nHemlockAimBind = 56\nHemlockExtraBind = 0\nRepeaterAimBind = 56\nRepeaterExtraBind = 57\nRampageAimBind = 56\nRampageExtraBind = 0\nCARSMGAimBind = 56\nCARSMGExtraBind = 0\nHavocAimBind = 56\nHavocExtraBind = 0\nDevotionAimBind = 56\nDevotionExtraBind = 0\nLSTARAimBind = 56\nLSTARExtraBind = 0\nTripleTakeAimBind = 56\nTripleTakeExtraBind = 57\nVoltAimBind = 56\nVoltExtraBind = 0\nNemesisAimBind = 56\nNemesisExtraBind = 0\nMozambiqueAimBind = 56\nMozambiqueExtraBind = 57\nEVA8AimBind = 56\nEVA8ExtraBind = 57\nPeacekeeperAimBind = 56\nPeacekeeperExtraBind = 57\nMastiffAimBind = 56\nMastiffExtraBind = 57\nLongbowAimBind = 56\nLongbowExtraBind = 57\nChargeRifleAimBind = 56\nChargeRifleExtraBind = 57\nSentinelAimBind = 56\nSentinelExtraBind = 57\nWingmanAimBind = 56\nWingmanExtraBind = 0\nProwlerAimBind = 56\nProwlerExtraBind = 0\nBocekAimBind = 56\nBocekExtraBind = 57\nKraberAimBind = 56\nKraberExtraBind = 57\nThrowingKnifeAimBind = 56\nThrowingKnifeExtraBind = 0\n\n[AimbotHitboxes]\nHitbox = 2\nP2020Hitbox = 2\nRE45Hitbox = 2\nAlternatorHitbox = 2\nR99Hitbox = 2\nR301Hitbox = 2\nSpitfireHitbox = 2\nG7Hitbox = 2\nFlatlineHitbox = 2\nHemlockHitbox = 2\nRepeaterHitbox = 2\nRampageHitbox = 2\nCARSMGHitbox = 2\nHavocHitbox = 2\nDevotionHitbox = 2\nLSTARHitbox = 2\nTripleTakeHitbox = 2\nVoltHitbox = 2\nNemesisHitbox = 2\nMozambiqueHitbox = 2\nEVA8Hitbox = 2\nPeacekeeperHitbox = 2\nMastiffHitbox = 2\nLongbowHitbox = 2\nChargeRifleHitbox = 2\nSentinelHitbox = 2\nWingmanHitbox = 2\nProwlerHitbox = 2\nBocekHitbox = 2\nKraberHitbox = 2\nThrowingKnifeHitbox = 2\n\n[Ragebot]\nRagebotEnabled = 0\nRageAimbot = 0\nAimMethod = 0\nClosestHitbox = 0\nHitbox = 0\nBindMethod = 0\nOnFire = 1\nOnADS = 1\nAimBind = 56\nExtraBind = 57\nVisCheck = 1\nTeamCheck = 1\nPriority = 0\nAutoShoot = 0\nPredictMovement = 1\nPredictBulletDrop = 1\nPreditcionAmount = 255\nFinalDistance = 0\nSpeed = 1\nSmooth = 0.9\nHipfireSmooth = 0.9\nADSSmooth = 0.99\nSmoothDistance = 100\nDelay = 10\nFOV = 10\nZoomScale = 3\nMinDistance = 1\nHipfireDistance = 60\nZoomDistance = 160\nP2020 = 1\nRE45 = 1\nAlternator = 1\nR99 = 1\nR301 = 1\nSpitfire = 1\nG7 = 1\nFlatline = 1\nHemlock = 1\nRepeater = 1\nRampage = 1\nCARSMG = 1\nHavoc = 1\nDevotion = 1\nLSTAR = 1\nTripleTake = 1\nVolt = 1\nNemesis = 1\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 1\nBocek = 1\nKraber = 1\nKnife = 1\nRageRCS = 1\nRecoilRate = 100\n\n[Flickbot]\nFlickbot = 0\nFlickbotMethod = 0\nFlickBind = 34\nClosestHitbox = 0\nHitbox = 2\nPriority = 0\nAutoShoot = 1\nAutoShootDelay = 16\nFlickBack = 0\nFlickBackDelay = 16\nFlickBackSmoothing = 0.001\nPredictMovement = 1\nPredictBulletDrop = 1\nTeamCheck = 1\nPreditcionAmount = 255\nFinalDistance = 0\nHipfireSmooth = 0.9\nADSSmooth = 0.99\nSmoothDistance = 100\nDelay = 10\nFOV = 10\nZoomScale = 3\nMinDistance = 1\nHipfireDistance = 60\nZoomDistance = 160\nSmooth = 0.9\nFlickBackSmooth = 0.9\nP2020 = 0\nRE45 = 0\nAlternator = 0\nR99 = 0\nR301 = 0\nSpitfire = 0\nG7 = 0\nFlatline = 0\nHemlock = 0\nRepeater = 0\nRampage = 0\nCARSMG = 0\nHavoc = 0\nDevotion = 0\nLSTAR = 0\nTripleTake = 0\nVolt = 0\nNemesis = 0\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 0\nChargeRifle = 0\nSentinel = 0\nWingman = 1\nProwler = 0\nBocek = 0\nKraber = 0\nKnife = 0\n\n[RCS]\nRCSEnabled = 0\nRCSMode = 0\nOnADS = 1\nPitchPower = 3\nYawPower = 3\nPitchReduction = 50\nYawReduction = 50\nP2020 = 1\nRE45 = 1\nAlternator = 1\nR99 = 1\nR301 = 1\nSpitfire = 1\nG7 = 1\nFlatline = 1\nHemlock = 1\nRepeater = 1\nRampage = 1\nCARSMG = 1\nHavoc = 1\nDevotion = 1\nLSTAR = 1\nTripleTake = 1\nVolt = 1\nNemesis = 1\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 1\nKraber = 0\nAdvancedRCS = 0\nAdvancedPitchPower = 10\nAdvancedYawPower = 10\nAdvancedPitchReduction = 25\nAdvancedYawReduction = 25\nP2020Pitch = 10\nP2020Yaw = 10\nP2020PitchReduction = 25\nP2020YawReduction = 25\nRE45Pitch = 10\nRE45Yaw = 10\nRE45PitchReduction = 25\nRE45YawReduction = 25\nAlternatorPitch = 10\nAlternatorYaw = 10\nAlternatorPitchReduction = 25\nAlternatorYawReduction = 25\nR99Pitch = 10\nR99Yaw = 10\nR99PitchReduction = 25\nR99YawReduction = 25\nR301Pitch = 10\nR301Yaw = 10\nR301PitchReduction = 25\nR301YawReduction = 25\nSpitfirePitch = 10\nSpitfireYaw = 10\nSpitfirePitchReduction = 25\nSpitfireYawReduction = 25\nG7Pitch = 10\nG7Yaw = 10\nG7PitchReduction = 25\nG7YawReduction = 25\nFlatlinePitch = 10\nFlatlineYaw = 10\nFlatlinePitchReduction = 25\nFlatlineYawReduction = 25\nHemlockPitch = 10\nHemlockYaw = 10\nHemlockPitchReduction = 25\nHemlockYawReduction = 25\nRepeaterPitch = 10\nRepeaterYaw = 10\nRepeaterPitchReduction = 25\nRepeaterYawReduction = 25\nRampagePitch = 10\nRampageYaw = 10\nRampagePitchReduction = 25\nRampageYawReduction = 25\nCARSMGPitch = 10\nCARSMGYaw = 10\nCARSMGPitchReduction = 25\nCARSMGYawReduction = 25\nHavocPitch = 10\nHavocYaw = 10\nHavocPitchReduction = 25\nHavocYawReduction = 25\nDevotionPitch = 10\nDevotionYaw = 10\nDevotionPitchReduction = 25\nDevotionYawReduction = 25\nLSTARPitch = 10\nLSTARYaw = 10\nLSTARPitchReduction = 25\nLSTARYawReduction = 25\nTripleTakePitch = 10\nTripleTakeYaw = 10\nTripleTakePitchReduction = 25\nTripleTakeYawReduction = 25\nVoltPitch = 10\nVoltYaw = 10\nVoltPitchReduction = 25\nVoltYawReduction = 25\nNemesisPitch = 10\nNemesisYaw = 10\nNemesisPitchReduction = 25\nNemesisYawReduction = 25\nMozambiquePitch = 10\nMozambiqueYaw = 10\nMozambiquePitchReduction = 25\nMozambiqueYawReduction = 25\nEVA8Pitch = 10\nEVA8Yaw = 10\nEVA8PitchReduction = 25\nEVA8YawReduction = 25\nPeacekeeperPitch = 10\nPeacekeeperYaw = 10\nPeacekeeperPitchReduction = 25\nPeacekeeperYawReduction = 25\nMastiffPitch = 10\nMastiffYaw = 10\nMastiffPitchReduction = 25\nMastiffYawReduction = 25\nLongbowPitch = 10\nLongbowYaw = 10\nLongbowPitchReduction = 25\nLongbowYawReduction = 25\nChargeRiflePitch = 10\nChargeRifleYaw = 10\nChargeRiflePitchReduction = 25\nChargeRifleYawReduction = 25\nSentinelPitch = 10\nSentinelYaw = 10\nSentinelPitchReduction = 25\nSentinelYawReduction = 25\nWingmanPitch = 10\nWingmanYaw = 10\nWingmanPitchReduction = 25\nWingmanYawReduction = 25\nProwlerPitch = 10\nProwlerYaw = 10\nProwlerPitchReduction = 25\nProwlerYawReduction = 25\nKraberPitch = 10\nKraberYaw = 10\nKraberPitchReduction = 25\nKraberYawReduction = 25\n\n[Triggerbot]\nEnabled = 1\nBindMethod = 0\nAttackMethod = 0\nTriggerBind = 57\nOnADS = 1\nHipfireShotguns = 1\nDelay = 50\nRange = 151\nP2020 = 0\nRE45 = 0\nAlternator = 0\nR99 = 0\nR301 = 0\nSpitfire = 0\nG7 = 0\nFlatline = 0\nHemlock = 0\nRepeater = 0\nRampage = 0\nCARSMG = 0\nHavoc = 0\nDevotion = 0\nLSTAR = 0\nTripleTake = 1\nVolt = 0\nNemesis = 0\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 0\nSentinel = 0\nWingman = 1\nProwler = 0\nBocek = 1\nKraber = 0\nKnife = 1\nAdvancedTriggerbot = 0\nP2020Range = 150\nRE45Range = 150\nAlternatorRange = 150\nR99Range = 150\nR301Range = 150\nSpitfireRange = 150\nG7Range = 150\nFlatlineRange = 150\nHemlockRange = 150\nProwlerRange = 150\nRepeaterRange = 150\nRampageRange = 150\nCARSMGRange = 150\nHavocRange = 150\nDevotionRange = 150\nLSTARRange = 150\nTripleTakeRange = 150\nVoltRange = 150\nNemesisRange = 150\nMozambiqueRange = 150\nPeacekeeperRange = 150\nMastiffRange = 150\nLongbowRange = 150\nChargeRifleRange = 150\nSentinelRange = 150\nWingmanRange = 150\nEVA8Range = 150\nBocekRange = 150\nKraberRange = 150\nThrowingKnifeRange = 150\n\n[Glow]\nNewGlow = 1\nKnockedCheck = 0\nGlowMaxDistance = 200\nGlowColorMode = 0\nGlowColorShieldMode = 0\nGlowRadius = 64\nInsideFunction = 2\nOutlineFunction = 125\nBodyStyle = 15\nOutlineStyle = 1\nViewModelGlow = 0\nViewModelGlowSetting = 65\nViewModelGlowCombo = 5\n\n[ItemGlow]\nItemGlow = 1\nCommon = 1\nRare = 1\nEpic = 1\nGold = 1\nLegendary = 1\nWeapons = 1\nAmmo = 1\nDeathbox = 1\nItemGlowThickness = 35\nSelectedInsideStyle = 1\nSelectedOutlineStyle = 3\n\n[Sense]\nEnabled = 1\nDrawFOVCircle = 1\nDrawFilledFOVCircle = 0\nFOVThickness = 1\nGameFOV = 120\nDrawTargetLine = 1\nDrawTargetDot = 0\nDrawTargetBox = 0\nTargetMode = 1\nTargetBoneMode = 0\nTargetSelectedBone = 0\nTargetBone = 0\nTargetHitbox = 0\nTargetLineThickness = 1\nTargetDotRadius = 1500\nTargetBoxMode = 0\nTargetBoxThickness = 1\nTargetBoxSize = 4\nDrawTargetInfo = 1\nTargetInfoDisplayMode = 0\nDrawTargetInfoName = 0\nTargetInfoNamePos = 0\nDrawTargetInfoLegend = 1\nTargetInfoLegendPos = 0\nDrawTargetInfoTeamID = 0\nDrawTargetInfoDistance = 1\nDrawTargetInfoWeapon = 1\nTargetInfoWeaponPos = 1\nDrawTargetInfoHealth = 1\nTargetInfoHealthPos = 2\nDrawTargetInfoShield = 1\nTargetInfoShieldPos = 3\nTargetInfoColorMode = 1\nTargetInfoPosX = 960\nTargetInfoPosY = 620\nTargetInfoOffset = 15\nDrawCrosshair = 1\nCrosshairSize = 7\nCrosshairThickness = 1\nShowSpectators = 0\nDrawSpectatorWarning = 0\nDrawVisibleWarning = 1\nWarningTextOutline = 1\nWarningTextX = 960\nWarningTextY = 679\nTextOutline = 1\nVisibilityCheck = 0\nKnockedCheck = 0\nESPMaxDistance = 200\n\n[SenseEnemy]\nDrawEnemy = 1\nDrawBoxes = 0\nBoxOutline = 1\nBoxType = 0\nBoxStyle = 1\nBoxThickness = 1\nDrawSkeleton = 0\nSkeletonOutline = 0\nSkeletonThickness = 1\nDrawHeadCircle = 0\nHeadCircleOutline = 0\nHeadCircleThickness = 1\nDrawBars = 1\nHealthBar = 1\nShieldBar = 1\nBarMode = 2\nBarStyle = 0\nBarThickness = 1\nBarThickness2 = 1.05\nBarHeight = 5\nBarWidth = 60\nBarColorMode = 0\nWeaponColorType = 1\nDrawDistance = 1\nTracerPosition = 0\nTracerBone = 0\nDrawTracers = 0\nTracerThickness = 2\nDrawNames = 1\nDrawSeer = 0\nDrawStatus = 0\nDrawWeapon = 1\nDrawLegend = 1\nShowMaxStatusValues = 1\n\n[SenseTeammate]\nDrawTeam = 0\nDrawBoxes = 1\nBoxType = 0\nBoxStyle = 0\nBoxThickness = 1\nDrawSkeleton = 1\nSkeletonThickness = 1\nDrawHeadCircle = 1\nHeadCircleThickness = 1\nDrawBars = 1\nHealthBar = 1\nShieldBar = 1\nBarMode = 0\nBarStyle = 0\nBarThickness = 1\nBarThickness2 = 0.05\nBarHeight = 5\nBarWidth = 60\nBarColorMode = 0\nBarBackground = 0\nWeaponColorType = 1\nDrawDistance = 1\nTracerPosition = 0\nTracerBone = 0\nDrawTracers = 1\nTracerThickness = 2\nDrawNames = 1\nDrawSeer = 0\nDrawStatus = 1\nDrawWeapon = 0\nDrawLegend = 0\nShowMaxStatusValues = 1\n\n[SensePositions]\nNamePosition = 0\nDistancePosition = 0\nLegendPosition = 2\nWeaponPosition = 3\nStatusPosition = 4\n\n[Radar]\nMiniMap = 0\nMiniMapRange = 100\nMiniMapScaleX = 215\nMiniMapScaleY = 215\nMiniMapDotSize = 5\nMiniMapBlackBGSize = 0\nMiniMapGuides = 0\nBigMap = 1\nBigMapBind = 21\nCircleColorR = 0.999\nCircleColorG = 0.999\nCircleColorB = 0.999\nCircleColorA = 0.999\n\n[Misc]\nSuperGlide = 1\nSuperGlideMode = 0\nSuperGlideFPS = 1\nQuickTurn = 0\nQuickTurnAngle = 180\nQuickTurnBind = 58\nBHop = 0\nBHopDelay = 25\nBHopBind = 34\nRapidFire = 0\nRapidFireDelay = 75\nRapidFireBind = 34\nRapidP2020 = 1\nRapidR301 = 1\nRapidG7 = 1\nRapidFlatline = 1\nRapidHemlock = 1\nRapidProwler = 1\nRapidNemesis = 1\nRapidMozambique = 1\nRapidEVA8 = 1\nRapidWingman = 1\nSkinChanger = 1\nSkinP2020 = 10\nSkinRE45 = 15\nSkinALTERNATOR = 15\nSkinR99 = 16\nSkinR301 = 16\nSkinSPITFIRE = 16\nSkinG7 = 19\nSkinFLATLINE = 18\nSkinHEMLOCK = 16\nSkinREPEATER = 10\nSkinRAMPAGE = 11\nSkinCAR = 11\nSkinHAVOC = 12\nSkinDEVOTION = 9\nSkinLSTAR = 10\nSkinTRIPLETAKE = 11\nSkinVOLT = 13\nSkinNEMESIS = 8\nSkinMOZAMBIQUE = 10\nSkinEVA8 = 11\nSkinPEACEKEEPER = 16\nSkinMASTIFF = 11\nSkinLONGBOW = 10\nSkinCHARGE_RIFLE = 9\nSkinSENTINEL = 10\nSkinWINGMAN = 9\nSkinPROWLER = 11\nSkinBOCEK = 10\nSkinKRABER = 7\n\n[Colors]\nWeaponColorMode = 0\nTargetLineColorR = 0.99\nTargetLineColorG = 0.99\nTargetLineColorB = 0.99\nTargetLineColorA = 0.99\nTargetLineLockedColorR = 0.99\nTargetLineLockedColorG = 0\nTargetLineLockedColorB = 0\nTargetLineLockedColorA = 0.99\nTargetDotColorR = 0.99\nTargetDotColorG = 0.99\nTargetDotColorB = 0.99\nTargetDotColorA = 0.99\nTargetDotLockedColorR = 0.99\nTargetDotLockedColorG = 0\nTargetDotLockedColorB = 0\nTargetDotLockedColorA = 0.99\nTargetBoxColorR = 0.99\nTargetBoxColorG = 0.99\nTargetBoxColorB = 0.99\nTargetBoxColorA = 0.99\nTargetBoxLockedColorR = 0.99\nTargetBoxLockedColorG = 0\nTargetBoxLockedColorB = 0\nTargetBoxLockedColorA = 0.99\nTargetInfoColorR = 0.99\nTargetInfoColorG = 0.99\nTargetInfoColorB = 0.99\nTargetInfoColorA = 0.99\nTargetInfoLockedColorR = 0.99\nTargetInfoLockedColorG = 0\nTargetInfoLockedColorB = 0\nTargetInfoLockedColorA = 0.99\nFOVColorR = 0.99\nFOVColorG = 0.99\nFOVColorB = 0.99\nFOVColorA = 0.99\nFilledFOVColorR = 0\nFilledFOVColorG = 0\nFilledFOVColorB = 0\nFilledFOVColorA = 0.11\nCrosshairColorR = 0.99\nCrosshairColorG = 0.99\nCrosshairColorB = 0.99\nCrosshairColorA = 0.99\nSpectatorWarningColorR = 0.99\nSpectatorWarningColorG = 0\nSpectatorWarningColorB = 0\nSpectatorWarningColorA = 0.99\nVisibleWarningColorR = 0\nVisibleWarningColorG = 0.99\nVisibleWarningColorB = 0\nVisibleWarningColorA = 0.99\nNameColorR = 0.4\nNameColorG = 1\nNameColorB = 0.343\nNameColorA = 1\n\n[EnemyColors]\nInvisibleBoxColorR = 0.99\nInvisibleBoxColorG = 0\nInvisibleBoxColorB = 0\nInvisibleBoxColorA = 0.99\nVisibleBoxColorR = 0\nVisibleBoxColorG = 0.99\nVisibleBoxColorB = 0\nVisibleBoxColorA = 0.99\nKnockedBoxColorR = 0.99\nKnockedBoxColorG = 0.671\nKnockedBoxColorB = 0.119\nKnockedBoxColorA = 0.99\nInvisibleFilledBoxColorR = 0\nInvisibleFilledBoxColorG = 0\nInvisibleFilledBoxColorB = 0\nInvisibleFilledBoxColorA = 0.11\nVisibleFilledBoxColorR = 0\nVisibleFilledBoxColorG = 0\nVisibleFilledBoxColorB = 0\nVisibleFilledBoxColorA = 0.11\nKnockedFilledBoxColorR = 0\nKnockedFilledBoxColorG = 0\nKnockedFilledBoxColorB = 0\nKnockedFilledBoxColorA = 0.11\nInvisibleTracerColorR = 0.99\nInvisibleTracerColorG = 0\nInvisibleTracerColorB = 0\nInvisibleTracerColorA = 0.99\nVisibleTracerColorR = 0\nVisibleTracerColorG = 0.99\nVisibleTracerColorB = 0\nVisibleTracerColorA = 0.99\nKnockedTracerColorR = 0.99\nKnockedTracerColorG = 0.671\nKnockedTracerColorB = 0.119\nKnockedTracerColorA = 0.99\nInvisibleSkeletonColorR = 0.99\nInvisibleSkeletonColorG = 0\nInvisibleSkeletonColorB = 0\nInvisibleSkeletonColorA = 0.99\nVisibleSkeletonColorR = 0\nVisibleSkeletonColorG = 0.99\nVisibleSkeletonColorB = 0\nVisibleSkeletonColorA = 0.99\nKnockedSkeletonColorR = 0.99\nKnockedSkeletonColorG = 0.671\nKnockedSkeletonColorB = 0.119\nKnockedSkeletonColorA = 0.99\nInvisibleHeadCircleColorR = 0.99\nInvisibleHeadCircleColorG = 0\nInvisibleHeadCircleColorB = 0\nInvisibleHeadCircleColorA = 0.99\nVisibleHeadCircleColorR = 0\nVisibleHeadCircleColorG = 0.99\nVisibleHeadCircleColorB = 0\nVisibleHeadCircleColorA = 0.99\nKnockedHeadCircleColorR = 0.99\nKnockedHeadCircleColorG = 0.671\nKnockedHeadCircleColorB = 0.119\nKnockedHeadCircleColorA = 0.99\nInvisibleNameColorR = 0.99\nInvisibleNameColorG = 0\nInvisibleNameColorB = 0\nInvisibleNameColorA = 0.99\nVisibleNameColorR = 0\nVisibleNameColorG = 0.99\nVisibleNameColorB = 0\nVisibleNameColorA = 0.99\nKnockedNameColorR = 0.99\nKnockedNameColorG = 0.671\nKnockedNameColorB = 0.119\nKnockedNameColorA = 0.99\nInvisibleDistanceColorR = 0.99\nInvisibleDistanceColorG = 0\nInvisibleDistanceColorB = 0\nInvisibleDistanceColorA = 0.99\nVisibleDistanceColorR = 0\nVisibleDistanceColorG = 0.99\nVisibleDistanceColorB = 0\nVisibleDistanceColorA = 0.99\nKnockedDistanceColorR = 0.99\nKnockedDistanceColorG = 0.671\nKnockedDistanceColorB = 0.119\nKnockedDistanceColorA = 0.99\nInvisibleLegendColorR = 0.99\nInvisibleLegendColorG = 0\nInvisibleLegendColorB = 0\nInvisibleLegendColorA = 0.99\nVisibleLegendColorR = 0\nVisibleLegendColorG = 0.99\nVisibleLegendColorB = 0\nVisibleLegendColorA = 0.99\nKnockedLegendColorR = 0.99\nKnockedLegendColorG = 0.671\nKnockedLegendColorB = 0.119\nKnockedLegendColorA = 0.99\nBarColorMode = 2\nInvisibleWeaponColorR = 0.99\nInvisibleWeaponColorG = 0\nInvisibleWeaponColorB = 0\nInvisibleWeaponColorA = 0.99\nVisibleWeaponColorR = 0\nVisibleWeaponColorG = 0.99\nVisibleWeaponColorB = 0\nVisibleWeaponColorA = 0.99\nKnockedWeaponColorR = 0.99\nKnockedWeaponColorG = 0.671\nKnockedWeaponColorB = 0.119\nKnockedWeaponColorA = 0.99\nLightWeaponColorR = 0.99\nLightWeaponColorG = 0.768\nLightWeaponColorB = 0.039\nLightWeaponColorA = 0.99\nHeavyWeaponColorR = 0.0099\nHeavyWeaponColorG = 0.99\nHeavyWeaponColorB = 0.761\nHeavyWeaponColorA = 0\nEnergyWeaponColorR = 0\nEnergyWeaponColorG = 0.99\nEnergyWeaponColorB = 0\nEnergyWeaponColorA = 0.99\nShotgunWeaponColorR = 0.99\nShotgunWeaponColorG = 0\nShotgunWeaponColorB = 0\nShotgunWeaponColorA = 0.99\nSniperWeaponColorR = 0.0099\nSniperWeaponColorG = 0.337\nSniperWeaponColorB = 0.99\nSniperWeaponColorA = 0.99\nLegendaryWeaponColorR = 0.99\nLegendaryWeaponColorG = 0.53\nLegendaryWeaponColorB = 0.945\nLegendaryWeaponColorA = 0\nMeleeWeaponColorR = 0.99\nMeleeWeaponColorG = 0.99\nMeleeWeaponColorB = 0.99\nMeleeWeaponColorA = 0.99\nThrowableWeaponColorR = 0.99\nThrowableWeaponColorG = 0.974\nThrowableWeaponColorB = 0.0495\nThrowableWeaponColorA = 0.99\nInvisibleGlowColorR = 1\nInvisibleGlowColorG = 0\nInvisibleGlowColorB = 0\nVisibleGlowColorR = 0\nVisibleGlowColorG = 1\nVisibleGlowColorB = 0\nKnockedGlowColorR = 0.99\nKnockedGlowColorG = 0.67\nKnockedGlowColorB = 0.12\nRedShieldColorR = 1\nRedShieldColorG = 0\nRedShieldColorB = 0\nPurpleShieldColorR = 0.5\nPurpleShieldColorG = 0\nPurpleShieldColorB = 0.5\nBlueShieldColorR = 0\nBlueShieldColorG = 0.5\nBlueShieldColorB = 1\nGreyShieldColorR = 0.54\nGreyShieldColorG = 0.545\nGreyShieldColorB = 0.545\nLowGlowColorR = 1\nLowGlowColorG = 1\nLowGlowColorB = 0\n\n[TeammateColors]\nInvisibleBoxColorR = 0.0846\nInvisibleBoxColorG = 0.0693\nInvisibleBoxColorB = 0.99\nInvisibleBoxColorA = 0.99\nVisibleBoxColorR = 0.0099\nVisibleBoxColorG = 0.827\nVisibleBoxColorB = 0.99\nVisibleBoxColorA = 0.99\nVisibleBoxColorR = 0.0099\nVisibleBoxColorG = 0.827\nVisibleBoxColorB = 0.99\nVisibleBoxColorA = 0.99\nInvisibleFilledBoxColorR = 0.0846\nInvisibleFilledBoxColorG = 0.0693\nInvisibleFilledBoxColorB = 0.99\nInvisibleFilledBoxColorA = 0.99\nVisibleFilledBoxColorR = 0.0099\nVisibleFilledBoxColorG = 0.827\nVisibleFilledBoxColorB = 0.99\nVisibleFilledBoxColorA = 0.99\nVisibleFilledBoxColorR = 0.0099\nVisibleFilledBoxColorG = 0.827\nVisibleFilledBoxColorB = 0.99\nVisibleFilledBoxColorA = 0.99\nInvisibleTracerColorR = 0.0846\nInvisibleTracerColorG = 0.0693\nInvisibleTracerColorB = 0.99\nInvisibleTracerColorA = 0.99\nVisibleTracerColorR = 0.0099\nVisibleTracerColorG = 0.827\nVisibleTracerColorB = 0.99\nVisibleTracerColorA = 0.99\nVisibleTracerColorR = 0.0099\nVisibleTracerColorG = 0.827\nVisibleTracerColorB = 0.99\nVisibleTracerColorA = 0.99\nInvisibleSkeletonColorR = 0.0846\nInvisibleSkeletonColorG = 0.0693\nInvisibleSkeletonColorB = 0.99\nInvisibleSkeletonColorA = 0.99\nVisibleSkeletonColorR = 0.0099\nVisibleSkeletonColorG = 0.827\nVisibleSkeletonColorB = 0.99\nVisibleSkeletonColorA = 0.99\nVisibleSkeletonColorR = 0.0099\nVisibleSkeletonColorG = 0.827\nVisibleSkeletonColorB = 0.99\nVisibleSkeletonColorA = 0.99\nInvisibleHeadCircleColorR = 0.0846\nInvisibleHeadCircleColorG = 0.0693\nInvisibleHeadCircleColorB = 0.99\nInvisibleHeadCircleColorA = 0.99\nVisibleHeadCircleColorR = 0.0099\nVisibleHeadCircleColorG = 0.827\nVisibleHeadCircleColorB = 0.99\nVisibleHeadCircleColorA = 0.99\nVisibleHeadCircleColorR = 0.0099\nVisibleHeadCircleColorG = 0.827\nVisibleHeadCircleColorB = 0.99\nVisibleHeadCircleColorA = 0.99\nInvisibleNameColorR = 0.0846\nInvisibleNameColorG = 0.0693\nInvisibleNameColorB = 0.99\nInvisibleNameColorA = 0.99\nVisibleNameColorR = 0.0099\nVisibleNameColorG = 0.827\nVisibleNameColorB = 0.99\nVisibleNameColorA = 0.99\nVisibleNameColorR = 0.0099\nVisibleNameColorG = 0.827\nVisibleNameColorB = 0.99\nVisibleNameColorA = 0.99\nInvisibleDistanceColorR = 0.0846\nInvisibleDistanceColorG = 0.0693\nInvisibleDistanceColorB = 0.99\nInvisibleDistanceColorA = 0.99\nVisibleDistanceColorR = 0.0099\nVisibleDistanceColorG = 0.827\nVisibleDistanceColorB = 0.99\nVisibleDistanceColorA = 0.99\nVisibleDistanceColorR = 0.0099\nVisibleDistanceColorG = 0.827\nVisibleDistanceColorB = 0.99\nVisibleDistanceColorA = 0.99\nInvisibleLegendColorR = 0.0846\nInvisibleLegendColorG = 0.0693\nInvisibleLegendColorB = 0.99\nInvisibleLegendColorA = 0.99\nVisibleLegendColorR = 0.0099\nVisibleLegendColorG = 0.827\nVisibleLegendColorB = 0.99\nVisibleLegendColorA = 0.99\nVisibleLegendColorR = 0.0099\nVisibleLegendColorG = 0.827\nVisibleLegendColorB = 0.99\nVisibleLegendColorA = 0.99\nBarColorMode = 2\nInvisibleWeaponColorR = 0.0846\nInvisibleWeaponColorG = 0.0693\nInvisibleWeaponColorB = 0.99\nInvisibleWeaponColorA = 0.99\nVisibleWeaponColorR = 0.0099\nVisibleWeaponColorG = 0.827\nVisibleWeaponColorB = 0.99\nVisibleWeaponColorA = 0.99\nVisibleWeaponColorR = 0.0099\nVisibleWeaponColorG = 0.827\nVisibleWeaponColorB = 0.99\nVisibleWeaponColorA = 0.99\nLightWeaponColorR = 0.99\nLightWeaponColorG = 0.768\nLightWeaponColorB = 0.039\nLightWeaponColorA = 0.99\nHeavyWeaponColorR = 0.0099\nHeavyWeaponColorG = 0.99\nHeavyWeaponColorB = 0.761\nHeavyWeaponColorA = 0\nEnergyWeaponColorR = 0\nEnergyWeaponColorG = 0.99\nEnergyWeaponColorB = 0\nEnergyWeaponColorA = 0.99\nShotgunWeaponColorR = 0.99\nShotgunWeaponColorG = 0\nShotgunWeaponColorB = 0\nShotgunWeaponColorA = 0.99\nSniperWeaponColorR = 0.0099\nSniperWeaponColorG = 0.337\nSniperWeaponColorB = 0.99\nSniperWeaponColorA = 0.99\nLegendaryWeaponColorR = 0.99\nLegendaryWeaponColorG = 0.53\nLegendaryWeaponColorB = 0.945\nLegendaryWeaponColorA = 0\nMeleeWeaponColorR = 0.99\nMeleeWeaponColorG = 0.99\nMeleeWeaponColorB = 0.99\nMeleeWeaponColorA = 0.99\nThrowableWeaponColorR = 0.99\nThrowableWeaponColorG = 0.974\nThrowableWeaponColorB = 0.0495\nThrowableWeaponColorA = 0.99\n\n[Watermark]\nWatermark = 1\nWatermarkPosition = 0\nName = 0\nProcessingSpeed = 1\nGameFPS = 1\nSpectators = 0\n\n[Settings]\nESPEnabled = 1\nOverlayEnabled = 1\nAntiAliasedLines = 1\nFPSCap = 0\nCappedFPS = 144\n\n"
  },
  {
    "path": "Configs/Premade_Legit3.ini",
    "content": "[Aimbot]\nAimbotEnabled = 1\nBindMethod = 0\nAimbotMode = 0\nInputMethod = 0\nClosestHitbox = 1\nOnFire = 1\nOnADS = 0\nVisCheck = 1\nTeamCheck = 1\nTargetSwitching = 1\nPriority = 0\nPredictMovement = 1\nPredictBulletDrop = 1\nFinalDistance = 0\nSmooth = 0.9\nSpeed = 15\nSmoothingMethod = 0\nHipfireSmooth = 0.95\nADSSmooth = 0.982\nMinHipfireSmooth = 0.9\nMaxHipfireSmooth = 0.99\nMinADSSmooth = 0.9\nMaxADSSmooth = 0.99\nMouseHipfireSmoothing = 504\nMouseADSSmoothing = 602\nMouseExtraSmoothing = 9999\nMinMouseHipfireSmoothing = 300\nMaxMouseHipfireSmoothing = 315\nMinMouseADSSmoothing = 350\nMaxMouseADSSmoothing = 360\nDelay = 1\nFOV = 10\nZoomScale = 2.2\nMinDistance = 1\nHipfireDistance = 60\nZoomDistance = 160\nHipfireSmooth1 = 446\nADSSmooth1 = 505\nExtraSmoothing = 9999\nDeadzone = 0.556\nFOV1 = 9\nMinDistance2 = 1\nMaxDistance2 = 200\nP2020 = 1\nRE45 = 1\nAlternator = 1\nR99 = 1\nR301 = 1\nSpitfire = 1\nG7 = 1\nFlatline = 1\nHemlock = 1\nRepeater = 1\nRampage = 1\nCARSMG = 1\nHavoc = 1\nDevotion = 1\nLSTAR = 1\nTripleTake = 1\nVolt = 1\nNemesis = 1\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 1\nBocek = 1\nKraber = 1\nKnife = 1\nAdvancedAim = 0\nAdvancedFire = 1\nAdvancedADS = 0\nAdvancedSmoothingMethod = 0\nAdvancedClosestHitbox = 1\nAdvancedHitbox = 2\nAdvancedSpeed = 20\nAdvancedSmooth = 0.99\nAdvancedHipfireSmooth = 0.99\nAdvancedADSSmooth = 0.99\nAdvancedMinHipfireSmooth = 0.98\nAdvancedMaxHipfireSmooth = 0.99\nAdvancedMinADSSmooth = 0.98\nAdvancedMaxADSSmooth = 0.99\nAdvancedHipfireSmooth1 = 250\nAdvancedADSSmooth1 = 275\nAdvancedMinHipfireSmooth1 = 0.98\nAdvancedMaxHipfireSmooth1 = 0.99\nAdvancedMinADSSmooth1 = 0.98\nAdvancedMaxADSSmooth1 = 0.99\nAdvancedExtraSmooth1 = 5000\nAdvancedFOV1 = 10\nAdvancedDeadzone = 0.5\nAdvancedMinDistance1 = 1\nAdvancedMaxDistance1 = 150\nP2020Fire = 1\nP2020ADS = 0\nRE45Fire = 1\nRE45ADS = 0\nAlternatorFire = 1\nAlternatorADS = 0\nR99Fire = 1\nR99ADS = 0\nR301Fire = 1\nR301ADS = 0\nSpitfireFire = 1\nSpitfireADS = 0\nG7Fire = 1\nG7ADS = 0\nFlatlineFire = 1\nFlatlineADS = 0\nHemlockFire = 1\nHemlockADS = 0\nRepeaterFire = 1\nRepeaterADS = 0\nRampageFire = 1\nRampageADS = 0\nCARSMGFire = 1\nCARSMGADS = 0\nHavocFire = 1\nHavocADS = 0\nDevotionFire = 1\nDevotionADS = 0\nLSTARFire = 1\nLSTARADS = 0\nTripleTakeFire = 1\nTripleTakeADS = 0\nVoltFire = 1\nVoltADS = 0\nNemesisFire = 1\nNemesisADS = 0\nMozambiqueFire = 1\nMozambiqueADS = 0\nEVA8Fire = 1\nEVA8ADS = 0\nPeacekeeperFire = 1\nPeacekeeperADS = 0\nMastiffFire = 1\nMastiffADS = 0\nLongbowFire = 1\nLongbowADS = 0\nChargeRifleFire = 1\nChargeRifleADS = 0\nSentinelFire = 1\nSentinelADS = 0\nWingmanFire = 1\nWingmanADS = 0\nProwlerFire = 1\nProwlerADS = 0\nKraberFire = 1\nKraberADS = 0\nBocekFire = 1\nBocekADS = 0\nThrowingKnifeFire = 1\nThrowingKnifeADS = 0\nP2020ClosestHitbox = 1\nP2020Hitbox = 2\nP2020Speed = 10\nP2020HipfireSmooth = 0.99\nP2020ADSSmooth = 0.99\nP2020SmoothingMethod = 0\nP2020MinHipfireSmooth = 0.98\nP2020MaxHipfireSmooth = 0.99\nP2020MinADSSmooth = 0.98\nP2020MaxADSSmooth = 0.99\nP2020FOV = 10\nP2020ZoomScale = 3\nRE45ClosestHitbox = 1\nRE45Hitbox = 2\nRE45Speed = 10\nRE45HipfireSmooth = 0.99\nRE45ADSSmooth = 0.99\nRE45SmoothingMethod = 0\nRE45MinHipfireSmooth = 0.98\nRE45MaxHipfireSmooth = 0.99\nRE45MinADSSmooth = 0.98\nRE45MaxADSSmooth = 0.99\nRE45FOV = 10\nRE45ZoomScale = 3\nAlternatorClosestHitbox = 1\nAlternatorHitbox = 2\nAlternatorSpeed = 10\nAlternatorHipfireSmooth = 0.99\nAlternatorADSSmooth = 0.99\nAlternatorSmoothingMethod = 0\nAlternatorMinHipfireSmooth = 0.98\nAlternatorMaxHipfireSmooth = 0.99\nAlternatorMinADSSmooth = 0.98\nAlternatorMaxADSSmooth = 0.99\nAlternatorFOV = 10\nAlternatorZoomScale = 3\nR99ClosestHitbox = 1\nR99Hitbox = 2\nR99Speed = 10\nR99HipfireSmooth = 0.99\nR99ADSSmooth = 0.99\nR99SmoothingMethod = 0\nR99MinHipfireSmooth = 0.98\nR99MaxHipfireSmooth = 0.99\nR99MinADSSmooth = 0.98\nR99MaxADSSmooth = 0.99\nR99FOV = 10\nR99ZoomScale = 3\nR301ClosestHitbox = 1\nR301Hitbox = 2\nR301Speed = 10\nR301HipfireSmooth = 0.99\nR301ADSSmooth = 0.99\nR301SmoothingMethod = 0\nR301MinHipfireSmooth = 0.98\nR301MaxHipfireSmooth = 0.99\nR301MinADSSmooth = 0.98\nR301MaxADSSmooth = 0.99\nR301FOV = 10\nR301ZoomScale = 3\nSpitfireClosestHitbox = 1\nSpitfireHitbox = 2\nSpitfireSpeed = 10\nSpitfireHipfireSmooth = 0.99\nSpitfireADSSmooth = 0.99\nSpitfireSmoothingMethod = 0\nSpitfireMinHipfireSmooth = 0.98\nSpitfireMaxHipfireSmooth = 0.99\nSpitfireMinADSSmooth = 0.98\nSpitfireMaxADSSmooth = 0.99\nSpitfireFOV = 10\nSpitfireZoomScale = 3\nG7ClosestHitbox = 1\nG7Hitbox = 2\nG7Speed = 10\nG7HipfireSmooth = 0.99\nG7ADSSmooth = 0.99\nG7SmoothingMethod = 0\nG7MinHipfireSmooth = 0.98\nG7MaxHipfireSmooth = 0.99\nG7MinADSSmooth = 0.98\nG7MaxADSSmooth = 0.99\nG7FOV = 10\nG7ZoomScale = 3\nFlatlineClosestHitbox = 1\nFlatlineHitbox = 2\nFlatlineSpeed = 10\nFlatlineHipfireSmooth = 0.99\nFlatlineADSSmooth = 0.99\nFlatlineSmoothingMethod = 0\nFlatlineMinHipfireSmooth = 0.98\nFlatlineMaxHipfireSmooth = 0.99\nFlatlineMinADSSmooth = 0.98\nFlatlineMaxADSSmooth = 0.99\nFlatlineFOV = 10\nFlatlineZoomScale = 3\nHemlockClosestHitbox = 1\nHemlockHitbox = 2\nHemlockSpeed = 10\nHemlockHipfireSmooth = 0.99\nHemlockADSSmooth = 0.99\nHemlockSmoothingMethod = 0\nHemlockMinHipfireSmooth = 0.98\nHemlockMaxHipfireSmooth = 0.99\nHemlockMinADSSmooth = 0.98\nHemlockMaxADSSmooth = 0.99\nHemlockFOV = 10\nHemlockZoomScale = 3\nRepeaterClosestHitbox = 1\nRepeaterHitbox = 2\nRepeaterSpeed = 10\nRepeaterHipfireSmooth = 0.99\nRepeaterADSSmooth = 0.99\nRepeaterSmoothingMethod = 0\nRepeaterMinHipfireSmooth = 0.98\nRepeaterMaxHipfireSmooth = 0.99\nRepeaterMinADSSmooth = 0.98\nRepeaterMaxADSSmooth = 0.99\nRepeaterFOV = 10\nRepeaterZoomScale = 3\nRampageClosestHitbox = 1\nRampageHitbox = 2\nRampageSpeed = 10\nRampageHipfireSmooth = 0.99\nRampageADSSmooth = 0.99\nRampageSmoothingMethod = 0\nRampageMinHipfireSmooth = 0.98\nRampageMaxHipfireSmooth = 0.99\nRampageMinADSSmooth = 0.98\nRampageMaxADSSmooth = 0.99\nRampageFOV = 10\nRampageZoomScale = 3\nCARSMGClosestHitbox = 1\nCARSMGHitbox = 2\nCARSMGSpeed = 10\nCARSMGHipfireSmooth = 0.99\nCARSMGADSSmooth = 0.99\nCARSMGSmoothingMethod = 0\nCARSMGMinHipfireSmooth = 0.98\nCARSMGMaxHipfireSmooth = 0.99\nCARSMGMinADSSmooth = 0.98\nCARSMGMaxADSSmooth = 0.99\nCARSMGFOV = 10\nCARSMGZoomScale = 3\nHavocClosestHitbox = 1\nHavocHitbox = 2\nHavocSpeed = 10\nHavocHipfireSmooth = 0.99\nHavocADSSmooth = 0.99\nHavocSmoothingMethod = 0\nHavocMinHipfireSmooth = 0.98\nHavocMaxHipfireSmooth = 0.99\nHavocMinADSSmooth = 0.98\nHavocMaxADSSmooth = 0.99\nHavocFOV = 10\nHavocZoomScale = 3\nDevotionClosestHitbox = 1\nDevotionHitbox = 2\nDevotionSpeed = 10\nDevotionHipfireSmooth = 0.99\nDevotionADSSmooth = 0.99\nDevotionSmoothingMethod = 0\nDevotionMinHipfireSmooth = 0.98\nDevotionMaxHipfireSmooth = 0.99\nDevotionMinADSSmooth = 0.98\nDevotionMaxADSSmooth = 0.99\nDevotionFOV = 10\nDevotionZoomScale = 3\nLSTARClosestHitbox = 1\nLSTARHitbox = 2\nLSTARSpeed = 10\nLSTARHipfireSmooth = 0.99\nLSTARADSSmooth = 0.99\nLSTARSmoothingMethod = 0\nLSTARMinHipfireSmooth = 0.98\nLSTARMaxHipfireSmooth = 0.99\nLSTARMinADSSmooth = 0.98\nLSTARMaxADSSmooth = 0.99\nLSTARFOV = 10\nLSTARZoomScale = 3\nTripleTakeClosestHitbox = 1\nTripleTakeHitbox = 2\nTripleTakeSpeed = 10\nTripleTakeHipfireSmooth = 0.99\nTripleTakeADSSmooth = 0.99\nTripleTakeSmoothingMethod = 0\nTripleTakeMinHipfireSmooth = 0.98\nTripleTakeMaxHipfireSmooth = 0.99\nTripleTakeMinADSSmooth = 0.98\nTripleTakeMaxADSSmooth = 0.99\nTripleTakeFOV = 10\nTripleTakeZoomScale = 3\nVoltClosestHitbox = 1\nVoltHitbox = 2\nVoltSpeed = 10\nVoltHipfireSmooth = 0.99\nVoltADSSmooth = 0.99\nVoltSmoothingMethod = 0\nVoltMinHipfireSmooth = 0.98\nVoltMaxHipfireSmooth = 0.99\nVoltMinADSSmooth = 0.98\nVoltMaxADSSmooth = 0.99\nVoltFOV = 10\nVoltZoomScale = 3\nNemesisClosestHitbox = 1\nNemesisHitbox = 2\nNemesisSpeed = 10\nNemesisHipfireSmooth = 0.99\nNemesisADSSmooth = 0.99\nNemesisSmoothingMethod = 0\nNemesisMinHipfireSmooth = 0.98\nNemesisMaxHipfireSmooth = 0.99\nNemesisMinADSSmooth = 0.98\nNemesisMaxADSSmooth = 0.99\nNemesisFOV = 10\nNemesisZoomScale = 3\nMozambiqueClosestHitbox = 1\nMozambiqueHitbox = 2\nMozambiqueSpeed = 10\nMozambiqueHipfireSmooth = 0.99\nMozambiqueADSSmooth = 0.99\nMozambiqueSmoothingMethod = 0\nMozambiqueMinHipfireSmooth = 0.98\nMozambiqueMaxHipfireSmooth = 0.99\nMozambiqueMinADSSmooth = 0.98\nMozambiqueMaxADSSmooth = 0.99\nMozambiqueFOV = 10\nMozambiqueZoomScale = 3\nEVA8ClosestHitbox = 1\nEVA8Hitbox = 2\nEVA8Speed = 10\nEVA8HipfireSmooth = 0.99\nEVA8ADSSmooth = 0.99\nEVA8SmoothingMethod = 0\nEVA8MinHipfireSmooth = 0.98\nEVA8MaxHipfireSmooth = 0.99\nEVA8MinADSSmooth = 0.98\nEVA8MaxADSSmooth = 0.99\nEVA8FOV = 10\nEVA8ZoomScale = 3\nPeacekeeperClosestHitbox = 1\nPeacekeeperHitbox = 2\nPeacekeeperSpeed = 10\nPeacekeeperHipfireSmooth = 0.99\nPeacekeeperADSSmooth = 0.99\nPeacekeeperSmoothingMethod = 0\nPeacekeeperMinHipfireSmooth = 0.98\nPeacekeeperMaxHipfireSmooth = 0.99\nPeacekeeperMinADSSmooth = 0.98\nPeacekeeperMaxADSSmooth = 0.99\nPeacekeeperFOV = 10\nPeacekeeperZoomScale = 3\nMastiffClosestHitbox = 1\nMastiffHitbox = 2\nMastiffSpeed = 10\nMastiffHipfireSmooth = 0.99\nMastiffADSSmooth = 0.99\nMastiffSmoothingMethod = 0\nMastiffMinHipfireSmooth = 0.98\nMastiffMaxHipfireSmooth = 0.99\nMastiffMinADSSmooth = 0.98\nMastiffMaxADSSmooth = 0.99\nMastiffFOV = 10\nMastiffZoomScale = 3\nLongbowClosestHitbox = 1\nLongbowHitbox = 2\nLongbowSpeed = 10\nLongbowHipfireSmooth = 0.99\nLongbowADSSmooth = 0.99\nLongbowSmoothingMethod = 0\nLongbowMinHipfireSmooth = 0.98\nLongbowMaxHipfireSmooth = 0.99\nLongbowMinADSSmooth = 0.98\nLongbowMaxADSSmooth = 0.99\nLongbowFOV = 10\nLongbowZoomScale = 3\nChargeRifleClosestHitbox = 1\nChargeRifleHitbox = 2\nChargeRifleSpeed = 10\nChargeRifleHipfireSmooth = 0.99\nChargeRifleADSSmooth = 0.99\nChargeRifleSmoothingMethod = 0\nChargeRifleMinHipfireSmooth = 0.98\nChargeRifleMaxHipfireSmooth = 0.99\nChargeRifleMinADSSmooth = 0.98\nChargeRifleMaxADSSmooth = 0.99\nChargeRifleFOV = 10\nChargeRifleZoomScale = 3\nSentinelClosestHitbox = 1\nSentinelHitbox = 2\nSentinelSpeed = 10\nSentinelHipfireSmooth = 0.99\nSentinelADSSmooth = 0.99\nSentinelSmoothingMethod = 0\nSentinelMinHipfireSmooth = 0.98\nSentinelMaxHipfireSmooth = 0.99\nSentinelMinADSSmooth = 0.98\nSentinelMaxADSSmooth = 0.99\nSentinelFOV = 10\nSentinelZoomScale = 3\nWingmanClosestHitbox = 1\nWingmanHitbox = 2\nWingmanSpeed = 10\nWingmanHipfireSmooth = 0.99\nWingmanADSSmooth = 0.99\nWingmanSmoothingMethod = 0\nWingmanMinHipfireSmooth = 0.98\nWingmanMaxHipfireSmooth = 0.99\nWingmanMinADSSmooth = 0.98\nWingmanMaxADSSmooth = 0.99\nWingmanFOV = 10\nWingmanZoomScale = 3\nProwlerClosestHitbox = 1\nProwlerHitbox = 2\nProwlerSpeed = 10\nProwlerHipfireSmooth = 0.99\nProwlerADSSmooth = 0.99\nProwlerSmoothingMethod = 0\nProwlerMinHipfireSmooth = 0.98\nProwlerMaxHipfireSmooth = 0.99\nProwlerMinADSSmooth = 0.98\nProwlerMaxADSSmooth = 0.99\nProwlerFOV = 10\nProwlerZoomScale = 3\nKraberClosestHitbox = 1\nKraberHitbox = 2\nKraberSpeed = 10\nKraberHipfireSmooth = 0.99\nKraberADSSmooth = 0.99\nKraberSmoothingMethod = 0\nKraberMinHipfireSmooth = 0.98\nKraberMaxHipfireSmooth = 0.99\nKraberMinADSSmooth = 0.98\nKraberMaxADSSmooth = 0.99\nKraberFOV = 10\nKraberZoomScale = 3\nBocekClosestHitbox = 1\nBocekHitbox = 2\nBocekSpeed = 10\nBocekHipfireSmooth = 0.99\nBocekADSSmooth = 0.99\nBocekSmoothingMethod = 0\nBocekMinHipfireSmooth = 0.98\nBocekMaxHipfireSmooth = 0.99\nBocekMinADSSmooth = 0.98\nBocekMaxADSSmooth = 0.99\nBocekFOV = 10\nBocekZoomScale = 3\nThrowingKnifeClosestHitbox = 1\nThrowingKnifeHitbox = 2\nThrowingKnifeSpeed = 10\nThrowingKnifeHipfireSmooth = 0.99\nThrowingKnifeADSSmooth = 0.99\nThrowingKnifeSmoothingMethod = 0\nThrowingKnifeMinHipfireSmooth = 0.98\nThrowingKnifeMaxHipfireSmooth = 0.99\nThrowingKnifeMinADSSmooth = 0.98\nThrowingKnifeMaxADSSmooth = 0.99\nThrowingKnifeFOV = 10\nThrowingKnifeZoomScale = 3\nP2020HipfireSmooth1 = 250\nP2020ADSSmooth1 = 275\nP2020MinHipfireSmooth1 = 250\nP2020MaxHipfireSmooth1 = 275\nP2020MinADSSmooth1 = 275\nP2020MaxADSSmooth1 = 300\nP2020ExtraSmooth1 = 5000\nP2020Deadzone = 0.5\nP2020FOV1 = 10\nP2020MinDistance1 = 1\nP2020MaxDistance1 = 200\nRE45HipfireSmooth1 = 250\nRE45ADSSmooth1 = 275\nRE45MinHipfireSmooth1 = 250\nRE45MaxHipfireSmooth1 = 275\nRE45MinADSSmooth1 = 275\nRE45MaxADSSmooth1 = 300\nRE45ExtraSmooth1 = 5000\nRE45Deadzone = 0.5\nRE45FOV1 = 10\nRE45MinDistance1 = 1\nRE45MaxDistance1 = 200\nAlternatorHipfireSmooth1 = 250\nAlternatorADSSmooth1 = 275\nAlternatorMinHipfireSmooth1 = 250\nAlternatorMaxHipfireSmooth1 = 275\nAlternatorMinADSSmooth1 = 275\nAlternatorMaxADSSmooth1 = 300\nAlternatorExtraSmooth1 = 5000\nAlternatorDeadzone = 0.5\nAlternatorFOV1 = 10\nAlternatorMinDistance1 = 1\nAlternatorMaxDistance1 = 200\nR99HipfireSmooth1 = 250\nR99ADSSmooth1 = 275\nR99MinHipfireSmooth1 = 250\nR99MaxHipfireSmooth1 = 275\nR99MinADSSmooth1 = 275\nR99MaxADSSmooth1 = 300\nR99ExtraSmooth1 = 5000\nR99Deadzone = 0.5\nR99FOV1 = 10\nR99MinDistance1 = 1\nR99MaxDistance1 = 200\nR301HipfireSmooth1 = 250\nR301ADSSmooth1 = 275\nR301MinHipfireSmooth1 = 250\nR301MaxHipfireSmooth1 = 275\nR301MinADSSmooth1 = 275\nR301MaxADSSmooth1 = 300\nR301ExtraSmooth1 = 5000\nR301Deadzone = 0.5\nR301FOV1 = 10\nR301MinDistance1 = 1\nR301MaxDistance1 = 200\nSpitfireHipfireSmooth1 = 250\nSpitfireADSSmooth1 = 275\nSpitfireMinHipfireSmooth1 = 250\nSpitfireMaxHipfireSmooth1 = 275\nSpitfireMinADSSmooth1 = 275\nSpitfireMaxADSSmooth1 = 300\nSpitfireExtraSmooth1 = 5000\nSpitfireDeadzone = 0.5\nSpitfireFOV1 = 10\nSpitfireMinDistance1 = 1\nSpitfireMaxDistance1 = 200\nG7HipfireSmooth1 = 250\nG7ADSSmooth1 = 275\nG7MinHipfireSmooth1 = 250\nG7MaxHipfireSmooth1 = 275\nG7MinADSSmooth1 = 275\nG7MaxADSSmooth1 = 300\nG7ExtraSmooth1 = 5000\nG7Deadzone = 0.5\nG7FOV1 = 10\nG7MinDistance1 = 1\nG7MaxDistance1 = 200\nFlatlineHipfireSmooth1 = 250\nFlatlineADSSmooth1 = 275\nFlatlineMinHipfireSmooth1 = 250\nFlatlineMaxHipfireSmooth1 = 275\nFlatlineMinADSSmooth1 = 275\nFlatlineMaxADSSmooth1 = 300\nFlatlineExtraSmooth1 = 5000\nFlatlineDeadzone = 0.5\nFlatlineFOV1 = 10\nFlatlineMinDistance1 = 1\nFlatlineMaxDistance1 = 200\nHemlockHipfireSmooth1 = 250\nHemlockADSSmooth1 = 275\nHemlockMinHipfireSmooth1 = 250\nHemlockMaxHipfireSmooth1 = 275\nHemlockMinADSSmooth1 = 275\nHemlockMaxADSSmooth1 = 300\nHemlockExtraSmooth1 = 5000\nHemlockDeadzone = 0.5\nHemlockFOV1 = 10\nHemlockMinDistance1 = 1\nHemlockMaxDistance1 = 200\nRepeaterHipfireSmooth1 = 250\nRepeaterADSSmooth1 = 275\nRepeaterMinHipfireSmooth1 = 250\nRepeaterMaxHipfireSmooth1 = 275\nRepeaterMinADSSmooth1 = 275\nRepeaterMaxADSSmooth1 = 300\nRepeaterExtraSmooth1 = 5000\nRepeaterDeadzone = 0.5\nRepeaterFOV1 = 10\nRepeaterMinDistance1 = 1\nRepeaterMaxDistance1 = 200\nRampageHipfireSmooth1 = 250\nRampageMinHipfireSmooth1 = 250\nRampageMaxHipfireSmooth1 = 275\nRampageMinADSSmooth1 = 275\nRampageMaxADSSmooth1 = 300\nRampageADSSmooth1 = 275\nRampageExtraSmooth1 = 5000\nRampageDeadzone = 0.5\nRampageFOV1 = 10\nRampageMinDistance1 = 1\nRampageMaxDistance1 = 200\nCARSMGHipfireSmooth1 = 250\nCARSMGADSSmooth1 = 275\nCARSMGMinHipfireSmooth1 = 250\nCARSMGMaxHipfireSmooth1 = 275\nCARSMGMinADSSmooth1 = 275\nCARSMGMaxADSSmooth1 = 300\nCARSMGExtraSmooth1 = 5000\nCARSMGDeadzone = 0.5\nCARSMGFOV1 = 10\nCARSMGMinDistance1 = 1\nCARSMGMaxDistance1 = 200\nHavocHipfireSmooth1 = 250\nHavocADSSmooth1 = 275\nHavocMinHipfireSmooth1 = 250\nHavocMaxHipfireSmooth1 = 275\nHavocMinADSSmooth1 = 275\nHavocMaxADSSmooth1 = 300\nHavocExtraSmooth1 = 5000\nHavocDeadzone = 0.5\nHavocFOV1 = 10\nHavocMinDistance1 = 1\nHavocMaxDistance1 = 200\nDevotionHipfireSmooth1 = 250\nDevotionADSSmooth1 = 275\nDevotionMinHipfireSmooth1 = 250\nDevotionMaxHipfireSmooth1 = 275\nDevotionMinADSSmooth1 = 275\nDevotionMaxADSSmooth1 = 300\nDevotionExtraSmooth1 = 5000\nDevotionDeadzone = 0.5\nDevotionFOV1 = 10\nDevotionMinDistance1 = 1\nDevotionMaxDistance1 = 200\nLSTARHipfireSmooth1 = 250\nLSTARADSSmooth1 = 275\nLSTARMinHipfireSmooth1 = 250\nLSTARMaxHipfireSmooth1 = 275\nLSTARMinADSSmooth1 = 275\nLSTARMaxADSSmooth1 = 300\nLSTARExtraSmooth1 = 5000\nLSTARDeadzone = 0.5\nLSTARFOV1 = 10\nLSTARMinDistance1 = 1\nLSTARMaxDistance1 = 200\nTripleTakeHipfireSmooth1 = 250\nTripleTakeADSSmooth1 = 275\nTripleTakeMinHipfireSmooth1 = 250\nTripleTakeMaxHipfireSmooth1 = 275\nTripleTakeMinADSSmooth1 = 275\nTripleTakeMaxADSSmooth1 = 300\nTripleTakeExtraSmooth1 = 5000\nTripleTakeDeadzone = 0.5\nTripleTakeFOV1 = 10\nTripleTakeMinDistance1 = 1\nTripleTakeMaxDistance1 = 200\nVoltHipfireSmooth1 = 250\nVoltADSSmooth1 = 275\nVoltMinHipfireSmooth1 = 250\nVoltMaxHipfireSmooth1 = 275\nVoltMinADSSmooth1 = 275\nVoltMaxADSSmooth1 = 300\nVoltExtraSmooth1 = 5000\nVoltDeadzone = 0.5\nVoltFOV1 = 10\nVoltMinDistance1 = 1\nVoltMaxDistance1 = 200\nNemesisHipfireSmooth1 = 250\nNemesisADSSmooth1 = 275\nNemesisMinHipfireSmooth1 = 250\nNemesisMaxHipfireSmooth1 = 275\nNemesisMinADSSmooth1 = 275\nNemesisMaxADSSmooth1 = 300\nNemesisExtraSmooth1 = 5000\nNemesisDeadzone = 0.5\nNemesisFOV1 = 10\nNemesisMinDistance1 = 1\nNemesisMaxDistance1 = 200\nMozambiqueHipfireSmooth1 = 250\nMozambiqueADSSmooth1 = 275\nMozambiqueMinHipfireSmooth1 = 250\nMozambiqueMaxHipfireSmooth1 = 275\nMozambiqueMinADSSmooth1 = 275\nMozambiqueMaxADSSmooth1 = 300\nMozambiqueExtraSmooth1 = 5000\nMozambiqueDeadzone = 0.5\nMozambiqueFOV1 = 10\nMozambiqueMinDistance1 = 1\nMozambiqueMaxDistance1 = 200\nEVA8HipfireSmooth1 = 250\nEVA8ADSSmooth1 = 275\nEVA8MinHipfireSmooth1 = 250\nEVA8MaxHipfireSmooth1 = 275\nEVA8MinADSSmooth1 = 275\nEVA8MaxADSSmooth1 = 300\nEVA8ExtraSmooth1 = 5000\nEVA8Deadzone = 0.5\nEVA8FOV1 = 10\nEVA8MinDistance1 = 1\nEVA8MaxDistance1 = 200\nPeacekeeperHipfireSmooth1 = 250\nPeacekeeperADSSmooth1 = 275\nPeacekeeperMinHipfireSmooth1 = 250\nPeacekeeperMaxHipfireSmooth1 = 275\nPeacekeeperMinADSSmooth1 = 275\nPeacekeeperMaxADSSmooth1 = 300\nPeacekeeperExtraSmooth1 = 5000\nPeacekeeperDeadzone = 0.5\nPeacekeeperFOV1 = 10\nPeacekeeperMinDistance1 = 1\nPeacekeeperMaxDistance1 = 200\nMastiffHipfireSmooth1 = 250\nMastiffADSSmooth1 = 275\nMastiffMinHipfireSmooth1 = 250\nMastiffMaxHipfireSmooth1 = 275\nMastiffMinADSSmooth1 = 275\nMastiffMaxADSSmooth1 = 300\nMastiffExtraSmooth1 = 5000\nMastiffDeadzone = 0.5\nMastiffFOV1 = 10\nMastiffMinDistance1 = 1\nMastiffMaxDistance1 = 200\nLongbowHipfireSmooth1 = 250\nLongbowADSSmooth1 = 275\nLongbowMinHipfireSmooth1 = 250\nLongbowMaxHipfireSmooth1 = 275\nLongbowMinADSSmooth1 = 275\nLongbowMaxADSSmooth1 = 300\nLongbowExtraSmooth1 = 5000\nLongbowDeadzone = 0.5\nLongbowFOV1 = 10\nLongbowMinDistance1 = 1\nLongbowMaxDistance1 = 200\nChargeRifleHipfireSmooth1 = 250\nChargeRifleADSSmooth1 = 275\nChargeRifleMinHipfireSmooth1 = 250\nChargeRifleMaxHipfireSmooth1 = 275\nChargeRifleMinADSSmooth1 = 275\nChargeRifleMaxADSSmooth1 = 300\nChargeRifleExtraSmooth1 = 5000\nChargeRifleDeadzone = 0.5\nChargeRifleFOV1 = 10\nChargeRifleMinDistance1 = 1\nChargeRifleMaxDistance1 = 200\nSentinelHipfireSmooth1 = 250\nSentinelADSSmooth1 = 275\nSentinelMinHipfireSmooth1 = 250\nSentinelMaxHipfireSmooth1 = 275\nSentinelMinADSSmooth1 = 275\nSentinelMaxADSSmooth1 = 300\nSentinelExtraSmooth1 = 5000\nSentinelDeadzone = 0.5\nSentinelFOV1 = 10\nSentinelMinDistance1 = 1\nSentinelMaxDistance1 = 200\nWingmanHipfireSmooth1 = 250\nWingmanADSSmooth1 = 275\nWingmanMinHipfireSmooth1 = 250\nWingmanMaxHipfireSmooth1 = 275\nWingmanMinADSSmooth1 = 275\nWingmanMaxADSSmooth1 = 300\nWingmanExtraSmooth1 = 5000\nWingmanDeadzone = 0.5\nWingmanFOV1 = 10\nWingmanMinDistance1 = 1\nWingmanMaxDistance1 = 200\nProwlerHipfireSmooth1 = 250\nProwlerADSSmooth1 = 275\nProwlerMinHipfireSmooth1 = 250\nProwlerMaxHipfireSmooth1 = 275\nProwlerMinADSSmooth1 = 275\nProwlerMaxADSSmooth1 = 300\nProwlerExtraSmooth1 = 5000\nProwlerDeadzone = 0.5\nProwlerFOV1 = 10\nProwlerMinDistance1 = 1\nProwlerMaxDistance1 = 200\nBocekHipfireSmooth1 = 250\nBocekADSSmooth1 = 275\nBocekMinHipfireSmooth1 = 250\nBocekMaxHipfireSmooth1 = 275\nBocekMinADSSmooth1 = 275\nBocekMaxADSSmooth1 = 300\nBocekExtraSmooth1 = 5000\nBocekDeadzone = 0.5\nBocekFOV1 = 10\nBocekMinDistance1 = 1\nBocekMaxDistance1 = 200\nKraberHipfireSmooth1 = 250\nKraberADSSmooth1 = 275\nKraberMinHipfireSmooth1 = 250\nKraberMaxHipfireSmooth1 = 275\nKraberMinADSSmooth1 = 275\nKraberMaxADSSmooth1 = 300\nKraberExtraSmooth1 = 5000\nKraberDeadzone = 0.5\nKraberFOV1 = 10\nKraberMinDistance1 = 1\nKraberMaxDistance1 = 200\nThrowingKnifeHipfireSmooth1 = 250\nThrowingKnifeADSSmooth1 = 275\nThrowingKnifeMinHipfireSmooth1 = 250\nThrowingKnifeMaxHipfireSmooth1 = 275\nThrowingKnifeMinADSSmooth1 = 275\nThrowingKnifeMaxADSSmooth1 = 300\nThrowingKnifeExtraSmooth1 = 5000\nThrowingKnifeDeadzone = 0.5\nThrowingKnifeFOV1 = 10\nThrowingKnifeMinDistance1 = 1\nThrowingKnifeMaxDistance1 = 200\n\n[AimbotBinds]\nAimBind = 56\nExtraBind = 57\nP2020AimBind = 56\nP2020ExtraBind = 0\nRE45AimBind = 56\nRE45ExtraBind = 0\nAlternatorAimBind = 56\nAlternatorExtraBind = 0\nR99AimBind = 56\nR99ExtraBind = 0\nR301AimBind = 56\nR301ExtraBind = 0\nSpitfireAimBind = 56\nSpitfireExtraBind = 0\nG7AimBind = 56\nG7ExtraBind = 57\nFlatlineAimBind = 56\nFlatlineExtraBind = 0\nHemlockAimBind = 56\nHemlockExtraBind = 0\nRepeaterAimBind = 56\nRepeaterExtraBind = 57\nRampageAimBind = 56\nRampageExtraBind = 0\nCARSMGAimBind = 56\nCARSMGExtraBind = 0\nHavocAimBind = 56\nHavocExtraBind = 0\nDevotionAimBind = 56\nDevotionExtraBind = 0\nLSTARAimBind = 56\nLSTARExtraBind = 0\nTripleTakeAimBind = 56\nTripleTakeExtraBind = 57\nVoltAimBind = 56\nVoltExtraBind = 0\nNemesisAimBind = 56\nNemesisExtraBind = 0\nMozambiqueAimBind = 56\nMozambiqueExtraBind = 57\nEVA8AimBind = 56\nEVA8ExtraBind = 57\nPeacekeeperAimBind = 56\nPeacekeeperExtraBind = 57\nMastiffAimBind = 56\nMastiffExtraBind = 57\nLongbowAimBind = 56\nLongbowExtraBind = 57\nChargeRifleAimBind = 56\nChargeRifleExtraBind = 57\nSentinelAimBind = 56\nSentinelExtraBind = 57\nWingmanAimBind = 56\nWingmanExtraBind = 0\nProwlerAimBind = 56\nProwlerExtraBind = 0\nBocekAimBind = 56\nBocekExtraBind = 57\nKraberAimBind = 56\nKraberExtraBind = 57\nThrowingKnifeAimBind = 56\nThrowingKnifeExtraBind = 0\n\n[AimbotHitboxes]\nHitbox = 2\nP2020Hitbox = 2\nRE45Hitbox = 2\nAlternatorHitbox = 2\nR99Hitbox = 2\nR301Hitbox = 2\nSpitfireHitbox = 2\nG7Hitbox = 2\nFlatlineHitbox = 2\nHemlockHitbox = 2\nRepeaterHitbox = 2\nRampageHitbox = 2\nCARSMGHitbox = 2\nHavocHitbox = 2\nDevotionHitbox = 2\nLSTARHitbox = 2\nTripleTakeHitbox = 2\nVoltHitbox = 2\nNemesisHitbox = 2\nMozambiqueHitbox = 2\nEVA8Hitbox = 2\nPeacekeeperHitbox = 2\nMastiffHitbox = 2\nLongbowHitbox = 2\nChargeRifleHitbox = 2\nSentinelHitbox = 2\nWingmanHitbox = 2\nProwlerHitbox = 2\nBocekHitbox = 2\nKraberHitbox = 2\nThrowingKnifeHitbox = 2\n\n[Ragebot]\nRagebotEnabled = 0\nRageAimbot = 0\nAimMethod = 0\nClosestHitbox = 0\nHitbox = 0\nBindMethod = 0\nOnFire = 1\nOnADS = 1\nAimBind = 56\nExtraBind = 57\nVisCheck = 1\nTeamCheck = 1\nPriority = 0\nAutoShoot = 0\nPredictMovement = 1\nPredictBulletDrop = 1\nPreditcionAmount = 255\nFinalDistance = 0\nSpeed = 1\nSmooth = 0.9\nHipfireSmooth = 0.9\nADSSmooth = 0.99\nSmoothDistance = 100\nDelay = 10\nFOV = 10\nZoomScale = 3\nMinDistance = 1\nHipfireDistance = 60\nZoomDistance = 160\nP2020 = 1\nRE45 = 1\nAlternator = 1\nR99 = 1\nR301 = 1\nSpitfire = 1\nG7 = 1\nFlatline = 1\nHemlock = 1\nRepeater = 1\nRampage = 1\nCARSMG = 1\nHavoc = 1\nDevotion = 1\nLSTAR = 1\nTripleTake = 1\nVolt = 1\nNemesis = 1\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 1\nBocek = 1\nKraber = 1\nKnife = 1\nRageRCS = 1\nRecoilRate = 100\n\n[Flickbot]\nFlickbot = 0\nFlickbotMethod = 0\nFlickBind = 34\nClosestHitbox = 0\nHitbox = 2\nPriority = 0\nAutoShoot = 1\nAutoShootDelay = 16\nFlickBack = 0\nFlickBackDelay = 16\nFlickBackSmoothing = 0.001\nPredictMovement = 1\nPredictBulletDrop = 1\nTeamCheck = 1\nPreditcionAmount = 255\nFinalDistance = 0\nHipfireSmooth = 0.9\nADSSmooth = 0.99\nSmoothDistance = 100\nDelay = 10\nFOV = 10\nZoomScale = 3\nMinDistance = 1\nHipfireDistance = 60\nZoomDistance = 160\nSmooth = 0.9\nFlickBackSmooth = 0.9\nP2020 = 0\nRE45 = 0\nAlternator = 0\nR99 = 0\nR301 = 0\nSpitfire = 0\nG7 = 0\nFlatline = 0\nHemlock = 0\nRepeater = 0\nRampage = 0\nCARSMG = 0\nHavoc = 0\nDevotion = 0\nLSTAR = 0\nTripleTake = 0\nVolt = 0\nNemesis = 0\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 0\nChargeRifle = 0\nSentinel = 0\nWingman = 1\nProwler = 0\nBocek = 0\nKraber = 0\nKnife = 0\n\n[RCS]\nRCSEnabled = 0\nRCSMode = 0\nOnADS = 1\nPitchPower = 3\nYawPower = 3\nPitchReduction = 50\nYawReduction = 50\nP2020 = 1\nRE45 = 1\nAlternator = 1\nR99 = 1\nR301 = 1\nSpitfire = 1\nG7 = 1\nFlatline = 1\nHemlock = 1\nRepeater = 1\nRampage = 1\nCARSMG = 1\nHavoc = 1\nDevotion = 1\nLSTAR = 1\nTripleTake = 1\nVolt = 1\nNemesis = 1\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 1\nKraber = 0\nAdvancedRCS = 0\nAdvancedPitchPower = 10\nAdvancedYawPower = 10\nAdvancedPitchReduction = 25\nAdvancedYawReduction = 25\nP2020Pitch = 10\nP2020Yaw = 10\nP2020PitchReduction = 25\nP2020YawReduction = 25\nRE45Pitch = 10\nRE45Yaw = 10\nRE45PitchReduction = 25\nRE45YawReduction = 25\nAlternatorPitch = 10\nAlternatorYaw = 10\nAlternatorPitchReduction = 25\nAlternatorYawReduction = 25\nR99Pitch = 10\nR99Yaw = 10\nR99PitchReduction = 25\nR99YawReduction = 25\nR301Pitch = 10\nR301Yaw = 10\nR301PitchReduction = 25\nR301YawReduction = 25\nSpitfirePitch = 10\nSpitfireYaw = 10\nSpitfirePitchReduction = 25\nSpitfireYawReduction = 25\nG7Pitch = 10\nG7Yaw = 10\nG7PitchReduction = 25\nG7YawReduction = 25\nFlatlinePitch = 10\nFlatlineYaw = 10\nFlatlinePitchReduction = 25\nFlatlineYawReduction = 25\nHemlockPitch = 10\nHemlockYaw = 10\nHemlockPitchReduction = 25\nHemlockYawReduction = 25\nRepeaterPitch = 10\nRepeaterYaw = 10\nRepeaterPitchReduction = 25\nRepeaterYawReduction = 25\nRampagePitch = 10\nRampageYaw = 10\nRampagePitchReduction = 25\nRampageYawReduction = 25\nCARSMGPitch = 10\nCARSMGYaw = 10\nCARSMGPitchReduction = 25\nCARSMGYawReduction = 25\nHavocPitch = 10\nHavocYaw = 10\nHavocPitchReduction = 25\nHavocYawReduction = 25\nDevotionPitch = 10\nDevotionYaw = 10\nDevotionPitchReduction = 25\nDevotionYawReduction = 25\nLSTARPitch = 10\nLSTARYaw = 10\nLSTARPitchReduction = 25\nLSTARYawReduction = 25\nTripleTakePitch = 10\nTripleTakeYaw = 10\nTripleTakePitchReduction = 25\nTripleTakeYawReduction = 25\nVoltPitch = 10\nVoltYaw = 10\nVoltPitchReduction = 25\nVoltYawReduction = 25\nNemesisPitch = 10\nNemesisYaw = 10\nNemesisPitchReduction = 25\nNemesisYawReduction = 25\nMozambiquePitch = 10\nMozambiqueYaw = 10\nMozambiquePitchReduction = 25\nMozambiqueYawReduction = 25\nEVA8Pitch = 10\nEVA8Yaw = 10\nEVA8PitchReduction = 25\nEVA8YawReduction = 25\nPeacekeeperPitch = 10\nPeacekeeperYaw = 10\nPeacekeeperPitchReduction = 25\nPeacekeeperYawReduction = 25\nMastiffPitch = 10\nMastiffYaw = 10\nMastiffPitchReduction = 25\nMastiffYawReduction = 25\nLongbowPitch = 10\nLongbowYaw = 10\nLongbowPitchReduction = 25\nLongbowYawReduction = 25\nChargeRiflePitch = 10\nChargeRifleYaw = 10\nChargeRiflePitchReduction = 25\nChargeRifleYawReduction = 25\nSentinelPitch = 10\nSentinelYaw = 10\nSentinelPitchReduction = 25\nSentinelYawReduction = 25\nWingmanPitch = 10\nWingmanYaw = 10\nWingmanPitchReduction = 25\nWingmanYawReduction = 25\nProwlerPitch = 10\nProwlerYaw = 10\nProwlerPitchReduction = 25\nProwlerYawReduction = 25\nKraberPitch = 10\nKraberYaw = 10\nKraberPitchReduction = 25\nKraberYawReduction = 25\n\n[Triggerbot]\nEnabled = 1\nBindMethod = 0\nAttackMethod = 0\nTriggerBind = 57\nOnADS = 1\nHipfireShotguns = 1\nDelay = 50\nRange = 151\nP2020 = 0\nRE45 = 0\nAlternator = 0\nR99 = 0\nR301 = 0\nSpitfire = 0\nG7 = 0\nFlatline = 0\nHemlock = 0\nRepeater = 0\nRampage = 0\nCARSMG = 0\nHavoc = 0\nDevotion = 0\nLSTAR = 0\nTripleTake = 1\nVolt = 0\nNemesis = 0\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 0\nSentinel = 0\nWingman = 1\nProwler = 0\nBocek = 1\nKraber = 0\nKnife = 1\nAdvancedTriggerbot = 0\nP2020Range = 150\nRE45Range = 150\nAlternatorRange = 150\nR99Range = 150\nR301Range = 150\nSpitfireRange = 150\nG7Range = 150\nFlatlineRange = 150\nHemlockRange = 150\nProwlerRange = 150\nRepeaterRange = 150\nRampageRange = 150\nCARSMGRange = 150\nHavocRange = 150\nDevotionRange = 150\nLSTARRange = 150\nTripleTakeRange = 150\nVoltRange = 150\nNemesisRange = 150\nMozambiqueRange = 150\nPeacekeeperRange = 150\nMastiffRange = 150\nLongbowRange = 150\nChargeRifleRange = 150\nSentinelRange = 150\nWingmanRange = 150\nEVA8Range = 150\nBocekRange = 150\nKraberRange = 150\nThrowingKnifeRange = 150\n\n[Glow]\nNewGlow = 1\nKnockedCheck = 0\nGlowMaxDistance = 200\nGlowColorMode = 0\nGlowColorShieldMode = 0\nGlowRadius = 64\nInsideFunction = 2\nOutlineFunction = 125\nBodyStyle = 15\nOutlineStyle = 1\nViewModelGlow = 0\nViewModelGlowSetting = 65\nViewModelGlowCombo = 5\n\n[ItemGlow]\nItemGlow = 1\nCommon = 1\nRare = 1\nEpic = 1\nGold = 1\nLegendary = 1\nWeapons = 0\nAmmo = 0\nDeathbox = 1\nItemGlowThickness = 35\nSelectedInsideStyle = 1\nSelectedOutlineStyle = 3\n\n[Sense]\nEnabled = 1\nDrawFOVCircle = 1\nDrawFilledFOVCircle = 0\nFOVThickness = 1\nGameFOV = 120\nDrawTargetLine = 1\nDrawTargetDot = 0\nDrawTargetBox = 0\nTargetMode = 1\nTargetBoneMode = 0\nTargetSelectedBone = 0\nTargetBone = 0\nTargetHitbox = 0\nTargetLineThickness = 1\nTargetDotRadius = 1500\nTargetBoxMode = 0\nTargetBoxThickness = 1\nTargetBoxSize = 4\nDrawTargetInfo = 1\nTargetInfoDisplayMode = 0\nDrawTargetInfoName = 0\nTargetInfoNamePos = 0\nDrawTargetInfoLegend = 1\nTargetInfoLegendPos = 0\nDrawTargetInfoTeamID = 0\nDrawTargetInfoDistance = 1\nDrawTargetInfoWeapon = 1\nTargetInfoWeaponPos = 1\nDrawTargetInfoHealth = 1\nTargetInfoHealthPos = 2\nDrawTargetInfoShield = 1\nTargetInfoShieldPos = 3\nTargetInfoColorMode = 1\nTargetInfoPosX = 960\nTargetInfoPosY = 620\nTargetInfoOffset = 15\nDrawCrosshair = 1\nCrosshairSize = 7\nCrosshairThickness = 1\nShowSpectators = 0\nDrawSpectatorWarning = 0\nDrawVisibleWarning = 1\nWarningTextOutline = 1\nWarningTextX = 960\nWarningTextY = 679\nTextOutline = 1\nVisibilityCheck = 0\nKnockedCheck = 0\nESPMaxDistance = 200\n\n[SenseEnemy]\nDrawEnemy = 1\nDrawBoxes = 0\nBoxOutline = 1\nBoxType = 0\nBoxStyle = 1\nBoxThickness = 1\nDrawSkeleton = 0\nSkeletonOutline = 0\nSkeletonThickness = 1\nDrawHeadCircle = 0\nHeadCircleOutline = 0\nHeadCircleThickness = 1\nDrawBars = 1\nHealthBar = 1\nShieldBar = 1\nBarMode = 2\nBarStyle = 0\nBarThickness = 1\nBarThickness2 = 1.05\nBarHeight = 5\nBarWidth = 60\nBarColorMode = 0\nWeaponColorType = 1\nDrawDistance = 1\nTracerPosition = 0\nTracerBone = 0\nDrawTracers = 0\nTracerThickness = 2\nDrawNames = 1\nDrawSeer = 0\nDrawStatus = 0\nDrawWeapon = 1\nDrawLegend = 1\nShowMaxStatusValues = 1\n\n[SenseTeammate]\nDrawTeam = 0\nDrawBoxes = 1\nBoxType = 0\nBoxStyle = 0\nBoxThickness = 1\nDrawSkeleton = 1\nSkeletonThickness = 1\nDrawHeadCircle = 1\nHeadCircleThickness = 1\nDrawBars = 1\nHealthBar = 1\nShieldBar = 1\nBarMode = 0\nBarStyle = 0\nBarThickness = 1\nBarThickness2 = 0.05\nBarHeight = 5\nBarWidth = 60\nBarColorMode = 0\nBarBackground = 0\nWeaponColorType = 1\nDrawDistance = 1\nTracerPosition = 0\nTracerBone = 0\nDrawTracers = 1\nTracerThickness = 2\nDrawNames = 1\nDrawSeer = 0\nDrawStatus = 1\nDrawWeapon = 0\nDrawLegend = 0\nShowMaxStatusValues = 1\n\n[SensePositions]\nNamePosition = 0\nDistancePosition = 0\nLegendPosition = 2\nWeaponPosition = 3\nStatusPosition = 4\n\n[Radar]\nMiniMap = 0\nMiniMapRange = 100\nMiniMapScaleX = 215\nMiniMapScaleY = 215\nMiniMapDotSize = 5\nMiniMapBlackBGSize = 0\nMiniMapGuides = 0\nBigMap = 1\nBigMapBind = 21\nCircleColorR = 0.999\nCircleColorG = 0.999\nCircleColorB = 0.999\nCircleColorA = 0.999\n\n[Misc]\nSuperGlide = 1\nSuperGlideMode = 0\nSuperGlideFPS = 1\nQuickTurn = 0\nQuickTurnAngle = 180\nQuickTurnBind = 58\nBHop = 0\nBHopDelay = 25\nBHopBind = 34\nRapidFire = 0\nRapidFireDelay = 75\nRapidFireBind = 34\nRapidP2020 = 1\nRapidR301 = 1\nRapidG7 = 1\nRapidFlatline = 1\nRapidHemlock = 1\nRapidProwler = 1\nRapidNemesis = 1\nRapidMozambique = 1\nRapidEVA8 = 1\nRapidWingman = 1\nSkinChanger = 1\nSkinP2020 = 10\nSkinRE45 = 15\nSkinALTERNATOR = 15\nSkinR99 = 16\nSkinR301 = 16\nSkinSPITFIRE = 16\nSkinG7 = 19\nSkinFLATLINE = 18\nSkinHEMLOCK = 16\nSkinREPEATER = 10\nSkinRAMPAGE = 11\nSkinCAR = 11\nSkinHAVOC = 12\nSkinDEVOTION = 9\nSkinLSTAR = 10\nSkinTRIPLETAKE = 11\nSkinVOLT = 13\nSkinNEMESIS = 8\nSkinMOZAMBIQUE = 10\nSkinEVA8 = 11\nSkinPEACEKEEPER = 16\nSkinMASTIFF = 11\nSkinLONGBOW = 10\nSkinCHARGE_RIFLE = 9\nSkinSENTINEL = 10\nSkinWINGMAN = 9\nSkinPROWLER = 11\nSkinBOCEK = 10\nSkinKRABER = 7\n\n[Colors]\nWeaponColorMode = 0\nTargetLineColorR = 0.99\nTargetLineColorG = 0.99\nTargetLineColorB = 0.99\nTargetLineColorA = 0.99\nTargetLineLockedColorR = 0.99\nTargetLineLockedColorG = 0\nTargetLineLockedColorB = 0\nTargetLineLockedColorA = 0.99\nTargetDotColorR = 0.99\nTargetDotColorG = 0.99\nTargetDotColorB = 0.99\nTargetDotColorA = 0.99\nTargetDotLockedColorR = 0.99\nTargetDotLockedColorG = 0\nTargetDotLockedColorB = 0\nTargetDotLockedColorA = 0.99\nTargetBoxColorR = 0.99\nTargetBoxColorG = 0.99\nTargetBoxColorB = 0.99\nTargetBoxColorA = 0.99\nTargetBoxLockedColorR = 0.99\nTargetBoxLockedColorG = 0\nTargetBoxLockedColorB = 0\nTargetBoxLockedColorA = 0.99\nTargetInfoColorR = 0.99\nTargetInfoColorG = 0.99\nTargetInfoColorB = 0.99\nTargetInfoColorA = 0.99\nTargetInfoLockedColorR = 0.99\nTargetInfoLockedColorG = 0\nTargetInfoLockedColorB = 0\nTargetInfoLockedColorA = 0.99\nFOVColorR = 0.99\nFOVColorG = 0.99\nFOVColorB = 0.99\nFOVColorA = 0.99\nFilledFOVColorR = 0\nFilledFOVColorG = 0\nFilledFOVColorB = 0\nFilledFOVColorA = 0.11\nCrosshairColorR = 0.99\nCrosshairColorG = 0.99\nCrosshairColorB = 0.99\nCrosshairColorA = 0.99\nSpectatorWarningColorR = 0.99\nSpectatorWarningColorG = 0\nSpectatorWarningColorB = 0\nSpectatorWarningColorA = 0.99\nVisibleWarningColorR = 0\nVisibleWarningColorG = 0.99\nVisibleWarningColorB = 0\nVisibleWarningColorA = 0.99\nNameColorR = 0.4\nNameColorG = 1\nNameColorB = 0.343\nNameColorA = 1\n\n[EnemyColors]\nInvisibleBoxColorR = 0.99\nInvisibleBoxColorG = 0\nInvisibleBoxColorB = 0\nInvisibleBoxColorA = 0.99\nVisibleBoxColorR = 0\nVisibleBoxColorG = 0.99\nVisibleBoxColorB = 0\nVisibleBoxColorA = 0.99\nKnockedBoxColorR = 0.99\nKnockedBoxColorG = 0.671\nKnockedBoxColorB = 0.119\nKnockedBoxColorA = 0.99\nInvisibleFilledBoxColorR = 0\nInvisibleFilledBoxColorG = 0\nInvisibleFilledBoxColorB = 0\nInvisibleFilledBoxColorA = 0.11\nVisibleFilledBoxColorR = 0\nVisibleFilledBoxColorG = 0\nVisibleFilledBoxColorB = 0\nVisibleFilledBoxColorA = 0.11\nKnockedFilledBoxColorR = 0\nKnockedFilledBoxColorG = 0\nKnockedFilledBoxColorB = 0\nKnockedFilledBoxColorA = 0.11\nInvisibleTracerColorR = 0.99\nInvisibleTracerColorG = 0\nInvisibleTracerColorB = 0\nInvisibleTracerColorA = 0.99\nVisibleTracerColorR = 0\nVisibleTracerColorG = 0.99\nVisibleTracerColorB = 0\nVisibleTracerColorA = 0.99\nKnockedTracerColorR = 0.99\nKnockedTracerColorG = 0.671\nKnockedTracerColorB = 0.119\nKnockedTracerColorA = 0.99\nInvisibleSkeletonColorR = 0.99\nInvisibleSkeletonColorG = 0\nInvisibleSkeletonColorB = 0\nInvisibleSkeletonColorA = 0.99\nVisibleSkeletonColorR = 0\nVisibleSkeletonColorG = 0.99\nVisibleSkeletonColorB = 0\nVisibleSkeletonColorA = 0.99\nKnockedSkeletonColorR = 0.99\nKnockedSkeletonColorG = 0.671\nKnockedSkeletonColorB = 0.119\nKnockedSkeletonColorA = 0.99\nInvisibleHeadCircleColorR = 0.99\nInvisibleHeadCircleColorG = 0\nInvisibleHeadCircleColorB = 0\nInvisibleHeadCircleColorA = 0.99\nVisibleHeadCircleColorR = 0\nVisibleHeadCircleColorG = 0.99\nVisibleHeadCircleColorB = 0\nVisibleHeadCircleColorA = 0.99\nKnockedHeadCircleColorR = 0.99\nKnockedHeadCircleColorG = 0.671\nKnockedHeadCircleColorB = 0.119\nKnockedHeadCircleColorA = 0.99\nInvisibleNameColorR = 0.99\nInvisibleNameColorG = 0\nInvisibleNameColorB = 0\nInvisibleNameColorA = 0.99\nVisibleNameColorR = 0\nVisibleNameColorG = 0.99\nVisibleNameColorB = 0\nVisibleNameColorA = 0.99\nKnockedNameColorR = 0.99\nKnockedNameColorG = 0.671\nKnockedNameColorB = 0.119\nKnockedNameColorA = 0.99\nInvisibleDistanceColorR = 0.99\nInvisibleDistanceColorG = 0\nInvisibleDistanceColorB = 0\nInvisibleDistanceColorA = 0.99\nVisibleDistanceColorR = 0\nVisibleDistanceColorG = 0.99\nVisibleDistanceColorB = 0\nVisibleDistanceColorA = 0.99\nKnockedDistanceColorR = 0.99\nKnockedDistanceColorG = 0.671\nKnockedDistanceColorB = 0.119\nKnockedDistanceColorA = 0.99\nInvisibleLegendColorR = 0.99\nInvisibleLegendColorG = 0\nInvisibleLegendColorB = 0\nInvisibleLegendColorA = 0.99\nVisibleLegendColorR = 0\nVisibleLegendColorG = 0.99\nVisibleLegendColorB = 0\nVisibleLegendColorA = 0.99\nKnockedLegendColorR = 0.99\nKnockedLegendColorG = 0.671\nKnockedLegendColorB = 0.119\nKnockedLegendColorA = 0.99\nBarColorMode = 2\nInvisibleWeaponColorR = 0.99\nInvisibleWeaponColorG = 0\nInvisibleWeaponColorB = 0\nInvisibleWeaponColorA = 0.99\nVisibleWeaponColorR = 0\nVisibleWeaponColorG = 0.99\nVisibleWeaponColorB = 0\nVisibleWeaponColorA = 0.99\nKnockedWeaponColorR = 0.99\nKnockedWeaponColorG = 0.671\nKnockedWeaponColorB = 0.119\nKnockedWeaponColorA = 0.99\nLightWeaponColorR = 0.99\nLightWeaponColorG = 0.768\nLightWeaponColorB = 0.039\nLightWeaponColorA = 0.99\nHeavyWeaponColorR = 0.0099\nHeavyWeaponColorG = 0.99\nHeavyWeaponColorB = 0.761\nHeavyWeaponColorA = 0\nEnergyWeaponColorR = 0\nEnergyWeaponColorG = 0.99\nEnergyWeaponColorB = 0\nEnergyWeaponColorA = 0.99\nShotgunWeaponColorR = 0.99\nShotgunWeaponColorG = 0\nShotgunWeaponColorB = 0\nShotgunWeaponColorA = 0.99\nSniperWeaponColorR = 0.0099\nSniperWeaponColorG = 0.337\nSniperWeaponColorB = 0.99\nSniperWeaponColorA = 0.99\nLegendaryWeaponColorR = 0.99\nLegendaryWeaponColorG = 0.53\nLegendaryWeaponColorB = 0.945\nLegendaryWeaponColorA = 0\nMeleeWeaponColorR = 0.99\nMeleeWeaponColorG = 0.99\nMeleeWeaponColorB = 0.99\nMeleeWeaponColorA = 0.99\nThrowableWeaponColorR = 0.99\nThrowableWeaponColorG = 0.974\nThrowableWeaponColorB = 0.0495\nThrowableWeaponColorA = 0.99\nInvisibleGlowColorR = 1\nInvisibleGlowColorG = 0\nInvisibleGlowColorB = 0\nVisibleGlowColorR = 0\nVisibleGlowColorG = 1\nVisibleGlowColorB = 0\nKnockedGlowColorR = 0.99\nKnockedGlowColorG = 0.67\nKnockedGlowColorB = 0.12\nRedShieldColorR = 1\nRedShieldColorG = 0\nRedShieldColorB = 0\nPurpleShieldColorR = 0.5\nPurpleShieldColorG = 0\nPurpleShieldColorB = 0.5\nBlueShieldColorR = 0\nBlueShieldColorG = 0.5\nBlueShieldColorB = 1\nGreyShieldColorR = 0.54\nGreyShieldColorG = 0.545\nGreyShieldColorB = 0.545\nLowGlowColorR = 1\nLowGlowColorG = 1\nLowGlowColorB = 0\n\n[TeammateColors]\nInvisibleBoxColorR = 0.0846\nInvisibleBoxColorG = 0.0693\nInvisibleBoxColorB = 0.99\nInvisibleBoxColorA = 0.99\nVisibleBoxColorR = 0.0099\nVisibleBoxColorG = 0.827\nVisibleBoxColorB = 0.99\nVisibleBoxColorA = 0.99\nVisibleBoxColorR = 0.0099\nVisibleBoxColorG = 0.827\nVisibleBoxColorB = 0.99\nVisibleBoxColorA = 0.99\nInvisibleFilledBoxColorR = 0.0846\nInvisibleFilledBoxColorG = 0.0693\nInvisibleFilledBoxColorB = 0.99\nInvisibleFilledBoxColorA = 0.99\nVisibleFilledBoxColorR = 0.0099\nVisibleFilledBoxColorG = 0.827\nVisibleFilledBoxColorB = 0.99\nVisibleFilledBoxColorA = 0.99\nVisibleFilledBoxColorR = 0.0099\nVisibleFilledBoxColorG = 0.827\nVisibleFilledBoxColorB = 0.99\nVisibleFilledBoxColorA = 0.99\nInvisibleTracerColorR = 0.0846\nInvisibleTracerColorG = 0.0693\nInvisibleTracerColorB = 0.99\nInvisibleTracerColorA = 0.99\nVisibleTracerColorR = 0.0099\nVisibleTracerColorG = 0.827\nVisibleTracerColorB = 0.99\nVisibleTracerColorA = 0.99\nVisibleTracerColorR = 0.0099\nVisibleTracerColorG = 0.827\nVisibleTracerColorB = 0.99\nVisibleTracerColorA = 0.99\nInvisibleSkeletonColorR = 0.0846\nInvisibleSkeletonColorG = 0.0693\nInvisibleSkeletonColorB = 0.99\nInvisibleSkeletonColorA = 0.99\nVisibleSkeletonColorR = 0.0099\nVisibleSkeletonColorG = 0.827\nVisibleSkeletonColorB = 0.99\nVisibleSkeletonColorA = 0.99\nVisibleSkeletonColorR = 0.0099\nVisibleSkeletonColorG = 0.827\nVisibleSkeletonColorB = 0.99\nVisibleSkeletonColorA = 0.99\nInvisibleHeadCircleColorR = 0.0846\nInvisibleHeadCircleColorG = 0.0693\nInvisibleHeadCircleColorB = 0.99\nInvisibleHeadCircleColorA = 0.99\nVisibleHeadCircleColorR = 0.0099\nVisibleHeadCircleColorG = 0.827\nVisibleHeadCircleColorB = 0.99\nVisibleHeadCircleColorA = 0.99\nVisibleHeadCircleColorR = 0.0099\nVisibleHeadCircleColorG = 0.827\nVisibleHeadCircleColorB = 0.99\nVisibleHeadCircleColorA = 0.99\nInvisibleNameColorR = 0.0846\nInvisibleNameColorG = 0.0693\nInvisibleNameColorB = 0.99\nInvisibleNameColorA = 0.99\nVisibleNameColorR = 0.0099\nVisibleNameColorG = 0.827\nVisibleNameColorB = 0.99\nVisibleNameColorA = 0.99\nVisibleNameColorR = 0.0099\nVisibleNameColorG = 0.827\nVisibleNameColorB = 0.99\nVisibleNameColorA = 0.99\nInvisibleDistanceColorR = 0.0846\nInvisibleDistanceColorG = 0.0693\nInvisibleDistanceColorB = 0.99\nInvisibleDistanceColorA = 0.99\nVisibleDistanceColorR = 0.0099\nVisibleDistanceColorG = 0.827\nVisibleDistanceColorB = 0.99\nVisibleDistanceColorA = 0.99\nVisibleDistanceColorR = 0.0099\nVisibleDistanceColorG = 0.827\nVisibleDistanceColorB = 0.99\nVisibleDistanceColorA = 0.99\nInvisibleLegendColorR = 0.0846\nInvisibleLegendColorG = 0.0693\nInvisibleLegendColorB = 0.99\nInvisibleLegendColorA = 0.99\nVisibleLegendColorR = 0.0099\nVisibleLegendColorG = 0.827\nVisibleLegendColorB = 0.99\nVisibleLegendColorA = 0.99\nVisibleLegendColorR = 0.0099\nVisibleLegendColorG = 0.827\nVisibleLegendColorB = 0.99\nVisibleLegendColorA = 0.99\nBarColorMode = 2\nInvisibleWeaponColorR = 0.0846\nInvisibleWeaponColorG = 0.0693\nInvisibleWeaponColorB = 0.99\nInvisibleWeaponColorA = 0.99\nVisibleWeaponColorR = 0.0099\nVisibleWeaponColorG = 0.827\nVisibleWeaponColorB = 0.99\nVisibleWeaponColorA = 0.99\nVisibleWeaponColorR = 0.0099\nVisibleWeaponColorG = 0.827\nVisibleWeaponColorB = 0.99\nVisibleWeaponColorA = 0.99\nLightWeaponColorR = 0.99\nLightWeaponColorG = 0.768\nLightWeaponColorB = 0.039\nLightWeaponColorA = 0.99\nHeavyWeaponColorR = 0.0099\nHeavyWeaponColorG = 0.99\nHeavyWeaponColorB = 0.761\nHeavyWeaponColorA = 0\nEnergyWeaponColorR = 0\nEnergyWeaponColorG = 0.99\nEnergyWeaponColorB = 0\nEnergyWeaponColorA = 0.99\nShotgunWeaponColorR = 0.99\nShotgunWeaponColorG = 0\nShotgunWeaponColorB = 0\nShotgunWeaponColorA = 0.99\nSniperWeaponColorR = 0.0099\nSniperWeaponColorG = 0.337\nSniperWeaponColorB = 0.99\nSniperWeaponColorA = 0.99\nLegendaryWeaponColorR = 0.99\nLegendaryWeaponColorG = 0.53\nLegendaryWeaponColorB = 0.945\nLegendaryWeaponColorA = 0\nMeleeWeaponColorR = 0.99\nMeleeWeaponColorG = 0.99\nMeleeWeaponColorB = 0.99\nMeleeWeaponColorA = 0.99\nThrowableWeaponColorR = 0.99\nThrowableWeaponColorG = 0.974\nThrowableWeaponColorB = 0.0495\nThrowableWeaponColorA = 0.99\n\n[Watermark]\nWatermark = 1\nWatermarkPosition = 0\nName = 0\nProcessingSpeed = 1\nGameFPS = 1\nSpectators = 0\n\n[Settings]\nESPEnabled = 1\nOverlayEnabled = 1\nAntiAliasedLines = 1\nFPSCap = 0\nCappedFPS = 144\n\n"
  },
  {
    "path": "Configs/Premade_LegitController.ini",
    "content": "[Aimbot]\nAimbotEnabled = 1\nBindMethod = 0\nAimbotMode = 0\nInputMethod = 1\nClosestHitbox = 1\nOnFire = 1\nOnADS = 0\nVisCheck = 1\nTeamCheck = 1\nTargetSwitching = 1\nPriority = 0\nPredictMovement = 1\nPredictBulletDrop = 1\nFinalDistance = 0\nSmooth = 0.9\nSpeed = 5\nSmoothingMethod = 0\nHipfireSmooth = 0.972\nADSSmooth = 0.986\nMinHipfireSmooth = 0.9\nMaxHipfireSmooth = 0.99\nMinADSSmooth = 0.9\nMaxADSSmooth = 0.99\nMouseHipfireSmoothing = 504\nMouseADSSmoothing = 602\nMouseExtraSmoothing = 9999\nMinMouseHipfireSmoothing = 300\nMaxMouseHipfireSmoothing = 315\nMinMouseADSSmoothing = 350\nMaxMouseADSSmoothing = 360\nDelay = 2\nFOV = 10\nZoomScale = 2.2\nMinDistance = 1\nHipfireDistance = 60\nZoomDistance = 160\nHipfireSmooth1 = 446\nADSSmooth1 = 505\nExtraSmoothing = 9999\nDeadzone = 0.556\nFOV1 = 9\nMinDistance2 = 1\nMaxDistance2 = 200\nP2020 = 1\nRE45 = 1\nAlternator = 1\nR99 = 1\nR301 = 1\nSpitfire = 1\nG7 = 1\nFlatline = 1\nHemlock = 1\nRepeater = 1\nRampage = 1\nCARSMG = 1\nHavoc = 1\nDevotion = 1\nLSTAR = 1\nTripleTake = 1\nVolt = 1\nNemesis = 1\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 1\nBocek = 1\nKraber = 1\nKnife = 1\nAdvancedAim = 0\nAdvancedFire = 1\nAdvancedADS = 0\nAdvancedSmoothingMethod = 0\nAdvancedClosestHitbox = 1\nAdvancedHitbox = 2\nAdvancedSpeed = 20\nAdvancedSmooth = 0.99\nAdvancedHipfireSmooth = 0.99\nAdvancedADSSmooth = 0.99\nAdvancedMinHipfireSmooth = 0.98\nAdvancedMaxHipfireSmooth = 0.99\nAdvancedMinADSSmooth = 0.98\nAdvancedMaxADSSmooth = 0.99\nAdvancedHipfireSmooth1 = 250\nAdvancedADSSmooth1 = 275\nAdvancedMinHipfireSmooth1 = 0.98\nAdvancedMaxHipfireSmooth1 = 0.99\nAdvancedMinADSSmooth1 = 0.98\nAdvancedMaxADSSmooth1 = 0.99\nAdvancedExtraSmooth1 = 5000\nAdvancedFOV1 = 10\nAdvancedDeadzone = 0.5\nAdvancedMinDistance1 = 1\nAdvancedMaxDistance1 = 150\nP2020Fire = 1\nP2020ADS = 0\nRE45Fire = 1\nRE45ADS = 0\nAlternatorFire = 1\nAlternatorADS = 0\nR99Fire = 1\nR99ADS = 0\nR301Fire = 1\nR301ADS = 0\nSpitfireFire = 1\nSpitfireADS = 0\nG7Fire = 1\nG7ADS = 0\nFlatlineFire = 1\nFlatlineADS = 0\nHemlockFire = 1\nHemlockADS = 0\nRepeaterFire = 1\nRepeaterADS = 0\nRampageFire = 1\nRampageADS = 0\nCARSMGFire = 1\nCARSMGADS = 0\nHavocFire = 1\nHavocADS = 0\nDevotionFire = 1\nDevotionADS = 0\nLSTARFire = 1\nLSTARADS = 0\nTripleTakeFire = 1\nTripleTakeADS = 0\nVoltFire = 1\nVoltADS = 0\nNemesisFire = 1\nNemesisADS = 0\nMozambiqueFire = 1\nMozambiqueADS = 0\nEVA8Fire = 1\nEVA8ADS = 0\nPeacekeeperFire = 1\nPeacekeeperADS = 0\nMastiffFire = 1\nMastiffADS = 0\nLongbowFire = 1\nLongbowADS = 0\nChargeRifleFire = 1\nChargeRifleADS = 0\nSentinelFire = 1\nSentinelADS = 0\nWingmanFire = 1\nWingmanADS = 0\nProwlerFire = 1\nProwlerADS = 0\nKraberFire = 1\nKraberADS = 0\nBocekFire = 1\nBocekADS = 0\nThrowingKnifeFire = 1\nThrowingKnifeADS = 0\nP2020ClosestHitbox = 1\nP2020Hitbox = 2\nP2020Speed = 10\nP2020HipfireSmooth = 0.99\nP2020ADSSmooth = 0.99\nP2020SmoothingMethod = 0\nP2020MinHipfireSmooth = 0.98\nP2020MaxHipfireSmooth = 0.99\nP2020MinADSSmooth = 0.98\nP2020MaxADSSmooth = 0.99\nP2020FOV = 10\nP2020ZoomScale = 3\nRE45ClosestHitbox = 1\nRE45Hitbox = 2\nRE45Speed = 10\nRE45HipfireSmooth = 0.99\nRE45ADSSmooth = 0.99\nRE45SmoothingMethod = 0\nRE45MinHipfireSmooth = 0.98\nRE45MaxHipfireSmooth = 0.99\nRE45MinADSSmooth = 0.98\nRE45MaxADSSmooth = 0.99\nRE45FOV = 10\nRE45ZoomScale = 3\nAlternatorClosestHitbox = 1\nAlternatorHitbox = 2\nAlternatorSpeed = 10\nAlternatorHipfireSmooth = 0.99\nAlternatorADSSmooth = 0.99\nAlternatorSmoothingMethod = 0\nAlternatorMinHipfireSmooth = 0.98\nAlternatorMaxHipfireSmooth = 0.99\nAlternatorMinADSSmooth = 0.98\nAlternatorMaxADSSmooth = 0.99\nAlternatorFOV = 10\nAlternatorZoomScale = 3\nR99ClosestHitbox = 1\nR99Hitbox = 2\nR99Speed = 10\nR99HipfireSmooth = 0.99\nR99ADSSmooth = 0.99\nR99SmoothingMethod = 0\nR99MinHipfireSmooth = 0.98\nR99MaxHipfireSmooth = 0.99\nR99MinADSSmooth = 0.98\nR99MaxADSSmooth = 0.99\nR99FOV = 10\nR99ZoomScale = 3\nR301ClosestHitbox = 1\nR301Hitbox = 2\nR301Speed = 10\nR301HipfireSmooth = 0.99\nR301ADSSmooth = 0.99\nR301SmoothingMethod = 0\nR301MinHipfireSmooth = 0.98\nR301MaxHipfireSmooth = 0.99\nR301MinADSSmooth = 0.98\nR301MaxADSSmooth = 0.99\nR301FOV = 10\nR301ZoomScale = 3\nSpitfireClosestHitbox = 1\nSpitfireHitbox = 2\nSpitfireSpeed = 10\nSpitfireHipfireSmooth = 0.99\nSpitfireADSSmooth = 0.99\nSpitfireSmoothingMethod = 0\nSpitfireMinHipfireSmooth = 0.98\nSpitfireMaxHipfireSmooth = 0.99\nSpitfireMinADSSmooth = 0.98\nSpitfireMaxADSSmooth = 0.99\nSpitfireFOV = 10\nSpitfireZoomScale = 3\nG7ClosestHitbox = 1\nG7Hitbox = 2\nG7Speed = 10\nG7HipfireSmooth = 0.99\nG7ADSSmooth = 0.99\nG7SmoothingMethod = 0\nG7MinHipfireSmooth = 0.98\nG7MaxHipfireSmooth = 0.99\nG7MinADSSmooth = 0.98\nG7MaxADSSmooth = 0.99\nG7FOV = 10\nG7ZoomScale = 3\nFlatlineClosestHitbox = 1\nFlatlineHitbox = 2\nFlatlineSpeed = 10\nFlatlineHipfireSmooth = 0.99\nFlatlineADSSmooth = 0.99\nFlatlineSmoothingMethod = 0\nFlatlineMinHipfireSmooth = 0.98\nFlatlineMaxHipfireSmooth = 0.99\nFlatlineMinADSSmooth = 0.98\nFlatlineMaxADSSmooth = 0.99\nFlatlineFOV = 10\nFlatlineZoomScale = 3\nHemlockClosestHitbox = 1\nHemlockHitbox = 2\nHemlockSpeed = 10\nHemlockHipfireSmooth = 0.99\nHemlockADSSmooth = 0.99\nHemlockSmoothingMethod = 0\nHemlockMinHipfireSmooth = 0.98\nHemlockMaxHipfireSmooth = 0.99\nHemlockMinADSSmooth = 0.98\nHemlockMaxADSSmooth = 0.99\nHemlockFOV = 10\nHemlockZoomScale = 3\nRepeaterClosestHitbox = 1\nRepeaterHitbox = 2\nRepeaterSpeed = 10\nRepeaterHipfireSmooth = 0.99\nRepeaterADSSmooth = 0.99\nRepeaterSmoothingMethod = 0\nRepeaterMinHipfireSmooth = 0.98\nRepeaterMaxHipfireSmooth = 0.99\nRepeaterMinADSSmooth = 0.98\nRepeaterMaxADSSmooth = 0.99\nRepeaterFOV = 10\nRepeaterZoomScale = 3\nRampageClosestHitbox = 1\nRampageHitbox = 2\nRampageSpeed = 10\nRampageHipfireSmooth = 0.99\nRampageADSSmooth = 0.99\nRampageSmoothingMethod = 0\nRampageMinHipfireSmooth = 0.98\nRampageMaxHipfireSmooth = 0.99\nRampageMinADSSmooth = 0.98\nRampageMaxADSSmooth = 0.99\nRampageFOV = 10\nRampageZoomScale = 3\nCARSMGClosestHitbox = 1\nCARSMGHitbox = 2\nCARSMGSpeed = 10\nCARSMGHipfireSmooth = 0.99\nCARSMGADSSmooth = 0.99\nCARSMGSmoothingMethod = 0\nCARSMGMinHipfireSmooth = 0.98\nCARSMGMaxHipfireSmooth = 0.99\nCARSMGMinADSSmooth = 0.98\nCARSMGMaxADSSmooth = 0.99\nCARSMGFOV = 10\nCARSMGZoomScale = 3\nHavocClosestHitbox = 1\nHavocHitbox = 2\nHavocSpeed = 10\nHavocHipfireSmooth = 0.99\nHavocADSSmooth = 0.99\nHavocSmoothingMethod = 0\nHavocMinHipfireSmooth = 0.98\nHavocMaxHipfireSmooth = 0.99\nHavocMinADSSmooth = 0.98\nHavocMaxADSSmooth = 0.99\nHavocFOV = 10\nHavocZoomScale = 3\nDevotionClosestHitbox = 1\nDevotionHitbox = 2\nDevotionSpeed = 10\nDevotionHipfireSmooth = 0.99\nDevotionADSSmooth = 0.99\nDevotionSmoothingMethod = 0\nDevotionMinHipfireSmooth = 0.98\nDevotionMaxHipfireSmooth = 0.99\nDevotionMinADSSmooth = 0.98\nDevotionMaxADSSmooth = 0.99\nDevotionFOV = 10\nDevotionZoomScale = 3\nLSTARClosestHitbox = 1\nLSTARHitbox = 2\nLSTARSpeed = 10\nLSTARHipfireSmooth = 0.99\nLSTARADSSmooth = 0.99\nLSTARSmoothingMethod = 0\nLSTARMinHipfireSmooth = 0.98\nLSTARMaxHipfireSmooth = 0.99\nLSTARMinADSSmooth = 0.98\nLSTARMaxADSSmooth = 0.99\nLSTARFOV = 10\nLSTARZoomScale = 3\nTripleTakeClosestHitbox = 1\nTripleTakeHitbox = 2\nTripleTakeSpeed = 10\nTripleTakeHipfireSmooth = 0.99\nTripleTakeADSSmooth = 0.99\nTripleTakeSmoothingMethod = 0\nTripleTakeMinHipfireSmooth = 0.98\nTripleTakeMaxHipfireSmooth = 0.99\nTripleTakeMinADSSmooth = 0.98\nTripleTakeMaxADSSmooth = 0.99\nTripleTakeFOV = 10\nTripleTakeZoomScale = 3\nVoltClosestHitbox = 1\nVoltHitbox = 2\nVoltSpeed = 10\nVoltHipfireSmooth = 0.99\nVoltADSSmooth = 0.99\nVoltSmoothingMethod = 0\nVoltMinHipfireSmooth = 0.98\nVoltMaxHipfireSmooth = 0.99\nVoltMinADSSmooth = 0.98\nVoltMaxADSSmooth = 0.99\nVoltFOV = 10\nVoltZoomScale = 3\nNemesisClosestHitbox = 1\nNemesisHitbox = 2\nNemesisSpeed = 10\nNemesisHipfireSmooth = 0.99\nNemesisADSSmooth = 0.99\nNemesisSmoothingMethod = 0\nNemesisMinHipfireSmooth = 0.98\nNemesisMaxHipfireSmooth = 0.99\nNemesisMinADSSmooth = 0.98\nNemesisMaxADSSmooth = 0.99\nNemesisFOV = 10\nNemesisZoomScale = 3\nMozambiqueClosestHitbox = 1\nMozambiqueHitbox = 2\nMozambiqueSpeed = 10\nMozambiqueHipfireSmooth = 0.99\nMozambiqueADSSmooth = 0.99\nMozambiqueSmoothingMethod = 0\nMozambiqueMinHipfireSmooth = 0.98\nMozambiqueMaxHipfireSmooth = 0.99\nMozambiqueMinADSSmooth = 0.98\nMozambiqueMaxADSSmooth = 0.99\nMozambiqueFOV = 10\nMozambiqueZoomScale = 3\nEVA8ClosestHitbox = 1\nEVA8Hitbox = 2\nEVA8Speed = 10\nEVA8HipfireSmooth = 0.99\nEVA8ADSSmooth = 0.99\nEVA8SmoothingMethod = 0\nEVA8MinHipfireSmooth = 0.98\nEVA8MaxHipfireSmooth = 0.99\nEVA8MinADSSmooth = 0.98\nEVA8MaxADSSmooth = 0.99\nEVA8FOV = 10\nEVA8ZoomScale = 3\nPeacekeeperClosestHitbox = 1\nPeacekeeperHitbox = 2\nPeacekeeperSpeed = 10\nPeacekeeperHipfireSmooth = 0.99\nPeacekeeperADSSmooth = 0.99\nPeacekeeperSmoothingMethod = 0\nPeacekeeperMinHipfireSmooth = 0.98\nPeacekeeperMaxHipfireSmooth = 0.99\nPeacekeeperMinADSSmooth = 0.98\nPeacekeeperMaxADSSmooth = 0.99\nPeacekeeperFOV = 10\nPeacekeeperZoomScale = 3\nMastiffClosestHitbox = 1\nMastiffHitbox = 2\nMastiffSpeed = 10\nMastiffHipfireSmooth = 0.99\nMastiffADSSmooth = 0.99\nMastiffSmoothingMethod = 0\nMastiffMinHipfireSmooth = 0.98\nMastiffMaxHipfireSmooth = 0.99\nMastiffMinADSSmooth = 0.98\nMastiffMaxADSSmooth = 0.99\nMastiffFOV = 10\nMastiffZoomScale = 3\nLongbowClosestHitbox = 1\nLongbowHitbox = 2\nLongbowSpeed = 10\nLongbowHipfireSmooth = 0.99\nLongbowADSSmooth = 0.99\nLongbowSmoothingMethod = 0\nLongbowMinHipfireSmooth = 0.98\nLongbowMaxHipfireSmooth = 0.99\nLongbowMinADSSmooth = 0.98\nLongbowMaxADSSmooth = 0.99\nLongbowFOV = 10\nLongbowZoomScale = 3\nChargeRifleClosestHitbox = 1\nChargeRifleHitbox = 2\nChargeRifleSpeed = 10\nChargeRifleHipfireSmooth = 0.99\nChargeRifleADSSmooth = 0.99\nChargeRifleSmoothingMethod = 0\nChargeRifleMinHipfireSmooth = 0.98\nChargeRifleMaxHipfireSmooth = 0.99\nChargeRifleMinADSSmooth = 0.98\nChargeRifleMaxADSSmooth = 0.99\nChargeRifleFOV = 10\nChargeRifleZoomScale = 3\nSentinelClosestHitbox = 1\nSentinelHitbox = 2\nSentinelSpeed = 10\nSentinelHipfireSmooth = 0.99\nSentinelADSSmooth = 0.99\nSentinelSmoothingMethod = 0\nSentinelMinHipfireSmooth = 0.98\nSentinelMaxHipfireSmooth = 0.99\nSentinelMinADSSmooth = 0.98\nSentinelMaxADSSmooth = 0.99\nSentinelFOV = 10\nSentinelZoomScale = 3\nWingmanClosestHitbox = 1\nWingmanHitbox = 2\nWingmanSpeed = 10\nWingmanHipfireSmooth = 0.99\nWingmanADSSmooth = 0.99\nWingmanSmoothingMethod = 0\nWingmanMinHipfireSmooth = 0.98\nWingmanMaxHipfireSmooth = 0.99\nWingmanMinADSSmooth = 0.98\nWingmanMaxADSSmooth = 0.99\nWingmanFOV = 10\nWingmanZoomScale = 3\nProwlerClosestHitbox = 1\nProwlerHitbox = 2\nProwlerSpeed = 10\nProwlerHipfireSmooth = 0.99\nProwlerADSSmooth = 0.99\nProwlerSmoothingMethod = 0\nProwlerMinHipfireSmooth = 0.98\nProwlerMaxHipfireSmooth = 0.99\nProwlerMinADSSmooth = 0.98\nProwlerMaxADSSmooth = 0.99\nProwlerFOV = 10\nProwlerZoomScale = 3\nKraberClosestHitbox = 1\nKraberHitbox = 2\nKraberSpeed = 10\nKraberHipfireSmooth = 0.99\nKraberADSSmooth = 0.99\nKraberSmoothingMethod = 0\nKraberMinHipfireSmooth = 0.98\nKraberMaxHipfireSmooth = 0.99\nKraberMinADSSmooth = 0.98\nKraberMaxADSSmooth = 0.99\nKraberFOV = 10\nKraberZoomScale = 3\nBocekClosestHitbox = 1\nBocekHitbox = 2\nBocekSpeed = 10\nBocekHipfireSmooth = 0.99\nBocekADSSmooth = 0.99\nBocekSmoothingMethod = 0\nBocekMinHipfireSmooth = 0.98\nBocekMaxHipfireSmooth = 0.99\nBocekMinADSSmooth = 0.98\nBocekMaxADSSmooth = 0.99\nBocekFOV = 10\nBocekZoomScale = 3\nThrowingKnifeClosestHitbox = 1\nThrowingKnifeHitbox = 2\nThrowingKnifeSpeed = 10\nThrowingKnifeHipfireSmooth = 0.99\nThrowingKnifeADSSmooth = 0.99\nThrowingKnifeSmoothingMethod = 0\nThrowingKnifeMinHipfireSmooth = 0.98\nThrowingKnifeMaxHipfireSmooth = 0.99\nThrowingKnifeMinADSSmooth = 0.98\nThrowingKnifeMaxADSSmooth = 0.99\nThrowingKnifeFOV = 10\nThrowingKnifeZoomScale = 3\nP2020HipfireSmooth1 = 250\nP2020ADSSmooth1 = 275\nP2020MinHipfireSmooth1 = 250\nP2020MaxHipfireSmooth1 = 275\nP2020MinADSSmooth1 = 275\nP2020MaxADSSmooth1 = 300\nP2020ExtraSmooth1 = 5000\nP2020Deadzone = 0.5\nP2020FOV1 = 10\nP2020MinDistance1 = 1\nP2020MaxDistance1 = 200\nRE45HipfireSmooth1 = 250\nRE45ADSSmooth1 = 275\nRE45MinHipfireSmooth1 = 250\nRE45MaxHipfireSmooth1 = 275\nRE45MinADSSmooth1 = 275\nRE45MaxADSSmooth1 = 300\nRE45ExtraSmooth1 = 5000\nRE45Deadzone = 0.5\nRE45FOV1 = 10\nRE45MinDistance1 = 1\nRE45MaxDistance1 = 200\nAlternatorHipfireSmooth1 = 250\nAlternatorADSSmooth1 = 275\nAlternatorMinHipfireSmooth1 = 250\nAlternatorMaxHipfireSmooth1 = 275\nAlternatorMinADSSmooth1 = 275\nAlternatorMaxADSSmooth1 = 300\nAlternatorExtraSmooth1 = 5000\nAlternatorDeadzone = 0.5\nAlternatorFOV1 = 10\nAlternatorMinDistance1 = 1\nAlternatorMaxDistance1 = 200\nR99HipfireSmooth1 = 250\nR99ADSSmooth1 = 275\nR99MinHipfireSmooth1 = 250\nR99MaxHipfireSmooth1 = 275\nR99MinADSSmooth1 = 275\nR99MaxADSSmooth1 = 300\nR99ExtraSmooth1 = 5000\nR99Deadzone = 0.5\nR99FOV1 = 10\nR99MinDistance1 = 1\nR99MaxDistance1 = 200\nR301HipfireSmooth1 = 250\nR301ADSSmooth1 = 275\nR301MinHipfireSmooth1 = 250\nR301MaxHipfireSmooth1 = 275\nR301MinADSSmooth1 = 275\nR301MaxADSSmooth1 = 300\nR301ExtraSmooth1 = 5000\nR301Deadzone = 0.5\nR301FOV1 = 10\nR301MinDistance1 = 1\nR301MaxDistance1 = 200\nSpitfireHipfireSmooth1 = 250\nSpitfireADSSmooth1 = 275\nSpitfireMinHipfireSmooth1 = 250\nSpitfireMaxHipfireSmooth1 = 275\nSpitfireMinADSSmooth1 = 275\nSpitfireMaxADSSmooth1 = 300\nSpitfireExtraSmooth1 = 5000\nSpitfireDeadzone = 0.5\nSpitfireFOV1 = 10\nSpitfireMinDistance1 = 1\nSpitfireMaxDistance1 = 200\nG7HipfireSmooth1 = 250\nG7ADSSmooth1 = 275\nG7MinHipfireSmooth1 = 250\nG7MaxHipfireSmooth1 = 275\nG7MinADSSmooth1 = 275\nG7MaxADSSmooth1 = 300\nG7ExtraSmooth1 = 5000\nG7Deadzone = 0.5\nG7FOV1 = 10\nG7MinDistance1 = 1\nG7MaxDistance1 = 200\nFlatlineHipfireSmooth1 = 250\nFlatlineADSSmooth1 = 275\nFlatlineMinHipfireSmooth1 = 250\nFlatlineMaxHipfireSmooth1 = 275\nFlatlineMinADSSmooth1 = 275\nFlatlineMaxADSSmooth1 = 300\nFlatlineExtraSmooth1 = 5000\nFlatlineDeadzone = 0.5\nFlatlineFOV1 = 10\nFlatlineMinDistance1 = 1\nFlatlineMaxDistance1 = 200\nHemlockHipfireSmooth1 = 250\nHemlockADSSmooth1 = 275\nHemlockMinHipfireSmooth1 = 250\nHemlockMaxHipfireSmooth1 = 275\nHemlockMinADSSmooth1 = 275\nHemlockMaxADSSmooth1 = 300\nHemlockExtraSmooth1 = 5000\nHemlockDeadzone = 0.5\nHemlockFOV1 = 10\nHemlockMinDistance1 = 1\nHemlockMaxDistance1 = 200\nRepeaterHipfireSmooth1 = 250\nRepeaterADSSmooth1 = 275\nRepeaterMinHipfireSmooth1 = 250\nRepeaterMaxHipfireSmooth1 = 275\nRepeaterMinADSSmooth1 = 275\nRepeaterMaxADSSmooth1 = 300\nRepeaterExtraSmooth1 = 5000\nRepeaterDeadzone = 0.5\nRepeaterFOV1 = 10\nRepeaterMinDistance1 = 1\nRepeaterMaxDistance1 = 200\nRampageHipfireSmooth1 = 250\nRampageMinHipfireSmooth1 = 250\nRampageMaxHipfireSmooth1 = 275\nRampageMinADSSmooth1 = 275\nRampageMaxADSSmooth1 = 300\nRampageADSSmooth1 = 275\nRampageExtraSmooth1 = 5000\nRampageDeadzone = 0.5\nRampageFOV1 = 10\nRampageMinDistance1 = 1\nRampageMaxDistance1 = 200\nCARSMGHipfireSmooth1 = 250\nCARSMGADSSmooth1 = 275\nCARSMGMinHipfireSmooth1 = 250\nCARSMGMaxHipfireSmooth1 = 275\nCARSMGMinADSSmooth1 = 275\nCARSMGMaxADSSmooth1 = 300\nCARSMGExtraSmooth1 = 5000\nCARSMGDeadzone = 0.5\nCARSMGFOV1 = 10\nCARSMGMinDistance1 = 1\nCARSMGMaxDistance1 = 200\nHavocHipfireSmooth1 = 250\nHavocADSSmooth1 = 275\nHavocMinHipfireSmooth1 = 250\nHavocMaxHipfireSmooth1 = 275\nHavocMinADSSmooth1 = 275\nHavocMaxADSSmooth1 = 300\nHavocExtraSmooth1 = 5000\nHavocDeadzone = 0.5\nHavocFOV1 = 10\nHavocMinDistance1 = 1\nHavocMaxDistance1 = 200\nDevotionHipfireSmooth1 = 250\nDevotionADSSmooth1 = 275\nDevotionMinHipfireSmooth1 = 250\nDevotionMaxHipfireSmooth1 = 275\nDevotionMinADSSmooth1 = 275\nDevotionMaxADSSmooth1 = 300\nDevotionExtraSmooth1 = 5000\nDevotionDeadzone = 0.5\nDevotionFOV1 = 10\nDevotionMinDistance1 = 1\nDevotionMaxDistance1 = 200\nLSTARHipfireSmooth1 = 250\nLSTARADSSmooth1 = 275\nLSTARMinHipfireSmooth1 = 250\nLSTARMaxHipfireSmooth1 = 275\nLSTARMinADSSmooth1 = 275\nLSTARMaxADSSmooth1 = 300\nLSTARExtraSmooth1 = 5000\nLSTARDeadzone = 0.5\nLSTARFOV1 = 10\nLSTARMinDistance1 = 1\nLSTARMaxDistance1 = 200\nTripleTakeHipfireSmooth1 = 250\nTripleTakeADSSmooth1 = 275\nTripleTakeMinHipfireSmooth1 = 250\nTripleTakeMaxHipfireSmooth1 = 275\nTripleTakeMinADSSmooth1 = 275\nTripleTakeMaxADSSmooth1 = 300\nTripleTakeExtraSmooth1 = 5000\nTripleTakeDeadzone = 0.5\nTripleTakeFOV1 = 10\nTripleTakeMinDistance1 = 1\nTripleTakeMaxDistance1 = 200\nVoltHipfireSmooth1 = 250\nVoltADSSmooth1 = 275\nVoltMinHipfireSmooth1 = 250\nVoltMaxHipfireSmooth1 = 275\nVoltMinADSSmooth1 = 275\nVoltMaxADSSmooth1 = 300\nVoltExtraSmooth1 = 5000\nVoltDeadzone = 0.5\nVoltFOV1 = 10\nVoltMinDistance1 = 1\nVoltMaxDistance1 = 200\nNemesisHipfireSmooth1 = 250\nNemesisADSSmooth1 = 275\nNemesisMinHipfireSmooth1 = 250\nNemesisMaxHipfireSmooth1 = 275\nNemesisMinADSSmooth1 = 275\nNemesisMaxADSSmooth1 = 300\nNemesisExtraSmooth1 = 5000\nNemesisDeadzone = 0.5\nNemesisFOV1 = 10\nNemesisMinDistance1 = 1\nNemesisMaxDistance1 = 200\nMozambiqueHipfireSmooth1 = 250\nMozambiqueADSSmooth1 = 275\nMozambiqueMinHipfireSmooth1 = 250\nMozambiqueMaxHipfireSmooth1 = 275\nMozambiqueMinADSSmooth1 = 275\nMozambiqueMaxADSSmooth1 = 300\nMozambiqueExtraSmooth1 = 5000\nMozambiqueDeadzone = 0.5\nMozambiqueFOV1 = 10\nMozambiqueMinDistance1 = 1\nMozambiqueMaxDistance1 = 200\nEVA8HipfireSmooth1 = 250\nEVA8ADSSmooth1 = 275\nEVA8MinHipfireSmooth1 = 250\nEVA8MaxHipfireSmooth1 = 275\nEVA8MinADSSmooth1 = 275\nEVA8MaxADSSmooth1 = 300\nEVA8ExtraSmooth1 = 5000\nEVA8Deadzone = 0.5\nEVA8FOV1 = 10\nEVA8MinDistance1 = 1\nEVA8MaxDistance1 = 200\nPeacekeeperHipfireSmooth1 = 250\nPeacekeeperADSSmooth1 = 275\nPeacekeeperMinHipfireSmooth1 = 250\nPeacekeeperMaxHipfireSmooth1 = 275\nPeacekeeperMinADSSmooth1 = 275\nPeacekeeperMaxADSSmooth1 = 300\nPeacekeeperExtraSmooth1 = 5000\nPeacekeeperDeadzone = 0.5\nPeacekeeperFOV1 = 10\nPeacekeeperMinDistance1 = 1\nPeacekeeperMaxDistance1 = 200\nMastiffHipfireSmooth1 = 250\nMastiffADSSmooth1 = 275\nMastiffMinHipfireSmooth1 = 250\nMastiffMaxHipfireSmooth1 = 275\nMastiffMinADSSmooth1 = 275\nMastiffMaxADSSmooth1 = 300\nMastiffExtraSmooth1 = 5000\nMastiffDeadzone = 0.5\nMastiffFOV1 = 10\nMastiffMinDistance1 = 1\nMastiffMaxDistance1 = 200\nLongbowHipfireSmooth1 = 250\nLongbowADSSmooth1 = 275\nLongbowMinHipfireSmooth1 = 250\nLongbowMaxHipfireSmooth1 = 275\nLongbowMinADSSmooth1 = 275\nLongbowMaxADSSmooth1 = 300\nLongbowExtraSmooth1 = 5000\nLongbowDeadzone = 0.5\nLongbowFOV1 = 10\nLongbowMinDistance1 = 1\nLongbowMaxDistance1 = 200\nChargeRifleHipfireSmooth1 = 250\nChargeRifleADSSmooth1 = 275\nChargeRifleMinHipfireSmooth1 = 250\nChargeRifleMaxHipfireSmooth1 = 275\nChargeRifleMinADSSmooth1 = 275\nChargeRifleMaxADSSmooth1 = 300\nChargeRifleExtraSmooth1 = 5000\nChargeRifleDeadzone = 0.5\nChargeRifleFOV1 = 10\nChargeRifleMinDistance1 = 1\nChargeRifleMaxDistance1 = 200\nSentinelHipfireSmooth1 = 250\nSentinelADSSmooth1 = 275\nSentinelMinHipfireSmooth1 = 250\nSentinelMaxHipfireSmooth1 = 275\nSentinelMinADSSmooth1 = 275\nSentinelMaxADSSmooth1 = 300\nSentinelExtraSmooth1 = 5000\nSentinelDeadzone = 0.5\nSentinelFOV1 = 10\nSentinelMinDistance1 = 1\nSentinelMaxDistance1 = 200\nWingmanHipfireSmooth1 = 250\nWingmanADSSmooth1 = 275\nWingmanMinHipfireSmooth1 = 250\nWingmanMaxHipfireSmooth1 = 275\nWingmanMinADSSmooth1 = 275\nWingmanMaxADSSmooth1 = 300\nWingmanExtraSmooth1 = 5000\nWingmanDeadzone = 0.5\nWingmanFOV1 = 10\nWingmanMinDistance1 = 1\nWingmanMaxDistance1 = 200\nProwlerHipfireSmooth1 = 250\nProwlerADSSmooth1 = 275\nProwlerMinHipfireSmooth1 = 250\nProwlerMaxHipfireSmooth1 = 275\nProwlerMinADSSmooth1 = 275\nProwlerMaxADSSmooth1 = 300\nProwlerExtraSmooth1 = 5000\nProwlerDeadzone = 0.5\nProwlerFOV1 = 10\nProwlerMinDistance1 = 1\nProwlerMaxDistance1 = 200\nBocekHipfireSmooth1 = 250\nBocekADSSmooth1 = 275\nBocekMinHipfireSmooth1 = 250\nBocekMaxHipfireSmooth1 = 275\nBocekMinADSSmooth1 = 275\nBocekMaxADSSmooth1 = 300\nBocekExtraSmooth1 = 5000\nBocekDeadzone = 0.5\nBocekFOV1 = 10\nBocekMinDistance1 = 1\nBocekMaxDistance1 = 200\nKraberHipfireSmooth1 = 250\nKraberADSSmooth1 = 275\nKraberMinHipfireSmooth1 = 250\nKraberMaxHipfireSmooth1 = 275\nKraberMinADSSmooth1 = 275\nKraberMaxADSSmooth1 = 300\nKraberExtraSmooth1 = 5000\nKraberDeadzone = 0.5\nKraberFOV1 = 10\nKraberMinDistance1 = 1\nKraberMaxDistance1 = 200\nThrowingKnifeHipfireSmooth1 = 250\nThrowingKnifeADSSmooth1 = 275\nThrowingKnifeMinHipfireSmooth1 = 250\nThrowingKnifeMaxHipfireSmooth1 = 275\nThrowingKnifeMinADSSmooth1 = 275\nThrowingKnifeMaxADSSmooth1 = 300\nThrowingKnifeExtraSmooth1 = 5000\nThrowingKnifeDeadzone = 0.5\nThrowingKnifeFOV1 = 10\nThrowingKnifeMinDistance1 = 1\nThrowingKnifeMaxDistance1 = 200\n\n[AimbotBinds]\nAimBind = 56\nExtraBind = 57\nP2020AimBind = 56\nP2020ExtraBind = 0\nRE45AimBind = 56\nRE45ExtraBind = 0\nAlternatorAimBind = 56\nAlternatorExtraBind = 0\nR99AimBind = 56\nR99ExtraBind = 0\nR301AimBind = 56\nR301ExtraBind = 0\nSpitfireAimBind = 56\nSpitfireExtraBind = 0\nG7AimBind = 56\nG7ExtraBind = 57\nFlatlineAimBind = 56\nFlatlineExtraBind = 0\nHemlockAimBind = 56\nHemlockExtraBind = 0\nRepeaterAimBind = 56\nRepeaterExtraBind = 57\nRampageAimBind = 56\nRampageExtraBind = 0\nCARSMGAimBind = 56\nCARSMGExtraBind = 0\nHavocAimBind = 56\nHavocExtraBind = 0\nDevotionAimBind = 56\nDevotionExtraBind = 0\nLSTARAimBind = 56\nLSTARExtraBind = 0\nTripleTakeAimBind = 56\nTripleTakeExtraBind = 57\nVoltAimBind = 56\nVoltExtraBind = 0\nNemesisAimBind = 56\nNemesisExtraBind = 0\nMozambiqueAimBind = 56\nMozambiqueExtraBind = 57\nEVA8AimBind = 56\nEVA8ExtraBind = 57\nPeacekeeperAimBind = 56\nPeacekeeperExtraBind = 57\nMastiffAimBind = 56\nMastiffExtraBind = 57\nLongbowAimBind = 56\nLongbowExtraBind = 57\nChargeRifleAimBind = 56\nChargeRifleExtraBind = 57\nSentinelAimBind = 56\nSentinelExtraBind = 57\nWingmanAimBind = 56\nWingmanExtraBind = 0\nProwlerAimBind = 56\nProwlerExtraBind = 0\nBocekAimBind = 56\nBocekExtraBind = 57\nKraberAimBind = 56\nKraberExtraBind = 57\nThrowingKnifeAimBind = 56\nThrowingKnifeExtraBind = 0\n\n[AimbotHitboxes]\nHitbox = 2\nP2020Hitbox = 2\nRE45Hitbox = 2\nAlternatorHitbox = 2\nR99Hitbox = 2\nR301Hitbox = 2\nSpitfireHitbox = 2\nG7Hitbox = 2\nFlatlineHitbox = 2\nHemlockHitbox = 2\nRepeaterHitbox = 2\nRampageHitbox = 2\nCARSMGHitbox = 2\nHavocHitbox = 2\nDevotionHitbox = 2\nLSTARHitbox = 2\nTripleTakeHitbox = 2\nVoltHitbox = 2\nNemesisHitbox = 2\nMozambiqueHitbox = 2\nEVA8Hitbox = 2\nPeacekeeperHitbox = 2\nMastiffHitbox = 2\nLongbowHitbox = 2\nChargeRifleHitbox = 2\nSentinelHitbox = 2\nWingmanHitbox = 2\nProwlerHitbox = 2\nBocekHitbox = 2\nKraberHitbox = 2\nThrowingKnifeHitbox = 2\n\n[Ragebot]\nRagebotEnabled = 0\nRageAimbot = 0\nAimMethod = 0\nClosestHitbox = 0\nHitbox = 0\nBindMethod = 0\nOnFire = 1\nOnADS = 1\nAimBind = 56\nExtraBind = 57\nVisCheck = 1\nTeamCheck = 1\nPriority = 0\nAutoShoot = 0\nPredictMovement = 1\nPredictBulletDrop = 1\nPreditcionAmount = 255\nFinalDistance = 0\nSpeed = 1\nSmooth = 0.9\nHipfireSmooth = 0.9\nADSSmooth = 0.99\nSmoothDistance = 100\nDelay = 10\nFOV = 10\nZoomScale = 3\nMinDistance = 1\nHipfireDistance = 60\nZoomDistance = 160\nP2020 = 1\nRE45 = 1\nAlternator = 1\nR99 = 1\nR301 = 1\nSpitfire = 1\nG7 = 1\nFlatline = 1\nHemlock = 1\nRepeater = 1\nRampage = 1\nCARSMG = 1\nHavoc = 1\nDevotion = 1\nLSTAR = 1\nTripleTake = 1\nVolt = 1\nNemesis = 1\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 1\nBocek = 1\nKraber = 1\nKnife = 1\nRageRCS = 1\nRecoilRate = 100\n\n[Flickbot]\nFlickbot = 0\nFlickbotMethod = 0\nFlickBind = 34\nClosestHitbox = 0\nHitbox = 2\nPriority = 0\nAutoShoot = 1\nAutoShootDelay = 16\nFlickBack = 0\nFlickBackDelay = 16\nFlickBackSmoothing = 0.001\nPredictMovement = 1\nPredictBulletDrop = 1\nTeamCheck = 1\nPreditcionAmount = 255\nFinalDistance = 0\nHipfireSmooth = 0.9\nADSSmooth = 0.99\nSmoothDistance = 100\nDelay = 10\nFOV = 10\nZoomScale = 3\nMinDistance = 1\nHipfireDistance = 60\nZoomDistance = 160\nSmooth = 0.9\nFlickBackSmooth = 0.9\nP2020 = 0\nRE45 = 0\nAlternator = 0\nR99 = 0\nR301 = 0\nSpitfire = 0\nG7 = 0\nFlatline = 0\nHemlock = 0\nRepeater = 0\nRampage = 0\nCARSMG = 0\nHavoc = 0\nDevotion = 0\nLSTAR = 0\nTripleTake = 0\nVolt = 0\nNemesis = 0\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 0\nChargeRifle = 0\nSentinel = 0\nWingman = 1\nProwler = 0\nBocek = 0\nKraber = 0\nKnife = 0\n\n[RCS]\nRCSEnabled = 0\nRCSMode = 0\nOnADS = 1\nPitchPower = 3\nYawPower = 3\nPitchReduction = 50\nYawReduction = 50\nP2020 = 1\nRE45 = 1\nAlternator = 1\nR99 = 1\nR301 = 1\nSpitfire = 1\nG7 = 1\nFlatline = 1\nHemlock = 1\nRepeater = 1\nRampage = 1\nCARSMG = 1\nHavoc = 1\nDevotion = 1\nLSTAR = 1\nTripleTake = 1\nVolt = 1\nNemesis = 1\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 1\nKraber = 0\nAdvancedRCS = 0\nAdvancedPitchPower = 10\nAdvancedYawPower = 10\nAdvancedPitchReduction = 25\nAdvancedYawReduction = 25\nP2020Pitch = 10\nP2020Yaw = 10\nP2020PitchReduction = 25\nP2020YawReduction = 25\nRE45Pitch = 10\nRE45Yaw = 10\nRE45PitchReduction = 25\nRE45YawReduction = 25\nAlternatorPitch = 10\nAlternatorYaw = 10\nAlternatorPitchReduction = 25\nAlternatorYawReduction = 25\nR99Pitch = 10\nR99Yaw = 10\nR99PitchReduction = 25\nR99YawReduction = 25\nR301Pitch = 10\nR301Yaw = 10\nR301PitchReduction = 25\nR301YawReduction = 25\nSpitfirePitch = 10\nSpitfireYaw = 10\nSpitfirePitchReduction = 25\nSpitfireYawReduction = 25\nG7Pitch = 10\nG7Yaw = 10\nG7PitchReduction = 25\nG7YawReduction = 25\nFlatlinePitch = 10\nFlatlineYaw = 10\nFlatlinePitchReduction = 25\nFlatlineYawReduction = 25\nHemlockPitch = 10\nHemlockYaw = 10\nHemlockPitchReduction = 25\nHemlockYawReduction = 25\nRepeaterPitch = 10\nRepeaterYaw = 10\nRepeaterPitchReduction = 25\nRepeaterYawReduction = 25\nRampagePitch = 10\nRampageYaw = 10\nRampagePitchReduction = 25\nRampageYawReduction = 25\nCARSMGPitch = 10\nCARSMGYaw = 10\nCARSMGPitchReduction = 25\nCARSMGYawReduction = 25\nHavocPitch = 10\nHavocYaw = 10\nHavocPitchReduction = 25\nHavocYawReduction = 25\nDevotionPitch = 10\nDevotionYaw = 10\nDevotionPitchReduction = 25\nDevotionYawReduction = 25\nLSTARPitch = 10\nLSTARYaw = 10\nLSTARPitchReduction = 25\nLSTARYawReduction = 25\nTripleTakePitch = 10\nTripleTakeYaw = 10\nTripleTakePitchReduction = 25\nTripleTakeYawReduction = 25\nVoltPitch = 10\nVoltYaw = 10\nVoltPitchReduction = 25\nVoltYawReduction = 25\nNemesisPitch = 10\nNemesisYaw = 10\nNemesisPitchReduction = 25\nNemesisYawReduction = 25\nMozambiquePitch = 10\nMozambiqueYaw = 10\nMozambiquePitchReduction = 25\nMozambiqueYawReduction = 25\nEVA8Pitch = 10\nEVA8Yaw = 10\nEVA8PitchReduction = 25\nEVA8YawReduction = 25\nPeacekeeperPitch = 10\nPeacekeeperYaw = 10\nPeacekeeperPitchReduction = 25\nPeacekeeperYawReduction = 25\nMastiffPitch = 10\nMastiffYaw = 10\nMastiffPitchReduction = 25\nMastiffYawReduction = 25\nLongbowPitch = 10\nLongbowYaw = 10\nLongbowPitchReduction = 25\nLongbowYawReduction = 25\nChargeRiflePitch = 10\nChargeRifleYaw = 10\nChargeRiflePitchReduction = 25\nChargeRifleYawReduction = 25\nSentinelPitch = 10\nSentinelYaw = 10\nSentinelPitchReduction = 25\nSentinelYawReduction = 25\nWingmanPitch = 10\nWingmanYaw = 10\nWingmanPitchReduction = 25\nWingmanYawReduction = 25\nProwlerPitch = 10\nProwlerYaw = 10\nProwlerPitchReduction = 25\nProwlerYawReduction = 25\nKraberPitch = 10\nKraberYaw = 10\nKraberPitchReduction = 25\nKraberYawReduction = 25\n\n[Triggerbot]\nEnabled = 1\nBindMethod = 0\nAttackMethod = 1\nTriggerBind = 57\nOnADS = 1\nHipfireShotguns = 1\nDelay = 50\nRange = 151\nP2020 = 0\nRE45 = 0\nAlternator = 0\nR99 = 0\nR301 = 0\nSpitfire = 0\nG7 = 0\nFlatline = 0\nHemlock = 0\nRepeater = 0\nRampage = 0\nCARSMG = 0\nHavoc = 0\nDevotion = 0\nLSTAR = 0\nTripleTake = 1\nVolt = 0\nNemesis = 0\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 0\nSentinel = 0\nWingman = 1\nProwler = 0\nBocek = 1\nKraber = 0\nKnife = 1\nAdvancedTriggerbot = 0\nP2020Range = 150\nRE45Range = 150\nAlternatorRange = 150\nR99Range = 150\nR301Range = 150\nSpitfireRange = 150\nG7Range = 150\nFlatlineRange = 150\nHemlockRange = 150\nProwlerRange = 150\nRepeaterRange = 150\nRampageRange = 150\nCARSMGRange = 150\nHavocRange = 150\nDevotionRange = 150\nLSTARRange = 150\nTripleTakeRange = 150\nVoltRange = 150\nNemesisRange = 150\nMozambiqueRange = 150\nPeacekeeperRange = 150\nMastiffRange = 150\nLongbowRange = 150\nChargeRifleRange = 150\nSentinelRange = 150\nWingmanRange = 150\nEVA8Range = 150\nBocekRange = 150\nKraberRange = 150\nThrowingKnifeRange = 150\n\n[Glow]\nNewGlow = 1\nKnockedCheck = 0\nGlowMaxDistance = 200\nGlowColorMode = 0\nGlowColorShieldMode = 0\nGlowRadius = 64\nInsideFunction = 2\nOutlineFunction = 125\nBodyStyle = 15\nOutlineStyle = 1\nViewModelGlow = 0\nViewModelGlowSetting = 65\nViewModelGlowCombo = 5\n\n[ItemGlow]\nItemGlow = 1\nCommon = 1\nRare = 1\nEpic = 1\nGold = 1\nLegendary = 1\nWeapons = 0\nAmmo = 0\nDeathbox = 1\nItemGlowThickness = 35\nSelectedInsideStyle = 1\nSelectedOutlineStyle = 3\n\n[Sense]\nEnabled = 1\nDrawFOVCircle = 1\nDrawFilledFOVCircle = 0\nFOVThickness = 1\nGameFOV = 120\nDrawTargetLine = 1\nDrawTargetDot = 0\nDrawTargetBox = 0\nTargetMode = 1\nTargetBoneMode = 0\nTargetSelectedBone = 0\nTargetBone = 0\nTargetHitbox = 0\nTargetLineThickness = 1\nTargetDotRadius = 1500\nTargetBoxMode = 0\nTargetBoxThickness = 1\nTargetBoxSize = 4\nDrawTargetInfo = 1\nTargetInfoDisplayMode = 0\nDrawTargetInfoName = 0\nTargetInfoNamePos = 0\nDrawTargetInfoLegend = 1\nTargetInfoLegendPos = 0\nDrawTargetInfoTeamID = 0\nDrawTargetInfoDistance = 1\nDrawTargetInfoWeapon = 1\nTargetInfoWeaponPos = 1\nDrawTargetInfoHealth = 1\nTargetInfoHealthPos = 2\nDrawTargetInfoShield = 1\nTargetInfoShieldPos = 3\nTargetInfoColorMode = 1\nTargetInfoPosX = 960\nTargetInfoPosY = 620\nTargetInfoOffset = 15\nDrawCrosshair = 1\nCrosshairSize = 7\nCrosshairThickness = 1\nShowSpectators = 0\nDrawSpectatorWarning = 0\nDrawVisibleWarning = 1\nWarningTextOutline = 1\nWarningTextX = 960\nWarningTextY = 679\nTextOutline = 1\nVisibilityCheck = 0\nKnockedCheck = 0\nESPMaxDistance = 200\n\n[SenseEnemy]\nDrawEnemy = 1\nDrawBoxes = 0\nBoxOutline = 1\nBoxType = 0\nBoxStyle = 1\nBoxThickness = 1\nDrawSkeleton = 0\nSkeletonOutline = 0\nSkeletonThickness = 1\nDrawHeadCircle = 0\nHeadCircleOutline = 0\nHeadCircleThickness = 1\nDrawBars = 1\nHealthBar = 1\nShieldBar = 1\nBarMode = 2\nBarStyle = 0\nBarThickness = 1\nBarThickness2 = 1.05\nBarHeight = 5\nBarWidth = 60\nBarColorMode = 0\nWeaponColorType = 1\nDrawDistance = 1\nTracerPosition = 0\nTracerBone = 0\nDrawTracers = 0\nTracerThickness = 2\nDrawNames = 1\nDrawSeer = 0\nDrawStatus = 0\nDrawWeapon = 1\nDrawLegend = 1\nShowMaxStatusValues = 1\n\n[SenseTeammate]\nDrawTeam = 0\nDrawBoxes = 1\nBoxType = 0\nBoxStyle = 0\nBoxThickness = 1\nDrawSkeleton = 1\nSkeletonThickness = 1\nDrawHeadCircle = 1\nHeadCircleThickness = 1\nDrawBars = 1\nHealthBar = 1\nShieldBar = 1\nBarMode = 0\nBarStyle = 0\nBarThickness = 1\nBarThickness2 = 0.05\nBarHeight = 5\nBarWidth = 60\nBarColorMode = 0\nBarBackground = 0\nWeaponColorType = 1\nDrawDistance = 1\nTracerPosition = 0\nTracerBone = 0\nDrawTracers = 1\nTracerThickness = 2\nDrawNames = 1\nDrawSeer = 0\nDrawStatus = 1\nDrawWeapon = 0\nDrawLegend = 0\nShowMaxStatusValues = 1\n\n[SensePositions]\nNamePosition = 0\nDistancePosition = 0\nLegendPosition = 2\nWeaponPosition = 3\nStatusPosition = 4\n\n[Radar]\nMiniMap = 0\nMiniMapRange = 100\nMiniMapScaleX = 215\nMiniMapScaleY = 215\nMiniMapDotSize = 5\nMiniMapBlackBGSize = 0\nMiniMapGuides = 0\nBigMap = 1\nBigMapBind = 21\nCircleColorR = 0.999\nCircleColorG = 0.999\nCircleColorB = 0.999\nCircleColorA = 0.999\n\n[Misc]\nSuperGlide = 1\nSuperGlideMode = 1\nSuperGlideFPS = 1\nQuickTurn = 0\nQuickTurnAngle = 180\nQuickTurnBind = 58\nBHop = 0\nBHopDelay = 25\nBHopBind = 34\nRapidFire = 0\nRapidFireDelay = 75\nRapidFireBind = 34\nRapidP2020 = 1\nRapidR301 = 1\nRapidG7 = 1\nRapidFlatline = 1\nRapidHemlock = 1\nRapidProwler = 1\nRapidNemesis = 1\nRapidMozambique = 1\nRapidEVA8 = 1\nRapidWingman = 1\nSkinChanger = 1\nSkinP2020 = 10\nSkinRE45 = 15\nSkinALTERNATOR = 15\nSkinR99 = 16\nSkinR301 = 16\nSkinSPITFIRE = 16\nSkinG7 = 19\nSkinFLATLINE = 18\nSkinHEMLOCK = 16\nSkinREPEATER = 10\nSkinRAMPAGE = 11\nSkinCAR = 11\nSkinHAVOC = 12\nSkinDEVOTION = 9\nSkinLSTAR = 10\nSkinTRIPLETAKE = 11\nSkinVOLT = 13\nSkinNEMESIS = 8\nSkinMOZAMBIQUE = 10\nSkinEVA8 = 11\nSkinPEACEKEEPER = 16\nSkinMASTIFF = 11\nSkinLONGBOW = 10\nSkinCHARGE_RIFLE = 9\nSkinSENTINEL = 10\nSkinWINGMAN = 9\nSkinPROWLER = 11\nSkinBOCEK = 10\nSkinKRABER = 7\n\n[Colors]\nWeaponColorMode = 0\nTargetLineColorR = 0.99\nTargetLineColorG = 0.99\nTargetLineColorB = 0.99\nTargetLineColorA = 0.99\nTargetLineLockedColorR = 0.99\nTargetLineLockedColorG = 0\nTargetLineLockedColorB = 0\nTargetLineLockedColorA = 0.99\nTargetDotColorR = 0.99\nTargetDotColorG = 0.99\nTargetDotColorB = 0.99\nTargetDotColorA = 0.99\nTargetDotLockedColorR = 0.99\nTargetDotLockedColorG = 0\nTargetDotLockedColorB = 0\nTargetDotLockedColorA = 0.99\nTargetBoxColorR = 0.99\nTargetBoxColorG = 0.99\nTargetBoxColorB = 0.99\nTargetBoxColorA = 0.99\nTargetBoxLockedColorR = 0.99\nTargetBoxLockedColorG = 0\nTargetBoxLockedColorB = 0\nTargetBoxLockedColorA = 0.99\nTargetInfoColorR = 0.99\nTargetInfoColorG = 0.99\nTargetInfoColorB = 0.99\nTargetInfoColorA = 0.99\nTargetInfoLockedColorR = 0.99\nTargetInfoLockedColorG = 0\nTargetInfoLockedColorB = 0\nTargetInfoLockedColorA = 0.99\nFOVColorR = 0.99\nFOVColorG = 0.99\nFOVColorB = 0.99\nFOVColorA = 0.99\nFilledFOVColorR = 0\nFilledFOVColorG = 0\nFilledFOVColorB = 0\nFilledFOVColorA = 0.11\nCrosshairColorR = 0.99\nCrosshairColorG = 0.99\nCrosshairColorB = 0.99\nCrosshairColorA = 0.99\nSpectatorWarningColorR = 0.99\nSpectatorWarningColorG = 0\nSpectatorWarningColorB = 0\nSpectatorWarningColorA = 0.99\nVisibleWarningColorR = 0\nVisibleWarningColorG = 0.99\nVisibleWarningColorB = 0\nVisibleWarningColorA = 0.99\nNameColorR = 0.4\nNameColorG = 1\nNameColorB = 0.343\nNameColorA = 1\n\n[EnemyColors]\nInvisibleBoxColorR = 0.99\nInvisibleBoxColorG = 0\nInvisibleBoxColorB = 0\nInvisibleBoxColorA = 0.99\nVisibleBoxColorR = 0\nVisibleBoxColorG = 0.99\nVisibleBoxColorB = 0\nVisibleBoxColorA = 0.99\nKnockedBoxColorR = 0.99\nKnockedBoxColorG = 0.671\nKnockedBoxColorB = 0.119\nKnockedBoxColorA = 0.99\nInvisibleFilledBoxColorR = 0\nInvisibleFilledBoxColorG = 0\nInvisibleFilledBoxColorB = 0\nInvisibleFilledBoxColorA = 0.11\nVisibleFilledBoxColorR = 0\nVisibleFilledBoxColorG = 0\nVisibleFilledBoxColorB = 0\nVisibleFilledBoxColorA = 0.11\nKnockedFilledBoxColorR = 0\nKnockedFilledBoxColorG = 0\nKnockedFilledBoxColorB = 0\nKnockedFilledBoxColorA = 0.11\nInvisibleTracerColorR = 0.99\nInvisibleTracerColorG = 0\nInvisibleTracerColorB = 0\nInvisibleTracerColorA = 0.99\nVisibleTracerColorR = 0\nVisibleTracerColorG = 0.99\nVisibleTracerColorB = 0\nVisibleTracerColorA = 0.99\nKnockedTracerColorR = 0.99\nKnockedTracerColorG = 0.671\nKnockedTracerColorB = 0.119\nKnockedTracerColorA = 0.99\nInvisibleSkeletonColorR = 0.99\nInvisibleSkeletonColorG = 0\nInvisibleSkeletonColorB = 0\nInvisibleSkeletonColorA = 0.99\nVisibleSkeletonColorR = 0\nVisibleSkeletonColorG = 0.99\nVisibleSkeletonColorB = 0\nVisibleSkeletonColorA = 0.99\nKnockedSkeletonColorR = 0.99\nKnockedSkeletonColorG = 0.671\nKnockedSkeletonColorB = 0.119\nKnockedSkeletonColorA = 0.99\nInvisibleHeadCircleColorR = 0.99\nInvisibleHeadCircleColorG = 0\nInvisibleHeadCircleColorB = 0\nInvisibleHeadCircleColorA = 0.99\nVisibleHeadCircleColorR = 0\nVisibleHeadCircleColorG = 0.99\nVisibleHeadCircleColorB = 0\nVisibleHeadCircleColorA = 0.99\nKnockedHeadCircleColorR = 0.99\nKnockedHeadCircleColorG = 0.671\nKnockedHeadCircleColorB = 0.119\nKnockedHeadCircleColorA = 0.99\nInvisibleNameColorR = 0.99\nInvisibleNameColorG = 0\nInvisibleNameColorB = 0\nInvisibleNameColorA = 0.99\nVisibleNameColorR = 0\nVisibleNameColorG = 0.99\nVisibleNameColorB = 0\nVisibleNameColorA = 0.99\nKnockedNameColorR = 0.99\nKnockedNameColorG = 0.671\nKnockedNameColorB = 0.119\nKnockedNameColorA = 0.99\nInvisibleDistanceColorR = 0.99\nInvisibleDistanceColorG = 0\nInvisibleDistanceColorB = 0\nInvisibleDistanceColorA = 0.99\nVisibleDistanceColorR = 0\nVisibleDistanceColorG = 0.99\nVisibleDistanceColorB = 0\nVisibleDistanceColorA = 0.99\nKnockedDistanceColorR = 0.99\nKnockedDistanceColorG = 0.671\nKnockedDistanceColorB = 0.119\nKnockedDistanceColorA = 0.99\nInvisibleLegendColorR = 0.99\nInvisibleLegendColorG = 0\nInvisibleLegendColorB = 0\nInvisibleLegendColorA = 0.99\nVisibleLegendColorR = 0\nVisibleLegendColorG = 0.99\nVisibleLegendColorB = 0\nVisibleLegendColorA = 0.99\nKnockedLegendColorR = 0.99\nKnockedLegendColorG = 0.671\nKnockedLegendColorB = 0.119\nKnockedLegendColorA = 0.99\nBarColorMode = 2\nInvisibleWeaponColorR = 0.99\nInvisibleWeaponColorG = 0\nInvisibleWeaponColorB = 0\nInvisibleWeaponColorA = 0.99\nVisibleWeaponColorR = 0\nVisibleWeaponColorG = 0.99\nVisibleWeaponColorB = 0\nVisibleWeaponColorA = 0.99\nKnockedWeaponColorR = 0.99\nKnockedWeaponColorG = 0.671\nKnockedWeaponColorB = 0.119\nKnockedWeaponColorA = 0.99\nLightWeaponColorR = 0.99\nLightWeaponColorG = 0.768\nLightWeaponColorB = 0.039\nLightWeaponColorA = 0.99\nHeavyWeaponColorR = 0.0099\nHeavyWeaponColorG = 0.99\nHeavyWeaponColorB = 0.761\nHeavyWeaponColorA = 0\nEnergyWeaponColorR = 0\nEnergyWeaponColorG = 0.99\nEnergyWeaponColorB = 0\nEnergyWeaponColorA = 0.99\nShotgunWeaponColorR = 0.99\nShotgunWeaponColorG = 0\nShotgunWeaponColorB = 0\nShotgunWeaponColorA = 0.99\nSniperWeaponColorR = 0.0099\nSniperWeaponColorG = 0.337\nSniperWeaponColorB = 0.99\nSniperWeaponColorA = 0.99\nLegendaryWeaponColorR = 0.99\nLegendaryWeaponColorG = 0.53\nLegendaryWeaponColorB = 0.945\nLegendaryWeaponColorA = 0\nMeleeWeaponColorR = 0.99\nMeleeWeaponColorG = 0.99\nMeleeWeaponColorB = 0.99\nMeleeWeaponColorA = 0.99\nThrowableWeaponColorR = 0.99\nThrowableWeaponColorG = 0.974\nThrowableWeaponColorB = 0.0495\nThrowableWeaponColorA = 0.99\nInvisibleGlowColorR = 1\nInvisibleGlowColorG = 0\nInvisibleGlowColorB = 0\nVisibleGlowColorR = 0\nVisibleGlowColorG = 1\nVisibleGlowColorB = 0\nKnockedGlowColorR = 0.99\nKnockedGlowColorG = 0.67\nKnockedGlowColorB = 0.12\nRedShieldColorR = 1\nRedShieldColorG = 0\nRedShieldColorB = 0\nPurpleShieldColorR = 0.5\nPurpleShieldColorG = 0\nPurpleShieldColorB = 0.5\nBlueShieldColorR = 0\nBlueShieldColorG = 0.5\nBlueShieldColorB = 1\nGreyShieldColorR = 0.54\nGreyShieldColorG = 0.545\nGreyShieldColorB = 0.545\nLowGlowColorR = 1\nLowGlowColorG = 1\nLowGlowColorB = 0\n\n[TeammateColors]\nInvisibleBoxColorR = 0.0846\nInvisibleBoxColorG = 0.0693\nInvisibleBoxColorB = 0.99\nInvisibleBoxColorA = 0.99\nVisibleBoxColorR = 0.0099\nVisibleBoxColorG = 0.827\nVisibleBoxColorB = 0.99\nVisibleBoxColorA = 0.99\nVisibleBoxColorR = 0.0099\nVisibleBoxColorG = 0.827\nVisibleBoxColorB = 0.99\nVisibleBoxColorA = 0.99\nInvisibleFilledBoxColorR = 0.0846\nInvisibleFilledBoxColorG = 0.0693\nInvisibleFilledBoxColorB = 0.99\nInvisibleFilledBoxColorA = 0.99\nVisibleFilledBoxColorR = 0.0099\nVisibleFilledBoxColorG = 0.827\nVisibleFilledBoxColorB = 0.99\nVisibleFilledBoxColorA = 0.99\nVisibleFilledBoxColorR = 0.0099\nVisibleFilledBoxColorG = 0.827\nVisibleFilledBoxColorB = 0.99\nVisibleFilledBoxColorA = 0.99\nInvisibleTracerColorR = 0.0846\nInvisibleTracerColorG = 0.0693\nInvisibleTracerColorB = 0.99\nInvisibleTracerColorA = 0.99\nVisibleTracerColorR = 0.0099\nVisibleTracerColorG = 0.827\nVisibleTracerColorB = 0.99\nVisibleTracerColorA = 0.99\nVisibleTracerColorR = 0.0099\nVisibleTracerColorG = 0.827\nVisibleTracerColorB = 0.99\nVisibleTracerColorA = 0.99\nInvisibleSkeletonColorR = 0.0846\nInvisibleSkeletonColorG = 0.0693\nInvisibleSkeletonColorB = 0.99\nInvisibleSkeletonColorA = 0.99\nVisibleSkeletonColorR = 0.0099\nVisibleSkeletonColorG = 0.827\nVisibleSkeletonColorB = 0.99\nVisibleSkeletonColorA = 0.99\nVisibleSkeletonColorR = 0.0099\nVisibleSkeletonColorG = 0.827\nVisibleSkeletonColorB = 0.99\nVisibleSkeletonColorA = 0.99\nInvisibleHeadCircleColorR = 0.0846\nInvisibleHeadCircleColorG = 0.0693\nInvisibleHeadCircleColorB = 0.99\nInvisibleHeadCircleColorA = 0.99\nVisibleHeadCircleColorR = 0.0099\nVisibleHeadCircleColorG = 0.827\nVisibleHeadCircleColorB = 0.99\nVisibleHeadCircleColorA = 0.99\nVisibleHeadCircleColorR = 0.0099\nVisibleHeadCircleColorG = 0.827\nVisibleHeadCircleColorB = 0.99\nVisibleHeadCircleColorA = 0.99\nInvisibleNameColorR = 0.0846\nInvisibleNameColorG = 0.0693\nInvisibleNameColorB = 0.99\nInvisibleNameColorA = 0.99\nVisibleNameColorR = 0.0099\nVisibleNameColorG = 0.827\nVisibleNameColorB = 0.99\nVisibleNameColorA = 0.99\nVisibleNameColorR = 0.0099\nVisibleNameColorG = 0.827\nVisibleNameColorB = 0.99\nVisibleNameColorA = 0.99\nInvisibleDistanceColorR = 0.0846\nInvisibleDistanceColorG = 0.0693\nInvisibleDistanceColorB = 0.99\nInvisibleDistanceColorA = 0.99\nVisibleDistanceColorR = 0.0099\nVisibleDistanceColorG = 0.827\nVisibleDistanceColorB = 0.99\nVisibleDistanceColorA = 0.99\nVisibleDistanceColorR = 0.0099\nVisibleDistanceColorG = 0.827\nVisibleDistanceColorB = 0.99\nVisibleDistanceColorA = 0.99\nInvisibleLegendColorR = 0.0846\nInvisibleLegendColorG = 0.0693\nInvisibleLegendColorB = 0.99\nInvisibleLegendColorA = 0.99\nVisibleLegendColorR = 0.0099\nVisibleLegendColorG = 0.827\nVisibleLegendColorB = 0.99\nVisibleLegendColorA = 0.99\nVisibleLegendColorR = 0.0099\nVisibleLegendColorG = 0.827\nVisibleLegendColorB = 0.99\nVisibleLegendColorA = 0.99\nBarColorMode = 2\nInvisibleWeaponColorR = 0.0846\nInvisibleWeaponColorG = 0.0693\nInvisibleWeaponColorB = 0.99\nInvisibleWeaponColorA = 0.99\nVisibleWeaponColorR = 0.0099\nVisibleWeaponColorG = 0.827\nVisibleWeaponColorB = 0.99\nVisibleWeaponColorA = 0.99\nVisibleWeaponColorR = 0.0099\nVisibleWeaponColorG = 0.827\nVisibleWeaponColorB = 0.99\nVisibleWeaponColorA = 0.99\nLightWeaponColorR = 0.99\nLightWeaponColorG = 0.768\nLightWeaponColorB = 0.039\nLightWeaponColorA = 0.99\nHeavyWeaponColorR = 0.0099\nHeavyWeaponColorG = 0.99\nHeavyWeaponColorB = 0.761\nHeavyWeaponColorA = 0\nEnergyWeaponColorR = 0\nEnergyWeaponColorG = 0.99\nEnergyWeaponColorB = 0\nEnergyWeaponColorA = 0.99\nShotgunWeaponColorR = 0.99\nShotgunWeaponColorG = 0\nShotgunWeaponColorB = 0\nShotgunWeaponColorA = 0.99\nSniperWeaponColorR = 0.0099\nSniperWeaponColorG = 0.337\nSniperWeaponColorB = 0.99\nSniperWeaponColorA = 0.99\nLegendaryWeaponColorR = 0.99\nLegendaryWeaponColorG = 0.53\nLegendaryWeaponColorB = 0.945\nLegendaryWeaponColorA = 0\nMeleeWeaponColorR = 0.99\nMeleeWeaponColorG = 0.99\nMeleeWeaponColorB = 0.99\nMeleeWeaponColorA = 0.99\nThrowableWeaponColorR = 0.99\nThrowableWeaponColorG = 0.974\nThrowableWeaponColorB = 0.0495\nThrowableWeaponColorA = 0.99\n\n[Watermark]\nWatermark = 1\nWatermarkPosition = 0\nName = 0\nProcessingSpeed = 1\nGameFPS = 1\nSpectators = 0\n\n[Settings]\nESPEnabled = 1\nOverlayEnabled = 1\nAntiAliasedLines = 1\nFPSCap = 0\nCappedFPS = 144\n\n"
  },
  {
    "path": "Configs/Premade_Recording.ini",
    "content": "[Aimbot]\nAimbotEnabled = 1\nBindMethod = 0\nAimbotMode = 1\nInputMethod = 0\nClosestHitbox = 1\nOnFire = 1\nOnADS = 0\nVisCheck = 1\nTeamCheck = 1\nTargetSwitching = 1\nPriority = 0\nPredictMovement = 1\nPredictBulletDrop = 1\nFinalDistance = 0\nSmooth = 0.9\nSpeed = 5\nSmoothingMethod = 0\nHipfireSmooth = 0.9\nADSSmooth = 0.99\nMinHipfireSmooth = 0.9\nMaxHipfireSmooth = 0.99\nMinADSSmooth = 0.9\nMaxADSSmooth = 0.99\nMouseHipfireSmoothing = 504\nMouseADSSmoothing = 602\nMouseExtraSmoothing = 9999\nMinMouseHipfireSmoothing = 300\nMaxMouseHipfireSmoothing = 315\nMinMouseADSSmoothing = 350\nMaxMouseADSSmoothing = 360\nDelay = 1\nFOV = 10\nZoomScale = 2.2\nMinDistance = 1\nHipfireDistance = 60\nZoomDistance = 160\nHipfireSmooth1 = 560\nADSSmooth1 = 691\nExtraSmoothing = 9902\nDeadzone = 0.43\nFOV1 = 7\nMinDistance2 = 1\nMaxDistance2 = 200\nP2020 = 1\nRE45 = 1\nAlternator = 1\nR99 = 1\nR301 = 1\nSpitfire = 1\nG7 = 1\nFlatline = 1\nHemlock = 1\nRepeater = 1\nRampage = 1\nCARSMG = 1\nHavoc = 1\nDevotion = 1\nLSTAR = 1\nTripleTake = 1\nVolt = 1\nNemesis = 1\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 1\nBocek = 1\nKraber = 1\nKnife = 1\nAdvancedAim = 0\nAdvancedFire = 1\nAdvancedADS = 0\nAdvancedSmoothingMethod = 0\nAdvancedClosestHitbox = 1\nAdvancedHitbox = 2\nAdvancedSpeed = 20\nAdvancedSmooth = 0.99\nAdvancedHipfireSmooth = 0.99\nAdvancedADSSmooth = 0.99\nAdvancedMinHipfireSmooth = 0.98\nAdvancedMaxHipfireSmooth = 0.99\nAdvancedMinADSSmooth = 0.98\nAdvancedMaxADSSmooth = 0.99\nAdvancedHipfireSmooth1 = 250\nAdvancedADSSmooth1 = 275\nAdvancedMinHipfireSmooth1 = 0.98\nAdvancedMaxHipfireSmooth1 = 0.99\nAdvancedMinADSSmooth1 = 0.98\nAdvancedMaxADSSmooth1 = 0.99\nAdvancedExtraSmooth1 = 5000\nAdvancedFOV1 = 10\nAdvancedDeadzone = 0.5\nAdvancedMinDistance1 = 1\nAdvancedMaxDistance1 = 150\nP2020Fire = 1\nP2020ADS = 0\nRE45Fire = 1\nRE45ADS = 0\nAlternatorFire = 1\nAlternatorADS = 0\nR99Fire = 1\nR99ADS = 0\nR301Fire = 1\nR301ADS = 0\nSpitfireFire = 1\nSpitfireADS = 0\nG7Fire = 1\nG7ADS = 0\nFlatlineFire = 1\nFlatlineADS = 0\nHemlockFire = 1\nHemlockADS = 0\nRepeaterFire = 1\nRepeaterADS = 0\nRampageFire = 1\nRampageADS = 0\nCARSMGFire = 1\nCARSMGADS = 0\nHavocFire = 1\nHavocADS = 0\nDevotionFire = 1\nDevotionADS = 0\nLSTARFire = 1\nLSTARADS = 0\nTripleTakeFire = 1\nTripleTakeADS = 0\nVoltFire = 1\nVoltADS = 0\nNemesisFire = 1\nNemesisADS = 0\nMozambiqueFire = 1\nMozambiqueADS = 0\nEVA8Fire = 1\nEVA8ADS = 0\nPeacekeeperFire = 1\nPeacekeeperADS = 0\nMastiffFire = 1\nMastiffADS = 0\nLongbowFire = 1\nLongbowADS = 0\nChargeRifleFire = 1\nChargeRifleADS = 0\nSentinelFire = 1\nSentinelADS = 0\nWingmanFire = 1\nWingmanADS = 0\nProwlerFire = 1\nProwlerADS = 0\nKraberFire = 1\nKraberADS = 0\nBocekFire = 1\nBocekADS = 0\nThrowingKnifeFire = 1\nThrowingKnifeADS = 0\nP2020ClosestHitbox = 1\nP2020Hitbox = 2\nP2020Speed = 10\nP2020HipfireSmooth = 0.99\nP2020ADSSmooth = 0.99\nP2020SmoothingMethod = 0\nP2020MinHipfireSmooth = 0.98\nP2020MaxHipfireSmooth = 0.99\nP2020MinADSSmooth = 0.98\nP2020MaxADSSmooth = 0.99\nP2020FOV = 10\nP2020ZoomScale = 3\nRE45ClosestHitbox = 1\nRE45Hitbox = 2\nRE45Speed = 10\nRE45HipfireSmooth = 0.99\nRE45ADSSmooth = 0.99\nRE45SmoothingMethod = 0\nRE45MinHipfireSmooth = 0.98\nRE45MaxHipfireSmooth = 0.99\nRE45MinADSSmooth = 0.98\nRE45MaxADSSmooth = 0.99\nRE45FOV = 10\nRE45ZoomScale = 3\nAlternatorClosestHitbox = 1\nAlternatorHitbox = 2\nAlternatorSpeed = 10\nAlternatorHipfireSmooth = 0.99\nAlternatorADSSmooth = 0.99\nAlternatorSmoothingMethod = 0\nAlternatorMinHipfireSmooth = 0.98\nAlternatorMaxHipfireSmooth = 0.99\nAlternatorMinADSSmooth = 0.98\nAlternatorMaxADSSmooth = 0.99\nAlternatorFOV = 10\nAlternatorZoomScale = 3\nR99ClosestHitbox = 1\nR99Hitbox = 2\nR99Speed = 10\nR99HipfireSmooth = 0.99\nR99ADSSmooth = 0.99\nR99SmoothingMethod = 0\nR99MinHipfireSmooth = 0.98\nR99MaxHipfireSmooth = 0.99\nR99MinADSSmooth = 0.98\nR99MaxADSSmooth = 0.99\nR99FOV = 10\nR99ZoomScale = 3\nR301ClosestHitbox = 1\nR301Hitbox = 2\nR301Speed = 10\nR301HipfireSmooth = 0.99\nR301ADSSmooth = 0.99\nR301SmoothingMethod = 0\nR301MinHipfireSmooth = 0.98\nR301MaxHipfireSmooth = 0.99\nR301MinADSSmooth = 0.98\nR301MaxADSSmooth = 0.99\nR301FOV = 10\nR301ZoomScale = 3\nSpitfireClosestHitbox = 1\nSpitfireHitbox = 2\nSpitfireSpeed = 10\nSpitfireHipfireSmooth = 0.99\nSpitfireADSSmooth = 0.99\nSpitfireSmoothingMethod = 0\nSpitfireMinHipfireSmooth = 0.98\nSpitfireMaxHipfireSmooth = 0.99\nSpitfireMinADSSmooth = 0.98\nSpitfireMaxADSSmooth = 0.99\nSpitfireFOV = 10\nSpitfireZoomScale = 3\nG7ClosestHitbox = 1\nG7Hitbox = 2\nG7Speed = 10\nG7HipfireSmooth = 0.99\nG7ADSSmooth = 0.99\nG7SmoothingMethod = 0\nG7MinHipfireSmooth = 0.98\nG7MaxHipfireSmooth = 0.99\nG7MinADSSmooth = 0.98\nG7MaxADSSmooth = 0.99\nG7FOV = 10\nG7ZoomScale = 3\nFlatlineClosestHitbox = 1\nFlatlineHitbox = 2\nFlatlineSpeed = 10\nFlatlineHipfireSmooth = 0.99\nFlatlineADSSmooth = 0.99\nFlatlineSmoothingMethod = 0\nFlatlineMinHipfireSmooth = 0.98\nFlatlineMaxHipfireSmooth = 0.99\nFlatlineMinADSSmooth = 0.98\nFlatlineMaxADSSmooth = 0.99\nFlatlineFOV = 10\nFlatlineZoomScale = 3\nHemlockClosestHitbox = 1\nHemlockHitbox = 2\nHemlockSpeed = 10\nHemlockHipfireSmooth = 0.99\nHemlockADSSmooth = 0.99\nHemlockSmoothingMethod = 0\nHemlockMinHipfireSmooth = 0.98\nHemlockMaxHipfireSmooth = 0.99\nHemlockMinADSSmooth = 0.98\nHemlockMaxADSSmooth = 0.99\nHemlockFOV = 10\nHemlockZoomScale = 3\nRepeaterClosestHitbox = 1\nRepeaterHitbox = 2\nRepeaterSpeed = 10\nRepeaterHipfireSmooth = 0.99\nRepeaterADSSmooth = 0.99\nRepeaterSmoothingMethod = 0\nRepeaterMinHipfireSmooth = 0.98\nRepeaterMaxHipfireSmooth = 0.99\nRepeaterMinADSSmooth = 0.98\nRepeaterMaxADSSmooth = 0.99\nRepeaterFOV = 10\nRepeaterZoomScale = 3\nRampageClosestHitbox = 1\nRampageHitbox = 2\nRampageSpeed = 10\nRampageHipfireSmooth = 0.99\nRampageADSSmooth = 0.99\nRampageSmoothingMethod = 0\nRampageMinHipfireSmooth = 0.98\nRampageMaxHipfireSmooth = 0.99\nRampageMinADSSmooth = 0.98\nRampageMaxADSSmooth = 0.99\nRampageFOV = 10\nRampageZoomScale = 3\nCARSMGClosestHitbox = 1\nCARSMGHitbox = 2\nCARSMGSpeed = 10\nCARSMGHipfireSmooth = 0.99\nCARSMGADSSmooth = 0.99\nCARSMGSmoothingMethod = 0\nCARSMGMinHipfireSmooth = 0.98\nCARSMGMaxHipfireSmooth = 0.99\nCARSMGMinADSSmooth = 0.98\nCARSMGMaxADSSmooth = 0.99\nCARSMGFOV = 10\nCARSMGZoomScale = 3\nHavocClosestHitbox = 1\nHavocHitbox = 2\nHavocSpeed = 10\nHavocHipfireSmooth = 0.99\nHavocADSSmooth = 0.99\nHavocSmoothingMethod = 0\nHavocMinHipfireSmooth = 0.98\nHavocMaxHipfireSmooth = 0.99\nHavocMinADSSmooth = 0.98\nHavocMaxADSSmooth = 0.99\nHavocFOV = 10\nHavocZoomScale = 3\nDevotionClosestHitbox = 1\nDevotionHitbox = 2\nDevotionSpeed = 10\nDevotionHipfireSmooth = 0.99\nDevotionADSSmooth = 0.99\nDevotionSmoothingMethod = 0\nDevotionMinHipfireSmooth = 0.98\nDevotionMaxHipfireSmooth = 0.99\nDevotionMinADSSmooth = 0.98\nDevotionMaxADSSmooth = 0.99\nDevotionFOV = 10\nDevotionZoomScale = 3\nLSTARClosestHitbox = 1\nLSTARHitbox = 2\nLSTARSpeed = 10\nLSTARHipfireSmooth = 0.99\nLSTARADSSmooth = 0.99\nLSTARSmoothingMethod = 0\nLSTARMinHipfireSmooth = 0.98\nLSTARMaxHipfireSmooth = 0.99\nLSTARMinADSSmooth = 0.98\nLSTARMaxADSSmooth = 0.99\nLSTARFOV = 10\nLSTARZoomScale = 3\nTripleTakeClosestHitbox = 1\nTripleTakeHitbox = 2\nTripleTakeSpeed = 10\nTripleTakeHipfireSmooth = 0.99\nTripleTakeADSSmooth = 0.99\nTripleTakeSmoothingMethod = 0\nTripleTakeMinHipfireSmooth = 0.98\nTripleTakeMaxHipfireSmooth = 0.99\nTripleTakeMinADSSmooth = 0.98\nTripleTakeMaxADSSmooth = 0.99\nTripleTakeFOV = 10\nTripleTakeZoomScale = 3\nVoltClosestHitbox = 1\nVoltHitbox = 2\nVoltSpeed = 10\nVoltHipfireSmooth = 0.99\nVoltADSSmooth = 0.99\nVoltSmoothingMethod = 0\nVoltMinHipfireSmooth = 0.98\nVoltMaxHipfireSmooth = 0.99\nVoltMinADSSmooth = 0.98\nVoltMaxADSSmooth = 0.99\nVoltFOV = 10\nVoltZoomScale = 3\nNemesisClosestHitbox = 1\nNemesisHitbox = 2\nNemesisSpeed = 10\nNemesisHipfireSmooth = 0.99\nNemesisADSSmooth = 0.99\nNemesisSmoothingMethod = 0\nNemesisMinHipfireSmooth = 0.98\nNemesisMaxHipfireSmooth = 0.99\nNemesisMinADSSmooth = 0.98\nNemesisMaxADSSmooth = 0.99\nNemesisFOV = 10\nNemesisZoomScale = 3\nMozambiqueClosestHitbox = 1\nMozambiqueHitbox = 2\nMozambiqueSpeed = 10\nMozambiqueHipfireSmooth = 0.99\nMozambiqueADSSmooth = 0.99\nMozambiqueSmoothingMethod = 0\nMozambiqueMinHipfireSmooth = 0.98\nMozambiqueMaxHipfireSmooth = 0.99\nMozambiqueMinADSSmooth = 0.98\nMozambiqueMaxADSSmooth = 0.99\nMozambiqueFOV = 10\nMozambiqueZoomScale = 3\nEVA8ClosestHitbox = 1\nEVA8Hitbox = 2\nEVA8Speed = 10\nEVA8HipfireSmooth = 0.99\nEVA8ADSSmooth = 0.99\nEVA8SmoothingMethod = 0\nEVA8MinHipfireSmooth = 0.98\nEVA8MaxHipfireSmooth = 0.99\nEVA8MinADSSmooth = 0.98\nEVA8MaxADSSmooth = 0.99\nEVA8FOV = 10\nEVA8ZoomScale = 3\nPeacekeeperClosestHitbox = 1\nPeacekeeperHitbox = 2\nPeacekeeperSpeed = 10\nPeacekeeperHipfireSmooth = 0.99\nPeacekeeperADSSmooth = 0.99\nPeacekeeperSmoothingMethod = 0\nPeacekeeperMinHipfireSmooth = 0.98\nPeacekeeperMaxHipfireSmooth = 0.99\nPeacekeeperMinADSSmooth = 0.98\nPeacekeeperMaxADSSmooth = 0.99\nPeacekeeperFOV = 10\nPeacekeeperZoomScale = 3\nMastiffClosestHitbox = 1\nMastiffHitbox = 2\nMastiffSpeed = 10\nMastiffHipfireSmooth = 0.99\nMastiffADSSmooth = 0.99\nMastiffSmoothingMethod = 0\nMastiffMinHipfireSmooth = 0.98\nMastiffMaxHipfireSmooth = 0.99\nMastiffMinADSSmooth = 0.98\nMastiffMaxADSSmooth = 0.99\nMastiffFOV = 10\nMastiffZoomScale = 3\nLongbowClosestHitbox = 1\nLongbowHitbox = 2\nLongbowSpeed = 10\nLongbowHipfireSmooth = 0.99\nLongbowADSSmooth = 0.99\nLongbowSmoothingMethod = 0\nLongbowMinHipfireSmooth = 0.98\nLongbowMaxHipfireSmooth = 0.99\nLongbowMinADSSmooth = 0.98\nLongbowMaxADSSmooth = 0.99\nLongbowFOV = 10\nLongbowZoomScale = 3\nChargeRifleClosestHitbox = 1\nChargeRifleHitbox = 2\nChargeRifleSpeed = 10\nChargeRifleHipfireSmooth = 0.99\nChargeRifleADSSmooth = 0.99\nChargeRifleSmoothingMethod = 0\nChargeRifleMinHipfireSmooth = 0.98\nChargeRifleMaxHipfireSmooth = 0.99\nChargeRifleMinADSSmooth = 0.98\nChargeRifleMaxADSSmooth = 0.99\nChargeRifleFOV = 10\nChargeRifleZoomScale = 3\nSentinelClosestHitbox = 1\nSentinelHitbox = 2\nSentinelSpeed = 10\nSentinelHipfireSmooth = 0.99\nSentinelADSSmooth = 0.99\nSentinelSmoothingMethod = 0\nSentinelMinHipfireSmooth = 0.98\nSentinelMaxHipfireSmooth = 0.99\nSentinelMinADSSmooth = 0.98\nSentinelMaxADSSmooth = 0.99\nSentinelFOV = 10\nSentinelZoomScale = 3\nWingmanClosestHitbox = 1\nWingmanHitbox = 2\nWingmanSpeed = 10\nWingmanHipfireSmooth = 0.99\nWingmanADSSmooth = 0.99\nWingmanSmoothingMethod = 0\nWingmanMinHipfireSmooth = 0.98\nWingmanMaxHipfireSmooth = 0.99\nWingmanMinADSSmooth = 0.98\nWingmanMaxADSSmooth = 0.99\nWingmanFOV = 10\nWingmanZoomScale = 3\nProwlerClosestHitbox = 1\nProwlerHitbox = 2\nProwlerSpeed = 10\nProwlerHipfireSmooth = 0.99\nProwlerADSSmooth = 0.99\nProwlerSmoothingMethod = 0\nProwlerMinHipfireSmooth = 0.98\nProwlerMaxHipfireSmooth = 0.99\nProwlerMinADSSmooth = 0.98\nProwlerMaxADSSmooth = 0.99\nProwlerFOV = 10\nProwlerZoomScale = 3\nKraberClosestHitbox = 1\nKraberHitbox = 2\nKraberSpeed = 10\nKraberHipfireSmooth = 0.99\nKraberADSSmooth = 0.99\nKraberSmoothingMethod = 0\nKraberMinHipfireSmooth = 0.98\nKraberMaxHipfireSmooth = 0.99\nKraberMinADSSmooth = 0.98\nKraberMaxADSSmooth = 0.99\nKraberFOV = 10\nKraberZoomScale = 3\nBocekClosestHitbox = 1\nBocekHitbox = 2\nBocekSpeed = 10\nBocekHipfireSmooth = 0.99\nBocekADSSmooth = 0.99\nBocekSmoothingMethod = 0\nBocekMinHipfireSmooth = 0.98\nBocekMaxHipfireSmooth = 0.99\nBocekMinADSSmooth = 0.98\nBocekMaxADSSmooth = 0.99\nBocekFOV = 10\nBocekZoomScale = 3\nThrowingKnifeClosestHitbox = 1\nThrowingKnifeHitbox = 2\nThrowingKnifeSpeed = 10\nThrowingKnifeHipfireSmooth = 0.99\nThrowingKnifeADSSmooth = 0.99\nThrowingKnifeSmoothingMethod = 0\nThrowingKnifeMinHipfireSmooth = 0.98\nThrowingKnifeMaxHipfireSmooth = 0.99\nThrowingKnifeMinADSSmooth = 0.98\nThrowingKnifeMaxADSSmooth = 0.99\nThrowingKnifeFOV = 10\nThrowingKnifeZoomScale = 3\nP2020HipfireSmooth1 = 250\nP2020ADSSmooth1 = 275\nP2020MinHipfireSmooth1 = 250\nP2020MaxHipfireSmooth1 = 275\nP2020MinADSSmooth1 = 275\nP2020MaxADSSmooth1 = 300\nP2020ExtraSmooth1 = 5000\nP2020Deadzone = 0.5\nP2020FOV1 = 10\nP2020MinDistance1 = 1\nP2020MaxDistance1 = 200\nRE45HipfireSmooth1 = 250\nRE45ADSSmooth1 = 275\nRE45MinHipfireSmooth1 = 250\nRE45MaxHipfireSmooth1 = 275\nRE45MinADSSmooth1 = 275\nRE45MaxADSSmooth1 = 300\nRE45ExtraSmooth1 = 5000\nRE45Deadzone = 0.5\nRE45FOV1 = 10\nRE45MinDistance1 = 1\nRE45MaxDistance1 = 200\nAlternatorHipfireSmooth1 = 250\nAlternatorADSSmooth1 = 275\nAlternatorMinHipfireSmooth1 = 250\nAlternatorMaxHipfireSmooth1 = 275\nAlternatorMinADSSmooth1 = 275\nAlternatorMaxADSSmooth1 = 300\nAlternatorExtraSmooth1 = 5000\nAlternatorDeadzone = 0.5\nAlternatorFOV1 = 10\nAlternatorMinDistance1 = 1\nAlternatorMaxDistance1 = 200\nR99HipfireSmooth1 = 250\nR99ADSSmooth1 = 275\nR99MinHipfireSmooth1 = 250\nR99MaxHipfireSmooth1 = 275\nR99MinADSSmooth1 = 275\nR99MaxADSSmooth1 = 300\nR99ExtraSmooth1 = 5000\nR99Deadzone = 0.5\nR99FOV1 = 10\nR99MinDistance1 = 1\nR99MaxDistance1 = 200\nR301HipfireSmooth1 = 250\nR301ADSSmooth1 = 275\nR301MinHipfireSmooth1 = 250\nR301MaxHipfireSmooth1 = 275\nR301MinADSSmooth1 = 275\nR301MaxADSSmooth1 = 300\nR301ExtraSmooth1 = 5000\nR301Deadzone = 0.5\nR301FOV1 = 10\nR301MinDistance1 = 1\nR301MaxDistance1 = 200\nSpitfireHipfireSmooth1 = 250\nSpitfireADSSmooth1 = 275\nSpitfireMinHipfireSmooth1 = 250\nSpitfireMaxHipfireSmooth1 = 275\nSpitfireMinADSSmooth1 = 275\nSpitfireMaxADSSmooth1 = 300\nSpitfireExtraSmooth1 = 5000\nSpitfireDeadzone = 0.5\nSpitfireFOV1 = 10\nSpitfireMinDistance1 = 1\nSpitfireMaxDistance1 = 200\nG7HipfireSmooth1 = 250\nG7ADSSmooth1 = 275\nG7MinHipfireSmooth1 = 250\nG7MaxHipfireSmooth1 = 275\nG7MinADSSmooth1 = 275\nG7MaxADSSmooth1 = 300\nG7ExtraSmooth1 = 5000\nG7Deadzone = 0.5\nG7FOV1 = 10\nG7MinDistance1 = 1\nG7MaxDistance1 = 200\nFlatlineHipfireSmooth1 = 250\nFlatlineADSSmooth1 = 275\nFlatlineMinHipfireSmooth1 = 250\nFlatlineMaxHipfireSmooth1 = 275\nFlatlineMinADSSmooth1 = 275\nFlatlineMaxADSSmooth1 = 300\nFlatlineExtraSmooth1 = 5000\nFlatlineDeadzone = 0.5\nFlatlineFOV1 = 10\nFlatlineMinDistance1 = 1\nFlatlineMaxDistance1 = 200\nHemlockHipfireSmooth1 = 250\nHemlockADSSmooth1 = 275\nHemlockMinHipfireSmooth1 = 250\nHemlockMaxHipfireSmooth1 = 275\nHemlockMinADSSmooth1 = 275\nHemlockMaxADSSmooth1 = 300\nHemlockExtraSmooth1 = 5000\nHemlockDeadzone = 0.5\nHemlockFOV1 = 10\nHemlockMinDistance1 = 1\nHemlockMaxDistance1 = 200\nRepeaterHipfireSmooth1 = 250\nRepeaterADSSmooth1 = 275\nRepeaterMinHipfireSmooth1 = 250\nRepeaterMaxHipfireSmooth1 = 275\nRepeaterMinADSSmooth1 = 275\nRepeaterMaxADSSmooth1 = 300\nRepeaterExtraSmooth1 = 5000\nRepeaterDeadzone = 0.5\nRepeaterFOV1 = 10\nRepeaterMinDistance1 = 1\nRepeaterMaxDistance1 = 200\nRampageHipfireSmooth1 = 250\nRampageMinHipfireSmooth1 = 250\nRampageMaxHipfireSmooth1 = 275\nRampageMinADSSmooth1 = 275\nRampageMaxADSSmooth1 = 300\nRampageADSSmooth1 = 275\nRampageExtraSmooth1 = 5000\nRampageDeadzone = 0.5\nRampageFOV1 = 10\nRampageMinDistance1 = 1\nRampageMaxDistance1 = 200\nCARSMGHipfireSmooth1 = 250\nCARSMGADSSmooth1 = 275\nCARSMGMinHipfireSmooth1 = 250\nCARSMGMaxHipfireSmooth1 = 275\nCARSMGMinADSSmooth1 = 275\nCARSMGMaxADSSmooth1 = 300\nCARSMGExtraSmooth1 = 5000\nCARSMGDeadzone = 0.5\nCARSMGFOV1 = 10\nCARSMGMinDistance1 = 1\nCARSMGMaxDistance1 = 200\nHavocHipfireSmooth1 = 250\nHavocADSSmooth1 = 275\nHavocMinHipfireSmooth1 = 250\nHavocMaxHipfireSmooth1 = 275\nHavocMinADSSmooth1 = 275\nHavocMaxADSSmooth1 = 300\nHavocExtraSmooth1 = 5000\nHavocDeadzone = 0.5\nHavocFOV1 = 10\nHavocMinDistance1 = 1\nHavocMaxDistance1 = 200\nDevotionHipfireSmooth1 = 250\nDevotionADSSmooth1 = 275\nDevotionMinHipfireSmooth1 = 250\nDevotionMaxHipfireSmooth1 = 275\nDevotionMinADSSmooth1 = 275\nDevotionMaxADSSmooth1 = 300\nDevotionExtraSmooth1 = 5000\nDevotionDeadzone = 0.5\nDevotionFOV1 = 10\nDevotionMinDistance1 = 1\nDevotionMaxDistance1 = 200\nLSTARHipfireSmooth1 = 250\nLSTARADSSmooth1 = 275\nLSTARMinHipfireSmooth1 = 250\nLSTARMaxHipfireSmooth1 = 275\nLSTARMinADSSmooth1 = 275\nLSTARMaxADSSmooth1 = 300\nLSTARExtraSmooth1 = 5000\nLSTARDeadzone = 0.5\nLSTARFOV1 = 10\nLSTARMinDistance1 = 1\nLSTARMaxDistance1 = 200\nTripleTakeHipfireSmooth1 = 250\nTripleTakeADSSmooth1 = 275\nTripleTakeMinHipfireSmooth1 = 250\nTripleTakeMaxHipfireSmooth1 = 275\nTripleTakeMinADSSmooth1 = 275\nTripleTakeMaxADSSmooth1 = 300\nTripleTakeExtraSmooth1 = 5000\nTripleTakeDeadzone = 0.5\nTripleTakeFOV1 = 10\nTripleTakeMinDistance1 = 1\nTripleTakeMaxDistance1 = 200\nVoltHipfireSmooth1 = 250\nVoltADSSmooth1 = 275\nVoltMinHipfireSmooth1 = 250\nVoltMaxHipfireSmooth1 = 275\nVoltMinADSSmooth1 = 275\nVoltMaxADSSmooth1 = 300\nVoltExtraSmooth1 = 5000\nVoltDeadzone = 0.5\nVoltFOV1 = 10\nVoltMinDistance1 = 1\nVoltMaxDistance1 = 200\nNemesisHipfireSmooth1 = 250\nNemesisADSSmooth1 = 275\nNemesisMinHipfireSmooth1 = 250\nNemesisMaxHipfireSmooth1 = 275\nNemesisMinADSSmooth1 = 275\nNemesisMaxADSSmooth1 = 300\nNemesisExtraSmooth1 = 5000\nNemesisDeadzone = 0.5\nNemesisFOV1 = 10\nNemesisMinDistance1 = 1\nNemesisMaxDistance1 = 200\nMozambiqueHipfireSmooth1 = 250\nMozambiqueADSSmooth1 = 275\nMozambiqueMinHipfireSmooth1 = 250\nMozambiqueMaxHipfireSmooth1 = 275\nMozambiqueMinADSSmooth1 = 275\nMozambiqueMaxADSSmooth1 = 300\nMozambiqueExtraSmooth1 = 5000\nMozambiqueDeadzone = 0.5\nMozambiqueFOV1 = 10\nMozambiqueMinDistance1 = 1\nMozambiqueMaxDistance1 = 200\nEVA8HipfireSmooth1 = 250\nEVA8ADSSmooth1 = 275\nEVA8MinHipfireSmooth1 = 250\nEVA8MaxHipfireSmooth1 = 275\nEVA8MinADSSmooth1 = 275\nEVA8MaxADSSmooth1 = 300\nEVA8ExtraSmooth1 = 5000\nEVA8Deadzone = 0.5\nEVA8FOV1 = 10\nEVA8MinDistance1 = 1\nEVA8MaxDistance1 = 200\nPeacekeeperHipfireSmooth1 = 250\nPeacekeeperADSSmooth1 = 275\nPeacekeeperMinHipfireSmooth1 = 250\nPeacekeeperMaxHipfireSmooth1 = 275\nPeacekeeperMinADSSmooth1 = 275\nPeacekeeperMaxADSSmooth1 = 300\nPeacekeeperExtraSmooth1 = 5000\nPeacekeeperDeadzone = 0.5\nPeacekeeperFOV1 = 10\nPeacekeeperMinDistance1 = 1\nPeacekeeperMaxDistance1 = 200\nMastiffHipfireSmooth1 = 250\nMastiffADSSmooth1 = 275\nMastiffMinHipfireSmooth1 = 250\nMastiffMaxHipfireSmooth1 = 275\nMastiffMinADSSmooth1 = 275\nMastiffMaxADSSmooth1 = 300\nMastiffExtraSmooth1 = 5000\nMastiffDeadzone = 0.5\nMastiffFOV1 = 10\nMastiffMinDistance1 = 1\nMastiffMaxDistance1 = 200\nLongbowHipfireSmooth1 = 250\nLongbowADSSmooth1 = 275\nLongbowMinHipfireSmooth1 = 250\nLongbowMaxHipfireSmooth1 = 275\nLongbowMinADSSmooth1 = 275\nLongbowMaxADSSmooth1 = 300\nLongbowExtraSmooth1 = 5000\nLongbowDeadzone = 0.5\nLongbowFOV1 = 10\nLongbowMinDistance1 = 1\nLongbowMaxDistance1 = 200\nChargeRifleHipfireSmooth1 = 250\nChargeRifleADSSmooth1 = 275\nChargeRifleMinHipfireSmooth1 = 250\nChargeRifleMaxHipfireSmooth1 = 275\nChargeRifleMinADSSmooth1 = 275\nChargeRifleMaxADSSmooth1 = 300\nChargeRifleExtraSmooth1 = 5000\nChargeRifleDeadzone = 0.5\nChargeRifleFOV1 = 10\nChargeRifleMinDistance1 = 1\nChargeRifleMaxDistance1 = 200\nSentinelHipfireSmooth1 = 250\nSentinelADSSmooth1 = 275\nSentinelMinHipfireSmooth1 = 250\nSentinelMaxHipfireSmooth1 = 275\nSentinelMinADSSmooth1 = 275\nSentinelMaxADSSmooth1 = 300\nSentinelExtraSmooth1 = 5000\nSentinelDeadzone = 0.5\nSentinelFOV1 = 10\nSentinelMinDistance1 = 1\nSentinelMaxDistance1 = 200\nWingmanHipfireSmooth1 = 250\nWingmanADSSmooth1 = 275\nWingmanMinHipfireSmooth1 = 250\nWingmanMaxHipfireSmooth1 = 275\nWingmanMinADSSmooth1 = 275\nWingmanMaxADSSmooth1 = 300\nWingmanExtraSmooth1 = 5000\nWingmanDeadzone = 0.5\nWingmanFOV1 = 10\nWingmanMinDistance1 = 1\nWingmanMaxDistance1 = 200\nProwlerHipfireSmooth1 = 250\nProwlerADSSmooth1 = 275\nProwlerMinHipfireSmooth1 = 250\nProwlerMaxHipfireSmooth1 = 275\nProwlerMinADSSmooth1 = 275\nProwlerMaxADSSmooth1 = 300\nProwlerExtraSmooth1 = 5000\nProwlerDeadzone = 0.5\nProwlerFOV1 = 10\nProwlerMinDistance1 = 1\nProwlerMaxDistance1 = 200\nBocekHipfireSmooth1 = 250\nBocekADSSmooth1 = 275\nBocekMinHipfireSmooth1 = 250\nBocekMaxHipfireSmooth1 = 275\nBocekMinADSSmooth1 = 275\nBocekMaxADSSmooth1 = 300\nBocekExtraSmooth1 = 5000\nBocekDeadzone = 0.5\nBocekFOV1 = 10\nBocekMinDistance1 = 1\nBocekMaxDistance1 = 200\nKraberHipfireSmooth1 = 250\nKraberADSSmooth1 = 275\nKraberMinHipfireSmooth1 = 250\nKraberMaxHipfireSmooth1 = 275\nKraberMinADSSmooth1 = 275\nKraberMaxADSSmooth1 = 300\nKraberExtraSmooth1 = 5000\nKraberDeadzone = 0.5\nKraberFOV1 = 10\nKraberMinDistance1 = 1\nKraberMaxDistance1 = 200\nThrowingKnifeHipfireSmooth1 = 250\nThrowingKnifeADSSmooth1 = 275\nThrowingKnifeMinHipfireSmooth1 = 250\nThrowingKnifeMaxHipfireSmooth1 = 275\nThrowingKnifeMinADSSmooth1 = 275\nThrowingKnifeMaxADSSmooth1 = 300\nThrowingKnifeExtraSmooth1 = 5000\nThrowingKnifeDeadzone = 0.5\nThrowingKnifeFOV1 = 10\nThrowingKnifeMinDistance1 = 1\nThrowingKnifeMaxDistance1 = 200\n\n[AimbotBinds]\nAimBind = 56\nExtraBind = 57\nP2020AimBind = 56\nP2020ExtraBind = 0\nRE45AimBind = 56\nRE45ExtraBind = 0\nAlternatorAimBind = 56\nAlternatorExtraBind = 0\nR99AimBind = 56\nR99ExtraBind = 0\nR301AimBind = 56\nR301ExtraBind = 0\nSpitfireAimBind = 56\nSpitfireExtraBind = 0\nG7AimBind = 56\nG7ExtraBind = 57\nFlatlineAimBind = 56\nFlatlineExtraBind = 0\nHemlockAimBind = 56\nHemlockExtraBind = 0\nRepeaterAimBind = 56\nRepeaterExtraBind = 57\nRampageAimBind = 56\nRampageExtraBind = 0\nCARSMGAimBind = 56\nCARSMGExtraBind = 0\nHavocAimBind = 56\nHavocExtraBind = 0\nDevotionAimBind = 56\nDevotionExtraBind = 0\nLSTARAimBind = 56\nLSTARExtraBind = 0\nTripleTakeAimBind = 56\nTripleTakeExtraBind = 57\nVoltAimBind = 56\nVoltExtraBind = 0\nNemesisAimBind = 56\nNemesisExtraBind = 0\nMozambiqueAimBind = 56\nMozambiqueExtraBind = 57\nEVA8AimBind = 56\nEVA8ExtraBind = 57\nPeacekeeperAimBind = 56\nPeacekeeperExtraBind = 57\nMastiffAimBind = 56\nMastiffExtraBind = 57\nLongbowAimBind = 56\nLongbowExtraBind = 57\nChargeRifleAimBind = 56\nChargeRifleExtraBind = 57\nSentinelAimBind = 56\nSentinelExtraBind = 57\nWingmanAimBind = 56\nWingmanExtraBind = 0\nProwlerAimBind = 56\nProwlerExtraBind = 0\nBocekAimBind = 56\nBocekExtraBind = 57\nKraberAimBind = 56\nKraberExtraBind = 57\nThrowingKnifeAimBind = 56\nThrowingKnifeExtraBind = 0\n\n[AimbotHitboxes]\nHitbox = 2\nP2020Hitbox = 2\nRE45Hitbox = 2\nAlternatorHitbox = 2\nR99Hitbox = 2\nR301Hitbox = 2\nSpitfireHitbox = 2\nG7Hitbox = 2\nFlatlineHitbox = 2\nHemlockHitbox = 2\nRepeaterHitbox = 2\nRampageHitbox = 2\nCARSMGHitbox = 2\nHavocHitbox = 2\nDevotionHitbox = 2\nLSTARHitbox = 2\nTripleTakeHitbox = 2\nVoltHitbox = 2\nNemesisHitbox = 2\nMozambiqueHitbox = 2\nEVA8Hitbox = 2\nPeacekeeperHitbox = 2\nMastiffHitbox = 2\nLongbowHitbox = 2\nChargeRifleHitbox = 2\nSentinelHitbox = 2\nWingmanHitbox = 2\nProwlerHitbox = 2\nBocekHitbox = 2\nKraberHitbox = 2\nThrowingKnifeHitbox = 2\n\n[Ragebot]\nRagebotEnabled = 0\nRageAimbot = 0\nAimMethod = 0\nClosestHitbox = 0\nHitbox = 0\nBindMethod = 0\nOnFire = 1\nOnADS = 1\nAimBind = 56\nExtraBind = 57\nVisCheck = 1\nTeamCheck = 1\nPriority = 0\nAutoShoot = 0\nPredictMovement = 1\nPredictBulletDrop = 1\nPreditcionAmount = 255\nFinalDistance = 0\nSpeed = 1\nSmooth = 0.9\nHipfireSmooth = 0.9\nADSSmooth = 0.99\nSmoothDistance = 100\nDelay = 10\nFOV = 10\nZoomScale = 3\nMinDistance = 1\nHipfireDistance = 60\nZoomDistance = 160\nP2020 = 1\nRE45 = 1\nAlternator = 1\nR99 = 1\nR301 = 1\nSpitfire = 1\nG7 = 1\nFlatline = 1\nHemlock = 1\nRepeater = 1\nRampage = 1\nCARSMG = 1\nHavoc = 1\nDevotion = 1\nLSTAR = 1\nTripleTake = 1\nVolt = 1\nNemesis = 1\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 1\nBocek = 1\nKraber = 1\nKnife = 1\nRageRCS = 1\nRecoilRate = 100\n\n[Flickbot]\nFlickbot = 0\nFlickbotMethod = 0\nFlickBind = 34\nClosestHitbox = 0\nHitbox = 2\nPriority = 0\nAutoShoot = 1\nAutoShootDelay = 16\nFlickBack = 0\nFlickBackDelay = 16\nFlickBackSmoothing = 0.001\nPredictMovement = 1\nPredictBulletDrop = 1\nTeamCheck = 1\nPreditcionAmount = 255\nFinalDistance = 0\nHipfireSmooth = 0.9\nADSSmooth = 0.99\nSmoothDistance = 100\nDelay = 10\nFOV = 10\nZoomScale = 3\nMinDistance = 1\nHipfireDistance = 60\nZoomDistance = 160\nSmooth = 0.9\nFlickBackSmooth = 0.9\nP2020 = 0\nRE45 = 0\nAlternator = 0\nR99 = 0\nR301 = 0\nSpitfire = 0\nG7 = 0\nFlatline = 0\nHemlock = 0\nRepeater = 0\nRampage = 0\nCARSMG = 0\nHavoc = 0\nDevotion = 0\nLSTAR = 0\nTripleTake = 0\nVolt = 0\nNemesis = 0\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 0\nChargeRifle = 0\nSentinel = 0\nWingman = 1\nProwler = 0\nBocek = 0\nKraber = 0\nKnife = 0\n\n[RCS]\nRCSEnabled = 0\nRCSMode = 0\nOnADS = 1\nPitchPower = 3\nYawPower = 3\nPitchReduction = 50\nYawReduction = 50\nP2020 = 1\nRE45 = 1\nAlternator = 1\nR99 = 1\nR301 = 1\nSpitfire = 1\nG7 = 1\nFlatline = 1\nHemlock = 1\nRepeater = 1\nRampage = 1\nCARSMG = 1\nHavoc = 1\nDevotion = 1\nLSTAR = 1\nTripleTake = 1\nVolt = 1\nNemesis = 1\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 1\nKraber = 0\nAdvancedRCS = 0\nAdvancedPitchPower = 10\nAdvancedYawPower = 10\nAdvancedPitchReduction = 25\nAdvancedYawReduction = 25\nP2020Pitch = 10\nP2020Yaw = 10\nP2020PitchReduction = 25\nP2020YawReduction = 25\nRE45Pitch = 10\nRE45Yaw = 10\nRE45PitchReduction = 25\nRE45YawReduction = 25\nAlternatorPitch = 10\nAlternatorYaw = 10\nAlternatorPitchReduction = 25\nAlternatorYawReduction = 25\nR99Pitch = 10\nR99Yaw = 10\nR99PitchReduction = 25\nR99YawReduction = 25\nR301Pitch = 10\nR301Yaw = 10\nR301PitchReduction = 25\nR301YawReduction = 25\nSpitfirePitch = 10\nSpitfireYaw = 10\nSpitfirePitchReduction = 25\nSpitfireYawReduction = 25\nG7Pitch = 10\nG7Yaw = 10\nG7PitchReduction = 25\nG7YawReduction = 25\nFlatlinePitch = 10\nFlatlineYaw = 10\nFlatlinePitchReduction = 25\nFlatlineYawReduction = 25\nHemlockPitch = 10\nHemlockYaw = 10\nHemlockPitchReduction = 25\nHemlockYawReduction = 25\nRepeaterPitch = 10\nRepeaterYaw = 10\nRepeaterPitchReduction = 25\nRepeaterYawReduction = 25\nRampagePitch = 10\nRampageYaw = 10\nRampagePitchReduction = 25\nRampageYawReduction = 25\nCARSMGPitch = 10\nCARSMGYaw = 10\nCARSMGPitchReduction = 25\nCARSMGYawReduction = 25\nHavocPitch = 10\nHavocYaw = 10\nHavocPitchReduction = 25\nHavocYawReduction = 25\nDevotionPitch = 10\nDevotionYaw = 10\nDevotionPitchReduction = 25\nDevotionYawReduction = 25\nLSTARPitch = 10\nLSTARYaw = 10\nLSTARPitchReduction = 25\nLSTARYawReduction = 25\nTripleTakePitch = 10\nTripleTakeYaw = 10\nTripleTakePitchReduction = 25\nTripleTakeYawReduction = 25\nVoltPitch = 10\nVoltYaw = 10\nVoltPitchReduction = 25\nVoltYawReduction = 25\nNemesisPitch = 10\nNemesisYaw = 10\nNemesisPitchReduction = 25\nNemesisYawReduction = 25\nMozambiquePitch = 10\nMozambiqueYaw = 10\nMozambiquePitchReduction = 25\nMozambiqueYawReduction = 25\nEVA8Pitch = 10\nEVA8Yaw = 10\nEVA8PitchReduction = 25\nEVA8YawReduction = 25\nPeacekeeperPitch = 10\nPeacekeeperYaw = 10\nPeacekeeperPitchReduction = 25\nPeacekeeperYawReduction = 25\nMastiffPitch = 10\nMastiffYaw = 10\nMastiffPitchReduction = 25\nMastiffYawReduction = 25\nLongbowPitch = 10\nLongbowYaw = 10\nLongbowPitchReduction = 25\nLongbowYawReduction = 25\nChargeRiflePitch = 10\nChargeRifleYaw = 10\nChargeRiflePitchReduction = 25\nChargeRifleYawReduction = 25\nSentinelPitch = 10\nSentinelYaw = 10\nSentinelPitchReduction = 25\nSentinelYawReduction = 25\nWingmanPitch = 10\nWingmanYaw = 10\nWingmanPitchReduction = 25\nWingmanYawReduction = 25\nProwlerPitch = 10\nProwlerYaw = 10\nProwlerPitchReduction = 25\nProwlerYawReduction = 25\nKraberPitch = 10\nKraberYaw = 10\nKraberPitchReduction = 25\nKraberYawReduction = 25\n\n[Triggerbot]\nEnabled = 1\nBindMethod = 0\nAttackMethod = 0\nTriggerBind = 57\nOnADS = 1\nHipfireShotguns = 1\nDelay = 50\nRange = 151\nP2020 = 0\nRE45 = 0\nAlternator = 0\nR99 = 0\nR301 = 0\nSpitfire = 0\nG7 = 0\nFlatline = 0\nHemlock = 0\nRepeater = 0\nRampage = 0\nCARSMG = 0\nHavoc = 0\nDevotion = 0\nLSTAR = 0\nTripleTake = 1\nVolt = 0\nNemesis = 0\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 0\nSentinel = 0\nWingman = 1\nProwler = 0\nBocek = 1\nKraber = 0\nKnife = 1\nAdvancedTriggerbot = 0\nP2020Range = 150\nRE45Range = 150\nAlternatorRange = 150\nR99Range = 150\nR301Range = 150\nSpitfireRange = 150\nG7Range = 150\nFlatlineRange = 150\nHemlockRange = 150\nProwlerRange = 150\nRepeaterRange = 150\nRampageRange = 150\nCARSMGRange = 150\nHavocRange = 150\nDevotionRange = 150\nLSTARRange = 150\nTripleTakeRange = 150\nVoltRange = 150\nNemesisRange = 150\nMozambiqueRange = 150\nPeacekeeperRange = 150\nMastiffRange = 150\nLongbowRange = 150\nChargeRifleRange = 150\nSentinelRange = 150\nWingmanRange = 150\nEVA8Range = 150\nBocekRange = 150\nKraberRange = 150\nThrowingKnifeRange = 150\n\n[Glow]\nNewGlow = 1\nKnockedCheck = 0\nGlowMaxDistance = 200\nGlowColorMode = 0\nGlowColorShieldMode = 0\nGlowRadius = 64\nInsideFunction = 2\nOutlineFunction = 125\nBodyStyle = 15\nOutlineStyle = 1\nViewModelGlow = 0\nViewModelGlowSetting = 65\nViewModelGlowCombo = 5\n\n[ItemGlow]\nItemGlow = 1\nSelectedItemSelection = 0\nCommon = 1\nRare = 1\nEpic = 1\nGold = 1\nLegendary = 1\nWeapons = 0\nAmmo = 0\nItemGlowThickness = 35\nSelectedInsideStyle = 1\nSelectedOutlineStyle = 3\n\n[Sense]\nEnabled = 1\nDrawFOVCircle = 1\nDrawFilledFOVCircle = 0\nFOVThickness = 1\nGameFOV = 120\nDrawTargetLine = 1\nDrawTargetDot = 0\nDrawTargetBox = 0\nTargetMode = 1\nTargetBoneMode = 0\nTargetSelectedBone = 0\nTargetBone = 0\nTargetHitbox = 0\nTargetLineThickness = 1\nTargetDotRadius = 1500\nTargetBoxMode = 0\nTargetBoxThickness = 1\nTargetBoxSize = 4\nDrawTargetInfo = 1\nTargetInfoDisplayMode = 0\nDrawTargetInfoName = 0\nTargetInfoNamePos = 0\nDrawTargetInfoLegend = 1\nTargetInfoLegendPos = 0\nDrawTargetInfoTeamID = 0\nDrawTargetInfoDistance = 1\nDrawTargetInfoWeapon = 1\nTargetInfoWeaponPos = 1\nDrawTargetInfoHealth = 1\nTargetInfoHealthPos = 2\nDrawTargetInfoShield = 1\nTargetInfoShieldPos = 3\nTargetInfoColorMode = 1\nTargetInfoPosX = 960\nTargetInfoPosY = 620\nTargetInfoOffset = 15\nDrawCrosshair = 1\nCrosshairSize = 7\nCrosshairThickness = 1\nShowSpectators = 0\nDrawSpectatorWarning = 0\nDrawVisibleWarning = 1\nWarningTextOutline = 1\nWarningTextX = 960\nWarningTextY = 679\nTextOutline = 0\nVisibilityCheck = 0\nKnockedCheck = 0\nESPMaxDistance = 200\n\n[SenseEnemy]\nDrawEnemy = 1\nDrawBoxes = 0\nBoxOutline = 1\nBoxType = 0\nBoxStyle = 1\nBoxThickness = 1\nDrawSkeleton = 0\nSkeletonOutline = 0\nSkeletonThickness = 1\nDrawHeadCircle = 1\nHeadCircleOutline = 0\nHeadCircleThickness = 1\nDrawBars = 1\nHealthBar = 1\nShieldBar = 1\nBarMode = 2\nBarStyle = 0\nBarThickness = 1\nBarThickness2 = 1.05\nBarHeight = 5\nBarWidth = 60\nBarColorMode = 0\nWeaponColorType = 1\nDrawDistance = 1\nTracerPosition = 0\nTracerBone = 0\nDrawTracers = 0\nTracerThickness = 2\nDrawNames = 1\nDrawSeer = 0\nDrawStatus = 0\nDrawWeapon = 1\nDrawLegend = 1\nShowMaxStatusValues = 1\n\n[SenseTeammate]\nDrawTeam = 0\nDrawBoxes = 1\nBoxType = 0\nBoxStyle = 0\nBoxThickness = 1\nDrawSkeleton = 1\nSkeletonThickness = 1\nDrawHeadCircle = 1\nHeadCircleThickness = 1\nDrawBars = 1\nHealthBar = 1\nShieldBar = 1\nBarMode = 0\nBarStyle = 0\nBarThickness = 1\nBarThickness2 = 0.05\nBarHeight = 5\nBarWidth = 60\nBarColorMode = 0\nBarBackground = 0\nWeaponColorType = 1\nDrawDistance = 1\nTracerPosition = 0\nTracerBone = 0\nDrawTracers = 1\nTracerThickness = 2\nDrawNames = 1\nDrawSeer = 0\nDrawStatus = 1\nDrawWeapon = 0\nDrawLegend = 0\nShowMaxStatusValues = 1\n\n[SensePositions]\nNamePosition = 0\nDistancePosition = 0\nLegendPosition = 2\nWeaponPosition = 3\nStatusPosition = 4\n\n[Radar]\nMiniMap = 0\nMiniMapRange = 100\nMiniMapScaleX = 215\nMiniMapScaleY = 215\nMiniMapDotSize = 5\nMiniMapBlackBGSize = 0\nMiniMapGuides = 0\nBigMap = 1\nBigMapBind = 21\nCircleColorR = 0.999\nCircleColorG = 0.999\nCircleColorB = 0.999\nCircleColorA = 0.999\n\n[Misc]\nSuperGlide = 1\nSuperGlideMode = 0\nSuperGlideFPS = 1\nQuickTurn = 0\nQuickTurnAngle = 180\nQuickTurnBind = 58\nBHop = 0\nBHopDelay = 25\nBHopBind = 34\nRapidFire = 0\nRapidFireDelay = 75\nRapidFireBind = 34\nRapidP2020 = 1\nRapidR301 = 1\nRapidG7 = 1\nRapidFlatline = 1\nRapidHemlock = 1\nRapidProwler = 1\nRapidNemesis = 1\nRapidMozambique = 1\nRapidEVA8 = 1\nRapidWingman = 1\nSkinChanger = 1\nSkinP2020 = 10\nSkinRE45 = 15\nSkinALTERNATOR = 15\nSkinR99 = 16\nSkinR301 = 16\nSkinSPITFIRE = 16\nSkinG7 = 19\nSkinFLATLINE = 18\nSkinHEMLOCK = 16\nSkinREPEATER = 10\nSkinRAMPAGE = 11\nSkinCAR = 11\nSkinHAVOC = 12\nSkinDEVOTION = 9\nSkinLSTAR = 10\nSkinTRIPLETAKE = 11\nSkinVOLT = 13\nSkinNEMESIS = 8\nSkinMOZAMBIQUE = 10\nSkinEVA8 = 11\nSkinPEACEKEEPER = 16\nSkinMASTIFF = 11\nSkinLONGBOW = 10\nSkinCHARGE_RIFLE = 9\nSkinSENTINEL = 10\nSkinWINGMAN = 9\nSkinPROWLER = 11\nSkinBOCEK = 10\nSkinKRABER = 7\n\n[Colors]\nWeaponColorMode = 0\nTargetLineColorR = 0.99\nTargetLineColorG = 0.99\nTargetLineColorB = 0.99\nTargetLineColorA = 0.99\nTargetLineLockedColorR = 0.99\nTargetLineLockedColorG = 0\nTargetLineLockedColorB = 0\nTargetLineLockedColorA = 0.99\nTargetDotColorR = 0.99\nTargetDotColorG = 0.99\nTargetDotColorB = 0.99\nTargetDotColorA = 0.99\nTargetDotLockedColorR = 0.99\nTargetDotLockedColorG = 0\nTargetDotLockedColorB = 0\nTargetDotLockedColorA = 0.99\nTargetBoxColorR = 0.99\nTargetBoxColorG = 0.99\nTargetBoxColorB = 0.99\nTargetBoxColorA = 0.99\nTargetBoxLockedColorR = 0.99\nTargetBoxLockedColorG = 0\nTargetBoxLockedColorB = 0\nTargetBoxLockedColorA = 0.99\nTargetInfoColorR = 0.99\nTargetInfoColorG = 0.99\nTargetInfoColorB = 0.99\nTargetInfoColorA = 0.99\nTargetInfoLockedColorR = 0.99\nTargetInfoLockedColorG = 0\nTargetInfoLockedColorB = 0\nTargetInfoLockedColorA = 0.99\nFOVColorR = 0.99\nFOVColorG = 0.99\nFOVColorB = 0.99\nFOVColorA = 0.99\nFilledFOVColorR = 0\nFilledFOVColorG = 0\nFilledFOVColorB = 0\nFilledFOVColorA = 0.11\nCrosshairColorR = 0.99\nCrosshairColorG = 0.99\nCrosshairColorB = 0.99\nCrosshairColorA = 0.99\nSpectatorWarningColorR = 0.99\nSpectatorWarningColorG = 0\nSpectatorWarningColorB = 0\nSpectatorWarningColorA = 0.99\nVisibleWarningColorR = 0\nVisibleWarningColorG = 0.99\nVisibleWarningColorB = 0\nVisibleWarningColorA = 0.99\nNameColorR = 0.4\nNameColorG = 1\nNameColorB = 0.343\nNameColorA = 1\n\n[EnemyColors]\nInvisibleBoxColorR = 0.99\nInvisibleBoxColorG = 0\nInvisibleBoxColorB = 0\nInvisibleBoxColorA = 0.99\nVisibleBoxColorR = 0\nVisibleBoxColorG = 0.99\nVisibleBoxColorB = 0\nVisibleBoxColorA = 0.99\nKnockedBoxColorR = 0.99\nKnockedBoxColorG = 0.671\nKnockedBoxColorB = 0.119\nKnockedBoxColorA = 0.99\nInvisibleFilledBoxColorR = 0\nInvisibleFilledBoxColorG = 0\nInvisibleFilledBoxColorB = 0\nInvisibleFilledBoxColorA = 0.11\nVisibleFilledBoxColorR = 0\nVisibleFilledBoxColorG = 0\nVisibleFilledBoxColorB = 0\nVisibleFilledBoxColorA = 0.11\nKnockedFilledBoxColorR = 0\nKnockedFilledBoxColorG = 0\nKnockedFilledBoxColorB = 0\nKnockedFilledBoxColorA = 0.11\nInvisibleTracerColorR = 0.99\nInvisibleTracerColorG = 0\nInvisibleTracerColorB = 0\nInvisibleTracerColorA = 0.99\nVisibleTracerColorR = 0\nVisibleTracerColorG = 0.99\nVisibleTracerColorB = 0\nVisibleTracerColorA = 0.99\nKnockedTracerColorR = 0.99\nKnockedTracerColorG = 0.671\nKnockedTracerColorB = 0.119\nKnockedTracerColorA = 0.99\nInvisibleSkeletonColorR = 0.99\nInvisibleSkeletonColorG = 0\nInvisibleSkeletonColorB = 0\nInvisibleSkeletonColorA = 0.99\nVisibleSkeletonColorR = 0\nVisibleSkeletonColorG = 0.99\nVisibleSkeletonColorB = 0\nVisibleSkeletonColorA = 0.99\nKnockedSkeletonColorR = 0.99\nKnockedSkeletonColorG = 0.671\nKnockedSkeletonColorB = 0.119\nKnockedSkeletonColorA = 0.99\nInvisibleHeadCircleColorR = 0.99\nInvisibleHeadCircleColorG = 0\nInvisibleHeadCircleColorB = 0\nInvisibleHeadCircleColorA = 0.99\nVisibleHeadCircleColorR = 0\nVisibleHeadCircleColorG = 0.99\nVisibleHeadCircleColorB = 0\nVisibleHeadCircleColorA = 0.99\nKnockedHeadCircleColorR = 0.99\nKnockedHeadCircleColorG = 0.671\nKnockedHeadCircleColorB = 0.119\nKnockedHeadCircleColorA = 0.99\nInvisibleNameColorR = 0.99\nInvisibleNameColorG = 0\nInvisibleNameColorB = 0\nInvisibleNameColorA = 0.99\nVisibleNameColorR = 0\nVisibleNameColorG = 0.99\nVisibleNameColorB = 0\nVisibleNameColorA = 0.99\nKnockedNameColorR = 0.99\nKnockedNameColorG = 0.671\nKnockedNameColorB = 0.119\nKnockedNameColorA = 0.99\nInvisibleDistanceColorR = 0.99\nInvisibleDistanceColorG = 0\nInvisibleDistanceColorB = 0\nInvisibleDistanceColorA = 0.99\nVisibleDistanceColorR = 0\nVisibleDistanceColorG = 0.99\nVisibleDistanceColorB = 0\nVisibleDistanceColorA = 0.99\nKnockedDistanceColorR = 0.99\nKnockedDistanceColorG = 0.671\nKnockedDistanceColorB = 0.119\nKnockedDistanceColorA = 0.99\nInvisibleLegendColorR = 0.99\nInvisibleLegendColorG = 0\nInvisibleLegendColorB = 0\nInvisibleLegendColorA = 0.99\nVisibleLegendColorR = 0\nVisibleLegendColorG = 0.99\nVisibleLegendColorB = 0\nVisibleLegendColorA = 0.99\nKnockedLegendColorR = 0.99\nKnockedLegendColorG = 0.671\nKnockedLegendColorB = 0.119\nKnockedLegendColorA = 0.99\nBarColorMode = 2\nInvisibleWeaponColorR = 0.99\nInvisibleWeaponColorG = 0\nInvisibleWeaponColorB = 0\nInvisibleWeaponColorA = 0.99\nVisibleWeaponColorR = 0\nVisibleWeaponColorG = 0.99\nVisibleWeaponColorB = 0\nVisibleWeaponColorA = 0.99\nKnockedWeaponColorR = 0.99\nKnockedWeaponColorG = 0.671\nKnockedWeaponColorB = 0.119\nKnockedWeaponColorA = 0.99\nLightWeaponColorR = 0.99\nLightWeaponColorG = 0.768\nLightWeaponColorB = 0.039\nLightWeaponColorA = 0.99\nHeavyWeaponColorR = 0.0099\nHeavyWeaponColorG = 0.99\nHeavyWeaponColorB = 0.761\nHeavyWeaponColorA = 0\nEnergyWeaponColorR = 0\nEnergyWeaponColorG = 0.99\nEnergyWeaponColorB = 0\nEnergyWeaponColorA = 0.99\nShotgunWeaponColorR = 0.99\nShotgunWeaponColorG = 0\nShotgunWeaponColorB = 0\nShotgunWeaponColorA = 0.99\nSniperWeaponColorR = 0.0099\nSniperWeaponColorG = 0.337\nSniperWeaponColorB = 0.99\nSniperWeaponColorA = 0.99\nLegendaryWeaponColorR = 0.99\nLegendaryWeaponColorG = 0.53\nLegendaryWeaponColorB = 0.945\nLegendaryWeaponColorA = 0\nMeleeWeaponColorR = 0.99\nMeleeWeaponColorG = 0.99\nMeleeWeaponColorB = 0.99\nMeleeWeaponColorA = 0.99\nThrowableWeaponColorR = 0.99\nThrowableWeaponColorG = 0.974\nThrowableWeaponColorB = 0.0495\nThrowableWeaponColorA = 0.99\nInvisibleGlowColorR = 1\nInvisibleGlowColorG = 0\nInvisibleGlowColorB = 0\nVisibleGlowColorR = 0\nVisibleGlowColorG = 1\nVisibleGlowColorB = 0\nKnockedGlowColorR = 0.99\nKnockedGlowColorG = 0.67\nKnockedGlowColorB = 0.12\nRedShieldColorR = 1\nRedShieldColorG = 0\nRedShieldColorB = 0\nPurpleShieldColorR = 0.5\nPurpleShieldColorG = 0\nPurpleShieldColorB = 0.5\nBlueShieldColorR = 0\nBlueShieldColorG = 0.5\nBlueShieldColorB = 1\nGreyShieldColorR = 0.54\nGreyShieldColorG = 0.545\nGreyShieldColorB = 0.545\nLowGlowColorR = 1\nLowGlowColorG = 1\nLowGlowColorB = 0\n\n[TeammateColors]\nInvisibleBoxColorR = 0.0846\nInvisibleBoxColorG = 0.0693\nInvisibleBoxColorB = 0.99\nInvisibleBoxColorA = 0.99\nVisibleBoxColorR = 0.0099\nVisibleBoxColorG = 0.827\nVisibleBoxColorB = 0.99\nVisibleBoxColorA = 0.99\nVisibleBoxColorR = 0.0099\nVisibleBoxColorG = 0.827\nVisibleBoxColorB = 0.99\nVisibleBoxColorA = 0.99\nInvisibleFilledBoxColorR = 0.0846\nInvisibleFilledBoxColorG = 0.0693\nInvisibleFilledBoxColorB = 0.99\nInvisibleFilledBoxColorA = 0.99\nVisibleFilledBoxColorR = 0.0099\nVisibleFilledBoxColorG = 0.827\nVisibleFilledBoxColorB = 0.99\nVisibleFilledBoxColorA = 0.99\nVisibleFilledBoxColorR = 0.0099\nVisibleFilledBoxColorG = 0.827\nVisibleFilledBoxColorB = 0.99\nVisibleFilledBoxColorA = 0.99\nInvisibleTracerColorR = 0.0846\nInvisibleTracerColorG = 0.0693\nInvisibleTracerColorB = 0.99\nInvisibleTracerColorA = 0.99\nVisibleTracerColorR = 0.0099\nVisibleTracerColorG = 0.827\nVisibleTracerColorB = 0.99\nVisibleTracerColorA = 0.99\nVisibleTracerColorR = 0.0099\nVisibleTracerColorG = 0.827\nVisibleTracerColorB = 0.99\nVisibleTracerColorA = 0.99\nInvisibleSkeletonColorR = 0.0846\nInvisibleSkeletonColorG = 0.0693\nInvisibleSkeletonColorB = 0.99\nInvisibleSkeletonColorA = 0.99\nVisibleSkeletonColorR = 0.0099\nVisibleSkeletonColorG = 0.827\nVisibleSkeletonColorB = 0.99\nVisibleSkeletonColorA = 0.99\nVisibleSkeletonColorR = 0.0099\nVisibleSkeletonColorG = 0.827\nVisibleSkeletonColorB = 0.99\nVisibleSkeletonColorA = 0.99\nInvisibleHeadCircleColorR = 0.0846\nInvisibleHeadCircleColorG = 0.0693\nInvisibleHeadCircleColorB = 0.99\nInvisibleHeadCircleColorA = 0.99\nVisibleHeadCircleColorR = 0.0099\nVisibleHeadCircleColorG = 0.827\nVisibleHeadCircleColorB = 0.99\nVisibleHeadCircleColorA = 0.99\nVisibleHeadCircleColorR = 0.0099\nVisibleHeadCircleColorG = 0.827\nVisibleHeadCircleColorB = 0.99\nVisibleHeadCircleColorA = 0.99\nInvisibleNameColorR = 0.0846\nInvisibleNameColorG = 0.0693\nInvisibleNameColorB = 0.99\nInvisibleNameColorA = 0.99\nVisibleNameColorR = 0.0099\nVisibleNameColorG = 0.827\nVisibleNameColorB = 0.99\nVisibleNameColorA = 0.99\nVisibleNameColorR = 0.0099\nVisibleNameColorG = 0.827\nVisibleNameColorB = 0.99\nVisibleNameColorA = 0.99\nInvisibleDistanceColorR = 0.0846\nInvisibleDistanceColorG = 0.0693\nInvisibleDistanceColorB = 0.99\nInvisibleDistanceColorA = 0.99\nVisibleDistanceColorR = 0.0099\nVisibleDistanceColorG = 0.827\nVisibleDistanceColorB = 0.99\nVisibleDistanceColorA = 0.99\nVisibleDistanceColorR = 0.0099\nVisibleDistanceColorG = 0.827\nVisibleDistanceColorB = 0.99\nVisibleDistanceColorA = 0.99\nInvisibleLegendColorR = 0.0846\nInvisibleLegendColorG = 0.0693\nInvisibleLegendColorB = 0.99\nInvisibleLegendColorA = 0.99\nVisibleLegendColorR = 0.0099\nVisibleLegendColorG = 0.827\nVisibleLegendColorB = 0.99\nVisibleLegendColorA = 0.99\nVisibleLegendColorR = 0.0099\nVisibleLegendColorG = 0.827\nVisibleLegendColorB = 0.99\nVisibleLegendColorA = 0.99\nBarColorMode = 2\nInvisibleWeaponColorR = 0.0846\nInvisibleWeaponColorG = 0.0693\nInvisibleWeaponColorB = 0.99\nInvisibleWeaponColorA = 0.99\nVisibleWeaponColorR = 0.0099\nVisibleWeaponColorG = 0.827\nVisibleWeaponColorB = 0.99\nVisibleWeaponColorA = 0.99\nVisibleWeaponColorR = 0.0099\nVisibleWeaponColorG = 0.827\nVisibleWeaponColorB = 0.99\nVisibleWeaponColorA = 0.99\nLightWeaponColorR = 0.99\nLightWeaponColorG = 0.768\nLightWeaponColorB = 0.039\nLightWeaponColorA = 0.99\nHeavyWeaponColorR = 0.0099\nHeavyWeaponColorG = 0.99\nHeavyWeaponColorB = 0.761\nHeavyWeaponColorA = 0\nEnergyWeaponColorR = 0\nEnergyWeaponColorG = 0.99\nEnergyWeaponColorB = 0\nEnergyWeaponColorA = 0.99\nShotgunWeaponColorR = 0.99\nShotgunWeaponColorG = 0\nShotgunWeaponColorB = 0\nShotgunWeaponColorA = 0.99\nSniperWeaponColorR = 0.0099\nSniperWeaponColorG = 0.337\nSniperWeaponColorB = 0.99\nSniperWeaponColorA = 0.99\nLegendaryWeaponColorR = 0.99\nLegendaryWeaponColorG = 0.53\nLegendaryWeaponColorB = 0.945\nLegendaryWeaponColorA = 0\nMeleeWeaponColorR = 0.99\nMeleeWeaponColorG = 0.99\nMeleeWeaponColorB = 0.99\nMeleeWeaponColorA = 0.99\nThrowableWeaponColorR = 0.99\nThrowableWeaponColorG = 0.974\nThrowableWeaponColorB = 0.0495\nThrowableWeaponColorA = 0.99\n\n[Watermark]\nWatermark = 1\nWatermarkPosition = 0\nName = 0\nProcessingSpeed = 1\nGameFPS = 1\nSpectators = 0\n\n[Settings]\nESPEnabled = 1\nOverlayEnabled = 1\nAntiAliasedLines = 1\nFPSCap = 0\nCappedFPS = 144\n\n"
  },
  {
    "path": "Configs/Premade_Triggerbot.ini",
    "content": "[Aimbot]\nAimbotEnabled = 0\nBindMethod = 0\nAimbotMode = 0\nInputMethod = 1\nClosestHitbox = 1\nOnFire = 1\nOnADS = 0\nVisCheck = 1\nTeamCheck = 1\nTargetSwitching = 1\nPriority = 0\nPredictMovement = 1\nPredictBulletDrop = 1\nFinalDistance = 0\nSmooth = 0.9\nSpeed = 5\nSmoothingMethod = 0\nHipfireSmooth = 0.972\nADSSmooth = 0.986\nMinHipfireSmooth = 0.9\nMaxHipfireSmooth = 0.99\nMinADSSmooth = 0.9\nMaxADSSmooth = 0.99\nMouseHipfireSmoothing = 504\nMouseADSSmoothing = 602\nMouseExtraSmoothing = 9999\nMinMouseHipfireSmoothing = 300\nMaxMouseHipfireSmoothing = 315\nMinMouseADSSmoothing = 350\nMaxMouseADSSmoothing = 360\nDelay = 2\nFOV = 10\nZoomScale = 2.2\nMinDistance = 1\nHipfireDistance = 60\nZoomDistance = 160\nHipfireSmooth1 = 446\nADSSmooth1 = 505\nExtraSmoothing = 9999\nDeadzone = 0.556\nFOV1 = 9\nMinDistance2 = 1\nMaxDistance2 = 200\nP2020 = 1\nRE45 = 1\nAlternator = 1\nR99 = 1\nR301 = 1\nSpitfire = 1\nG7 = 1\nFlatline = 1\nHemlock = 1\nRepeater = 1\nRampage = 1\nCARSMG = 1\nHavoc = 1\nDevotion = 1\nLSTAR = 1\nTripleTake = 1\nVolt = 1\nNemesis = 1\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 1\nBocek = 1\nKraber = 1\nKnife = 1\nAdvancedAim = 0\nAdvancedFire = 1\nAdvancedADS = 0\nAdvancedSmoothingMethod = 0\nAdvancedClosestHitbox = 1\nAdvancedHitbox = 2\nAdvancedSpeed = 20\nAdvancedSmooth = 0.99\nAdvancedHipfireSmooth = 0.99\nAdvancedADSSmooth = 0.99\nAdvancedMinHipfireSmooth = 0.98\nAdvancedMaxHipfireSmooth = 0.99\nAdvancedMinADSSmooth = 0.98\nAdvancedMaxADSSmooth = 0.99\nAdvancedHipfireSmooth1 = 250\nAdvancedADSSmooth1 = 275\nAdvancedMinHipfireSmooth1 = 0.98\nAdvancedMaxHipfireSmooth1 = 0.99\nAdvancedMinADSSmooth1 = 0.98\nAdvancedMaxADSSmooth1 = 0.99\nAdvancedExtraSmooth1 = 5000\nAdvancedFOV1 = 10\nAdvancedDeadzone = 0.5\nAdvancedMinDistance1 = 1\nAdvancedMaxDistance1 = 150\nP2020Fire = 1\nP2020ADS = 0\nRE45Fire = 1\nRE45ADS = 0\nAlternatorFire = 1\nAlternatorADS = 0\nR99Fire = 1\nR99ADS = 0\nR301Fire = 1\nR301ADS = 0\nSpitfireFire = 1\nSpitfireADS = 0\nG7Fire = 1\nG7ADS = 0\nFlatlineFire = 1\nFlatlineADS = 0\nHemlockFire = 1\nHemlockADS = 0\nRepeaterFire = 1\nRepeaterADS = 0\nRampageFire = 1\nRampageADS = 0\nCARSMGFire = 1\nCARSMGADS = 0\nHavocFire = 1\nHavocADS = 0\nDevotionFire = 1\nDevotionADS = 0\nLSTARFire = 1\nLSTARADS = 0\nTripleTakeFire = 1\nTripleTakeADS = 0\nVoltFire = 1\nVoltADS = 0\nNemesisFire = 1\nNemesisADS = 0\nMozambiqueFire = 1\nMozambiqueADS = 0\nEVA8Fire = 1\nEVA8ADS = 0\nPeacekeeperFire = 1\nPeacekeeperADS = 0\nMastiffFire = 1\nMastiffADS = 0\nLongbowFire = 1\nLongbowADS = 0\nChargeRifleFire = 1\nChargeRifleADS = 0\nSentinelFire = 1\nSentinelADS = 0\nWingmanFire = 1\nWingmanADS = 0\nProwlerFire = 1\nProwlerADS = 0\nKraberFire = 1\nKraberADS = 0\nBocekFire = 1\nBocekADS = 0\nThrowingKnifeFire = 1\nThrowingKnifeADS = 0\nP2020ClosestHitbox = 1\nP2020Hitbox = 2\nP2020Speed = 10\nP2020HipfireSmooth = 0.99\nP2020ADSSmooth = 0.99\nP2020SmoothingMethod = 0\nP2020MinHipfireSmooth = 0.98\nP2020MaxHipfireSmooth = 0.99\nP2020MinADSSmooth = 0.98\nP2020MaxADSSmooth = 0.99\nP2020FOV = 10\nP2020ZoomScale = 3\nRE45ClosestHitbox = 1\nRE45Hitbox = 2\nRE45Speed = 10\nRE45HipfireSmooth = 0.99\nRE45ADSSmooth = 0.99\nRE45SmoothingMethod = 0\nRE45MinHipfireSmooth = 0.98\nRE45MaxHipfireSmooth = 0.99\nRE45MinADSSmooth = 0.98\nRE45MaxADSSmooth = 0.99\nRE45FOV = 10\nRE45ZoomScale = 3\nAlternatorClosestHitbox = 1\nAlternatorHitbox = 2\nAlternatorSpeed = 10\nAlternatorHipfireSmooth = 0.99\nAlternatorADSSmooth = 0.99\nAlternatorSmoothingMethod = 0\nAlternatorMinHipfireSmooth = 0.98\nAlternatorMaxHipfireSmooth = 0.99\nAlternatorMinADSSmooth = 0.98\nAlternatorMaxADSSmooth = 0.99\nAlternatorFOV = 10\nAlternatorZoomScale = 3\nR99ClosestHitbox = 1\nR99Hitbox = 2\nR99Speed = 10\nR99HipfireSmooth = 0.99\nR99ADSSmooth = 0.99\nR99SmoothingMethod = 0\nR99MinHipfireSmooth = 0.98\nR99MaxHipfireSmooth = 0.99\nR99MinADSSmooth = 0.98\nR99MaxADSSmooth = 0.99\nR99FOV = 10\nR99ZoomScale = 3\nR301ClosestHitbox = 1\nR301Hitbox = 2\nR301Speed = 10\nR301HipfireSmooth = 0.99\nR301ADSSmooth = 0.99\nR301SmoothingMethod = 0\nR301MinHipfireSmooth = 0.98\nR301MaxHipfireSmooth = 0.99\nR301MinADSSmooth = 0.98\nR301MaxADSSmooth = 0.99\nR301FOV = 10\nR301ZoomScale = 3\nSpitfireClosestHitbox = 1\nSpitfireHitbox = 2\nSpitfireSpeed = 10\nSpitfireHipfireSmooth = 0.99\nSpitfireADSSmooth = 0.99\nSpitfireSmoothingMethod = 0\nSpitfireMinHipfireSmooth = 0.98\nSpitfireMaxHipfireSmooth = 0.99\nSpitfireMinADSSmooth = 0.98\nSpitfireMaxADSSmooth = 0.99\nSpitfireFOV = 10\nSpitfireZoomScale = 3\nG7ClosestHitbox = 1\nG7Hitbox = 2\nG7Speed = 10\nG7HipfireSmooth = 0.99\nG7ADSSmooth = 0.99\nG7SmoothingMethod = 0\nG7MinHipfireSmooth = 0.98\nG7MaxHipfireSmooth = 0.99\nG7MinADSSmooth = 0.98\nG7MaxADSSmooth = 0.99\nG7FOV = 10\nG7ZoomScale = 3\nFlatlineClosestHitbox = 1\nFlatlineHitbox = 2\nFlatlineSpeed = 10\nFlatlineHipfireSmooth = 0.99\nFlatlineADSSmooth = 0.99\nFlatlineSmoothingMethod = 0\nFlatlineMinHipfireSmooth = 0.98\nFlatlineMaxHipfireSmooth = 0.99\nFlatlineMinADSSmooth = 0.98\nFlatlineMaxADSSmooth = 0.99\nFlatlineFOV = 10\nFlatlineZoomScale = 3\nHemlockClosestHitbox = 1\nHemlockHitbox = 2\nHemlockSpeed = 10\nHemlockHipfireSmooth = 0.99\nHemlockADSSmooth = 0.99\nHemlockSmoothingMethod = 0\nHemlockMinHipfireSmooth = 0.98\nHemlockMaxHipfireSmooth = 0.99\nHemlockMinADSSmooth = 0.98\nHemlockMaxADSSmooth = 0.99\nHemlockFOV = 10\nHemlockZoomScale = 3\nRepeaterClosestHitbox = 1\nRepeaterHitbox = 2\nRepeaterSpeed = 10\nRepeaterHipfireSmooth = 0.99\nRepeaterADSSmooth = 0.99\nRepeaterSmoothingMethod = 0\nRepeaterMinHipfireSmooth = 0.98\nRepeaterMaxHipfireSmooth = 0.99\nRepeaterMinADSSmooth = 0.98\nRepeaterMaxADSSmooth = 0.99\nRepeaterFOV = 10\nRepeaterZoomScale = 3\nRampageClosestHitbox = 1\nRampageHitbox = 2\nRampageSpeed = 10\nRampageHipfireSmooth = 0.99\nRampageADSSmooth = 0.99\nRampageSmoothingMethod = 0\nRampageMinHipfireSmooth = 0.98\nRampageMaxHipfireSmooth = 0.99\nRampageMinADSSmooth = 0.98\nRampageMaxADSSmooth = 0.99\nRampageFOV = 10\nRampageZoomScale = 3\nCARSMGClosestHitbox = 1\nCARSMGHitbox = 2\nCARSMGSpeed = 10\nCARSMGHipfireSmooth = 0.99\nCARSMGADSSmooth = 0.99\nCARSMGSmoothingMethod = 0\nCARSMGMinHipfireSmooth = 0.98\nCARSMGMaxHipfireSmooth = 0.99\nCARSMGMinADSSmooth = 0.98\nCARSMGMaxADSSmooth = 0.99\nCARSMGFOV = 10\nCARSMGZoomScale = 3\nHavocClosestHitbox = 1\nHavocHitbox = 2\nHavocSpeed = 10\nHavocHipfireSmooth = 0.99\nHavocADSSmooth = 0.99\nHavocSmoothingMethod = 0\nHavocMinHipfireSmooth = 0.98\nHavocMaxHipfireSmooth = 0.99\nHavocMinADSSmooth = 0.98\nHavocMaxADSSmooth = 0.99\nHavocFOV = 10\nHavocZoomScale = 3\nDevotionClosestHitbox = 1\nDevotionHitbox = 2\nDevotionSpeed = 10\nDevotionHipfireSmooth = 0.99\nDevotionADSSmooth = 0.99\nDevotionSmoothingMethod = 0\nDevotionMinHipfireSmooth = 0.98\nDevotionMaxHipfireSmooth = 0.99\nDevotionMinADSSmooth = 0.98\nDevotionMaxADSSmooth = 0.99\nDevotionFOV = 10\nDevotionZoomScale = 3\nLSTARClosestHitbox = 1\nLSTARHitbox = 2\nLSTARSpeed = 10\nLSTARHipfireSmooth = 0.99\nLSTARADSSmooth = 0.99\nLSTARSmoothingMethod = 0\nLSTARMinHipfireSmooth = 0.98\nLSTARMaxHipfireSmooth = 0.99\nLSTARMinADSSmooth = 0.98\nLSTARMaxADSSmooth = 0.99\nLSTARFOV = 10\nLSTARZoomScale = 3\nTripleTakeClosestHitbox = 1\nTripleTakeHitbox = 2\nTripleTakeSpeed = 10\nTripleTakeHipfireSmooth = 0.99\nTripleTakeADSSmooth = 0.99\nTripleTakeSmoothingMethod = 0\nTripleTakeMinHipfireSmooth = 0.98\nTripleTakeMaxHipfireSmooth = 0.99\nTripleTakeMinADSSmooth = 0.98\nTripleTakeMaxADSSmooth = 0.99\nTripleTakeFOV = 10\nTripleTakeZoomScale = 3\nVoltClosestHitbox = 1\nVoltHitbox = 2\nVoltSpeed = 10\nVoltHipfireSmooth = 0.99\nVoltADSSmooth = 0.99\nVoltSmoothingMethod = 0\nVoltMinHipfireSmooth = 0.98\nVoltMaxHipfireSmooth = 0.99\nVoltMinADSSmooth = 0.98\nVoltMaxADSSmooth = 0.99\nVoltFOV = 10\nVoltZoomScale = 3\nNemesisClosestHitbox = 1\nNemesisHitbox = 2\nNemesisSpeed = 10\nNemesisHipfireSmooth = 0.99\nNemesisADSSmooth = 0.99\nNemesisSmoothingMethod = 0\nNemesisMinHipfireSmooth = 0.98\nNemesisMaxHipfireSmooth = 0.99\nNemesisMinADSSmooth = 0.98\nNemesisMaxADSSmooth = 0.99\nNemesisFOV = 10\nNemesisZoomScale = 3\nMozambiqueClosestHitbox = 1\nMozambiqueHitbox = 2\nMozambiqueSpeed = 10\nMozambiqueHipfireSmooth = 0.99\nMozambiqueADSSmooth = 0.99\nMozambiqueSmoothingMethod = 0\nMozambiqueMinHipfireSmooth = 0.98\nMozambiqueMaxHipfireSmooth = 0.99\nMozambiqueMinADSSmooth = 0.98\nMozambiqueMaxADSSmooth = 0.99\nMozambiqueFOV = 10\nMozambiqueZoomScale = 3\nEVA8ClosestHitbox = 1\nEVA8Hitbox = 2\nEVA8Speed = 10\nEVA8HipfireSmooth = 0.99\nEVA8ADSSmooth = 0.99\nEVA8SmoothingMethod = 0\nEVA8MinHipfireSmooth = 0.98\nEVA8MaxHipfireSmooth = 0.99\nEVA8MinADSSmooth = 0.98\nEVA8MaxADSSmooth = 0.99\nEVA8FOV = 10\nEVA8ZoomScale = 3\nPeacekeeperClosestHitbox = 1\nPeacekeeperHitbox = 2\nPeacekeeperSpeed = 10\nPeacekeeperHipfireSmooth = 0.99\nPeacekeeperADSSmooth = 0.99\nPeacekeeperSmoothingMethod = 0\nPeacekeeperMinHipfireSmooth = 0.98\nPeacekeeperMaxHipfireSmooth = 0.99\nPeacekeeperMinADSSmooth = 0.98\nPeacekeeperMaxADSSmooth = 0.99\nPeacekeeperFOV = 10\nPeacekeeperZoomScale = 3\nMastiffClosestHitbox = 1\nMastiffHitbox = 2\nMastiffSpeed = 10\nMastiffHipfireSmooth = 0.99\nMastiffADSSmooth = 0.99\nMastiffSmoothingMethod = 0\nMastiffMinHipfireSmooth = 0.98\nMastiffMaxHipfireSmooth = 0.99\nMastiffMinADSSmooth = 0.98\nMastiffMaxADSSmooth = 0.99\nMastiffFOV = 10\nMastiffZoomScale = 3\nLongbowClosestHitbox = 1\nLongbowHitbox = 2\nLongbowSpeed = 10\nLongbowHipfireSmooth = 0.99\nLongbowADSSmooth = 0.99\nLongbowSmoothingMethod = 0\nLongbowMinHipfireSmooth = 0.98\nLongbowMaxHipfireSmooth = 0.99\nLongbowMinADSSmooth = 0.98\nLongbowMaxADSSmooth = 0.99\nLongbowFOV = 10\nLongbowZoomScale = 3\nChargeRifleClosestHitbox = 1\nChargeRifleHitbox = 2\nChargeRifleSpeed = 10\nChargeRifleHipfireSmooth = 0.99\nChargeRifleADSSmooth = 0.99\nChargeRifleSmoothingMethod = 0\nChargeRifleMinHipfireSmooth = 0.98\nChargeRifleMaxHipfireSmooth = 0.99\nChargeRifleMinADSSmooth = 0.98\nChargeRifleMaxADSSmooth = 0.99\nChargeRifleFOV = 10\nChargeRifleZoomScale = 3\nSentinelClosestHitbox = 1\nSentinelHitbox = 2\nSentinelSpeed = 10\nSentinelHipfireSmooth = 0.99\nSentinelADSSmooth = 0.99\nSentinelSmoothingMethod = 0\nSentinelMinHipfireSmooth = 0.98\nSentinelMaxHipfireSmooth = 0.99\nSentinelMinADSSmooth = 0.98\nSentinelMaxADSSmooth = 0.99\nSentinelFOV = 10\nSentinelZoomScale = 3\nWingmanClosestHitbox = 1\nWingmanHitbox = 2\nWingmanSpeed = 10\nWingmanHipfireSmooth = 0.99\nWingmanADSSmooth = 0.99\nWingmanSmoothingMethod = 0\nWingmanMinHipfireSmooth = 0.98\nWingmanMaxHipfireSmooth = 0.99\nWingmanMinADSSmooth = 0.98\nWingmanMaxADSSmooth = 0.99\nWingmanFOV = 10\nWingmanZoomScale = 3\nProwlerClosestHitbox = 1\nProwlerHitbox = 2\nProwlerSpeed = 10\nProwlerHipfireSmooth = 0.99\nProwlerADSSmooth = 0.99\nProwlerSmoothingMethod = 0\nProwlerMinHipfireSmooth = 0.98\nProwlerMaxHipfireSmooth = 0.99\nProwlerMinADSSmooth = 0.98\nProwlerMaxADSSmooth = 0.99\nProwlerFOV = 10\nProwlerZoomScale = 3\nKraberClosestHitbox = 1\nKraberHitbox = 2\nKraberSpeed = 10\nKraberHipfireSmooth = 0.99\nKraberADSSmooth = 0.99\nKraberSmoothingMethod = 0\nKraberMinHipfireSmooth = 0.98\nKraberMaxHipfireSmooth = 0.99\nKraberMinADSSmooth = 0.98\nKraberMaxADSSmooth = 0.99\nKraberFOV = 10\nKraberZoomScale = 3\nBocekClosestHitbox = 1\nBocekHitbox = 2\nBocekSpeed = 10\nBocekHipfireSmooth = 0.99\nBocekADSSmooth = 0.99\nBocekSmoothingMethod = 0\nBocekMinHipfireSmooth = 0.98\nBocekMaxHipfireSmooth = 0.99\nBocekMinADSSmooth = 0.98\nBocekMaxADSSmooth = 0.99\nBocekFOV = 10\nBocekZoomScale = 3\nThrowingKnifeClosestHitbox = 1\nThrowingKnifeHitbox = 2\nThrowingKnifeSpeed = 10\nThrowingKnifeHipfireSmooth = 0.99\nThrowingKnifeADSSmooth = 0.99\nThrowingKnifeSmoothingMethod = 0\nThrowingKnifeMinHipfireSmooth = 0.98\nThrowingKnifeMaxHipfireSmooth = 0.99\nThrowingKnifeMinADSSmooth = 0.98\nThrowingKnifeMaxADSSmooth = 0.99\nThrowingKnifeFOV = 10\nThrowingKnifeZoomScale = 3\nP2020HipfireSmooth1 = 250\nP2020ADSSmooth1 = 275\nP2020MinHipfireSmooth1 = 250\nP2020MaxHipfireSmooth1 = 275\nP2020MinADSSmooth1 = 275\nP2020MaxADSSmooth1 = 300\nP2020ExtraSmooth1 = 5000\nP2020Deadzone = 0.5\nP2020FOV1 = 10\nP2020MinDistance1 = 1\nP2020MaxDistance1 = 200\nRE45HipfireSmooth1 = 250\nRE45ADSSmooth1 = 275\nRE45MinHipfireSmooth1 = 250\nRE45MaxHipfireSmooth1 = 275\nRE45MinADSSmooth1 = 275\nRE45MaxADSSmooth1 = 300\nRE45ExtraSmooth1 = 5000\nRE45Deadzone = 0.5\nRE45FOV1 = 10\nRE45MinDistance1 = 1\nRE45MaxDistance1 = 200\nAlternatorHipfireSmooth1 = 250\nAlternatorADSSmooth1 = 275\nAlternatorMinHipfireSmooth1 = 250\nAlternatorMaxHipfireSmooth1 = 275\nAlternatorMinADSSmooth1 = 275\nAlternatorMaxADSSmooth1 = 300\nAlternatorExtraSmooth1 = 5000\nAlternatorDeadzone = 0.5\nAlternatorFOV1 = 10\nAlternatorMinDistance1 = 1\nAlternatorMaxDistance1 = 200\nR99HipfireSmooth1 = 250\nR99ADSSmooth1 = 275\nR99MinHipfireSmooth1 = 250\nR99MaxHipfireSmooth1 = 275\nR99MinADSSmooth1 = 275\nR99MaxADSSmooth1 = 300\nR99ExtraSmooth1 = 5000\nR99Deadzone = 0.5\nR99FOV1 = 10\nR99MinDistance1 = 1\nR99MaxDistance1 = 200\nR301HipfireSmooth1 = 250\nR301ADSSmooth1 = 275\nR301MinHipfireSmooth1 = 250\nR301MaxHipfireSmooth1 = 275\nR301MinADSSmooth1 = 275\nR301MaxADSSmooth1 = 300\nR301ExtraSmooth1 = 5000\nR301Deadzone = 0.5\nR301FOV1 = 10\nR301MinDistance1 = 1\nR301MaxDistance1 = 200\nSpitfireHipfireSmooth1 = 250\nSpitfireADSSmooth1 = 275\nSpitfireMinHipfireSmooth1 = 250\nSpitfireMaxHipfireSmooth1 = 275\nSpitfireMinADSSmooth1 = 275\nSpitfireMaxADSSmooth1 = 300\nSpitfireExtraSmooth1 = 5000\nSpitfireDeadzone = 0.5\nSpitfireFOV1 = 10\nSpitfireMinDistance1 = 1\nSpitfireMaxDistance1 = 200\nG7HipfireSmooth1 = 250\nG7ADSSmooth1 = 275\nG7MinHipfireSmooth1 = 250\nG7MaxHipfireSmooth1 = 275\nG7MinADSSmooth1 = 275\nG7MaxADSSmooth1 = 300\nG7ExtraSmooth1 = 5000\nG7Deadzone = 0.5\nG7FOV1 = 10\nG7MinDistance1 = 1\nG7MaxDistance1 = 200\nFlatlineHipfireSmooth1 = 250\nFlatlineADSSmooth1 = 275\nFlatlineMinHipfireSmooth1 = 250\nFlatlineMaxHipfireSmooth1 = 275\nFlatlineMinADSSmooth1 = 275\nFlatlineMaxADSSmooth1 = 300\nFlatlineExtraSmooth1 = 5000\nFlatlineDeadzone = 0.5\nFlatlineFOV1 = 10\nFlatlineMinDistance1 = 1\nFlatlineMaxDistance1 = 200\nHemlockHipfireSmooth1 = 250\nHemlockADSSmooth1 = 275\nHemlockMinHipfireSmooth1 = 250\nHemlockMaxHipfireSmooth1 = 275\nHemlockMinADSSmooth1 = 275\nHemlockMaxADSSmooth1 = 300\nHemlockExtraSmooth1 = 5000\nHemlockDeadzone = 0.5\nHemlockFOV1 = 10\nHemlockMinDistance1 = 1\nHemlockMaxDistance1 = 200\nRepeaterHipfireSmooth1 = 250\nRepeaterADSSmooth1 = 275\nRepeaterMinHipfireSmooth1 = 250\nRepeaterMaxHipfireSmooth1 = 275\nRepeaterMinADSSmooth1 = 275\nRepeaterMaxADSSmooth1 = 300\nRepeaterExtraSmooth1 = 5000\nRepeaterDeadzone = 0.5\nRepeaterFOV1 = 10\nRepeaterMinDistance1 = 1\nRepeaterMaxDistance1 = 200\nRampageHipfireSmooth1 = 250\nRampageMinHipfireSmooth1 = 250\nRampageMaxHipfireSmooth1 = 275\nRampageMinADSSmooth1 = 275\nRampageMaxADSSmooth1 = 300\nRampageADSSmooth1 = 275\nRampageExtraSmooth1 = 5000\nRampageDeadzone = 0.5\nRampageFOV1 = 10\nRampageMinDistance1 = 1\nRampageMaxDistance1 = 200\nCARSMGHipfireSmooth1 = 250\nCARSMGADSSmooth1 = 275\nCARSMGMinHipfireSmooth1 = 250\nCARSMGMaxHipfireSmooth1 = 275\nCARSMGMinADSSmooth1 = 275\nCARSMGMaxADSSmooth1 = 300\nCARSMGExtraSmooth1 = 5000\nCARSMGDeadzone = 0.5\nCARSMGFOV1 = 10\nCARSMGMinDistance1 = 1\nCARSMGMaxDistance1 = 200\nHavocHipfireSmooth1 = 250\nHavocADSSmooth1 = 275\nHavocMinHipfireSmooth1 = 250\nHavocMaxHipfireSmooth1 = 275\nHavocMinADSSmooth1 = 275\nHavocMaxADSSmooth1 = 300\nHavocExtraSmooth1 = 5000\nHavocDeadzone = 0.5\nHavocFOV1 = 10\nHavocMinDistance1 = 1\nHavocMaxDistance1 = 200\nDevotionHipfireSmooth1 = 250\nDevotionADSSmooth1 = 275\nDevotionMinHipfireSmooth1 = 250\nDevotionMaxHipfireSmooth1 = 275\nDevotionMinADSSmooth1 = 275\nDevotionMaxADSSmooth1 = 300\nDevotionExtraSmooth1 = 5000\nDevotionDeadzone = 0.5\nDevotionFOV1 = 10\nDevotionMinDistance1 = 1\nDevotionMaxDistance1 = 200\nLSTARHipfireSmooth1 = 250\nLSTARADSSmooth1 = 275\nLSTARMinHipfireSmooth1 = 250\nLSTARMaxHipfireSmooth1 = 275\nLSTARMinADSSmooth1 = 275\nLSTARMaxADSSmooth1 = 300\nLSTARExtraSmooth1 = 5000\nLSTARDeadzone = 0.5\nLSTARFOV1 = 10\nLSTARMinDistance1 = 1\nLSTARMaxDistance1 = 200\nTripleTakeHipfireSmooth1 = 250\nTripleTakeADSSmooth1 = 275\nTripleTakeMinHipfireSmooth1 = 250\nTripleTakeMaxHipfireSmooth1 = 275\nTripleTakeMinADSSmooth1 = 275\nTripleTakeMaxADSSmooth1 = 300\nTripleTakeExtraSmooth1 = 5000\nTripleTakeDeadzone = 0.5\nTripleTakeFOV1 = 10\nTripleTakeMinDistance1 = 1\nTripleTakeMaxDistance1 = 200\nVoltHipfireSmooth1 = 250\nVoltADSSmooth1 = 275\nVoltMinHipfireSmooth1 = 250\nVoltMaxHipfireSmooth1 = 275\nVoltMinADSSmooth1 = 275\nVoltMaxADSSmooth1 = 300\nVoltExtraSmooth1 = 5000\nVoltDeadzone = 0.5\nVoltFOV1 = 10\nVoltMinDistance1 = 1\nVoltMaxDistance1 = 200\nNemesisHipfireSmooth1 = 250\nNemesisADSSmooth1 = 275\nNemesisMinHipfireSmooth1 = 250\nNemesisMaxHipfireSmooth1 = 275\nNemesisMinADSSmooth1 = 275\nNemesisMaxADSSmooth1 = 300\nNemesisExtraSmooth1 = 5000\nNemesisDeadzone = 0.5\nNemesisFOV1 = 10\nNemesisMinDistance1 = 1\nNemesisMaxDistance1 = 200\nMozambiqueHipfireSmooth1 = 250\nMozambiqueADSSmooth1 = 275\nMozambiqueMinHipfireSmooth1 = 250\nMozambiqueMaxHipfireSmooth1 = 275\nMozambiqueMinADSSmooth1 = 275\nMozambiqueMaxADSSmooth1 = 300\nMozambiqueExtraSmooth1 = 5000\nMozambiqueDeadzone = 0.5\nMozambiqueFOV1 = 10\nMozambiqueMinDistance1 = 1\nMozambiqueMaxDistance1 = 200\nEVA8HipfireSmooth1 = 250\nEVA8ADSSmooth1 = 275\nEVA8MinHipfireSmooth1 = 250\nEVA8MaxHipfireSmooth1 = 275\nEVA8MinADSSmooth1 = 275\nEVA8MaxADSSmooth1 = 300\nEVA8ExtraSmooth1 = 5000\nEVA8Deadzone = 0.5\nEVA8FOV1 = 10\nEVA8MinDistance1 = 1\nEVA8MaxDistance1 = 200\nPeacekeeperHipfireSmooth1 = 250\nPeacekeeperADSSmooth1 = 275\nPeacekeeperMinHipfireSmooth1 = 250\nPeacekeeperMaxHipfireSmooth1 = 275\nPeacekeeperMinADSSmooth1 = 275\nPeacekeeperMaxADSSmooth1 = 300\nPeacekeeperExtraSmooth1 = 5000\nPeacekeeperDeadzone = 0.5\nPeacekeeperFOV1 = 10\nPeacekeeperMinDistance1 = 1\nPeacekeeperMaxDistance1 = 200\nMastiffHipfireSmooth1 = 250\nMastiffADSSmooth1 = 275\nMastiffMinHipfireSmooth1 = 250\nMastiffMaxHipfireSmooth1 = 275\nMastiffMinADSSmooth1 = 275\nMastiffMaxADSSmooth1 = 300\nMastiffExtraSmooth1 = 5000\nMastiffDeadzone = 0.5\nMastiffFOV1 = 10\nMastiffMinDistance1 = 1\nMastiffMaxDistance1 = 200\nLongbowHipfireSmooth1 = 250\nLongbowADSSmooth1 = 275\nLongbowMinHipfireSmooth1 = 250\nLongbowMaxHipfireSmooth1 = 275\nLongbowMinADSSmooth1 = 275\nLongbowMaxADSSmooth1 = 300\nLongbowExtraSmooth1 = 5000\nLongbowDeadzone = 0.5\nLongbowFOV1 = 10\nLongbowMinDistance1 = 1\nLongbowMaxDistance1 = 200\nChargeRifleHipfireSmooth1 = 250\nChargeRifleADSSmooth1 = 275\nChargeRifleMinHipfireSmooth1 = 250\nChargeRifleMaxHipfireSmooth1 = 275\nChargeRifleMinADSSmooth1 = 275\nChargeRifleMaxADSSmooth1 = 300\nChargeRifleExtraSmooth1 = 5000\nChargeRifleDeadzone = 0.5\nChargeRifleFOV1 = 10\nChargeRifleMinDistance1 = 1\nChargeRifleMaxDistance1 = 200\nSentinelHipfireSmooth1 = 250\nSentinelADSSmooth1 = 275\nSentinelMinHipfireSmooth1 = 250\nSentinelMaxHipfireSmooth1 = 275\nSentinelMinADSSmooth1 = 275\nSentinelMaxADSSmooth1 = 300\nSentinelExtraSmooth1 = 5000\nSentinelDeadzone = 0.5\nSentinelFOV1 = 10\nSentinelMinDistance1 = 1\nSentinelMaxDistance1 = 200\nWingmanHipfireSmooth1 = 250\nWingmanADSSmooth1 = 275\nWingmanMinHipfireSmooth1 = 250\nWingmanMaxHipfireSmooth1 = 275\nWingmanMinADSSmooth1 = 275\nWingmanMaxADSSmooth1 = 300\nWingmanExtraSmooth1 = 5000\nWingmanDeadzone = 0.5\nWingmanFOV1 = 10\nWingmanMinDistance1 = 1\nWingmanMaxDistance1 = 200\nProwlerHipfireSmooth1 = 250\nProwlerADSSmooth1 = 275\nProwlerMinHipfireSmooth1 = 250\nProwlerMaxHipfireSmooth1 = 275\nProwlerMinADSSmooth1 = 275\nProwlerMaxADSSmooth1 = 300\nProwlerExtraSmooth1 = 5000\nProwlerDeadzone = 0.5\nProwlerFOV1 = 10\nProwlerMinDistance1 = 1\nProwlerMaxDistance1 = 200\nBocekHipfireSmooth1 = 250\nBocekADSSmooth1 = 275\nBocekMinHipfireSmooth1 = 250\nBocekMaxHipfireSmooth1 = 275\nBocekMinADSSmooth1 = 275\nBocekMaxADSSmooth1 = 300\nBocekExtraSmooth1 = 5000\nBocekDeadzone = 0.5\nBocekFOV1 = 10\nBocekMinDistance1 = 1\nBocekMaxDistance1 = 200\nKraberHipfireSmooth1 = 250\nKraberADSSmooth1 = 275\nKraberMinHipfireSmooth1 = 250\nKraberMaxHipfireSmooth1 = 275\nKraberMinADSSmooth1 = 275\nKraberMaxADSSmooth1 = 300\nKraberExtraSmooth1 = 5000\nKraberDeadzone = 0.5\nKraberFOV1 = 10\nKraberMinDistance1 = 1\nKraberMaxDistance1 = 200\nThrowingKnifeHipfireSmooth1 = 250\nThrowingKnifeADSSmooth1 = 275\nThrowingKnifeMinHipfireSmooth1 = 250\nThrowingKnifeMaxHipfireSmooth1 = 275\nThrowingKnifeMinADSSmooth1 = 275\nThrowingKnifeMaxADSSmooth1 = 300\nThrowingKnifeExtraSmooth1 = 5000\nThrowingKnifeDeadzone = 0.5\nThrowingKnifeFOV1 = 10\nThrowingKnifeMinDistance1 = 1\nThrowingKnifeMaxDistance1 = 200\n\n[AimbotBinds]\nAimBind = 56\nExtraBind = 57\nP2020AimBind = 56\nP2020ExtraBind = 0\nRE45AimBind = 56\nRE45ExtraBind = 0\nAlternatorAimBind = 56\nAlternatorExtraBind = 0\nR99AimBind = 56\nR99ExtraBind = 0\nR301AimBind = 56\nR301ExtraBind = 0\nSpitfireAimBind = 56\nSpitfireExtraBind = 0\nG7AimBind = 56\nG7ExtraBind = 57\nFlatlineAimBind = 56\nFlatlineExtraBind = 0\nHemlockAimBind = 56\nHemlockExtraBind = 0\nRepeaterAimBind = 56\nRepeaterExtraBind = 57\nRampageAimBind = 56\nRampageExtraBind = 0\nCARSMGAimBind = 56\nCARSMGExtraBind = 0\nHavocAimBind = 56\nHavocExtraBind = 0\nDevotionAimBind = 56\nDevotionExtraBind = 0\nLSTARAimBind = 56\nLSTARExtraBind = 0\nTripleTakeAimBind = 56\nTripleTakeExtraBind = 57\nVoltAimBind = 56\nVoltExtraBind = 0\nNemesisAimBind = 56\nNemesisExtraBind = 0\nMozambiqueAimBind = 56\nMozambiqueExtraBind = 57\nEVA8AimBind = 56\nEVA8ExtraBind = 57\nPeacekeeperAimBind = 56\nPeacekeeperExtraBind = 57\nMastiffAimBind = 56\nMastiffExtraBind = 57\nLongbowAimBind = 56\nLongbowExtraBind = 57\nChargeRifleAimBind = 56\nChargeRifleExtraBind = 57\nSentinelAimBind = 56\nSentinelExtraBind = 57\nWingmanAimBind = 56\nWingmanExtraBind = 0\nProwlerAimBind = 56\nProwlerExtraBind = 0\nBocekAimBind = 56\nBocekExtraBind = 57\nKraberAimBind = 56\nKraberExtraBind = 57\nThrowingKnifeAimBind = 56\nThrowingKnifeExtraBind = 0\n\n[AimbotHitboxes]\nHitbox = 2\nP2020Hitbox = 2\nRE45Hitbox = 2\nAlternatorHitbox = 2\nR99Hitbox = 2\nR301Hitbox = 2\nSpitfireHitbox = 2\nG7Hitbox = 2\nFlatlineHitbox = 2\nHemlockHitbox = 2\nRepeaterHitbox = 2\nRampageHitbox = 2\nCARSMGHitbox = 2\nHavocHitbox = 2\nDevotionHitbox = 2\nLSTARHitbox = 2\nTripleTakeHitbox = 2\nVoltHitbox = 2\nNemesisHitbox = 2\nMozambiqueHitbox = 2\nEVA8Hitbox = 2\nPeacekeeperHitbox = 2\nMastiffHitbox = 2\nLongbowHitbox = 2\nChargeRifleHitbox = 2\nSentinelHitbox = 2\nWingmanHitbox = 2\nProwlerHitbox = 2\nBocekHitbox = 2\nKraberHitbox = 2\nThrowingKnifeHitbox = 2\n\n[Ragebot]\nRagebotEnabled = 0\nRageAimbot = 0\nAimMethod = 0\nClosestHitbox = 0\nHitbox = 0\nBindMethod = 0\nOnFire = 1\nOnADS = 1\nAimBind = 56\nExtraBind = 57\nVisCheck = 1\nTeamCheck = 1\nPriority = 0\nAutoShoot = 0\nPredictMovement = 1\nPredictBulletDrop = 1\nPreditcionAmount = 255\nFinalDistance = 0\nSpeed = 1\nSmooth = 0.9\nHipfireSmooth = 0.9\nADSSmooth = 0.99\nSmoothDistance = 100\nDelay = 10\nFOV = 10\nZoomScale = 3\nMinDistance = 1\nHipfireDistance = 60\nZoomDistance = 160\nP2020 = 1\nRE45 = 1\nAlternator = 1\nR99 = 1\nR301 = 1\nSpitfire = 1\nG7 = 1\nFlatline = 1\nHemlock = 1\nRepeater = 1\nRampage = 1\nCARSMG = 1\nHavoc = 1\nDevotion = 1\nLSTAR = 1\nTripleTake = 1\nVolt = 1\nNemesis = 1\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 1\nBocek = 1\nKraber = 1\nKnife = 1\nRageRCS = 1\nRecoilRate = 100\n\n[Flickbot]\nFlickbot = 0\nFlickbotMethod = 0\nFlickBind = 34\nClosestHitbox = 0\nHitbox = 2\nPriority = 0\nAutoShoot = 1\nAutoShootDelay = 16\nFlickBack = 0\nFlickBackDelay = 16\nFlickBackSmoothing = 0.001\nPredictMovement = 1\nPredictBulletDrop = 1\nTeamCheck = 1\nPreditcionAmount = 255\nFinalDistance = 0\nHipfireSmooth = 0.9\nADSSmooth = 0.99\nSmoothDistance = 100\nDelay = 10\nFOV = 10\nZoomScale = 3\nMinDistance = 1\nHipfireDistance = 60\nZoomDistance = 160\nSmooth = 0.9\nFlickBackSmooth = 0.9\nP2020 = 0\nRE45 = 0\nAlternator = 0\nR99 = 0\nR301 = 0\nSpitfire = 0\nG7 = 0\nFlatline = 0\nHemlock = 0\nRepeater = 0\nRampage = 0\nCARSMG = 0\nHavoc = 0\nDevotion = 0\nLSTAR = 0\nTripleTake = 0\nVolt = 0\nNemesis = 0\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 0\nChargeRifle = 0\nSentinel = 0\nWingman = 1\nProwler = 0\nBocek = 0\nKraber = 0\nKnife = 0\n\n[RCS]\nRCSEnabled = 0\nRCSMode = 0\nOnADS = 1\nPitchPower = 3\nYawPower = 3\nPitchReduction = 50\nYawReduction = 50\nP2020 = 1\nRE45 = 1\nAlternator = 1\nR99 = 1\nR301 = 1\nSpitfire = 1\nG7 = 1\nFlatline = 1\nHemlock = 1\nRepeater = 1\nRampage = 1\nCARSMG = 1\nHavoc = 1\nDevotion = 1\nLSTAR = 1\nTripleTake = 1\nVolt = 1\nNemesis = 1\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 1\nKraber = 0\nAdvancedRCS = 0\nAdvancedPitchPower = 10\nAdvancedYawPower = 10\nAdvancedPitchReduction = 25\nAdvancedYawReduction = 25\nP2020Pitch = 10\nP2020Yaw = 10\nP2020PitchReduction = 25\nP2020YawReduction = 25\nRE45Pitch = 10\nRE45Yaw = 10\nRE45PitchReduction = 25\nRE45YawReduction = 25\nAlternatorPitch = 10\nAlternatorYaw = 10\nAlternatorPitchReduction = 25\nAlternatorYawReduction = 25\nR99Pitch = 10\nR99Yaw = 10\nR99PitchReduction = 25\nR99YawReduction = 25\nR301Pitch = 10\nR301Yaw = 10\nR301PitchReduction = 25\nR301YawReduction = 25\nSpitfirePitch = 10\nSpitfireYaw = 10\nSpitfirePitchReduction = 25\nSpitfireYawReduction = 25\nG7Pitch = 10\nG7Yaw = 10\nG7PitchReduction = 25\nG7YawReduction = 25\nFlatlinePitch = 10\nFlatlineYaw = 10\nFlatlinePitchReduction = 25\nFlatlineYawReduction = 25\nHemlockPitch = 10\nHemlockYaw = 10\nHemlockPitchReduction = 25\nHemlockYawReduction = 25\nRepeaterPitch = 10\nRepeaterYaw = 10\nRepeaterPitchReduction = 25\nRepeaterYawReduction = 25\nRampagePitch = 10\nRampageYaw = 10\nRampagePitchReduction = 25\nRampageYawReduction = 25\nCARSMGPitch = 10\nCARSMGYaw = 10\nCARSMGPitchReduction = 25\nCARSMGYawReduction = 25\nHavocPitch = 10\nHavocYaw = 10\nHavocPitchReduction = 25\nHavocYawReduction = 25\nDevotionPitch = 10\nDevotionYaw = 10\nDevotionPitchReduction = 25\nDevotionYawReduction = 25\nLSTARPitch = 10\nLSTARYaw = 10\nLSTARPitchReduction = 25\nLSTARYawReduction = 25\nTripleTakePitch = 10\nTripleTakeYaw = 10\nTripleTakePitchReduction = 25\nTripleTakeYawReduction = 25\nVoltPitch = 10\nVoltYaw = 10\nVoltPitchReduction = 25\nVoltYawReduction = 25\nNemesisPitch = 10\nNemesisYaw = 10\nNemesisPitchReduction = 25\nNemesisYawReduction = 25\nMozambiquePitch = 10\nMozambiqueYaw = 10\nMozambiquePitchReduction = 25\nMozambiqueYawReduction = 25\nEVA8Pitch = 10\nEVA8Yaw = 10\nEVA8PitchReduction = 25\nEVA8YawReduction = 25\nPeacekeeperPitch = 10\nPeacekeeperYaw = 10\nPeacekeeperPitchReduction = 25\nPeacekeeperYawReduction = 25\nMastiffPitch = 10\nMastiffYaw = 10\nMastiffPitchReduction = 25\nMastiffYawReduction = 25\nLongbowPitch = 10\nLongbowYaw = 10\nLongbowPitchReduction = 25\nLongbowYawReduction = 25\nChargeRiflePitch = 10\nChargeRifleYaw = 10\nChargeRiflePitchReduction = 25\nChargeRifleYawReduction = 25\nSentinelPitch = 10\nSentinelYaw = 10\nSentinelPitchReduction = 25\nSentinelYawReduction = 25\nWingmanPitch = 10\nWingmanYaw = 10\nWingmanPitchReduction = 25\nWingmanYawReduction = 25\nProwlerPitch = 10\nProwlerYaw = 10\nProwlerPitchReduction = 25\nProwlerYawReduction = 25\nKraberPitch = 10\nKraberYaw = 10\nKraberPitchReduction = 25\nKraberYawReduction = 25\n\n[Triggerbot]\nEnabled = 1\nBindMethod = 0\nAttackMethod = 1\nTriggerBind = 57\nOnADS = 1\nHipfireShotguns = 1\nDelay = 50\nRange = 151\nP2020 = 0\nRE45 = 0\nAlternator = 0\nR99 = 0\nR301 = 0\nSpitfire = 0\nG7 = 0\nFlatline = 0\nHemlock = 0\nRepeater = 0\nRampage = 0\nCARSMG = 0\nHavoc = 0\nDevotion = 0\nLSTAR = 0\nTripleTake = 1\nVolt = 0\nNemesis = 0\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 0\nSentinel = 0\nWingman = 1\nProwler = 0\nBocek = 1\nKraber = 0\nKnife = 1\nAdvancedTriggerbot = 0\nP2020Range = 150\nRE45Range = 150\nAlternatorRange = 150\nR99Range = 150\nR301Range = 150\nSpitfireRange = 150\nG7Range = 150\nFlatlineRange = 150\nHemlockRange = 150\nProwlerRange = 150\nRepeaterRange = 150\nRampageRange = 150\nCARSMGRange = 150\nHavocRange = 150\nDevotionRange = 150\nLSTARRange = 150\nTripleTakeRange = 150\nVoltRange = 150\nNemesisRange = 150\nMozambiqueRange = 150\nPeacekeeperRange = 150\nMastiffRange = 150\nLongbowRange = 150\nChargeRifleRange = 150\nSentinelRange = 150\nWingmanRange = 150\nEVA8Range = 150\nBocekRange = 150\nKraberRange = 150\nThrowingKnifeRange = 150\n\n[Glow]\nNewGlow = 1\nKnockedCheck = 0\nGlowMaxDistance = 200\nGlowColorMode = 1\nGlowColorShieldMode = 0\nGlowRadius = 64\nInsideFunction = 2\nOutlineFunction = 125\nBodyStyle = 15\nOutlineStyle = 1\nViewModelGlow = 0\nViewModelGlowSetting = 65\nViewModelGlowCombo = 5\n\n[ItemGlow]\nItemGlow = 1\nSelectedItemSelection = 0\nCommon = 1\nRare = 1\nEpic = 1\nGold = 1\nLegendary = 1\nWeapons = 0\nAmmo = 0\nItemGlowThickness = 35\nSelectedInsideStyle = 1\nSelectedOutlineStyle = 3\n\n[Sense]\nEnabled = 1\nDrawFOVCircle = 1\nDrawFilledFOVCircle = 0\nFOVThickness = 1\nGameFOV = 120\nDrawTargetLine = 1\nDrawTargetDot = 0\nDrawTargetBox = 0\nTargetMode = 1\nTargetBoneMode = 0\nTargetSelectedBone = 0\nTargetBone = 0\nTargetHitbox = 0\nTargetLineThickness = 1\nTargetDotRadius = 1500\nTargetBoxMode = 0\nTargetBoxThickness = 1\nTargetBoxSize = 4\nDrawTargetInfo = 1\nTargetInfoDisplayMode = 0\nDrawTargetInfoName = 0\nTargetInfoNamePos = 0\nDrawTargetInfoLegend = 1\nTargetInfoLegendPos = 0\nDrawTargetInfoTeamID = 0\nDrawTargetInfoDistance = 1\nDrawTargetInfoWeapon = 1\nTargetInfoWeaponPos = 1\nDrawTargetInfoHealth = 1\nTargetInfoHealthPos = 2\nDrawTargetInfoShield = 1\nTargetInfoShieldPos = 3\nTargetInfoColorMode = 1\nTargetInfoPosX = 960\nTargetInfoPosY = 620\nTargetInfoOffset = 15\nDrawCrosshair = 1\nCrosshairSize = 7\nCrosshairThickness = 1\nShowSpectators = 0\nDrawSpectatorWarning = 0\nDrawVisibleWarning = 1\nWarningTextOutline = 1\nWarningTextX = 960\nWarningTextY = 679\nTextOutline = 1\nVisibilityCheck = 0\nKnockedCheck = 0\nESPMaxDistance = 200\n\n[SenseEnemy]\nDrawEnemy = 1\nDrawBoxes = 1\nBoxOutline = 1\nBoxType = 0\nBoxStyle = 1\nBoxThickness = 1\nDrawSkeleton = 1\nSkeletonOutline = 0\nSkeletonThickness = 1\nDrawHeadCircle = 1\nHeadCircleOutline = 0\nHeadCircleThickness = 1\nDrawBars = 1\nHealthBar = 1\nShieldBar = 1\nBarMode = 2\nBarStyle = 0\nBarThickness = 1\nBarThickness2 = 1.05\nBarHeight = 5\nBarWidth = 60\nBarColorMode = 0\nWeaponColorType = 1\nDrawDistance = 1\nTracerPosition = 0\nTracerBone = 0\nDrawTracers = 0\nTracerThickness = 2\nDrawNames = 1\nDrawSeer = 0\nDrawStatus = 0\nDrawWeapon = 1\nDrawLegend = 1\nShowMaxStatusValues = 1\n\n[SenseTeammate]\nDrawTeam = 0\nDrawBoxes = 1\nBoxType = 0\nBoxStyle = 0\nBoxThickness = 1\nDrawSkeleton = 1\nSkeletonThickness = 1\nDrawHeadCircle = 1\nHeadCircleThickness = 1\nDrawBars = 1\nHealthBar = 1\nShieldBar = 1\nBarMode = 0\nBarStyle = 0\nBarThickness = 1\nBarThickness2 = 0.05\nBarHeight = 5\nBarWidth = 60\nBarColorMode = 0\nBarBackground = 0\nWeaponColorType = 1\nDrawDistance = 1\nTracerPosition = 0\nTracerBone = 0\nDrawTracers = 1\nTracerThickness = 2\nDrawNames = 1\nDrawSeer = 0\nDrawStatus = 1\nDrawWeapon = 0\nDrawLegend = 0\nShowMaxStatusValues = 1\n\n[SensePositions]\nNamePosition = 0\nDistancePosition = 0\nLegendPosition = 2\nWeaponPosition = 3\nStatusPosition = 4\n\n[Radar]\nMiniMap = 0\nMiniMapRange = 100\nMiniMapScaleX = 215\nMiniMapScaleY = 215\nMiniMapDotSize = 5\nMiniMapBlackBGSize = 0\nMiniMapGuides = 0\nBigMap = 1\nBigMapBind = 21\nCircleColorR = 0.999\nCircleColorG = 0.999\nCircleColorB = 0.999\nCircleColorA = 0.999\n\n[Misc]\nSuperGlide = 1\nSuperGlideMode = 0\nSuperGlideFPS = 1\nQuickTurn = 0\nQuickTurnAngle = 180\nQuickTurnBind = 58\nBHop = 0\nBHopDelay = 25\nBHopBind = 34\nRapidFire = 0\nRapidFireDelay = 75\nRapidFireBind = 34\nRapidP2020 = 1\nRapidR301 = 1\nRapidG7 = 1\nRapidFlatline = 1\nRapidHemlock = 1\nRapidProwler = 1\nRapidNemesis = 1\nRapidMozambique = 1\nRapidEVA8 = 1\nRapidWingman = 1\nSkinChanger = 1\nSkinP2020 = 10\nSkinRE45 = 15\nSkinALTERNATOR = 15\nSkinR99 = 16\nSkinR301 = 16\nSkinSPITFIRE = 16\nSkinG7 = 19\nSkinFLATLINE = 18\nSkinHEMLOCK = 16\nSkinREPEATER = 10\nSkinRAMPAGE = 11\nSkinCAR = 11\nSkinHAVOC = 12\nSkinDEVOTION = 9\nSkinLSTAR = 10\nSkinTRIPLETAKE = 11\nSkinVOLT = 13\nSkinNEMESIS = 8\nSkinMOZAMBIQUE = 10\nSkinEVA8 = 11\nSkinPEACEKEEPER = 16\nSkinMASTIFF = 11\nSkinLONGBOW = 10\nSkinCHARGE_RIFLE = 9\nSkinSENTINEL = 10\nSkinWINGMAN = 9\nSkinPROWLER = 11\nSkinBOCEK = 10\nSkinKRABER = 7\n\n[Colors]\nWeaponColorMode = 0\nTargetLineColorR = 0.99\nTargetLineColorG = 0.99\nTargetLineColorB = 0.99\nTargetLineColorA = 0.99\nTargetLineLockedColorR = 0.99\nTargetLineLockedColorG = 0\nTargetLineLockedColorB = 0\nTargetLineLockedColorA = 0.99\nTargetDotColorR = 0.99\nTargetDotColorG = 0.99\nTargetDotColorB = 0.99\nTargetDotColorA = 0.99\nTargetDotLockedColorR = 0.99\nTargetDotLockedColorG = 0\nTargetDotLockedColorB = 0\nTargetDotLockedColorA = 0.99\nTargetBoxColorR = 0.99\nTargetBoxColorG = 0.99\nTargetBoxColorB = 0.99\nTargetBoxColorA = 0.99\nTargetBoxLockedColorR = 0.99\nTargetBoxLockedColorG = 0\nTargetBoxLockedColorB = 0\nTargetBoxLockedColorA = 0.99\nTargetInfoColorR = 0.99\nTargetInfoColorG = 0.99\nTargetInfoColorB = 0.99\nTargetInfoColorA = 0.99\nTargetInfoLockedColorR = 0.99\nTargetInfoLockedColorG = 0\nTargetInfoLockedColorB = 0\nTargetInfoLockedColorA = 0.99\nFOVColorR = 0.99\nFOVColorG = 0.99\nFOVColorB = 0.99\nFOVColorA = 0.99\nFilledFOVColorR = 0\nFilledFOVColorG = 0\nFilledFOVColorB = 0\nFilledFOVColorA = 0.11\nCrosshairColorR = 0.99\nCrosshairColorG = 0.99\nCrosshairColorB = 0.99\nCrosshairColorA = 0.99\nSpectatorWarningColorR = 0.99\nSpectatorWarningColorG = 0\nSpectatorWarningColorB = 0\nSpectatorWarningColorA = 0.99\nVisibleWarningColorR = 0\nVisibleWarningColorG = 0.99\nVisibleWarningColorB = 0\nVisibleWarningColorA = 0.99\nNameColorR = 0.4\nNameColorG = 1\nNameColorB = 0.343\nNameColorA = 1\n\n[EnemyColors]\nInvisibleBoxColorR = 0.99\nInvisibleBoxColorG = 0\nInvisibleBoxColorB = 0\nInvisibleBoxColorA = 0.99\nVisibleBoxColorR = 0\nVisibleBoxColorG = 0.99\nVisibleBoxColorB = 0\nVisibleBoxColorA = 0.99\nKnockedBoxColorR = 0.99\nKnockedBoxColorG = 0.671\nKnockedBoxColorB = 0.119\nKnockedBoxColorA = 0.99\nInvisibleFilledBoxColorR = 0\nInvisibleFilledBoxColorG = 0\nInvisibleFilledBoxColorB = 0\nInvisibleFilledBoxColorA = 0.11\nVisibleFilledBoxColorR = 0\nVisibleFilledBoxColorG = 0\nVisibleFilledBoxColorB = 0\nVisibleFilledBoxColorA = 0.11\nKnockedFilledBoxColorR = 0\nKnockedFilledBoxColorG = 0\nKnockedFilledBoxColorB = 0\nKnockedFilledBoxColorA = 0.11\nInvisibleTracerColorR = 0.99\nInvisibleTracerColorG = 0\nInvisibleTracerColorB = 0\nInvisibleTracerColorA = 0.99\nVisibleTracerColorR = 0\nVisibleTracerColorG = 0.99\nVisibleTracerColorB = 0\nVisibleTracerColorA = 0.99\nKnockedTracerColorR = 0.99\nKnockedTracerColorG = 0.671\nKnockedTracerColorB = 0.119\nKnockedTracerColorA = 0.99\nInvisibleSkeletonColorR = 0.99\nInvisibleSkeletonColorG = 0\nInvisibleSkeletonColorB = 0\nInvisibleSkeletonColorA = 0.99\nVisibleSkeletonColorR = 0\nVisibleSkeletonColorG = 0.99\nVisibleSkeletonColorB = 0\nVisibleSkeletonColorA = 0.99\nKnockedSkeletonColorR = 0.99\nKnockedSkeletonColorG = 0.671\nKnockedSkeletonColorB = 0.119\nKnockedSkeletonColorA = 0.99\nInvisibleHeadCircleColorR = 0.99\nInvisibleHeadCircleColorG = 0\nInvisibleHeadCircleColorB = 0\nInvisibleHeadCircleColorA = 0.99\nVisibleHeadCircleColorR = 0\nVisibleHeadCircleColorG = 0.99\nVisibleHeadCircleColorB = 0\nVisibleHeadCircleColorA = 0.99\nKnockedHeadCircleColorR = 0.99\nKnockedHeadCircleColorG = 0.671\nKnockedHeadCircleColorB = 0.119\nKnockedHeadCircleColorA = 0.99\nInvisibleNameColorR = 0.99\nInvisibleNameColorG = 0\nInvisibleNameColorB = 0\nInvisibleNameColorA = 0.99\nVisibleNameColorR = 0\nVisibleNameColorG = 0.99\nVisibleNameColorB = 0\nVisibleNameColorA = 0.99\nKnockedNameColorR = 0.99\nKnockedNameColorG = 0.671\nKnockedNameColorB = 0.119\nKnockedNameColorA = 0.99\nInvisibleDistanceColorR = 0.99\nInvisibleDistanceColorG = 0\nInvisibleDistanceColorB = 0\nInvisibleDistanceColorA = 0.99\nVisibleDistanceColorR = 0\nVisibleDistanceColorG = 0.99\nVisibleDistanceColorB = 0\nVisibleDistanceColorA = 0.99\nKnockedDistanceColorR = 0.99\nKnockedDistanceColorG = 0.671\nKnockedDistanceColorB = 0.119\nKnockedDistanceColorA = 0.99\nInvisibleLegendColorR = 0.99\nInvisibleLegendColorG = 0\nInvisibleLegendColorB = 0\nInvisibleLegendColorA = 0.99\nVisibleLegendColorR = 0\nVisibleLegendColorG = 0.99\nVisibleLegendColorB = 0\nVisibleLegendColorA = 0.99\nKnockedLegendColorR = 0.99\nKnockedLegendColorG = 0.671\nKnockedLegendColorB = 0.119\nKnockedLegendColorA = 0.99\nBarColorMode = 2\nInvisibleWeaponColorR = 0.99\nInvisibleWeaponColorG = 0\nInvisibleWeaponColorB = 0\nInvisibleWeaponColorA = 0.99\nVisibleWeaponColorR = 0\nVisibleWeaponColorG = 0.99\nVisibleWeaponColorB = 0\nVisibleWeaponColorA = 0.99\nKnockedWeaponColorR = 0.99\nKnockedWeaponColorG = 0.671\nKnockedWeaponColorB = 0.119\nKnockedWeaponColorA = 0.99\nLightWeaponColorR = 0.99\nLightWeaponColorG = 0.768\nLightWeaponColorB = 0.039\nLightWeaponColorA = 0.99\nHeavyWeaponColorR = 0.0099\nHeavyWeaponColorG = 0.99\nHeavyWeaponColorB = 0.761\nHeavyWeaponColorA = 0\nEnergyWeaponColorR = 0\nEnergyWeaponColorG = 0.99\nEnergyWeaponColorB = 0\nEnergyWeaponColorA = 0.99\nShotgunWeaponColorR = 0.99\nShotgunWeaponColorG = 0\nShotgunWeaponColorB = 0\nShotgunWeaponColorA = 0.99\nSniperWeaponColorR = 0.0099\nSniperWeaponColorG = 0.337\nSniperWeaponColorB = 0.99\nSniperWeaponColorA = 0.99\nLegendaryWeaponColorR = 0.99\nLegendaryWeaponColorG = 0.53\nLegendaryWeaponColorB = 0.945\nLegendaryWeaponColorA = 0\nMeleeWeaponColorR = 0.99\nMeleeWeaponColorG = 0.99\nMeleeWeaponColorB = 0.99\nMeleeWeaponColorA = 0.99\nThrowableWeaponColorR = 0.99\nThrowableWeaponColorG = 0.974\nThrowableWeaponColorB = 0.0495\nThrowableWeaponColorA = 0.99\nInvisibleGlowColorR = 1\nInvisibleGlowColorG = 0\nInvisibleGlowColorB = 0\nVisibleGlowColorR = 0\nVisibleGlowColorG = 1\nVisibleGlowColorB = 0\nKnockedGlowColorR = 0.99\nKnockedGlowColorG = 0.67\nKnockedGlowColorB = 0.12\nRedShieldColorR = 1\nRedShieldColorG = 0\nRedShieldColorB = 0\nPurpleShieldColorR = 0.5\nPurpleShieldColorG = 0\nPurpleShieldColorB = 0.5\nBlueShieldColorR = 0\nBlueShieldColorG = 0.5\nBlueShieldColorB = 1\nGreyShieldColorR = 0.54\nGreyShieldColorG = 0.545\nGreyShieldColorB = 0.545\nLowGlowColorR = 1\nLowGlowColorG = 1\nLowGlowColorB = 0\n\n[TeammateColors]\nInvisibleBoxColorR = 0.0846\nInvisibleBoxColorG = 0.0693\nInvisibleBoxColorB = 0.99\nInvisibleBoxColorA = 0.99\nVisibleBoxColorR = 0.0099\nVisibleBoxColorG = 0.827\nVisibleBoxColorB = 0.99\nVisibleBoxColorA = 0.99\nVisibleBoxColorR = 0.0099\nVisibleBoxColorG = 0.827\nVisibleBoxColorB = 0.99\nVisibleBoxColorA = 0.99\nInvisibleFilledBoxColorR = 0.0846\nInvisibleFilledBoxColorG = 0.0693\nInvisibleFilledBoxColorB = 0.99\nInvisibleFilledBoxColorA = 0.99\nVisibleFilledBoxColorR = 0.0099\nVisibleFilledBoxColorG = 0.827\nVisibleFilledBoxColorB = 0.99\nVisibleFilledBoxColorA = 0.99\nVisibleFilledBoxColorR = 0.0099\nVisibleFilledBoxColorG = 0.827\nVisibleFilledBoxColorB = 0.99\nVisibleFilledBoxColorA = 0.99\nInvisibleTracerColorR = 0.0846\nInvisibleTracerColorG = 0.0693\nInvisibleTracerColorB = 0.99\nInvisibleTracerColorA = 0.99\nVisibleTracerColorR = 0.0099\nVisibleTracerColorG = 0.827\nVisibleTracerColorB = 0.99\nVisibleTracerColorA = 0.99\nVisibleTracerColorR = 0.0099\nVisibleTracerColorG = 0.827\nVisibleTracerColorB = 0.99\nVisibleTracerColorA = 0.99\nInvisibleSkeletonColorR = 0.0846\nInvisibleSkeletonColorG = 0.0693\nInvisibleSkeletonColorB = 0.99\nInvisibleSkeletonColorA = 0.99\nVisibleSkeletonColorR = 0.0099\nVisibleSkeletonColorG = 0.827\nVisibleSkeletonColorB = 0.99\nVisibleSkeletonColorA = 0.99\nVisibleSkeletonColorR = 0.0099\nVisibleSkeletonColorG = 0.827\nVisibleSkeletonColorB = 0.99\nVisibleSkeletonColorA = 0.99\nInvisibleHeadCircleColorR = 0.0846\nInvisibleHeadCircleColorG = 0.0693\nInvisibleHeadCircleColorB = 0.99\nInvisibleHeadCircleColorA = 0.99\nVisibleHeadCircleColorR = 0.0099\nVisibleHeadCircleColorG = 0.827\nVisibleHeadCircleColorB = 0.99\nVisibleHeadCircleColorA = 0.99\nVisibleHeadCircleColorR = 0.0099\nVisibleHeadCircleColorG = 0.827\nVisibleHeadCircleColorB = 0.99\nVisibleHeadCircleColorA = 0.99\nInvisibleNameColorR = 0.0846\nInvisibleNameColorG = 0.0693\nInvisibleNameColorB = 0.99\nInvisibleNameColorA = 0.99\nVisibleNameColorR = 0.0099\nVisibleNameColorG = 0.827\nVisibleNameColorB = 0.99\nVisibleNameColorA = 0.99\nVisibleNameColorR = 0.0099\nVisibleNameColorG = 0.827\nVisibleNameColorB = 0.99\nVisibleNameColorA = 0.99\nInvisibleDistanceColorR = 0.0846\nInvisibleDistanceColorG = 0.0693\nInvisibleDistanceColorB = 0.99\nInvisibleDistanceColorA = 0.99\nVisibleDistanceColorR = 0.0099\nVisibleDistanceColorG = 0.827\nVisibleDistanceColorB = 0.99\nVisibleDistanceColorA = 0.99\nVisibleDistanceColorR = 0.0099\nVisibleDistanceColorG = 0.827\nVisibleDistanceColorB = 0.99\nVisibleDistanceColorA = 0.99\nInvisibleLegendColorR = 0.0846\nInvisibleLegendColorG = 0.0693\nInvisibleLegendColorB = 0.99\nInvisibleLegendColorA = 0.99\nVisibleLegendColorR = 0.0099\nVisibleLegendColorG = 0.827\nVisibleLegendColorB = 0.99\nVisibleLegendColorA = 0.99\nVisibleLegendColorR = 0.0099\nVisibleLegendColorG = 0.827\nVisibleLegendColorB = 0.99\nVisibleLegendColorA = 0.99\nBarColorMode = 2\nInvisibleWeaponColorR = 0.0846\nInvisibleWeaponColorG = 0.0693\nInvisibleWeaponColorB = 0.99\nInvisibleWeaponColorA = 0.99\nVisibleWeaponColorR = 0.0099\nVisibleWeaponColorG = 0.827\nVisibleWeaponColorB = 0.99\nVisibleWeaponColorA = 0.99\nVisibleWeaponColorR = 0.0099\nVisibleWeaponColorG = 0.827\nVisibleWeaponColorB = 0.99\nVisibleWeaponColorA = 0.99\nLightWeaponColorR = 0.99\nLightWeaponColorG = 0.768\nLightWeaponColorB = 0.039\nLightWeaponColorA = 0.99\nHeavyWeaponColorR = 0.0099\nHeavyWeaponColorG = 0.99\nHeavyWeaponColorB = 0.761\nHeavyWeaponColorA = 0\nEnergyWeaponColorR = 0\nEnergyWeaponColorG = 0.99\nEnergyWeaponColorB = 0\nEnergyWeaponColorA = 0.99\nShotgunWeaponColorR = 0.99\nShotgunWeaponColorG = 0\nShotgunWeaponColorB = 0\nShotgunWeaponColorA = 0.99\nSniperWeaponColorR = 0.0099\nSniperWeaponColorG = 0.337\nSniperWeaponColorB = 0.99\nSniperWeaponColorA = 0.99\nLegendaryWeaponColorR = 0.99\nLegendaryWeaponColorG = 0.53\nLegendaryWeaponColorB = 0.945\nLegendaryWeaponColorA = 0\nMeleeWeaponColorR = 0.99\nMeleeWeaponColorG = 0.99\nMeleeWeaponColorB = 0.99\nMeleeWeaponColorA = 0.99\nThrowableWeaponColorR = 0.99\nThrowableWeaponColorG = 0.974\nThrowableWeaponColorB = 0.0495\nThrowableWeaponColorA = 0.99\n\n[Watermark]\nWatermark = 1\nWatermarkPosition = 0\nName = 0\nProcessingSpeed = 1\nGameFPS = 1\nSpectators = 0\n\n[Settings]\nESPEnabled = 1\nOverlayEnabled = 1\nAntiAliasedLines = 1\nFPSCap = 0\nCappedFPS = 144\n\n"
  },
  {
    "path": "Configs/Premade_VisualsOnly.ini",
    "content": "[Aimbot]\nAimbotEnabled = 0\nBindMethod = 0\nAimbotMode = 0\nInputMethod = 1\nClosestHitbox = 1\nOnFire = 1\nOnADS = 0\nVisCheck = 1\nTeamCheck = 1\nTargetSwitching = 1\nPriority = 0\nPredictMovement = 1\nPredictBulletDrop = 1\nFinalDistance = 0\nSmooth = 0.9\nSpeed = 5\nSmoothingMethod = 0\nHipfireSmooth = 0.972\nADSSmooth = 0.986\nMinHipfireSmooth = 0.9\nMaxHipfireSmooth = 0.99\nMinADSSmooth = 0.9\nMaxADSSmooth = 0.99\nMouseHipfireSmoothing = 504\nMouseADSSmoothing = 602\nMouseExtraSmoothing = 9999\nMinMouseHipfireSmoothing = 300\nMaxMouseHipfireSmoothing = 315\nMinMouseADSSmoothing = 350\nMaxMouseADSSmoothing = 360\nDelay = 2\nFOV = 10\nZoomScale = 2.2\nMinDistance = 1\nHipfireDistance = 60\nZoomDistance = 160\nHipfireSmooth1 = 446\nADSSmooth1 = 505\nExtraSmoothing = 9999\nDeadzone = 0.556\nFOV1 = 9\nMinDistance2 = 1\nMaxDistance2 = 200\nP2020 = 1\nRE45 = 1\nAlternator = 1\nR99 = 1\nR301 = 1\nSpitfire = 1\nG7 = 1\nFlatline = 1\nHemlock = 1\nRepeater = 1\nRampage = 1\nCARSMG = 1\nHavoc = 1\nDevotion = 1\nLSTAR = 1\nTripleTake = 1\nVolt = 1\nNemesis = 1\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 1\nBocek = 1\nKraber = 1\nKnife = 1\nAdvancedAim = 0\nAdvancedFire = 1\nAdvancedADS = 0\nAdvancedSmoothingMethod = 0\nAdvancedClosestHitbox = 1\nAdvancedHitbox = 2\nAdvancedSpeed = 20\nAdvancedSmooth = 0.99\nAdvancedHipfireSmooth = 0.99\nAdvancedADSSmooth = 0.99\nAdvancedMinHipfireSmooth = 0.98\nAdvancedMaxHipfireSmooth = 0.99\nAdvancedMinADSSmooth = 0.98\nAdvancedMaxADSSmooth = 0.99\nAdvancedHipfireSmooth1 = 250\nAdvancedADSSmooth1 = 275\nAdvancedMinHipfireSmooth1 = 0.98\nAdvancedMaxHipfireSmooth1 = 0.99\nAdvancedMinADSSmooth1 = 0.98\nAdvancedMaxADSSmooth1 = 0.99\nAdvancedExtraSmooth1 = 5000\nAdvancedFOV1 = 10\nAdvancedDeadzone = 0.5\nAdvancedMinDistance1 = 1\nAdvancedMaxDistance1 = 150\nP2020Fire = 1\nP2020ADS = 0\nRE45Fire = 1\nRE45ADS = 0\nAlternatorFire = 1\nAlternatorADS = 0\nR99Fire = 1\nR99ADS = 0\nR301Fire = 1\nR301ADS = 0\nSpitfireFire = 1\nSpitfireADS = 0\nG7Fire = 1\nG7ADS = 0\nFlatlineFire = 1\nFlatlineADS = 0\nHemlockFire = 1\nHemlockADS = 0\nRepeaterFire = 1\nRepeaterADS = 0\nRampageFire = 1\nRampageADS = 0\nCARSMGFire = 1\nCARSMGADS = 0\nHavocFire = 1\nHavocADS = 0\nDevotionFire = 1\nDevotionADS = 0\nLSTARFire = 1\nLSTARADS = 0\nTripleTakeFire = 1\nTripleTakeADS = 0\nVoltFire = 1\nVoltADS = 0\nNemesisFire = 1\nNemesisADS = 0\nMozambiqueFire = 1\nMozambiqueADS = 0\nEVA8Fire = 1\nEVA8ADS = 0\nPeacekeeperFire = 1\nPeacekeeperADS = 0\nMastiffFire = 1\nMastiffADS = 0\nLongbowFire = 1\nLongbowADS = 0\nChargeRifleFire = 1\nChargeRifleADS = 0\nSentinelFire = 1\nSentinelADS = 0\nWingmanFire = 1\nWingmanADS = 0\nProwlerFire = 1\nProwlerADS = 0\nKraberFire = 1\nKraberADS = 0\nBocekFire = 1\nBocekADS = 0\nThrowingKnifeFire = 1\nThrowingKnifeADS = 0\nP2020ClosestHitbox = 1\nP2020Hitbox = 2\nP2020Speed = 10\nP2020HipfireSmooth = 0.99\nP2020ADSSmooth = 0.99\nP2020SmoothingMethod = 0\nP2020MinHipfireSmooth = 0.98\nP2020MaxHipfireSmooth = 0.99\nP2020MinADSSmooth = 0.98\nP2020MaxADSSmooth = 0.99\nP2020FOV = 10\nP2020ZoomScale = 3\nRE45ClosestHitbox = 1\nRE45Hitbox = 2\nRE45Speed = 10\nRE45HipfireSmooth = 0.99\nRE45ADSSmooth = 0.99\nRE45SmoothingMethod = 0\nRE45MinHipfireSmooth = 0.98\nRE45MaxHipfireSmooth = 0.99\nRE45MinADSSmooth = 0.98\nRE45MaxADSSmooth = 0.99\nRE45FOV = 10\nRE45ZoomScale = 3\nAlternatorClosestHitbox = 1\nAlternatorHitbox = 2\nAlternatorSpeed = 10\nAlternatorHipfireSmooth = 0.99\nAlternatorADSSmooth = 0.99\nAlternatorSmoothingMethod = 0\nAlternatorMinHipfireSmooth = 0.98\nAlternatorMaxHipfireSmooth = 0.99\nAlternatorMinADSSmooth = 0.98\nAlternatorMaxADSSmooth = 0.99\nAlternatorFOV = 10\nAlternatorZoomScale = 3\nR99ClosestHitbox = 1\nR99Hitbox = 2\nR99Speed = 10\nR99HipfireSmooth = 0.99\nR99ADSSmooth = 0.99\nR99SmoothingMethod = 0\nR99MinHipfireSmooth = 0.98\nR99MaxHipfireSmooth = 0.99\nR99MinADSSmooth = 0.98\nR99MaxADSSmooth = 0.99\nR99FOV = 10\nR99ZoomScale = 3\nR301ClosestHitbox = 1\nR301Hitbox = 2\nR301Speed = 10\nR301HipfireSmooth = 0.99\nR301ADSSmooth = 0.99\nR301SmoothingMethod = 0\nR301MinHipfireSmooth = 0.98\nR301MaxHipfireSmooth = 0.99\nR301MinADSSmooth = 0.98\nR301MaxADSSmooth = 0.99\nR301FOV = 10\nR301ZoomScale = 3\nSpitfireClosestHitbox = 1\nSpitfireHitbox = 2\nSpitfireSpeed = 10\nSpitfireHipfireSmooth = 0.99\nSpitfireADSSmooth = 0.99\nSpitfireSmoothingMethod = 0\nSpitfireMinHipfireSmooth = 0.98\nSpitfireMaxHipfireSmooth = 0.99\nSpitfireMinADSSmooth = 0.98\nSpitfireMaxADSSmooth = 0.99\nSpitfireFOV = 10\nSpitfireZoomScale = 3\nG7ClosestHitbox = 1\nG7Hitbox = 2\nG7Speed = 10\nG7HipfireSmooth = 0.99\nG7ADSSmooth = 0.99\nG7SmoothingMethod = 0\nG7MinHipfireSmooth = 0.98\nG7MaxHipfireSmooth = 0.99\nG7MinADSSmooth = 0.98\nG7MaxADSSmooth = 0.99\nG7FOV = 10\nG7ZoomScale = 3\nFlatlineClosestHitbox = 1\nFlatlineHitbox = 2\nFlatlineSpeed = 10\nFlatlineHipfireSmooth = 0.99\nFlatlineADSSmooth = 0.99\nFlatlineSmoothingMethod = 0\nFlatlineMinHipfireSmooth = 0.98\nFlatlineMaxHipfireSmooth = 0.99\nFlatlineMinADSSmooth = 0.98\nFlatlineMaxADSSmooth = 0.99\nFlatlineFOV = 10\nFlatlineZoomScale = 3\nHemlockClosestHitbox = 1\nHemlockHitbox = 2\nHemlockSpeed = 10\nHemlockHipfireSmooth = 0.99\nHemlockADSSmooth = 0.99\nHemlockSmoothingMethod = 0\nHemlockMinHipfireSmooth = 0.98\nHemlockMaxHipfireSmooth = 0.99\nHemlockMinADSSmooth = 0.98\nHemlockMaxADSSmooth = 0.99\nHemlockFOV = 10\nHemlockZoomScale = 3\nRepeaterClosestHitbox = 1\nRepeaterHitbox = 2\nRepeaterSpeed = 10\nRepeaterHipfireSmooth = 0.99\nRepeaterADSSmooth = 0.99\nRepeaterSmoothingMethod = 0\nRepeaterMinHipfireSmooth = 0.98\nRepeaterMaxHipfireSmooth = 0.99\nRepeaterMinADSSmooth = 0.98\nRepeaterMaxADSSmooth = 0.99\nRepeaterFOV = 10\nRepeaterZoomScale = 3\nRampageClosestHitbox = 1\nRampageHitbox = 2\nRampageSpeed = 10\nRampageHipfireSmooth = 0.99\nRampageADSSmooth = 0.99\nRampageSmoothingMethod = 0\nRampageMinHipfireSmooth = 0.98\nRampageMaxHipfireSmooth = 0.99\nRampageMinADSSmooth = 0.98\nRampageMaxADSSmooth = 0.99\nRampageFOV = 10\nRampageZoomScale = 3\nCARSMGClosestHitbox = 1\nCARSMGHitbox = 2\nCARSMGSpeed = 10\nCARSMGHipfireSmooth = 0.99\nCARSMGADSSmooth = 0.99\nCARSMGSmoothingMethod = 0\nCARSMGMinHipfireSmooth = 0.98\nCARSMGMaxHipfireSmooth = 0.99\nCARSMGMinADSSmooth = 0.98\nCARSMGMaxADSSmooth = 0.99\nCARSMGFOV = 10\nCARSMGZoomScale = 3\nHavocClosestHitbox = 1\nHavocHitbox = 2\nHavocSpeed = 10\nHavocHipfireSmooth = 0.99\nHavocADSSmooth = 0.99\nHavocSmoothingMethod = 0\nHavocMinHipfireSmooth = 0.98\nHavocMaxHipfireSmooth = 0.99\nHavocMinADSSmooth = 0.98\nHavocMaxADSSmooth = 0.99\nHavocFOV = 10\nHavocZoomScale = 3\nDevotionClosestHitbox = 1\nDevotionHitbox = 2\nDevotionSpeed = 10\nDevotionHipfireSmooth = 0.99\nDevotionADSSmooth = 0.99\nDevotionSmoothingMethod = 0\nDevotionMinHipfireSmooth = 0.98\nDevotionMaxHipfireSmooth = 0.99\nDevotionMinADSSmooth = 0.98\nDevotionMaxADSSmooth = 0.99\nDevotionFOV = 10\nDevotionZoomScale = 3\nLSTARClosestHitbox = 1\nLSTARHitbox = 2\nLSTARSpeed = 10\nLSTARHipfireSmooth = 0.99\nLSTARADSSmooth = 0.99\nLSTARSmoothingMethod = 0\nLSTARMinHipfireSmooth = 0.98\nLSTARMaxHipfireSmooth = 0.99\nLSTARMinADSSmooth = 0.98\nLSTARMaxADSSmooth = 0.99\nLSTARFOV = 10\nLSTARZoomScale = 3\nTripleTakeClosestHitbox = 1\nTripleTakeHitbox = 2\nTripleTakeSpeed = 10\nTripleTakeHipfireSmooth = 0.99\nTripleTakeADSSmooth = 0.99\nTripleTakeSmoothingMethod = 0\nTripleTakeMinHipfireSmooth = 0.98\nTripleTakeMaxHipfireSmooth = 0.99\nTripleTakeMinADSSmooth = 0.98\nTripleTakeMaxADSSmooth = 0.99\nTripleTakeFOV = 10\nTripleTakeZoomScale = 3\nVoltClosestHitbox = 1\nVoltHitbox = 2\nVoltSpeed = 10\nVoltHipfireSmooth = 0.99\nVoltADSSmooth = 0.99\nVoltSmoothingMethod = 0\nVoltMinHipfireSmooth = 0.98\nVoltMaxHipfireSmooth = 0.99\nVoltMinADSSmooth = 0.98\nVoltMaxADSSmooth = 0.99\nVoltFOV = 10\nVoltZoomScale = 3\nNemesisClosestHitbox = 1\nNemesisHitbox = 2\nNemesisSpeed = 10\nNemesisHipfireSmooth = 0.99\nNemesisADSSmooth = 0.99\nNemesisSmoothingMethod = 0\nNemesisMinHipfireSmooth = 0.98\nNemesisMaxHipfireSmooth = 0.99\nNemesisMinADSSmooth = 0.98\nNemesisMaxADSSmooth = 0.99\nNemesisFOV = 10\nNemesisZoomScale = 3\nMozambiqueClosestHitbox = 1\nMozambiqueHitbox = 2\nMozambiqueSpeed = 10\nMozambiqueHipfireSmooth = 0.99\nMozambiqueADSSmooth = 0.99\nMozambiqueSmoothingMethod = 0\nMozambiqueMinHipfireSmooth = 0.98\nMozambiqueMaxHipfireSmooth = 0.99\nMozambiqueMinADSSmooth = 0.98\nMozambiqueMaxADSSmooth = 0.99\nMozambiqueFOV = 10\nMozambiqueZoomScale = 3\nEVA8ClosestHitbox = 1\nEVA8Hitbox = 2\nEVA8Speed = 10\nEVA8HipfireSmooth = 0.99\nEVA8ADSSmooth = 0.99\nEVA8SmoothingMethod = 0\nEVA8MinHipfireSmooth = 0.98\nEVA8MaxHipfireSmooth = 0.99\nEVA8MinADSSmooth = 0.98\nEVA8MaxADSSmooth = 0.99\nEVA8FOV = 10\nEVA8ZoomScale = 3\nPeacekeeperClosestHitbox = 1\nPeacekeeperHitbox = 2\nPeacekeeperSpeed = 10\nPeacekeeperHipfireSmooth = 0.99\nPeacekeeperADSSmooth = 0.99\nPeacekeeperSmoothingMethod = 0\nPeacekeeperMinHipfireSmooth = 0.98\nPeacekeeperMaxHipfireSmooth = 0.99\nPeacekeeperMinADSSmooth = 0.98\nPeacekeeperMaxADSSmooth = 0.99\nPeacekeeperFOV = 10\nPeacekeeperZoomScale = 3\nMastiffClosestHitbox = 1\nMastiffHitbox = 2\nMastiffSpeed = 10\nMastiffHipfireSmooth = 0.99\nMastiffADSSmooth = 0.99\nMastiffSmoothingMethod = 0\nMastiffMinHipfireSmooth = 0.98\nMastiffMaxHipfireSmooth = 0.99\nMastiffMinADSSmooth = 0.98\nMastiffMaxADSSmooth = 0.99\nMastiffFOV = 10\nMastiffZoomScale = 3\nLongbowClosestHitbox = 1\nLongbowHitbox = 2\nLongbowSpeed = 10\nLongbowHipfireSmooth = 0.99\nLongbowADSSmooth = 0.99\nLongbowSmoothingMethod = 0\nLongbowMinHipfireSmooth = 0.98\nLongbowMaxHipfireSmooth = 0.99\nLongbowMinADSSmooth = 0.98\nLongbowMaxADSSmooth = 0.99\nLongbowFOV = 10\nLongbowZoomScale = 3\nChargeRifleClosestHitbox = 1\nChargeRifleHitbox = 2\nChargeRifleSpeed = 10\nChargeRifleHipfireSmooth = 0.99\nChargeRifleADSSmooth = 0.99\nChargeRifleSmoothingMethod = 0\nChargeRifleMinHipfireSmooth = 0.98\nChargeRifleMaxHipfireSmooth = 0.99\nChargeRifleMinADSSmooth = 0.98\nChargeRifleMaxADSSmooth = 0.99\nChargeRifleFOV = 10\nChargeRifleZoomScale = 3\nSentinelClosestHitbox = 1\nSentinelHitbox = 2\nSentinelSpeed = 10\nSentinelHipfireSmooth = 0.99\nSentinelADSSmooth = 0.99\nSentinelSmoothingMethod = 0\nSentinelMinHipfireSmooth = 0.98\nSentinelMaxHipfireSmooth = 0.99\nSentinelMinADSSmooth = 0.98\nSentinelMaxADSSmooth = 0.99\nSentinelFOV = 10\nSentinelZoomScale = 3\nWingmanClosestHitbox = 1\nWingmanHitbox = 2\nWingmanSpeed = 10\nWingmanHipfireSmooth = 0.99\nWingmanADSSmooth = 0.99\nWingmanSmoothingMethod = 0\nWingmanMinHipfireSmooth = 0.98\nWingmanMaxHipfireSmooth = 0.99\nWingmanMinADSSmooth = 0.98\nWingmanMaxADSSmooth = 0.99\nWingmanFOV = 10\nWingmanZoomScale = 3\nProwlerClosestHitbox = 1\nProwlerHitbox = 2\nProwlerSpeed = 10\nProwlerHipfireSmooth = 0.99\nProwlerADSSmooth = 0.99\nProwlerSmoothingMethod = 0\nProwlerMinHipfireSmooth = 0.98\nProwlerMaxHipfireSmooth = 0.99\nProwlerMinADSSmooth = 0.98\nProwlerMaxADSSmooth = 0.99\nProwlerFOV = 10\nProwlerZoomScale = 3\nKraberClosestHitbox = 1\nKraberHitbox = 2\nKraberSpeed = 10\nKraberHipfireSmooth = 0.99\nKraberADSSmooth = 0.99\nKraberSmoothingMethod = 0\nKraberMinHipfireSmooth = 0.98\nKraberMaxHipfireSmooth = 0.99\nKraberMinADSSmooth = 0.98\nKraberMaxADSSmooth = 0.99\nKraberFOV = 10\nKraberZoomScale = 3\nBocekClosestHitbox = 1\nBocekHitbox = 2\nBocekSpeed = 10\nBocekHipfireSmooth = 0.99\nBocekADSSmooth = 0.99\nBocekSmoothingMethod = 0\nBocekMinHipfireSmooth = 0.98\nBocekMaxHipfireSmooth = 0.99\nBocekMinADSSmooth = 0.98\nBocekMaxADSSmooth = 0.99\nBocekFOV = 10\nBocekZoomScale = 3\nThrowingKnifeClosestHitbox = 1\nThrowingKnifeHitbox = 2\nThrowingKnifeSpeed = 10\nThrowingKnifeHipfireSmooth = 0.99\nThrowingKnifeADSSmooth = 0.99\nThrowingKnifeSmoothingMethod = 0\nThrowingKnifeMinHipfireSmooth = 0.98\nThrowingKnifeMaxHipfireSmooth = 0.99\nThrowingKnifeMinADSSmooth = 0.98\nThrowingKnifeMaxADSSmooth = 0.99\nThrowingKnifeFOV = 10\nThrowingKnifeZoomScale = 3\nP2020HipfireSmooth1 = 250\nP2020ADSSmooth1 = 275\nP2020MinHipfireSmooth1 = 250\nP2020MaxHipfireSmooth1 = 275\nP2020MinADSSmooth1 = 275\nP2020MaxADSSmooth1 = 300\nP2020ExtraSmooth1 = 5000\nP2020Deadzone = 0.5\nP2020FOV1 = 10\nP2020MinDistance1 = 1\nP2020MaxDistance1 = 200\nRE45HipfireSmooth1 = 250\nRE45ADSSmooth1 = 275\nRE45MinHipfireSmooth1 = 250\nRE45MaxHipfireSmooth1 = 275\nRE45MinADSSmooth1 = 275\nRE45MaxADSSmooth1 = 300\nRE45ExtraSmooth1 = 5000\nRE45Deadzone = 0.5\nRE45FOV1 = 10\nRE45MinDistance1 = 1\nRE45MaxDistance1 = 200\nAlternatorHipfireSmooth1 = 250\nAlternatorADSSmooth1 = 275\nAlternatorMinHipfireSmooth1 = 250\nAlternatorMaxHipfireSmooth1 = 275\nAlternatorMinADSSmooth1 = 275\nAlternatorMaxADSSmooth1 = 300\nAlternatorExtraSmooth1 = 5000\nAlternatorDeadzone = 0.5\nAlternatorFOV1 = 10\nAlternatorMinDistance1 = 1\nAlternatorMaxDistance1 = 200\nR99HipfireSmooth1 = 250\nR99ADSSmooth1 = 275\nR99MinHipfireSmooth1 = 250\nR99MaxHipfireSmooth1 = 275\nR99MinADSSmooth1 = 275\nR99MaxADSSmooth1 = 300\nR99ExtraSmooth1 = 5000\nR99Deadzone = 0.5\nR99FOV1 = 10\nR99MinDistance1 = 1\nR99MaxDistance1 = 200\nR301HipfireSmooth1 = 250\nR301ADSSmooth1 = 275\nR301MinHipfireSmooth1 = 250\nR301MaxHipfireSmooth1 = 275\nR301MinADSSmooth1 = 275\nR301MaxADSSmooth1 = 300\nR301ExtraSmooth1 = 5000\nR301Deadzone = 0.5\nR301FOV1 = 10\nR301MinDistance1 = 1\nR301MaxDistance1 = 200\nSpitfireHipfireSmooth1 = 250\nSpitfireADSSmooth1 = 275\nSpitfireMinHipfireSmooth1 = 250\nSpitfireMaxHipfireSmooth1 = 275\nSpitfireMinADSSmooth1 = 275\nSpitfireMaxADSSmooth1 = 300\nSpitfireExtraSmooth1 = 5000\nSpitfireDeadzone = 0.5\nSpitfireFOV1 = 10\nSpitfireMinDistance1 = 1\nSpitfireMaxDistance1 = 200\nG7HipfireSmooth1 = 250\nG7ADSSmooth1 = 275\nG7MinHipfireSmooth1 = 250\nG7MaxHipfireSmooth1 = 275\nG7MinADSSmooth1 = 275\nG7MaxADSSmooth1 = 300\nG7ExtraSmooth1 = 5000\nG7Deadzone = 0.5\nG7FOV1 = 10\nG7MinDistance1 = 1\nG7MaxDistance1 = 200\nFlatlineHipfireSmooth1 = 250\nFlatlineADSSmooth1 = 275\nFlatlineMinHipfireSmooth1 = 250\nFlatlineMaxHipfireSmooth1 = 275\nFlatlineMinADSSmooth1 = 275\nFlatlineMaxADSSmooth1 = 300\nFlatlineExtraSmooth1 = 5000\nFlatlineDeadzone = 0.5\nFlatlineFOV1 = 10\nFlatlineMinDistance1 = 1\nFlatlineMaxDistance1 = 200\nHemlockHipfireSmooth1 = 250\nHemlockADSSmooth1 = 275\nHemlockMinHipfireSmooth1 = 250\nHemlockMaxHipfireSmooth1 = 275\nHemlockMinADSSmooth1 = 275\nHemlockMaxADSSmooth1 = 300\nHemlockExtraSmooth1 = 5000\nHemlockDeadzone = 0.5\nHemlockFOV1 = 10\nHemlockMinDistance1 = 1\nHemlockMaxDistance1 = 200\nRepeaterHipfireSmooth1 = 250\nRepeaterADSSmooth1 = 275\nRepeaterMinHipfireSmooth1 = 250\nRepeaterMaxHipfireSmooth1 = 275\nRepeaterMinADSSmooth1 = 275\nRepeaterMaxADSSmooth1 = 300\nRepeaterExtraSmooth1 = 5000\nRepeaterDeadzone = 0.5\nRepeaterFOV1 = 10\nRepeaterMinDistance1 = 1\nRepeaterMaxDistance1 = 200\nRampageHipfireSmooth1 = 250\nRampageMinHipfireSmooth1 = 250\nRampageMaxHipfireSmooth1 = 275\nRampageMinADSSmooth1 = 275\nRampageMaxADSSmooth1 = 300\nRampageADSSmooth1 = 275\nRampageExtraSmooth1 = 5000\nRampageDeadzone = 0.5\nRampageFOV1 = 10\nRampageMinDistance1 = 1\nRampageMaxDistance1 = 200\nCARSMGHipfireSmooth1 = 250\nCARSMGADSSmooth1 = 275\nCARSMGMinHipfireSmooth1 = 250\nCARSMGMaxHipfireSmooth1 = 275\nCARSMGMinADSSmooth1 = 275\nCARSMGMaxADSSmooth1 = 300\nCARSMGExtraSmooth1 = 5000\nCARSMGDeadzone = 0.5\nCARSMGFOV1 = 10\nCARSMGMinDistance1 = 1\nCARSMGMaxDistance1 = 200\nHavocHipfireSmooth1 = 250\nHavocADSSmooth1 = 275\nHavocMinHipfireSmooth1 = 250\nHavocMaxHipfireSmooth1 = 275\nHavocMinADSSmooth1 = 275\nHavocMaxADSSmooth1 = 300\nHavocExtraSmooth1 = 5000\nHavocDeadzone = 0.5\nHavocFOV1 = 10\nHavocMinDistance1 = 1\nHavocMaxDistance1 = 200\nDevotionHipfireSmooth1 = 250\nDevotionADSSmooth1 = 275\nDevotionMinHipfireSmooth1 = 250\nDevotionMaxHipfireSmooth1 = 275\nDevotionMinADSSmooth1 = 275\nDevotionMaxADSSmooth1 = 300\nDevotionExtraSmooth1 = 5000\nDevotionDeadzone = 0.5\nDevotionFOV1 = 10\nDevotionMinDistance1 = 1\nDevotionMaxDistance1 = 200\nLSTARHipfireSmooth1 = 250\nLSTARADSSmooth1 = 275\nLSTARMinHipfireSmooth1 = 250\nLSTARMaxHipfireSmooth1 = 275\nLSTARMinADSSmooth1 = 275\nLSTARMaxADSSmooth1 = 300\nLSTARExtraSmooth1 = 5000\nLSTARDeadzone = 0.5\nLSTARFOV1 = 10\nLSTARMinDistance1 = 1\nLSTARMaxDistance1 = 200\nTripleTakeHipfireSmooth1 = 250\nTripleTakeADSSmooth1 = 275\nTripleTakeMinHipfireSmooth1 = 250\nTripleTakeMaxHipfireSmooth1 = 275\nTripleTakeMinADSSmooth1 = 275\nTripleTakeMaxADSSmooth1 = 300\nTripleTakeExtraSmooth1 = 5000\nTripleTakeDeadzone = 0.5\nTripleTakeFOV1 = 10\nTripleTakeMinDistance1 = 1\nTripleTakeMaxDistance1 = 200\nVoltHipfireSmooth1 = 250\nVoltADSSmooth1 = 275\nVoltMinHipfireSmooth1 = 250\nVoltMaxHipfireSmooth1 = 275\nVoltMinADSSmooth1 = 275\nVoltMaxADSSmooth1 = 300\nVoltExtraSmooth1 = 5000\nVoltDeadzone = 0.5\nVoltFOV1 = 10\nVoltMinDistance1 = 1\nVoltMaxDistance1 = 200\nNemesisHipfireSmooth1 = 250\nNemesisADSSmooth1 = 275\nNemesisMinHipfireSmooth1 = 250\nNemesisMaxHipfireSmooth1 = 275\nNemesisMinADSSmooth1 = 275\nNemesisMaxADSSmooth1 = 300\nNemesisExtraSmooth1 = 5000\nNemesisDeadzone = 0.5\nNemesisFOV1 = 10\nNemesisMinDistance1 = 1\nNemesisMaxDistance1 = 200\nMozambiqueHipfireSmooth1 = 250\nMozambiqueADSSmooth1 = 275\nMozambiqueMinHipfireSmooth1 = 250\nMozambiqueMaxHipfireSmooth1 = 275\nMozambiqueMinADSSmooth1 = 275\nMozambiqueMaxADSSmooth1 = 300\nMozambiqueExtraSmooth1 = 5000\nMozambiqueDeadzone = 0.5\nMozambiqueFOV1 = 10\nMozambiqueMinDistance1 = 1\nMozambiqueMaxDistance1 = 200\nEVA8HipfireSmooth1 = 250\nEVA8ADSSmooth1 = 275\nEVA8MinHipfireSmooth1 = 250\nEVA8MaxHipfireSmooth1 = 275\nEVA8MinADSSmooth1 = 275\nEVA8MaxADSSmooth1 = 300\nEVA8ExtraSmooth1 = 5000\nEVA8Deadzone = 0.5\nEVA8FOV1 = 10\nEVA8MinDistance1 = 1\nEVA8MaxDistance1 = 200\nPeacekeeperHipfireSmooth1 = 250\nPeacekeeperADSSmooth1 = 275\nPeacekeeperMinHipfireSmooth1 = 250\nPeacekeeperMaxHipfireSmooth1 = 275\nPeacekeeperMinADSSmooth1 = 275\nPeacekeeperMaxADSSmooth1 = 300\nPeacekeeperExtraSmooth1 = 5000\nPeacekeeperDeadzone = 0.5\nPeacekeeperFOV1 = 10\nPeacekeeperMinDistance1 = 1\nPeacekeeperMaxDistance1 = 200\nMastiffHipfireSmooth1 = 250\nMastiffADSSmooth1 = 275\nMastiffMinHipfireSmooth1 = 250\nMastiffMaxHipfireSmooth1 = 275\nMastiffMinADSSmooth1 = 275\nMastiffMaxADSSmooth1 = 300\nMastiffExtraSmooth1 = 5000\nMastiffDeadzone = 0.5\nMastiffFOV1 = 10\nMastiffMinDistance1 = 1\nMastiffMaxDistance1 = 200\nLongbowHipfireSmooth1 = 250\nLongbowADSSmooth1 = 275\nLongbowMinHipfireSmooth1 = 250\nLongbowMaxHipfireSmooth1 = 275\nLongbowMinADSSmooth1 = 275\nLongbowMaxADSSmooth1 = 300\nLongbowExtraSmooth1 = 5000\nLongbowDeadzone = 0.5\nLongbowFOV1 = 10\nLongbowMinDistance1 = 1\nLongbowMaxDistance1 = 200\nChargeRifleHipfireSmooth1 = 250\nChargeRifleADSSmooth1 = 275\nChargeRifleMinHipfireSmooth1 = 250\nChargeRifleMaxHipfireSmooth1 = 275\nChargeRifleMinADSSmooth1 = 275\nChargeRifleMaxADSSmooth1 = 300\nChargeRifleExtraSmooth1 = 5000\nChargeRifleDeadzone = 0.5\nChargeRifleFOV1 = 10\nChargeRifleMinDistance1 = 1\nChargeRifleMaxDistance1 = 200\nSentinelHipfireSmooth1 = 250\nSentinelADSSmooth1 = 275\nSentinelMinHipfireSmooth1 = 250\nSentinelMaxHipfireSmooth1 = 275\nSentinelMinADSSmooth1 = 275\nSentinelMaxADSSmooth1 = 300\nSentinelExtraSmooth1 = 5000\nSentinelDeadzone = 0.5\nSentinelFOV1 = 10\nSentinelMinDistance1 = 1\nSentinelMaxDistance1 = 200\nWingmanHipfireSmooth1 = 250\nWingmanADSSmooth1 = 275\nWingmanMinHipfireSmooth1 = 250\nWingmanMaxHipfireSmooth1 = 275\nWingmanMinADSSmooth1 = 275\nWingmanMaxADSSmooth1 = 300\nWingmanExtraSmooth1 = 5000\nWingmanDeadzone = 0.5\nWingmanFOV1 = 10\nWingmanMinDistance1 = 1\nWingmanMaxDistance1 = 200\nProwlerHipfireSmooth1 = 250\nProwlerADSSmooth1 = 275\nProwlerMinHipfireSmooth1 = 250\nProwlerMaxHipfireSmooth1 = 275\nProwlerMinADSSmooth1 = 275\nProwlerMaxADSSmooth1 = 300\nProwlerExtraSmooth1 = 5000\nProwlerDeadzone = 0.5\nProwlerFOV1 = 10\nProwlerMinDistance1 = 1\nProwlerMaxDistance1 = 200\nBocekHipfireSmooth1 = 250\nBocekADSSmooth1 = 275\nBocekMinHipfireSmooth1 = 250\nBocekMaxHipfireSmooth1 = 275\nBocekMinADSSmooth1 = 275\nBocekMaxADSSmooth1 = 300\nBocekExtraSmooth1 = 5000\nBocekDeadzone = 0.5\nBocekFOV1 = 10\nBocekMinDistance1 = 1\nBocekMaxDistance1 = 200\nKraberHipfireSmooth1 = 250\nKraberADSSmooth1 = 275\nKraberMinHipfireSmooth1 = 250\nKraberMaxHipfireSmooth1 = 275\nKraberMinADSSmooth1 = 275\nKraberMaxADSSmooth1 = 300\nKraberExtraSmooth1 = 5000\nKraberDeadzone = 0.5\nKraberFOV1 = 10\nKraberMinDistance1 = 1\nKraberMaxDistance1 = 200\nThrowingKnifeHipfireSmooth1 = 250\nThrowingKnifeADSSmooth1 = 275\nThrowingKnifeMinHipfireSmooth1 = 250\nThrowingKnifeMaxHipfireSmooth1 = 275\nThrowingKnifeMinADSSmooth1 = 275\nThrowingKnifeMaxADSSmooth1 = 300\nThrowingKnifeExtraSmooth1 = 5000\nThrowingKnifeDeadzone = 0.5\nThrowingKnifeFOV1 = 10\nThrowingKnifeMinDistance1 = 1\nThrowingKnifeMaxDistance1 = 200\n\n[AimbotBinds]\nAimBind = 56\nExtraBind = 57\nP2020AimBind = 56\nP2020ExtraBind = 0\nRE45AimBind = 56\nRE45ExtraBind = 0\nAlternatorAimBind = 56\nAlternatorExtraBind = 0\nR99AimBind = 56\nR99ExtraBind = 0\nR301AimBind = 56\nR301ExtraBind = 0\nSpitfireAimBind = 56\nSpitfireExtraBind = 0\nG7AimBind = 56\nG7ExtraBind = 57\nFlatlineAimBind = 56\nFlatlineExtraBind = 0\nHemlockAimBind = 56\nHemlockExtraBind = 0\nRepeaterAimBind = 56\nRepeaterExtraBind = 57\nRampageAimBind = 56\nRampageExtraBind = 0\nCARSMGAimBind = 56\nCARSMGExtraBind = 0\nHavocAimBind = 56\nHavocExtraBind = 0\nDevotionAimBind = 56\nDevotionExtraBind = 0\nLSTARAimBind = 56\nLSTARExtraBind = 0\nTripleTakeAimBind = 56\nTripleTakeExtraBind = 57\nVoltAimBind = 56\nVoltExtraBind = 0\nNemesisAimBind = 56\nNemesisExtraBind = 0\nMozambiqueAimBind = 56\nMozambiqueExtraBind = 57\nEVA8AimBind = 56\nEVA8ExtraBind = 57\nPeacekeeperAimBind = 56\nPeacekeeperExtraBind = 57\nMastiffAimBind = 56\nMastiffExtraBind = 57\nLongbowAimBind = 56\nLongbowExtraBind = 57\nChargeRifleAimBind = 56\nChargeRifleExtraBind = 57\nSentinelAimBind = 56\nSentinelExtraBind = 57\nWingmanAimBind = 56\nWingmanExtraBind = 0\nProwlerAimBind = 56\nProwlerExtraBind = 0\nBocekAimBind = 56\nBocekExtraBind = 57\nKraberAimBind = 56\nKraberExtraBind = 57\nThrowingKnifeAimBind = 56\nThrowingKnifeExtraBind = 0\n\n[AimbotHitboxes]\nHitbox = 2\nP2020Hitbox = 2\nRE45Hitbox = 2\nAlternatorHitbox = 2\nR99Hitbox = 2\nR301Hitbox = 2\nSpitfireHitbox = 2\nG7Hitbox = 2\nFlatlineHitbox = 2\nHemlockHitbox = 2\nRepeaterHitbox = 2\nRampageHitbox = 2\nCARSMGHitbox = 2\nHavocHitbox = 2\nDevotionHitbox = 2\nLSTARHitbox = 2\nTripleTakeHitbox = 2\nVoltHitbox = 2\nNemesisHitbox = 2\nMozambiqueHitbox = 2\nEVA8Hitbox = 2\nPeacekeeperHitbox = 2\nMastiffHitbox = 2\nLongbowHitbox = 2\nChargeRifleHitbox = 2\nSentinelHitbox = 2\nWingmanHitbox = 2\nProwlerHitbox = 2\nBocekHitbox = 2\nKraberHitbox = 2\nThrowingKnifeHitbox = 2\n\n[Ragebot]\nRagebotEnabled = 0\nRageAimbot = 0\nAimMethod = 0\nClosestHitbox = 0\nHitbox = 0\nBindMethod = 0\nOnFire = 1\nOnADS = 1\nAimBind = 56\nExtraBind = 57\nVisCheck = 1\nTeamCheck = 1\nPriority = 0\nAutoShoot = 0\nPredictMovement = 1\nPredictBulletDrop = 1\nPreditcionAmount = 255\nFinalDistance = 0\nSpeed = 1\nSmooth = 0.9\nHipfireSmooth = 0.9\nADSSmooth = 0.99\nSmoothDistance = 100\nDelay = 10\nFOV = 10\nZoomScale = 3\nMinDistance = 1\nHipfireDistance = 60\nZoomDistance = 160\nP2020 = 1\nRE45 = 1\nAlternator = 1\nR99 = 1\nR301 = 1\nSpitfire = 1\nG7 = 1\nFlatline = 1\nHemlock = 1\nRepeater = 1\nRampage = 1\nCARSMG = 1\nHavoc = 1\nDevotion = 1\nLSTAR = 1\nTripleTake = 1\nVolt = 1\nNemesis = 1\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 1\nBocek = 1\nKraber = 1\nKnife = 1\nRageRCS = 1\nRecoilRate = 100\n\n[Flickbot]\nFlickbot = 0\nFlickbotMethod = 0\nFlickBind = 34\nClosestHitbox = 0\nHitbox = 2\nPriority = 0\nAutoShoot = 1\nAutoShootDelay = 16\nFlickBack = 0\nFlickBackDelay = 16\nFlickBackSmoothing = 0.001\nPredictMovement = 1\nPredictBulletDrop = 1\nTeamCheck = 1\nPreditcionAmount = 255\nFinalDistance = 0\nHipfireSmooth = 0.9\nADSSmooth = 0.99\nSmoothDistance = 100\nDelay = 10\nFOV = 10\nZoomScale = 3\nMinDistance = 1\nHipfireDistance = 60\nZoomDistance = 160\nSmooth = 0.9\nFlickBackSmooth = 0.9\nP2020 = 0\nRE45 = 0\nAlternator = 0\nR99 = 0\nR301 = 0\nSpitfire = 0\nG7 = 0\nFlatline = 0\nHemlock = 0\nRepeater = 0\nRampage = 0\nCARSMG = 0\nHavoc = 0\nDevotion = 0\nLSTAR = 0\nTripleTake = 0\nVolt = 0\nNemesis = 0\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 0\nChargeRifle = 0\nSentinel = 0\nWingman = 1\nProwler = 0\nBocek = 0\nKraber = 0\nKnife = 0\n\n[RCS]\nRCSEnabled = 0\nRCSMode = 0\nOnADS = 1\nPitchPower = 3\nYawPower = 3\nPitchReduction = 50\nYawReduction = 50\nP2020 = 1\nRE45 = 1\nAlternator = 1\nR99 = 1\nR301 = 1\nSpitfire = 1\nG7 = 1\nFlatline = 1\nHemlock = 1\nRepeater = 1\nRampage = 1\nCARSMG = 1\nHavoc = 1\nDevotion = 1\nLSTAR = 1\nTripleTake = 1\nVolt = 1\nNemesis = 1\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 1\nSentinel = 1\nWingman = 1\nProwler = 1\nKraber = 0\nAdvancedRCS = 0\nAdvancedPitchPower = 10\nAdvancedYawPower = 10\nAdvancedPitchReduction = 25\nAdvancedYawReduction = 25\nP2020Pitch = 10\nP2020Yaw = 10\nP2020PitchReduction = 25\nP2020YawReduction = 25\nRE45Pitch = 10\nRE45Yaw = 10\nRE45PitchReduction = 25\nRE45YawReduction = 25\nAlternatorPitch = 10\nAlternatorYaw = 10\nAlternatorPitchReduction = 25\nAlternatorYawReduction = 25\nR99Pitch = 10\nR99Yaw = 10\nR99PitchReduction = 25\nR99YawReduction = 25\nR301Pitch = 10\nR301Yaw = 10\nR301PitchReduction = 25\nR301YawReduction = 25\nSpitfirePitch = 10\nSpitfireYaw = 10\nSpitfirePitchReduction = 25\nSpitfireYawReduction = 25\nG7Pitch = 10\nG7Yaw = 10\nG7PitchReduction = 25\nG7YawReduction = 25\nFlatlinePitch = 10\nFlatlineYaw = 10\nFlatlinePitchReduction = 25\nFlatlineYawReduction = 25\nHemlockPitch = 10\nHemlockYaw = 10\nHemlockPitchReduction = 25\nHemlockYawReduction = 25\nRepeaterPitch = 10\nRepeaterYaw = 10\nRepeaterPitchReduction = 25\nRepeaterYawReduction = 25\nRampagePitch = 10\nRampageYaw = 10\nRampagePitchReduction = 25\nRampageYawReduction = 25\nCARSMGPitch = 10\nCARSMGYaw = 10\nCARSMGPitchReduction = 25\nCARSMGYawReduction = 25\nHavocPitch = 10\nHavocYaw = 10\nHavocPitchReduction = 25\nHavocYawReduction = 25\nDevotionPitch = 10\nDevotionYaw = 10\nDevotionPitchReduction = 25\nDevotionYawReduction = 25\nLSTARPitch = 10\nLSTARYaw = 10\nLSTARPitchReduction = 25\nLSTARYawReduction = 25\nTripleTakePitch = 10\nTripleTakeYaw = 10\nTripleTakePitchReduction = 25\nTripleTakeYawReduction = 25\nVoltPitch = 10\nVoltYaw = 10\nVoltPitchReduction = 25\nVoltYawReduction = 25\nNemesisPitch = 10\nNemesisYaw = 10\nNemesisPitchReduction = 25\nNemesisYawReduction = 25\nMozambiquePitch = 10\nMozambiqueYaw = 10\nMozambiquePitchReduction = 25\nMozambiqueYawReduction = 25\nEVA8Pitch = 10\nEVA8Yaw = 10\nEVA8PitchReduction = 25\nEVA8YawReduction = 25\nPeacekeeperPitch = 10\nPeacekeeperYaw = 10\nPeacekeeperPitchReduction = 25\nPeacekeeperYawReduction = 25\nMastiffPitch = 10\nMastiffYaw = 10\nMastiffPitchReduction = 25\nMastiffYawReduction = 25\nLongbowPitch = 10\nLongbowYaw = 10\nLongbowPitchReduction = 25\nLongbowYawReduction = 25\nChargeRiflePitch = 10\nChargeRifleYaw = 10\nChargeRiflePitchReduction = 25\nChargeRifleYawReduction = 25\nSentinelPitch = 10\nSentinelYaw = 10\nSentinelPitchReduction = 25\nSentinelYawReduction = 25\nWingmanPitch = 10\nWingmanYaw = 10\nWingmanPitchReduction = 25\nWingmanYawReduction = 25\nProwlerPitch = 10\nProwlerYaw = 10\nProwlerPitchReduction = 25\nProwlerYawReduction = 25\nKraberPitch = 10\nKraberYaw = 10\nKraberPitchReduction = 25\nKraberYawReduction = 25\n\n[Triggerbot]\nEnabled = 0\nBindMethod = 0\nAttackMethod = 1\nTriggerBind = 57\nOnADS = 1\nHipfireShotguns = 1\nDelay = 50\nRange = 151\nP2020 = 0\nRE45 = 0\nAlternator = 0\nR99 = 0\nR301 = 0\nSpitfire = 0\nG7 = 0\nFlatline = 0\nHemlock = 0\nRepeater = 0\nRampage = 0\nCARSMG = 0\nHavoc = 0\nDevotion = 0\nLSTAR = 0\nTripleTake = 1\nVolt = 0\nNemesis = 0\nMozambique = 1\nEVA8 = 1\nPeacekeeper = 1\nMastiff = 1\nLongbow = 1\nChargeRifle = 0\nSentinel = 0\nWingman = 1\nProwler = 0\nBocek = 1\nKraber = 0\nKnife = 1\nAdvancedTriggerbot = 0\nP2020Range = 150\nRE45Range = 150\nAlternatorRange = 150\nR99Range = 150\nR301Range = 150\nSpitfireRange = 150\nG7Range = 150\nFlatlineRange = 150\nHemlockRange = 150\nProwlerRange = 150\nRepeaterRange = 150\nRampageRange = 150\nCARSMGRange = 150\nHavocRange = 150\nDevotionRange = 150\nLSTARRange = 150\nTripleTakeRange = 150\nVoltRange = 150\nNemesisRange = 150\nMozambiqueRange = 150\nPeacekeeperRange = 150\nMastiffRange = 150\nLongbowRange = 150\nChargeRifleRange = 150\nSentinelRange = 150\nWingmanRange = 150\nEVA8Range = 150\nBocekRange = 150\nKraberRange = 150\nThrowingKnifeRange = 150\n\n[Glow]\nNewGlow = 1\nKnockedCheck = 0\nGlowMaxDistance = 200\nGlowColorMode = 1\nGlowColorShieldMode = 0\nGlowRadius = 64\nInsideFunction = 2\nOutlineFunction = 125\nBodyStyle = 15\nOutlineStyle = 1\nViewModelGlow = 0\nViewModelGlowSetting = 65\nViewModelGlowCombo = 5\n\n[ItemGlow]\nItemGlow = 1\nCommon = 1\nRare = 1\nEpic = 1\nGold = 1\nLegendary = 1\nWeapons = 0\nAmmo = 0\nDeathbox = 1\nItemGlowThickness = 35\nSelectedInsideStyle = 1\nSelectedOutlineStyle = 3\n\n[Sense]\nEnabled = 1\nDrawFOVCircle = 1\nDrawFilledFOVCircle = 0\nFOVThickness = 1\nGameFOV = 120\nDrawTargetLine = 1\nDrawTargetDot = 0\nDrawTargetBox = 0\nTargetMode = 1\nTargetBoneMode = 0\nTargetSelectedBone = 0\nTargetBone = 0\nTargetHitbox = 0\nTargetLineThickness = 1\nTargetDotRadius = 1500\nTargetBoxMode = 0\nTargetBoxThickness = 1\nTargetBoxSize = 4\nDrawTargetInfo = 1\nTargetInfoDisplayMode = 0\nDrawTargetInfoName = 0\nTargetInfoNamePos = 0\nDrawTargetInfoLegend = 1\nTargetInfoLegendPos = 0\nDrawTargetInfoTeamID = 0\nDrawTargetInfoDistance = 1\nDrawTargetInfoWeapon = 1\nTargetInfoWeaponPos = 1\nDrawTargetInfoHealth = 1\nTargetInfoHealthPos = 2\nDrawTargetInfoShield = 1\nTargetInfoShieldPos = 3\nTargetInfoColorMode = 1\nTargetInfoPosX = 960\nTargetInfoPosY = 620\nTargetInfoOffset = 15\nDrawCrosshair = 1\nCrosshairSize = 7\nCrosshairThickness = 1\nShowSpectators = 0\nDrawSpectatorWarning = 0\nDrawVisibleWarning = 1\nWarningTextOutline = 1\nWarningTextX = 960\nWarningTextY = 679\nTextOutline = 1\nVisibilityCheck = 0\nKnockedCheck = 0\nESPMaxDistance = 200\n\n[SenseEnemy]\nDrawEnemy = 1\nDrawBoxes = 1\nBoxOutline = 1\nBoxType = 0\nBoxStyle = 1\nBoxThickness = 1\nDrawSkeleton = 1\nSkeletonOutline = 0\nSkeletonThickness = 1\nDrawHeadCircle = 1\nHeadCircleOutline = 0\nHeadCircleThickness = 1\nDrawBars = 1\nHealthBar = 1\nShieldBar = 1\nBarMode = 2\nBarStyle = 0\nBarThickness = 1\nBarThickness2 = 1.05\nBarHeight = 5\nBarWidth = 60\nBarColorMode = 0\nWeaponColorType = 1\nDrawDistance = 1\nTracerPosition = 0\nTracerBone = 0\nDrawTracers = 0\nTracerThickness = 2\nDrawNames = 1\nDrawSeer = 0\nDrawStatus = 0\nDrawWeapon = 1\nDrawLegend = 1\nShowMaxStatusValues = 1\n\n[SenseTeammate]\nDrawTeam = 0\nDrawBoxes = 1\nBoxType = 0\nBoxStyle = 0\nBoxThickness = 1\nDrawSkeleton = 1\nSkeletonThickness = 1\nDrawHeadCircle = 1\nHeadCircleThickness = 1\nDrawBars = 1\nHealthBar = 1\nShieldBar = 1\nBarMode = 0\nBarStyle = 0\nBarThickness = 1\nBarThickness2 = 0.05\nBarHeight = 5\nBarWidth = 60\nBarColorMode = 0\nBarBackground = 0\nWeaponColorType = 1\nDrawDistance = 1\nTracerPosition = 0\nTracerBone = 0\nDrawTracers = 1\nTracerThickness = 2\nDrawNames = 1\nDrawSeer = 0\nDrawStatus = 1\nDrawWeapon = 0\nDrawLegend = 0\nShowMaxStatusValues = 1\n\n[SensePositions]\nNamePosition = 0\nDistancePosition = 0\nLegendPosition = 2\nWeaponPosition = 3\nStatusPosition = 4\n\n[Radar]\nMiniMap = 0\nMiniMapRange = 100\nMiniMapScaleX = 215\nMiniMapScaleY = 215\nMiniMapDotSize = 5\nMiniMapBlackBGSize = 0\nMiniMapGuides = 0\nBigMap = 1\nBigMapBind = 21\nCircleColorR = 0.999\nCircleColorG = 0.999\nCircleColorB = 0.999\nCircleColorA = 0.999\n\n[Misc]\nSuperGlide = 1\nSuperGlideMode = 0\nSuperGlideFPS = 1\nQuickTurn = 0\nQuickTurnAngle = 180\nQuickTurnBind = 58\nBHop = 0\nBHopDelay = 25\nBHopBind = 34\nRapidFire = 0\nRapidFireDelay = 75\nRapidFireBind = 34\nRapidP2020 = 1\nRapidR301 = 1\nRapidG7 = 1\nRapidFlatline = 1\nRapidHemlock = 1\nRapidProwler = 1\nRapidNemesis = 1\nRapidMozambique = 1\nRapidEVA8 = 1\nRapidWingman = 1\nSkinChanger = 1\nSkinP2020 = 10\nSkinRE45 = 15\nSkinALTERNATOR = 15\nSkinR99 = 16\nSkinR301 = 16\nSkinSPITFIRE = 16\nSkinG7 = 19\nSkinFLATLINE = 18\nSkinHEMLOCK = 16\nSkinREPEATER = 10\nSkinRAMPAGE = 11\nSkinCAR = 11\nSkinHAVOC = 12\nSkinDEVOTION = 9\nSkinLSTAR = 10\nSkinTRIPLETAKE = 11\nSkinVOLT = 13\nSkinNEMESIS = 8\nSkinMOZAMBIQUE = 10\nSkinEVA8 = 11\nSkinPEACEKEEPER = 16\nSkinMASTIFF = 11\nSkinLONGBOW = 10\nSkinCHARGE_RIFLE = 9\nSkinSENTINEL = 10\nSkinWINGMAN = 9\nSkinPROWLER = 11\nSkinBOCEK = 10\nSkinKRABER = 7\n\n[Colors]\nWeaponColorMode = 0\nTargetLineColorR = 0.99\nTargetLineColorG = 0.99\nTargetLineColorB = 0.99\nTargetLineColorA = 0.99\nTargetLineLockedColorR = 0.99\nTargetLineLockedColorG = 0\nTargetLineLockedColorB = 0\nTargetLineLockedColorA = 0.99\nTargetDotColorR = 0.99\nTargetDotColorG = 0.99\nTargetDotColorB = 0.99\nTargetDotColorA = 0.99\nTargetDotLockedColorR = 0.99\nTargetDotLockedColorG = 0\nTargetDotLockedColorB = 0\nTargetDotLockedColorA = 0.99\nTargetBoxColorR = 0.99\nTargetBoxColorG = 0.99\nTargetBoxColorB = 0.99\nTargetBoxColorA = 0.99\nTargetBoxLockedColorR = 0.99\nTargetBoxLockedColorG = 0\nTargetBoxLockedColorB = 0\nTargetBoxLockedColorA = 0.99\nTargetInfoColorR = 0.99\nTargetInfoColorG = 0.99\nTargetInfoColorB = 0.99\nTargetInfoColorA = 0.99\nTargetInfoLockedColorR = 0.99\nTargetInfoLockedColorG = 0\nTargetInfoLockedColorB = 0\nTargetInfoLockedColorA = 0.99\nFOVColorR = 0.99\nFOVColorG = 0.99\nFOVColorB = 0.99\nFOVColorA = 0.99\nFilledFOVColorR = 0\nFilledFOVColorG = 0\nFilledFOVColorB = 0\nFilledFOVColorA = 0.11\nCrosshairColorR = 0.99\nCrosshairColorG = 0.99\nCrosshairColorB = 0.99\nCrosshairColorA = 0.99\nSpectatorWarningColorR = 0.99\nSpectatorWarningColorG = 0\nSpectatorWarningColorB = 0\nSpectatorWarningColorA = 0.99\nVisibleWarningColorR = 0\nVisibleWarningColorG = 0.99\nVisibleWarningColorB = 0\nVisibleWarningColorA = 0.99\nNameColorR = 0.4\nNameColorG = 1\nNameColorB = 0.343\nNameColorA = 1\n\n[EnemyColors]\nInvisibleBoxColorR = 0.99\nInvisibleBoxColorG = 0\nInvisibleBoxColorB = 0\nInvisibleBoxColorA = 0.99\nVisibleBoxColorR = 0\nVisibleBoxColorG = 0.99\nVisibleBoxColorB = 0\nVisibleBoxColorA = 0.99\nKnockedBoxColorR = 0.99\nKnockedBoxColorG = 0.671\nKnockedBoxColorB = 0.119\nKnockedBoxColorA = 0.99\nInvisibleFilledBoxColorR = 0\nInvisibleFilledBoxColorG = 0\nInvisibleFilledBoxColorB = 0\nInvisibleFilledBoxColorA = 0.11\nVisibleFilledBoxColorR = 0\nVisibleFilledBoxColorG = 0\nVisibleFilledBoxColorB = 0\nVisibleFilledBoxColorA = 0.11\nKnockedFilledBoxColorR = 0\nKnockedFilledBoxColorG = 0\nKnockedFilledBoxColorB = 0\nKnockedFilledBoxColorA = 0.11\nInvisibleTracerColorR = 0.99\nInvisibleTracerColorG = 0\nInvisibleTracerColorB = 0\nInvisibleTracerColorA = 0.99\nVisibleTracerColorR = 0\nVisibleTracerColorG = 0.99\nVisibleTracerColorB = 0\nVisibleTracerColorA = 0.99\nKnockedTracerColorR = 0.99\nKnockedTracerColorG = 0.671\nKnockedTracerColorB = 0.119\nKnockedTracerColorA = 0.99\nInvisibleSkeletonColorR = 0.99\nInvisibleSkeletonColorG = 0\nInvisibleSkeletonColorB = 0\nInvisibleSkeletonColorA = 0.99\nVisibleSkeletonColorR = 0\nVisibleSkeletonColorG = 0.99\nVisibleSkeletonColorB = 0\nVisibleSkeletonColorA = 0.99\nKnockedSkeletonColorR = 0.99\nKnockedSkeletonColorG = 0.671\nKnockedSkeletonColorB = 0.119\nKnockedSkeletonColorA = 0.99\nInvisibleHeadCircleColorR = 0.99\nInvisibleHeadCircleColorG = 0\nInvisibleHeadCircleColorB = 0\nInvisibleHeadCircleColorA = 0.99\nVisibleHeadCircleColorR = 0\nVisibleHeadCircleColorG = 0.99\nVisibleHeadCircleColorB = 0\nVisibleHeadCircleColorA = 0.99\nKnockedHeadCircleColorR = 0.99\nKnockedHeadCircleColorG = 0.671\nKnockedHeadCircleColorB = 0.119\nKnockedHeadCircleColorA = 0.99\nInvisibleNameColorR = 0.99\nInvisibleNameColorG = 0\nInvisibleNameColorB = 0\nInvisibleNameColorA = 0.99\nVisibleNameColorR = 0\nVisibleNameColorG = 0.99\nVisibleNameColorB = 0\nVisibleNameColorA = 0.99\nKnockedNameColorR = 0.99\nKnockedNameColorG = 0.671\nKnockedNameColorB = 0.119\nKnockedNameColorA = 0.99\nInvisibleDistanceColorR = 0.99\nInvisibleDistanceColorG = 0\nInvisibleDistanceColorB = 0\nInvisibleDistanceColorA = 0.99\nVisibleDistanceColorR = 0\nVisibleDistanceColorG = 0.99\nVisibleDistanceColorB = 0\nVisibleDistanceColorA = 0.99\nKnockedDistanceColorR = 0.99\nKnockedDistanceColorG = 0.671\nKnockedDistanceColorB = 0.119\nKnockedDistanceColorA = 0.99\nInvisibleLegendColorR = 0.99\nInvisibleLegendColorG = 0\nInvisibleLegendColorB = 0\nInvisibleLegendColorA = 0.99\nVisibleLegendColorR = 0\nVisibleLegendColorG = 0.99\nVisibleLegendColorB = 0\nVisibleLegendColorA = 0.99\nKnockedLegendColorR = 0.99\nKnockedLegendColorG = 0.671\nKnockedLegendColorB = 0.119\nKnockedLegendColorA = 0.99\nBarColorMode = 2\nInvisibleWeaponColorR = 0.99\nInvisibleWeaponColorG = 0\nInvisibleWeaponColorB = 0\nInvisibleWeaponColorA = 0.99\nVisibleWeaponColorR = 0\nVisibleWeaponColorG = 0.99\nVisibleWeaponColorB = 0\nVisibleWeaponColorA = 0.99\nKnockedWeaponColorR = 0.99\nKnockedWeaponColorG = 0.671\nKnockedWeaponColorB = 0.119\nKnockedWeaponColorA = 0.99\nLightWeaponColorR = 0.99\nLightWeaponColorG = 0.768\nLightWeaponColorB = 0.039\nLightWeaponColorA = 0.99\nHeavyWeaponColorR = 0.0099\nHeavyWeaponColorG = 0.99\nHeavyWeaponColorB = 0.761\nHeavyWeaponColorA = 0\nEnergyWeaponColorR = 0\nEnergyWeaponColorG = 0.99\nEnergyWeaponColorB = 0\nEnergyWeaponColorA = 0.99\nShotgunWeaponColorR = 0.99\nShotgunWeaponColorG = 0\nShotgunWeaponColorB = 0\nShotgunWeaponColorA = 0.99\nSniperWeaponColorR = 0.0099\nSniperWeaponColorG = 0.337\nSniperWeaponColorB = 0.99\nSniperWeaponColorA = 0.99\nLegendaryWeaponColorR = 0.99\nLegendaryWeaponColorG = 0.53\nLegendaryWeaponColorB = 0.945\nLegendaryWeaponColorA = 0\nMeleeWeaponColorR = 0.99\nMeleeWeaponColorG = 0.99\nMeleeWeaponColorB = 0.99\nMeleeWeaponColorA = 0.99\nThrowableWeaponColorR = 0.99\nThrowableWeaponColorG = 0.974\nThrowableWeaponColorB = 0.0495\nThrowableWeaponColorA = 0.99\nInvisibleGlowColorR = 1\nInvisibleGlowColorG = 0\nInvisibleGlowColorB = 0\nVisibleGlowColorR = 0\nVisibleGlowColorG = 1\nVisibleGlowColorB = 0\nKnockedGlowColorR = 0.99\nKnockedGlowColorG = 0.67\nKnockedGlowColorB = 0.12\nRedShieldColorR = 1\nRedShieldColorG = 0\nRedShieldColorB = 0\nPurpleShieldColorR = 0.5\nPurpleShieldColorG = 0\nPurpleShieldColorB = 0.5\nBlueShieldColorR = 0\nBlueShieldColorG = 0.5\nBlueShieldColorB = 1\nGreyShieldColorR = 0.54\nGreyShieldColorG = 0.545\nGreyShieldColorB = 0.545\nLowGlowColorR = 1\nLowGlowColorG = 1\nLowGlowColorB = 0\n\n[TeammateColors]\nInvisibleBoxColorR = 0.0846\nInvisibleBoxColorG = 0.0693\nInvisibleBoxColorB = 0.99\nInvisibleBoxColorA = 0.99\nVisibleBoxColorR = 0.0099\nVisibleBoxColorG = 0.827\nVisibleBoxColorB = 0.99\nVisibleBoxColorA = 0.99\nVisibleBoxColorR = 0.0099\nVisibleBoxColorG = 0.827\nVisibleBoxColorB = 0.99\nVisibleBoxColorA = 0.99\nInvisibleFilledBoxColorR = 0.0846\nInvisibleFilledBoxColorG = 0.0693\nInvisibleFilledBoxColorB = 0.99\nInvisibleFilledBoxColorA = 0.99\nVisibleFilledBoxColorR = 0.0099\nVisibleFilledBoxColorG = 0.827\nVisibleFilledBoxColorB = 0.99\nVisibleFilledBoxColorA = 0.99\nVisibleFilledBoxColorR = 0.0099\nVisibleFilledBoxColorG = 0.827\nVisibleFilledBoxColorB = 0.99\nVisibleFilledBoxColorA = 0.99\nInvisibleTracerColorR = 0.0846\nInvisibleTracerColorG = 0.0693\nInvisibleTracerColorB = 0.99\nInvisibleTracerColorA = 0.99\nVisibleTracerColorR = 0.0099\nVisibleTracerColorG = 0.827\nVisibleTracerColorB = 0.99\nVisibleTracerColorA = 0.99\nVisibleTracerColorR = 0.0099\nVisibleTracerColorG = 0.827\nVisibleTracerColorB = 0.99\nVisibleTracerColorA = 0.99\nInvisibleSkeletonColorR = 0.0846\nInvisibleSkeletonColorG = 0.0693\nInvisibleSkeletonColorB = 0.99\nInvisibleSkeletonColorA = 0.99\nVisibleSkeletonColorR = 0.0099\nVisibleSkeletonColorG = 0.827\nVisibleSkeletonColorB = 0.99\nVisibleSkeletonColorA = 0.99\nVisibleSkeletonColorR = 0.0099\nVisibleSkeletonColorG = 0.827\nVisibleSkeletonColorB = 0.99\nVisibleSkeletonColorA = 0.99\nInvisibleHeadCircleColorR = 0.0846\nInvisibleHeadCircleColorG = 0.0693\nInvisibleHeadCircleColorB = 0.99\nInvisibleHeadCircleColorA = 0.99\nVisibleHeadCircleColorR = 0.0099\nVisibleHeadCircleColorG = 0.827\nVisibleHeadCircleColorB = 0.99\nVisibleHeadCircleColorA = 0.99\nVisibleHeadCircleColorR = 0.0099\nVisibleHeadCircleColorG = 0.827\nVisibleHeadCircleColorB = 0.99\nVisibleHeadCircleColorA = 0.99\nInvisibleNameColorR = 0.0846\nInvisibleNameColorG = 0.0693\nInvisibleNameColorB = 0.99\nInvisibleNameColorA = 0.99\nVisibleNameColorR = 0.0099\nVisibleNameColorG = 0.827\nVisibleNameColorB = 0.99\nVisibleNameColorA = 0.99\nVisibleNameColorR = 0.0099\nVisibleNameColorG = 0.827\nVisibleNameColorB = 0.99\nVisibleNameColorA = 0.99\nInvisibleDistanceColorR = 0.0846\nInvisibleDistanceColorG = 0.0693\nInvisibleDistanceColorB = 0.99\nInvisibleDistanceColorA = 0.99\nVisibleDistanceColorR = 0.0099\nVisibleDistanceColorG = 0.827\nVisibleDistanceColorB = 0.99\nVisibleDistanceColorA = 0.99\nVisibleDistanceColorR = 0.0099\nVisibleDistanceColorG = 0.827\nVisibleDistanceColorB = 0.99\nVisibleDistanceColorA = 0.99\nInvisibleLegendColorR = 0.0846\nInvisibleLegendColorG = 0.0693\nInvisibleLegendColorB = 0.99\nInvisibleLegendColorA = 0.99\nVisibleLegendColorR = 0.0099\nVisibleLegendColorG = 0.827\nVisibleLegendColorB = 0.99\nVisibleLegendColorA = 0.99\nVisibleLegendColorR = 0.0099\nVisibleLegendColorG = 0.827\nVisibleLegendColorB = 0.99\nVisibleLegendColorA = 0.99\nBarColorMode = 2\nInvisibleWeaponColorR = 0.0846\nInvisibleWeaponColorG = 0.0693\nInvisibleWeaponColorB = 0.99\nInvisibleWeaponColorA = 0.99\nVisibleWeaponColorR = 0.0099\nVisibleWeaponColorG = 0.827\nVisibleWeaponColorB = 0.99\nVisibleWeaponColorA = 0.99\nVisibleWeaponColorR = 0.0099\nVisibleWeaponColorG = 0.827\nVisibleWeaponColorB = 0.99\nVisibleWeaponColorA = 0.99\nLightWeaponColorR = 0.99\nLightWeaponColorG = 0.768\nLightWeaponColorB = 0.039\nLightWeaponColorA = 0.99\nHeavyWeaponColorR = 0.0099\nHeavyWeaponColorG = 0.99\nHeavyWeaponColorB = 0.761\nHeavyWeaponColorA = 0\nEnergyWeaponColorR = 0\nEnergyWeaponColorG = 0.99\nEnergyWeaponColorB = 0\nEnergyWeaponColorA = 0.99\nShotgunWeaponColorR = 0.99\nShotgunWeaponColorG = 0\nShotgunWeaponColorB = 0\nShotgunWeaponColorA = 0.99\nSniperWeaponColorR = 0.0099\nSniperWeaponColorG = 0.337\nSniperWeaponColorB = 0.99\nSniperWeaponColorA = 0.99\nLegendaryWeaponColorR = 0.99\nLegendaryWeaponColorG = 0.53\nLegendaryWeaponColorB = 0.945\nLegendaryWeaponColorA = 0\nMeleeWeaponColorR = 0.99\nMeleeWeaponColorG = 0.99\nMeleeWeaponColorB = 0.99\nMeleeWeaponColorA = 0.99\nThrowableWeaponColorR = 0.99\nThrowableWeaponColorG = 0.974\nThrowableWeaponColorB = 0.0495\nThrowableWeaponColorA = 0.99\n\n[Watermark]\nWatermark = 1\nWatermarkPosition = 0\nName = 0\nProcessingSpeed = 1\nGameFPS = 1\nSpectators = 0\n\n[Settings]\nESPEnabled = 1\nOverlayEnabled = 1\nAntiAliasedLines = 1\nFPSCap = 0\nCappedFPS = 144\n\n"
  },
  {
    "path": "Core/Camera.hpp",
    "content": "#pragma once\n#include \"Offsets.hpp\"\n#include \"LocalPlayer.hpp\"\n#include \"Player.hpp\"\n#include \"Offsets.hpp\"\n#include \"../Utils/Memory.hpp\"\n#include \"../Math/Vector3D.hpp\"\n#include \"../Math/Vector2D.hpp\"\n#include \"../Math/Matrix.hpp\"\n\nstruct Camera {\n    Vector2D ScreenSize;\n    ViewMatrix GameViewMatrix;\n\n    void Initialize(int Width, int Height) {\n        ScreenSize = Vector2D(Width, Height);\n    }\n\n    const Vector2D& GetResolution() {\n        return ScreenSize;\n    }\n\n    void Update() {\n        long RenderPtr = Memory::Read<long>(OFF_REGION + OFF_VIEWRENDER);\n        long MatrixPtr = Memory::Read<long>(RenderPtr + OFF_VIEWMATRIX);\n        GameViewMatrix = Memory::Read<ViewMatrix>(MatrixPtr);\n    }\n\n    bool WorldToScreen(Vector3D WorldPosition, Vector2D& ScreenPosition) const {\n        Vector3D transformed = GameViewMatrix.Transform(WorldPosition);\n\n        if (transformed.z < 0.001) {\n            return false;\n        }\n\n        transformed.x *= 1.0 / transformed.z;\n        transformed.y *= 1.0 / transformed.z;\n\n        ScreenPosition = Vector2D(ScreenSize.x / 2.0f + transformed.x * (ScreenSize.x / 2.0f), ScreenSize.y / 2.0f - transformed.y * (ScreenSize.y / 2.0f));\n\n        return true;\n    }\n};\n"
  },
  {
    "path": "Core/GlowMode.hpp",
    "content": "#pragma once\n#include <iostream>\n\nstruct GlowMode {\n    std::byte bodyStyle, borderStyle, borderWidth, transparency;\n\n    GlowMode() {}\n\n    GlowMode(int x_val, int y_val, int z_val, int transparency_val) :\n        bodyStyle(static_cast<std::byte>(x_val)),\n        borderStyle(static_cast<std::byte>(y_val)),\n        borderWidth(static_cast<std::byte>(z_val)),\n        transparency(static_cast<std::byte>(transparency_val)) {\n    }\n\n    GlowMode(std::byte x_val, std::byte y_val, std::byte z_val, std::byte transparency_val) :\n        bodyStyle(x_val),\n        borderStyle(y_val),\n        borderWidth(z_val),\n        transparency(transparency_val) {\n    }\n\n    bool IsZeroVector() const {\n        return bodyStyle == std::byte(0)\n            && borderStyle == std::byte(0)\n            && borderWidth == std::byte(0)\n            && borderWidth == std::byte(0);\n    }\n\n    bool operator==(const GlowMode& other) const {\n        return bodyStyle == other.bodyStyle\n            && borderStyle == other.borderStyle\n            && borderWidth == other.borderWidth\n            && transparency == other.transparency;\n    }\n\n    bool operator!=(const GlowMode& other) const {\n        return !(*this == other);\n    }\n};\n"
  },
  {
    "path": "Core/Level.hpp",
    "content": "#pragma once\n#include \"Offsets.hpp\"\n#include <unordered_map>\n#include <string>\n#include \"../Utils/Memory.hpp\"\n\nnamespace LvMap\n{\n    bool m_mixtape;\n}\n\nstruct Level\n{\n    std::string Name;\n    bool IsPlayable;\n    bool IsFiringRange;\n    bool m_mixtape;\n    char gameMode[64] = { 0 };\n    std::unordered_map<std::string, bool> mixtape = { {\"control\", true}, {\"freedm\", true}, {\"arenas\", true} };\n\n    void Read() {\n        uint64_t gameModePtr = Memory::Read<uint64_t>(OFF_REGION + OFF_GAMEMODE + 0x50);\n        Name = Memory::ReadString(OFF_REGION + OFF_LEVEL);\n        IsPlayable = !Name.empty() && Name != \"mp_lobby\";\n        IsFiringRange = Name == \"mp_rr_canyonlands_staging_mu1\";\n        if (gameModePtr) {\n            Memory::Read(gameModePtr, &gameMode, sizeof(gameMode));\n            //m_mixtape = (gameMode == \"control\" || gameMode == \"freedm\" || gameMode == \"arenas\");\n            m_mixtape = mixtape[gameMode];\n            LvMap::m_mixtape = m_mixtape;\n            //std::cout << gameMode << (mixtape[gameMode]) << std::endl;\n        }\n    }\n};\n"
  },
  {
    "path": "Core/LocalPlayer.hpp",
    "content": "#pragma once\n#include \"Offsets.hpp\"\n#include <string>\n#include <unordered_map>\n#include \"../Utils/Memory.hpp\"\n#include \"../Math/Vector2D.hpp\"\n#include \"../Math/Vector3D.hpp\"\n#include \"../Math/FloatVector2D.hpp\"\n#include \"../Math/FloatVector3D.hpp\"\n#include \"../Math/QAngle.hpp\"\n#include \"../Utils/Features.hpp\"\n\nstruct LocalPlayer {\n    long BasePointer;\n\n    bool IsDead;\n    bool IsInAttack;\n    bool IsKnocked;\n    bool IsZooming;\n    bool InJump;\n\n    int Team;\n    int Squad;\n    Vector3D LocalOrigin;\n    Vector3D CameraPosition;\n\n    Vector2D ViewAngles;\n    Vector2D PunchAngles;\n    Vector2D PunchAnglesPrevious;\n    Vector2D PunchAnglesDifferent;\n\n    int WeaponIndex;\n    float WeaponProjectileSpeed;\n    float WeaponProjectileScale;\n    bool IsHoldingGrenade;\n    long WeaponEntity;\n    bool weaponDiscarded;\n\n    float ZoomFOV;\n    float TargetZoomFOV;\n\n    float ViewYaw;\n\n    FloatVector3D localOrigin;\n    FloatVector3D cameraPosition;\n    FloatVector2D viewAngles;\n    FloatVector2D punchAngles;\n    FloatVector2D punchAnglesPrev;\n    FloatVector2D punchAnglesDiff;\n\n    void Read() {\n        BasePointer = Memory::Read<long>(OFF_REGION + OFF_LOCAL_PLAYER);\n        if (BasePointer == 0)\n            return;\n\n        IsDead = Memory::Read<short>(BasePointer + OFF_LIFE_STATE) > 0;\n        IsKnocked = Memory::Read<short>(BasePointer + OFF_BLEEDOUT_STATE) > 0;\n        IsZooming = Memory::Read<short>(BasePointer + OFF_ZOOMING) > 0;\n        IsInAttack = Memory::Read<short>(OFF_REGION + OFF_INATTACK) > 0;\n        InJump = Memory::Read<bool>(OFF_REGION + OFF_IN_JUMP) > 0;\n\n        Team = Memory::Read<int>(BasePointer + OFF_TEAM_NUMBER);\n        Squad = Memory::Read<int>(BasePointer + OFF_SQUAD_ID);\n\n        localOrigin = Memory::Read<FloatVector3D>(BasePointer + OFF_LOCAL_ORIGIN);\n        LocalOrigin = Memory::Read<Vector3D>(BasePointer + OFF_LOCAL_ORIGIN);\n\n        CameraPosition = Memory::Read<Vector3D>(BasePointer + OFF_CAMERAORIGIN);\n        ViewAngles = Memory::Read<Vector2D>(BasePointer + OFF_VIEW_ANGLES);\n        PunchAngles = Memory::Read<Vector2D>(BasePointer + OFF_PUNCH_ANGLES);\n        PunchAnglesDifferent = PunchAnglesPrevious.Subtract(PunchAngles);\n        PunchAnglesPrevious = PunchAngles;\n        ViewYaw = Memory::Read<float>(BasePointer + OFF_YAW);\n\n        // FloatVector2D Versions, For Standalone RCS and Linear Aimbot\n        cameraPosition = Memory::Read<FloatVector3D>(BasePointer + OFF_CAMERAORIGIN);\n        viewAngles = Memory::Read<FloatVector2D>(BasePointer + OFF_VIEW_ANGLES);\n        punchAngles = Memory::Read<FloatVector2D>(BasePointer + OFF_PUNCH_ANGLES);\n        punchAnglesDiff = punchAnglesPrev.subtract(punchAngles);\n        punchAnglesPrev = punchAngles;\n\n        if (!IsDead && !IsKnocked) {\n            long WeaponHandle = Memory::Read<long>(BasePointer + OFF_WEAPON_HANDLE);\n            long WeaponHandleMasked = WeaponHandle & 0xffff;\n            WeaponEntity = Memory::Read<long>(OFF_REGION + OFF_ENTITY_LIST + (WeaponHandleMasked << 5));\n\n            int OffHandWeaponID = Memory::Read<int>(BasePointer + OFF_OFFHAND_WEAPON);\n            IsHoldingGrenade = OffHandWeaponID == -251 ? true : false;\n\n            ZoomFOV = Memory::Read<float>(WeaponEntity + OFF_CURRENTZOOMFOV);\n            TargetZoomFOV = Memory::Read<float>(WeaponEntity + OFF_TARGETZOOMFOV);\n\n            WeaponIndex = Memory::Read<int>(WeaponEntity + OFF_WEAPON_INDEX);\n            weaponDiscarded = Memory::Read<int>(WeaponEntity + OFF_WEAPON_DISCARDED) == 1;\n            WeaponProjectileSpeed = Memory::Read<float>(WeaponEntity + OFF_PROJECTILESPEED);\n            WeaponProjectileScale = Memory::Read<float>(WeaponEntity + OFF_PROJECTILESCALE);\n        }\n    }\n\n    std::string GetPlayerModelName() {\n        uintptr_t ModelOffset = Memory::Read<uintptr_t>(BasePointer + OFF_MODELNAME);\n        std::string ModelName = Memory::ReadStringSize(ModelOffset, 1024);\n\n        static std::unordered_map<std::string, std::string> ModelNameMap = { {\"dummie\", \"Dummie\"}, {\"ash\", \"Ash\"}, {\"ballistic\", \"Ballistic\"}, {\"bangalore\", \"Bangalore\"}, {\"bloodhound\", \"Bloodhound\"}, {\"catalyst\", \"Catalyst\"}, {\"caustic\", \"Caustic\"}, {\"conduit\", \"Conduit\"}, {\"crypto\", \"Crypto\"}, {\"fuse\", \"Fuse\"}, {\"gibraltar\", \"Gibraltar\"}, {\"horizon\", \"Horizon\"}, {\"nova\", \"Horizon\"}, {\"holo\", \"Mirage\"}, {\"mirage\", \"Mirage\"}, {\"lifeline\", \"Lifeline\"}, {\"loba\", \"Loba\"}, {\"madmaggie\", \"Mad Maggie\"}, {\"newcastle\", \"Newcastle\"}, {\"octane\", \"Octane\"}, {\"pathfinder\", \"Pathfinder\"}, {\"rampart\", \"Rampart\"}, {\"revenant\", \"Revenant\"}, {\"seer\", \"Seer\"}, {\"stim\", \"Octane\"}, {\"valkyrie\", \"Valkyrie\"}, {\"vantage\", \"Vantage\"}, {\"wattson\", \"Wattson\"}, {\"wraith\", \"Wraith\"}, {\"alter\", \"Alter\"}, };\n\n        std::string replacedName = ModelName;\n        for (auto& entry : ModelNameMap) {\n            if (ModelName.find(entry.first) != std::string::npos) {\n                replacedName = entry.second;\n                break;\n            }\n        }\n\n        return replacedName;\n    }\n\n    bool IsValid() {\n        return BasePointer != 0;\n    }\n\n    bool IsCombatReady() {\n        if (BasePointer == 0)\n            return false;\n        if (IsDead)\n            return false;\n        if (IsKnocked)\n            return false;\n        return true;\n    }\n\n    void setYaw(float angle) {\n        long ptrLong = BasePointer + OFF_VIEW_ANGLES + sizeof(float);\n        Memory::Write<float>(ptrLong, angle);\n    }\n\n    void SetQAngle(QAngle ViewAngle) {\n        Memory::Write<QAngle>(BasePointer + OFF_VIEW_ANGLES, NormalizeQAngle(ViewAngle));\n    }\n\n    inline QAngle NormalizeQAngle(QAngle angle) {\n        while (angle.x > 89.0f)\n            angle.x -= 180.f;\n\n        while (angle.x < -89.0f)\n            angle.x += 180.f;\n\n        while (angle.y > 180.f)\n            angle.y -= 360.f;\n\n        while (angle.y < -180.f) {\n            angle.y += 360.f;\n        }\n\n        return angle;\n    }\n\n    void SetViewAngle(Vector2D ViewAngle) {\n        Memory::Write<Vector2D>(BasePointer + OFF_VIEW_ANGLES, NormalizeVectorAngles(ViewAngle));\n    }\n\n    inline Vector2D NormalizeVectorAngles(Vector2D angle) {\n        while (angle.x > 89.0f)\n            angle.x -= 180.f;\n\n        while (angle.x < -89.0f)\n            angle.x += 180.f;\n\n        while (angle.y > 180.f)\n            angle.y -= 360.f;\n\n        while (angle.y < -180.f) {\n            angle.y += 360.f;\n        }\n\n        return angle;\n    }\n};\n"
  },
  {
    "path": "Core/Offsets.hpp",
    "content": "#pragma once\n#include <string>\n// https://www.unknowncheats.me/forum/apex-legends/319804-apex-legends-reversal-structs-offsets.html\n// GameVersion = v3.0.79.44\n \nstd::string CheatVersion = \"Version 1.1.4\";\nstd::string GameVersion = \"v3.0.79.44\"; // [Miscellaneous]->GameVersion\n\n// Core\nconstexpr long OFF_REGION = 0x140000000; // [Static]->Region\nconstexpr long OFF_LEVEL = 0x17ec544; // [Miscellaneous]->LevelName\nconstexpr long OFF_LOCAL_PLAYER = 0x23e91f8; // [Miscellaneous]->LocalPlayer\nconstexpr long OFF_ENTITY_LIST = 0x1f15f88; // [Miscellaneous]->cl_entitylist\nconstexpr long OFF_NAME_INDEX = 0x38; // NameIndex\nconstexpr long OFF_NAME_LIST = 0xd388450; // [Miscellaneous]->NameList\nconstexpr long OFF_GAMEMODE = 0x02421250; // [ConVars]->mp_gamemode\nconstexpr long OFF_SQUAD_ID = 0x0344; // [RecvTable.DT_BaseEntity]->m_squadID\nconstexpr long OFF_GLOBAL_VARS = 0x17ec040; // [Miscellaneous]->GlobalVars\n\n// HUD\nconstexpr long OFF_VIEWRENDER = 0x769b558; // [Miscellaneous]->ViewRender\nconstexpr long OFF_VIEWMATRIX = 0x11a350; // [Miscellaneous]->ViewMatrix\n\n// Buttons\nconstexpr long OFF_INATTACK = 0x0769b658; // [Buttons]->in_attack\nconstexpr long OFF_IN_JUMP = 0x0769b778; // [Buttons]->in_jump\nconstexpr long OFF_IN_DUCK = 0x0769b868; // [Buttons]->in_duck\nconstexpr long OFF_IN_FORWARD = 0x0769b5a8; // [Buttons]->in_forward\nconstexpr long OFF_IN_BACKWARD = 0x0769b5d0; // [Buttons]->in_backward\nconstexpr long OFF_TRAVERSAL_START_TIME = 0x2b70; // [RecvTable.DT_LocalPlayerExclusive]->m_traversalStartTime\nconstexpr long OFF_TRAVERSAL_PROGRESS = 0x2b6c; // [RecvTable.DT_LocalPlayerExclusive]->m_traversalProgress\nconstexpr long OFF_WALL_RUN_START_TIME = 0x3614; // [RecvTable.DT_LocalPlayerExclusive]->m_wallRunStartTime\nconstexpr long OFF_WALL_RUN_CLEAR_TIME = 0x3618; // [RecvTable.DT_LocalPlayerExclusive]->m_wallRunClearTime\n\n// Player\nconstexpr long OFF_HEALTH = 0x0328; // [RecvTable.DT_Player]->m_iHealth\nconstexpr long OFF_MAXHEALTH = 0x0470; // [RecvTable.DT_Player]->m_iMaxHealth\nconstexpr long OFF_SHIELD = 0x01a0; // [RecvTable.DT_TitanSoul]->m_shieldHealth\nconstexpr long OFF_MAXSHIELD = 0x01a4; // [RecvTable.DT_TitanSoul]->m_shieldHealthMax\nconstexpr long OFF_CAMERAORIGIN = 0x1ee0; // [Miscellaneous]->CPlayer!camera_origin\nconstexpr long OFF_STUDIOHDR = 0x1000; // [Miscellaneous]->CBaseAnimating!m_pStudioHdr\nconstexpr long OFF_BONES = 0x0db0 + 0x48; // [RecvTable.DT_BaseAnimating]->m_nForceBone\nconstexpr long OFF_LOCAL_ORIGIN = 0x017c; // [DataMap.C_BaseEntity]->m_vecAbsOrigin\nconstexpr long OFF_ABSVELOCITY = 0x0170; // [DataMap.C_BaseEntity]->m_vecAbsVelocity\nconstexpr long OFF_ZOOMING = 0x1be1; // [RecvTable.DT_Player]->m_bZooming\nconstexpr long OFF_TEAM_NUMBER = 0x0338; // [RecvTable.DT_BaseEntity]->m_iTeamNum\nconstexpr long OFF_NAME = 0x0481; // [RecvTable.DT_BaseEntity]->m_iName\nconstexpr long OFF_LIFE_STATE = 0x0690; // [RecvTable.DT_Player]->m_lifeState\nconstexpr long OFF_BLEEDOUT_STATE = 0x2760; // [RecvTable.DT_Player]->m_bleedoutState\nconstexpr long OFF_LAST_VISIBLE_TIME = 0x19a0; // [Miscellaneous]->CPlayer!lastVisibleTime\nconstexpr long OFF_LAST_AIMEDAT_TIME = 0x19a8; // [Miscellaneous]->CWeaponX!lastCrosshairTargetTime\nconstexpr long OFF_VIEW_ANGLES = 0x2534 - 0x14; // [DataMap.C_Player]->m_ammoPoolCapacity - 0x14\nconstexpr long OFF_PUNCH_ANGLES = 0x2438; // [DataMap.C_Player]->m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle\nconstexpr long OFF_YAW = 0x223c - 0x8; // [DataMap.C_Player]->m_currentFramePlayer.m_ammoPoolCount - 0x8\nconstexpr long OFF_MODELNAME = 0x0030; // [DataMap.C_BaseEntity]->m_ModelName\nconstexpr long OFF_OBSERVER_LIST = 0x1f17ee8;   //observerList: 48 8B 0D ? ? ? ? 48 85 C9 74 ? 48 8B 01 FF ? ? 48 85 C0 74 ? 48 63 4E 38\nconstexpr long OFF_OBSERVER_LIST_IN_ARRAY = 0x974; // 0x964 before\nconstexpr long OFF_SKY_DIVE_STATUS = 0x4724; // [DataMap.C_Player]->m_skydiveState\nconstexpr long OFF_DUCK_STATUS = 0x2a60; // [DataMap.C_Player]->m_duckState\nconstexpr long OFF_CENTITY_FLAGS = 0x00c8; // [DataMap.C_Player]->m_fFlags\nconstexpr long OFF_GRAPPLE = 0x2cc0; // [RecvTable.DT_Player].m_grapple\nconstexpr long OFF_GRAPPLE_ATTACHED = 0x2d50; // [RecvTable.DT_Player]->m_grappleActive\n\n// Weapon\nconstexpr long OFF_WEAPON_HANDLE = 0x1944; // [RecvTable.DT_Player]->m_latestPrimaryWeapons\nconstexpr long OFF_WEAPON_INDEX = 0x1788; // [RecvTable.DT_WeaponX]->m_weaponNameIndex\nconstexpr long OFF_PROJECTILESCALE = 0x04f4 + 0x19d8; // [WeaponSettings]->projectile_gravity_scale + 0x8\nconstexpr long OFF_PROJECTILESPEED = 0x04ec + 0x19d8; // [WeaponSettings]->projectile_launch_speed\nconstexpr long OFF_OFFHAND_WEAPON = 0x1954; // [RecvTable.DT_BaseCombatCharacter]->m_latestNonOffhandWeapons\nconstexpr long OFF_CURRENTZOOMFOV = 0x15e0 + 0x00b8; // [RecvTable.DT_WeaponX]->m_playerData + [RecvTable.DT_WeaponPlayerData]->m_curZoomFOV\nconstexpr long OFF_TARGETZOOMFOV = 0x15e0 + 0x00bc; // [RecvTable.DT_WeaponX]->m_playerData + [RecvTable.DT_WeaponPlayerData]->m_targetZoomFOV\nconstexpr long OFF_SKIN = 0x0d68; // [DataMap.C_BaseAnimating]->m_nSkin\nconstexpr long OFF_TIME_BASE = 0x2088; // [DataMap.C_Player]->m_currentFramePlayer.timeBase\nconstexpr long OFF_WEAPON_DISCARDED = 0x15a9; // [RecvTable.DT_WeaponX]->m_discarded\nconstexpr long OFF_VIEWMODELS = 0x2d98; // [RecvTable.DT_Player]->m_hViewModels\nconstexpr long OFF_IN_RELOAD = 0x15aa; // [RecvTable.DT_WeaponX_LocalWeaponData]->m_bInReload\nconstexpr long OFF_NEXT_READY_TIME = 0x1568; // [DataMap.CWeaponX]->m_nextReadyTime\n\n// Glow\nconstexpr long OFF_HIGHLIGHT_TYPE_SIZE = 0x34;\nconstexpr long OFF_GLOW_THROUGH_WALL = 0x26c; //[DT_HighlightSettings].?\nconstexpr long OFF_GLOW_FIX = 0x278;\nconstexpr long OFF_GLOW_HIGHLIGHT_ID = 0x29C; //[DT_HighlightSettings].m_highlightServerActiveStates\nconstexpr long OFF_GLOW_HIGHLIGHTS = 0xb13c6a0; // [Miscellaneous]->HighlightSettings\nconstexpr long OFF_GLOW_ENABLE = 0x26c; //\n\n// Item\nconstexpr long OFF_CUSTOM_SCRIPT_INT = 0x1568; // [RecvTable.DT_PropSurvival]->m_customScriptInt\n"
  },
  {
    "path": "Core/Player.hpp",
    "content": "#pragma once\n#include <string>\n#include \"Offsets.hpp\"\n#include \"LocalPlayer.hpp\"\n#include \"Level.hpp\"\n#include \"../Utils/Config.hpp\"\n#include \"../Utils/Features.hpp\"\n#include \"../Utils/Memory.hpp\"\n#include \"../Utils/HitboxType.hpp\"\n#include \"../Utils/Weapons.hpp\"\n#include \"../Math/Vector2D.hpp\"\n#include \"../Math/Vector3D.hpp\"\n#include \"../Math/FloatVector2D.hpp\"\n#include \"../Math/FloatVector3D.hpp\"\n#include \"../Math/Matrix.hpp\"\n#include \"../Overlay/Overlay.hpp\"\n#include \"GlowMode.hpp\"\n\n#include \"../imgui/imgui.h\"\n#include \"../imgui/imgui_impl_glfw.h\"\n#include \"../imgui/imgui_impl_opengl3.h\"\n\nstruct Player {\n    LocalPlayer* Myself;\n\n    int Index;\n    long BasePointer;\n\n    std::string Name;\n    int Team;\n\n    bool IsDead;\n    bool IsKnocked;\n\n    Vector2D ViewAngles;\n    float ViewYaw;\n    Vector3D LocalOrigin;\n    Vector3D AbsoluteVelocity;\n\n    int Health;\n    int MaxHealth;\n    int Shield;\n    int MaxShield;\n\n    int LastTimeAimedAt;\n    int LastTimeAimedAtPrevious;\n    bool IsAimedAt;\n\n    int LastVisibleTime;\n    int LastTimeVisiblePrevious;\n    bool IsVisible;\n\n    bool IsLocal;\n    bool IsAlly;\n    bool IsHostile;\n    bool nonBR;\n    bool friendly;\n\n    int WeaponIndex;\n    bool IsHoldingGrenade;\n    long WeaponEntity;\n\n    float DistanceToLocalPlayer;\n    float Distance2DToLocalPlayer;\n\n    bool IsLockedOn;\n\n    // For AimbotMode Grinder\n    int ducking;\n    // bool aimbotLocked;\n    FloatVector3D localOrigin_prev;\n    FloatVector3D localOrigin;\n    FloatVector3D absoluteVelocity;\n    FloatVector3D localOrigin_predicted;\n    FloatVector2D aimbotDesiredAngles;\n    FloatVector2D aimbotDesiredAnglesIncrement;\n    FloatVector2D aimbotDesiredAnglesSmoothed;\n    float aimbotScore;\n    FloatVector2D aimbotDesiredAnglesSmoothedNoRecoil;\n\n    std::chrono::milliseconds LastRead;\n\n    Player(int PlayerIndex, LocalPlayer* Me) {\n        this->Index = PlayerIndex;\n        this->Myself = Me;\n    }\n\n    void Reset() {\n        // Reset All Variables\n        Index = 0;\n        BasePointer = 0;\n\n        std::string Name = \"\";\n        Team = 0;\n\n        IsDead = 0;\n        IsKnocked = 0;\n\n        ViewAngles = {};\n        ViewYaw = 0;\n        LocalOrigin = {};\n        AbsoluteVelocity = {};\n\n        Health = 0;\n        MaxHealth = 0;\n        Shield = 0;\n        MaxShield = 0;\n\n        LastTimeAimedAt = 0;\n        LastTimeAimedAtPrevious = 0;\n        IsAimedAt = 0;\n\n        LastVisibleTime = 0;\n        LastTimeVisiblePrevious = 0;\n        IsVisible = 0;\n\n        IsLocal = 0;\n        IsAlly = 0;\n        IsHostile = 0;\n        nonBR = 0;\n        friendly = 0;\n\n        WeaponIndex = 0;\n        IsHoldingGrenade = 0;\n        WeaponEntity = 0;\n\n        DistanceToLocalPlayer = 0;\n        Distance2DToLocalPlayer = 0;\n\n        IsLockedOn = 0;\n\n        ducking = 0;\n        localOrigin_prev = {};\n        localOrigin = {};\n        absoluteVelocity = {};\n        localOrigin_predicted = {};\n        aimbotDesiredAngles = {};\n        aimbotDesiredAnglesIncrement = {};\n        aimbotDesiredAnglesSmoothed = {};\n        aimbotScore = 0;\n        aimbotDesiredAnglesSmoothedNoRecoil = {};\n    }\n\n    void Read() {\n        BasePointer = Memory::Read<long>(OFF_REGION + OFF_ENTITY_LIST + ((Index + 1) << 5));\n        if (BasePointer == 0)\n            return;\n\n        Name = Memory::ReadString(BasePointer + OFF_NAME);\n        Team = Memory::Read<int>(BasePointer + OFF_TEAM_NUMBER);\n\n        if (!IsPlayer() && !IsDummy()) { BasePointer = 0; return; }\n\n        IsDead = (IsDummy()) ? false : Memory::Read<short>(BasePointer + OFF_LIFE_STATE) > 0;\n        IsKnocked = (IsDummy()) ? false : Memory::Read<short>(BasePointer + OFF_BLEEDOUT_STATE) > 0;\n\n        LocalOrigin = Memory::Read<Vector3D>(BasePointer + OFF_LOCAL_ORIGIN);\n\n        LastTimeAimedAt = Memory::Read<int>(BasePointer + OFF_LAST_AIMEDAT_TIME);\n        IsAimedAt = LastTimeAimedAtPrevious < LastTimeAimedAt;\n        LastTimeAimedAtPrevious = LastTimeAimedAt;\n        float WorldTime = Memory::Read<float>(Myself->BasePointer + OFF_TIME_BASE);\n        float Time1 = Memory::Read<float>(BasePointer + OFF_LAST_VISIBLE_TIME);\n        IsVisible = (Time1 + 0.2) >= WorldTime || IsAimedAt;\n\n        Health = Memory::Read<int>(BasePointer + OFF_HEALTH);\n        MaxHealth = Memory::Read<int>(BasePointer + OFF_MAXHEALTH);\n        Shield = Memory::Read<int>(BasePointer + OFF_SHIELD);\n        MaxShield = Memory::Read<int>(BasePointer + OFF_MAXSHIELD);\n\n        if (!IsDead && !IsKnocked && IsHostile) {\n            long WeaponHandle = Memory::Read<long>(BasePointer + OFF_WEAPON_HANDLE);\n            long WeaponHandleMasked = WeaponHandle & 0xffff;\n            WeaponEntity = Memory::Read<long>(OFF_REGION + OFF_ENTITY_LIST + (WeaponHandleMasked << 5));\n\n            int OffHandWeaponID = Memory::Read<int>(BasePointer + OFF_OFFHAND_WEAPON);\n            IsHoldingGrenade = OffHandWeaponID == -251 ? true : false;\n\n            WeaponIndex = Memory::Read<int>(WeaponEntity + OFF_WEAPON_INDEX);\n        }\n\n        if (Myself->IsValid()) {\n            IsLocal = Myself->BasePointer == BasePointer;\n            IsAlly = IsTeammate();\n            IsHostile = !IsAlly;\n            DistanceToLocalPlayer = Myself->LocalOrigin.Distance(LocalOrigin);\n            Distance2DToLocalPlayer = Myself->LocalOrigin.To2D().Distance(LocalOrigin.To2D());\n        }\n\n        // Update Once Per Tick - hir0xygen\n        // Reading Most Of The Info Above Every Tick Caused Errors Such As Wrong Weapon IDs And ESP To Be Drawn Wrong\n        // If You Only Use Glow (And Maybe Aimbot, Haven't Tested), You May Be Able To Move Info Above To Below To Increase Performance\n        if (const auto Now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()); Now >= LastRead + std::chrono::milliseconds(50)) {\n            LastRead = Now;\n            AbsoluteVelocity = Memory::Read<Vector3D>(BasePointer + OFF_ABSVELOCITY);\n            ViewAngles = Memory::Read<Vector2D>(BasePointer + OFF_VIEW_ANGLES);\n            ViewYaw = Memory::Read<float>(BasePointer + OFF_YAW);\n            if (Myself->IsValid()) {\n                if (IsVisible) { // For AimbotMode Grinder\n                    aimbotDesiredAngles = calcDesiredAngles();\n                    aimbotDesiredAnglesIncrement = calcDesiredAnglesIncrement();\n                    aimbotScore = calcAimbotScore();\n                }\n            }\n\n            // For AimbotMode Grinder\n            localOrigin = Memory::Read<FloatVector3D>(BasePointer + OFF_LOCAL_ORIGIN);\n            absoluteVelocity = Memory::Read<FloatVector3D>(BasePointer + OFF_ABSVELOCITY);\n            FloatVector3D localOrigin_diff = localOrigin.subtract(localOrigin_prev).normalize().multiply(20);\n            localOrigin_predicted = localOrigin.add(localOrigin_diff);\n            localOrigin_prev = FloatVector3D(localOrigin.x, localOrigin.y, localOrigin.z);\n        }\n    }\n\n    bool IsSpectating() {\n        if (!IsDead)\n            return false;\n        uint64_t SpectatorList = Memory::Read<uint64_t>(OFF_REGION + OFF_OBSERVER_LIST);\n        int PlayerData = Memory::Read<int>(BasePointer + 0x38);\n        int SpecIndex = Memory::Read<int>(SpectatorList + PlayerData * 8 + OFF_OBSERVER_LIST_IN_ARRAY);\n        uint64_t SpectatorAddr = Memory::Read<uint64_t>(OFF_REGION + OFF_ENTITY_LIST + ((SpecIndex & 0xFFFF) << 5));\n        if (SpectatorAddr == Myself->BasePointer)\n            return true;\n        return false;\n    }\n\n    float GetViewYaw() {\n        if (!IsDummy() || IsPlayer()) {\n            return Memory::Read<float>(BasePointer + OFF_YAW);\n        }\n        return 0.0f;\n    }\n\n    bool IsValid() {\n        return BasePointer != 0 && Health > 0 && !IsDead && (IsPlayer() || IsDummy());\n    }\n\n    bool IsCombatReady() {\n        if (!IsValid())\n            return false;\n        if (IsDummy())\n            return true;\n        if (IsDead)\n            return false;\n        if (IsKnocked)\n            return false;\n        return true;\n    }\n\n    bool IsPlayer() {\n        return Name == \"player\";\n    }\n\n    bool IsDummy() {\n        return Team == 97;\n    }\n\n    bool IsTeammate() {\n        if (LvMap::m_mixtape && Myself->Squad == -1) {\n            return (Team & 1) == (Myself->Team & 1);\n        }\n        else {\n            return Team == Myself->Team;\n        }\n    }\n\n    // Bones //\n    int GetBoneFromHitbox(HitboxType HitBox) const {\n        long ModelPointer = Memory::Read<long>(BasePointer + OFF_STUDIOHDR);\n        if (!Memory::IsValidPointer(ModelPointer))\n            return -1;\n\n        long StudioHDR = Memory::Read<long>(ModelPointer + 0x8);\n        if (!Memory::IsValidPointer(StudioHDR + 0x34))\n            return -1;\n\n        auto HitboxCache = Memory::Read<uint16_t>(StudioHDR + 0x34);\n        auto HitboxArray = StudioHDR + ((uint16_t) (HitboxCache & 0xFFFE) << (4 * (HitboxCache & 1)));\n        if (!Memory::IsValidPointer(HitboxArray + 0x4))\n            return -1;\n\n        auto IndexCache = Memory::Read<uint16_t>(HitboxArray + 0x4);\n        auto HitboxIndex = ((uint16_t) (IndexCache & 0xFFFE) << (4 * (IndexCache & 1)));\n        auto BonePointer = HitboxIndex + HitboxArray + (static_cast<int>(HitBox) * 0x20);\n        if (!Memory::IsValidPointer(BonePointer))\n            return -1;\n\n        return Memory::Read<uint16_t>(BonePointer);\n    }\n\n    Vector3D GetBonePosition(HitboxType HitBox) const {\n        Vector3D Offset = Vector3D(0.0f, 0.0f, 0.0f);\n\n        int Bone = GetBoneFromHitbox(HitBox);\n        if (Bone < 0 || Bone > 255)\n            return LocalOrigin.Add(Offset);\n\n        long BonePtr = Memory::Read<long>(BasePointer + OFF_BONES);\n        BonePtr += (Bone * sizeof(Matrix3x4));\n        if (!Memory::IsValidPointer(BonePtr))\n            return LocalOrigin.Add(Offset);\n\n        Matrix3x4 BoneMatrix = Memory::Read<Matrix3x4>(BonePtr);\n        Vector3D BonePosition = BoneMatrix.GetPosition();\n\n        if (!BonePosition.IsValid())\n            return LocalOrigin.Add(Vector3D(0, 0, 0));\n\n        BonePosition += LocalOrigin;\n        return BonePosition;\n    }\n\n    // For AimbotMode Grinder\n    float calcDesiredPitch() {\n        if (IsLocal)\n            return 0;\n        const FloatVector3D shift = FloatVector3D(100000, 100000, 100000);\n        const FloatVector3D originA = Myself->localOrigin.add(shift);\n        const float extraZ = (ducking != -1) ? 10 : 0;\n        const FloatVector3D originB = localOrigin_predicted.add(shift).subtract(FloatVector3D(0, 0, extraZ));\n        const float deltaZ = originB.z - originA.z;\n        const float pitchInRadians = std::atan2(-deltaZ, Distance2DToLocalPlayer);\n        const float degrees = pitchInRadians * (180.0f / M_PI);\n        return degrees;\n    }\n\n    float calcDesiredYaw() {\n        if (IsLocal)\n            return 0;\n        const FloatVector2D shift = FloatVector2D(100000, 100000);\n        const FloatVector2D originA = Myself->localOrigin.to2D().add(shift);\n        const FloatVector2D originB = localOrigin_predicted.to2D().add(shift);\n        const FloatVector2D diff = originB.subtract(originA);\n        const double yawInRadians = std::atan2(diff.y, diff.x);\n        const float degrees = yawInRadians * (180.0f / M_PI);\n        return degrees;\n    }\n\n    FloatVector2D calcDesiredAngles() {\n        return FloatVector2D(calcDesiredPitch(), calcDesiredYaw());\n    }\n\n    FloatVector2D calcDesiredAnglesIncrement() {\n        return FloatVector2D(calcPitchIncrement(), calcYawIncrement());\n    }\n\n    float calcPitchIncrement() {\n        float wayA = aimbotDesiredAngles.x - Myself->viewAngles.x;\n        float wayB = 180 - abs(wayA);\n        if (wayA > 0 && wayB > 0)\n            wayB *= -1;\n        if (fabs(wayA) < fabs(wayB))\n            return wayA;\n        return wayB;\n    }\n\n    float calcYawIncrement() {\n        float wayA = aimbotDesiredAngles.y - Myself->viewAngles.y;\n        float wayB = 360 - abs(wayA);\n        if (wayA > 0 && wayB > 0)\n            wayB *= -1;\n        if (fabs(wayA) < fabs(wayB))\n            return wayA;\n        return wayB;\n    }\n\n    float calcAimbotScore() {\n        return (1000 - (fabs(aimbotDesiredAnglesIncrement.x) + fabs(aimbotDesiredAnglesIncrement.y)));\n    }\n\n    std::string GetPlayerName() {\n        if (IsDummy()) {\n            return \"Dummie\";\n        }\n        else {\n            uintptr_t NameIndex = Memory::Read<uintptr_t>(BasePointer + OFF_NAME_INDEX);\n            uintptr_t NameOffset = Memory::Read<uintptr_t>(OFF_REGION + OFF_NAME_LIST + ((NameIndex - 1) * 24));\n            std::string PlayerName = Memory::ReadStringSize(NameOffset, 64);\n            return PlayerName;\n        }\n    }\n\n    std::string getPlayerModelName() {\n        uintptr_t ModelOffset = Memory::Read<uintptr_t>(BasePointer + OFF_MODELNAME);\n        std::string ModelName = Memory::ReadStringSize(ModelOffset, 1024);\n\n        static std::unordered_map<std::string, std::string> ModelNameMap = { {\"dummie\", \"Dummie\"}, {\"ash\", \"Ash\"}, {\"ballistic\", \"Ballistic\"}, {\"bangalore\", \"Bangalore\"}, {\"bloodhound\", \"Bloodhound\"}, {\"catalyst\", \"Catalyst\"}, {\"caustic\", \"Caustic\"}, {\"conduit\", \"Conduit\"}, {\"crypto\", \"Crypto\"}, {\"fuse\", \"Fuse\"}, {\"gibraltar\", \"Gibraltar\"}, {\"horizon\", \"Horizon\"}, {\"nova\", \"Horizon\"}, {\"holo\", \"Mirage\"}, {\"mirage\", \"Mirage\"}, {\"lifeline\", \"Lifeline\"}, {\"loba\", \"Loba\"}, {\"madmaggie\", \"Mad Maggie\"}, {\"newcastle\", \"Newcastle\"}, {\"octane\", \"Octane\"}, {\"pathfinder\", \"Pathfinder\"}, {\"rampart\", \"Rampart\"}, {\"revenant\", \"Revenant\"}, {\"seer\", \"Seer\"}, {\"stim\", \"Octane\"}, {\"valkyrie\", \"Valkyrie\"}, {\"vantage\", \"Vantage\"}, {\"wattson\", \"Wattson\"}, {\"wraith\", \"Wraith\"}, {\"alter\", \"Alter\"}, };\n\n        std::string replacedName = ModelName;\n        for (auto& entry : ModelNameMap) {\n            if (ModelName.find(entry.first) != std::string::npos) {\n                replacedName = entry.second;\n                break;\n            }\n        }\n\n        return replacedName;\n    }\n\n    std::string GetWeaponHeldName() {\n        // Variables\n        // Check if Holding Grenade\n        /*if (IsHoldingGrenade) {\n            std::string WeaponName = \"Throwable\";\n            return WeaponName;\n        }\n        else {*/\n        static std::unordered_map<int, std::string> WeaponMap = { {WeaponIDs::P2020, \"P2020\"}, {WeaponIDs::RE45, \"RE-45\"}, {WeaponIDs::ALTERNATOR, \"Alternator\"}, {WeaponIDs::R301, \"R-301\"}, {WeaponIDs::R99, \"R-99\"}, {WeaponIDs::SPITFIRE, \"Spitfire\"}, {WeaponIDs::G7, \"G7 Scout\"}, {WeaponIDs::FLATLINE, \"Flatline\"}, {WeaponIDs::PROWLER, \"Prowler\"}, {WeaponIDs::HEMLOCK, \"Hemlock\"}, {WeaponIDs::REPEATER, \"30-30 Repeater\"}, {WeaponIDs::RAMPAGE, \"Rampage\"}, {WeaponIDs::CAR, \"CAR-SMG\"}, {WeaponIDs::HAVOC, \"Havoc\"}, {WeaponIDs::DEVOTION, \"Devotion\"}, {WeaponIDs::LSTAR, \"L-STAR\"}, {WeaponIDs::TRIPLETAKE, \"Triple Take\"}, {WeaponIDs::VOLT, \"Volt\"}, {WeaponIDs::NEMESIS, \"Nemesis\"}, {WeaponIDs::MOZAMBIQUE, \"Mozambique\"}, {WeaponIDs::PEACEKEEPER, \"Peacekeeper\"}, {WeaponIDs::MASTIFF, \"Mastiff\"}, {WeaponIDs::SENTINEL, \"Sentinel\"}, {WeaponIDs::CHARGE_RIFLE, \"Charge Rifle\"}, {WeaponIDs::LONGBOW, \"Longbow\"}, {WeaponIDs::WINGMAN, \"Wingman\"}, {WeaponIDs::EVA8, \"EVA-8 Auto\"}, {WeaponIDs::BOCEK, \"Bocek\"}, {WeaponIDs::KRABER, \"Kraber\"}, {WeaponIDs::KNIFE, \"Throwing Knife\"}, {WeaponIDs::HANDS, \"Melee\"}, };\n\n        if (auto it = WeaponMap.find(WeaponIndex); it != WeaponMap.end()) {\n            return it->second;\n        }\n        else {\n            return \"Hands\";\n        }\n    }\n\n    ImColor GetWeaponHeldColor() {\n        ImColor LightCol, HeavyCol, EnergyCol, ShotgunCol, SniperCol, LegendaryCol, MeleeCol, ThrowableCol;\n        if (IsHoldingGrenade) {\n            if (IsHostile) {\n                ThrowableCol = ImColor(Features::Colors::Enemy::ThrowableWeaponColor[0], Features::Colors::Enemy::ThrowableWeaponColor[1], Features::Colors::Enemy::ThrowableWeaponColor[2], Features::Colors::Enemy::ThrowableWeaponColor[3]);\n                return ThrowableCol;\n            }\n            else if (!IsHostile) {\n                ThrowableCol = ImColor(Features::Colors::Teammate::ThrowableWeaponColor[0], Features::Colors::Teammate::ThrowableWeaponColor[1], Features::Colors::Teammate::ThrowableWeaponColor[2], Features::Colors::Teammate::ThrowableWeaponColor[3]);\n                return ThrowableCol;\n            }\n        }\n        else {\n            if (IsHostile) {\n                LightCol = ImColor(Features::Colors::Enemy::LightWeaponColor[0], Features::Colors::Enemy::LightWeaponColor[1], Features::Colors::Enemy::LightWeaponColor[2], Features::Colors::Enemy::LightWeaponColor[3]);\n                HeavyCol = ImColor(Features::Colors::Enemy::HeavyWeaponColor[0], Features::Colors::Enemy::HeavyWeaponColor[1], Features::Colors::Enemy::HeavyWeaponColor[2], Features::Colors::Enemy::HeavyWeaponColor[3]);\n                EnergyCol = ImColor(Features::Colors::Enemy::EnergyWeaponColor[0], Features::Colors::Enemy::EnergyWeaponColor[1], Features::Colors::Enemy::EnergyWeaponColor[2], Features::Colors::Enemy::EnergyWeaponColor[3]);\n                ShotgunCol = ImColor(Features::Colors::Enemy::ShotgunWeaponColor[0], Features::Colors::Enemy::ShotgunWeaponColor[1], Features::Colors::Enemy::ShotgunWeaponColor[2], Features::Colors::Enemy::ShotgunWeaponColor[3]);\n                SniperCol = ImColor(Features::Colors::Enemy::SniperWeaponColor[0], Features::Colors::Enemy::SniperWeaponColor[1], Features::Colors::Enemy::SniperWeaponColor[2], Features::Colors::Enemy::SniperWeaponColor[3]);\n                LegendaryCol = ImColor(Features::Colors::Enemy::LegendaryWeaponColor[0], Features::Colors::Enemy::LegendaryWeaponColor[1], Features::Colors::Enemy::LegendaryWeaponColor[2], Features::Colors::Enemy::LegendaryWeaponColor[3]);\n                MeleeCol = ImColor(Features::Colors::Enemy::MeleeWeaponColor[0], Features::Colors::Enemy::MeleeWeaponColor[1], Features::Colors::Enemy::MeleeWeaponColor[2], Features::Colors::Enemy::MeleeWeaponColor[3]);\n                ThrowableCol = ImColor(Features::Colors::Enemy::ThrowableWeaponColor[0], Features::Colors::Enemy::ThrowableWeaponColor[1], Features::Colors::Enemy::ThrowableWeaponColor[2], Features::Colors::Enemy::ThrowableWeaponColor[3]);\n            }\n            else if (!IsHostile) {\n                LightCol = ImColor(Features::Colors::Teammate::LightWeaponColor[0], Features::Colors::Teammate::LightWeaponColor[1], Features::Colors::Teammate::LightWeaponColor[2], Features::Colors::Teammate::LightWeaponColor[3]);\n                HeavyCol = ImColor(Features::Colors::Teammate::HeavyWeaponColor[0], Features::Colors::Teammate::HeavyWeaponColor[1], Features::Colors::Teammate::HeavyWeaponColor[2], Features::Colors::Teammate::HeavyWeaponColor[3]);\n                EnergyCol = ImColor(Features::Colors::Teammate::EnergyWeaponColor[0], Features::Colors::Teammate::EnergyWeaponColor[1], Features::Colors::Teammate::EnergyWeaponColor[2], Features::Colors::Teammate::EnergyWeaponColor[3]);\n                ShotgunCol = ImColor(Features::Colors::Teammate::ShotgunWeaponColor[0], Features::Colors::Teammate::ShotgunWeaponColor[1], Features::Colors::Teammate::ShotgunWeaponColor[2], Features::Colors::Teammate::ShotgunWeaponColor[3]);\n                SniperCol = ImColor(Features::Colors::Teammate::SniperWeaponColor[0], Features::Colors::Teammate::SniperWeaponColor[1], Features::Colors::Teammate::SniperWeaponColor[2], Features::Colors::Teammate::SniperWeaponColor[3]);\n                LegendaryCol = ImColor(Features::Colors::Teammate::LegendaryWeaponColor[0], Features::Colors::Teammate::LegendaryWeaponColor[1], Features::Colors::Teammate::LegendaryWeaponColor[2], Features::Colors::Teammate::LegendaryWeaponColor[3]);\n                MeleeCol = ImColor(Features::Colors::Teammate::MeleeWeaponColor[0], Features::Colors::Teammate::MeleeWeaponColor[1], Features::Colors::Teammate::MeleeWeaponColor[2], Features::Colors::Teammate::MeleeWeaponColor[3]);\n                ThrowableCol = ImColor(Features::Colors::Teammate::ThrowableWeaponColor[0], Features::Colors::Teammate::ThrowableWeaponColor[1], Features::Colors::Teammate::ThrowableWeaponColor[2], Features::Colors::Teammate::ThrowableWeaponColor[3]);\n            }\n\n            static std::unordered_map<int, ImColor> WeaponMap = { {WeaponIDs::P2020, LightCol}, {WeaponIDs::RE45, LightCol}, {WeaponIDs::ALTERNATOR, LightCol}, {WeaponIDs::R301, LightCol}, {WeaponIDs::R99, LightCol}, {WeaponIDs::SPITFIRE, LightCol}, {WeaponIDs::G7, LightCol}, {WeaponIDs::FLATLINE, HeavyCol}, {WeaponIDs::PROWLER, HeavyCol}, {WeaponIDs::HEMLOCK, HeavyCol}, {WeaponIDs::REPEATER, HeavyCol}, {WeaponIDs::RAMPAGE, HeavyCol}, {WeaponIDs::CAR, HeavyCol}, {WeaponIDs::HAVOC, EnergyCol}, {WeaponIDs::DEVOTION, EnergyCol}, {WeaponIDs::LSTAR, EnergyCol}, {WeaponIDs::TRIPLETAKE, EnergyCol}, {WeaponIDs::VOLT, EnergyCol}, {WeaponIDs::NEMESIS, EnergyCol}, {WeaponIDs::MOZAMBIQUE, ShotgunCol}, {WeaponIDs::PEACEKEEPER, ShotgunCol}, {WeaponIDs::MASTIFF, ShotgunCol}, {WeaponIDs::SENTINEL, SniperCol}, {WeaponIDs::CHARGE_RIFLE, SniperCol}, {WeaponIDs::LONGBOW, SniperCol}, {WeaponIDs::WINGMAN, LegendaryCol}, {WeaponIDs::EVA8, LegendaryCol}, {WeaponIDs::BOCEK, LegendaryCol}, {WeaponIDs::KRABER, LegendaryCol}, {WeaponIDs::KNIFE, LegendaryCol}, {WeaponIDs::HANDS, MeleeCol}, };\n\n            auto it = WeaponMap.find(WeaponIndex);\n            if (it != WeaponMap.end()) {\n                return it->second;\n            }\n            else {\n                return ImColor(255, 255, 255);\n            }\n        }\n    }\n\n    ImColor GetShieldColor() {\n        // Variables\n        ImColor ShieldColor;\n        if (MaxShield == 50) { // white\n            ShieldColor = ImColor(247, 247, 247);\n        }\n        else if (MaxShield == 75) { // blue\n            ShieldColor = ImColor(39, 178, 255);\n        }\n        else if (MaxShield == 100) { // purple\n            ShieldColor = ImColor(206, 59, 255);\n        }\n        else if (MaxShield == 125) { // red\n            ShieldColor = ImColor(219, 2, 2);\n        }\n        else {\n            ShieldColor = ImColor(247, 247, 247);\n        }\n        return ShieldColor;\n    }\n\n    // DEBUG\n    // Bones //\n    int GetBoneFromHitboxID(int HitBox) const {\n        long ModelPointer = Memory::Read<long>(BasePointer + OFF_STUDIOHDR);\n        if (!Memory::IsValidPointer(ModelPointer))\n            return -1;\n\n        long StudioHDR = Memory::Read<long>(ModelPointer + 0x8);\n        if (!Memory::IsValidPointer(StudioHDR + 0x34))\n            return -1;\n\n        auto HitboxCache = Memory::Read<uint16_t>(StudioHDR + 0x34);\n        auto HitboxArray = StudioHDR + ((uint16_t) (HitboxCache & 0xFFFE) << (4 * (HitboxCache & 1)));\n        if (!Memory::IsValidPointer(HitboxArray + 0x4))\n            return -1;\n\n        auto IndexCache = Memory::Read<uint16_t>(HitboxArray + 0x4);\n        auto HitboxIndex = ((uint16_t) (IndexCache & 0xFFFE) << (4 * (IndexCache & 1)));\n        auto BonePointer = HitboxIndex + HitboxArray + (HitBox * 0x20);\n        if (!Memory::IsValidPointer(BonePointer))\n            return -1;\n\n        return Memory::Read<uint16_t>(BonePointer);\n    }\n\n    Vector3D GetBonePositionID(int HitBox) const {\n        Vector3D Offset = Vector3D(0.0f, 0.0f, 0.0f);\n\n        int Bone = GetBoneFromHitboxID(HitBox);\n        if (Bone < 0 || Bone > 255)\n            return LocalOrigin.Add(Offset);\n\n        long BonePtr = Memory::Read<long>(BasePointer + OFF_BONES);\n        BonePtr += (Bone * sizeof(Matrix3x4));\n        if (!Memory::IsValidPointer(BonePtr))\n            return LocalOrigin.Add(Offset);\n\n        Matrix3x4 BoneMatrix = Memory::Read<Matrix3x4>(BonePtr);\n        Vector3D BonePosition = BoneMatrix.GetPosition();\n\n        if (!BonePosition.IsValid())\n            return LocalOrigin.Add(Vector3D(0, 0, 0));\n\n        BonePosition += LocalOrigin;\n        return BonePosition;\n    }\n};\n"
  },
  {
    "path": "Features/Flickbot.hpp",
    "content": "#pragma once\n#include <iostream>\n#include <vector>\n#include \"../Core/Player.hpp\"\n#include \"../Core/LocalPlayer.hpp\"\n#include \"../Core/Offsets.hpp\"\n#include \"../Core/Level.hpp\"\n\n#include \"../Math/Vector2D.hpp\"\n#include \"../Math/Vector3D.hpp\"\n#include \"../Math/QAngle.hpp\"\n#include \"../Math/Resolver.hpp\"\n\n#include \"../Utils/Memory.hpp\"\n#include \"../Utils/XDisplay.hpp\"\n#include \"../Utils/Conversion.hpp\"\n#include \"../Utils/Config.hpp\"\n#include \"../Utils/Features.hpp\"\n#include \"../Utils/HitboxType.hpp\"\n#include \"../Utils/InputManager.hpp\"\n#include \"../Utils/InputTypes.hpp\"\n#include \"../Utils/Weapons.hpp\"\n\n// UI //\n#include \"../imgui/imgui.h\"\n#include \"../imgui/imgui_impl_glfw.h\"\n#include \"../imgui/imgui_impl_opengl3.h\"\n\n// Conversion\n#define DEG2RAD(x) ((float)(x) * (float)(M_PI / 180.f))\n\nstruct Flickbot\n{\n\tstd::chrono::milliseconds LastClickTime;\n\n\tint FinalDistance = 0;\n\n\tXDisplay* X11Display;\n\tLocalPlayer* Myself;\n\tstd::vector<Player*>* Players;\n\tLevel* Map;\n\n\tPlayer* CurrentTarget = nullptr;\n\tbool TargetSelected = true;\n\tstd::chrono::milliseconds LastAimTime;\n\tstd::chrono::milliseconds LastFlickTime;\n\tstd::chrono::milliseconds LastFlickBackTime;\n\n\tFlickbot(XDisplay* X11Display, Level* Map, LocalPlayer* Myself, std::vector<Player*>* GamePlayers) {\n\t\tthis->X11Display = X11Display;\n\t\tthis->Myself = Myself;\n\t\tthis->Map = Map;\n\t\tthis->Players = GamePlayers;\n\t}\n\n\tstatic bool Save() {\n\t\ttry {\n\n\t\t\tConfig::Flickbot::Flickbot = Features::Flickbot::Flickbot;\n\t\t\tConfig::Flickbot::FlickbotMethod = Features::Flickbot::FlickbotMethod;\n\t\t\tConfig::Flickbot::FlickBind = static_cast<int>(Features::Flickbot::FlickBind);\n\t\t\tConfig::Flickbot::ClosestHitbox = Features::Flickbot::ClosestHitbox;\n\t\t\tConfig::Flickbot::Hitbox = static_cast<int>(Features::Flickbot::Hitbox);\n\t\t\tConfig::Flickbot::Priority = Features::Flickbot::Priority;\n\t\t\tConfig::Flickbot::AutoShoot = Features::Flickbot::AutoShoot;\n\t\t\tConfig::Flickbot::AutoShootDelay = Features::Flickbot::AutoShootDelay;\n\t\t\tConfig::Flickbot::FlickBack = Features::Flickbot::FlickBack;\n\t\t\tConfig::Flickbot::FlickBackDelay = Features::Flickbot::FlickBackDelay;\n\t\t\tConfig::Flickbot::PredictMovement = Features::Flickbot::PredictMovement;\n\t\t\tConfig::Flickbot::PredictBulletDrop = Features::Flickbot::PredictBulletDrop;\n\t\t\tConfig::Flickbot::TeamCheck = Features::Flickbot::TeamCheck;\n\t\t\tConfig::Flickbot::PreditcionAmount = Features::Flickbot::PreditcionAmount;\n\t\t\tConfig::Flickbot::FinalDistance = Features::Flickbot::FinalDistance;\n\t\t\tConfig::Flickbot::HipfireSmooth = Features::Flickbot::HipfireSmooth;\n\t\t\tConfig::Flickbot::ADSSmooth = Features::Flickbot::ADSSmooth;\n\t\t\tConfig::Flickbot::SmoothDistance = Features::Flickbot::SmoothDistance;\n\t\t\tConfig::Flickbot::Delay = Features::Flickbot::Delay;\n\t\t\tConfig::Flickbot::FOV = Features::Flickbot::FOV;\n\t\t\tConfig::Flickbot::ZoomScale = Features::Flickbot::ZoomScale;\n\t\t\tConfig::Flickbot::MinDistance = Features::Flickbot::MinDistance;\n\t\t\tConfig::Flickbot::HipfireDistance = Features::Flickbot::HipfireDistance;\n\t\t\tConfig::Flickbot::ZoomDistance = Features::Flickbot::ZoomDistance;\n\t\t\t//Weapon Toggles\n\t\t\t//Light\n\t\t\tConfig::Flickbot::P2020 = Features::Flickbot::P2020;\n\t\t\tConfig::Flickbot::RE45 = Features::Flickbot::RE45;\n\t\t\tConfig::Flickbot::Alternator = Features::Flickbot::Alternator;\n\t\t\tConfig::Flickbot::R99 = Features::Flickbot::R99;\n\t\t\tConfig::Flickbot::R301 = Features::Flickbot::R301;\n\t\t\tConfig::Flickbot::Spitfire = Features::Flickbot::Spitfire;\n\t\t\tConfig::Flickbot::G7 = Features::Flickbot::G7;\n\t\t\t//Heavy\n\t\t\tConfig::Flickbot::Flatline = Features::Flickbot::Flatline;\n\t\t\tConfig::Flickbot::Hemlock = Features::Flickbot::Hemlock;\n\t\t\tConfig::Flickbot::Repeater = Features::Flickbot::Repeater;\n\t\t\tConfig::Flickbot::Rampage = Features::Flickbot::Rampage;\n\t\t\tConfig::Flickbot::CARSMG = Features::Flickbot::CARSMG;\n\t\t\t//Energy\n\t\t\tConfig::Flickbot::Havoc = Features::Flickbot::Havoc;\n\t\t\tConfig::Flickbot::Devotion = Features::Flickbot::Devotion;\n\t\t\tConfig::Flickbot::LSTAR = Features::Flickbot::LSTAR;\n\t\t\tConfig::Flickbot::TripleTake = Features::Flickbot::TripleTake;\n\t\t\tConfig::Flickbot::Volt = Features::Flickbot::Volt;\n\t\t\tConfig::Flickbot::Nemesis = Features::Flickbot::Nemesis;\n\t\t\t//Shotgun\n\t\t\tConfig::Flickbot::Mozambique = Features::Flickbot::Mozambique;\n\t\t\tConfig::Flickbot::EVA8 = Features::Flickbot::EVA8;\n\t\t\tConfig::Flickbot::Peacekeeper = Features::Flickbot::Peacekeeper;\n\t\t\tConfig::Flickbot::Mastiff = Features::Flickbot::Mastiff;\n\t\t\t//Snipers\n\t\t\tConfig::Flickbot::Longbow = Features::Flickbot::Longbow;\n\t\t\tConfig::Flickbot::ChargeRifle = Features::Flickbot::ChargeRifle;\n\t\t\tConfig::Flickbot::Sentinel = Features::Flickbot::Sentinel;\n\t\t\t//Legendary\n\t\t\tConfig::Flickbot::Wingman = Features::Flickbot::Wingman;\n\t\t\tConfig::Flickbot::Prowler = Features::Flickbot::Prowler;\n\t\t\tConfig::Flickbot::Bocek = Features::Flickbot::Bocek;\n\t\t\tConfig::Flickbot::Kraber = Features::Flickbot::Kraber;\n\t\t\tConfig::Flickbot::Knife = Features::Flickbot::Knife;\n\n\t\t\treturn true;\n\t\t} catch (...) {\n\t\t\treturn false;\n\t\t}\n\t}\n\n\tvoid UpdateFlickList() {\n\t\tFeatures::Flickbot::FlickList.clear();\n\t\t// Define a lambda function to reduce repetition\n\t\tauto InsertIfEnabled = [&](const bool feature, const int weaponID) {\n\t\tif (feature)\n\t\t\tFeatures::Flickbot::FlickList.insert(weaponID);\n\t\t};\n\t\t// Light\n\t\tInsertIfEnabled(Features::Flickbot::P2020, WeaponIDs::P2020);\n\t\tInsertIfEnabled(Features::Flickbot::RE45, WeaponIDs::RE45);\n\t\tInsertIfEnabled(Features::Flickbot::Alternator, WeaponIDs::ALTERNATOR);\n\t\tInsertIfEnabled(Features::Flickbot::R99, WeaponIDs::R99);\n\t\tInsertIfEnabled(Features::Flickbot::R301, WeaponIDs::R301);\n\t\tInsertIfEnabled(Features::Flickbot::Spitfire, WeaponIDs::SPITFIRE);\n\t\tInsertIfEnabled(Features::Flickbot::G7, WeaponIDs::G7);\n\n\t\t// Heavy\n\t\tInsertIfEnabled(Features::Flickbot::Flatline, WeaponIDs::FLATLINE);\n\t\tInsertIfEnabled(Features::Flickbot::Prowler, WeaponIDs::PROWLER);\n\t\tInsertIfEnabled(Features::Flickbot::Hemlock, WeaponIDs::HEMLOCK);\n\t\tInsertIfEnabled(Features::Flickbot::Repeater, WeaponIDs::REPEATER);\n\t\tInsertIfEnabled(Features::Flickbot::Rampage, WeaponIDs::RAMPAGE);\n\t\tInsertIfEnabled(Features::Flickbot::CARSMG, WeaponIDs::CAR);\n\n\t\t// Energy\n\t\tInsertIfEnabled(Features::Flickbot::Havoc, WeaponIDs::HAVOC);\n\t\tInsertIfEnabled(Features::Flickbot::Devotion, WeaponIDs::DEVOTION);\n\t\tInsertIfEnabled(Features::Flickbot::LSTAR, WeaponIDs::LSTAR);\n\t\tInsertIfEnabled(Features::Flickbot::TripleTake, WeaponIDs::TRIPLETAKE);\n\t\tInsertIfEnabled(Features::Flickbot::Volt, WeaponIDs::VOLT);\n\t\tInsertIfEnabled(Features::Flickbot::Nemesis, WeaponIDs::NEMESIS);\n\n\t\t// Shotguns\n\t\tInsertIfEnabled(Features::Flickbot::Mozambique, WeaponIDs::MOZAMBIQUE);\n\t\tInsertIfEnabled(Features::Flickbot::Peacekeeper, WeaponIDs::PEACEKEEPER);\n\t\tInsertIfEnabled(Features::Flickbot::Mastiff, WeaponIDs::MASTIFF);\n\n\t\t// Snipers\n\t\tInsertIfEnabled(Features::Flickbot::Longbow, WeaponIDs::LONGBOW);\n\t\tInsertIfEnabled(Features::Flickbot::ChargeRifle, WeaponIDs::CHARGE_RIFLE);\n\t\tInsertIfEnabled(Features::Flickbot::Sentinel, WeaponIDs::SENTINEL);\n\n\t\t// Legendary\n\t\tInsertIfEnabled(Features::Flickbot::Wingman, WeaponIDs::WINGMAN);\n\t\tInsertIfEnabled(Features::Flickbot::EVA8, WeaponIDs::EVA8);\n\t\tInsertIfEnabled(Features::Flickbot::Bocek, WeaponIDs::BOCEK);\n\t\tInsertIfEnabled(Features::Flickbot::Kraber, WeaponIDs::KRABER);\n\t\tInsertIfEnabled(Features::Flickbot::Knife, WeaponIDs::KNIFE);\n\t}\n\n\tvoid Update() {\n\t\tif (!Features::Flickbot::Flickbot) {\n\t\t\tReleaseTarget();\n\t\t\treturn;\n\t\t}\n\n\t\tif (Features::Flickbot::Flickbot) {\n\n\t\t\tif (Myself->IsZooming)\n\t\t\t\tFinalDistance = Features::Flickbot::ZoomDistance;\n\t\t\telse\n\t\t\t\tFinalDistance = Features::Flickbot::HipfireDistance;\n\n\t\t\tif (!Myself->IsCombatReady()) {\n\t\t\t\tCurrentTarget = nullptr;\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif (Features::Flickbot::FlickList.find(Myself->WeaponIndex) == Features::Flickbot::FlickList.end()) {\n\t\t\t\tReleaseTarget();\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif (Myself->IsHoldingGrenade) {\n\t\t\t\tReleaseTarget();\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif (!isKeybindDown()) {\n\t\t\t\tReleaseTarget();\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tPlayer* Target = CurrentTarget;\n\t\t\tif (!IsValidTarget(Target)) {\n\t\t\t\tif (TargetSelected)\n\t\t\t\t\treturn;\n\n\t\t\t\tTarget = FindBestTarget();\n\t\t\t\tif (!IsValidTarget(Target)) {\n\t\t\t\t\tReleaseTarget();\n\t\t\t\t\treturn;\n\t\t\t\t}\n\n\t\t\t\tCurrentTarget = Target;\n\t\t\t\t// CurrentTarget->IsLockedOn = true;\n\t\t\t\tTargetSelected = true;\n\t\t\t}\n\n\t\t\tif (TargetSelected && CurrentTarget) {\n\t\t\t\tstd::chrono::milliseconds Now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());\n\t\t\t\tif (Now >= LastAimTime + std::chrono::milliseconds(Features::Flickbot::Delay)) {\n\t\t\t\t\tStartAiming();\n\t\t\t\t\tLastAimTime = Now + std::chrono::milliseconds((int)Utils::RandomRange(1, 10));\n\t\t\t\t}\n\t\t\t\treturn;\n\t\t\t}\n\t\t}\n\t}\n\n\tbool isKeybindDown() {\n\t\tbool ActivatedByAimBind = InputManager::isKeyDownOrPress(Features::Flickbot::FlickBind);\n\t\tbool active = (ActivatedByAimBind);\n\t\treturn active;\n\t}\n\n\tvoid StartAiming() {\n\t\t// Get Target Angle\n\t\tQAngle DesiredAngles = QAngle(0, 0);\n\t\tif (!GetAngle(CurrentTarget, DesiredAngles))\n\t\t\treturn;\n\n\t\t// Smoothing\n\t\tSmoothAngle(DesiredAngles);\n\n\t\tif (DesiredAngles == QAngle(0, 0))\n\t\t\treturn;\n\t\tDesiredAngles.NormalizeAngles();\n\n\t\tif (Features::Flickbot::FlickbotMethod == 0) // Mouse\n\t\t{\n\t\t\tVector2D FlickbotDelta = Vector2D(CalculatePitchIncrement(DesiredAngles), CalculateYawIncrement(DesiredAngles)).Multiply(25);\n\t\t\t/*int totalYawIncrementInt = RoundHalfEven(AL1AF0(FlickbotDelta.x));\n\t\t\tint totalPitchIncrementInt = RoundHalfEven(AL1AF0(FlickbotDelta.y * -1));*/\n\t\t\tif (FlickbotDelta.x == 0 && FlickbotDelta.y == 0) return;\n\n\t\t\tVector2D CurrentAngles = Memory::Read<Vector2D>(Myself->BasePointer + OFF_VIEW_ANGLES);\n\n\t\t\t// Flick Angles\n\t\t\tif (InputManager::isKeyDownOrPress(Features::Flickbot::FlickBind)) {\n\t\t\t\tX11Display->MoveMouse(FlickbotDelta.x, FlickbotDelta.y * -1);\n\t\t\t\tif (Features::Flickbot::AutoShoot) {\n\t\t\t\t\tstd::this_thread::sleep_for(std::chrono::milliseconds(Features::Flickbot::AutoShootDelay));\n\t\t\t\t\tX11Display->MouseClickLeft();\n\t\t\t\t}\n\n\t\t\t\tif (Features::Flickbot::FlickBack) {\n\t\t\t\t\tstd::this_thread::sleep_for(std::chrono::milliseconds(Features::Flickbot::FlickBackDelay));\n\t\t\t\t\tMyself->SetViewAngle(CurrentAngles);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\telse if (Features::Flickbot::FlickbotMethod == 1) // Memory\n\t\t{\n\t\t\tVector2D CurrentAngles = Memory::Read<Vector2D>(Myself->BasePointer + OFF_VIEW_ANGLES);\n\n\t\t\t// Flick Angles\n\t\t\tif (InputManager::isKeyDownOrPress(Features::Flickbot::FlickBind)) {\n\t\t\t\t//Change QAngle To Vector2D\n\t\t\t\tVector2D VectorDesiredAngles = Vector2D(DesiredAngles.x, DesiredAngles.y);\n\n\t\t\t\tMyself->SetViewAngle(VectorDesiredAngles);\n\t\t\t\tif (Features::Flickbot::AutoShoot) {\n\t\t\t\t\tstd::this_thread::sleep_for(std::chrono::milliseconds(Features::Flickbot::AutoShootDelay));\n\t\t\t\t\tX11Display->MouseClickLeft();\n\t\t\t\t}\n\n\t\t\t\tif (Features::Flickbot::FlickBack) {\n\t\t\t\t\tstd::this_thread::sleep_for(std::chrono::milliseconds(Features::Flickbot::FlickBackDelay));\n\t\t\t\t\tMyself->SetViewAngle(CurrentAngles);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\tvoid SmoothAngle(QAngle& Angle) {\n\t\tQAngle ViewAngles = QAngle(Myself->ViewAngles.x, Myself->ViewAngles.y).NormalizeAngles();\n\t\tQAngle Delta = Angle - ViewAngles;\n\t\tDelta.NormalizeAngles();\n\n\t\tif (Myself->IsZooming) {\n\t\t\tFeatures::Flickbot::Smooth = Features::Flickbot::ADSSmooth;\n\t\t\tfloat SmoothValue = powf(Features::Flickbot::Smooth, 0.4f);\n\t\t\tSmoothValue = std::min(0.99f, SmoothValue);\n\t\t} else if (!Myself->IsZooming) {\n\t\t\tFeatures::Flickbot::Smooth = Features::Flickbot::HipfireSmooth;\n\t\t\tfloat SmoothValue = powf(Features::Flickbot::Smooth, 0.4f);\n\t\t\tSmoothValue = std::min(0.99f, SmoothValue);\n\t\t}\n\n\t\tQAngle ToChange = QAngle();\n\t\tToChange = Delta - Delta * Features::Flickbot::Smooth;\n\n\t\tAngle = ViewAngles + ToChange;\n\t}\n\n\tvoid SmoothBackAngle(QAngle& Angle) {\n\t\tQAngle ViewAngles = QAngle(Myself->ViewAngles.x, Myself->ViewAngles.y).NormalizeAngles();\n\t\tQAngle Delta = Angle - ViewAngles;\n\t\tDelta.NormalizeAngles();\n\n\t\tFeatures::Flickbot::FlickBackSmooth = Features::Flickbot::FlickBackSmoothing;\n\t\tfloat SmoothValue = powf(Features::Flickbot::FlickBackSmooth, 0.4f);\n\t\tSmoothValue = std::min(0.99f, SmoothValue);\n\n\t\tQAngle ToChange = QAngle();\n\t\tToChange = Delta - Delta * Features::Flickbot::FlickBackSmooth;\n\n\t\tAngle = ViewAngles + ToChange;\n\t}\n\n\tbool GetAngle(Player* Target, QAngle& Angle) {\n\t\tconst QAngle CurrentAngle = QAngle(Myself->ViewAngles.x, Myself->ViewAngles.y).NormalizeAngles();\n\t\tif (!CurrentAngle.isValid())\n\t\t\treturn false;\n\n\t\tif (!GetAngleToTarget(Target, Angle))\n\t\t\treturn false;\n\n\t\treturn true;\n\t}\n\n\tbool GetAngleToTarget(Player* Target, QAngle& Angle) {\n\t\tVector3D TargetPosition;\n\t\tif (!Features::Flickbot::ClosestHitbox) {\n\t\t\tTargetPosition = Target->GetBonePosition(Features::Flickbot::Hitbox);\n\t\t}\n\t\tif (Features::Flickbot::ClosestHitbox) {\n\t\t\tTargetPosition = Target->GetBonePosition(static_cast<HitboxType>(GetBestBone(Target)));\n\t\t}\n\t\tVector3D TargetPos = Target->GetBonePosition(Features::Flickbot::Hitbox);\n\t\tVector3D TargetVelocity = Target->AbsoluteVelocity;\n\t\tVector3D CameraPosition = Myself->CameraPosition;\n\n\t\tif (Myself->WeaponProjectileSpeed > 1.0f) {\n\t\t\tif (Features::Flickbot::PredictBulletDrop && Features::Flickbot::PredictMovement) {\n\t\t\t\treturn Resolver::CalculateAimRotationNew(CameraPosition, TargetPos, TargetVelocity, Myself->WeaponProjectileSpeed, Myself->WeaponProjectileScale, Features::Flickbot::PreditcionAmount, Angle);\n\t\t\t} else if (Features::Flickbot::PredictBulletDrop) {\n\t\t\t\treturn Resolver::CalculateAimRotationNew(CameraPosition, TargetPos, Vector3D(0, 0, 0), Myself->WeaponProjectileSpeed, Myself->WeaponProjectileScale, Features::Flickbot::PreditcionAmount, Angle);\n\t\t\t} else if (Features::Flickbot::PredictMovement) {\n\t\t\t\treturn Resolver::CalculateAimRotation(CameraPosition, TargetPos, TargetVelocity, Myself->WeaponProjectileSpeed, Angle);\n\t\t\t}\n\t\t}\n\n\t\tAngle = Resolver::CalculateAngle(CameraPosition, TargetPos);\n\t\treturn true;\n\t}\n\n\tbool IsValidTarget(Player* target) {\n\t\tif (target == nullptr ||\n\t\t\t!target->IsValid() ||\n\t\t\t!target->IsCombatReady() ||\n\t\t\t!target->IsVisible ||\n\t\t\t!target->IsHostile ||\n\t\t\ttarget->Distance2DToLocalPlayer < Conversion::ToGameUnits(Features::Flickbot::MinDistance) ||\n\t\t\ttarget->Distance2DToLocalPlayer > Conversion::ToGameUnits(FinalDistance))\n\t\t\treturn false;\n\t\treturn true;\n\t}\n\n\tfloat CalculatePitchIncrement(QAngle FlickbotDesiredAngles) {\n\t\tfloat wayA = FlickbotDesiredAngles.x - Myself->ViewAngles.x;\n\t\tfloat wayB = 180 - abs(wayA);\n\t\tif (wayA > 0 && wayB > 0)\n\t\t\twayB *= -1;\n\t\tif (fabs(wayA) < fabs(wayB))\n\t\t\treturn wayA;\n\t\treturn wayB;\n\t}\n\n\tfloat CalculateYawIncrement(QAngle FlickbotDesiredAngles) {\n\t\tfloat wayA = FlickbotDesiredAngles.y - Myself->ViewAngles.y;\n\t\tfloat wayB = 360 - abs(wayA);\n\t\tif (wayA > 0 && wayB > 0)\n\t\t\twayB *= -1;\n\t\tif (fabs(wayA) < fabs(wayB))\n\t\t\treturn wayA;\n\t\treturn wayB;\n\t}\n\n\tdouble CalculateDistanceFromCrosshair(Vector3D TargetPosition) {\n\t\tVector3D CameraPosition = Myself->CameraPosition;\n\t\tQAngle CurrentAngle = QAngle(Myself->ViewAngles.x, Myself->ViewAngles.y).NormalizeAngles();\n\n\t\tif (CameraPosition.Distance(TargetPosition) <= 0.0001f)\n\t\t\treturn -1;\n\n\t\tQAngle TargetAngle = Resolver::CalculateAngle(CameraPosition, TargetPosition);\n\t\tif (!TargetAngle.isValid())\n\t\t\treturn -1;\n\n\t\treturn CurrentAngle.distanceTo(TargetAngle);\n\t}\n\n\tvoid ReleaseTarget() {\n\t\tif (CurrentTarget != nullptr && CurrentTarget->IsValid())\n\t\t\tCurrentTarget->IsLockedOn = false;\n\n\t\tTargetSelected = false;\n\t\tCurrentTarget = nullptr;\n\t}\n\n\tstatic int RoundHalfEven(float x) {\n\t\treturn (x >= 0.0)\n\t\t\t? static_cast<int>(std::round(x))\n\t\t\t: static_cast<int>(std::round(-x)) * -1;\n\t}\n\n\tstatic float AL1AF0(float num) {\n\t\tif (num > 0)\n\t\t\treturn std::max(num, 1.0f);\n\t\treturn std::min(num, -1.0f);\n\t}\n\n\tfloat GetFOVScale() {\n\t\tif (Myself->IsValid()) {\n\t\t\tif (Myself->IsZooming) {\n\t\t\t\tif (Myself->TargetZoomFOV > 1.0 && Myself->TargetZoomFOV < 90.0) {\n\t\t\t\t\treturn tanf(DEG2RAD(Myself->TargetZoomFOV) * (0.64285714285));\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn 1.0;\n\t}\n\n\tint GetBestBone(Player* Target) {\n\t\tfloat NearestDistance = 999;\n\t\tint NearestBone = 2;\n\t\tfor (int i = 0; i < 6; i++) {\n\t\t\tHitboxType Bone = static_cast<HitboxType>(i);\n\t\t\tdouble DistanceFromCrosshair = CalculateDistanceFromCrosshair(Target->GetBonePosition(Bone));\n\t\t\tif (DistanceFromCrosshair < NearestDistance) {\n\t\t\t\tNearestBone = i;\n\t\t\t\tNearestDistance = DistanceFromCrosshair;\n\t\t\t}\n\t\t}\n\t\treturn NearestBone;\n\t}\n\n\tPlayer* FindBestTarget() {\n\t\tPlayer* NearestTarget = nullptr;\n\t\tfloat BestDistance = 9999;\n\t\tfloat BestFOV = std::min(Features::Flickbot::FOV, Features::Flickbot::FOV * (GetFOVScale() * Features::Flickbot::ZoomScale));\n\t\tfloat LastPov = 9999;\n\t\tVector3D CameraPosition = Myself->CameraPosition;\n\t\tfor (int i = 0; i < Players->size(); i++) {\n\t\t\tPlayer* p = Players->at(i);\n\t\t\tif (!IsValidTarget(p))\n\t\t\t\tcontinue;\n\t\t\tif (p->DistanceToLocalPlayer < Conversion::ToGameUnits(Features::Flickbot::ZoomDistance)) {\n\t\t\t\tHitboxType BestBone = static_cast<HitboxType>(GetBestBone(p));\n\t\t\t\tVector3D TargetPosition = p->GetBonePosition(BestBone);\n\n\t\t\t\tfloat Distance = CameraPosition.Distance(TargetPosition);\n\t\t\t\tfloat FOV = CalculateDistanceFromCrosshair(TargetPosition);\n\n\t\t\t\tif (FOV > BestFOV)\n\t\t\t\t\tcontinue;\n\n\t\t\t\tif (FOV > LastPov)\n\t\t\t\t\tcontinue;\n\n\t\t\t\tNearestTarget = p;\n\t\t\t\tBestDistance = Distance;\n\t\t\t\tLastPov = FOV;\n\t\t\t}\n\t\t}\n\t\treturn NearestTarget;\n\t}\n};"
  },
  {
    "path": "Features/Glow.hpp",
    "content": "#pragma once\n#include <fstream>\n#include <sstream>\n#include <string>\n#include <iomanip>\n#include <iostream>\n#include <vector>\n#include <unistd.h>\n\ntypedef unsigned long DWORD;\ntypedef int* DWORD_PTR;\n\n#include \"../Core/Player.hpp\"\n#include \"../Core/LocalPlayer.hpp\"\n#include \"../Core/Offsets.hpp\"\n#include \"../Core/GlowMode.hpp\"\n#include \"../Core/Camera.hpp\"\n#include \"../Core/Level.hpp\"\n\n#include \"../Features/Legitbot.hpp\"\n\n#include \"../Overlay/Overlay.hpp\"\n#include \"../Overlay/Renderer.hpp\"\n\n#include \"../Utils/Memory.hpp\"\n#include \"../Utils/Color.hpp\"\n#include \"../Utils/Conversion.hpp\"\n#include \"../Utils/Config.hpp\"\n#include \"../Utils/Features.hpp\"\n#include \"../Utils/HitboxType.hpp\"\n\n// UI //\n#include \"../imgui/imgui.h\"\n#include \"../imgui/imgui_impl_glfw.h\"\n#include \"../imgui/imgui_impl_opengl3.h\"\n\n// Geometry\n#define DEG2RAD(x) ((float)(x) * (float)(M_PI / 180.f))\n#define ABS(x) ((x < 0) ? (-x) : (x))\n\n/*Viewmodel Glow Settings (OLD)\n0, 2, 5 = Off (?)\n1 = Pulsing Red + Red Outline\n3 = Pulsing Cyan + Cyan Outline\n4 = Fast Pulsing White + White Outline (?)\n13 = Cyan Outline\n15 = Light Red Outline\n16 = WTF GREEN\n24 = Yellow Outline\n25 = Yellow Full Pulsing\n27 = Solid Green\n28 = Solid Orange\n29 = Solid Yellow/Gold\n30 = Solid Purple\n31 = Solid Light Blue\n32 = Solid White\n47 = Solid Blue With Light Pulsing\n49 = Blinding White\n53 = Pulsing Red + Pulsing Red Outline\n54 = Pulsing Whie + Pulsing Whie Outline\n61 = Pulsing Orange\n62 = Pulsing Orange Outline\n64 = Faded Orange With Pulsing Line\n65 = Green Outline\n66 = Faded White With Pulsing Line\n67 = Faded Red With Pulsing Line\n68 = Faded Turquoise With Pulsing Line\n70 = Red Outline\n73 = Faded Yellow/Gold With Pulsing Line\n74 = Solid Black\n76 = Solid Pink\n82 = Solid Pink With Red Outline\n65 = Invisible with orange outline pulsing\n93 = Invisible Red Pulsing\n120 = Invisible\n130 = Invisible With Pink Outline\n\nViewmodel Glow Settings (NEW)\n0, 2, 5 = Off (?)\n13 = Cyan Outline\n15 = Light Red Outline\n17 = White Outline\n18 = Orange Outline\n24 = Yellow Outline\n25 = Solid Yellow Pulsing\n27 = Solid Green\n28 = Solid Orange\n29 = Solid Yellow/Gold\n30 = Solid Purple\n31 = Solid Light Blue\n32 = Solid Light Grey\n34 = Solid White\n35 = Solid Cyan (Light Blue)\n36 = Solid Hot Pink\n37 = Solid Light Yellow\n38 = Solid Light Orange\n39 = Solid Light Green\n49 = Chrome\n65 = Invisible Orange Pulsing\n74 = Solid Black\n93 = Invisible Red Pulsing\n150 = Invisible Pink Outline\n\n\n*/\n\n/*\nItem Glow Settings\nInside Function (First Value, not the outline of the object)\n(May not apply for all objects, not sure)\nIf no color is clearly stated, then it depends on the color/rarity of the item\n0 = clear\n1 = pink\n2 = lightly shaded\n3 = fast fade from top to bottom, color is red on some and green on some\n10 = invisible, disables item glow pretty much\n12 = lightly shaded with lines + fading from top to bottom\n13 = fading from top to bottom\n14 = solid color but with a weird black fade from top to bottom\n75 = dark color, with a very light fade\n103 = fade from a certain point on the map? from right to left\n109 = solid color, quite \"thick\"\n115 = light orange on some objects, shaded and fading effect\n117 = lightly shaded fading in and out to solid\n\nOutline Function (Second Value, Outline Color)\n0, 10, 75, 77 = off\n4 = idfk multicolored or some shit ugly af\n5 = flashing gold\n6, 125 = solid color\n7 = gold, makes thickness cap at 120 ish so its thin\n8 = orange glow\n9 = striped orange glow\n101 = fuzzy glow\n102 = light outline\n103 = pulsing\n107 = red\n108 = brighter red\n110 = fading in and out\n120 = soft, requires high thickness\n131 = visible outline only\n135 = Distance Based Outline\n138 = Distance Based Outline, Visible Only\n140 = Green outline through walls, also disables insidefunction glow if not set to solid\n261 = flashing gold again\n\n*/\n\nstruct Glow\n{\n\n    // Viewmodel Glow\n    int ViewmodelGlowID;\n    int ItemGlowInsideFunction = 0;    // Leave\n    int ItemGlowOutlineFunction = 138; // Leave\n\n    const std::vector<uint8_t> ItemHighlightID = { 15, 42, 47, 54, 65, 9, 58 }; // Gold, Red, Purple, Blue, Grey, Weapons, Ammo\n\n    const GlowMode SetGlowOff = { 0, 0, 0, 0 };\n\n    std::chrono::milliseconds LastLoopTime;\n\n    std::vector<GlowMode>* StoredGlowMode = new std::vector<GlowMode>;\n\n    // Variables\n    Camera* GameCamera;\n    Level* Map;\n    LocalPlayer* Myself;\n    std::vector<Player*>* Players;\n    std::chrono::milliseconds LastUpdateTime;\n    int TotalSpectators = 0;\n    std::vector<std::string> Spectators;\n\n    Glow(Level* Map, std::vector<Player*>* Players, Camera* GameCamera, LocalPlayer* Myself) {\n        this->Players = Players;\n        this->Map = Map;\n        this->GameCamera = GameCamera;\n        this->Myself = Myself;\n    }\n\n    static bool Save() {\n        try {\n\n            Config::Glow::NewGlow = Features::Glow::NewGlow;\n            Config::Glow::KnockedCheck = Features::Glow::KnockedCheck;\n            Config::Glow::GlowMaxDistance = Features::Glow::GlowMaxDistance;\n            Config::Glow::GlowColorMode = Features::Glow::GlowColorMode;\n            Config::Glow::GlowColorShieldMode = Features::Glow::GlowColorShieldMode;\n            Config::Glow::GlowRadius = Features::Glow::GlowRadius;\n            Config::Glow::BodyStyle = Features::Glow::BodyStyle;\n            Config::Glow::OutlineStyle = Features::Glow::OutlineStyle;\n            Config::Glow::ViewModelGlow = Features::Glow::ViewModelGlow;\n            Config::Glow::ViewModelGlowSetting = Features::Glow::ViewModelGlowSetting;\n            Config::Glow::ViewModelGlowCombo = Features::Glow::ViewModelGlowCombo;\n\n            Config::ItemGlow::ItemGlow = Features::Glow::Item::ItemGlow;\n            Config::ItemGlow::Common = Features::Glow::Item::Common;\n            Config::ItemGlow::Rare = Features::Glow::Item::Rare;\n            Config::ItemGlow::Epic = Features::Glow::Item::Epic;\n            Config::ItemGlow::Gold = Features::Glow::Item::Gold;\n            Config::ItemGlow::Legendary = Features::Glow::Item::Legendary;\n            Config::ItemGlow::Weapons = Features::Glow::Item::Weapons;\n            Config::ItemGlow::Ammo = Features::Glow::Item::Ammo;\n            Config::ItemGlow::Deathbox = Features::Glow::Item::Deathbox;\n            Config::ItemGlow::ItemGlowThickness = Features::Glow::Item::ItemGlowThickness;\n            Config::ItemGlow::SelectedInsideStyle = Features::Glow::Item::SelectedInsideStyle;\n            Config::ItemGlow::SelectedOutlineStyle = Features::Glow::Item::SelectedOutlineStyle;\n\n            Config::EnemyColors::InvisibleGlowColorR = Features::Colors::Enemy::InvisibleGlowColor[0];\n            Config::EnemyColors::InvisibleGlowColorG = Features::Colors::Enemy::InvisibleGlowColor[1];\n            Config::EnemyColors::InvisibleGlowColorB = Features::Colors::Enemy::InvisibleGlowColor[2];\n            Config::EnemyColors::VisibleGlowColorR = Features::Colors::Enemy::VisibleGlowColor[0];\n            Config::EnemyColors::VisibleGlowColorG = Features::Colors::Enemy::VisibleGlowColor[1];\n            Config::EnemyColors::VisibleGlowColorB = Features::Colors::Enemy::VisibleGlowColor[2];\n            Config::EnemyColors::KnockedGlowColorR = Features::Colors::Enemy::KnockedGlowColor[0];\n            Config::EnemyColors::KnockedGlowColorG = Features::Colors::Enemy::KnockedGlowColor[1];\n            Config::EnemyColors::KnockedGlowColorB = Features::Colors::Enemy::KnockedGlowColor[2];\n            Config::EnemyColors::RedShieldColorR = Features::Colors::Enemy::RedShieldColor[0];\n            Config::EnemyColors::RedShieldColorG = Features::Colors::Enemy::RedShieldColor[1];\n            Config::EnemyColors::RedShieldColorB = Features::Colors::Enemy::RedShieldColor[2];\n            Config::EnemyColors::PurpleShieldColorR = Features::Colors::Enemy::PurpleShieldColor[0];\n            Config::EnemyColors::PurpleShieldColorG = Features::Colors::Enemy::PurpleShieldColor[1];\n            Config::EnemyColors::PurpleShieldColorB = Features::Colors::Enemy::PurpleShieldColor[2];\n            Config::EnemyColors::BlueShieldColorR = Features::Colors::Enemy::BlueShieldColor[0];\n            Config::EnemyColors::BlueShieldColorG = Features::Colors::Enemy::BlueShieldColor[1];\n            Config::EnemyColors::BlueShieldColorB = Features::Colors::Enemy::BlueShieldColor[2];\n            Config::EnemyColors::GreyShieldColorR = Features::Colors::Enemy::GreyShieldColor[0];\n            Config::EnemyColors::GreyShieldColorG = Features::Colors::Enemy::GreyShieldColor[1];\n            Config::EnemyColors::GreyShieldColorB = Features::Colors::Enemy::GreyShieldColor[2];\n            Config::EnemyColors::LowGlowColorR = Features::Colors::Enemy::LowGlowColor[0];\n            Config::EnemyColors::LowGlowColorG = Features::Colors::Enemy::LowGlowColor[1];\n            Config::EnemyColors::LowGlowColorB = Features::Colors::Enemy::LowGlowColor[2];\n\n            return true;\n        } catch (...) {\n            return false;\n        }\n    }\n\n    /*void Initialize()\n    {\n        for (int placebo = 0; placebo < 101; placebo++)\n        {\n            const GlowMode Ehh = {135, 132, 35, 127};\n            StoredGlowMode->push_back(Ehh);\n        }\n\n        const GlowMode FirstStyle = {135, 135, 128, 64};\n        const GlowMode SecondStyle = {135, 135, 160, 64};\n        const GlowMode ThirdStyle = {135, 135, 255, 64};\n        const GlowMode FourthStyle = {135, 135, 32, 64};\n\n        StoredGlowMode->push_back(FirstStyle);\n        StoredGlowMode->push_back(SecondStyle);\n        StoredGlowMode->push_back(ThirdStyle);\n        StoredGlowMode->push_back(FourthStyle);\n    }*/\n\n    // Old Glow & Item Glow\n    void SetGlowState(long HighlightSettingsPointer, long HighlightSize, int HighlightID, GlowMode NewGlowMode) {\n        const GlowMode oldGlowMode = Memory::Read<GlowMode>(HighlightSettingsPointer + (HighlightSize * HighlightID) + 0);\n        if (NewGlowMode != oldGlowMode)\n            Memory::Write<GlowMode>(HighlightSettingsPointer + (HighlightSize * HighlightID) + 0, NewGlowMode);\n    }\n\n    void SetColorState(long HighlightSettingsPointer, long HighlightSize, int HighlightID, Color NewColor) {\n        const Color oldColor = Memory::Read<Color>(HighlightSettingsPointer + (HighlightSize * HighlightID) + 4);\n        if (oldColor != NewColor)\n            Memory::Write<Color>(HighlightSettingsPointer + (HighlightSize * HighlightID) + 4, NewColor);\n    }\n\n    // New Glow\n    void setGlowEnable(Player* Target, int glowEnable) {\n        long ptrLong = Target->BasePointer + OFF_GLOW_ENABLE;\n        Memory::Write<int>(ptrLong, glowEnable);\n    }\n    void setGlowThroughWall(Player* Target, int glowThroughWall) {\n        long ptrLong = Target->BasePointer + OFF_GLOW_THROUGH_WALL;\n        Memory::Write<int>(ptrLong, glowThroughWall);\n    }\n    int getGlowThroughWall(Player* Target) {\n        int ptrInt = Memory::Read<int>(Target->BasePointer + OFF_GLOW_THROUGH_WALL);\n        if (!Memory::IsValidPointer(ptrInt))\n            return -1;\n        return ptrInt;\n    }\n    int getGlowEnable(Player* Target) {\n        int ptrInt = Memory::Read<int>(Target->BasePointer + OFF_GLOW_ENABLE);\n        if (!Memory::IsValidPointer(ptrInt))\n            return -1;\n        return ptrInt;\n    }\n\n    void setCustomGlow(Player* Target, bool isVisible, bool isKnocked, bool isSameTeam, bool GlowEnabled) {\n        if (GlowEnabled) {\n            static const int contextId = 0; // \n            long basePointer = Target->BasePointer;\n            int settingIndex = 63;\n\n            // Glow\n            int InsideFunction = 2;    // Leave\n            int OutlineFunction = 125; // Leave\n\n            // Custom Glow Body Style\n            int bodyStyleArray[] = {\n                0, // None\n                1, // Pink\n                110, // Pink Visible Only\n                117, // Pulsing 1\n                12, // Pulsing Line Invisible Only\n                13, // Dark Pulsing Line\n                124, // Sharp Pulsing Visible Only\n                126, // Sharp Pulsing\n                3, // Pulsing Red Line\n                -500, // Fast Pulsing Invisible\n                132, // Pulsing Up\n                14, // Solid Pulsing\n                117, // Solid Pulsing 2\n                109, // Bright\n                118, // Bright 2\n                101, // Light\n                112, // Light Solid\n                115, // Red Pulsing Visible Only\n                103, // Wave\n                136, // Shaded Visible\n                134, // Wireframe\n                133, // Wireframe Visible Only\n                75, // Black\n                77 // Black Visible Only\n            };\n\n            int outlineStyleArray[] = {\n                0, // None\n                6, // Bright\n                102, // Bright Invisible Only\n                101, // Dark\n                1, // Pink\n                4, // White\n                5, // Gold Flashing\n                7, // Gold\n                8, // Brown\n                103, // Wave\n                107, // Red\n                108, // Red Bright\n                110, // Heartbeat Visible Only\n                -372, // Green Invisible Only\n                -249, // Orange\n                -151, // Visible Only\n                364 // Red\n            };\n\n            if (Features::Glow::BodyStyle >= 0 && Features::Glow::BodyStyle <= 23)\n                InsideFunction = bodyStyleArray[Features::Glow::BodyStyle];\n\n            if (Features::Glow::OutlineStyle >= 0 && Features::Glow::OutlineStyle <= 16)\n                OutlineFunction = outlineStyleArray[Features::Glow::OutlineStyle];\n\n            std::array<unsigned char, 4> highlightFunctionBits = {\n                InsideFunction,             // InsideFunction\t\t\t\t\t\t\t2\n                OutlineFunction,            // OutlineFunction: HIGHLIGHT_OUTLINE_OBJECTIVE\t\t\t125\n                Features::Glow::GlowRadius, // OutlineRadius: size * 255 / 8\t\t\t\t64\n                64                          // (EntityVisible << 6) | State & 0x3F | (AfterPostProcess << 7) \t64\n            };\n            std::array<float, 3> glowColorRGB = { 0, 0, 0 };\n            if (Features::Glow::GlowColorMode == 0) {\n                int shield = Target->Shield;\n                int maxShield = Target->MaxShield;\n                if (Features::Glow::GlowColorShieldMode == 0) { // Current Shield\n                    if (Features::Glow::KnockedCheck) {\n                        if (isVisible) {\n                            settingIndex = 63;\n                            glowColorRGB = { Features::Colors::Enemy::VisibleGlowColor[0], Features::Colors::Enemy::VisibleGlowColor[1], Features::Colors::Enemy::VisibleGlowColor[2] }; // Visible Enemies\n                        } else if (!isVisible) {\n                            if (shield >= 101) { // Red Shield\n                                settingIndex = 66;\n                                glowColorRGB = { Features::Colors::Enemy::RedShieldColor[0], Features::Colors::Enemy::RedShieldColor[1], Features::Colors::Enemy::RedShieldColor[2] }; // red shield\n                            } else if (shield >= 76) { // Purple Shield\n                                settingIndex = 67;\n                                glowColorRGB = { Features::Colors::Enemy::PurpleShieldColor[0], Features::Colors::Enemy::PurpleShieldColor[1], Features::Colors::Enemy::PurpleShieldColor[2] }; // purple shield\n                            } else if (shield >= 51) { // Blue Shield\n                                settingIndex = 68;\n                                glowColorRGB = { Features::Colors::Enemy::BlueShieldColor[0], Features::Colors::Enemy::BlueShieldColor[1], Features::Colors::Enemy::BlueShieldColor[2] }; // blue shield\n                            } else if (shield >= 1) { // Grey Shield\n                                settingIndex = 69;\n                                glowColorRGB = { Features::Colors::Enemy::GreyShieldColor[0], Features::Colors::Enemy::GreyShieldColor[1], Features::Colors::Enemy::GreyShieldColor[2] }; // gray shield \n                            } else if (shield == 0) { // Cracked / No Shield\n                                settingIndex = 70;\n                                glowColorRGB = { Features::Colors::Enemy::LowGlowColor[0], Features::Colors::Enemy::LowGlowColor[1], Features::Colors::Enemy::LowGlowColor[2] }; // low health enemies\n                            }\n                        }\n                    } else if (!Features::Glow::KnockedCheck) {\n                        if (!isKnocked) {\n                            if (isVisible) {\n                                settingIndex = 64;\n                                glowColorRGB = { Features::Colors::Enemy::VisibleGlowColor[0], Features::Colors::Enemy::VisibleGlowColor[1], Features::Colors::Enemy::VisibleGlowColor[2] }; // Visible Enemies\n                            } else if (!isVisible) {\n                                if (shield >= 101) { // Red Shield\n                                    settingIndex = 66;\n                                    glowColorRGB = { Features::Colors::Enemy::RedShieldColor[0], Features::Colors::Enemy::RedShieldColor[1], Features::Colors::Enemy::RedShieldColor[2] }; // red shield\n                                } else if (shield >= 76) { // Purple Shield\n                                    settingIndex = 67;\n                                    glowColorRGB = { Features::Colors::Enemy::PurpleShieldColor[0], Features::Colors::Enemy::PurpleShieldColor[1], Features::Colors::Enemy::PurpleShieldColor[2] }; // purple shield\n                                } else if (shield >= 51) { // Blue Shield\n                                    settingIndex = 68;\n                                    glowColorRGB = { Features::Colors::Enemy::BlueShieldColor[0], Features::Colors::Enemy::BlueShieldColor[1], Features::Colors::Enemy::BlueShieldColor[2] }; // blue shield\n                                } else if (shield >= 1) { // Grey Shield\n                                    settingIndex = 69;\n                                    glowColorRGB = { Features::Colors::Enemy::GreyShieldColor[0], Features::Colors::Enemy::GreyShieldColor[1], Features::Colors::Enemy::GreyShieldColor[2] }; // gray shield \n                                } else if (shield == 0) { // Cracked / No Shield\n                                    settingIndex = 70;\n                                    glowColorRGB = { Features::Colors::Enemy::LowGlowColor[0], Features::Colors::Enemy::LowGlowColor[1], Features::Colors::Enemy::LowGlowColor[2] }; // low health enemies\n                                }\n                            }\n                        } else if (isKnocked) {\n                            settingIndex = 64;\n                            glowColorRGB = { Features::Colors::Enemy::KnockedGlowColor[0], Features::Colors::Enemy::KnockedGlowColor[1], Features::Colors::Enemy::KnockedGlowColor[2] }; // Knocked Enemies\n                        }\n                    }\n                }\n\n                if (Features::Glow::GlowColorShieldMode == 1) { // Max Shield\n                    if (Features::Glow::KnockedCheck) {\n                        if (isVisible) {\n                            settingIndex = 63;\n                            glowColorRGB = { Features::Colors::Enemy::VisibleGlowColor[0], Features::Colors::Enemy::VisibleGlowColor[1], Features::Colors::Enemy::VisibleGlowColor[2] }; // Visible Enemies\n                        } else if (!isVisible) {\n                            if (shield != 0 && maxShield == 125) { // Red Shield\n                                settingIndex = 66;\n                                glowColorRGB = { Features::Colors::Enemy::RedShieldColor[0], Features::Colors::Enemy::RedShieldColor[1], Features::Colors::Enemy::RedShieldColor[2] }; // red shield\n                            } else if (shield != 0 && maxShield == 100) { // Purple Shield\n                                settingIndex = 67;\n                                glowColorRGB = { Features::Colors::Enemy::PurpleShieldColor[0], Features::Colors::Enemy::PurpleShieldColor[1], Features::Colors::Enemy::PurpleShieldColor[2] }; // purple shield\n                            } else if (shield != 0 && maxShield == 75) { // Blue Shield\n                                settingIndex = 68;\n                                glowColorRGB = { Features::Colors::Enemy::BlueShieldColor[0], Features::Colors::Enemy::BlueShieldColor[1], Features::Colors::Enemy::BlueShieldColor[2] }; // blue shield\n                            } else if (shield != 0 && maxShield == 50) { // Grey Shield\n                                settingIndex = 69;\n                                glowColorRGB = { Features::Colors::Enemy::GreyShieldColor[0], Features::Colors::Enemy::GreyShieldColor[1], Features::Colors::Enemy::GreyShieldColor[2] }; // gray shield \n                            } else if (shield == 0) { // Cracked / No Shield\n                                settingIndex = 70;\n                                glowColorRGB = { Features::Colors::Enemy::LowGlowColor[0], Features::Colors::Enemy::LowGlowColor[1], Features::Colors::Enemy::LowGlowColor[2] }; // low health enemies\n                            }\n                        }\n                    } else if (!Features::Glow::KnockedCheck) {\n                        if (!isKnocked) {\n                            if (isVisible) {\n                                settingIndex = 63;\n                                glowColorRGB = { Features::Colors::Enemy::VisibleGlowColor[0], Features::Colors::Enemy::VisibleGlowColor[1], Features::Colors::Enemy::VisibleGlowColor[2] }; // Visible Enemies\n                            } else if (!isVisible) {\n                                if (shield != 0 && maxShield == 125) { // Red Shield\n                                    settingIndex = 66;\n                                    glowColorRGB = { Features::Colors::Enemy::RedShieldColor[0], Features::Colors::Enemy::RedShieldColor[1], Features::Colors::Enemy::RedShieldColor[2] }; // red shield\n                                } else if (shield != 0 && maxShield == 100) { // Purple Shield\n                                    settingIndex = 67;\n                                    glowColorRGB = { Features::Colors::Enemy::PurpleShieldColor[0], Features::Colors::Enemy::PurpleShieldColor[1], Features::Colors::Enemy::PurpleShieldColor[2] }; // purple shield\n                                } else if (shield != 0 && maxShield == 75) { // Blue Shield\n                                    settingIndex = 68;\n                                    glowColorRGB = { Features::Colors::Enemy::BlueShieldColor[0], Features::Colors::Enemy::BlueShieldColor[1], Features::Colors::Enemy::BlueShieldColor[2] }; // blue shield\n                                } else if (shield != 0 && maxShield == 50) { // Grey Shield\n                                    settingIndex = 69;\n                                    glowColorRGB = { Features::Colors::Enemy::GreyShieldColor[0], Features::Colors::Enemy::GreyShieldColor[1], Features::Colors::Enemy::GreyShieldColor[2] }; // gray shield \n                                } else if (shield == 0) { // Cracked / No Shield\n                                    settingIndex = 70;\n                                    glowColorRGB = { Features::Colors::Enemy::LowGlowColor[0], Features::Colors::Enemy::LowGlowColor[1], Features::Colors::Enemy::LowGlowColor[2] }; // low health enemies\n                                }\n                            }\n                        } else if (isKnocked) {\n                            settingIndex = 70;\n                            glowColorRGB = { Features::Colors::Enemy::KnockedGlowColor[0], Features::Colors::Enemy::KnockedGlowColor[1], Features::Colors::Enemy::KnockedGlowColor[2] }; // Knocked Enemies\n                        }\n                    }\n                }\n            }\n\n            if (Features::Glow::GlowColorMode == 1) {\n                if (Features::Glow::KnockedCheck) {\n                    if (isVisible) {\n                        settingIndex = 63;\n                        glowColorRGB = { Features::Colors::Enemy::VisibleGlowColor[0], Features::Colors::Enemy::VisibleGlowColor[1], Features::Colors::Enemy::VisibleGlowColor[2] }; // Visible Enemies\n                    } else if (!isVisible) {\n                        settingIndex = 70;\n                        glowColorRGB = { Features::Colors::Enemy::InvisibleGlowColor[0], Features::Colors::Enemy::InvisibleGlowColor[1], Features::Colors::Enemy::InvisibleGlowColor[2] }; // Invisible Enemies\n                    }\n                } else if (!Features::Glow::KnockedCheck) {\n                    if (!isKnocked && isVisible) {\n                        settingIndex = 63;\n                        glowColorRGB = { Features::Colors::Enemy::VisibleGlowColor[0], Features::Colors::Enemy::VisibleGlowColor[1], Features::Colors::Enemy::VisibleGlowColor[2] }; // Visible Enemies\n                    } else if (!isKnocked && !isVisible) {\n                        settingIndex = 66;\n                        glowColorRGB = { Features::Colors::Enemy::InvisibleGlowColor[0], Features::Colors::Enemy::InvisibleGlowColor[1], Features::Colors::Enemy::InvisibleGlowColor[2] }; // Invisible Enemies\n                    } else if (isKnocked) {\n                        settingIndex = 70;\n                        glowColorRGB = { Features::Colors::Enemy::KnockedGlowColor[0], Features::Colors::Enemy::KnockedGlowColor[1], Features::Colors::Enemy::KnockedGlowColor[2] }; // Knocked Enemies\n                    }\n                }\n            }\n\n            Memory::Write<unsigned char>(Target->BasePointer + OFF_GLOW_HIGHLIGHT_ID + contextId, settingIndex);\n            long highlightSettingsPtr = Memory::Read<long>(OFF_REGION + OFF_GLOW_HIGHLIGHTS);\n            if (!isSameTeam) {\n                Memory::Write<typeof(highlightFunctionBits)>(highlightSettingsPtr + OFF_HIGHLIGHT_TYPE_SIZE * settingIndex + 0, highlightFunctionBits);\n                Memory::Write<typeof(glowColorRGB)>(highlightSettingsPtr + OFF_HIGHLIGHT_TYPE_SIZE * settingIndex + 4, glowColorRGB);\n                Memory::Write<int>(Target->BasePointer + OFF_GLOW_FIX, 0);\n            }\n        } else if (!GlowEnabled) { // Disable Glow\n            std::array<unsigned char, 4> highlightFunctionBits = {\n                0, // InsideFunction\n                0, // OutlineFunction: HIGHLIGHT_OUTLINE_OBJECTIVE\n                0, // OutlineRadius: size * 255 / 8\n                0  // (EntityVisible << 6) | State & 0x3F | (AfterPostProcess << 7)\n            };\n            std::array<float, 3> glowColorRGB = { 0, 0, 0 };\n            Memory::Write<unsigned char>(Target->BasePointer + OFF_GLOW_HIGHLIGHT_ID + 0, 0);\n            long highlightSettingsPtr = Memory::Read<long>(OFF_REGION + OFF_GLOW_HIGHLIGHTS);\n            if (!isSameTeam) {\n                Memory::Write<typeof(highlightFunctionBits)>(highlightSettingsPtr + OFF_HIGHLIGHT_TYPE_SIZE * 0 + 0, highlightFunctionBits);\n                Memory::Write<typeof(glowColorRGB)>(highlightSettingsPtr + OFF_HIGHLIGHT_TYPE_SIZE * 0 + 4, glowColorRGB);\n                Memory::Write<int>(Target->BasePointer + OFF_GLOW_FIX, 0);\n            }\n        }\n    }\n\n    void Update() {\n        if (!Map->IsPlayable)\n            return;\n\n        const long HighlightSettingsPointer = Memory::Read<long>(OFF_REGION + OFF_GLOW_HIGHLIGHTS);\n        const long HighlightSize = OFF_HIGHLIGHT_TYPE_SIZE;\n        const GlowMode NewGlowMode = {\n            ItemGlowInsideFunction,                  // Inside Glow\n            ItemGlowOutlineFunction,                 // Outline (Border)\n            Features::Glow::Item::ItemGlowThickness, // Outline Thickness\n            127                                      // ItemGlowPostProcessing\n        };\n\n        if (Features::Glow::Item::ItemGlow) {\n            for(int i : ItemHighlightID) {\n                SetGlowState(HighlightSettingsPointer, HighlightSize, i, NewGlowMode);\n            }\n        }\n\n        for (int i = 0; i < Players->size(); i++) {\n            Player* Target = Players->at(i);\n            if (!Target->IsValid())\n                continue;\n            if (!Target->IsHostile)\n                continue;\n\n            if (Features::Glow::NewGlow) {\n                if (Features::Glow::GlowColorMode == 0) {\n                    if (Features::Glow::GlowColorShieldMode == 0) {\n                        if (Target->IsVisible && Target->Distance2DToLocalPlayer < Conversion::ToGameUnits(Features::Glow::GlowMaxDistance)) {\n                            setGlowEnable(Target, 1);\n                            setGlowThroughWall(Target, 1);\n                            setCustomGlow(Target, true, Target->IsKnocked, false, true);\n                        }\n                        if (!Target->IsVisible && Target->Distance2DToLocalPlayer < Conversion::ToGameUnits(Features::Glow::GlowMaxDistance)) {\n                            setGlowEnable(Target, 1);\n                            setGlowThroughWall(Target, 1);\n                            setCustomGlow(Target, false, Target->IsKnocked, false, true);\n                        }\n                        // If player is out of max distance\n                        else if (Target->Distance2DToLocalPlayer > Conversion::ToGameUnits(Features::Glow::GlowMaxDistance)) {\n                            setGlowEnable(Target, 0);\n                            setGlowThroughWall(Target, 0);\n                            setCustomGlow(Target, false, false, false, false);\n                        } else if (getGlowEnable(Target) == 1 && getGlowThroughWall(Target) == 1) {\n                            setGlowEnable(Target, 0);\n                            setGlowThroughWall(Target, 0);\n                        }\n                    }\n\n                    if (Features::Glow::GlowColorShieldMode == 1) {\n                        if (Target->IsVisible && Target->Distance2DToLocalPlayer < Conversion::ToGameUnits(Features::Glow::GlowMaxDistance)) {\n                            setGlowEnable(Target, 1);\n                            setGlowThroughWall(Target, 1);\n                            setCustomGlow(Target, true, Target->IsKnocked, false, true);\n                        }\n                        if (!Target->IsVisible && !Target->IsKnocked && Target->Distance2DToLocalPlayer < Conversion::ToGameUnits(Features::Glow::GlowMaxDistance)) {\n                            setGlowEnable(Target, 1);\n                            setGlowThroughWall(Target, 1);\n                            setCustomGlow(Target, false, Target->IsKnocked, false, true);\n                        }\n                        // If player is out of max distance\n                        else if (Target->Distance2DToLocalPlayer > Conversion::ToGameUnits(Features::Glow::GlowMaxDistance)) {\n                            setGlowEnable(Target, 0);\n                            setGlowThroughWall(Target, 0);\n                            setCustomGlow(Target, false, false, false, false);\n                        } else if (getGlowEnable(Target) == 1 && getGlowThroughWall(Target) == 1) {\n                            setGlowEnable(Target, 0);\n                            setGlowThroughWall(Target, 0);\n                        }\n                    }\n                }\n\n                if (Features::Glow::GlowColorMode == 1) {\n                    if (Target->IsVisible && Target->Distance2DToLocalPlayer < Conversion::ToGameUnits(Features::Glow::GlowMaxDistance)) {\n                        setGlowEnable(Target, 1);\n                        setGlowThroughWall(Target, 1);\n                        setCustomGlow(Target, true, Target->IsKnocked, false, true);\n                    }\n                    if (!Target->IsVisible && !Target->IsKnocked && Target->Distance2DToLocalPlayer < Conversion::ToGameUnits(Features::Glow::GlowMaxDistance)) {\n                        setGlowEnable(Target, 1);\n                        setGlowThroughWall(Target, 1);\n                        setCustomGlow(Target, false, Target->IsKnocked, false, true);\n                    }\n\n                    // If player is out of max distance\n                    else if (Target->Distance2DToLocalPlayer > Conversion::ToGameUnits(Features::Glow::GlowMaxDistance)) {\n                        setGlowEnable(Target, 0);\n                        setGlowThroughWall(Target, 0);\n                        setCustomGlow(Target, false, false, false, false);\n                    } else if (getGlowEnable(Target) == 1 && getGlowThroughWall(Target) == 1) {\n                        setGlowEnable(Target, 0);\n                        setGlowThroughWall(Target, 0);\n                    }\n                }\n            }\n        }\n    }\n\n    void ViewModelGlow() {\n        // Viewmodel Glow\n        if (Features::Glow::ViewModelGlow) {\n            // Weapon Glow\n            ViewmodelGlowSettings(); // Updates the ID for what glow you want (bottom of this file)\n            uint64_t actWeaponID = Memory::Read<uint64_t>(Myself->BasePointer + OFF_VIEWMODELS) & 0xFFFF;\n            uint64_t currentWeapon = Memory::Read<uint64_t>(OFF_REGION + OFF_ENTITY_LIST + (actWeaponID << 5));\n\n            Memory::Write<uint8_t>(currentWeapon + OFF_GLOW_HIGHLIGHT_ID, ViewmodelGlowID);\n        }\n    }\n\n    void ViewmodelGlowSettings() {\n        int viewModelGlowIDs[] = {\n          13, // Cyan outline\n          15, // Light red outline\n          17, // White outline\n          18, // Orange outline\n          24, // Yellow outline\n          27, // Green solid\n          28, // Orange solid\n          29, // Yellow solid\n          25, // Yellow solid pulsing\n          30, // Purple solid\n          31, // Light Blue solid\n          32, // Light Grey solid\n          34, // White solid\n          35, // Cyan solid\n          36, // Hot Pink solid\n          37, // Light Yellow solid\n          38, // Light Orange solid\n          39, // Light Green solid\n          74, // Black solid\n          49 // Chrome\n        };\n\n        if (Features::Glow::ViewModelGlowCombo >= 0 && Features::Glow::ViewModelGlowCombo <= 19)\n            ViewmodelGlowID = viewModelGlowIDs[Features::Glow::ViewModelGlowCombo];\n    }\n\n    void ItemGlowSettings() {\n        int itemGlowInsideFunctionIDs[] = {\n          0, // Clear\n          137, // Light\n          109, // Solid\n          117 // Light to dark fade\n        };\n\n        int itemGlowOutlineFunctionIDs[] = {\n          0, // None\n          138, // Light 1\n          102, // Light 2\n          6, // Solid\n          7, // Gold\n          8, // Orange\n          103, // Pulsing\n          107, // Light Red\n          108, // Red\n          110, // Fading\n          120, // Soft\n          131 // Visible only\n        };\n\n        if (Features::Glow::Item::SelectedInsideStyle >= 0 && Features::Glow::Item::SelectedInsideStyle <= 3)\n            ItemGlowInsideFunction = itemGlowInsideFunctionIDs[Features::Glow::Item::SelectedInsideStyle];\n\n        if (Features::Glow::Item::SelectedOutlineStyle >= 0 && Features::Glow::Item::SelectedOutlineStyle <= 11)\n            ItemGlowOutlineFunction = itemGlowOutlineFunctionIDs[Features::Glow::Item::SelectedOutlineStyle];\n    }\n};\n"
  },
  {
    "path": "Features/Legitbot.hpp",
    "content": "#pragma once\n#include <iostream>\n#include <vector>\n#include \"../Core/Player.hpp\"\n#include \"../Core/LocalPlayer.hpp\"\n#include \"../Core/Offsets.hpp\"\n#include \"../Core/Level.hpp\"\n\n#include \"../Overlay/Overlay.hpp\"\n#include \"../Overlay/Renderer.hpp\"\n\n#include \"../Math/Vector2D.hpp\"\n#include \"../Math/Vector3D.hpp\"\n#include \"../Math/QAngle.hpp\"\n#include \"../Math/Resolver.hpp\"\n\n#include \"../Utils/Memory.hpp\"\n#include \"../Utils/XDisplay.hpp\"\n#include \"../Utils/Conversion.hpp\"\n#include \"../Utils/Config.hpp\"\n#include \"../Utils/Features.hpp\"\n#include \"../Utils/HitboxType.hpp\"\n#include \"../Utils/InputManager.hpp\"\n#include \"../Utils/InputTypes.hpp\"\n#include \"../Utils/Weapons.hpp\"\n\n// UI //\n#include \"../imgui/imgui.h\"\n#include \"../imgui/imgui_impl_glfw.h\"\n#include \"../imgui/imgui_impl_opengl3.h\"\n\n// Conversion\n#define DEG2RAD(x) ((float)(x) * (float)(M_PI / 180.f))\n\nstruct Legitbot\n{\n\n\tfloat FinalDistance = 0;\n\tfloat FinalFOV = 0;\n\tfloat MinDistance = 1;\n\n\tQAngle DesiredAngles = QAngle(0, 0);\n\tVector3D TargetPosition;\n\n\tXDisplay* X11Display;\n\tLocalPlayer* Myself;\n\tstd::vector<Player*>* Players;\n\tLevel* Map;\n\n\tPlayer* CurrentTarget = nullptr;\n\tbool TargetSelected;\n\n\tPlayer* BestTarget = nullptr; // Used for Target Visuals\n\n\tQAngle RCSLastPunch;\n\tstd::chrono::milliseconds LastAimTime;\n\n\tLegitbot(XDisplay* X11Display, Level* Map, LocalPlayer* Myself, std::vector<Player*>* GamePlayers) {\n\t\tthis->X11Display = X11Display;\n\t\tthis->Myself = Myself;\n\t\tthis->Players = GamePlayers;\n\t\tthis->Map = Map;\n\t}\n\n\tstatic bool Save() {\n\t\ttry {\n\t\t\tConfig::Aimbot::AimbotEnabled = Features::Aimbot::AimbotEnabled;\n\t\t\tConfig::Aimbot::BindMethod = Features::Aimbot::BindMethod;\n\t\t\tConfig::Aimbot::AimbotMode = Features::Aimbot::AimbotMode;\n\t\t\tConfig::Aimbot::InputMethod = Features::Aimbot::InputMethod;\n\t\t\tConfig::Aimbot::ClosestHitbox = Features::Aimbot::ClosestHitbox;\n\t\t\tConfig::Aimbot::OnFire = Features::Aimbot::OnFire;\n\t\t\tConfig::Aimbot::OnADS = Features::Aimbot::OnADS;\n\t\t\tConfig::Aimbot::VisCheck = Features::Aimbot::VisCheck;\n\t\t\tConfig::Aimbot::TeamCheck = Features::Aimbot::TeamCheck;\n\t\t\tConfig::Aimbot::SpectatorCheck = Features::Aimbot::SpectatorCheck;\n\t\t\tConfig::Aimbot::SpectatorNotifier = Features::Aimbot::SpectatorNotifier;\n\t\t\tConfig::Aimbot::TargetSwitching = Features::Aimbot::TargetSwitching;\n\t\t\tConfig::Aimbot::Priority = Features::Aimbot::Priority;\n\t\t\tConfig::Aimbot::PredictMovement = Features::Aimbot::PredictMovement;\n\t\t\tConfig::Aimbot::PredictBulletDrop = Features::Aimbot::PredictBulletDrop;\n\t\t\tConfig::Aimbot::FinalDistance = Features::Aimbot::FinalDistance;\n\t\t\tConfig::Aimbot::Smooth = Features::Aimbot::Smooth;\n\t\t\tConfig::Aimbot::Speed = Features::Aimbot::Speed;\n\t\t\tConfig::Aimbot::SmoothingMethod = Features::Aimbot::SmoothingMethod;\n\t\t\tConfig::Aimbot::HipfireSmooth = Features::Aimbot::HipfireSmooth;\n\t\t\tConfig::Aimbot::ADSSmooth = Features::Aimbot::ADSSmooth;\n\t\t\tConfig::Aimbot::MinHipfireSmooth = Features::Aimbot::MinHipfireSmooth;\n\t\t\tConfig::Aimbot::MaxHipfireSmooth = Features::Aimbot::MaxHipfireSmooth;\n\t\t\tConfig::Aimbot::MinADSSmooth = Features::Aimbot::MinADSSmooth;\n\t\t\tConfig::Aimbot::MaxADSSmooth = Features::Aimbot::MaxADSSmooth;\n\t\t\t// Aimbot 3 Testing\n\t\t\tConfig::Aimbot::MouseHipfireSmoothing = Features::Aimbot::MouseHipfireSmoothing;\n\t\t\tConfig::Aimbot::MouseADSSmoothing = Features::Aimbot::MouseADSSmoothing;\n\t\t\tConfig::Aimbot::MouseExtraSmoothing = Features::Aimbot::MouseExtraSmoothing;\n\t\t\tConfig::Aimbot::MinMouseHipfireSmoothing = Features::Aimbot::MinMouseHipfireSmoothing;\n\t\t\tConfig::Aimbot::MaxMouseHipfireSmoothing = Features::Aimbot::MaxMouseHipfireSmoothing;\n\t\t\tConfig::Aimbot::MinMouseADSSmoothing = Features::Aimbot::MinMouseADSSmoothing;\n\t\t\tConfig::Aimbot::MaxMouseADSSmoothing = Features::Aimbot::MaxMouseADSSmoothing;\n\n\t\t\tConfig::Aimbot::Delay = Features::Aimbot::Delay;\n\t\t\tConfig::Aimbot::FOV = Features::Aimbot::FOV;\n\t\t\tConfig::Aimbot::ZoomScale = Features::Aimbot::ZoomScale;\n\t\t\tConfig::Aimbot::MinDistance = Features::Aimbot::MinDistance;\n\t\t\tConfig::Aimbot::HipfireDistance = Features::Aimbot::HipfireDistance;\n\t\t\tConfig::Aimbot::ZoomDistance = Features::Aimbot::ZoomDistance;\n\t\t\t// AimMode 2\n\t\t\tConfig::Aimbot::HipfireSmooth1 = Features::Aimbot::HipfireSmooth1;\n\t\t\tConfig::Aimbot::ADSSmooth1 = Features::Aimbot::ADSSmooth1;\n\t\t\tConfig::Aimbot::ExtraSmoothing = Features::Aimbot::ExtraSmoothing;\n\t\t\tConfig::Aimbot::Deadzone = Features::Aimbot::Deadzone;\n\t\t\tConfig::Aimbot::FOV1 = Features::Aimbot::FOV1;\n\t\t\tConfig::Aimbot::MinDistance2 = Features::Aimbot::MinDistance2;\n\t\t\tConfig::Aimbot::MaxDistance2 = Features::Aimbot::MaxDistance2;\n\t\t\t// Weapon Toggles\n\t\t\t// Light\n\t\t\tConfig::Aimbot::P2020 = Features::Aimbot::P2020;\n\t\t\tConfig::Aimbot::RE45 = Features::Aimbot::RE45;\n\t\t\tConfig::Aimbot::Alternator = Features::Aimbot::Alternator;\n\t\t\tConfig::Aimbot::R99 = Features::Aimbot::R99;\n\t\t\tConfig::Aimbot::R301 = Features::Aimbot::R301;\n\t\t\tConfig::Aimbot::Spitfire = Features::Aimbot::Spitfire;\n\t\t\tConfig::Aimbot::G7 = Features::Aimbot::G7;\n\t\t\t// Heavy\n\t\t\tConfig::Aimbot::Flatline = Features::Aimbot::Flatline;\n\t\t\tConfig::Aimbot::Hemlock = Features::Aimbot::Hemlock;\n\t\t\tConfig::Aimbot::Repeater = Features::Aimbot::Repeater;\n\t\t\tConfig::Aimbot::Rampage = Features::Aimbot::Rampage;\n\t\t\tConfig::Aimbot::CARSMG = Features::Aimbot::CARSMG;\n\t\t\t// Energy\n\t\t\tConfig::Aimbot::Havoc = Features::Aimbot::Havoc;\n\t\t\tConfig::Aimbot::Devotion = Features::Aimbot::Devotion;\n\t\t\tConfig::Aimbot::LSTAR = Features::Aimbot::LSTAR;\n\t\t\tConfig::Aimbot::TripleTake = Features::Aimbot::TripleTake;\n\t\t\tConfig::Aimbot::Volt = Features::Aimbot::Volt;\n\t\t\tConfig::Aimbot::Nemesis = Features::Aimbot::Nemesis;\n\t\t\t// Shotgun\n\t\t\tConfig::Aimbot::Mozambique = Features::Aimbot::Mozambique;\n\t\t\tConfig::Aimbot::EVA8 = Features::Aimbot::EVA8;\n\t\t\tConfig::Aimbot::Peacekeeper = Features::Aimbot::Peacekeeper;\n\t\t\tConfig::Aimbot::Mastiff = Features::Aimbot::Mastiff;\n\t\t\t// Snipers\n\t\t\tConfig::Aimbot::Longbow = Features::Aimbot::Longbow;\n\t\t\tConfig::Aimbot::ChargeRifle = Features::Aimbot::ChargeRifle;\n\t\t\tConfig::Aimbot::Sentinel = Features::Aimbot::Sentinel;\n\t\t\t// Legendary\n\t\t\tConfig::Aimbot::Wingman = Features::Aimbot::Wingman;\n\t\t\tConfig::Aimbot::Prowler = Features::Aimbot::Prowler;\n\t\t\tConfig::Aimbot::Bocek = Features::Aimbot::Bocek;\n\t\t\tConfig::Aimbot::Kraber = Features::Aimbot::Kraber;\n\t\t\tConfig::Aimbot::Knife = Features::Aimbot::Knife;\n\t\t\t//---------------Advanced---------------//\n\t\t\tConfig::Aimbot::AdvancedAim = Features::Aimbot::AdvancedAim;\n\t\t\tConfig::Aimbot::AdvancedFire = Features::Aimbot::AdvancedFire;\n\t\t\tConfig::Aimbot::AdvancedADS = Features::Aimbot::AdvancedADS;\n\t\t\t// Aimbot Mode 0 - xap-client\n\t\t\tConfig::Aimbot::AdvancedClosestHitbox = Features::Aimbot::AdvancedClosestHitbox;\n\t\t\tConfig::Aimbot::AdvancedHitbox = Features::Aimbot::AdvancedHitbox;\n\t\t\tConfig::Aimbot::AdvancedSpeed = Features::Aimbot::AdvancedSpeed;\n\t\t\tConfig::Aimbot::AdvancedSmooth = Features::Aimbot::AdvancedSmooth;\n\t\t\tConfig::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::AdvancedHipfireSmooth;\n\t\t\tConfig::Aimbot::AdvancedADSSmooth = Features::Aimbot::AdvancedADSSmooth;\n\t\t\tConfig::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::AdvancedMinADSSmooth;\n\t\t\tConfig::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::AdvancedMaxADSSmooth;\n\t\t\tConfig::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::AdvancedMinHipfireSmooth;\n\t\t\tConfig::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::AdvancedMaxHipfireSmooth;\n\t\t\t// Aimbot Mode 1 - Grinder\n\t\t\tConfig::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::AdvancedHipfireSmooth1;\n\t\t\tConfig::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::AdvancedADSSmooth1;\n\t\t\tConfig::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::AdvancedMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::AdvancedMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::AdvancedMinADSSmooth1;\n\t\t\tConfig::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::AdvancedMaxADSSmooth1;\n\t\t\tConfig::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::AdvancedExtraSmooth1;\n\t\t\tConfig::Aimbot::AdvancedFOV1 = Features::Aimbot::AdvancedFOV1;\n\t\t\tConfig::Aimbot::AdvancedDeadzone = Features::Aimbot::AdvancedDeadzone;\n\t\t\tConfig::Aimbot::AdvancedMinDistance1 = Features::Aimbot::AdvancedMinDistance1;\n\t\t\tConfig::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::AdvancedMaxDistance1;\n\t\t\t// Advanced Aimbot Settings\n\t\t\tConfig::Aimbot::P2020Fire = Features::Aimbot::P2020Fire;\n\t\t\tConfig::Aimbot::P2020ADS = Features::Aimbot::P2020ADS;\n\t\t\tConfig::Aimbot::P2020ClosestHitbox = Features::Aimbot::P2020ClosestHitbox;\n\t\t\tConfig::Aimbot::P2020Hitbox = Features::Aimbot::P2020Hitbox;\n\t\t\tConfig::Aimbot::P2020Speed = Features::Aimbot::P2020Speed;\n\t\t\tConfig::Aimbot::P2020HipfireSmooth = Features::Aimbot::P2020HipfireSmooth;\n\t\t\tConfig::Aimbot::P2020ADSSmooth = Features::Aimbot::P2020ADSSmooth;\n\t\t\tConfig::Aimbot::P2020SmoothingMethod = Features::Aimbot::P2020SmoothingMethod;\n\t\t\tConfig::Aimbot::P2020MinHipfireSmooth = Features::Aimbot::P2020MinHipfireSmooth;\n\t\t\tConfig::Aimbot::P2020MaxHipfireSmooth = Features::Aimbot::P2020MaxHipfireSmooth;\n\t\t\tConfig::Aimbot::P2020MinADSSmooth = Features::Aimbot::P2020MinADSSmooth;\n\t\t\tConfig::Aimbot::P2020MaxADSSmooth = Features::Aimbot::P2020MaxADSSmooth;\n\t\t\tConfig::Aimbot::P2020MinHipfireSmooth1 = Features::Aimbot::P2020MinHipfireSmooth1;\n\t\t\tConfig::Aimbot::P2020MaxHipfireSmooth1 = Features::Aimbot::P2020MaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::P2020MinADSSmooth1 = Features::Aimbot::P2020MinADSSmooth1;\n\t\t\tConfig::Aimbot::P2020MaxADSSmooth1 = Features::Aimbot::P2020MaxADSSmooth1;\n\t\t\tConfig::Aimbot::P2020FOV = Features::Aimbot::P2020FOV;\n\t\t\tConfig::Aimbot::P2020ZoomScale = Features::Aimbot::P2020ZoomScale;\n\t\t\tConfig::Aimbot::P2020HipfireSmooth1 = Features::Aimbot::P2020HipfireSmooth1;\n\t\t\tConfig::Aimbot::P2020ADSSmooth1 = Features::Aimbot::P2020ADSSmooth1;\n\t\t\tConfig::Aimbot::P2020ExtraSmooth1 = Features::Aimbot::P2020ExtraSmooth1;\n\t\t\tConfig::Aimbot::P2020Deadzone = Features::Aimbot::P2020Deadzone;\n\t\t\tConfig::Aimbot::P2020FOV1 = Features::Aimbot::P2020FOV1;\n\t\t\tConfig::Aimbot::P2020MinDistance1 = Features::Aimbot::P2020MinDistance1;\n\t\t\tConfig::Aimbot::P2020MaxDistance1 = Features::Aimbot::P2020MaxDistance1;\n\t\t\tConfig::Aimbot::RE45Fire = Features::Aimbot::RE45Fire;\n\t\t\tConfig::Aimbot::RE45ADS = Features::Aimbot::RE45ADS;\n\t\t\tConfig::Aimbot::RE45ClosestHitbox = Features::Aimbot::RE45ClosestHitbox;\n\t\t\tConfig::Aimbot::RE45Hitbox = Features::Aimbot::RE45Hitbox;\n\t\t\tConfig::Aimbot::RE45Speed = Features::Aimbot::RE45Speed;\n\t\t\tConfig::Aimbot::RE45HipfireSmooth = Features::Aimbot::RE45HipfireSmooth;\n\t\t\tConfig::Aimbot::RE45ADSSmooth = Features::Aimbot::RE45ADSSmooth;\n\t\t\tConfig::Aimbot::RE45SmoothingMethod = Features::Aimbot::RE45SmoothingMethod;\n\t\t\tConfig::Aimbot::RE45MinHipfireSmooth = Features::Aimbot::RE45MinHipfireSmooth;\n\t\t\tConfig::Aimbot::RE45MaxHipfireSmooth = Features::Aimbot::RE45MaxHipfireSmooth;\n\t\t\tConfig::Aimbot::RE45MinADSSmooth = Features::Aimbot::RE45MinADSSmooth;\n\t\t\tConfig::Aimbot::RE45MaxADSSmooth = Features::Aimbot::RE45MaxADSSmooth;\n\t\t\tConfig::Aimbot::RE45MinHipfireSmooth1 = Features::Aimbot::RE45MinHipfireSmooth1;\n\t\t\tConfig::Aimbot::RE45MaxHipfireSmooth1 = Features::Aimbot::RE45MaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::RE45MinADSSmooth1 = Features::Aimbot::RE45MinADSSmooth1;\n\t\t\tConfig::Aimbot::RE45MaxADSSmooth1 = Features::Aimbot::RE45MaxADSSmooth1;\n\t\t\tConfig::Aimbot::RE45FOV = Features::Aimbot::RE45FOV;\n\t\t\tConfig::Aimbot::RE45ZoomScale = Features::Aimbot::RE45ZoomScale;\n\t\t\tConfig::Aimbot::RE45HipfireSmooth1 = Features::Aimbot::RE45HipfireSmooth1;\n\t\t\tConfig::Aimbot::RE45ADSSmooth1 = Features::Aimbot::RE45ADSSmooth1;\n\t\t\tConfig::Aimbot::RE45ExtraSmooth1 = Features::Aimbot::RE45ExtraSmooth1;\n\t\t\tConfig::Aimbot::RE45Deadzone = Features::Aimbot::RE45Deadzone;\n\t\t\tConfig::Aimbot::RE45FOV1 = Features::Aimbot::RE45FOV1;\n\t\t\tConfig::Aimbot::RE45MinDistance1 = Features::Aimbot::RE45MinDistance1;\n\t\t\tConfig::Aimbot::RE45MaxDistance1 = Features::Aimbot::RE45MaxDistance1;\n\t\t\tConfig::Aimbot::AlternatorFire = Features::Aimbot::AlternatorFire;\n\t\t\tConfig::Aimbot::AlternatorADS = Features::Aimbot::AlternatorADS;\n\t\t\tConfig::Aimbot::AlternatorClosestHitbox = Features::Aimbot::AlternatorClosestHitbox;\n\t\t\tConfig::Aimbot::AlternatorHitbox = Features::Aimbot::AlternatorHitbox;\n\t\t\tConfig::Aimbot::AlternatorSpeed = Features::Aimbot::AlternatorSpeed;\n\t\t\tConfig::Aimbot::AlternatorHipfireSmooth = Features::Aimbot::AlternatorHipfireSmooth;\n\t\t\tConfig::Aimbot::AlternatorADSSmooth = Features::Aimbot::AlternatorADSSmooth;\n\t\t\tConfig::Aimbot::AlternatorSmoothingMethod = Features::Aimbot::AlternatorSmoothingMethod;\n\t\t\tConfig::Aimbot::AlternatorMinHipfireSmooth = Features::Aimbot::AlternatorMinHipfireSmooth;\n\t\t\tConfig::Aimbot::AlternatorMaxHipfireSmooth = Features::Aimbot::AlternatorMaxHipfireSmooth;\n\t\t\tConfig::Aimbot::AlternatorMinADSSmooth = Features::Aimbot::AlternatorMinADSSmooth;\n\t\t\tConfig::Aimbot::AlternatorMaxADSSmooth = Features::Aimbot::AlternatorMaxADSSmooth;\n\t\t\tConfig::Aimbot::AlternatorMinHipfireSmooth1 = Features::Aimbot::AlternatorMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::AlternatorMaxHipfireSmooth1 = Features::Aimbot::AlternatorMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::AlternatorMinADSSmooth1 = Features::Aimbot::AlternatorMinADSSmooth1;\n\t\t\tConfig::Aimbot::AlternatorMaxADSSmooth1 = Features::Aimbot::AlternatorMaxADSSmooth1;\n\t\t\tConfig::Aimbot::AlternatorFOV = Features::Aimbot::AlternatorFOV;\n\t\t\tConfig::Aimbot::AlternatorZoomScale = Features::Aimbot::AlternatorZoomScale;\n\t\t\tConfig::Aimbot::AlternatorHipfireSmooth1 = Features::Aimbot::AlternatorHipfireSmooth1;\n\t\t\tConfig::Aimbot::AlternatorADSSmooth1 = Features::Aimbot::AlternatorADSSmooth1;\n\t\t\tConfig::Aimbot::AlternatorExtraSmooth1 = Features::Aimbot::AlternatorExtraSmooth1;\n\t\t\tConfig::Aimbot::AlternatorDeadzone = Features::Aimbot::AlternatorDeadzone;\n\t\t\tConfig::Aimbot::AlternatorFOV1 = Features::Aimbot::AlternatorFOV1;\n\t\t\tConfig::Aimbot::AlternatorMinDistance1 = Features::Aimbot::AlternatorMinDistance1;\n\t\t\tConfig::Aimbot::AlternatorMaxDistance1 = Features::Aimbot::AlternatorMaxDistance1;\n\t\t\tConfig::Aimbot::R99Fire = Features::Aimbot::R99Fire;\n\t\t\tConfig::Aimbot::R99ADS = Features::Aimbot::R99ADS;\n\t\t\tConfig::Aimbot::R99ClosestHitbox = Features::Aimbot::R99ClosestHitbox;\n\t\t\tConfig::Aimbot::R99Hitbox = Features::Aimbot::R99Hitbox;\n\t\t\tConfig::Aimbot::R99Speed = Features::Aimbot::R99Speed;\n\t\t\tConfig::Aimbot::R99HipfireSmooth = Features::Aimbot::R99HipfireSmooth;\n\t\t\tConfig::Aimbot::R99ADSSmooth = Features::Aimbot::R99ADSSmooth;\n\t\t\tConfig::Aimbot::R99SmoothingMethod = Features::Aimbot::R99SmoothingMethod;\n\t\t\tConfig::Aimbot::R99MinHipfireSmooth = Features::Aimbot::R99MinHipfireSmooth;\n\t\t\tConfig::Aimbot::R99MaxHipfireSmooth = Features::Aimbot::R99MaxHipfireSmooth;\n\t\t\tConfig::Aimbot::R99MinADSSmooth = Features::Aimbot::R99MinADSSmooth;\n\t\t\tConfig::Aimbot::R99MaxADSSmooth = Features::Aimbot::R99MaxADSSmooth;\n\t\t\tConfig::Aimbot::R99MinHipfireSmooth1 = Features::Aimbot::R99MinHipfireSmooth1;\n\t\t\tConfig::Aimbot::R99MaxHipfireSmooth1 = Features::Aimbot::R99MaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::R99MinADSSmooth1 = Features::Aimbot::R99MinADSSmooth1;\n\t\t\tConfig::Aimbot::R99MaxADSSmooth1 = Features::Aimbot::R99MaxADSSmooth1;\n\t\t\tConfig::Aimbot::R99FOV = Features::Aimbot::R99FOV;\n\t\t\tConfig::Aimbot::R99ZoomScale = Features::Aimbot::R99ZoomScale;\n\t\t\tConfig::Aimbot::R99HipfireSmooth1 = Features::Aimbot::R99HipfireSmooth1;\n\t\t\tConfig::Aimbot::R99ADSSmooth1 = Features::Aimbot::R99ADSSmooth1;\n\t\t\tConfig::Aimbot::R99ExtraSmooth1 = Features::Aimbot::R99ExtraSmooth1;\n\t\t\tConfig::Aimbot::R99Deadzone = Features::Aimbot::R99Deadzone;\n\t\t\tConfig::Aimbot::R99FOV1 = Features::Aimbot::R99FOV1;\n\t\t\tConfig::Aimbot::R99MinDistance1 = Features::Aimbot::R99MinDistance1;\n\t\t\tConfig::Aimbot::R99MaxDistance1 = Features::Aimbot::R99MaxDistance1;\n\t\t\tConfig::Aimbot::R301Fire = Features::Aimbot::R301Fire;\n\t\t\tConfig::Aimbot::R301ADS = Features::Aimbot::R301ADS;\n\t\t\tConfig::Aimbot::R301ClosestHitbox = Features::Aimbot::R301ClosestHitbox;\n\t\t\tConfig::Aimbot::R301Hitbox = Features::Aimbot::R301Hitbox;\n\t\t\tConfig::Aimbot::R301Speed = Features::Aimbot::R301Speed;\n\t\t\tConfig::Aimbot::R301HipfireSmooth = Features::Aimbot::R301HipfireSmooth;\n\t\t\tConfig::Aimbot::R301ADSSmooth = Features::Aimbot::R301ADSSmooth;\n\t\t\tConfig::Aimbot::R301SmoothingMethod = Features::Aimbot::R301SmoothingMethod;\n\t\t\tConfig::Aimbot::R301MinHipfireSmooth = Features::Aimbot::R301MinHipfireSmooth;\n\t\t\tConfig::Aimbot::R301MaxHipfireSmooth = Features::Aimbot::R301MaxHipfireSmooth;\n\t\t\tConfig::Aimbot::R301MinADSSmooth = Features::Aimbot::R301MinADSSmooth;\n\t\t\tConfig::Aimbot::R301MaxADSSmooth = Features::Aimbot::R301MaxADSSmooth;\n\t\t\tConfig::Aimbot::R301MinHipfireSmooth1 = Features::Aimbot::R301MinHipfireSmooth1;\n\t\t\tConfig::Aimbot::R301MaxHipfireSmooth1 = Features::Aimbot::R301MaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::R301MinADSSmooth1 = Features::Aimbot::R301MinADSSmooth1;\n\t\t\tConfig::Aimbot::R301MaxADSSmooth1 = Features::Aimbot::R301MaxADSSmooth1;\n\t\t\tConfig::Aimbot::R301FOV = Features::Aimbot::R301FOV;\n\t\t\tConfig::Aimbot::R301ZoomScale = Features::Aimbot::R301ZoomScale;\n\t\t\tConfig::Aimbot::R301HipfireSmooth1 = Features::Aimbot::R301HipfireSmooth1;\n\t\t\tConfig::Aimbot::R301ADSSmooth1 = Features::Aimbot::R301ADSSmooth1;\n\t\t\tConfig::Aimbot::R301ExtraSmooth1 = Features::Aimbot::R301ExtraSmooth1;\n\t\t\tConfig::Aimbot::R301Deadzone = Features::Aimbot::R301Deadzone;\n\t\t\tConfig::Aimbot::R301FOV1 = Features::Aimbot::R301FOV1;\n\t\t\tConfig::Aimbot::R301MinDistance1 = Features::Aimbot::R301MinDistance1;\n\t\t\tConfig::Aimbot::R301MaxDistance1 = Features::Aimbot::R301MaxDistance1;\n\t\t\tConfig::Aimbot::SpitfireFire = Features::Aimbot::SpitfireFire;\n\t\t\tConfig::Aimbot::SpitfireADS = Features::Aimbot::SpitfireADS;\n\t\t\tConfig::Aimbot::SpitfireClosestHitbox = Features::Aimbot::SpitfireClosestHitbox;\n\t\t\tConfig::Aimbot::SpitfireHitbox = Features::Aimbot::SpitfireHitbox;\n\t\t\tConfig::Aimbot::SpitfireSpeed = Features::Aimbot::SpitfireSpeed;\n\t\t\tConfig::Aimbot::SpitfireHipfireSmooth = Features::Aimbot::SpitfireHipfireSmooth;\n\t\t\tConfig::Aimbot::SpitfireADSSmooth = Features::Aimbot::SpitfireADSSmooth;\n\t\t\tConfig::Aimbot::SpitfireSmoothingMethod = Features::Aimbot::SpitfireSmoothingMethod;\n\t\t\tConfig::Aimbot::SpitfireMinHipfireSmooth = Features::Aimbot::SpitfireMinHipfireSmooth;\n\t\t\tConfig::Aimbot::SpitfireMaxHipfireSmooth = Features::Aimbot::SpitfireMaxHipfireSmooth;\n\t\t\tConfig::Aimbot::SpitfireMinADSSmooth = Features::Aimbot::SpitfireMinADSSmooth;\n\t\t\tConfig::Aimbot::SpitfireMaxADSSmooth = Features::Aimbot::SpitfireMaxADSSmooth;\n\t\t\tConfig::Aimbot::SpitfireMinHipfireSmooth1 = Features::Aimbot::SpitfireMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::SpitfireMaxHipfireSmooth1 = Features::Aimbot::SpitfireMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::SpitfireMinADSSmooth1 = Features::Aimbot::SpitfireMinADSSmooth1;\n\t\t\tConfig::Aimbot::SpitfireMaxADSSmooth1 = Features::Aimbot::SpitfireMaxADSSmooth1;\n\t\t\tConfig::Aimbot::SpitfireFOV = Features::Aimbot::SpitfireFOV;\n\t\t\tConfig::Aimbot::SpitfireZoomScale = Features::Aimbot::SpitfireZoomScale;\n\t\t\tConfig::Aimbot::SpitfireHipfireSmooth1 = Features::Aimbot::SpitfireHipfireSmooth1;\n\t\t\tConfig::Aimbot::SpitfireADSSmooth1 = Features::Aimbot::SpitfireADSSmooth1;\n\t\t\tConfig::Aimbot::SpitfireExtraSmooth1 = Features::Aimbot::SpitfireExtraSmooth1;\n\t\t\tConfig::Aimbot::SpitfireDeadzone = Features::Aimbot::SpitfireDeadzone;\n\t\t\tConfig::Aimbot::SpitfireFOV1 = Features::Aimbot::SpitfireFOV1;\n\t\t\tConfig::Aimbot::SpitfireMinDistance1 = Features::Aimbot::SpitfireMinDistance1;\n\t\t\tConfig::Aimbot::SpitfireMaxDistance1 = Features::Aimbot::SpitfireMaxDistance1;\n\t\t\tConfig::Aimbot::G7Fire = Features::Aimbot::G7Fire;\n\t\t\tConfig::Aimbot::G7ADS = Features::Aimbot::G7ADS;\n\t\t\tConfig::Aimbot::G7ClosestHitbox = Features::Aimbot::G7ClosestHitbox;\n\t\t\tConfig::Aimbot::G7Hitbox = Features::Aimbot::G7Hitbox;\n\t\t\tConfig::Aimbot::G7Speed = Features::Aimbot::G7Speed;\n\t\t\tConfig::Aimbot::G7HipfireSmooth = Features::Aimbot::G7HipfireSmooth;\n\t\t\tConfig::Aimbot::G7ADSSmooth = Features::Aimbot::G7ADSSmooth;\n\t\t\tConfig::Aimbot::G7SmoothingMethod = Features::Aimbot::G7SmoothingMethod;\n\t\t\tConfig::Aimbot::G7MinHipfireSmooth = Features::Aimbot::G7MinHipfireSmooth;\n\t\t\tConfig::Aimbot::G7MaxHipfireSmooth = Features::Aimbot::G7MaxHipfireSmooth;\n\t\t\tConfig::Aimbot::G7MinADSSmooth = Features::Aimbot::G7MinADSSmooth;\n\t\t\tConfig::Aimbot::G7MaxADSSmooth = Features::Aimbot::G7MaxADSSmooth;\n\t\t\tConfig::Aimbot::G7MinHipfireSmooth1 = Features::Aimbot::G7MinHipfireSmooth1;\n\t\t\tConfig::Aimbot::G7MaxHipfireSmooth1 = Features::Aimbot::G7MaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::G7MinADSSmooth1 = Features::Aimbot::G7MinADSSmooth1;\n\t\t\tConfig::Aimbot::G7MaxADSSmooth1 = Features::Aimbot::G7MaxADSSmooth1;\n\t\t\tConfig::Aimbot::G7FOV = Features::Aimbot::G7FOV;\n\t\t\tConfig::Aimbot::G7ZoomScale = Features::Aimbot::G7ZoomScale;\n\t\t\tConfig::Aimbot::G7HipfireSmooth1 = Features::Aimbot::G7HipfireSmooth1;\n\t\t\tConfig::Aimbot::G7ADSSmooth1 = Features::Aimbot::G7ADSSmooth1;\n\t\t\tConfig::Aimbot::G7ExtraSmooth1 = Features::Aimbot::G7ExtraSmooth1;\n\t\t\tConfig::Aimbot::G7Deadzone = Features::Aimbot::G7Deadzone;\n\t\t\tConfig::Aimbot::G7FOV1 = Features::Aimbot::G7FOV1;\n\t\t\tConfig::Aimbot::G7MinDistance1 = Features::Aimbot::G7MinDistance1;\n\t\t\tConfig::Aimbot::G7MaxDistance1 = Features::Aimbot::G7MaxDistance1;\n\t\t\tConfig::Aimbot::FlatlineFire = Features::Aimbot::FlatlineFire;\n\t\t\tConfig::Aimbot::FlatlineADS = Features::Aimbot::FlatlineADS;\n\t\t\tConfig::Aimbot::FlatlineClosestHitbox = Features::Aimbot::FlatlineClosestHitbox;\n\t\t\tConfig::Aimbot::FlatlineHitbox = Features::Aimbot::FlatlineHitbox;\n\t\t\tConfig::Aimbot::FlatlineSpeed = Features::Aimbot::FlatlineSpeed;\n\t\t\tConfig::Aimbot::FlatlineHipfireSmooth = Features::Aimbot::FlatlineHipfireSmooth;\n\t\t\tConfig::Aimbot::FlatlineADSSmooth = Features::Aimbot::FlatlineADSSmooth;\n\t\t\tConfig::Aimbot::FlatlineSmoothingMethod = Features::Aimbot::FlatlineSmoothingMethod;\n\t\t\tConfig::Aimbot::FlatlineMinHipfireSmooth = Features::Aimbot::FlatlineMinHipfireSmooth;\n\t\t\tConfig::Aimbot::FlatlineMaxHipfireSmooth = Features::Aimbot::FlatlineMaxHipfireSmooth;\n\t\t\tConfig::Aimbot::FlatlineMinADSSmooth = Features::Aimbot::FlatlineMinADSSmooth;\n\t\t\tConfig::Aimbot::FlatlineMaxADSSmooth = Features::Aimbot::FlatlineMaxADSSmooth;\n\t\t\tConfig::Aimbot::FlatlineMinHipfireSmooth1 = Features::Aimbot::FlatlineMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::FlatlineMaxHipfireSmooth1 = Features::Aimbot::FlatlineMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::FlatlineMinADSSmooth1 = Features::Aimbot::FlatlineMinADSSmooth1;\n\t\t\tConfig::Aimbot::FlatlineMaxADSSmooth1 = Features::Aimbot::FlatlineMaxADSSmooth1;\n\t\t\tConfig::Aimbot::FlatlineFOV = Features::Aimbot::FlatlineFOV;\n\t\t\tConfig::Aimbot::FlatlineZoomScale = Features::Aimbot::FlatlineZoomScale;\n\t\t\tConfig::Aimbot::FlatlineHipfireSmooth1 = Features::Aimbot::FlatlineHipfireSmooth1;\n\t\t\tConfig::Aimbot::FlatlineADSSmooth1 = Features::Aimbot::FlatlineADSSmooth1;\n\t\t\tConfig::Aimbot::FlatlineExtraSmooth1 = Features::Aimbot::FlatlineExtraSmooth1;\n\t\t\tConfig::Aimbot::FlatlineDeadzone = Features::Aimbot::FlatlineDeadzone;\n\t\t\tConfig::Aimbot::FlatlineFOV1 = Features::Aimbot::FlatlineFOV1;\n\t\t\tConfig::Aimbot::FlatlineMinDistance1 = Features::Aimbot::FlatlineMinDistance1;\n\t\t\tConfig::Aimbot::FlatlineMaxDistance1 = Features::Aimbot::FlatlineMaxDistance1;\n\t\t\tConfig::Aimbot::HemlockFire = Features::Aimbot::HemlockFire;\n\t\t\tConfig::Aimbot::HemlockADS = Features::Aimbot::HemlockADS;\n\t\t\tConfig::Aimbot::HemlockClosestHitbox = Features::Aimbot::HemlockClosestHitbox;\n\t\t\tConfig::Aimbot::HemlockHitbox = Features::Aimbot::HemlockHitbox;\n\t\t\tConfig::Aimbot::HemlockSpeed = Features::Aimbot::HemlockSpeed;\n\t\t\tConfig::Aimbot::HemlockHipfireSmooth = Features::Aimbot::HemlockHipfireSmooth;\n\t\t\tConfig::Aimbot::HemlockADSSmooth = Features::Aimbot::HemlockADSSmooth;\n\t\t\tConfig::Aimbot::HemlockSmoothingMethod = Features::Aimbot::HemlockSmoothingMethod;\n\t\t\tConfig::Aimbot::HemlockMinHipfireSmooth = Features::Aimbot::HemlockMinHipfireSmooth;\n\t\t\tConfig::Aimbot::HemlockMaxHipfireSmooth = Features::Aimbot::HemlockMaxHipfireSmooth;\n\t\t\tConfig::Aimbot::HemlockMinADSSmooth = Features::Aimbot::HemlockMinADSSmooth;\n\t\t\tConfig::Aimbot::HemlockMaxADSSmooth = Features::Aimbot::HemlockMaxADSSmooth;\n\t\t\tConfig::Aimbot::HemlockMinHipfireSmooth1 = Features::Aimbot::HemlockMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::HemlockMaxHipfireSmooth1 = Features::Aimbot::HemlockMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::HemlockMinADSSmooth1 = Features::Aimbot::HemlockMinADSSmooth1;\n\t\t\tConfig::Aimbot::HemlockMaxADSSmooth1 = Features::Aimbot::HemlockMaxADSSmooth1;\n\t\t\tConfig::Aimbot::HemlockFOV = Features::Aimbot::HemlockFOV;\n\t\t\tConfig::Aimbot::HemlockZoomScale = Features::Aimbot::HemlockZoomScale;\n\t\t\tConfig::Aimbot::HemlockHipfireSmooth1 = Features::Aimbot::HemlockHipfireSmooth1;\n\t\t\tConfig::Aimbot::HemlockADSSmooth1 = Features::Aimbot::HemlockADSSmooth1;\n\t\t\tConfig::Aimbot::HemlockExtraSmooth1 = Features::Aimbot::HemlockExtraSmooth1;\n\t\t\tConfig::Aimbot::HemlockDeadzone = Features::Aimbot::HemlockDeadzone;\n\t\t\tConfig::Aimbot::HemlockFOV1 = Features::Aimbot::HemlockFOV1;\n\t\t\tConfig::Aimbot::HemlockMinDistance1 = Features::Aimbot::HemlockMinDistance1;\n\t\t\tConfig::Aimbot::HemlockMaxDistance1 = Features::Aimbot::HemlockMaxDistance1;\n\t\t\tConfig::Aimbot::ProwlerFire = Features::Aimbot::ProwlerFire;\n\t\t\tConfig::Aimbot::ProwlerADS = Features::Aimbot::ProwlerADS;\n\t\t\tConfig::Aimbot::ProwlerClosestHitbox = Features::Aimbot::ProwlerClosestHitbox;\n\t\t\tConfig::Aimbot::ProwlerHitbox = Features::Aimbot::ProwlerHitbox;\n\t\t\tConfig::Aimbot::ProwlerSpeed = Features::Aimbot::ProwlerSpeed;\n\t\t\tConfig::Aimbot::ProwlerHipfireSmooth = Features::Aimbot::ProwlerHipfireSmooth;\n\t\t\tConfig::Aimbot::ProwlerADSSmooth = Features::Aimbot::ProwlerADSSmooth;\n\t\t\tConfig::Aimbot::ProwlerSmoothingMethod = Features::Aimbot::ProwlerSmoothingMethod;\n\t\t\tConfig::Aimbot::ProwlerMinHipfireSmooth = Features::Aimbot::ProwlerMinHipfireSmooth;\n\t\t\tConfig::Aimbot::ProwlerMaxHipfireSmooth = Features::Aimbot::ProwlerMaxHipfireSmooth;\n\t\t\tConfig::Aimbot::ProwlerMinADSSmooth = Features::Aimbot::ProwlerMinADSSmooth;\n\t\t\tConfig::Aimbot::ProwlerMaxADSSmooth = Features::Aimbot::ProwlerMaxADSSmooth;\n\t\t\tConfig::Aimbot::ProwlerMinHipfireSmooth1 = Features::Aimbot::ProwlerMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::ProwlerMaxHipfireSmooth1 = Features::Aimbot::ProwlerMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::ProwlerMinADSSmooth1 = Features::Aimbot::ProwlerMinADSSmooth1;\n\t\t\tConfig::Aimbot::ProwlerMaxADSSmooth1 = Features::Aimbot::ProwlerMaxADSSmooth1;\n\t\t\tConfig::Aimbot::ProwlerFOV = Features::Aimbot::ProwlerFOV;\n\t\t\tConfig::Aimbot::ProwlerZoomScale = Features::Aimbot::ProwlerZoomScale;\n\t\t\tConfig::Aimbot::ProwlerHipfireSmooth1 = Features::Aimbot::ProwlerHipfireSmooth1;\n\t\t\tConfig::Aimbot::ProwlerADSSmooth1 = Features::Aimbot::ProwlerADSSmooth1;\n\t\t\tConfig::Aimbot::ProwlerExtraSmooth1 = Features::Aimbot::ProwlerExtraSmooth1;\n\t\t\tConfig::Aimbot::ProwlerDeadzone = Features::Aimbot::ProwlerDeadzone;\n\t\t\tConfig::Aimbot::ProwlerFOV1 = Features::Aimbot::ProwlerFOV1;\n\t\t\tConfig::Aimbot::ProwlerMinDistance1 = Features::Aimbot::ProwlerMinDistance1;\n\t\t\tConfig::Aimbot::ProwlerMaxDistance1 = Features::Aimbot::ProwlerMaxDistance1;\n\t\t\tConfig::Aimbot::RepeaterFire = Features::Aimbot::RepeaterFire;\n\t\t\tConfig::Aimbot::RepeaterADS = Features::Aimbot::RepeaterADS;\n\t\t\tConfig::Aimbot::RepeaterClosestHitbox = Features::Aimbot::RepeaterClosestHitbox;\n\t\t\tConfig::Aimbot::RepeaterHitbox = Features::Aimbot::RepeaterHitbox;\n\t\t\tConfig::Aimbot::RepeaterSpeed = Features::Aimbot::RepeaterSpeed;\n\t\t\tConfig::Aimbot::RepeaterHipfireSmooth = Features::Aimbot::RepeaterHipfireSmooth;\n\t\t\tConfig::Aimbot::RepeaterADSSmooth = Features::Aimbot::RepeaterADSSmooth;\n\t\t\tConfig::Aimbot::RepeaterSmoothingMethod = Features::Aimbot::RepeaterSmoothingMethod;\n\t\t\tConfig::Aimbot::RepeaterMinHipfireSmooth = Features::Aimbot::RepeaterMinHipfireSmooth;\n\t\t\tConfig::Aimbot::RepeaterMaxHipfireSmooth = Features::Aimbot::RepeaterMaxHipfireSmooth;\n\t\t\tConfig::Aimbot::RepeaterMinADSSmooth = Features::Aimbot::RepeaterMinADSSmooth;\n\t\t\tConfig::Aimbot::RepeaterMaxADSSmooth = Features::Aimbot::RepeaterMaxADSSmooth;\n\t\t\tConfig::Aimbot::RepeaterMinHipfireSmooth1 = Features::Aimbot::RepeaterMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::RepeaterMaxHipfireSmooth1 = Features::Aimbot::RepeaterMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::RepeaterMinADSSmooth1 = Features::Aimbot::RepeaterMinADSSmooth1;\n\t\t\tConfig::Aimbot::RepeaterMaxADSSmooth1 = Features::Aimbot::RepeaterMaxADSSmooth1;\n\t\t\tConfig::Aimbot::RepeaterFOV = Features::Aimbot::RepeaterFOV;\n\t\t\tConfig::Aimbot::RepeaterZoomScale = Features::Aimbot::RepeaterZoomScale;\n\t\t\tConfig::Aimbot::RepeaterHipfireSmooth1 = Features::Aimbot::RepeaterHipfireSmooth1;\n\t\t\tConfig::Aimbot::RepeaterADSSmooth1 = Features::Aimbot::RepeaterADSSmooth1;\n\t\t\tConfig::Aimbot::RepeaterExtraSmooth1 = Features::Aimbot::RepeaterExtraSmooth1;\n\t\t\tConfig::Aimbot::RepeaterDeadzone = Features::Aimbot::RepeaterDeadzone;\n\t\t\tConfig::Aimbot::RepeaterFOV1 = Features::Aimbot::RepeaterFOV1;\n\t\t\tConfig::Aimbot::RepeaterMinDistance1 = Features::Aimbot::RepeaterMinDistance1;\n\t\t\tConfig::Aimbot::RepeaterMaxDistance1 = Features::Aimbot::RepeaterMaxDistance1;\n\t\t\tConfig::Aimbot::RampageFire = Features::Aimbot::RampageFire;\n\t\t\tConfig::Aimbot::RampageADS = Features::Aimbot::RampageADS;\n\t\t\tConfig::Aimbot::RampageClosestHitbox = Features::Aimbot::RampageClosestHitbox;\n\t\t\tConfig::Aimbot::RampageHitbox = Features::Aimbot::RampageHitbox;\n\t\t\tConfig::Aimbot::RampageSpeed = Features::Aimbot::RampageSpeed;\n\t\t\tConfig::Aimbot::RampageHipfireSmooth = Features::Aimbot::RampageHipfireSmooth;\n\t\t\tConfig::Aimbot::RampageADSSmooth = Features::Aimbot::RampageADSSmooth;\n\t\t\tConfig::Aimbot::RampageSmoothingMethod = Features::Aimbot::RampageSmoothingMethod;\n\t\t\tConfig::Aimbot::RampageMinHipfireSmooth = Features::Aimbot::RampageMinHipfireSmooth;\n\t\t\tConfig::Aimbot::RampageMaxHipfireSmooth = Features::Aimbot::RampageMaxHipfireSmooth;\n\t\t\tConfig::Aimbot::RampageMinADSSmooth = Features::Aimbot::RampageMinADSSmooth;\n\t\t\tConfig::Aimbot::RampageMaxADSSmooth = Features::Aimbot::RampageMaxADSSmooth;\n\t\t\tConfig::Aimbot::RampageMinHipfireSmooth1 = Features::Aimbot::RampageMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::RampageMaxHipfireSmooth1 = Features::Aimbot::RampageMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::RampageMinADSSmooth1 = Features::Aimbot::RampageMinADSSmooth1;\n\t\t\tConfig::Aimbot::RampageMaxADSSmooth1 = Features::Aimbot::RampageMaxADSSmooth1;\n\t\t\tConfig::Aimbot::RampageFOV = Features::Aimbot::RampageFOV;\n\t\t\tConfig::Aimbot::RampageZoomScale = Features::Aimbot::RampageZoomScale;\n\t\t\tConfig::Aimbot::RampageHipfireSmooth1 = Features::Aimbot::RampageHipfireSmooth1;\n\t\t\tConfig::Aimbot::RampageADSSmooth1 = Features::Aimbot::RampageADSSmooth1;\n\t\t\tConfig::Aimbot::RampageExtraSmooth1 = Features::Aimbot::RampageExtraSmooth1;\n\t\t\tConfig::Aimbot::RampageDeadzone = Features::Aimbot::RampageDeadzone;\n\t\t\tConfig::Aimbot::RampageFOV1 = Features::Aimbot::RampageFOV1;\n\t\t\tConfig::Aimbot::RampageMinDistance1 = Features::Aimbot::RampageMinDistance1;\n\t\t\tConfig::Aimbot::RampageMaxDistance1 = Features::Aimbot::RampageMaxDistance1;\n\t\t\tConfig::Aimbot::CARSMGFire = Features::Aimbot::CARSMGFire;\n\t\t\tConfig::Aimbot::CARSMGADS = Features::Aimbot::CARSMGADS;\n\t\t\tConfig::Aimbot::CARSMGClosestHitbox = Features::Aimbot::CARSMGClosestHitbox;\n\t\t\tConfig::Aimbot::CARSMGHitbox = Features::Aimbot::CARSMGHitbox;\n\t\t\tConfig::Aimbot::CARSMGSpeed = Features::Aimbot::CARSMGSpeed;\n\t\t\tConfig::Aimbot::CARSMGHipfireSmooth = Features::Aimbot::CARSMGHipfireSmooth;\n\t\t\tConfig::Aimbot::CARSMGADSSmooth = Features::Aimbot::CARSMGADSSmooth;\n\t\t\tConfig::Aimbot::CARSMGSmoothingMethod = Features::Aimbot::CARSMGSmoothingMethod;\n\t\t\tConfig::Aimbot::CARSMGMinHipfireSmooth = Features::Aimbot::CARSMGMinHipfireSmooth;\n\t\t\tConfig::Aimbot::CARSMGMaxHipfireSmooth = Features::Aimbot::CARSMGMaxHipfireSmooth;\n\t\t\tConfig::Aimbot::CARSMGMinADSSmooth = Features::Aimbot::CARSMGMinADSSmooth;\n\t\t\tConfig::Aimbot::CARSMGMaxADSSmooth = Features::Aimbot::CARSMGMaxADSSmooth;\n\t\t\tConfig::Aimbot::CARSMGMinHipfireSmooth1 = Features::Aimbot::CARSMGMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::CARSMGMaxHipfireSmooth1 = Features::Aimbot::CARSMGMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::CARSMGMinADSSmooth1 = Features::Aimbot::CARSMGMinADSSmooth1;\n\t\t\tConfig::Aimbot::CARSMGMaxADSSmooth1 = Features::Aimbot::CARSMGMaxADSSmooth1;\n\t\t\tConfig::Aimbot::CARSMGFOV = Features::Aimbot::CARSMGFOV;\n\t\t\tConfig::Aimbot::CARSMGZoomScale = Features::Aimbot::CARSMGZoomScale;\n\t\t\tConfig::Aimbot::CARSMGHipfireSmooth1 = Features::Aimbot::CARSMGHipfireSmooth1;\n\t\t\tConfig::Aimbot::CARSMGADSSmooth1 = Features::Aimbot::CARSMGADSSmooth1;\n\t\t\tConfig::Aimbot::CARSMGExtraSmooth1 = Features::Aimbot::CARSMGExtraSmooth1;\n\t\t\tConfig::Aimbot::CARSMGDeadzone = Features::Aimbot::CARSMGDeadzone;\n\t\t\tConfig::Aimbot::CARSMGFOV1 = Features::Aimbot::CARSMGFOV1;\n\t\t\tConfig::Aimbot::CARSMGMinDistance1 = Features::Aimbot::CARSMGMinDistance1;\n\t\t\tConfig::Aimbot::CARSMGMaxDistance1 = Features::Aimbot::CARSMGMaxDistance1;\n\t\t\tConfig::Aimbot::HavocFire = Features::Aimbot::HavocFire;\n\t\t\tConfig::Aimbot::HavocADS = Features::Aimbot::HavocADS;\n\t\t\tConfig::Aimbot::HavocClosestHitbox = Features::Aimbot::HavocClosestHitbox;\n\t\t\tConfig::Aimbot::HavocHitbox = Features::Aimbot::HavocHitbox;\n\t\t\tConfig::Aimbot::HavocSpeed = Features::Aimbot::HavocSpeed;\n\t\t\tConfig::Aimbot::HavocHipfireSmooth = Features::Aimbot::HavocHipfireSmooth;\n\t\t\tConfig::Aimbot::HavocADSSmooth = Features::Aimbot::HavocADSSmooth;\n\t\t\tConfig::Aimbot::HavocSmoothingMethod = Features::Aimbot::HavocSmoothingMethod;\n\t\t\tConfig::Aimbot::HavocMinHipfireSmooth = Features::Aimbot::HavocMinHipfireSmooth;\n\t\t\tConfig::Aimbot::HavocMaxHipfireSmooth = Features::Aimbot::HavocMaxHipfireSmooth;\n\t\t\tConfig::Aimbot::HavocMinADSSmooth = Features::Aimbot::HavocMinADSSmooth;\n\t\t\tConfig::Aimbot::HavocMaxADSSmooth = Features::Aimbot::HavocMaxADSSmooth;\n\t\t\tConfig::Aimbot::HavocMinHipfireSmooth1 = Features::Aimbot::HavocMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::HavocMaxHipfireSmooth1 = Features::Aimbot::HavocMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::HavocMinADSSmooth1 = Features::Aimbot::HavocMinADSSmooth1;\n\t\t\tConfig::Aimbot::HavocMaxADSSmooth1 = Features::Aimbot::HavocMaxADSSmooth1;\n\t\t\tConfig::Aimbot::HavocFOV = Features::Aimbot::HavocFOV;\n\t\t\tConfig::Aimbot::HavocZoomScale = Features::Aimbot::HavocZoomScale;\n\t\t\tConfig::Aimbot::HavocHipfireSmooth1 = Features::Aimbot::HavocHipfireSmooth1;\n\t\t\tConfig::Aimbot::HavocADSSmooth1 = Features::Aimbot::HavocADSSmooth1;\n\t\t\tConfig::Aimbot::HavocExtraSmooth1 = Features::Aimbot::HavocExtraSmooth1;\n\t\t\tConfig::Aimbot::HavocDeadzone = Features::Aimbot::HavocDeadzone;\n\t\t\tConfig::Aimbot::HavocFOV1 = Features::Aimbot::HavocFOV1;\n\t\t\tConfig::Aimbot::HavocMinDistance1 = Features::Aimbot::HavocMinDistance1;\n\t\t\tConfig::Aimbot::HavocMaxDistance1 = Features::Aimbot::HavocMaxDistance1;\n\t\t\tConfig::Aimbot::DevotionFire = Features::Aimbot::DevotionFire;\n\t\t\tConfig::Aimbot::DevotionADS = Features::Aimbot::DevotionADS;\n\t\t\tConfig::Aimbot::DevotionClosestHitbox = Features::Aimbot::DevotionClosestHitbox;\n\t\t\tConfig::Aimbot::DevotionHitbox = Features::Aimbot::DevotionHitbox;\n\t\t\tConfig::Aimbot::DevotionSpeed = Features::Aimbot::DevotionSpeed;\n\t\t\tConfig::Aimbot::DevotionHipfireSmooth = Features::Aimbot::DevotionHipfireSmooth;\n\t\t\tConfig::Aimbot::DevotionADSSmooth = Features::Aimbot::DevotionADSSmooth;\n\t\t\tConfig::Aimbot::DevotionSmoothingMethod = Features::Aimbot::DevotionSmoothingMethod;\n\t\t\tConfig::Aimbot::DevotionMinHipfireSmooth = Features::Aimbot::DevotionMinHipfireSmooth;\n\t\t\tConfig::Aimbot::DevotionMaxHipfireSmooth = Features::Aimbot::DevotionMaxHipfireSmooth;\n\t\t\tConfig::Aimbot::DevotionMinADSSmooth = Features::Aimbot::DevotionMinADSSmooth;\n\t\t\tConfig::Aimbot::DevotionMaxADSSmooth = Features::Aimbot::DevotionMaxADSSmooth;\n\t\t\tConfig::Aimbot::DevotionMinHipfireSmooth1 = Features::Aimbot::DevotionMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::DevotionMaxHipfireSmooth1 = Features::Aimbot::DevotionMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::DevotionMinADSSmooth1 = Features::Aimbot::DevotionMinADSSmooth1;\n\t\t\tConfig::Aimbot::DevotionMaxADSSmooth1 = Features::Aimbot::DevotionMaxADSSmooth1;\n\t\t\tConfig::Aimbot::DevotionFOV = Features::Aimbot::DevotionFOV;\n\t\t\tConfig::Aimbot::DevotionZoomScale = Features::Aimbot::DevotionZoomScale;\n\t\t\tConfig::Aimbot::DevotionHipfireSmooth1 = Features::Aimbot::DevotionHipfireSmooth1;\n\t\t\tConfig::Aimbot::DevotionADSSmooth1 = Features::Aimbot::DevotionADSSmooth1;\n\t\t\tConfig::Aimbot::DevotionExtraSmooth1 = Features::Aimbot::DevotionExtraSmooth1;\n\t\t\tConfig::Aimbot::DevotionDeadzone = Features::Aimbot::DevotionDeadzone;\n\t\t\tConfig::Aimbot::DevotionFOV1 = Features::Aimbot::DevotionFOV1;\n\t\t\tConfig::Aimbot::DevotionMinDistance1 = Features::Aimbot::DevotionMinDistance1;\n\t\t\tConfig::Aimbot::DevotionMaxDistance1 = Features::Aimbot::DevotionMaxDistance1;\n\t\t\tConfig::Aimbot::LSTARFire = Features::Aimbot::LSTARFire;\n\t\t\tConfig::Aimbot::LSTARADS = Features::Aimbot::LSTARADS;\n\t\t\tConfig::Aimbot::LSTARClosestHitbox = Features::Aimbot::LSTARClosestHitbox;\n\t\t\tConfig::Aimbot::LSTARHitbox = Features::Aimbot::LSTARHitbox;\n\t\t\tConfig::Aimbot::LSTARSpeed = Features::Aimbot::LSTARSpeed;\n\t\t\tConfig::Aimbot::LSTARHipfireSmooth = Features::Aimbot::LSTARHipfireSmooth;\n\t\t\tConfig::Aimbot::LSTARADSSmooth = Features::Aimbot::LSTARADSSmooth;\n\t\t\tConfig::Aimbot::LSTARSmoothingMethod = Features::Aimbot::LSTARSmoothingMethod;\n\t\t\tConfig::Aimbot::LSTARMinHipfireSmooth = Features::Aimbot::LSTARMinHipfireSmooth;\n\t\t\tConfig::Aimbot::LSTARMaxHipfireSmooth = Features::Aimbot::LSTARMaxHipfireSmooth;\n\t\t\tConfig::Aimbot::LSTARMinADSSmooth = Features::Aimbot::LSTARMinADSSmooth;\n\t\t\tConfig::Aimbot::LSTARMaxADSSmooth = Features::Aimbot::LSTARMaxADSSmooth;\n\t\t\tConfig::Aimbot::LSTARMinHipfireSmooth1 = Features::Aimbot::LSTARMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::LSTARMaxHipfireSmooth1 = Features::Aimbot::LSTARMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::LSTARMinADSSmooth1 = Features::Aimbot::LSTARMinADSSmooth1;\n\t\t\tConfig::Aimbot::LSTARMaxADSSmooth1 = Features::Aimbot::LSTARMaxADSSmooth1;\n\t\t\tConfig::Aimbot::LSTARFOV = Features::Aimbot::LSTARFOV;\n\t\t\tConfig::Aimbot::LSTARZoomScale = Features::Aimbot::LSTARZoomScale;\n\t\t\tConfig::Aimbot::LSTARHipfireSmooth1 = Features::Aimbot::LSTARHipfireSmooth1;\n\t\t\tConfig::Aimbot::LSTARADSSmooth1 = Features::Aimbot::LSTARADSSmooth1;\n\t\t\tConfig::Aimbot::LSTARExtraSmooth1 = Features::Aimbot::LSTARExtraSmooth1;\n\t\t\tConfig::Aimbot::LSTARDeadzone = Features::Aimbot::LSTARDeadzone;\n\t\t\tConfig::Aimbot::LSTARFOV1 = Features::Aimbot::LSTARFOV1;\n\t\t\tConfig::Aimbot::LSTARMinDistance1 = Features::Aimbot::LSTARMinDistance1;\n\t\t\tConfig::Aimbot::LSTARMaxDistance1 = Features::Aimbot::LSTARMaxDistance1;\n\t\t\tConfig::Aimbot::TripleTakeFire = Features::Aimbot::TripleTakeFire;\n\t\t\tConfig::Aimbot::TripleTakeADS = Features::Aimbot::TripleTakeADS;\n\t\t\tConfig::Aimbot::TripleTakeClosestHitbox = Features::Aimbot::TripleTakeClosestHitbox;\n\t\t\tConfig::Aimbot::TripleTakeHitbox = Features::Aimbot::TripleTakeHitbox;\n\t\t\tConfig::Aimbot::TripleTakeSpeed = Features::Aimbot::TripleTakeSpeed;\n\t\t\tConfig::Aimbot::TripleTakeHipfireSmooth = Features::Aimbot::TripleTakeHipfireSmooth;\n\t\t\tConfig::Aimbot::TripleTakeADSSmooth = Features::Aimbot::TripleTakeADSSmooth;\n\t\t\tConfig::Aimbot::TripleTakeSmoothingMethod = Features::Aimbot::TripleTakeSmoothingMethod;\n\t\t\tConfig::Aimbot::TripleTakeMinHipfireSmooth = Features::Aimbot::TripleTakeMinHipfireSmooth;\n\t\t\tConfig::Aimbot::TripleTakeMaxHipfireSmooth = Features::Aimbot::TripleTakeMaxHipfireSmooth;\n\t\t\tConfig::Aimbot::TripleTakeMinADSSmooth = Features::Aimbot::TripleTakeMinADSSmooth;\n\t\t\tConfig::Aimbot::TripleTakeMaxADSSmooth = Features::Aimbot::TripleTakeMaxADSSmooth;\n\t\t\tConfig::Aimbot::TripleTakeMinHipfireSmooth1 = Features::Aimbot::TripleTakeMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::TripleTakeMaxHipfireSmooth1 = Features::Aimbot::TripleTakeMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::TripleTakeMinADSSmooth1 = Features::Aimbot::TripleTakeMinADSSmooth1;\n\t\t\tConfig::Aimbot::TripleTakeMaxADSSmooth1 = Features::Aimbot::TripleTakeMaxADSSmooth1;\n\t\t\tConfig::Aimbot::TripleTakeFOV = Features::Aimbot::TripleTakeFOV;\n\t\t\tConfig::Aimbot::TripleTakeZoomScale = Features::Aimbot::TripleTakeZoomScale;\n\t\t\tConfig::Aimbot::TripleTakeHipfireSmooth1 = Features::Aimbot::TripleTakeHipfireSmooth1;\n\t\t\tConfig::Aimbot::TripleTakeADSSmooth1 = Features::Aimbot::TripleTakeADSSmooth1;\n\t\t\tConfig::Aimbot::TripleTakeExtraSmooth1 = Features::Aimbot::TripleTakeExtraSmooth1;\n\t\t\tConfig::Aimbot::TripleTakeDeadzone = Features::Aimbot::TripleTakeDeadzone;\n\t\t\tConfig::Aimbot::TripleTakeFOV1 = Features::Aimbot::TripleTakeFOV1;\n\t\t\tConfig::Aimbot::TripleTakeMinDistance1 = Features::Aimbot::TripleTakeMinDistance1;\n\t\t\tConfig::Aimbot::TripleTakeMaxDistance1 = Features::Aimbot::TripleTakeMaxDistance1;\n\t\t\tConfig::Aimbot::VoltFire = Features::Aimbot::VoltFire;\n\t\t\tConfig::Aimbot::VoltADS = Features::Aimbot::VoltADS;\n\t\t\tConfig::Aimbot::VoltClosestHitbox = Features::Aimbot::VoltClosestHitbox;\n\t\t\tConfig::Aimbot::VoltHitbox = Features::Aimbot::VoltHitbox;\n\t\t\tConfig::Aimbot::VoltSpeed = Features::Aimbot::VoltSpeed;\n\t\t\tConfig::Aimbot::VoltHipfireSmooth = Features::Aimbot::VoltHipfireSmooth;\n\t\t\tConfig::Aimbot::VoltADSSmooth = Features::Aimbot::VoltADSSmooth;\n\t\t\tConfig::Aimbot::VoltSmoothingMethod = Features::Aimbot::VoltSmoothingMethod;\n\t\t\tConfig::Aimbot::VoltMinHipfireSmooth = Features::Aimbot::VoltMinHipfireSmooth;\n\t\t\tConfig::Aimbot::VoltMaxHipfireSmooth = Features::Aimbot::VoltMaxHipfireSmooth;\n\t\t\tConfig::Aimbot::VoltMinADSSmooth = Features::Aimbot::VoltMinADSSmooth;\n\t\t\tConfig::Aimbot::VoltMaxADSSmooth = Features::Aimbot::VoltMaxADSSmooth;\n\t\t\tConfig::Aimbot::VoltMinHipfireSmooth1 = Features::Aimbot::VoltMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::VoltMaxHipfireSmooth1 = Features::Aimbot::VoltMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::VoltMinADSSmooth1 = Features::Aimbot::VoltMinADSSmooth1;\n\t\t\tConfig::Aimbot::VoltMaxADSSmooth1 = Features::Aimbot::VoltMaxADSSmooth1;\n\t\t\tConfig::Aimbot::VoltFOV = Features::Aimbot::VoltFOV;\n\t\t\tConfig::Aimbot::VoltZoomScale = Features::Aimbot::VoltZoomScale;\n\t\t\tConfig::Aimbot::VoltHipfireSmooth1 = Features::Aimbot::VoltHipfireSmooth1;\n\t\t\tConfig::Aimbot::VoltADSSmooth1 = Features::Aimbot::VoltADSSmooth1;\n\t\t\tConfig::Aimbot::VoltExtraSmooth1 = Features::Aimbot::VoltExtraSmooth1;\n\t\t\tConfig::Aimbot::VoltDeadzone = Features::Aimbot::VoltDeadzone;\n\t\t\tConfig::Aimbot::VoltFOV1 = Features::Aimbot::VoltFOV1;\n\t\t\tConfig::Aimbot::VoltMinDistance1 = Features::Aimbot::VoltMinDistance1;\n\t\t\tConfig::Aimbot::VoltMaxDistance1 = Features::Aimbot::VoltMaxDistance1;\n\t\t\tConfig::Aimbot::NemesisFire = Features::Aimbot::NemesisFire;\n\t\t\tConfig::Aimbot::NemesisADS = Features::Aimbot::NemesisADS;\n\t\t\tConfig::Aimbot::NemesisClosestHitbox = Features::Aimbot::NemesisClosestHitbox;\n\t\t\tConfig::Aimbot::NemesisHitbox = Features::Aimbot::NemesisHitbox;\n\t\t\tConfig::Aimbot::NemesisSpeed = Features::Aimbot::NemesisSpeed;\n\t\t\tConfig::Aimbot::NemesisHipfireSmooth = Features::Aimbot::NemesisHipfireSmooth;\n\t\t\tConfig::Aimbot::NemesisADSSmooth = Features::Aimbot::NemesisADSSmooth;\n\t\t\tConfig::Aimbot::NemesisSmoothingMethod = Features::Aimbot::NemesisSmoothingMethod;\n\t\t\tConfig::Aimbot::NemesisMinHipfireSmooth = Features::Aimbot::NemesisMinHipfireSmooth;\n\t\t\tConfig::Aimbot::NemesisMaxHipfireSmooth = Features::Aimbot::NemesisMaxHipfireSmooth;\n\t\t\tConfig::Aimbot::NemesisMinADSSmooth = Features::Aimbot::NemesisMinADSSmooth;\n\t\t\tConfig::Aimbot::NemesisMaxADSSmooth = Features::Aimbot::NemesisMaxADSSmooth;\n\t\t\tConfig::Aimbot::NemesisMinHipfireSmooth1 = Features::Aimbot::NemesisMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::NemesisMaxHipfireSmooth1 = Features::Aimbot::NemesisMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::NemesisMinADSSmooth1 = Features::Aimbot::NemesisMinADSSmooth1;\n\t\t\tConfig::Aimbot::NemesisMaxADSSmooth1 = Features::Aimbot::NemesisMaxADSSmooth1;\n\t\t\tConfig::Aimbot::NemesisFOV = Features::Aimbot::NemesisFOV;\n\t\t\tConfig::Aimbot::NemesisZoomScale = Features::Aimbot::NemesisZoomScale;\n\t\t\tConfig::Aimbot::NemesisHipfireSmooth1 = Features::Aimbot::NemesisHipfireSmooth1;\n\t\t\tConfig::Aimbot::NemesisADSSmooth1 = Features::Aimbot::NemesisADSSmooth1;\n\t\t\tConfig::Aimbot::NemesisExtraSmooth1 = Features::Aimbot::NemesisExtraSmooth1;\n\t\t\tConfig::Aimbot::NemesisDeadzone = Features::Aimbot::NemesisDeadzone;\n\t\t\tConfig::Aimbot::NemesisFOV1 = Features::Aimbot::NemesisFOV1;\n\t\t\tConfig::Aimbot::NemesisMinDistance1 = Features::Aimbot::NemesisMinDistance1;\n\t\t\tConfig::Aimbot::NemesisMaxDistance1 = Features::Aimbot::NemesisMaxDistance1;\n\t\t\tConfig::Aimbot::MozambiqueFire = Features::Aimbot::MozambiqueFire;\n\t\t\tConfig::Aimbot::MozambiqueADS = Features::Aimbot::MozambiqueADS;\n\t\t\tConfig::Aimbot::MozambiqueClosestHitbox = Features::Aimbot::MozambiqueClosestHitbox;\n\t\t\tConfig::Aimbot::MozambiqueHitbox = Features::Aimbot::MozambiqueHitbox;\n\t\t\tConfig::Aimbot::MozambiqueSpeed = Features::Aimbot::MozambiqueSpeed;\n\t\t\tConfig::Aimbot::MozambiqueHipfireSmooth = Features::Aimbot::MozambiqueHipfireSmooth;\n\t\t\tConfig::Aimbot::MozambiqueADSSmooth = Features::Aimbot::MozambiqueADSSmooth;\n\t\t\tConfig::Aimbot::MozambiqueSmoothingMethod = Features::Aimbot::MozambiqueSmoothingMethod;\n\t\t\tConfig::Aimbot::MozambiqueMinHipfireSmooth = Features::Aimbot::MozambiqueMinHipfireSmooth;\n\t\t\tConfig::Aimbot::MozambiqueMaxHipfireSmooth = Features::Aimbot::MozambiqueMaxHipfireSmooth;\n\t\t\tConfig::Aimbot::MozambiqueMinADSSmooth = Features::Aimbot::MozambiqueMinADSSmooth;\n\t\t\tConfig::Aimbot::MozambiqueMaxADSSmooth = Features::Aimbot::MozambiqueMaxADSSmooth;\n\t\t\tConfig::Aimbot::MozambiqueMinHipfireSmooth1 = Features::Aimbot::MozambiqueMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::MozambiqueMaxHipfireSmooth1 = Features::Aimbot::MozambiqueMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::MozambiqueMinADSSmooth1 = Features::Aimbot::MozambiqueMinADSSmooth1;\n\t\t\tConfig::Aimbot::MozambiqueMaxADSSmooth1 = Features::Aimbot::MozambiqueMaxADSSmooth1;\n\t\t\tConfig::Aimbot::MozambiqueFOV = Features::Aimbot::MozambiqueFOV;\n\t\t\tConfig::Aimbot::MozambiqueZoomScale = Features::Aimbot::MozambiqueZoomScale;\n\t\t\tConfig::Aimbot::MozambiqueHipfireSmooth1 = Features::Aimbot::MozambiqueHipfireSmooth1;\n\t\t\tConfig::Aimbot::MozambiqueADSSmooth1 = Features::Aimbot::MozambiqueADSSmooth1;\n\t\t\tConfig::Aimbot::MozambiqueExtraSmooth1 = Features::Aimbot::MozambiqueExtraSmooth1;\n\t\t\tConfig::Aimbot::MozambiqueDeadzone = Features::Aimbot::MozambiqueDeadzone;\n\t\t\tConfig::Aimbot::MozambiqueFOV1 = Features::Aimbot::MozambiqueFOV1;\n\t\t\tConfig::Aimbot::MozambiqueMinDistance1 = Features::Aimbot::MozambiqueMinDistance1;\n\t\t\tConfig::Aimbot::MozambiqueMaxDistance1 = Features::Aimbot::MozambiqueMaxDistance1;\n\t\t\tConfig::Aimbot::PeacekeeperFire = Features::Aimbot::PeacekeeperFire;\n\t\t\tConfig::Aimbot::PeacekeeperADS = Features::Aimbot::PeacekeeperADS;\n\t\t\tConfig::Aimbot::PeacekeeperClosestHitbox = Features::Aimbot::PeacekeeperClosestHitbox;\n\t\t\tConfig::Aimbot::PeacekeeperHitbox = Features::Aimbot::PeacekeeperHitbox;\n\t\t\tConfig::Aimbot::PeacekeeperSpeed = Features::Aimbot::PeacekeeperSpeed;\n\t\t\tConfig::Aimbot::PeacekeeperHipfireSmooth = Features::Aimbot::PeacekeeperHipfireSmooth;\n\t\t\tConfig::Aimbot::PeacekeeperADSSmooth = Features::Aimbot::PeacekeeperADSSmooth;\n\t\t\tConfig::Aimbot::PeacekeeperSmoothingMethod = Features::Aimbot::PeacekeeperSmoothingMethod;\n\t\t\tConfig::Aimbot::PeacekeeperMinHipfireSmooth = Features::Aimbot::PeacekeeperMinHipfireSmooth;\n\t\t\tConfig::Aimbot::PeacekeeperMaxHipfireSmooth = Features::Aimbot::PeacekeeperMaxHipfireSmooth;\n\t\t\tConfig::Aimbot::PeacekeeperMinADSSmooth = Features::Aimbot::PeacekeeperMinADSSmooth;\n\t\t\tConfig::Aimbot::PeacekeeperMaxADSSmooth = Features::Aimbot::PeacekeeperMaxADSSmooth;\n\t\t\tConfig::Aimbot::PeacekeeperMinHipfireSmooth1 = Features::Aimbot::PeacekeeperMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::PeacekeeperMaxHipfireSmooth1 = Features::Aimbot::PeacekeeperMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::PeacekeeperMinADSSmooth1 = Features::Aimbot::PeacekeeperMinADSSmooth1;\n\t\t\tConfig::Aimbot::PeacekeeperMaxADSSmooth1 = Features::Aimbot::PeacekeeperMaxADSSmooth1;\n\t\t\tConfig::Aimbot::PeacekeeperFOV = Features::Aimbot::PeacekeeperFOV;\n\t\t\tConfig::Aimbot::PeacekeeperZoomScale = Features::Aimbot::PeacekeeperZoomScale;\n\t\t\tConfig::Aimbot::PeacekeeperHipfireSmooth1 = Features::Aimbot::PeacekeeperHipfireSmooth1;\n\t\t\tConfig::Aimbot::PeacekeeperADSSmooth1 = Features::Aimbot::PeacekeeperADSSmooth1;\n\t\t\tConfig::Aimbot::PeacekeeperExtraSmooth1 = Features::Aimbot::PeacekeeperExtraSmooth1;\n\t\t\tConfig::Aimbot::PeacekeeperDeadzone = Features::Aimbot::PeacekeeperDeadzone;\n\t\t\tConfig::Aimbot::PeacekeeperFOV1 = Features::Aimbot::PeacekeeperFOV1;\n\t\t\tConfig::Aimbot::PeacekeeperMinDistance1 = Features::Aimbot::PeacekeeperMinDistance1;\n\t\t\tConfig::Aimbot::PeacekeeperMaxDistance1 = Features::Aimbot::PeacekeeperMaxDistance1;\n\t\t\tConfig::Aimbot::MastiffFire = Features::Aimbot::MastiffFire;\n\t\t\tConfig::Aimbot::MastiffADS = Features::Aimbot::MastiffADS;\n\t\t\tConfig::Aimbot::MastiffClosestHitbox = Features::Aimbot::MastiffClosestHitbox;\n\t\t\tConfig::Aimbot::MastiffHitbox = Features::Aimbot::MastiffHitbox;\n\t\t\tConfig::Aimbot::MastiffSpeed = Features::Aimbot::MastiffSpeed;\n\t\t\tConfig::Aimbot::MastiffHipfireSmooth = Features::Aimbot::MastiffHipfireSmooth;\n\t\t\tConfig::Aimbot::MastiffADSSmooth = Features::Aimbot::MastiffADSSmooth;\n\t\t\tConfig::Aimbot::MastiffSmoothingMethod = Features::Aimbot::MastiffSmoothingMethod;\n\t\t\tConfig::Aimbot::MastiffMinHipfireSmooth = Features::Aimbot::MastiffMinHipfireSmooth;\n\t\t\tConfig::Aimbot::MastiffMaxHipfireSmooth = Features::Aimbot::MastiffMaxHipfireSmooth;\n\t\t\tConfig::Aimbot::MastiffMinADSSmooth = Features::Aimbot::MastiffMinADSSmooth;\n\t\t\tConfig::Aimbot::MastiffMaxADSSmooth = Features::Aimbot::MastiffMaxADSSmooth;\n\t\t\tConfig::Aimbot::MastiffMinHipfireSmooth1 = Features::Aimbot::MastiffMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::MastiffMaxHipfireSmooth1 = Features::Aimbot::MastiffMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::MastiffMinADSSmooth1 = Features::Aimbot::MastiffMinADSSmooth1;\n\t\t\tConfig::Aimbot::MastiffMaxADSSmooth1 = Features::Aimbot::MastiffMaxADSSmooth1;\n\t\t\tConfig::Aimbot::MastiffFOV = Features::Aimbot::MastiffFOV;\n\t\t\tConfig::Aimbot::MastiffZoomScale = Features::Aimbot::MastiffZoomScale;\n\t\t\tConfig::Aimbot::MastiffHipfireSmooth1 = Features::Aimbot::MastiffHipfireSmooth1;\n\t\t\tConfig::Aimbot::MastiffADSSmooth1 = Features::Aimbot::MastiffADSSmooth1;\n\t\t\tConfig::Aimbot::MastiffExtraSmooth1 = Features::Aimbot::MastiffExtraSmooth1;\n\t\t\tConfig::Aimbot::MastiffDeadzone = Features::Aimbot::MastiffDeadzone;\n\t\t\tConfig::Aimbot::MastiffFOV1 = Features::Aimbot::MastiffFOV1;\n\t\t\tConfig::Aimbot::MastiffMinDistance1 = Features::Aimbot::MastiffMinDistance1;\n\t\t\tConfig::Aimbot::MastiffMaxDistance1 = Features::Aimbot::MastiffMaxDistance1;\n\t\t\tConfig::Aimbot::LongbowFire = Features::Aimbot::LongbowFire;\n\t\t\tConfig::Aimbot::LongbowADS = Features::Aimbot::LongbowADS;\n\t\t\tConfig::Aimbot::LongbowClosestHitbox = Features::Aimbot::LongbowClosestHitbox;\n\t\t\tConfig::Aimbot::LongbowHitbox = Features::Aimbot::LongbowHitbox;\n\t\t\tConfig::Aimbot::LongbowSpeed = Features::Aimbot::LongbowSpeed;\n\t\t\tConfig::Aimbot::LongbowHipfireSmooth = Features::Aimbot::LongbowHipfireSmooth;\n\t\t\tConfig::Aimbot::LongbowADSSmooth = Features::Aimbot::LongbowADSSmooth;\n\t\t\tConfig::Aimbot::LongbowSmoothingMethod = Features::Aimbot::LongbowSmoothingMethod;\n\t\t\tConfig::Aimbot::LongbowMinHipfireSmooth = Features::Aimbot::LongbowMinHipfireSmooth;\n\t\t\tConfig::Aimbot::LongbowMaxHipfireSmooth = Features::Aimbot::LongbowMaxHipfireSmooth;\n\t\t\tConfig::Aimbot::LongbowMinADSSmooth = Features::Aimbot::LongbowMinADSSmooth;\n\t\t\tConfig::Aimbot::LongbowMaxADSSmooth = Features::Aimbot::LongbowMaxADSSmooth;\n\t\t\tConfig::Aimbot::LongbowMinHipfireSmooth1 = Features::Aimbot::LongbowMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::LongbowMaxHipfireSmooth1 = Features::Aimbot::LongbowMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::LongbowMinADSSmooth1 = Features::Aimbot::LongbowMinADSSmooth1;\n\t\t\tConfig::Aimbot::LongbowMaxADSSmooth1 = Features::Aimbot::LongbowMaxADSSmooth1;\n\t\t\tConfig::Aimbot::LongbowFOV = Features::Aimbot::LongbowFOV;\n\t\t\tConfig::Aimbot::LongbowZoomScale = Features::Aimbot::LongbowZoomScale;\n\t\t\tConfig::Aimbot::LongbowHipfireSmooth1 = Features::Aimbot::LongbowHipfireSmooth1;\n\t\t\tConfig::Aimbot::LongbowADSSmooth1 = Features::Aimbot::LongbowADSSmooth1;\n\t\t\tConfig::Aimbot::LongbowExtraSmooth1 = Features::Aimbot::LongbowExtraSmooth1;\n\t\t\tConfig::Aimbot::LongbowDeadzone = Features::Aimbot::LongbowDeadzone;\n\t\t\tConfig::Aimbot::LongbowFOV1 = Features::Aimbot::LongbowFOV1;\n\t\t\tConfig::Aimbot::LongbowMinDistance1 = Features::Aimbot::LongbowMinDistance1;\n\t\t\tConfig::Aimbot::LongbowMaxDistance1 = Features::Aimbot::LongbowMaxDistance1;\n\t\t\tConfig::Aimbot::ChargeRifleFire = Features::Aimbot::ChargeRifleFire;\n\t\t\tConfig::Aimbot::ChargeRifleADS = Features::Aimbot::ChargeRifleADS;\n\t\t\tConfig::Aimbot::ChargeRifleClosestHitbox = Features::Aimbot::ChargeRifleClosestHitbox;\n\t\t\tConfig::Aimbot::ChargeRifleHitbox = Features::Aimbot::ChargeRifleHitbox;\n\t\t\tConfig::Aimbot::ChargeRifleSpeed = Features::Aimbot::ChargeRifleSpeed;\n\t\t\tConfig::Aimbot::ChargeRifleHipfireSmooth = Features::Aimbot::ChargeRifleHipfireSmooth;\n\t\t\tConfig::Aimbot::ChargeRifleADSSmooth = Features::Aimbot::ChargeRifleADSSmooth;\n\t\t\tConfig::Aimbot::ChargeRifleSmoothingMethod = Features::Aimbot::ChargeRifleSmoothingMethod;\n\t\t\tConfig::Aimbot::ChargeRifleMinHipfireSmooth = Features::Aimbot::ChargeRifleMinHipfireSmooth;\n\t\t\tConfig::Aimbot::ChargeRifleMaxHipfireSmooth = Features::Aimbot::ChargeRifleMaxHipfireSmooth;\n\t\t\tConfig::Aimbot::ChargeRifleMinADSSmooth = Features::Aimbot::ChargeRifleMinADSSmooth;\n\t\t\tConfig::Aimbot::ChargeRifleMaxADSSmooth = Features::Aimbot::ChargeRifleMaxADSSmooth;\n\t\t\tConfig::Aimbot::ChargeRifleMinHipfireSmooth1 = Features::Aimbot::ChargeRifleMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::ChargeRifleMaxHipfireSmooth1 = Features::Aimbot::ChargeRifleMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::ChargeRifleMinADSSmooth1 = Features::Aimbot::ChargeRifleMinADSSmooth1;\n\t\t\tConfig::Aimbot::ChargeRifleMaxADSSmooth1 = Features::Aimbot::ChargeRifleMaxADSSmooth1;\n\t\t\tConfig::Aimbot::ChargeRifleFOV = Features::Aimbot::ChargeRifleFOV;\n\t\t\tConfig::Aimbot::ChargeRifleZoomScale = Features::Aimbot::ChargeRifleZoomScale;\n\t\t\tConfig::Aimbot::ChargeRifleHipfireSmooth1 = Features::Aimbot::ChargeRifleHipfireSmooth1;\n\t\t\tConfig::Aimbot::ChargeRifleADSSmooth1 = Features::Aimbot::ChargeRifleADSSmooth1;\n\t\t\tConfig::Aimbot::ChargeRifleExtraSmooth1 = Features::Aimbot::ChargeRifleExtraSmooth1;\n\t\t\tConfig::Aimbot::ChargeRifleDeadzone = Features::Aimbot::ChargeRifleDeadzone;\n\t\t\tConfig::Aimbot::ChargeRifleFOV1 = Features::Aimbot::ChargeRifleFOV1;\n\t\t\tConfig::Aimbot::ChargeRifleMinDistance1 = Features::Aimbot::ChargeRifleMinDistance1;\n\t\t\tConfig::Aimbot::ChargeRifleMaxDistance1 = Features::Aimbot::ChargeRifleMaxDistance1;\n\t\t\tConfig::Aimbot::SentinelFire = Features::Aimbot::SentinelFire;\n\t\t\tConfig::Aimbot::SentinelADS = Features::Aimbot::SentinelADS;\n\t\t\tConfig::Aimbot::SentinelClosestHitbox = Features::Aimbot::SentinelClosestHitbox;\n\t\t\tConfig::Aimbot::SentinelHitbox = Features::Aimbot::SentinelHitbox;\n\t\t\tConfig::Aimbot::SentinelSpeed = Features::Aimbot::SentinelSpeed;\n\t\t\tConfig::Aimbot::SentinelHipfireSmooth = Features::Aimbot::SentinelHipfireSmooth;\n\t\t\tConfig::Aimbot::SentinelADSSmooth = Features::Aimbot::SentinelADSSmooth;\n\t\t\tConfig::Aimbot::SentinelSmoothingMethod = Features::Aimbot::SentinelSmoothingMethod;\n\t\t\tConfig::Aimbot::SentinelMinHipfireSmooth = Features::Aimbot::SentinelMinHipfireSmooth;\n\t\t\tConfig::Aimbot::SentinelMaxHipfireSmooth = Features::Aimbot::SentinelMaxHipfireSmooth;\n\t\t\tConfig::Aimbot::SentinelMinADSSmooth = Features::Aimbot::SentinelMinADSSmooth;\n\t\t\tConfig::Aimbot::SentinelMaxADSSmooth = Features::Aimbot::SentinelMaxADSSmooth;\n\t\t\tConfig::Aimbot::SentinelMinHipfireSmooth1 = Features::Aimbot::SentinelMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::SentinelMaxHipfireSmooth1 = Features::Aimbot::SentinelMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::SentinelMinADSSmooth1 = Features::Aimbot::SentinelMinADSSmooth1;\n\t\t\tConfig::Aimbot::SentinelMaxADSSmooth1 = Features::Aimbot::SentinelMaxADSSmooth1;\n\t\t\tConfig::Aimbot::SentinelFOV = Features::Aimbot::SentinelFOV;\n\t\t\tConfig::Aimbot::SentinelZoomScale = Features::Aimbot::SentinelZoomScale;\n\t\t\tConfig::Aimbot::SentinelHipfireSmooth1 = Features::Aimbot::SentinelHipfireSmooth1;\n\t\t\tConfig::Aimbot::SentinelADSSmooth1 = Features::Aimbot::SentinelADSSmooth1;\n\t\t\tConfig::Aimbot::SentinelExtraSmooth1 = Features::Aimbot::SentinelExtraSmooth1;\n\t\t\tConfig::Aimbot::SentinelDeadzone = Features::Aimbot::SentinelDeadzone;\n\t\t\tConfig::Aimbot::SentinelFOV1 = Features::Aimbot::SentinelFOV1;\n\t\t\tConfig::Aimbot::SentinelMinDistance1 = Features::Aimbot::SentinelMinDistance1;\n\t\t\tConfig::Aimbot::SentinelMaxDistance1 = Features::Aimbot::SentinelMaxDistance1;\n\t\t\tConfig::Aimbot::WingmanFire = Features::Aimbot::WingmanFire;\n\t\t\tConfig::Aimbot::WingmanADS = Features::Aimbot::WingmanADS;\n\t\t\tConfig::Aimbot::WingmanClosestHitbox = Features::Aimbot::WingmanClosestHitbox;\n\t\t\tConfig::Aimbot::WingmanHitbox = Features::Aimbot::WingmanHitbox;\n\t\t\tConfig::Aimbot::WingmanSpeed = Features::Aimbot::WingmanSpeed;\n\t\t\tConfig::Aimbot::WingmanHipfireSmooth = Features::Aimbot::WingmanHipfireSmooth;\n\t\t\tConfig::Aimbot::WingmanADSSmooth = Features::Aimbot::WingmanADSSmooth;\n\t\t\tConfig::Aimbot::WingmanSmoothingMethod = Features::Aimbot::WingmanSmoothingMethod;\n\t\t\tConfig::Aimbot::WingmanMinHipfireSmooth = Features::Aimbot::WingmanMinHipfireSmooth;\n\t\t\tConfig::Aimbot::WingmanMaxHipfireSmooth = Features::Aimbot::WingmanMaxHipfireSmooth;\n\t\t\tConfig::Aimbot::WingmanMinADSSmooth = Features::Aimbot::WingmanMinADSSmooth;\n\t\t\tConfig::Aimbot::WingmanMaxADSSmooth = Features::Aimbot::WingmanMaxADSSmooth;\n\t\t\tConfig::Aimbot::WingmanMinHipfireSmooth1 = Features::Aimbot::WingmanMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::WingmanMaxHipfireSmooth1 = Features::Aimbot::WingmanMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::WingmanMinADSSmooth1 = Features::Aimbot::WingmanMinADSSmooth1;\n\t\t\tConfig::Aimbot::WingmanMaxADSSmooth1 = Features::Aimbot::WingmanMaxADSSmooth1;\n\t\t\tConfig::Aimbot::WingmanFOV = Features::Aimbot::WingmanFOV;\n\t\t\tConfig::Aimbot::WingmanZoomScale = Features::Aimbot::WingmanZoomScale;\n\t\t\tConfig::Aimbot::WingmanHipfireSmooth1 = Features::Aimbot::WingmanHipfireSmooth1;\n\t\t\tConfig::Aimbot::WingmanADSSmooth1 = Features::Aimbot::WingmanADSSmooth1;\n\t\t\tConfig::Aimbot::WingmanExtraSmooth1 = Features::Aimbot::WingmanExtraSmooth1;\n\t\t\tConfig::Aimbot::WingmanDeadzone = Features::Aimbot::WingmanDeadzone;\n\t\t\tConfig::Aimbot::WingmanFOV1 = Features::Aimbot::WingmanFOV1;\n\t\t\tConfig::Aimbot::WingmanMinDistance1 = Features::Aimbot::WingmanMinDistance1;\n\t\t\tConfig::Aimbot::WingmanMaxDistance1 = Features::Aimbot::WingmanMaxDistance1;\n\t\t\tConfig::Aimbot::EVA8Fire = Features::Aimbot::EVA8Fire;\n\t\t\tConfig::Aimbot::EVA8ADS = Features::Aimbot::EVA8ADS;\n\t\t\tConfig::Aimbot::EVA8ClosestHitbox = Features::Aimbot::EVA8ClosestHitbox;\n\t\t\tConfig::Aimbot::EVA8Hitbox = Features::Aimbot::EVA8Hitbox;\n\t\t\tConfig::Aimbot::EVA8Speed = Features::Aimbot::EVA8Speed;\n\t\t\tConfig::Aimbot::EVA8HipfireSmooth = Features::Aimbot::EVA8HipfireSmooth;\n\t\t\tConfig::Aimbot::EVA8ADSSmooth = Features::Aimbot::EVA8ADSSmooth;\n\t\t\tConfig::Aimbot::EVA8SmoothingMethod = Features::Aimbot::EVA8SmoothingMethod;\n\t\t\tConfig::Aimbot::EVA8MinHipfireSmooth = Features::Aimbot::EVA8MinHipfireSmooth;\n\t\t\tConfig::Aimbot::EVA8MaxHipfireSmooth = Features::Aimbot::EVA8MaxHipfireSmooth;\n\t\t\tConfig::Aimbot::EVA8MinADSSmooth = Features::Aimbot::EVA8MinADSSmooth;\n\t\t\tConfig::Aimbot::EVA8MaxADSSmooth = Features::Aimbot::EVA8MaxADSSmooth;\n\t\t\tConfig::Aimbot::EVA8MinHipfireSmooth1 = Features::Aimbot::EVA8MinHipfireSmooth1;\n\t\t\tConfig::Aimbot::EVA8MaxHipfireSmooth1 = Features::Aimbot::EVA8MaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::EVA8MinADSSmooth1 = Features::Aimbot::EVA8MinADSSmooth1;\n\t\t\tConfig::Aimbot::EVA8MaxADSSmooth1 = Features::Aimbot::EVA8MaxADSSmooth1;\n\t\t\tConfig::Aimbot::EVA8FOV = Features::Aimbot::EVA8FOV;\n\t\t\tConfig::Aimbot::EVA8ZoomScale = Features::Aimbot::EVA8ZoomScale;\n\t\t\tConfig::Aimbot::EVA8HipfireSmooth1 = Features::Aimbot::EVA8HipfireSmooth1;\n\t\t\tConfig::Aimbot::EVA8ADSSmooth1 = Features::Aimbot::EVA8ADSSmooth1;\n\t\t\tConfig::Aimbot::EVA8ExtraSmooth1 = Features::Aimbot::EVA8ExtraSmooth1;\n\t\t\tConfig::Aimbot::EVA8Deadzone = Features::Aimbot::EVA8Deadzone;\n\t\t\tConfig::Aimbot::EVA8FOV1 = Features::Aimbot::EVA8FOV1;\n\t\t\tConfig::Aimbot::EVA8MinDistance1 = Features::Aimbot::EVA8MinDistance1;\n\t\t\tConfig::Aimbot::EVA8MaxDistance1 = Features::Aimbot::EVA8MaxDistance1;\n\t\t\tConfig::Aimbot::BocekFire = Features::Aimbot::BocekFire;\n\t\t\tConfig::Aimbot::BocekADS = Features::Aimbot::BocekADS;\n\t\t\tConfig::Aimbot::BocekClosestHitbox = Features::Aimbot::BocekClosestHitbox;\n\t\t\tConfig::Aimbot::BocekHitbox = Features::Aimbot::BocekHitbox;\n\t\t\tConfig::Aimbot::BocekSpeed = Features::Aimbot::BocekSpeed;\n\t\t\tConfig::Aimbot::BocekHipfireSmooth = Features::Aimbot::BocekHipfireSmooth;\n\t\t\tConfig::Aimbot::BocekADSSmooth = Features::Aimbot::BocekADSSmooth;\n\t\t\tConfig::Aimbot::BocekSmoothingMethod = Features::Aimbot::BocekSmoothingMethod;\n\t\t\tConfig::Aimbot::BocekMinHipfireSmooth = Features::Aimbot::BocekMinHipfireSmooth;\n\t\t\tConfig::Aimbot::BocekMaxHipfireSmooth = Features::Aimbot::BocekMaxHipfireSmooth;\n\t\t\tConfig::Aimbot::BocekMinADSSmooth = Features::Aimbot::BocekMinADSSmooth;\n\t\t\tConfig::Aimbot::BocekMaxADSSmooth = Features::Aimbot::BocekMaxADSSmooth;\n\t\t\tConfig::Aimbot::BocekMinHipfireSmooth1 = Features::Aimbot::BocekMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::BocekMaxHipfireSmooth1 = Features::Aimbot::BocekMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::BocekMinADSSmooth1 = Features::Aimbot::BocekMinADSSmooth1;\n\t\t\tConfig::Aimbot::BocekMaxADSSmooth1 = Features::Aimbot::BocekMaxADSSmooth1;\n\t\t\tConfig::Aimbot::BocekFOV = Features::Aimbot::BocekFOV;\n\t\t\tConfig::Aimbot::BocekZoomScale = Features::Aimbot::BocekZoomScale;\n\t\t\tConfig::Aimbot::BocekHipfireSmooth1 = Features::Aimbot::BocekHipfireSmooth1;\n\t\t\tConfig::Aimbot::BocekADSSmooth1 = Features::Aimbot::BocekADSSmooth1;\n\t\t\tConfig::Aimbot::BocekExtraSmooth1 = Features::Aimbot::BocekExtraSmooth1;\n\t\t\tConfig::Aimbot::BocekDeadzone = Features::Aimbot::BocekDeadzone;\n\t\t\tConfig::Aimbot::BocekFOV1 = Features::Aimbot::BocekFOV1;\n\t\t\tConfig::Aimbot::BocekMinDistance1 = Features::Aimbot::BocekMinDistance1;\n\t\t\tConfig::Aimbot::BocekMaxDistance1 = Features::Aimbot::BocekMaxDistance1;\n\t\t\tConfig::Aimbot::KraberFire = Features::Aimbot::KraberFire;\n\t\t\tConfig::Aimbot::KraberADS = Features::Aimbot::KraberADS;\n\t\t\tConfig::Aimbot::KraberClosestHitbox = Features::Aimbot::KraberClosestHitbox;\n\t\t\tConfig::Aimbot::KraberHitbox = Features::Aimbot::KraberHitbox;\n\t\t\tConfig::Aimbot::KraberSpeed = Features::Aimbot::KraberSpeed;\n\t\t\tConfig::Aimbot::KraberHipfireSmooth = Features::Aimbot::KraberHipfireSmooth;\n\t\t\tConfig::Aimbot::KraberADSSmooth = Features::Aimbot::KraberADSSmooth;\n\t\t\tConfig::Aimbot::KraberSmoothingMethod = Features::Aimbot::KraberSmoothingMethod;\n\t\t\tConfig::Aimbot::KraberMinHipfireSmooth = Features::Aimbot::KraberMinHipfireSmooth;\n\t\t\tConfig::Aimbot::KraberMaxHipfireSmooth = Features::Aimbot::KraberMaxHipfireSmooth;\n\t\t\tConfig::Aimbot::KraberMinADSSmooth = Features::Aimbot::KraberMinADSSmooth;\n\t\t\tConfig::Aimbot::KraberMaxADSSmooth = Features::Aimbot::KraberMaxADSSmooth;\n\t\t\tConfig::Aimbot::KraberMinHipfireSmooth1 = Features::Aimbot::KraberMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::KraberMaxHipfireSmooth1 = Features::Aimbot::KraberMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::KraberMinADSSmooth1 = Features::Aimbot::KraberMinADSSmooth1;\n\t\t\tConfig::Aimbot::KraberMaxADSSmooth1 = Features::Aimbot::KraberMaxADSSmooth1;\n\t\t\tConfig::Aimbot::KraberFOV = Features::Aimbot::KraberFOV;\n\t\t\tConfig::Aimbot::KraberZoomScale = Features::Aimbot::KraberZoomScale;\n\t\t\tConfig::Aimbot::KraberHipfireSmooth1 = Features::Aimbot::KraberHipfireSmooth1;\n\t\t\tConfig::Aimbot::KraberADSSmooth1 = Features::Aimbot::KraberADSSmooth1;\n\t\t\tConfig::Aimbot::KraberExtraSmooth1 = Features::Aimbot::KraberExtraSmooth1;\n\t\t\tConfig::Aimbot::KraberDeadzone = Features::Aimbot::KraberDeadzone;\n\t\t\tConfig::Aimbot::KraberFOV1 = Features::Aimbot::KraberFOV1;\n\t\t\tConfig::Aimbot::KraberMinDistance1 = Features::Aimbot::KraberMinDistance1;\n\t\t\tConfig::Aimbot::KraberMaxDistance1 = Features::Aimbot::KraberMaxDistance1;\n\t\t\tConfig::Aimbot::ThrowingKnifeFire = Features::Aimbot::ThrowingKnifeFire;\n\t\t\tConfig::Aimbot::ThrowingKnifeADS = Features::Aimbot::ThrowingKnifeADS;\n\t\t\tConfig::Aimbot::ThrowingKnifeClosestHitbox = Features::Aimbot::ThrowingKnifeClosestHitbox;\n\t\t\tConfig::Aimbot::ThrowingKnifeHitbox = Features::Aimbot::ThrowingKnifeHitbox;\n\t\t\tConfig::Aimbot::ThrowingKnifeSpeed = Features::Aimbot::ThrowingKnifeSpeed;\n\t\t\tConfig::Aimbot::ThrowingKnifeHipfireSmooth = Features::Aimbot::ThrowingKnifeHipfireSmooth;\n\t\t\tConfig::Aimbot::ThrowingKnifeADSSmooth = Features::Aimbot::ThrowingKnifeADSSmooth;\n\t\t\tConfig::Aimbot::ThrowingKnifeSmoothingMethod = Features::Aimbot::ThrowingKnifeSmoothingMethod;\n\t\t\tConfig::Aimbot::ThrowingKnifeMinHipfireSmooth = Features::Aimbot::ThrowingKnifeMinHipfireSmooth;\n\t\t\tConfig::Aimbot::ThrowingKnifeMaxHipfireSmooth = Features::Aimbot::ThrowingKnifeMaxHipfireSmooth;\n\t\t\tConfig::Aimbot::ThrowingKnifeMinADSSmooth = Features::Aimbot::ThrowingKnifeMinADSSmooth;\n\t\t\tConfig::Aimbot::ThrowingKnifeMaxADSSmooth = Features::Aimbot::ThrowingKnifeMaxADSSmooth;\n\t\t\tConfig::Aimbot::ThrowingKnifeMinHipfireSmooth1 = Features::Aimbot::ThrowingKnifeMinHipfireSmooth1;\n\t\t\tConfig::Aimbot::ThrowingKnifeMaxHipfireSmooth1 = Features::Aimbot::ThrowingKnifeMaxHipfireSmooth1;\n\t\t\tConfig::Aimbot::ThrowingKnifeMinADSSmooth1 = Features::Aimbot::ThrowingKnifeMinADSSmooth1;\n\t\t\tConfig::Aimbot::ThrowingKnifeMaxADSSmooth1 = Features::Aimbot::ThrowingKnifeMaxADSSmooth1;\n\t\t\tConfig::Aimbot::ThrowingKnifeFOV = Features::Aimbot::ThrowingKnifeFOV;\n\t\t\tConfig::Aimbot::ThrowingKnifeZoomScale = Features::Aimbot::ThrowingKnifeZoomScale;\n\t\t\tConfig::Aimbot::ThrowingKnifeHipfireSmooth1 = Features::Aimbot::ThrowingKnifeHipfireSmooth1;\n\t\t\tConfig::Aimbot::ThrowingKnifeADSSmooth1 = Features::Aimbot::ThrowingKnifeADSSmooth1;\n\t\t\tConfig::Aimbot::ThrowingKnifeExtraSmooth1 = Features::Aimbot::ThrowingKnifeExtraSmooth1;\n\t\t\tConfig::Aimbot::ThrowingKnifeDeadzone = Features::Aimbot::ThrowingKnifeDeadzone;\n\t\t\tConfig::Aimbot::ThrowingKnifeFOV1 = Features::Aimbot::ThrowingKnifeFOV1;\n\t\t\tConfig::Aimbot::ThrowingKnifeMinDistance1 = Features::Aimbot::ThrowingKnifeMinDistance1;\n\t\t\tConfig::Aimbot::ThrowingKnifeMaxDistance1 = Features::Aimbot::ThrowingKnifeMaxDistance1;\n\n\t\t\tConfig::AimbotBinds::AimBind = static_cast<int>(Features::AimbotBinds::AimBind);\n\t\t\tConfig::AimbotBinds::ExtraBind = static_cast<int>(Features::AimbotBinds::ExtraBind);\n\t\t\t// Advanced\n\t\t\tConfig::AimbotBinds::P2020AimBind = static_cast<int>(Features::AimbotBinds::P2020AimBind);\n\t\t\tConfig::AimbotBinds::P2020ExtraBind = static_cast<int>(Features::AimbotBinds::P2020ExtraBind);\n\t\t\tConfig::AimbotBinds::RE45AimBind = static_cast<int>(Features::AimbotBinds::RE45AimBind);\n\t\t\tConfig::AimbotBinds::RE45ExtraBind = static_cast<int>(Features::AimbotBinds::RE45ExtraBind);\n\t\t\tConfig::AimbotBinds::AlternatorAimBind = static_cast<int>(Features::AimbotBinds::AlternatorAimBind);\n\t\t\tConfig::AimbotBinds::AlternatorExtraBind = static_cast<int>(Features::AimbotBinds::AlternatorExtraBind);\n\t\t\tConfig::AimbotBinds::R99AimBind = static_cast<int>(Features::AimbotBinds::R99AimBind);\n\t\t\tConfig::AimbotBinds::R99ExtraBind = static_cast<int>(Features::AimbotBinds::R99ExtraBind);\n\t\t\tConfig::AimbotBinds::R301AimBind = static_cast<int>(Features::AimbotBinds::R301AimBind);\n\t\t\tConfig::AimbotBinds::R301ExtraBind = static_cast<int>(Features::AimbotBinds::R301ExtraBind);\n\t\t\tConfig::AimbotBinds::SpitfireAimBind = static_cast<int>(Features::AimbotBinds::SpitfireAimBind);\n\t\t\tConfig::AimbotBinds::SpitfireExtraBind = static_cast<int>(Features::AimbotBinds::SpitfireExtraBind);\n\t\t\tConfig::AimbotBinds::G7AimBind = static_cast<int>(Features::AimbotBinds::G7AimBind);\n\t\t\tConfig::AimbotBinds::G7ExtraBind = static_cast<int>(Features::AimbotBinds::G7ExtraBind);\n\t\t\tConfig::AimbotBinds::FlatlineAimBind = static_cast<int>(Features::AimbotBinds::FlatlineAimBind);\n\t\t\tConfig::AimbotBinds::FlatlineExtraBind = static_cast<int>(Features::AimbotBinds::FlatlineExtraBind);\n\t\t\tConfig::AimbotBinds::HemlockAimBind = static_cast<int>(Features::AimbotBinds::HemlockAimBind);\n\t\t\tConfig::AimbotBinds::HemlockExtraBind = static_cast<int>(Features::AimbotBinds::HemlockExtraBind);\n\t\t\tConfig::AimbotBinds::ProwlerAimBind = static_cast<int>(Features::AimbotBinds::ProwlerAimBind);\n\t\t\tConfig::AimbotBinds::ProwlerExtraBind = static_cast<int>(Features::AimbotBinds::ProwlerExtraBind);\n\t\t\tConfig::AimbotBinds::RepeaterAimBind = static_cast<int>(Features::AimbotBinds::RepeaterAimBind);\n\t\t\tConfig::AimbotBinds::RepeaterExtraBind = static_cast<int>(Features::AimbotBinds::RepeaterExtraBind);\n\t\t\tConfig::AimbotBinds::RampageAimBind = static_cast<int>(Features::AimbotBinds::RampageAimBind);\n\t\t\tConfig::AimbotBinds::RampageExtraBind = static_cast<int>(Features::AimbotBinds::RampageExtraBind);\n\t\t\tConfig::AimbotBinds::CARSMGAimBind = static_cast<int>(Features::AimbotBinds::CARSMGAimBind);\n\t\t\tConfig::AimbotBinds::CARSMGExtraBind = static_cast<int>(Features::AimbotBinds::CARSMGExtraBind);\n\t\t\tConfig::AimbotBinds::HavocAimBind = static_cast<int>(Features::AimbotBinds::HavocAimBind);\n\t\t\tConfig::AimbotBinds::HavocExtraBind = static_cast<int>(Features::AimbotBinds::HavocExtraBind);\n\t\t\tConfig::AimbotBinds::DevotionAimBind = static_cast<int>(Features::AimbotBinds::DevotionAimBind);\n\t\t\tConfig::AimbotBinds::DevotionExtraBind = static_cast<int>(Features::AimbotBinds::DevotionExtraBind);\n\t\t\tConfig::AimbotBinds::LSTARAimBind = static_cast<int>(Features::AimbotBinds::LSTARAimBind);\n\t\t\tConfig::AimbotBinds::LSTARExtraBind = static_cast<int>(Features::AimbotBinds::LSTARExtraBind);\n\t\t\tConfig::AimbotBinds::TripleTakeAimBind = static_cast<int>(Features::AimbotBinds::TripleTakeAimBind);\n\t\t\tConfig::AimbotBinds::TripleTakeExtraBind = static_cast<int>(Features::AimbotBinds::TripleTakeExtraBind);\n\t\t\tConfig::AimbotBinds::VoltAimBind = static_cast<int>(Features::AimbotBinds::VoltAimBind);\n\t\t\tConfig::AimbotBinds::VoltExtraBind = static_cast<int>(Features::AimbotBinds::VoltExtraBind);\n\t\t\tConfig::AimbotBinds::NemesisAimBind = static_cast<int>(Features::AimbotBinds::NemesisAimBind);\n\t\t\tConfig::AimbotBinds::NemesisExtraBind = static_cast<int>(Features::AimbotBinds::NemesisExtraBind);\n\t\t\tConfig::AimbotBinds::MozambiqueAimBind = static_cast<int>(Features::AimbotBinds::MozambiqueAimBind);\n\t\t\tConfig::AimbotBinds::MozambiqueExtraBind = static_cast<int>(Features::AimbotBinds::MozambiqueExtraBind);\n\t\t\tConfig::AimbotBinds::PeacekeeperAimBind = static_cast<int>(Features::AimbotBinds::PeacekeeperAimBind);\n\t\t\tConfig::AimbotBinds::PeacekeeperExtraBind = static_cast<int>(Features::AimbotBinds::PeacekeeperExtraBind);\n\t\t\tConfig::AimbotBinds::MastiffAimBind = static_cast<int>(Features::AimbotBinds::MastiffAimBind);\n\t\t\tConfig::AimbotBinds::MastiffExtraBind = static_cast<int>(Features::AimbotBinds::MastiffExtraBind);\n\t\t\tConfig::AimbotBinds::LongbowAimBind = static_cast<int>(Features::AimbotBinds::LongbowAimBind);\n\t\t\tConfig::AimbotBinds::LongbowExtraBind = static_cast<int>(Features::AimbotBinds::LongbowExtraBind);\n\t\t\tConfig::AimbotBinds::ChargeRifleAimBind = static_cast<int>(Features::AimbotBinds::ChargeRifleAimBind);\n\t\t\tConfig::AimbotBinds::ChargeRifleExtraBind = static_cast<int>(Features::AimbotBinds::ChargeRifleExtraBind);\n\t\t\tConfig::AimbotBinds::SentinelAimBind = static_cast<int>(Features::AimbotBinds::SentinelAimBind);\n\t\t\tConfig::AimbotBinds::SentinelExtraBind = static_cast<int>(Features::AimbotBinds::SentinelExtraBind);\n\t\t\tConfig::AimbotBinds::WingmanAimBind = static_cast<int>(Features::AimbotBinds::WingmanAimBind);\n\t\t\tConfig::AimbotBinds::WingmanExtraBind = static_cast<int>(Features::AimbotBinds::WingmanExtraBind);\n\t\t\tConfig::AimbotBinds::EVA8AimBind = static_cast<int>(Features::AimbotBinds::EVA8AimBind);\n\t\t\tConfig::AimbotBinds::EVA8ExtraBind = static_cast<int>(Features::AimbotBinds::EVA8ExtraBind);\n\t\t\tConfig::AimbotBinds::BocekAimBind = static_cast<int>(Features::AimbotBinds::BocekAimBind);\n\t\t\tConfig::AimbotBinds::BocekExtraBind = static_cast<int>(Features::AimbotBinds::BocekExtraBind);\n\t\t\tConfig::AimbotBinds::KraberAimBind = static_cast<int>(Features::AimbotBinds::KraberAimBind);\n\t\t\tConfig::AimbotBinds::KraberExtraBind = static_cast<int>(Features::AimbotBinds::KraberExtraBind);\n\t\t\tConfig::AimbotBinds::ThrowingKnifeAimBind = static_cast<int>(Features::AimbotBinds::ThrowingKnifeAimBind);\n\t\t\tConfig::AimbotBinds::ThrowingKnifeExtraBind = static_cast<int>(Features::AimbotBinds::ThrowingKnifeExtraBind);\n\n\t\t\tConfig::AimbotHitboxes::Hitbox = static_cast<int>(Features::AimbotHitboxes::Hitbox);\n\t\t\t// Advanced\n\t\t\tConfig::AimbotHitboxes::P2020Hitbox = static_cast<int>(Features::AimbotHitboxes::P2020Hitbox);\n\t\t\tConfig::AimbotHitboxes::RE45Hitbox = static_cast<int>(Features::AimbotHitboxes::RE45Hitbox);\n\t\t\tConfig::AimbotHitboxes::AlternatorHitbox = static_cast<int>(Features::AimbotHitboxes::AlternatorHitbox);\n\t\t\tConfig::AimbotHitboxes::R99Hitbox = static_cast<int>(Features::AimbotHitboxes::R99Hitbox);\n\t\t\tConfig::AimbotHitboxes::R301Hitbox = static_cast<int>(Features::AimbotHitboxes::R301Hitbox);\n\t\t\tConfig::AimbotHitboxes::SpitfireHitbox = static_cast<int>(Features::AimbotHitboxes::SpitfireHitbox);\n\t\t\tConfig::AimbotHitboxes::G7Hitbox = static_cast<int>(Features::AimbotHitboxes::G7Hitbox);\n\t\t\tConfig::AimbotHitboxes::FlatlineHitbox = static_cast<int>(Features::AimbotHitboxes::FlatlineHitbox);\n\t\t\tConfig::AimbotHitboxes::HemlockHitbox = static_cast<int>(Features::AimbotHitboxes::HemlockHitbox);\n\t\t\tConfig::AimbotHitboxes::ProwlerHitbox = static_cast<int>(Features::AimbotHitboxes::ProwlerHitbox);\n\t\t\tConfig::AimbotHitboxes::RepeaterHitbox = static_cast<int>(Features::AimbotHitboxes::RepeaterHitbox);\n\t\t\tConfig::AimbotHitboxes::RampageHitbox = static_cast<int>(Features::AimbotHitboxes::RampageHitbox);\n\t\t\tConfig::AimbotHitboxes::CARSMGHitbox = static_cast<int>(Features::AimbotHitboxes::CARSMGHitbox);\n\t\t\tConfig::AimbotHitboxes::HavocHitbox = static_cast<int>(Features::AimbotHitboxes::HavocHitbox);\n\t\t\tConfig::AimbotHitboxes::DevotionHitbox = static_cast<int>(Features::AimbotHitboxes::DevotionHitbox);\n\t\t\tConfig::AimbotHitboxes::LSTARHitbox = static_cast<int>(Features::AimbotHitboxes::LSTARHitbox);\n\t\t\tConfig::AimbotHitboxes::TripleTakeHitbox = static_cast<int>(Features::AimbotHitboxes::TripleTakeHitbox);\n\t\t\tConfig::AimbotHitboxes::VoltHitbox = static_cast<int>(Features::AimbotHitboxes::VoltHitbox);\n\t\t\tConfig::AimbotHitboxes::NemesisHitbox = static_cast<int>(Features::AimbotHitboxes::NemesisHitbox);\n\t\t\tConfig::AimbotHitboxes::MozambiqueHitbox = static_cast<int>(Features::AimbotHitboxes::MozambiqueHitbox);\n\t\t\tConfig::AimbotHitboxes::PeacekeeperHitbox = static_cast<int>(Features::AimbotHitboxes::PeacekeeperHitbox);\n\t\t\tConfig::AimbotHitboxes::MastiffHitbox = static_cast<int>(Features::AimbotHitboxes::MastiffHitbox);\n\t\t\tConfig::AimbotHitboxes::LongbowHitbox = static_cast<int>(Features::AimbotHitboxes::LongbowHitbox);\n\t\t\tConfig::AimbotHitboxes::ChargeRifleHitbox = static_cast<int>(Features::AimbotHitboxes::ChargeRifleHitbox);\n\t\t\tConfig::AimbotHitboxes::SentinelHitbox = static_cast<int>(Features::AimbotHitboxes::SentinelHitbox);\n\t\t\tConfig::AimbotHitboxes::WingmanHitbox = static_cast<int>(Features::AimbotHitboxes::WingmanHitbox);\n\t\t\tConfig::AimbotHitboxes::EVA8Hitbox = static_cast<int>(Features::AimbotHitboxes::EVA8Hitbox);\n\t\t\tConfig::AimbotHitboxes::BocekHitbox = static_cast<int>(Features::AimbotHitboxes::BocekHitbox);\n\t\t\tConfig::AimbotHitboxes::KraberHitbox = static_cast<int>(Features::AimbotHitboxes::KraberHitbox);\n\t\t\tConfig::AimbotHitboxes::ThrowingKnifeHitbox = static_cast<int>(Features::AimbotHitboxes::ThrowingKnifeHitbox);\n\n\t\t\tConfig::RCS::RCSEnabled = Features::RCS::RCSEnabled;\n\t\t\tConfig::RCS::RCSMode = Features::RCS::RCSMode;\n\t\t\tConfig::RCS::OnADS = Features::RCS::OnADS;\n\t\t\tConfig::RCS::PitchPower = Features::RCS::PitchPower;\n\t\t\tConfig::RCS::YawPower = Features::RCS::YawPower;\n\t\t\tConfig::RCS::PitchReduction = Features::RCS::PitchReduction;\n\t\t\tConfig::RCS::YawReduction = Features::RCS::YawReduction;\n\t\t\t// Weapon Toggles\n\t\t\t// Light\n\t\t\tConfig::RCS::P2020 = Features::RCS::P2020;\n\t\t\tConfig::RCS::RE45 = Features::RCS::RE45;\n\t\t\tConfig::RCS::Alternator = Features::RCS::Alternator;\n\t\t\tConfig::RCS::R99 = Features::RCS::R99;\n\t\t\tConfig::RCS::R301 = Features::RCS::R301;\n\t\t\tConfig::RCS::Spitfire = Features::RCS::Spitfire;\n\t\t\tConfig::RCS::G7 = Features::RCS::G7;\n\t\t\t// Heavy\n\t\t\tConfig::RCS::Flatline = Features::RCS::Flatline;\n\t\t\tConfig::RCS::Hemlock = Features::RCS::Hemlock;\n\t\t\tConfig::RCS::Repeater = Features::RCS::Repeater;\n\t\t\tConfig::RCS::Rampage = Features::RCS::Rampage;\n\t\t\tConfig::RCS::CARSMG = Features::RCS::CARSMG;\n\t\t\t// Energy\n\t\t\tConfig::RCS::Havoc = Features::RCS::Havoc;\n\t\t\tConfig::RCS::Devotion = Features::RCS::Devotion;\n\t\t\tConfig::RCS::LSTAR = Features::RCS::LSTAR;\n\t\t\tConfig::RCS::TripleTake = Features::RCS::TripleTake;\n\t\t\tConfig::RCS::Volt = Features::RCS::Volt;\n\t\t\tConfig::RCS::Nemesis = Features::RCS::Nemesis;\n\t\t\t// Shotgun\n\t\t\tConfig::RCS::Mozambique = Features::RCS::Mozambique;\n\t\t\tConfig::RCS::EVA8 = Features::RCS::EVA8;\n\t\t\tConfig::RCS::Peacekeeper = Features::RCS::Peacekeeper;\n\t\t\tConfig::RCS::Mastiff = Features::RCS::Mastiff;\n\t\t\t// Snipers\n\t\t\tConfig::RCS::Longbow = Features::RCS::Longbow;\n\t\t\tConfig::RCS::ChargeRifle = Features::RCS::ChargeRifle;\n\t\t\tConfig::RCS::Sentinel = Features::RCS::Sentinel;\n\t\t\t// Legendary\n\t\t\tConfig::RCS::Wingman = Features::RCS::Wingman;\n\t\t\tConfig::RCS::Prowler = Features::RCS::Prowler;\n\t\t\tConfig::RCS::Kraber = Features::RCS::Kraber;\n\t\t\t// Advanced\n\t\t\tConfig::RCS::AdvancedRCS = Features::RCS::AdvancedRCS;\n\t\t\tConfig::RCS::AdvancedPitchPower = Features::RCS::AdvancedPitchPower;\n\t\t\tConfig::RCS::AdvancedYawPower = Features::RCS::AdvancedYawPower;\n\t\t\tConfig::RCS::AdvancedPitchReduction = Features::RCS::AdvancedPitchReduction;\n\t\t\tConfig::RCS::AdvancedYawReduction = Features::RCS::AdvancedYawReduction;\n\t\t\tConfig::RCS::P2020Pitch = Features::RCS::P2020Pitch;\n\t\t\tConfig::RCS::P2020Yaw = Features::RCS::P2020Yaw;\n\t\t\tConfig::RCS::P2020PitchReduction = Features::RCS::P2020PitchReduction;\n\t\t\tConfig::RCS::P2020YawReduction = Features::RCS::P2020YawReduction;\n\t\t\tConfig::RCS::RE45Pitch = Features::RCS::RE45Pitch;\n\t\t\tConfig::RCS::RE45Yaw = Features::RCS::RE45Yaw;\n\t\t\tConfig::RCS::RE45PitchReduction = Features::RCS::RE45PitchReduction;\n\t\t\tConfig::RCS::RE45YawReduction = Features::RCS::RE45YawReduction;\n\t\t\tConfig::RCS::AlternatorPitch = Features::RCS::AlternatorPitch;\n\t\t\tConfig::RCS::AlternatorYaw = Features::RCS::AlternatorYaw;\n\t\t\tConfig::RCS::AlternatorPitchReduction = Features::RCS::AlternatorPitchReduction;\n\t\t\tConfig::RCS::AlternatorYawReduction = Features::RCS::AlternatorYawReduction;\n\t\t\tConfig::RCS::R99Pitch = Features::RCS::R99Pitch;\n\t\t\tConfig::RCS::R99Yaw = Features::RCS::R99Yaw;\n\t\t\tConfig::RCS::R99PitchReduction = Features::RCS::R99PitchReduction;\n\t\t\tConfig::RCS::R99YawReduction = Features::RCS::R99YawReduction;\n\t\t\tConfig::RCS::R301Pitch = Features::RCS::R301Pitch;\n\t\t\tConfig::RCS::R301Yaw = Features::RCS::R301Yaw;\n\t\t\tConfig::RCS::R301PitchReduction = Features::RCS::R301PitchReduction;\n\t\t\tConfig::RCS::R301YawReduction = Features::RCS::R301YawReduction;\n\t\t\tConfig::RCS::SpitfirePitch = Features::RCS::SpitfirePitch;\n\t\t\tConfig::RCS::SpitfireYaw = Features::RCS::SpitfireYaw;\n\t\t\tConfig::RCS::SpitfirePitchReduction = Features::RCS::SpitfirePitchReduction;\n\t\t\tConfig::RCS::SpitfireYawReduction = Features::RCS::SpitfireYawReduction;\n\t\t\tConfig::RCS::G7Pitch = Features::RCS::G7Pitch;\n\t\t\tConfig::RCS::G7Yaw = Features::RCS::G7Yaw;\n\t\t\tConfig::RCS::G7PitchReduction = Features::RCS::G7PitchReduction;\n\t\t\tConfig::RCS::G7YawReduction = Features::RCS::G7YawReduction;\n\t\t\tConfig::RCS::FlatlinePitch = Features::RCS::FlatlinePitch;\n\t\t\tConfig::RCS::FlatlineYaw = Features::RCS::FlatlineYaw;\n\t\t\tConfig::RCS::FlatlinePitchReduction = Features::RCS::FlatlinePitchReduction;\n\t\t\tConfig::RCS::FlatlineYawReduction = Features::RCS::FlatlineYawReduction;\n\t\t\tConfig::RCS::HemlockPitch = Features::RCS::HemlockPitch;\n\t\t\tConfig::RCS::HemlockYaw = Features::RCS::HemlockYaw;\n\t\t\tConfig::RCS::HemlockPitchReduction = Features::RCS::HemlockPitchReduction;\n\t\t\tConfig::RCS::HemlockYawReduction = Features::RCS::HemlockYawReduction;\n\t\t\tConfig::RCS::ProwlerPitch = Features::RCS::ProwlerPitch;\n\t\t\tConfig::RCS::ProwlerYaw = Features::RCS::ProwlerYaw;\n\t\t\tConfig::RCS::ProwlerPitchReduction = Features::RCS::ProwlerPitchReduction;\n\t\t\tConfig::RCS::ProwlerYawReduction = Features::RCS::ProwlerYawReduction;\n\t\t\tConfig::RCS::RepeaterPitch = Features::RCS::RepeaterPitch;\n\t\t\tConfig::RCS::RepeaterYaw = Features::RCS::RepeaterYaw;\n\t\t\tConfig::RCS::RepeaterPitchReduction = Features::RCS::RepeaterPitchReduction;\n\t\t\tConfig::RCS::RepeaterYawReduction = Features::RCS::RepeaterYawReduction;\n\t\t\tConfig::RCS::RampagePitch = Features::RCS::RampagePitch;\n\t\t\tConfig::RCS::RampageYaw = Features::RCS::RampageYaw;\n\t\t\tConfig::RCS::RampagePitchReduction = Features::RCS::RampagePitchReduction;\n\t\t\tConfig::RCS::RampageYawReduction = Features::RCS::RampageYawReduction;\n\t\t\tConfig::RCS::CARSMGPitch = Features::RCS::CARSMGPitch;\n\t\t\tConfig::RCS::CARSMGYaw = Features::RCS::CARSMGYaw;\n\t\t\tConfig::RCS::CARSMGPitchReduction = Features::RCS::CARSMGPitchReduction;\n\t\t\tConfig::RCS::CARSMGYawReduction = Features::RCS::CARSMGYawReduction;\n\t\t\tConfig::RCS::HavocPitch = Features::RCS::HavocPitch;\n\t\t\tConfig::RCS::HavocYaw = Features::RCS::HavocYaw;\n\t\t\tConfig::RCS::HavocPitchReduction = Features::RCS::HavocPitchReduction;\n\t\t\tConfig::RCS::HavocYawReduction = Features::RCS::HavocYawReduction;\n\t\t\tConfig::RCS::DevotionPitch = Features::RCS::DevotionPitch;\n\t\t\tConfig::RCS::DevotionYaw = Features::RCS::DevotionYaw;\n\t\t\tConfig::RCS::DevotionPitchReduction = Features::RCS::DevotionPitchReduction;\n\t\t\tConfig::RCS::DevotionYawReduction = Features::RCS::DevotionYawReduction;\n\t\t\tConfig::RCS::LSTARPitch = Features::RCS::LSTARPitch;\n\t\t\tConfig::RCS::LSTARYaw = Features::RCS::LSTARYaw;\n\t\t\tConfig::RCS::LSTARPitchReduction = Features::RCS::LSTARPitchReduction;\n\t\t\tConfig::RCS::LSTARYawReduction = Features::RCS::LSTARYawReduction;\n\t\t\tConfig::RCS::TripleTakePitch = Features::RCS::TripleTakePitch;\n\t\t\tConfig::RCS::TripleTakeYaw = Features::RCS::TripleTakeYaw;\n\t\t\tConfig::RCS::TripleTakePitchReduction = Features::RCS::TripleTakePitchReduction;\n\t\t\tConfig::RCS::TripleTakeYawReduction = Features::RCS::TripleTakeYawReduction;\n\t\t\tConfig::RCS::VoltPitch = Features::RCS::VoltPitch;\n\t\t\tConfig::RCS::VoltYaw = Features::RCS::VoltYaw;\n\t\t\tConfig::RCS::VoltPitchReduction = Features::RCS::VoltPitchReduction;\n\t\t\tConfig::RCS::VoltYawReduction = Features::RCS::VoltYawReduction;\n\t\t\tConfig::RCS::NemesisPitch = Features::RCS::NemesisPitch;\n\t\t\tConfig::RCS::NemesisYaw = Features::RCS::NemesisYaw;\n\t\t\tConfig::RCS::NemesisPitchReduction = Features::RCS::NemesisPitchReduction;\n\t\t\tConfig::RCS::NemesisYawReduction = Features::RCS::NemesisYawReduction;\n\t\t\tConfig::RCS::MozambiquePitch = Features::RCS::MozambiquePitch;\n\t\t\tConfig::RCS::MozambiqueYaw = Features::RCS::MozambiqueYaw;\n\t\t\tConfig::RCS::MozambiquePitchReduction = Features::RCS::MozambiquePitchReduction;\n\t\t\tConfig::RCS::MozambiqueYawReduction = Features::RCS::MozambiqueYawReduction;\n\t\t\tConfig::RCS::PeacekeeperPitch = Features::RCS::PeacekeeperPitch;\n\t\t\tConfig::RCS::PeacekeeperYaw = Features::RCS::PeacekeeperYaw;\n\t\t\tConfig::RCS::PeacekeeperPitchReduction = Features::RCS::PeacekeeperPitchReduction;\n\t\t\tConfig::RCS::PeacekeeperYawReduction = Features::RCS::PeacekeeperYawReduction;\n\t\t\tConfig::RCS::MastiffPitch = Features::RCS::MastiffPitch;\n\t\t\tConfig::RCS::MastiffYaw = Features::RCS::MastiffYaw;\n\t\t\tConfig::RCS::MastiffPitchReduction = Features::RCS::MastiffPitchReduction;\n\t\t\tConfig::RCS::MastiffYawReduction = Features::RCS::MastiffYawReduction;\n\t\t\tConfig::RCS::LongbowPitch = Features::RCS::LongbowPitch;\n\t\t\tConfig::RCS::LongbowYaw = Features::RCS::LongbowYaw;\n\t\t\tConfig::RCS::LongbowPitchReduction = Features::RCS::LongbowPitchReduction;\n\t\t\tConfig::RCS::LongbowYawReduction = Features::RCS::LongbowYawReduction;\n\t\t\tConfig::RCS::ChargeRiflePitch = Features::RCS::ChargeRiflePitch;\n\t\t\tConfig::RCS::ChargeRifleYaw = Features::RCS::ChargeRifleYaw;\n\t\t\tConfig::RCS::ChargeRiflePitchReduction = Features::RCS::ChargeRiflePitchReduction;\n\t\t\tConfig::RCS::ChargeRifleYawReduction = Features::RCS::ChargeRifleYawReduction;\n\t\t\tConfig::RCS::SentinelPitch = Features::RCS::SentinelPitch;\n\t\t\tConfig::RCS::SentinelYaw = Features::RCS::SentinelYaw;\n\t\t\tConfig::RCS::SentinelPitchReduction = Features::RCS::SentinelPitchReduction;\n\t\t\tConfig::RCS::SentinelYawReduction = Features::RCS::SentinelYawReduction;\n\t\t\tConfig::RCS::WingmanPitch = Features::RCS::WingmanPitch;\n\t\t\tConfig::RCS::WingmanYaw = Features::RCS::WingmanYaw;\n\t\t\tConfig::RCS::WingmanPitchReduction = Features::RCS::WingmanPitchReduction;\n\t\t\tConfig::RCS::WingmanYawReduction = Features::RCS::WingmanYawReduction;\n\t\t\tConfig::RCS::EVA8Pitch = Features::RCS::EVA8Pitch;\n\t\t\tConfig::RCS::EVA8Yaw = Features::RCS::EVA8Yaw;\n\t\t\tConfig::RCS::EVA8PitchReduction = Features::RCS::EVA8PitchReduction;\n\t\t\tConfig::RCS::EVA8YawReduction = Features::RCS::EVA8YawReduction;\n\t\t\tConfig::RCS::KraberPitch = Features::RCS::KraberPitch;\n\t\t\tConfig::RCS::KraberYaw = Features::RCS::KraberYaw;\n\t\t\tConfig::RCS::KraberPitchReduction = Features::RCS::KraberPitchReduction;\n\t\t\tConfig::RCS::KraberYawReduction = Features::RCS::KraberYawReduction;\n\n\t\t\treturn true;\n\t\t} catch (...) {\n\t\t\treturn false;\n\t\t}\n\t}\n\n\tvoid UpdateAimList() {\n\t\tFeatures::Aimbot::AimList.clear();\n\t\t// Define a lambda function to reduce repetition\n\t\tauto InsertIfEnabled = [&](const bool feature, const int weaponID) {\n\t\t\tif (feature)\n\t\t\t\tFeatures::Aimbot::AimList.insert(weaponID);\n\t\t};\n\t\t// Light\n\t\tInsertIfEnabled(Features::Aimbot::P2020, WeaponIDs::P2020);\n\t\tInsertIfEnabled(Features::Aimbot::RE45, WeaponIDs::RE45);\n\t\tInsertIfEnabled(Features::Aimbot::Alternator, WeaponIDs::ALTERNATOR);\n\t\tInsertIfEnabled(Features::Aimbot::R99, WeaponIDs::R99);\n\t\tInsertIfEnabled(Features::Aimbot::R301, WeaponIDs::R301);\n\t\tInsertIfEnabled(Features::Aimbot::Spitfire, WeaponIDs::SPITFIRE);\n\t\tInsertIfEnabled(Features::Aimbot::G7, WeaponIDs::G7);\n\n\t\t// Heavy\n\t\tInsertIfEnabled(Features::Aimbot::Flatline, WeaponIDs::FLATLINE);\n\t\tInsertIfEnabled(Features::Aimbot::Prowler, WeaponIDs::PROWLER);\n\t\tInsertIfEnabled(Features::Aimbot::Hemlock, WeaponIDs::HEMLOCK);\n\t\tInsertIfEnabled(Features::Aimbot::Repeater, WeaponIDs::REPEATER);\n\t\tInsertIfEnabled(Features::Aimbot::Rampage, WeaponIDs::RAMPAGE);\n\t\tInsertIfEnabled(Features::Aimbot::CARSMG, WeaponIDs::CAR);\n\n\t\t// Energy\n\t\tInsertIfEnabled(Features::Aimbot::Havoc, WeaponIDs::HAVOC);\n\t\tInsertIfEnabled(Features::Aimbot::Devotion, WeaponIDs::DEVOTION);\n\t\tInsertIfEnabled(Features::Aimbot::LSTAR, WeaponIDs::LSTAR);\n\t\tInsertIfEnabled(Features::Aimbot::TripleTake, WeaponIDs::TRIPLETAKE);\n\t\tInsertIfEnabled(Features::Aimbot::Volt, WeaponIDs::VOLT);\n\t\tInsertIfEnabled(Features::Aimbot::Nemesis, WeaponIDs::NEMESIS);\n\n\t\t// Shotguns\n\t\tInsertIfEnabled(Features::Aimbot::Mozambique, WeaponIDs::MOZAMBIQUE);\n\t\tInsertIfEnabled(Features::Aimbot::Peacekeeper, WeaponIDs::PEACEKEEPER);\n\t\tInsertIfEnabled(Features::Aimbot::Mastiff, WeaponIDs::MASTIFF);\n\n\t\t// Snipers\n\t\tInsertIfEnabled(Features::Aimbot::Longbow, WeaponIDs::LONGBOW);\n\t\tInsertIfEnabled(Features::Aimbot::ChargeRifle, WeaponIDs::CHARGE_RIFLE);\n\t\tInsertIfEnabled(Features::Aimbot::Sentinel, WeaponIDs::SENTINEL);\n\n\t\t// Legendary\n\t\tInsertIfEnabled(Features::Aimbot::Wingman, WeaponIDs::WINGMAN);\n\t\tInsertIfEnabled(Features::Aimbot::EVA8, WeaponIDs::EVA8);\n\t\tInsertIfEnabled(Features::Aimbot::Bocek, WeaponIDs::BOCEK);\n\t\tInsertIfEnabled(Features::Aimbot::Kraber, WeaponIDs::KRABER);\n\t\tInsertIfEnabled(Features::Aimbot::Knife, WeaponIDs::KNIFE);\n\t}\n\n\tvoid UpdateRCSList() {\n\t\tFeatures::RCS::RCSList.clear();\n\t\t// Define a lambda function to reduce repetition\n\t\tauto InsertIfEnabled = [&](const bool feature, const int weaponID) {\n\t\t\tif (feature)\n\t\t\t\tFeatures::RCS::RCSList.insert(weaponID);\n\t\t};\n\t\t// Light\n\t\tInsertIfEnabled(Features::RCS::P2020, WeaponIDs::P2020);\n\t\tInsertIfEnabled(Features::RCS::RE45, WeaponIDs::RE45);\n\t\tInsertIfEnabled(Features::RCS::Alternator, WeaponIDs::ALTERNATOR);\n\t\tInsertIfEnabled(Features::RCS::R99, WeaponIDs::R99);\n\t\tInsertIfEnabled(Features::RCS::R301, WeaponIDs::R301);\n\t\tInsertIfEnabled(Features::RCS::Spitfire, WeaponIDs::SPITFIRE);\n\t\tInsertIfEnabled(Features::RCS::G7, WeaponIDs::G7);\n\n\t\t// Heavy\n\t\tInsertIfEnabled(Features::RCS::Flatline, WeaponIDs::FLATLINE);\n\t\tInsertIfEnabled(Features::RCS::Prowler, WeaponIDs::PROWLER);\n\t\tInsertIfEnabled(Features::RCS::Hemlock, WeaponIDs::HEMLOCK);\n\t\tInsertIfEnabled(Features::RCS::Repeater, WeaponIDs::REPEATER);\n\t\tInsertIfEnabled(Features::RCS::Rampage, WeaponIDs::RAMPAGE);\n\t\tInsertIfEnabled(Features::RCS::CARSMG, WeaponIDs::CAR);\n\n\t\t// Energy\n\t\tInsertIfEnabled(Features::RCS::Havoc, WeaponIDs::HAVOC);\n\t\tInsertIfEnabled(Features::RCS::Devotion, WeaponIDs::DEVOTION);\n\t\tInsertIfEnabled(Features::RCS::LSTAR, WeaponIDs::LSTAR);\n\t\tInsertIfEnabled(Features::RCS::TripleTake, WeaponIDs::TRIPLETAKE);\n\t\tInsertIfEnabled(Features::RCS::Volt, WeaponIDs::VOLT);\n\t\tInsertIfEnabled(Features::RCS::Nemesis, WeaponIDs::NEMESIS);\n\n\t\t// Shotguns\n\t\tInsertIfEnabled(Features::RCS::Mozambique, WeaponIDs::MOZAMBIQUE);\n\t\tInsertIfEnabled(Features::RCS::Peacekeeper, WeaponIDs::PEACEKEEPER);\n\t\tInsertIfEnabled(Features::RCS::Mastiff, WeaponIDs::MASTIFF);\n\n\t\t// Snipers\n\t\tInsertIfEnabled(Features::RCS::Longbow, WeaponIDs::LONGBOW);\n\t\tInsertIfEnabled(Features::RCS::ChargeRifle, WeaponIDs::CHARGE_RIFLE);\n\t\tInsertIfEnabled(Features::RCS::Sentinel, WeaponIDs::SENTINEL);\n\n\t\t// Legendary\n\t\tInsertIfEnabled(Features::RCS::Wingman, WeaponIDs::WINGMAN);\n\t\tInsertIfEnabled(Features::RCS::EVA8, WeaponIDs::EVA8);\n\t\tInsertIfEnabled(Features::RCS::Kraber, WeaponIDs::KRABER);\n\t}\n\n\tvoid UpdateAimbot() {\n\n\t\tif (!Map->IsPlayable) {\n\t\t\tReleaseTarget();\n\t\t\treturn;\n\t\t}\n\n\t\tif (!Features::Aimbot::AimbotEnabled) {\n\t\t\tReleaseTarget();\n\t\t\treturn;\n\t\t}\n\n\t\tif (Features::Aimbot::AimbotEnabled) {\n\t\t\tif (Features::Home::IsMenuOpened)\n\t\t\t\treturn; // Dont aimbot whilst menu is open\n\n\t\t\tif (Features::Aimbot::SpectatorCheck && Features::TotalSpectators >= 1)\n\t\t\t\treturn; // Disables Aimbot If Being Spectated\n\n\t\t\tUpdateAimList();\n\t\t\tif (Features::Aimbot::AdvancedAim) {\n\t\t\t\tUpdateAimbotSettings();\n\t\t\t}\n\n\t\t\tif (Features::Aimbot::AimbotMode == 0 or Features::Aimbot::AimbotMode == 2) // Cubic Beizer (xap-client) & [New] Cubic Bezier (Testing)\n\t\t\t{\n\n\t\t\t\tif (!Myself->IsCombatReady()) {\n\t\t\t\t\tCurrentTarget = nullptr;\n\t\t\t\t\treturn;\n\t\t\t\t}\n\n\t\t\t\tif (Features::Aimbot::AimList.find(Myself->WeaponIndex) == Features::Aimbot::AimList.end()) {\n\t\t\t\t\tReleaseTarget();\n\t\t\t\t\treturn;\n\t\t\t\t}\n\n\t\t\t\tif (Myself->IsHoldingGrenade) {\n\t\t\t\t\tReleaseTarget();\n\t\t\t\t\treturn;\n\t\t\t\t}\n\n\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire and OnADS\n\t\t\t\t\t{\n\t\t\t\t\t\tif (Features::Aimbot::OnFire && Features::Aimbot::OnADS) {\n\t\t\t\t\t\t\tif (!Myself->IsInAttack) {\n\t\t\t\t\t\t\t\tif (!Myself->IsZooming) {\n\t\t\t\t\t\t\t\t\tReleaseTarget();\n\t\t\t\t\t\t\t\t\treturn;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (!Myself->IsZooming) {\n\t\t\t\t\t\t\t\tif (!Myself->IsInAttack) {\n\t\t\t\t\t\t\t\t\tReleaseTarget();\n\t\t\t\t\t\t\t\t\treturn;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Aimbot::OnFire && !Features::Aimbot::OnADS) {\n\t\t\t\t\t\tif (!Myself->IsInAttack) {\n\t\t\t\t\t\t\tReleaseTarget();\n\t\t\t\t\t\t\treturn;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Aimbot::OnFire && !Features::Aimbot::OnFire) {\n\t\t\t\t\t\tif (!Myself->IsZooming) {\n\t\t\t\t\t\t\tReleaseTarget();\n\t\t\t\t\t\t\treturn;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\telse if (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\tif (!isKeybindDown()) {\n\t\t\t\t\t\tReleaseTarget();\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tPlayer* Target = BestTarget;\n\t\t\t\tif (!Features::Aimbot::TargetSwitching) {\n\t\t\t\t\tif (!IsValidTarget(Target)) {\n\t\t\t\t\t\tif (TargetSelected) {\n\t\t\t\t\t\t\treturn;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tTarget = FindBestTarget();\n\t\t\t\t\t\tif (!IsValidTarget(Target)) {\n\t\t\t\t\t\t\tReleaseTarget();\n\t\t\t\t\t\t\treturn;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tBestTarget = Target;\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\tTarget = FindBestTarget();\n\t\t\t\t\tif (!IsValidTarget(Target)) {\n\t\t\t\t\t\tReleaseTarget();\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\n\t\t\t\t\tCurrentTarget = Target;\n\t\t\t\t\tCurrentTarget->IsLockedOn = true;\n\t\t\t\t\tTargetSelected = true;\n\t\t\t\t}\n\n\t\t\t\tif (TargetSelected && CurrentTarget) {\n\t\t\t\t\tstd::chrono::milliseconds Now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());\n\t\t\t\t\tif (Now >= LastAimTime + std::chrono::milliseconds(Features::Aimbot::Delay)) {\n\t\t\t\t\t\tStartAiming();\n\t\t\t\t\t\tLastAimTime = Now + std::chrono::milliseconds((int)Utils::RandomRange(1, 10));\n\t\t\t\t\t}\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Grinder (Linear) Aimbot Mode\n\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\tif (Features::Aimbot::InputMethod == 1) // Memory / Controller - Does not work\n\t\t\t\treturn;\n\n\t\t\t\tif (!active()) {\n\t\t\t\t\treleaseTarget();\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tif (Features::Aimbot::AimList.find(Myself->WeaponIndex) == Features::Aimbot::AimList.end())\n\t\t\t\t\treturn;\n\t\t\t\tif (Myself->IsHoldingGrenade)\n\t\t\t\t\treturn;\n\t\t\t\tif (CurrentTarget == nullptr)\n\t\t\t\t\tassignTarget();\n\t\t\t\tif (CurrentTarget == nullptr)\n\t\t\t\t\treturn;\n\t\t\t\tif (!CurrentTarget->IsVisible)\n\t\t\t\t\treturn;\n\t\t\t\tif (CurrentTarget->Distance2DToLocalPlayer < Conversion::ToGameUnits(Features::Aimbot::AdvancedMinDistance1))\n\t\t\t\t\treturn;\n\t\t\t\tif (CurrentTarget->Distance2DToLocalPlayer > Conversion::ToGameUnits(Features::Aimbot::AdvancedMaxDistance1))\n\t\t\t\t\treturn;\n\t\t\t\tmoveMouse();\n\t\t\t}\n\t\t}\n\t}\n\n\tvoid UpdateRCS() {\n\t\tif (!Map->IsPlayable)\n\t\t\treturn;\n\n\t\tif (!Features::RCS::RCSEnabled)\n\t\t\treturn;\n\n\t\tif (Features::RCS::RCSEnabled) {\n\t\t\tif (Features::RCS::RCSMode == 1) // Combined\n\t\t\t\treturn; // Combined Is In StartAiming() && MoveMouse()\n\t\t\t\n\t\t\tUpdateRCSSettings();\n\n\t\t\tif (Features::RCS::OnADS) {\n\n\t\t\t\tif (!Myself->IsCombatReady())\n\t\t\t\t\treturn;\n\t\t\t\tif (!Myself->IsZooming)\n\t\t\t\t\treturn;\n\t\t\t\tif (!Myself->IsInAttack)\n\t\t\t\t\treturn;\n\n\t\t\t\tint PitchPower;\n\t\t\t\tint YawPower;\n\t\t\t\tif (Features::RCS::AdvancedRCS) {\n\t\t\t\t\tPitchPower = Features::RCS::AdvancedPitchPower;\n\t\t\t\t\tYawPower = Features::RCS::AdvancedYawPower;\n\t\t\t\t}\n\n\t\t\t\telse if (!Features::RCS::AdvancedRCS) {\n\t\t\t\t\tPitchPower = Features::RCS::PitchPower;\n\t\t\t\t\tYawPower = Features::RCS::YawPower;\n\t\t\t\t}\n\n\t\t\t\tFloatVector2D punchAnglesDiff = Myself->punchAnglesDiff;\n\t\t\t\tif (punchAnglesDiff.isZeroVector())\n\t\t\t\t\treturn;\n\t\t\t\tint pitch = (punchAnglesDiff.x > 0)\n\t\t\t\t\t? RoundHalfEven(punchAnglesDiff.x * PitchPower)\n\t\t\t\t\t: 0;\n\t\t\t\tint yaw = RoundHalfEven(-punchAnglesDiff.y * YawPower);\n\t\t\t\tX11Display->MoveMouse(pitch, yaw);\n\t\t\t}\n\n\t\t\tif (!Features::RCS::OnADS) {\n\t\t\t\tif (!Myself->IsCombatReady())\n\t\t\t\t\treturn;\n\t\t\t\tif (!Myself->IsInAttack)\n\t\t\t\t\treturn;\n\t\t\t\tFloatVector2D punchAnglesDiff = Myself->punchAnglesDiff;\n\t\t\t\tif (punchAnglesDiff.isZeroVector())\n\t\t\t\t\treturn;\n\n\t\t\t\tint PitchPower;\n\t\t\t\tint YawPower;\n\t\t\t\tif (Features::RCS::AdvancedRCS) {\n\t\t\t\t\tPitchPower = Features::RCS::AdvancedPitchPower;\n\t\t\t\t\tYawPower = Features::RCS::AdvancedYawPower;\n\t\t\t\t}\n\n\t\t\t\telse if (!Features::RCS::AdvancedRCS) {\n\t\t\t\t\tPitchPower = Features::RCS::PitchPower;\n\t\t\t\t\tYawPower = Features::RCS::YawPower;\n\t\t\t\t}\n\n\t\t\t\tint pitch = (punchAnglesDiff.x > 0)\n\t\t\t\t\t? RoundHalfEven(punchAnglesDiff.x * PitchPower)\n\t\t\t\t\t: 0;\n\t\t\t\tint yaw = RoundHalfEven(-punchAnglesDiff.y * YawPower);\n\t\t\t\tX11Display->MoveMouse(pitch, yaw);\n\t\t\t}\n\t\t}\n\t}\n\n\t//------------------------------ Legitbot - Aimbot ------------------------------\n\n\t// Cubic Beizer (xap-client)\n\n\tstatic bool isKeybindDown() {\n\t\treturn InputManager::isKeyDownOrPress(Features::AimbotBinds::AimBind) || InputManager::isKeyDownOrPress(Features::AimbotBinds::ExtraBind);\n\t}\n\n\tvoid StartAiming() {\n\t\tif (Features::Aimbot::InputMethod == 0) { // MoveMouse\n\t\t\tif (Features::Aimbot::AimbotMode == 0) { // Cubic Beizer\n\t\t\t\t// Get Target Angle\n\t\t\t\tif (!GetAngle(CurrentTarget, DesiredAngles))\n\t\t\t\t\treturn;\n\n\t\t\t\tif (Features::RCS::RCSEnabled && Features::RCS::RCSMode == 1) {\n\t\t\t\t\tQAngle PunchAngles = Memory::Read<QAngle>(Myself->BasePointer + OFF_PUNCH_ANGLES);\n\t\t\t\t\tif (Features::RCS::AdvancedRCS) {\n\t\t\t\t\t\tPunchAngles.x *= (Features::RCS::AdvancedPitchReduction / 100.f);\n\t\t\t\t\t\tPunchAngles.y *= (Features::RCS::AdvancedYawReduction / 100.f);\n\t\t\t\t\t}\n\n\t\t\t\t\telse if (!Features::RCS::AdvancedRCS) {\n\t\t\t\t\t\tPunchAngles.x *= (Features::RCS::PitchReduction / 100.f);\n\t\t\t\t\t\tPunchAngles.y *= (Features::RCS::YawReduction / 100.f);\n\t\t\t\t\t}\n\n\t\t\t\t\tDesiredAngles -= PunchAngles;\n\t\t\t\t}\n\n\t\t\t\tif (DesiredAngles == QAngle(0, 0))\n\t\t\t\t\treturn;\n\t\t\t\tDesiredAngles.NormalizeAngles();\n\n\t\t\t\t// Smoothing\n\t\t\t\tSmoothAngle(CurrentTarget, DesiredAngles);\n\n\t\t\t\tVector2D aimbotDelta;\n\t\t\t\taimbotDelta = Vector2D(CalculatePitchIncrement(DesiredAngles), CalculateYawIncrement(DesiredAngles)).Multiply(Features::Aimbot::AdvancedAim ? Features::Aimbot::AdvancedSpeed : Features::Aimbot::Speed);\n\n\t\t\t\tint totalYawIncrementInt = RoundHalfEven(AL1AF0(aimbotDelta.x));\n\t\t\t\tint totalPitchIncrementInt = RoundHalfEven(AL1AF0(aimbotDelta.y * -1));\n\n\t\t\t\t//Deadzone - Are We Close Enough Yet?\n\t\t\t\tif (fabs(CurrentTarget->aimbotDesiredAnglesIncrement.x) < Features::Aimbot::Deadzone) totalPitchIncrementInt = 0;\n\t\t\t\tif (fabs(CurrentTarget->aimbotDesiredAnglesIncrement.y) < Features::Aimbot::Deadzone) totalYawIncrementInt = 0;\n\n\t\t\t\t// Move Mouse\n\t\t\t\tif (totalPitchIncrementInt == 0 && totalYawIncrementInt == 0)\n\t\t\t\t\treturn;\n\t\t\t\tX11Display->MoveMouse(totalYawIncrementInt, totalPitchIncrementInt);\n\t\t\t}\n\n\t\t\tif (Features::Aimbot::AimbotMode == 2) // [New] Cubic Beizer (Testing)\n\t\t\t{\n\t\t\t\t// Get Target Angle\n\t\t\t\tif (!GetAngle(CurrentTarget, DesiredAngles))\n\t\t\t\t\treturn;\n\n\t\t\t\t// Calculate Increment\n\t\t\t\tVector2D DesiredAnglesIncrement = Vector2D(CalculatePitchIncrement(DesiredAngles), CalculateYawIncrement(DesiredAngles));\n\n\t\t\t\t// Calculate Smooth\n\t\t\t\tfloat Extra = Features::Aimbot::MouseExtraSmoothing / CurrentTarget->DistanceToLocalPlayer;\n\t\t\t\tfloat Smooth;\n\t\t\t\tif (Features::Aimbot::AdvancedAim) {\n\t\t\t\t\treturn; // Will setup advanced aim in the future\n\t\t\t\t}\n\t\t\t\tif (!Features::Aimbot::AdvancedAim) {\n\t\t\t\t\tif (Features::Aimbot::SmoothingMethod == 0) // Static\n\t\t\t\t\t{\n\t\t\t\t\t\tif (Myself->IsZooming) {\n\t\t\t\t\t\t\tSmooth = Features::Aimbot::MouseADSSmoothing;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tSmooth = Features::Aimbot::MouseHipfireSmoothing;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::Aimbot::SmoothingMethod == 1) // Random\n\t\t\t\t\t{\n\t\t\t\t\t\tif (Myself->IsZooming) {\n\t\t\t\t\t\t\tSmooth = RandomSmoothing(Features::Aimbot::MinMouseADSSmoothing, Features::Aimbot::MaxMouseADSSmoothing);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tSmooth = RandomSmoothing(Features::Aimbot::MinMouseHipfireSmoothing, Features::Aimbot::MaxMouseHipfireSmoothing);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\n\t\t\t\tfloat TotalSmooth = Smooth + Extra;\n\n\t\t\t\t// Aimbot calcs\n\t\t\t\tVector2D aimbotDelta = DesiredAnglesIncrement.Divide(TotalSmooth).Multiply(Features::Aimbot::Speed);\n\t\t\t\tdouble aimYawIncrement = aimbotDelta.y * -1;\n\t\t\t\tdouble aimPitchIncrement = aimbotDelta.x;\n\n\t\t\t\t// Combine\n\t\t\t\tdouble totalPitchIncrement = aimPitchIncrement;\n\t\t\t\tdouble totalYawIncrement = aimYawIncrement;\n\n\t\t\t\t// Turn into integers\n\t\t\t\tint totalPitchIncrementInt = RoundHalfEven(AL1AF0(totalPitchIncrement));\n\t\t\t\tint totalYawIncrementInt = RoundHalfEven(AL1AF0(totalYawIncrement));\n\n\t\t\t\t//Deadzone - Are We Close Enough Yet?\n\t\t\t\tif (fabs(CurrentTarget->aimbotDesiredAnglesIncrement.x) < Features::Aimbot::Deadzone) totalPitchIncrementInt = 0;\n\t\t\t\tif (fabs(CurrentTarget->aimbotDesiredAnglesIncrement.y) < Features::Aimbot::Deadzone) totalYawIncrementInt = 0;\n\n\t\t\t\t// Move Mouse\n\t\t\t\tif (totalPitchIncrementInt == 0 && totalYawIncrementInt == 0) return;\n\t\t\t\tX11Display->MoveMouse(totalPitchIncrementInt, totalYawIncrementInt);\n\t\t\t}\n\t\t}\n\n\t\telse if (Features::Aimbot::InputMethod == 1) // Write ViewAngles / Controller\n\t\t{\n\t\t\t// Get Target Angle\n\t\t\tif (!GetAngle(CurrentTarget, DesiredAngles)) // Get Angle to target + prediction\n\t\t\t\treturn;\n\n\t\t\t// Recoil Control\n\t\t\tif (Features::RCS::RCSEnabled) {\n\t\t\t\tQAngle PunchAngles = Memory::Read<QAngle>(Myself->BasePointer + OFF_PUNCH_ANGLES); // Get punch angles\n\t\t\t\tPunchAngles.x *= (Features::RCS::PitchReduction / 100.f);\n\t\t\t\tPunchAngles.y *= (Features::RCS::YawReduction / 100.f);\n\n\t\t\t\tDesiredAngles -= PunchAngles;\n\t\t\t}\n\n\t\t\tif (DesiredAngles == QAngle(0, 0))\n\t\t\t\treturn;\n\t\t\tDesiredAngles.NormalizeAngles();\n\n\t\t\tSmoothAngle(CurrentTarget, DesiredAngles); // Apply Smoothing\n\n\t\t\t// Memory Aimbot\n\t\t\tVector2D VectorDesiredAngles = Vector2D(DesiredAngles.x, DesiredAngles.y);\n\t\t\tMyself->SetViewAngle(VectorDesiredAngles);\n\t\t}\n\n\t}\n\n\tvoid SmoothAngle(Player* Target, QAngle& Angle) {\n\t\tQAngle ViewAngles = QAngle(Myself->ViewAngles.x, Myself->ViewAngles.y).NormalizeAngles();\n\t\tQAngle Delta = Angle - ViewAngles;\n\t\tDelta.NormalizeAngles();\n\n\t\t// Calculate Smoothing\n\t\tfloat SmoothValue;\n\t\tif (Features::Aimbot::AdvancedAim) {\n\t\t\tif (Myself->IsZooming) {\n\t\t\t\tSmoothValue = powf(Features::Aimbot::AdvancedADSSmooth, 0.4f);\n\t\t\t} else { // Hipfire\n\t\t\t\tSmoothValue = powf(Features::Aimbot::AdvancedHipfireSmooth, 0.4f);\n\t\t\t}\n\t\t\tSmoothValue = std::min(0.99f, SmoothValue);\n\t\t}\n\n\t\telse if (!Features::Aimbot::AdvancedAim) {\n\t\t\tif (Myself->IsZooming) {\n\t\t\t\tif (Features::Aimbot::SmoothingMethod == 0) // Static Smoothing\n\t\t\t\t{\n\t\t\t\t\tSmoothValue = powf(Features::Aimbot::ADSSmooth, 0.4f);\n\t\t\t\t} else if (Features::Aimbot::SmoothingMethod == 1) // Random Smoothing\n\t\t\t\t{\n\t\t\t\t\tSmoothValue = RandomSmoothing(Features::Aimbot::MinADSSmooth, Features::Aimbot::MaxADSSmooth);\n\t\t\t\t}\n\t\t\t} else { // Hipfire\n\t\t\t\tif (Features::Aimbot::SmoothingMethod == 0) // Static Smoothing\n\t\t\t\t{\n\t\t\t\t\tSmoothValue = powf(Features::Aimbot::HipfireSmooth, 0.4f);\n\t\t\t\t} else if (Features::Aimbot::SmoothingMethod == 1) // Random Smoothing\n\t\t\t\t{\n\t\t\t\t\tSmoothValue = RandomSmoothing(Features::Aimbot::MinHipfireSmooth, Features::Aimbot::MaxHipfireSmooth);\n\t\t\t\t}\n\t\t\t}\n\t\t\tSmoothValue = std::min(0.999f, SmoothValue);\n\t\t}\n\n\t\tQAngle ToChange = QAngle();\n\t\tToChange = Delta - Delta * SmoothValue;\n\n\t\tAngle = ViewAngles + ToChange;\n\t}\n\n\tbool GetAngle(Player* Target, QAngle& Angle) {\n\t\tconst QAngle CurrentAngle = QAngle(Myself->ViewAngles.x, Myself->ViewAngles.y).NormalizeAngles();\n\t\tif (!CurrentAngle.isValid())\n\t\t\treturn false;\n\n\t\tif (!GetAngleToTarget(Target, Angle))\n\t\t\treturn false;\n\n\t\treturn true;\n\t}\n\n\tbool GetAngleToTarget(Player* Target, QAngle& Angle) {\n\t\tif (!Features::Aimbot::ClosestHitbox) {\n\t\t\tTargetPosition = Target->GetBonePosition(Features::AimbotHitboxes::Hitbox);\n\t\t} else if (Features::Aimbot::ClosestHitbox) {\n\t\t\tTargetPosition = Target->GetBonePosition(static_cast<HitboxType>(GetBestBone(Target)));\n\t\t}\n\n\t\tVector3D TargetVelocity = Target->AbsoluteVelocity;\n\t\tVector3D CameraPosition = Myself->CameraPosition;\n\t\tQAngle CurrentAngle = QAngle(Myself->ViewAngles.x, Myself->ViewAngles.y).NormalizeAngles();\n\n\t\tif (Myself->WeaponProjectileSpeed > 1.0f) {\n\t\t\tif (Features::Aimbot::PredictBulletDrop && Features::Aimbot::PredictMovement) {\n\t\t\t\treturn Resolver::CalculateAimRotationNew(CameraPosition, TargetPosition, TargetVelocity, Myself->WeaponProjectileSpeed, Myself->WeaponProjectileScale, 255, Angle);\n\t\t\t} else if (Features::Aimbot::PredictBulletDrop) {\n\t\t\t\treturn Resolver::CalculateAimRotationNew(CameraPosition, TargetPosition, Vector3D(0, 0, 0), Myself->WeaponProjectileSpeed, Myself->WeaponProjectileScale, 255, Angle);\n\t\t\t} else if (Features::Aimbot::PredictMovement) {\n\t\t\t\treturn Resolver::CalculateAimRotation(CameraPosition, TargetPosition, TargetVelocity, Myself->WeaponProjectileSpeed, Angle);\n\t\t\t}\n\t\t}\n\n\t\tAngle = Resolver::CalculateAngle(CameraPosition, TargetPosition);\n\t\treturn true;\n\t}\n\n\tbool IsValidTarget(Player* target) {\n\t\tif (Features::Aimbot::TeamCheck) {\n\t\t\tif (Features::Aimbot::VisCheck) {\n\t\t\t\tif (target == nullptr ||\n\t\t\t\t\t!target->IsCombatReady() ||\n\t\t\t\t\t!target->IsVisible ||\n\t\t\t\t\t!target->IsHostile ||\n\t\t\t\t\ttarget->Distance2DToLocalPlayer < Conversion::ToGameUnits(Features::Aimbot::AdvancedMinDistance1) ||\n\t\t\t\t\ttarget->Distance2DToLocalPlayer > Conversion::ToGameUnits(Features::Aimbot::AdvancedMaxDistance1)) // Ignore the advanced part, works for advanced + simple aimbot\n\t\t\t\t\treturn false;\n\t\t\t\treturn true;\n\t\t\t}\n\t\t\tif (!Features::Aimbot::VisCheck) {\n\t\t\t\tif (target == nullptr ||\n\t\t\t\t\t!target->IsCombatReady() ||\n\t\t\t\t\t!target->IsHostile ||\n\t\t\t\t\ttarget->Distance2DToLocalPlayer < Conversion::ToGameUnits(Features::Aimbot::AdvancedMinDistance1) ||\n\t\t\t\t\ttarget->Distance2DToLocalPlayer > Conversion::ToGameUnits(Features::Aimbot::AdvancedMaxDistance1)) // Ignore the advanced part, works for advanced + simple aimbot\n\t\t\t\t\treturn false;\n\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\t\tif (!Features::Aimbot::TeamCheck) {\n\t\t\tif (Features::Aimbot::VisCheck) {\n\t\t\t\tif (target == nullptr ||\n\t\t\t\t\t!target->IsCombatReady() ||\n\t\t\t\t\t!target->IsVisible ||\n\t\t\t\t\ttarget->Distance2DToLocalPlayer < Conversion::ToGameUnits(Features::Aimbot::AdvancedMinDistance1) ||\n\t\t\t\t\ttarget->Distance2DToLocalPlayer > Conversion::ToGameUnits(Features::Aimbot::AdvancedMaxDistance1)) // Ignore the advanced part, works for advanced + simple aimbot\n\t\t\t\t\treturn false;\n\t\t\t\treturn true;\n\t\t\t}\n\t\t\tif (!Features::Aimbot::VisCheck) {\n\t\t\t\tif (target == nullptr ||\n\t\t\t\t\t!target->IsCombatReady() ||\n\t\t\t\t\ttarget->Distance2DToLocalPlayer < Conversion::ToGameUnits(Features::Aimbot::AdvancedMinDistance1) ||\n\t\t\t\t\ttarget->Distance2DToLocalPlayer > Conversion::ToGameUnits(Features::Aimbot::AdvancedMaxDistance1)) // Ignore the advanced part, works for advanced + simple aimbot\n\t\t\t\t\treturn false;\n\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\t}\n\n\tdouble CalculateDistanceFromCrosshair(Vector3D TargetPosition) {\n\t\tVector3D CameraPosition = Myself->CameraPosition;\n\t\tQAngle CurrentAngle = QAngle(Myself->ViewAngles.x, Myself->ViewAngles.y).NormalizeAngles();\n\n\t\tif (CameraPosition.Distance(TargetPosition) <= 0.0001f)\n\t\t\treturn -1;\n\n\t\tQAngle TargetAngle = Resolver::CalculateAngle(CameraPosition, TargetPosition);\n\t\tif (!TargetAngle.isValid())\n\t\t\treturn -1;\n\n\t\treturn CurrentAngle.distanceTo(TargetAngle);\n\t}\n\n\tvoid ReleaseTarget() {\n\t\tif (CurrentTarget != nullptr && CurrentTarget->IsValid())\n\t\t\tCurrentTarget->IsLockedOn = false;\n\n\t\tTargetSelected = false;\n\t\tCurrentTarget = nullptr;\n\t}\n\n\tfloat GetFOVScale() {\n\t\tif (Myself->IsValid()) {\n\t\t\tif (Myself->IsZooming) {\n\t\t\t\tif (Myself->TargetZoomFOV > 1.0 && Myself->TargetZoomFOV < 90.0) {\n\t\t\t\t\treturn tanf(DEG2RAD(Myself->TargetZoomFOV) * (0.64285714285));\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn 1.0;\n\t}\n\n\tint GetBestBone(Player* Target) {\n\t\tfloat NearestDistance = 999;\n\t\tint NearestBone = 2;\n\t\tfor (int i = 0; i < 6; i++) {\n\t\t\tHitboxType Bone = static_cast<HitboxType>(i);\n\t\t\tdouble DistanceFromCrosshair = CalculateDistanceFromCrosshair(Target->GetBonePosition(Bone));\n\t\t\tif (DistanceFromCrosshair < NearestDistance) {\n\t\t\t\tNearestBone = i;\n\t\t\t\tNearestDistance = DistanceFromCrosshair;\n\t\t\t}\n\t\t}\n\t\treturn NearestBone;\n\t}\n\n\tPlayer* FindBestTarget() {\n\t\tPlayer* NearestTarget = nullptr;\n\t\tfloat BestDistance = 9999;\n\t\tfloat BestFOV = std::min(Features::Aimbot::FOV, Features::Aimbot::FOV * (GetFOVScale() * Features::Aimbot::ZoomScale));\n\t\tfloat LastPov = 9999;\n\t\tVector3D CameraPosition = Myself->CameraPosition;\n\t\tfor (int i = 0; i < Players->size(); i++) {\n\t\t\tPlayer* p = Players->at(i);\n\t\t\tif (!IsValidTarget(p))\n\t\t\t\tcontinue;\n\t\t\tif (p->DistanceToLocalPlayer > Conversion::ToGameUnits(Features::Aimbot::AdvancedMinDistance1) && p->DistanceToLocalPlayer < Conversion::ToGameUnits(Features::Aimbot::AdvancedMaxDistance1)) {\n\t\t\t\tHitboxType BestBone = static_cast<HitboxType>(GetBestBone(p));\n\t\t\t\tVector3D TargetPosition = p->GetBonePosition(BestBone);\n\n\t\t\t\tfloat Distance = CameraPosition.Distance(TargetPosition);\n\t\t\t\tfloat FOV = CalculateDistanceFromCrosshair(TargetPosition);\n\n\t\t\t\tif (FOV > BestFOV)\n\t\t\t\t\tcontinue;\n\n\t\t\t\tif (Features::Aimbot::Priority == 0 && FOV > LastPov)\n\t\t\t\t\tcontinue;\n\n\t\t\t\tif (Features::Aimbot::Priority == 1 && Distance > BestDistance)\n\t\t\t\t\tcontinue;\n\n\t\t\t\tif (Features::Aimbot::Priority == 2 && FOV > LastPov && Distance > BestDistance)\n\t\t\t\t\tcontinue;\n\n\t\t\t\tNearestTarget = p;\n\t\t\t\tBestDistance = Distance;\n\t\t\t\tLastPov = FOV;\n\t\t\t}\n\t\t}\n\t\treturn NearestTarget;\n\t}\n\n\t// Grinder Aimbot\n\n\tvoid moveMouse() {\n\t\t// calculate smoothing\n\t\tfloat EXTRA_SMOOTH;\n\t\tif (Features::Aimbot::AdvancedAim) {\n\t\t\tEXTRA_SMOOTH = Features::Aimbot::AdvancedExtraSmooth1 / CurrentTarget->DistanceToLocalPlayer;\n\t\t}\n\n\t\telse {\n\t\t\tEXTRA_SMOOTH = Features::Aimbot::ExtraSmoothing / CurrentTarget->DistanceToLocalPlayer;\n\t\t}\n\n\t\tfloat TOTAL_SMOOTH;\n\t\tif (Features::Aimbot::AdvancedAim) {\n\t\t\tif (Myself->IsZooming) {\n\t\t\t\tTOTAL_SMOOTH = Features::Aimbot::AdvancedADSSmooth1 + EXTRA_SMOOTH;\n\t\t\t}\n\n\t\t\telse {\n\t\t\t\tTOTAL_SMOOTH = Features::Aimbot::AdvancedHipfireSmooth1 + EXTRA_SMOOTH;\n\t\t\t}\n\t\t} else if (!Features::Aimbot::AdvancedAim) {\n\t\t\tif (Myself->IsZooming) // ADS\n\t\t\t{\n\t\t\t\tif (Features::Aimbot::SmoothingMethod == 0) // Static\n\t\t\t\t{\n\t\t\t\t\tTOTAL_SMOOTH = Features::Aimbot::ADSSmooth1 + EXTRA_SMOOTH;\n\t\t\t\t} else if (Features::Aimbot::SmoothingMethod == 1) // Random\n\t\t\t\t{\n\t\t\t\t\tTOTAL_SMOOTH = (RandomSmoothing(Features::Aimbot::MinADSSmooth1, Features::Aimbot::MaxHipfireSmooth1)) + EXTRA_SMOOTH;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\telse // Hipfire\n\t\t\t{\n\t\t\t\tif (Features::Aimbot::SmoothingMethod == 0) // Static\n\t\t\t\t{\n\t\t\t\t\tTOTAL_SMOOTH = Features::Aimbot::HipfireSmooth1 + EXTRA_SMOOTH;\n\t\t\t\t} else if (Features::Aimbot::SmoothingMethod == 1) // Random\n\t\t\t\t{\n\t\t\t\t\tTOTAL_SMOOTH = (RandomSmoothing(Features::Aimbot::MinHipfireSmooth1, Features::Aimbot::MaxHipfireSmooth1)) + EXTRA_SMOOTH;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// Aimbot calcs\n\t\tconst FloatVector2D aimbotDelta = CurrentTarget->aimbotDesiredAnglesIncrement\n\t\t\t.multiply(100)\n\t\t\t.divide(TOTAL_SMOOTH);\n\n\t\tconst double aimYawIncrement = aimbotDelta.y * -1;\n\t\tconst double aimPitchIncrement = aimbotDelta.x;\n\t\t// combine\n\t\tconst double totalPitchIncrement = aimPitchIncrement;\n\t\tconst double totalYawIncrement = aimYawIncrement;\n\t\t// turn into integers\n\t\tint totalPitchIncrementInt = RoundHalfEven(AL1AF0(totalPitchIncrement));\n\t\tint totalYawIncrementInt = RoundHalfEven(AL1AF0(totalYawIncrement));\n\t\t// deadzone - are we close enough yet?\n\t\tif (Features::Aimbot::AdvancedAim) {\n\t\t\tif (fabs(CurrentTarget->aimbotDesiredAnglesIncrement.x) < Features::Aimbot::AdvancedDeadzone)\n\t\t\t\ttotalPitchIncrementInt = 0;\n\t\t\tif (fabs(CurrentTarget->aimbotDesiredAnglesIncrement.y) < Features::Aimbot::AdvancedDeadzone)\n\t\t\t\ttotalYawIncrementInt = 0;\n\t\t}\n\n\t\telse if (!Features::Aimbot::AdvancedAim) {\n\t\t\tif (fabs(CurrentTarget->aimbotDesiredAnglesIncrement.x) < Features::Aimbot::Deadzone)\n\t\t\t\ttotalPitchIncrementInt = 0;\n\t\t\tif (fabs(CurrentTarget->aimbotDesiredAnglesIncrement.y) < Features::Aimbot::Deadzone)\n\t\t\t\ttotalYawIncrementInt = 0;\n\t\t}\n\n\t\tif (totalPitchIncrementInt == 0 && totalYawIncrementInt == 0)\n\t\t\treturn;\n\t\t// move mouse\n\t\tX11Display->MoveMouse(totalPitchIncrementInt, totalYawIncrementInt);\n\t}\n\n\tbool active() {\n\t\tbool aimbotIsOn = Features::Aimbot::AimbotEnabled;\n\t\tbool combatReady = Myself->IsCombatReady();\n\t\tint weaponId = Myself->WeaponIndex;\n\t\tbool weaponDiscarded = Myself->weaponDiscarded;\n\n\t\tbool activatedByAimBind = InputManager::isKeyDownOrPress(Features::AimbotBinds::AimBind);\n\t\tbool activatedByExtraBind = InputManager::isKeyDownOrPress(Features::AimbotBinds::ExtraBind);\n\t\tbool activatedByAttackingAndIsAttacking = Features::Aimbot::OnFire && Myself->IsInAttack;\n\t\tbool activatedByADSAndIsADSing = Features::Aimbot::OnADS && Myself->IsZooming;\n\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire and OnADS\n\t\t\tbool active = aimbotIsOn && combatReady && !weaponDiscarded && (activatedByAttackingAndIsAttacking || activatedByADSAndIsADSing);\n\t\t\treturn active;\n\t\t} else if (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\tbool active = aimbotIsOn && combatReady && !weaponDiscarded && (activatedByAimBind || activatedByExtraBind);\n\t\t\treturn active;\n\t\t}\n\t}\n\n\tvoid assignTarget() {\n\t\tfor (int i = 0; i < Players->size(); i++) {\n\t\t\tPlayer* p = Players->at(i);\n\t\t\tif (Features::Aimbot::TeamCheck) {\n\t\t\t\tif (!p->IsCombatReady())\n\t\t\t\t\tcontinue;\n\t\t\t\tif (!p->IsHostile)\n\t\t\t\t\tcontinue;\n\t\t\t\tif (!p->IsVisible)\n\t\t\t\t\tcontinue;\n\t\t\t\tif (p->IsAimedAt)\n\t\t\t\t\tcontinue;\n\t\t\t\tif (fabs(p->aimbotDesiredAnglesIncrement.x) > Features::Aimbot::FOV1)\n\t\t\t\t\tcontinue;\n\t\t\t\tif (fabs(p->aimbotDesiredAnglesIncrement.y) > Features::Aimbot::FOV1)\n\t\t\t\t\tcontinue;\n\t\t\t\tif (CurrentTarget == nullptr || p->aimbotScore > CurrentTarget->aimbotScore) {\n\t\t\t\t\tCurrentTarget = p;\n\t\t\t\t\tCurrentTarget->IsLockedOn = true;\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (!Features::Aimbot::TeamCheck) {\n\t\t\t\tif (!p->IsCombatReady())\n\t\t\t\t\tcontinue;\n\t\t\t\tif (!p->IsVisible)\n\t\t\t\t\tcontinue;\n\t\t\t\tif (p->IsAimedAt)\n\t\t\t\t\tcontinue;\n\t\t\t\tif (fabs(p->aimbotDesiredAnglesIncrement.x) > Features::Aimbot::FOV1)\n\t\t\t\t\tcontinue;\n\t\t\t\tif (fabs(p->aimbotDesiredAnglesIncrement.y) > Features::Aimbot::FOV1)\n\t\t\t\t\tcontinue;\n\t\t\t\tif (CurrentTarget == nullptr || p->aimbotScore > CurrentTarget->aimbotScore) {\n\t\t\t\t\tCurrentTarget = p;\n\t\t\t\t\tCurrentTarget->IsLockedOn = true;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\tvoid releaseTarget() {\n\t\tif (CurrentTarget != nullptr && CurrentTarget->IsValid())\n\t\t\tCurrentTarget->IsLockedOn = false;\n\t\tTargetSelected = false;\n\t\tCurrentTarget = nullptr;\n\t}\n\n\tvoid resetLockFlag() {\n\t\tfor (int i = 0; i < Players->size(); i++) {\n\t\t\tPlayer* p = Players->at(i);\n\t\t\tif (!p->IsCombatReady())\n\t\t\t\tcontinue;\n\t\t\tp->IsLockedOn = false;\n\t\t}\n\t\tif (CurrentTarget != nullptr)\n\t\t\tCurrentTarget->IsLockedOn = true;\n\t}\n\n\t// Math\n\n\tfloat RandomSmoothing(float a, float b) {\n\t\tfloat random = ((float)rand()) / (float)RAND_MAX;\n\t\tfloat diff = b - a;\n\t\tfloat r = random * diff;\n\t\treturn a + r;\n\t}\n\n\tfloat CalculatePitchIncrement(QAngle AimbotDesiredAngles) {\n\t\tfloat wayA = AimbotDesiredAngles.x - Myself->ViewAngles.x;\n\t\tfloat wayB = 180 - abs(wayA);\n\t\tif (wayA > 0 && wayB > 0)\n\t\t\twayB *= -1;\n\t\tif (fabs(wayA) < fabs(wayB))\n\t\t\treturn wayA;\n\t\treturn wayB;\n\t}\n\n\tfloat CalculateYawIncrement(QAngle AimbotDesiredAngles) {\n\t\tfloat wayA = AimbotDesiredAngles.y - Myself->ViewAngles.y;\n\t\tfloat wayB = 360 - abs(wayA);\n\t\tif (wayA > 0 && wayB > 0)\n\t\t\twayB *= -1;\n\t\tif (fabs(wayA) < fabs(wayB))\n\t\t\treturn wayA;\n\t\treturn wayB;\n\t}\n\n\tstatic int RoundHalfEven(float x) {\n\t\treturn (x >= 0.0)\n\t\t\t? static_cast<int>(std::round(x))\n\t\t\t: static_cast<int>(std::round(-x)) * -1;\n\t}\n\n\tstatic float AL1AF0(float num) {\n\t\tif (num > 0)\n\t\t\treturn std::max(num, 1.0f);\n\t\treturn std::min(num, -1.0f);\n\t}\n\n\t// Updating Settings For Advanced Options\n\tvoid UpdateAimbotSettings() {\n\t\tif (!Features::Aimbot::AdvancedAim) {\n\t\t\treturn;\n\t\t}\n\t\tint weaponHeld = Myself->WeaponIndex;\n\t\t// Keybinds && Deadzone\n\t\tif (Features::Aimbot::AdvancedAim) {\n\t\t\tif (weaponHeld == WeaponIDs::P2020) { // P2020\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::P2020AimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::P2020ExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::P2020Fire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::P2020ADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::P2020Deadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::P2020ClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::P2020Hitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::P2020Speed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::P2020HipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::P2020ADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::P2020SmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::P2020MinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::P2020MaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::P2020MinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::P2020MaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::P2020HipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::P2020ADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::P2020MinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::P2020MaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::P2020MinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::P2020MaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::P2020ExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::P2020FOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::P2020MinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::P2020MaxDistance1;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::RE45) { // RE45\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::RE45AimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::RE45ExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::RE45Fire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::RE45ADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::RE45Deadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::RE45ClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::RE45Hitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::RE45Speed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::RE45HipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::RE45ADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::RE45SmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::RE45MinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::RE45MaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::RE45MinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::RE45MaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::RE45HipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::RE45ADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::RE45MinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::RE45MaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::RE45MinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::RE45MaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::RE45ExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::RE45FOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::RE45MinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::RE45MaxDistance1;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::ALTERNATOR) { // Alternator\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::AlternatorAimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::AlternatorExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::AlternatorFire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::AlternatorADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::AlternatorDeadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::AlternatorClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::AlternatorHitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::AlternatorSpeed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::AlternatorHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::AlternatorADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::AlternatorSmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::AlternatorMinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::AlternatorMaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::AlternatorMinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::AlternatorMaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::AlternatorHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::AlternatorADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::AlternatorMinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::AlternatorMaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::AlternatorMinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::AlternatorMaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::AlternatorExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::AlternatorFOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::AlternatorMinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::AlternatorMaxDistance1;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::R99) { // R99\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::R99AimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::R99ExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::R99Fire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::R99ADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::R99Deadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::R99ClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::R99Hitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::R99Speed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::R99HipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::R99ADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::R99SmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::R99MinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::R99MaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::R99MinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::R99MaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::R99HipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::R99ADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::R99MinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::R99MaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::R99MinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::R99MaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::R99ExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::R99FOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::R99MinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::R99MaxDistance1;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::R301) { // R301\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::R301AimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::R301ExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::R301Fire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::R301ADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::R301Deadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::R301ClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::R301Hitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::R301Speed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::R301HipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::R301ADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::R301SmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::R301MinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::R301MaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::R301MinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::R301MaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::R301HipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::R301ADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::R301MinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::R301MaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::R301MinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::R301MaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::R301ExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::R301FOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::R301MinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::R301MaxDistance1;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::SPITFIRE) { // Spitfire\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::SpitfireAimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::SpitfireExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::SpitfireFire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::SpitfireADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::SpitfireDeadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::SpitfireClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::SpitfireHitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::SpitfireSpeed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::SpitfireHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::SpitfireADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::SpitfireSmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::SpitfireMinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::SpitfireMaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::SpitfireMinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::SpitfireMaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::SpitfireHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::SpitfireADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::SpitfireMinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::SpitfireMaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::SpitfireMinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::SpitfireMaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::SpitfireExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::SpitfireFOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::SpitfireMinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::SpitfireMaxDistance1;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::G7) { // G7\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::G7AimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::G7ExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::G7Fire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::G7ADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::G7Deadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::G7ClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::G7Hitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::G7Speed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::G7HipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::G7ADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::G7SmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::G7MinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::G7MaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::G7MinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::G7MaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::G7HipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::G7ADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::G7MinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::G7MaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::G7MinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::G7MaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::G7ExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::G7FOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::G7MinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::G7MaxDistance1;\n\t\t\t}\n\t\t\t// Heavy Weapons\n\t\t\tif (weaponHeld == WeaponIDs::CAR) { // CARSMG\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::CARSMGAimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::CARSMGExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::CARSMGFire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::CARSMGADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::CARSMGDeadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::CARSMGClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::CARSMGHitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::CARSMGSpeed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::CARSMGHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::CARSMGADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::CARSMGSmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::CARSMGMinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::CARSMGMaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::CARSMGMinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::CARSMGMaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::CARSMGHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::CARSMGADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::CARSMGMinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::CARSMGMaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::CARSMGMinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::CARSMGMaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::CARSMGExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::CARSMGFOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::CARSMGMinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::CARSMGMaxDistance1;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::RAMPAGE) { // Rampage\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::RampageAimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::RampageExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::RampageFire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::RampageADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::RampageDeadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::RampageClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::RampageHitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::RampageSpeed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::RampageHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::RampageADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::RampageSmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::RampageMinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::RampageMaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::RampageMinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::RampageMaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::RampageHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::RampageADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::RampageMinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::RampageMaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::RampageMinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::RampageMaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::RampageExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::RampageFOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::RampageMinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::RampageMaxDistance1;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::REPEATER) { // Repeater\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::RepeaterAimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::RepeaterExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::RepeaterFire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::RepeaterADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::RepeaterDeadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::RepeaterClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::RepeaterHitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::RepeaterSpeed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::RepeaterHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::RepeaterADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::RepeaterSmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::RepeaterMinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::RepeaterMaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::RepeaterMinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::RepeaterMaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::RepeaterHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::RepeaterADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::RepeaterMinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::RepeaterMaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::RepeaterMinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::RepeaterMaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::RepeaterExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::RepeaterFOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::RepeaterMinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::RepeaterMaxDistance1;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::PROWLER) { // Prowler\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::ProwlerAimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::ProwlerExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::ProwlerFire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::ProwlerADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::ProwlerDeadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::ProwlerClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::ProwlerHitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::ProwlerSpeed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::ProwlerHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::ProwlerADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::ProwlerSmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::ProwlerMinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::ProwlerMaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::ProwlerMinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::ProwlerMaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::ProwlerHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::ProwlerADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::ProwlerMinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::ProwlerMaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::ProwlerMinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::ProwlerMaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::ProwlerExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::ProwlerFOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::ProwlerMinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::ProwlerMaxDistance1;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::HEMLOCK) { // Hemlock\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::HemlockAimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::HemlockExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::HemlockFire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::HemlockADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::HemlockDeadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::HemlockClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::HemlockHitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::HemlockSpeed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::HemlockHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::HemlockADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::HemlockSmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::HemlockMinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::HemlockMaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::HemlockMinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::HemlockMaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::HemlockHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::HemlockADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::HemlockMinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::HemlockMaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::HemlockMinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::HemlockMaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::HemlockExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::HemlockFOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::HemlockMinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::HemlockMaxDistance1;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::FLATLINE) { // Flatline\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::FlatlineAimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::FlatlineExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::FlatlineFire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::FlatlineADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::FlatlineDeadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::FlatlineClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::FlatlineHitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::FlatlineSpeed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::FlatlineHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::FlatlineADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::FlatlineSmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::FlatlineMinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::FlatlineMaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::FlatlineMinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::FlatlineMaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::FlatlineHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::FlatlineADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::FlatlineMinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::FlatlineMaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::FlatlineMinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::FlatlineMaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::FlatlineExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::FlatlineFOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::FlatlineMinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::FlatlineMaxDistance1;\n\t\t\t}\n\t\t\t// Energy Weapons\n\t\t\tif (weaponHeld == WeaponIDs::NEMESIS) { // Nemesis\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::NemesisAimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::NemesisExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::NemesisFire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::NemesisADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::NemesisDeadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::NemesisClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::NemesisHitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::NemesisSpeed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::NemesisHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::NemesisADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::NemesisSmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::NemesisMinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::NemesisMaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::NemesisMinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::NemesisMaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::NemesisHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::NemesisADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::NemesisMinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::NemesisMaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::NemesisMinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::NemesisMaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::NemesisExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::NemesisFOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::NemesisMinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::NemesisMaxDistance1;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::VOLT) { // Volt\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::VoltAimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::VoltExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::VoltFire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::VoltADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::VoltDeadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::VoltClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::VoltHitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::VoltSpeed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::VoltHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::VoltADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::VoltSmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::VoltMinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::VoltMaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::VoltMinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::VoltMaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::VoltHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::VoltADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::VoltMinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::VoltMaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::VoltMinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::VoltMaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::VoltExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::VoltFOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::VoltMinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::VoltMaxDistance1;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::TRIPLETAKE) { // TripleTake\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::TripleTakeAimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::TripleTakeExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::TripleTakeFire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::TripleTakeADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::TripleTakeDeadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::TripleTakeClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::TripleTakeHitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::TripleTakeSpeed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::TripleTakeHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::TripleTakeADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::TripleTakeSmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::TripleTakeMinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::TripleTakeMaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::TripleTakeMinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::TripleTakeMaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::TripleTakeHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::TripleTakeADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::TripleTakeMinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::TripleTakeMaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::TripleTakeMinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::TripleTakeMaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::TripleTakeExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::TripleTakeFOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::TripleTakeMinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::TripleTakeMaxDistance1;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::LSTAR) { // LSTAR\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::LSTARAimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::LSTARExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::LSTARFire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::LSTARADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::LSTARDeadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::LSTARClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::LSTARHitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::LSTARSpeed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::LSTARHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::LSTARADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::LSTARSmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::LSTARMinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::LSTARMaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::LSTARMinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::LSTARMaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::LSTARHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::LSTARADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::LSTARMinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::LSTARMaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::LSTARMinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::LSTARMaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::LSTARExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::LSTARFOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::LSTARMinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::LSTARMaxDistance1;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::DEVOTION) { // Devotion\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::DevotionAimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::DevotionExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::DevotionFire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::DevotionADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::DevotionDeadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::DevotionClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::DevotionHitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::DevotionSpeed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::DevotionHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::DevotionADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::DevotionSmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::DevotionMinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::DevotionMaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::DevotionMinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::DevotionMaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::DevotionHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::DevotionADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::DevotionMinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::DevotionMaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::DevotionMinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::DevotionMaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::DevotionExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::DevotionFOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::DevotionMinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::DevotionMaxDistance1;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::HAVOC) { // Havoc\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::HavocAimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::HavocExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::HavocFire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::HavocADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::HavocDeadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::HavocClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::HavocHitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::HavocSpeed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::HavocHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::HavocADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::HavocSmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::HavocMinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::HavocMaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::HavocMinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::HavocMaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::HavocHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::HavocADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::HavocMinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::HavocMaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::HavocMinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::HavocMaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::HavocExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::HavocFOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::HavocMinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::HavocMaxDistance1;\n\t\t\t}\n\t\t\t// Shotguns\n\t\t\tif (weaponHeld == WeaponIDs::MOZAMBIQUE) { // Mozambique\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::MozambiqueAimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::MozambiqueExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::MozambiqueFire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::MozambiqueADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::MozambiqueDeadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::MozambiqueClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::MozambiqueHitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::MozambiqueSpeed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::MozambiqueHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::MozambiqueADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::MozambiqueSmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::MozambiqueMinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::MozambiqueMaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::MozambiqueMinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::MozambiqueMaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::MozambiqueHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::MozambiqueADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::MozambiqueMinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::MozambiqueMaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::MozambiqueMinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::MozambiqueMaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::MozambiqueExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::MozambiqueFOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::MozambiqueMinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::MozambiqueMaxDistance1;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::PEACEKEEPER) { // Peacekeeper\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::PeacekeeperAimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::PeacekeeperExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::PeacekeeperFire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::PeacekeeperADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::PeacekeeperDeadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::PeacekeeperClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::PeacekeeperHitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::PeacekeeperSpeed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::PeacekeeperHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::PeacekeeperADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::PeacekeeperSmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::PeacekeeperMinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::PeacekeeperMaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::PeacekeeperMinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::PeacekeeperMaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::PeacekeeperHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::PeacekeeperADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::PeacekeeperMinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::PeacekeeperMaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::PeacekeeperMinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::PeacekeeperMaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::PeacekeeperExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::PeacekeeperFOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::PeacekeeperMinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::PeacekeeperMaxDistance1;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::MASTIFF) { // Mastiff\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::MastiffAimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::MastiffExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::MastiffFire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::MastiffADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::MastiffDeadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::MastiffClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::MastiffHitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::MastiffSpeed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::MastiffHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::MastiffADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::MastiffSmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::MastiffMinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::MastiffMaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::MastiffMinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::MastiffMaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::MastiffHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::MastiffADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::MastiffMinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::MastiffMaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::MastiffMinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::MastiffMaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::MastiffExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::MastiffFOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::MastiffMinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::MastiffMaxDistance1;\n\t\t\t}\n\t\t\t// Snipers\n\t\t\tif (weaponHeld == WeaponIDs::SENTINEL) { // Sentinel\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::SentinelAimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::SentinelExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::SentinelFire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::SentinelADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::SentinelDeadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::SentinelClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::SentinelHitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::SentinelSpeed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::SentinelHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::SentinelADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::SentinelSmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::SentinelMinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::SentinelMaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::SentinelMinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::SentinelMaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::SentinelHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::SentinelADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::SentinelMinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::SentinelMaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::SentinelMinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::SentinelMaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::SentinelExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::SentinelFOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::SentinelMinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::SentinelMaxDistance1;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::CHARGE_RIFLE) { // ChargeRifle\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::ChargeRifleAimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::ChargeRifleExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::ChargeRifleFire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::ChargeRifleADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::ChargeRifleDeadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::ChargeRifleClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::ChargeRifleHitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::ChargeRifleSpeed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::ChargeRifleHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::ChargeRifleADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::ChargeRifleSmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::ChargeRifleMinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::ChargeRifleMaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::ChargeRifleMinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::ChargeRifleMaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::ChargeRifleHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::ChargeRifleADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::ChargeRifleMinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::ChargeRifleMaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::ChargeRifleMinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::ChargeRifleMaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::ChargeRifleExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::ChargeRifleFOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::ChargeRifleMinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::ChargeRifleMaxDistance1;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::LONGBOW) { // Longbow\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::LongbowAimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::LongbowExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::LongbowFire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::LongbowADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::LongbowDeadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::LongbowClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::LongbowHitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::LongbowSpeed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::LongbowHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::LongbowADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::LongbowSmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::LongbowMinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::LongbowMaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::LongbowMinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::LongbowMaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::LongbowHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::LongbowADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::LongbowMinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::LongbowMaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::LongbowMinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::LongbowMaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::LongbowExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::LongbowFOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::LongbowMinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::LongbowMaxDistance1;\n\t\t\t}\n\t\t\t// Legendary Weapons\n\t\t\tif (weaponHeld == WeaponIDs::WINGMAN) { // Wingman\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::WingmanAimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::WingmanExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::WingmanFire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::WingmanADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::WingmanDeadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::WingmanClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::WingmanHitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::WingmanSpeed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::WingmanHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::WingmanADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::WingmanSmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::WingmanMinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::WingmanMaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::WingmanMinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::WingmanMaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::WingmanHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::WingmanADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::WingmanMinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::WingmanMaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::WingmanMinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::WingmanMaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::WingmanExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::WingmanFOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::WingmanMinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::WingmanMaxDistance1;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::EVA8) { // EVA8\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::EVA8AimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::EVA8ExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::EVA8Fire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::EVA8ADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::EVA8Deadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::EVA8ClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::EVA8Hitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::EVA8Speed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::EVA8HipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::EVA8ADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::EVA8SmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::EVA8MinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::EVA8MaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::EVA8MinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::EVA8MaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::EVA8HipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::EVA8ADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::EVA8MinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::EVA8MaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::EVA8MinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::EVA8MaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::EVA8ExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::EVA8FOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::EVA8MinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::EVA8MaxDistance1;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::BOCEK) { // Bocek\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::BocekAimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::BocekExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::BocekFire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::BocekADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::BocekDeadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::BocekClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::BocekHitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::BocekSpeed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::BocekHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::BocekADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::BocekSmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::BocekMinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::BocekMaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::BocekMinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::BocekMaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::BocekHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::BocekADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::BocekMinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::BocekMaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::BocekMinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::BocekMaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::BocekExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::BocekFOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::BocekMinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::BocekMaxDistance1;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::KRABER) { // Kraber\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::KraberAimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::KraberExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::KraberFire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::KraberADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::KraberDeadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::KraberClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::KraberHitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::KraberSpeed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::KraberHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::KraberADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::KraberSmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::KraberMinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::KraberMaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::KraberMinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::KraberMaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::KraberHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::KraberADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::KraberMinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::KraberMaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::KraberMinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::KraberMaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::KraberExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::KraberFOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::KraberMinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::KraberMaxDistance1;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::KNIFE) { // ThrowingKnife\n\t\t\t\tFeatures::AimbotBinds::AimBind = Features::AimbotBinds::ThrowingKnifeAimBind;\n\t\t\t\tFeatures::AimbotBinds::ExtraBind = Features::AimbotBinds::ThrowingKnifeExtraBind;\n\t\t\t\tFeatures::Aimbot::OnFire = Features::Aimbot::ThrowingKnifeFire;\n\t\t\t\tFeatures::Aimbot::OnADS = Features::Aimbot::ThrowingKnifeADS;\n\t\t\t\tFeatures::Aimbot::AdvancedDeadzone = Features::Aimbot::ThrowingKnifeDeadzone;\n\n\t\t\t\tFeatures::Aimbot::ClosestHitbox = Features::Aimbot::ThrowingKnifeClosestHitbox;\n\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Features::AimbotHitboxes::ThrowingKnifeHitbox);\n\t\t\t\tFeatures::Aimbot::AdvancedSpeed = Features::Aimbot::ThrowingKnifeSpeed;\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Features::Aimbot::ThrowingKnifeHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth = Features::Aimbot::ThrowingKnifeADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedSmoothingMethod = Features::Aimbot::ThrowingKnifeSmoothingMethod;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Features::Aimbot::ThrowingKnifeMinHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Features::Aimbot::ThrowingKnifeMaxHipfireSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Features::Aimbot::ThrowingKnifeMinADSSmooth;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Features::Aimbot::ThrowingKnifeMaxADSSmooth;\n\n\t\t\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Features::Aimbot::ThrowingKnifeHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Features::Aimbot::ThrowingKnifeADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Features::Aimbot::ThrowingKnifeMinHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Features::Aimbot::ThrowingKnifeMaxHipfireSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Features::Aimbot::ThrowingKnifeMinADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Features::Aimbot::ThrowingKnifeMaxADSSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Features::Aimbot::ThrowingKnifeExtraSmooth1;\n\t\t\t\tFeatures::Aimbot::AdvancedFOV1 = Features::Aimbot::ThrowingKnifeFOV1;\n\t\t\t\tFeatures::Aimbot::AdvancedMinDistance1 = Features::Aimbot::ThrowingKnifeMinDistance1;\n\t\t\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Features::Aimbot::ThrowingKnifeMaxDistance1;\n\t\t\t}\n\t\t}\n\t}\n\n\tvoid UpdateRCSSettings() {\n\t\tif (!Features::RCS::AdvancedRCS) {\n\t\t\treturn;\n\t\t}\n\n\t\tint weaponHeld = Myself->WeaponIndex;\n\n\t\tif (Features::RCS::AdvancedRCS) {\n\t\t\tif (weaponHeld == WeaponIDs::P2020) { // P2020\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::P2020Pitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::P2020Yaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::P2020PitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::P2020YawReduction;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::RE45) { // RE-45\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::RE45Pitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::RE45Yaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::RE45PitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::RE45YawReduction;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::ALTERNATOR) { // Alternator\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::AlternatorPitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::AlternatorYaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::AlternatorPitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::AlternatorYawReduction;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::R99) { // R-99\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::R99Pitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::R99Yaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::R99PitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::R99YawReduction;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::R301) { // R-301\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::R301Pitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::R301Yaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::R301PitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::R301YawReduction;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::SPITFIRE) { // Spitfire\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::SpitfirePitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::SpitfireYaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::SpitfirePitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::SpitfireYawReduction;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::G7) { // G7\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::G7Pitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::G7Yaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::G7PitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::G7YawReduction;\n\t\t\t}\n\t\t\t// Heavy Weapons\n\t\t\tif (weaponHeld == WeaponIDs::CAR) { // CARSMG\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::CARSMGPitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::CARSMGYaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::CARSMGPitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::CARSMGYawReduction;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::RAMPAGE) { // Rampage\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::RampagePitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::RampageYaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::RampagePitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::RampageYawReduction;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::REPEATER) { // Repeater\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::RepeaterPitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::RepeaterYaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::RepeaterPitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::RepeaterYawReduction;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::HEMLOCK) { // Hemlock\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::HemlockPitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::HemlockYaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::HemlockPitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::HemlockYawReduction;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::FLATLINE) { // Flatline\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::FlatlinePitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::FlatlineYaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::FlatlinePitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::FlatlineYawReduction;\n\t\t\t}\n\t\t\t// Energy Weapons\n\t\t\tif (weaponHeld == WeaponIDs::NEMESIS) { // Nemesis\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::NemesisPitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::NemesisYaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::NemesisPitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::NemesisYawReduction;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::VOLT) { // Volt\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::VoltPitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::VoltYaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::VoltPitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::VoltYawReduction;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::TRIPLETAKE) { // TripleTake\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::TripleTakePitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::TripleTakeYaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::TripleTakePitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::TripleTakeYawReduction;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::LSTAR) { // LSTAR\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::LSTARPitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::LSTARYaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::LSTARPitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::LSTARYawReduction;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::DEVOTION) { // Devotion\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::DevotionPitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::DevotionYaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::DevotionPitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::DevotionYawReduction;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::HAVOC) { // Havoc\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::HavocPitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::HavocYaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::HavocPitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::HavocYawReduction;\n\t\t\t}\n\t\t\t// Shotguns\n\t\t\tif (weaponHeld == WeaponIDs::MOZAMBIQUE) { // Mozambique\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::MozambiquePitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::MozambiqueYaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::MozambiquePitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::MozambiqueYawReduction;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::EVA8) { // EVA8\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::EVA8Pitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::EVA8Yaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::EVA8PitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::EVA8YawReduction;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::PEACEKEEPER) { // Peacekeeper\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::PeacekeeperPitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::PeacekeeperYaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::PeacekeeperPitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::PeacekeeperYawReduction;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::MASTIFF) { // Mastiff\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::MastiffPitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::MastiffYaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::MastiffPitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::MastiffYawReduction;\n\t\t\t}\n\t\t\t// Snipers\n\t\t\tif (weaponHeld == WeaponIDs::SENTINEL) { // Sentinel\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::SentinelPitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::SentinelYaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::SentinelPitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::SentinelYawReduction;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::CHARGE_RIFLE) { // ChargeRifle\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::ChargeRiflePitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::ChargeRifleYaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::ChargeRiflePitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::ChargeRifleYawReduction;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::LONGBOW) { // Longbow\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::LongbowPitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::LongbowYaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::LongbowPitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::LongbowYawReduction;\n\t\t\t}\n\t\t\t// Legendary Weapons\n\t\t\tif (weaponHeld == WeaponIDs::WINGMAN) { // Wingman\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::WingmanPitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::WingmanYaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::WingmanPitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::WingmanYawReduction;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::PROWLER) { // Prowler\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::ProwlerPitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::ProwlerYaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::ProwlerPitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::ProwlerYawReduction;\n\t\t\t}\n\t\t\tif (weaponHeld == WeaponIDs::KRABER) { // Kraber\n\t\t\t\tFeatures::RCS::AdvancedPitchPower = Features::RCS::KraberPitch;\n\t\t\t\tFeatures::RCS::AdvancedYawPower = Features::RCS::KraberYaw;\n\t\t\t\tFeatures::RCS::AdvancedPitchReduction = Features::RCS::KraberPitchReduction;\n\t\t\t\tFeatures::RCS::AdvancedYawReduction = Features::RCS::KraberYawReduction;\n\t\t\t}\n\t\t}\n\t}\n\n\tbool IsBestTarget() // For Target Visuals\n\t{\n\t\tif (!Map->IsPlayable) {\n\t\t\tReleaseBestTarget();\n\t\t\treturn false;\n\t\t}\n\n\t\tif (!Features::Aimbot::AimbotEnabled) {\n\t\t\tReleaseBestTarget();\n\t\t\treturn false;\n\t\t}\n\n\t\tif (Features::Aimbot::AimbotEnabled) {\n\t\t\tif (Features::Home::IsMenuOpened)\n\t\t\t\treturn false; // Dont aimbot whilst menu is open\n\n\t\t\tif (!Myself->IsCombatReady()) {\n\t\t\t\tBestTarget = nullptr;\n\t\t\t\treturn false;\n\t\t\t}\n\n\t\t\tif (Features::Aimbot::AimList.find(Myself->WeaponIndex) == Features::Aimbot::AimList.end()) {\n\t\t\t\tReleaseBestTarget();\n\t\t\t\treturn false;\n\t\t\t}\n\n\t\t\tPlayer* Target = BestTarget;\n\t\t\tif (!Features::Aimbot::TargetSwitching) {\n\t\t\t\tif (!IsValidTarget(Target)) {\n\t\t\t\t\tif (TargetSelected) {\n\t\t\t\t\t\treturn false;\n\t\t\t\t\t}\n\n\t\t\t\t\tTarget = FindBestTarget();\n\t\t\t\t\tif (!IsValidTarget(Target)) {\n\t\t\t\t\t\tReleaseBestTarget();\n\t\t\t\t\t\treturn false;\n\t\t\t\t\t}\n\n\t\t\t\t\tBestTarget = Target;\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tTarget = FindBestTarget();\n\t\t\t\tif (!IsValidTarget(Target)) {\n\t\t\t\t\tReleaseBestTarget();\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\n\t\t\t\tBestTarget = Target;\n\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\t}\n\n\tvoid ReleaseBestTarget() {\n\t\tBestTarget = nullptr;\n\t}\n\n};\n"
  },
  {
    "path": "Features/Misc.hpp",
    "content": "#pragma once\n#include \"../Core/Level.hpp\"\n#include \"../Core/LocalPlayer.hpp\"\n#include \"../Core/Offsets.hpp\"\n#include \"../Core/Player.hpp\"\n#include <GLFW/glfw3.h>\n#include <X11/Xlib.h>\n#include <X11/Xutil.h>\n#include <X11/extensions/XInput2.h>\n#include <atomic>\n#include <chrono>\n#include <iostream>\n#include <string>\n#include <thread>\n#include <unistd.h>\n#include <vector>\n\n#include \"../Math/QAngle.hpp\"\n#include \"../Math/Resolver.hpp\"\n#include \"../Math/Vector2D.hpp\"\n#include \"../Math/Vector3D.hpp\"\n\n#include \"../Utils/Config.hpp\"\n#include \"../Utils/Conversion.hpp\"\n#include \"../Utils/Features.hpp\"\n#include \"../Utils/HitboxType.hpp\"\n#include \"../Utils/InputManager.hpp\"\n#include \"../Utils/InputTypes.hpp\"\n#include \"../Utils/Memory.hpp\"\n#include \"../Utils/Weapons.hpp\"\n#include \"../Utils/XDisplay.hpp\"\n\n// UI //\n#include \"../imgui/imgui.h\"\n#include \"../imgui/imgui_impl_glfw.h\"\n#include \"../imgui/imgui_impl_opengl3.h\"\n\ntypedef void* PVOID;\n\nstruct Misc {\n\n  std::set<int> RapidFireList = {};\n\n  float HangOnWall1;\n  float HangOnWall2;\n  float TraversalProgress1;\n  float HangOnWall3;\n  float HangOnWall4;\n  float StartJumpTime1;\n\n  XDisplay* X11Display;\n  Level* Map;\n  LocalPlayer* Myself;\n  std::vector<Player*>* Players;\n\n  Misc(XDisplay* X11Display, Level* Map, LocalPlayer* Myself,\n       std::vector<Player*>* GamePlayers) {\n    this->X11Display = X11Display;\n    this->Map = Map;\n    this->Myself = Myself;\n    this->Players = GamePlayers;\n  }\n\n  static bool Save() {\n    try {\n      Config::Misc::SuperGlide = Features::Misc::SuperGlide;\n      Config::Misc::SuperGlideMode = Features::Misc::SuperGlideMode;\n      Config::Misc::SuperGlideFPS = Features::Misc::SuperGlideFPS;\n\n      Config::Misc::QuickTurn = Features::Misc::QuickTurn;\n      Config::Misc::QuickTurnAngle = Features::Misc::QuickTurnAngle;\n      Config::Misc::QuickTurnBind =\n        static_cast<int>(Features::Misc::QuickTurnBind);\n\n      Config::Misc::BHop = Features::Misc::BHop;\n      Config::Misc::BHopDelay = Features::Misc::BHopDelay;\n      Config::Misc::BHopBind = static_cast<int>(Features::Misc::BHopBind);\n\n      Config::Misc::WallJump = Features::Misc::WallJump;\n      Config::Misc::WallJumpBind = static_cast<int>(Features::Misc::WallJumpBind);\n\n      Config::Misc::AutoTapStrafe = Features::Misc::AutoTapStrafe;\n\n      Config::Misc::RapidFire = Features::Misc::RapidFire;\n      Config::Misc::RapidFireDelay = Features::Misc::RapidFireDelay;\n      Config::Misc::RapidFireBind =\n        static_cast<int>(Features::Misc::RapidFireBind);\n    // Rapid Fire Weapons\n      Config::Misc::RapidP2020 = Features::Misc::RapidP2020;\n      Config::Misc::RapidR301 = Features::Misc::RapidR301;\n      Config::Misc::RapidG7 = Features::Misc::RapidG7;\n      Config::Misc::RapidFlatline = Features::Misc::RapidFlatline;\n      Config::Misc::RapidHemlock = Features::Misc::RapidHemlock;\n      Config::Misc::RapidProwler = Features::Misc::RapidProwler;\n      Config::Misc::RapidNemesis = Features::Misc::RapidNemesis;\n      Config::Misc::RapidMozambique = Features::Misc::RapidMozambique;\n      Config::Misc::RapidEVA8 = Features::Misc::RapidEVA8;\n      Config::Misc::RapidWingman = Features::Misc::RapidWingman;\n\n      Config::Misc::SkinChanger = Features::Misc::SkinChanger;\n      // Weapon IDs\n      // Light\n      Config::Misc::SkinP2020 = Features::Misc::SkinP2020;\n      Config::Misc::SkinRE45 = Features::Misc::SkinRE45;\n      Config::Misc::SkinALTERNATOR = Features::Misc::SkinALTERNATOR;\n      Config::Misc::SkinR99 = Features::Misc::SkinR99;\n      Config::Misc::SkinR301 = Features::Misc::SkinR301;\n      Config::Misc::SkinSPITFIRE = Features::Misc::SkinSPITFIRE;\n      Config::Misc::SkinG7 = Features::Misc::SkinG7;\n\n      // Heavy\n      Config::Misc::SkinFLATLINE = Features::Misc::SkinFLATLINE;\n      Config::Misc::SkinHEMLOCK = Features::Misc::SkinHEMLOCK;\n      Config::Misc::SkinREPEATER = Features::Misc::SkinREPEATER;\n      Config::Misc::SkinRAMPAGE = Features::Misc::SkinRAMPAGE;\n      Config::Misc::SkinCAR = Features::Misc::SkinCAR;\n\n      // Energy\n      Config::Misc::SkinHAVOC = Features::Misc::SkinHAVOC;\n      Config::Misc::SkinDEVOTION = Features::Misc::SkinDEVOTION;\n      Config::Misc::SkinLSTAR = Features::Misc::SkinLSTAR;\n      Config::Misc::SkinTRIPLETAKE = Features::Misc::SkinTRIPLETAKE;\n      Config::Misc::SkinVOLT = Features::Misc::SkinVOLT;\n      Config::Misc::SkinNEMESIS = Features::Misc::SkinNEMESIS;\n\n      // Shotgun\n      Config::Misc::SkinMOZAMBIQUE = Features::Misc::SkinMOZAMBIQUE;\n      Config::Misc::SkinEVA8 = Features::Misc::SkinEVA8;\n      Config::Misc::SkinPEACEKEEPER = Features::Misc::SkinPEACEKEEPER;\n      Config::Misc::SkinMASTIFF = Features::Misc::SkinMASTIFF;\n\n      // Snipers\n      Config::Misc::SkinLONGBOW = Features::Misc::SkinLONGBOW;\n      Config::Misc::SkinCHARGE_RIFLE = Features::Misc::SkinCHARGE_RIFLE;\n      Config::Misc::SkinSENTINEL = Features::Misc::SkinSENTINEL;\n\n      // Legendary\n      Config::Misc::SkinWINGMAN = Features::Misc::SkinWINGMAN;\n      Config::Misc::SkinPROWLER = Features::Misc::SkinPROWLER;\n      Config::Misc::SkinBOCEK = Features::Misc::SkinBOCEK;\n      Config::Misc::SkinKRABER = Features::Misc::SkinKRABER;\n      return true;\n    }\n    catch (...) {\n      return false;\n    }\n  }\n\n  void UpdateRapidFireList() {\n    // Update RapidFireList\n    RapidFireList.clear();\n    if (Features::Misc::RapidP2020)\n      RapidFireList.insert(WeaponIDs::P2020);\n    if (Features::Misc::RapidR301)\n      RapidFireList.insert(WeaponIDs::R301);\n    if (Features::Misc::RapidG7)\n      RapidFireList.insert(WeaponIDs::G7);\n    if (Features::Misc::RapidFlatline)\n      RapidFireList.insert(WeaponIDs::FLATLINE);\n    if (Features::Misc::RapidHemlock)\n      RapidFireList.insert(WeaponIDs::HEMLOCK);\n    if (Features::Misc::RapidProwler)\n      RapidFireList.insert(WeaponIDs::PROWLER);\n    if (Features::Misc::RapidNemesis)\n      RapidFireList.insert(WeaponIDs::NEMESIS);\n    if (Features::Misc::RapidMozambique)\n      RapidFireList.insert(WeaponIDs::MOZAMBIQUE);\n    if (Features::Misc::RapidWingman)\n      RapidFireList.insert(WeaponIDs::WINGMAN);\n    if (Features::Misc::RapidEVA8)\n      RapidFireList.insert(WeaponIDs::EVA8);\n  }\n\n  void Update() {\n    if (!Map->IsPlayable)\n      return;\n    if (Myself->IsDead)\n      return;\n\n    if (Features::Misc::SkinChanger) {\n      long wephandle = Memory::Read<long>(Myself->BasePointer + OFF_WEAPON_HANDLE);\n      wephandle &= 0xffff;\n      long wep_entity = Myself->WeaponEntity;\n      std::map<int, int> weaponSkinMap;\n      // Light ammo weapons\n      weaponSkinMap[WeaponIDs::P2020] = Features::Misc::SkinP2020;\n      weaponSkinMap[WeaponIDs::RE45] = Features::Misc::SkinRE45;\n      weaponSkinMap[WeaponIDs::ALTERNATOR] = Features::Misc::SkinALTERNATOR;\n      weaponSkinMap[WeaponIDs::R99] = Features::Misc::SkinR99;\n      weaponSkinMap[WeaponIDs::R301] = Features::Misc::SkinR301;\n      weaponSkinMap[WeaponIDs::SPITFIRE] = Features::Misc::SkinSPITFIRE;\n      weaponSkinMap[WeaponIDs::G7] = Features::Misc::SkinG7;\n      // Heavy ammo weapons\n      weaponSkinMap[WeaponIDs::CAR] = Features::Misc::SkinCAR;\n      weaponSkinMap[WeaponIDs::RAMPAGE] = Features::Misc::SkinRAMPAGE;\n      weaponSkinMap[WeaponIDs::REPEATER] = Features::Misc::SkinREPEATER;\n      weaponSkinMap[WeaponIDs::HEMLOCK] = Features::Misc::SkinHEMLOCK;\n      weaponSkinMap[WeaponIDs::FLATLINE] = Features::Misc::SkinFLATLINE;\n      // Energy ammo weapons\n      weaponSkinMap[WeaponIDs::NEMESIS] = Features::Misc::SkinNEMESIS;\n      weaponSkinMap[WeaponIDs::VOLT] = Features::Misc::SkinVOLT;\n      weaponSkinMap[WeaponIDs::TRIPLETAKE] = Features::Misc::SkinTRIPLETAKE;\n      weaponSkinMap[WeaponIDs::LSTAR] = Features::Misc::SkinLSTAR;\n      weaponSkinMap[WeaponIDs::DEVOTION] = Features::Misc::SkinDEVOTION;\n      weaponSkinMap[WeaponIDs::HAVOC] = Features::Misc::SkinHAVOC;\n      // Sniper ammo weapons\n      weaponSkinMap[WeaponIDs::SENTINEL] = Features::Misc::SkinSENTINEL;\n      weaponSkinMap[WeaponIDs::CHARGE_RIFLE] = Features::Misc::SkinCHARGE_RIFLE;\n      weaponSkinMap[WeaponIDs::LONGBOW] = Features::Misc::SkinLONGBOW;\n      // Shotgun ammo weapons\n      weaponSkinMap[WeaponIDs::MOZAMBIQUE] = Features::Misc::SkinMOZAMBIQUE;\n      weaponSkinMap[WeaponIDs::EVA8] = Features::Misc::SkinEVA8;\n      weaponSkinMap[WeaponIDs::PEACEKEEPER] = Features::Misc::SkinPEACEKEEPER;\n      weaponSkinMap[WeaponIDs::MASTIFF] = Features::Misc::SkinMASTIFF;\n      // Legendary ammo weapons\n      weaponSkinMap[WeaponIDs::WINGMAN] = Features::Misc::SkinWINGMAN;\n      weaponSkinMap[WeaponIDs::PROWLER] = Features::Misc::SkinPROWLER;\n      weaponSkinMap[WeaponIDs::BOCEK] = Features::Misc::SkinBOCEK;\n      weaponSkinMap[WeaponIDs::KRABER] = Features::Misc::SkinKRABER;\n\n      int waponIndex = Memory::Read<int>(wep_entity + OFF_WEAPON_INDEX);\n      if (weaponSkinMap.count(waponIndex) == 0)\n        return;\n      int skinID = weaponSkinMap[waponIndex];\n      // printf(\"Weapon: %s Activated Skin ID: %d \\n\",\n      // WeaponName(waponIndex).c_str(), skinID);\n      Memory::Write<int>(wep_entity + OFF_SKIN, skinID);\n    }\n  } // End of update\n\n  void SuperGlide() {\n    UpdateSuperGlide();\n    if (Features::Misc::SuperGlideMode == 0) { // Requires Space Held, Keyboard Only\n      if (InputManager::isKeyDownOrPress(InputKeyType::KEYBOARD_SPACE)) {\n        static float startjumpTime = 0;\n        static bool startSg = false;\n        static float traversalProgressTmp = 0.0;\n\n        float worldtime = Memory::Read<float>(Myself->BasePointer + OFF_TIME_BASE); // Current time\n        float traversalStartTime = Memory::Read<float>(Myself->BasePointer + OFF_TRAVERSAL_START_TIME); // Time to start wall climbing\n        float traversalProgress = Memory::Read<float>(Myself->BasePointer + OFF_TRAVERSAL_PROGRESS); // Wall climbing, if > 0.87 it is almost over.\n        float HangOnWall = -(traversalStartTime - worldtime);\n\n        if (HangOnWall > HangOnWall1 && HangOnWall < HangOnWall2) {\n          Memory::Write<int>(OFF_REGION + OFF_IN_JUMP + 0x8, 4);\n        }\n        if (traversalProgress > TraversalProgress1 && !startSg && HangOnWall > HangOnWall3 && HangOnWall < HangOnWall4) {\n          // start SG\n          startjumpTime = worldtime;\n          startSg = true;\n        }\n        if (startSg) {\n          Memory::Write<int>(OFF_REGION + OFF_IN_JUMP + 0x8, 5);\n          while (Memory::Read<float>(Myself->BasePointer + OFF_TIME_BASE) - startjumpTime < StartJumpTime1)\n            ; // why is this here...\n          {\n            Memory::Write<int>(OFF_REGION + OFF_IN_DUCK + 0x8, 6);\n            std::this_thread::sleep_for(std::chrono::milliseconds(50));\n            Memory::Write<int>(OFF_REGION + OFF_IN_JUMP + 0x8, 4);\n            std::this_thread::sleep_for(std::chrono::milliseconds(600));\n          }\n          startSg = false;\n        }\n      }\n    }\n\n    if (Features::Misc::SuperGlideMode == 1) { // Automatic, Controller Support\n      static float startjumpTime = 0;\n      static bool startSg = false;\n      static float traversalProgressTmp = 0.0;\n\n      float worldtime = Memory::Read<float>(Myself->BasePointer + OFF_TIME_BASE); // Current time\n      float traversalStartTime = Memory::Read<float>(Myself->BasePointer + OFF_TRAVERSAL_START_TIME); // Time to start wall climbing\n      float traversalProgress = Memory::Read<float>(Myself->BasePointer + OFF_TRAVERSAL_PROGRESS); // Wall climbing, if > 0.87 it is almost\n                                   // over.\n      float HangOnWall = -(traversalStartTime - worldtime);\n\n      if (HangOnWall > HangOnWall1 && HangOnWall < HangOnWall2) {\n        Memory::Write<int>(OFF_REGION + OFF_IN_JUMP + 0x8, 4);\n      }\n      if (traversalProgress > TraversalProgress1 && !startSg && HangOnWall > HangOnWall3 && HangOnWall < HangOnWall4) {\n        // start SG\n        startjumpTime = worldtime;\n        startSg = true;\n      }\n      if (startSg) {\n        Memory::Write<int>(OFF_REGION + OFF_IN_JUMP + 0x8, 5);\n        while (Memory::Read<float>(Myself->BasePointer + OFF_TIME_BASE) - startjumpTime < StartJumpTime1)\n          ; // why is this here...\n        {\n          Memory::Write<int>(OFF_REGION + OFF_IN_DUCK + 0x8, 6);\n          std::this_thread::sleep_for(std::chrono::milliseconds(50));\n          Memory::Write<int>(OFF_REGION + OFF_IN_JUMP + 0x8, 4);\n          std::this_thread::sleep_for(std::chrono::milliseconds(600));\n        }\n        startSg = false;\n      }\n    }\n  }\n\n  void UpdateSuperGlide() {\n    if (Features::Misc::SuperGlideFPS == 0) // 75 FPS\n    {\n      HangOnWall1 = 0.1;\n      HangOnWall2 = 0.12;\n      TraversalProgress1 = 0.87f;\n      HangOnWall3 = 0.1f;\n      HangOnWall4 = 1.5f;\n      StartJumpTime1 = 0.011;\n    }\n\n    else if (Features::Misc::SuperGlideFPS == 1) // 144 FPS\n    {\n      HangOnWall1 = 0.05;\n      HangOnWall2 = 0.07;\n      TraversalProgress1 = 0.90f;\n      HangOnWall3 = 0.05f;\n      HangOnWall4 = 0.75f;\n      StartJumpTime1 = 0.007;\n    }\n\n    else if (Features::Misc::SuperGlideFPS == 1) // 240 FPS\n    {\n      HangOnWall1 = 0.033;\n      HangOnWall2 = 0.04;\n      TraversalProgress1 = 0.95f;\n      HangOnWall3 = 0.033f;\n      HangOnWall4 = 0.2f;\n      StartJumpTime1 = 0.004;\n    }\n  }\n\n  void BHop() {\n    if (InputManager::isKeyDownOrPress(Features::Misc::BHopBind) &&\n        InputManager::isKeyDownOrPress(InputKeyType::KEYBOARD_SPACE)) {\n      std::this_thread::sleep_for(\n          std::chrono::milliseconds(Features::Misc::BHopDelay));\n      Memory::Write<int>(OFF_REGION + OFF_IN_JUMP + 0x08, 5);\n      std::this_thread::sleep_for(\n          std::chrono::milliseconds(Features::Misc::BHopDelay));\n      Memory::Write<int>(OFF_REGION + OFF_IN_JUMP + 0x08, 4);\n    }\n  }\n\n  void QuickTurn() {\n    if (Features::Misc::QuickTurn) {\n      FloatVector2D localYawtoClamp = Myself->viewAngles;\n      localYawtoClamp.clamp();\n      float localYaw = localYawtoClamp.y;\n      // quickTurn\n      if (InputManager::isKeyDown(Features::Misc::QuickTurnBind)) {\n        Myself->setYaw((localYaw + Features::Misc::QuickTurnAngle));\n        std::this_thread::sleep_for(std::chrono::milliseconds(200));\n      }\n    }\n  }\n\n  void RapidFire() {\n    if (!Myself->IsCombatReady())\n      return;\n    if (RapidFireList.find(Myself->WeaponIndex) == RapidFireList.end())\n      return;\n    if (InputManager::isKeyDownOrPress(Features::Misc::RapidFireBind)) {\n      X11Display->MouseClickLeft();\n      std::this_thread::sleep_for(\n          std::chrono::milliseconds(Features::Misc::RapidFireDelay));\n    }\n  }\n\n  void WallJump() {\n    if (InputManager::isKeyDownOrPress(Features::Misc::WallJumpBind)) {\n\n      float wallStartTime = Memory::Read<float>(Myself->BasePointer + OFF_WALL_RUN_START_TIME);\n      float wallProgress = Memory::Read<float>(Myself->BasePointer + OFF_TRAVERSAL_PROGRESS);\n\n      static float onWallTmp = 0;\n      if (wallStartTime > onWallTmp + 0.1)\n      {\n        int forward = Memory::Read<int>(OFF_REGION + OFF_IN_FORWARD);\n        if (forward == 0)\n        {\n          Memory::Write<int>(OFF_REGION + OFF_IN_JUMP + 0x8, 5);\n          std::this_thread::sleep_for(std::chrono::milliseconds(300));\n          Memory::Write<int>(OFF_REGION + OFF_IN_JUMP + 0x8, 4);\n        }\n      }\n      onWallTmp = wallStartTime;\n\n      static float onEdgeTmp = 0;\n      if (wallProgress > onEdgeTmp + 0.1)\n      {\n        int forward = Memory::Read<int>(OFF_REGION + OFF_IN_FORWARD);\n        if (forward == 0)\n        {\n          Memory::Write<int>(OFF_REGION + OFF_IN_JUMP + 0x8, 5);\n          std::this_thread::sleep_for(std::chrono::milliseconds(300));\n          Memory::Write<int>(OFF_REGION + OFF_IN_JUMP + 0x8, 4);\n        }\n      }\n      onEdgeTmp = wallProgress;\n    }\n  }\n\n //Credits to chettoy/apexsky\n  void AutoTapStrafe() {\n    bool ts_start = true;\n    bool longclimb = false;\n    // AutoTapStrafe\n    float wallrun_start = Memory::Read<float>(Myself->BasePointer + OFF_WALL_RUN_START_TIME);\n    float wallrun_clear = Memory::Read<float>(Myself->BasePointer + OFF_WALL_RUN_CLEAR_TIME);\n    float world_time = Memory::Read<float>(Myself->BasePointer + OFF_TIME_BASE);\n\n    if (wallrun_start > wallrun_clear) {\n      float climbTime = world_time - wallrun_start;\n      if (climbTime > 0.8) {\n        longclimb = true;\n        ts_start = false;\n      }\n      else {\n        ts_start = true;\n      }\n    }\n    if (ts_start) {\n      if (longclimb) {\n        if (world_time > wallrun_clear + 0.1)\n          longclimb = false;\n      }\n\n      int flags = Memory::Read<int>(Myself->BasePointer + OFF_CENTITY_FLAGS);\n      int backward_state = Memory::Read<int>(OFF_REGION + OFF_IN_BACKWARD);\n      int forward_state = Memory::Read<int>(OFF_REGION + OFF_IN_FORWARD);\n      int force_forward = Memory::Read<int>(OFF_REGION + OFF_IN_FORWARD + 0x8);\n      int skydrive_state = Memory::Read<int>(Myself->BasePointer + OFF_SKY_DIVE_STATUS);\n      int duck_state = Memory::Read<int>(Myself->BasePointer + OFF_DUCK_STATUS);\n\n      if (((flags & 0x1) == 0) && !(skydrive_state > 0) && !longclimb &&\n          !(backward_state > 0)) {\n        if (((duck_state > 0) && (forward_state == 33))) { // Previously 33\n          if (force_forward == 0) {\n            Memory::Write<int>(OFF_REGION + OFF_IN_FORWARD + 0x8, 1);\n          }\n          else {\n            Memory::Write<int>(OFF_REGION + OFF_IN_FORWARD + 0x8, 0);\n          }\n        }\n      }\n      else if ((flags & 0x1) != 0) {\n        if (forward_state == 0) {\n          Memory::Write<int>(OFF_REGION + OFF_IN_FORWARD + 0x8, 0);\n        }\n        else if (forward_state == 33) {\n          Memory::Write<int>(OFF_REGION + OFF_IN_FORWARD + 0x8, 1);\n        }\n      }\n    }\n  }\n};\n"
  },
  {
    "path": "Features/Radar.hpp",
    "content": "#pragma once\n#include <iostream>\n#include <vector>\n#include <iostream>\n#include <vector>\n\n#include \"../Core/Player.hpp\"\n#include \"../Core/LocalPlayer.hpp\"\n#include \"../Core/Offsets.hpp\"\n\n#include \"../Math/Vector2D.hpp\"\n#include \"../Math/Vector3D.hpp\"\n#include \"../Math/QAngle.hpp\"\n#include \"../Math/Resolver.hpp\"\n\n#include \"../Utils/Memory.hpp\"\n#include \"../Utils/XDisplay.hpp\"\n#include \"../Utils/Conversion.hpp\"\n#include \"../Utils/Config.hpp\"\n#include \"../Utils/Features.hpp\"\n#include \"../Utils/HitboxType.hpp\"\n#include \"../Utils/InputManager.hpp\"\n#include \"../Utils/InputTypes.hpp\"\n\n// UI //\n#include \"../imgui/imgui.h\"\n#include \"../imgui/imgui_impl_glfw.h\"\n#include \"../imgui/imgui_impl_opengl3.h\"\n\n#include \"../Overlay/Overlay.hpp\"\n#include \"../Overlay/Renderer.hpp\"\n\n// Geometry\n#define DEG2RAD(x) ((float)(x) * (float)(M_PI / 180.f))\n\nstruct Radar\n{\n\n\tXDisplay* X11Display;\n\tCamera* GameCamera;\n\tLevel* m_level;\n\tLocalPlayer* Myself;\n\tstd::vector<Player*>* Players;\n\tstd::chrono::milliseconds LastUpdateTime;\n\n\tRadar(XDisplay* X11Display, std::vector<Player*>* Players, Camera* GameCamera, Level* level, LocalPlayer* localplayer) {\n\t\tthis->X11Display = X11Display;\n\t\tthis->Players = Players;\n\t\tthis->GameCamera = GameCamera;\n\t\tthis->m_level = level;\n\t\tthis->Myself = localplayer;\n\t}\n\n\tvoid ActivateBigMap() {\n\t\tif (!Features::Radar::BigMap)\n\t\t\treturn;\n\n\t\tif (!m_level->IsPlayable) {\n\t\t\treturn;\n\t\t}\n\n\t\tif (InputManager::isKeyDownOrPress(Features::Radar::BigMapBind)) {\n\t\t\tint localPlayerTeamID = Myself->Team;\n\t\t\tif (localPlayerTeamID != 1) {\n\t\t\t\tfloat curTime = Memory::Read<float>(Myself->BasePointer + OFF_TIME_BASE);\n\t\t\t\tdouble continueTime = 0.2;\n\t\t\t\tfloat endTime = curTime + continueTime;\n\t\t\t\twhile (curTime < endTime) {\n\t\t\t\t\tMemory::Write<int>(Myself->BasePointer + OFF_TEAM_NUMBER, 1);\n\t\t\t\t\tcurTime = Memory::Read<float>(Myself->BasePointer + OFF_TIME_BASE);\n\t\t\t\t}\n\t\t\t\tcurTime = Memory::Read<float>(Myself->BasePointer + OFF_TIME_BASE);\n\t\t\t\tendTime = curTime + continueTime;\n\t\t\t\twhile (curTime < endTime) {\n\t\t\t\t\tMemory::Write<int>(Myself->BasePointer + OFF_TEAM_NUMBER, localPlayerTeamID);\n\t\t\t\t\tcurTime = Memory::Read<float>(Myself->BasePointer + OFF_TIME_BASE);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\tstatic bool Save() {\n\t\ttry {\n\t\t\tConfig::Radar::MiniMap = Features::Radar::MiniMap;\n\t\t\tConfig::Radar::MiniMapRange = Features::Radar::MiniMapRange;\n\t\t\tConfig::Radar::MiniMapScaleX = Features::Radar::MiniMapScaleX;\n\t\t\tConfig::Radar::MiniMapScaleY = Features::Radar::MiniMapScaleY;\n\t\t\tConfig::Radar::MiniMapGuides = Features::Radar::MiniMapGuides;\n\t\t\tConfig::Radar::IdentifierSize = Features::Radar::IdentifierSize;\n\t\t\tConfig::Radar::MiniMapBlackBGSize = Features::Radar::MiniMapBlackBGSize;\n\t\t\tConfig::Radar::EnemyIdentifier = Features::Radar::EnemyIdentifier;\n\t\t\tConfig::Radar::EnemyViewAngles = Features::Radar::EnemyViewAngles;\n\t\t\tConfig::Radar::EnemyViewAnglesLength = Features::Radar::EnemyViewAnglesLength;\n\t\t\tConfig::Radar::RadarRounding = Features::Radar::RadarRounding;\n\t\t\tConfig::Radar::BackgroundColorR = Features::Radar::BackgroundColor[0];\n\t\t\tConfig::Radar::BackgroundColorG = Features::Radar::BackgroundColor[0];\n\t\t\tConfig::Radar::BackgroundColorB = Features::Radar::BackgroundColor[0];\n\t\t\tConfig::Radar::BackgroundColorA = Features::Radar::BackgroundColor[0];\n\n\t\t\tConfig::Radar::BigMap = Features::Radar::BigMap;\n\t\t\tConfig::Radar::BigMapBind = static_cast<int>(Features::Radar::BigMapBind);\n\t\t\tConfig::Radar::CircleColorR = Features::Radar::CircleColor[0];\n\t\t\tConfig::Radar::CircleColorG = Features::Radar::CircleColor[0];\n\t\t\tConfig::Radar::CircleColorB = Features::Radar::CircleColor[0];\n\t\t\tConfig::Radar::CircleColorA = Features::Radar::CircleColor[0];\n\n\t\t\treturn true;\n\t\t} catch (...) {\n\t\t\treturn false;\n\t\t}\n\t}\n\n\tvoid RenderDrawings(ImDrawList* Canvas, LocalPlayer* Myself, Overlay OverlayWindow) {\n\t\tint ScreenWidth;\n\t\tint ScreenHeight;\n\t\tOverlayWindow.GetScreenResolution(ScreenWidth, ScreenHeight);\n\t\tif (!m_level->IsPlayable)\n\t\t\treturn;\n\n\t\tif (Features::Radar::MiniMap) {\n\t\t\tImVec2 Center = ImGui::GetMainViewport()->GetCenter();\n\t\t\tImGui::SetNextWindowPos(ImVec2(0.0f, Center.y), ImGuiCond_Once, ImVec2(0.02f, 0.5f));\n\n\t\t\tImGui::Begin((\"Radar\"), (bool*)true, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoBringToFrontOnFocus);\n\n\t\t\tfor (auto i = 0; i < Players->size(); i++) {\n\t\t\t\tPlayer* p = Players->at(i);\n\t\t\t\tif (!p->IsHostile || !p->IsValid() || Myself->BasePointer == p->BasePointer)\n\t\t\t\t\tcontinue;\n\n\t\t\t\tfloat radardistance = (int)((Myself->LocalOrigin, p->Distance2DToLocalPlayer) / 39.62);\n\n\t\t\t\tMiniMapRadar(p->LocalOrigin, Myself->LocalOrigin, p->ViewAngles.y, radardistance, p->Team, p->ViewYaw);\n\t\t\t}\n\t\t\tImGui::End();\n\t\t}\n\t}\n\n\t// DRAW RADAR POINT mini Map\n\tvoid DrawRadarPointMiniMap(Vector3D EnemyPos, Vector3D LocalPos, float targetY, float enemyDist, int TeamID, int xAxis, int yAxis, int width, int height, ImColor color, float targetyaw) {\n\t\tVector3D siz;\n\t\tsiz.x = width;\n\t\tsiz.y = height;\n\t\tVector3D pos;\n\t\tpos.x = xAxis;\n\t\tpos.y = yAxis;\n\t\tbool ck = false;\n\n\t\tVector3D single = Renderer::RotatePoint(EnemyPos, LocalPos, pos.x, pos.y, siz.x, siz.y, targetY, 0.3f, &ck);\n\t\tif (enemyDist >= 0.f && enemyDist < Features::Radar::MiniMapRange) {\n\t\t\tfor (int i = 1; i <= 30; i++) {\n\t\t\t\tif (Features::Radar::EnemyIdentifier == 0)\n\t\t\t\t\tRenderer::TeamMiniMap_Arrow(single.x, single.y, Features::Radar::IdentifierSize, TeamID, targetyaw);\n\t\t\t\tif (Features::Radar::EnemyIdentifier == 1)\n\t\t\t\t\tRenderer::TeamMiniMap_Circle(single.x, single.y, Features::Radar::IdentifierSize, TeamID, targetyaw, Features::Radar::IdentifierSize, Features::Radar::MiniMapBlackBGSize);\n\t\t\t\tif (Features::Radar::EnemyViewAngles)\n\t\t\t\t\tRenderer::TeamMiniMap_ViewAngles(single.x, single.y, Features::Radar::IdentifierSize, targetyaw, Features::Radar::EnemyViewAnglesLength, ImColor(Features::Radar::EnemyViewAnglesColor[0], Features::Radar::EnemyViewAnglesColor[1], Features::Radar::EnemyViewAnglesColor[2], Features::Radar::EnemyViewAnglesColor[3]));\n\t\t\t}\n\t\t}\n\t}\n\n\t// MINI MAP RADAR IMPLEMENTATION\n\tvoid MiniMapRadar(Vector3D EnemyPos, Vector3D LocalPos, float targetY, float eneamyDist, int TeamId, float targetyaw) {\n\t\tImGuiStyle* style = &ImGui::GetStyle();\n\t\tstyle->WindowRounding = Features::Radar::RadarRounding;\n\t\tImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(Features::Radar::BackgroundColor[0], Features::Radar::BackgroundColor[1], Features::Radar::BackgroundColor[2], Features::Radar::BackgroundColor[3]));\n\t\tImGuiWindowFlags TargetFlags;\n\t\tTargetFlags = ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize;\n\t\tif (Features::Radar::MiniMap) {\n\t\t\t// 1920*1080: 215 x 215\n\t\t\t// 2560*1440: 335 x 335\n\t\t\tImGui::SetNextWindowSize({ Features::Radar::MiniMapScaleX, Features::Radar::MiniMapScaleY });\n\t\t\tImGui::Begin((\"##Radar\"), 0, TargetFlags);\n\t\t\t{\n\t\t\t\tImDrawList* Draw = ImGui::GetWindowDrawList();\n\t\t\t\tImVec2 DrawPos = ImGui::GetCursorScreenPos();\n\t\t\t\tImVec2 DrawSize = ImGui::GetContentRegionAvail();\n\t\t\t\tImVec2 midRadar = ImVec2(DrawPos.x + (DrawSize.x / 2), DrawPos.y + (DrawSize.y / 2));\n\t\t\t\tif (Features::Radar::MiniMapGuides) {\n\t\t\t\t\tImVec2 startHorizontal(midRadar.x - DrawSize.x / 2.f, midRadar.y);\n\t\t\t\t\tImVec2 endHorizontal(midRadar.x + DrawSize.x / 2.f, midRadar.y);\n\t\t\t\t\tImVec2 startVertical(midRadar.x, midRadar.y - DrawSize.y / 2.f);\n\t\t\t\t\tImVec2 endVertical(midRadar.x, midRadar.y + DrawSize.y / 2.f);\n\t\t\t\t\tfloat extension = -500000.f;\n\n\t\t\t\t\tImGui::GetWindowDrawList()->AddLine(startHorizontal, ImVec2(startHorizontal.x - extension, endHorizontal.y), IM_COL32(255, 255, 255, 255));\n\t\t\t\t\tImGui::GetWindowDrawList()->AddLine(endHorizontal, ImVec2(endHorizontal.x + extension, endHorizontal.y), IM_COL32(255, 255, 255, 255));\n\n\t\t\t\t\tImGui::GetWindowDrawList()->AddLine(startVertical, ImVec2(startVertical.x, startVertical.y - extension), IM_COL32(255, 255, 255, 255));\n\t\t\t\t\tImGui::GetWindowDrawList()->AddLine(endVertical, ImVec2(endVertical.x, endVertical.y + extension), IM_COL32(255, 255, 255, 255));\n\t\t\t\t}\n\n\t\t\t\tDrawRadarPointMiniMap(EnemyPos, LocalPos, targetY, eneamyDist, TeamId, DrawPos.x, DrawPos.y, DrawSize.x, DrawSize.y, { 255, 255, 255, 255 }, targetyaw);\n\t\t\t}\n\t\t\tImGui::End();\n\t\t}\n\t\tImGui::PopStyleColor();\n\t}\n};\n"
  },
  {
    "path": "Features/Ragebot.hpp",
    "content": "#pragma once\n#include <iostream>\n#include <vector>\n#include \"../Core/Player.hpp\"\n#include \"../Core/LocalPlayer.hpp\"\n#include \"../Core/Offsets.hpp\"\n#include \"../Core/Level.hpp\"\n\n#include \"../Math/Vector2D.hpp\"\n#include \"../Math/Vector3D.hpp\"\n#include \"../Math/QAngle.hpp\"\n#include \"../Math/Resolver.hpp\"\n\n#include \"../Utils/Memory.hpp\"\n#include \"../Utils/XDisplay.hpp\"\n#include \"../Utils/Conversion.hpp\"\n#include \"../Utils/Config.hpp\"\n#include \"../Utils/Features.hpp\"\n#include \"../Utils/HitboxType.hpp\"\n#include \"../Utils/InputManager.hpp\"\n#include \"../Utils/InputTypes.hpp\"\n#include \"../Utils/Weapons.hpp\"\n\n// UI //\n#include \"../imgui/imgui.h\"\n#include \"../imgui/imgui_impl_glfw.h\"\n#include \"../imgui/imgui_impl_opengl3.h\"\n\n// Conversion\n#define DEG2RAD(x) ((float)(x) * (float)(M_PI / 180.f))\n\nstruct Ragebot\n{\n\n\tint FinalDistance = 0;\n\tVector3D TargetBoneW2S;\n\n\tXDisplay* X11Display;\n\tLocalPlayer* Myself;\n\tstd::vector<Player*>* Players;\n\tLevel* Map;\n\n\tPlayer* CurrentTarget = nullptr;\n\tbool TargetSelected = true;\n\tstd::chrono::milliseconds LastAimTime;\n\tstd::chrono::milliseconds LastClickTime;\n\tstd::chrono::milliseconds LastFlickBackTime;\n\tVector2D previous_weaponPunchAngles;\n\tVector2D RCSLastPunch;\n\n\tRagebot(XDisplay* X11Display, Level* Map, LocalPlayer* Myself, std::vector<Player*>* GamePlayers) {\n\t\tthis->X11Display = X11Display;\n\t\tthis->Myself = Myself;\n\t\tthis->Map = Map;\n\t\tthis->Players = GamePlayers;\n\t}\n\n\tstatic bool Save() {\n\t\ttry {\n\n\t\t\tConfig::Ragebot::RagebotEnabled = Features::Ragebot::RagebotEnabled;\n\t\t\tConfig::Ragebot::RageAimbot = Features::Ragebot::RageAimbot;\n\t\t\tConfig::Ragebot::AimMethod = Features::Ragebot::AimMethod;\n\t\t\tConfig::Ragebot::ClosestHitbox = Features::Ragebot::ClosestHitbox;\n\t\t\tConfig::Ragebot::Hitbox = static_cast<int>(Features::Ragebot::Hitbox);\n\t\t\tConfig::Ragebot::BindMethod = Features::Ragebot::BindMethod;\n\t\t\tConfig::Ragebot::OnFire = Features::Ragebot::OnFire;\n\t\t\tConfig::Ragebot::OnADS = Features::Ragebot::OnADS;\n\t\t\tConfig::Ragebot::AimBind = static_cast<int>(Features::Ragebot::AimBind);\n\t\t\tConfig::Ragebot::ExtraBind = static_cast<int>(Features::Ragebot::ExtraBind);\n\t\t\tConfig::Ragebot::VisCheck = Features::Ragebot::VisCheck;\n\t\t\tConfig::Ragebot::TeamCheck = Features::Ragebot::TeamCheck;\n\t\t\tConfig::Ragebot::Priority = Features::Ragebot::Priority;\n\t\t\tConfig::Ragebot::AutoShoot = Features::Ragebot::AutoShoot;\n\t\t\tConfig::Ragebot::PredictMovement = Features::Ragebot::PredictMovement;\n\t\t\tConfig::Ragebot::PredictBulletDrop = Features::Ragebot::PredictBulletDrop;\n\t\t\tConfig::Ragebot::PreditcionAmount = Features::Ragebot::PreditcionAmount;\n\t\t\tConfig::Ragebot::FinalDistance = Features::Ragebot::FinalDistance;\n\t\t\tConfig::Ragebot::Speed = Features::Ragebot::Speed;\n\t\t\tConfig::Ragebot::Smooth = Features::Ragebot::Smooth;\n\t\t\tConfig::Ragebot::Speed = Features::Ragebot::Speed;\n\t\t\tConfig::Ragebot::HipfireSmooth = Features::Ragebot::HipfireSmooth;\n\t\t\tConfig::Ragebot::ADSSmooth = Features::Ragebot::ADSSmooth;\n\t\t\tConfig::Ragebot::SmoothDistance = Features::Ragebot::SmoothDistance;\n\t\t\tConfig::Ragebot::Delay = Features::Ragebot::Delay;\n\t\t\tConfig::Ragebot::FOV = Features::Ragebot::FOV;\n\t\t\tConfig::Ragebot::ZoomScale = Features::Ragebot::ZoomScale;\n\t\t\tConfig::Ragebot::MinDistance = Features::Ragebot::MinDistance;\n\t\t\tConfig::Ragebot::HipfireDistance = Features::Ragebot::HipfireDistance;\n\t\t\tConfig::Ragebot::ZoomDistance = Features::Ragebot::ZoomDistance;\n\t\t\tConfig::Ragebot::RageRCS = Features::Ragebot::RageRCS;\n\t\t\tConfig::Ragebot::RecoilRate = Features::Ragebot::RecoilRate;\n\t\t\t//Weapon Toggles\n\t\t\t//Light\n\t\t\tConfig::Ragebot::P2020 = Features::Ragebot::P2020;\n\t\t\tConfig::Ragebot::RE45 = Features::Ragebot::RE45;\n\t\t\tConfig::Ragebot::Alternator = Features::Ragebot::Alternator;\n\t\t\tConfig::Ragebot::R99 = Features::Ragebot::R99;\n\t\t\tConfig::Ragebot::R301 = Features::Ragebot::R301;\n\t\t\tConfig::Ragebot::Spitfire = Features::Ragebot::Spitfire;\n\t\t\tConfig::Ragebot::G7 = Features::Ragebot::G7;\n\t\t\t//Heavy\n\t\t\tConfig::Ragebot::Flatline = Features::Ragebot::Flatline;\n\t\t\tConfig::Ragebot::Hemlock = Features::Ragebot::Hemlock;\n\t\t\tConfig::Ragebot::Repeater = Features::Ragebot::Repeater;\n\t\t\tConfig::Ragebot::Rampage = Features::Ragebot::Rampage;\n\t\t\tConfig::Ragebot::CARSMG = Features::Ragebot::CARSMG;\n\t\t\t//Energy\n\t\t\tConfig::Ragebot::Havoc = Features::Ragebot::Havoc;\n\t\t\tConfig::Ragebot::Devotion = Features::Ragebot::Devotion;\n\t\t\tConfig::Ragebot::LSTAR = Features::Ragebot::LSTAR;\n\t\t\tConfig::Ragebot::TripleTake = Features::Ragebot::TripleTake;\n\t\t\tConfig::Ragebot::Volt = Features::Ragebot::Volt;\n\t\t\tConfig::Ragebot::Nemesis = Features::Ragebot::Nemesis;\n\t\t\t//Shotgun\n\t\t\tConfig::Ragebot::Mozambique = Features::Ragebot::Mozambique;\n\t\t\tConfig::Ragebot::EVA8 = Features::Ragebot::EVA8;\n\t\t\tConfig::Ragebot::Peacekeeper = Features::Ragebot::Peacekeeper;\n\t\t\tConfig::Ragebot::Mastiff = Features::Ragebot::Mastiff;\n\t\t\t//Snipers\n\t\t\tConfig::Ragebot::Longbow = Features::Ragebot::Longbow;\n\t\t\tConfig::Ragebot::ChargeRifle = Features::Ragebot::ChargeRifle;\n\t\t\tConfig::Ragebot::Sentinel = Features::Ragebot::Sentinel;\n\t\t\t//Legendary\n\t\t\tConfig::Ragebot::Wingman = Features::Ragebot::Wingman;\n\t\t\tConfig::Ragebot::Prowler = Features::Ragebot::Prowler;\n\t\t\tConfig::Ragebot::Bocek = Features::Ragebot::Bocek;\n\t\t\tConfig::Ragebot::Kraber = Features::Ragebot::Kraber;\n\t\t\tConfig::Ragebot::Knife = Features::Ragebot::Knife;\n\n\t\t\treturn true;\n\t\t} catch (...) {\n\t\t\treturn false;\n\t\t}\n\t}\n\n\tvoid UpdateRageList() {\n\t\tFeatures::Ragebot::RageList.clear();\n\t\t// Define a lambda function to reduce repetition\n\t\tauto InsertIfEnabled = [&](const bool feature, const int weaponID) {\n\t\tif (feature)\n\t\t\tFeatures::Ragebot::RageList.insert(weaponID);\n\t\t};\n\t\t// Light\n\t\tInsertIfEnabled(Features::Ragebot::P2020, WeaponIDs::P2020);\n\t\tInsertIfEnabled(Features::Ragebot::RE45, WeaponIDs::RE45);\n\t\tInsertIfEnabled(Features::Ragebot::Alternator, WeaponIDs::ALTERNATOR);\n\t\tInsertIfEnabled(Features::Ragebot::R99, WeaponIDs::R99);\n\t\tInsertIfEnabled(Features::Ragebot::R301, WeaponIDs::R301);\n\t\tInsertIfEnabled(Features::Ragebot::Spitfire, WeaponIDs::SPITFIRE);\n\t\tInsertIfEnabled(Features::Ragebot::G7, WeaponIDs::G7);\n\n\t\t// Heavy\n\t\tInsertIfEnabled(Features::Ragebot::Flatline, WeaponIDs::FLATLINE);\n\t\tInsertIfEnabled(Features::Ragebot::Prowler, WeaponIDs::PROWLER);\n\t\tInsertIfEnabled(Features::Ragebot::Hemlock, WeaponIDs::HEMLOCK);\n\t\tInsertIfEnabled(Features::Ragebot::Repeater, WeaponIDs::REPEATER);\n\t\tInsertIfEnabled(Features::Ragebot::Rampage, WeaponIDs::RAMPAGE);\n\t\tInsertIfEnabled(Features::Ragebot::CARSMG, WeaponIDs::CAR);\n\n\t\t// Energy\n\t\tInsertIfEnabled(Features::Ragebot::Havoc, WeaponIDs::HAVOC);\n\t\tInsertIfEnabled(Features::Ragebot::Devotion, WeaponIDs::DEVOTION);\n\t\tInsertIfEnabled(Features::Ragebot::LSTAR, WeaponIDs::LSTAR);\n\t\tInsertIfEnabled(Features::Ragebot::TripleTake, WeaponIDs::TRIPLETAKE);\n\t\tInsertIfEnabled(Features::Ragebot::Volt, WeaponIDs::VOLT);\n\t\tInsertIfEnabled(Features::Ragebot::Nemesis, WeaponIDs::NEMESIS);\n\n\t\t// Shotguns\n\t\tInsertIfEnabled(Features::Ragebot::Mozambique, WeaponIDs::MOZAMBIQUE);\n\t\tInsertIfEnabled(Features::Ragebot::Peacekeeper, WeaponIDs::PEACEKEEPER);\n\t\tInsertIfEnabled(Features::Ragebot::Mastiff, WeaponIDs::MASTIFF);\n\n\t\t// Snipers\n\t\tInsertIfEnabled(Features::Ragebot::Longbow, WeaponIDs::LONGBOW);\n\t\tInsertIfEnabled(Features::Ragebot::ChargeRifle, WeaponIDs::CHARGE_RIFLE);\n\t\tInsertIfEnabled(Features::Ragebot::Sentinel, WeaponIDs::SENTINEL);\n\n\t\t// Legendary\n\t\tInsertIfEnabled(Features::Ragebot::Wingman, WeaponIDs::WINGMAN);\n\t\tInsertIfEnabled(Features::Ragebot::EVA8, WeaponIDs::EVA8);\n\t\tInsertIfEnabled(Features::Ragebot::Bocek, WeaponIDs::BOCEK);\n\t\tInsertIfEnabled(Features::Ragebot::Kraber, WeaponIDs::KRABER);\n\t\tInsertIfEnabled(Features::Ragebot::Knife, WeaponIDs::KNIFE);\n\t}\n\n\tvoid Update() {\n\n\t\tif (!Map->IsPlayable) {\n\t\t\tReleaseTarget();\n\t\t\treturn;\n\t\t}\n\n\t\tif (!Features::Ragebot::RageAimbot) {\n\t\t\tReleaseTarget();\n\t\t\treturn;\n\t\t}\n\n\t\tif (Features::Ragebot::RageAimbot) {\n\n\t\t\tif (Myself->IsZooming)\n\t\t\t\tFinalDistance = Features::Ragebot::ZoomDistance;\n\t\t\telse\n\t\t\t\tFinalDistance = Features::Ragebot::HipfireDistance;\n\n\t\t\tif (!Myself->IsCombatReady()) {\n\t\t\t\tCurrentTarget = nullptr;\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif (Features::Ragebot::RageList.find(Myself->WeaponIndex) == Features::Ragebot::RageList.end()) {\n\t\t\t\tReleaseTarget();\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif (Myself->IsHoldingGrenade) {\n\t\t\t\tReleaseTarget();\n\t\t\t\treturn;\n\t\t\t}\n\n\n\t\t\tif (Features::Ragebot::BindMethod == 0) {\n\t\t\t\tif (Features::Ragebot::OnFire && Features::Ragebot::OnADS) {\n\t\t\t\t\tif (!Myself->IsInAttack) {\n\t\t\t\t\t\tif (!Myself->IsZooming) {\n\t\t\t\t\t\t\tReleaseTarget();\n\t\t\t\t\t\t\tTargetSelected = false;\n\t\t\t\t\t\t\tCurrentTarget = nullptr;\n\t\t\t\t\t\t\treturn;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (!Myself->IsZooming) {\n\t\t\t\t\t\tif (!Myself->IsInAttack) {\n\t\t\t\t\t\t\tReleaseTarget();\n\t\t\t\t\t\t\tTargetSelected = false;\n\t\t\t\t\t\t\tCurrentTarget = nullptr;\n\t\t\t\t\t\t\treturn;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tPlayer* Target = CurrentTarget;\n\t\t\t\t\tif (!IsValidTarget(Target)) {\n\t\t\t\t\t\tif (TargetSelected)\n\t\t\t\t\t\t\treturn;\n\n\t\t\t\t\t\tTarget = FindBestTarget();\n\t\t\t\t\t\tif (!IsValidTarget(Target)) {\n\t\t\t\t\t\t\tReleaseTarget();\n\t\t\t\t\t\t\treturn;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tCurrentTarget = Target;\n\t\t\t\t\t\tCurrentTarget->IsLockedOn = true;\n\t\t\t\t\t\tTargetSelected = true;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (TargetSelected && CurrentTarget) {\n\t\t\t\t\t\tstd::chrono::milliseconds Now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());\n\t\t\t\t\t\tif (Now >= LastAimTime + std::chrono::milliseconds(Features::Ragebot::Delay)) {\n\t\t\t\t\t\t\tStartAiming();\n\t\t\t\t\t\t\tLastAimTime = Now + std::chrono::milliseconds((int)Utils::RandomRange(1, 10));\n\t\t\t\t\t\t}\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::Ragebot::OnFire) {\n\t\t\t\t\tif (!Myself->IsInAttack) {\n\t\t\t\t\t\tReleaseTarget();\n\t\t\t\t\t\tTargetSelected = false;\n\t\t\t\t\t\tCurrentTarget = nullptr;\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\n\t\t\t\t\tPlayer* Target = CurrentTarget;\n\t\t\t\t\tif (!IsValidTarget(Target)) {\n\t\t\t\t\t\tif (TargetSelected)\n\t\t\t\t\t\t\treturn;\n\n\t\t\t\t\t\tTarget = FindBestTarget();\n\t\t\t\t\t\tif (!IsValidTarget(Target)) {\n\t\t\t\t\t\t\tReleaseTarget();\n\t\t\t\t\t\t\treturn;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tCurrentTarget = Target;\n\t\t\t\t\t\tCurrentTarget->IsLockedOn = true;\n\t\t\t\t\t\tTargetSelected = true;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (TargetSelected && CurrentTarget) {\n\t\t\t\t\t\tstd::chrono::milliseconds Now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());\n\t\t\t\t\t\tif (Now >= LastAimTime + std::chrono::milliseconds(Features::Ragebot::Delay)) {\n\t\t\t\t\t\t\tStartAiming();\n\t\t\t\t\t\t\tLastAimTime = Now + std::chrono::milliseconds((int)Utils::RandomRange(1, 10));\n\t\t\t\t\t\t}\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::Ragebot::OnADS) {\n\t\t\t\t\tif (!Myself->IsZooming) {\n\t\t\t\t\t\tReleaseTarget();\n\t\t\t\t\t\tTargetSelected = false;\n\t\t\t\t\t\tCurrentTarget = nullptr;\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\n\t\t\t\t\tPlayer* Target = CurrentTarget;\n\t\t\t\t\tif (!IsValidTarget(Target)) {\n\t\t\t\t\t\tif (TargetSelected)\n\t\t\t\t\t\t\treturn;\n\n\t\t\t\t\t\tTarget = FindBestTarget();\n\t\t\t\t\t\tif (!IsValidTarget(Target)) {\n\t\t\t\t\t\t\tReleaseTarget();\n\t\t\t\t\t\t\treturn;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tCurrentTarget = Target;\n\t\t\t\t\t\tCurrentTarget->IsLockedOn = true;\n\t\t\t\t\t\tTargetSelected = true;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (TargetSelected && CurrentTarget) {\n\t\t\t\t\t\tstd::chrono::milliseconds Now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());\n\t\t\t\t\t\tif (Now >= LastAimTime + std::chrono::milliseconds(Features::Ragebot::Delay)) {\n\t\t\t\t\t\t\tStartAiming();\n\t\t\t\t\t\t\tLastAimTime = Now + std::chrono::milliseconds((int)Utils::RandomRange(1, 10));\n\t\t\t\t\t\t}\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (Features::Ragebot::BindMethod == 1) {\n\t\t\t\tif (!isKeybindDown()) {\n\t\t\t\t\tReleaseTarget();\n\t\t\t\t\tTargetSelected = false;\n\t\t\t\t\tCurrentTarget = nullptr;\n\t\t\t\t\treturn;\n\t\t\t\t}\n\n\t\t\t\tPlayer* Target = CurrentTarget;\n\t\t\t\tif (!IsValidTarget(Target)) {\n\t\t\t\t\tif (TargetSelected)\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\tTarget = FindBestTarget();\n\t\t\t\t\tif (!IsValidTarget(Target)) {\n\t\t\t\t\t\tReleaseTarget();\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\n\t\t\t\t\tCurrentTarget = Target;\n\t\t\t\t\tCurrentTarget->IsLockedOn = true;\n\t\t\t\t\tTargetSelected = true;\n\t\t\t\t}\n\n\t\t\t\tif (TargetSelected && CurrentTarget) {\n\t\t\t\t\tstd::chrono::milliseconds Now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());\n\t\t\t\t\tif (Now >= LastAimTime + std::chrono::milliseconds(Features::Ragebot::Delay)) {\n\t\t\t\t\t\tStartAiming();\n\t\t\t\t\t\tLastAimTime = Now + std::chrono::milliseconds((int)Utils::RandomRange(1, 10));\n\t\t\t\t\t}\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (Features::Ragebot::BindMethod == 2) {\n\t\t\t\tPlayer* Target = CurrentTarget;\n\t\t\t\tif (!IsValidTarget(Target)) {\n\t\t\t\t\tif (TargetSelected)\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\tTarget = FindBestTarget();\n\t\t\t\t\tif (!IsValidTarget(Target)) {\n\t\t\t\t\t\tReleaseTarget();\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\n\t\t\t\t\tCurrentTarget = Target;\n\t\t\t\t\tCurrentTarget->IsLockedOn = true;\n\t\t\t\t\tTargetSelected = true;\n\t\t\t\t}\n\n\t\t\t\tif (TargetSelected && CurrentTarget) {\n\t\t\t\t\tstd::chrono::milliseconds Now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());\n\t\t\t\t\tif (Now >= LastAimTime + std::chrono::milliseconds(Features::Ragebot::Delay)) {\n\t\t\t\t\t\tStartAiming();\n\t\t\t\t\t\tLastAimTime = Now + std::chrono::milliseconds((int)Utils::RandomRange(1, 10));\n\t\t\t\t\t}\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\tbool isKeybindDown() {\n\t\tbool ActivatedByAimBind = InputManager::isKeyDownOrPress(Features::Ragebot::AimBind);\n\t\tbool ActivatedByExtraBind = InputManager::isKeyDownOrPress(Features::Ragebot::ExtraBind);\n\t\tbool active = (ActivatedByAimBind || ActivatedByExtraBind);\n\t\treturn active;\n\t}\n\n\tvoid StartAiming() {\n\t\t// Get Target Angle\n\t\tQAngle DesiredAngles = QAngle(0, 0);\n\t\tif (!GetAngle(CurrentTarget, DesiredAngles)) // Get Angle to target + prediction\n\t\t\treturn;\n\n\t\tSmoothAngle(DesiredAngles); // Apply Smoothing\n\n\t\t// Recoil Control\n\t\tif (Features::Ragebot::RageRCS) {\n\t\t\tVector2D PunchAngles = Memory::Read<Vector2D>(Myself->BasePointer + OFF_PUNCH_ANGLES); // Get punch angles\n\t\t\tPunchAngles.x *= (Features::Ragebot::RecoilRate / 100.f);\n\t\t\tPunchAngles.y *= (Features::Ragebot::RecoilRate / 100.f);\n\n\t\t\tDesiredAngles -= QAngle(PunchAngles.x, PunchAngles.y);\n\t\t}\n\n\t\tif (DesiredAngles == QAngle(0, 0))\n\t\t\treturn;\n\t\tDesiredAngles.NormalizeAngles();\n\n\t\t// Memory Aimbot\n\t\tif (Features::Ragebot::AimMethod == 0) { // Memory\n\t\t\tVector2D VectorDesiredAngles = Vector2D(DesiredAngles.x, DesiredAngles.y);\n\t\t\tif (!Features::Ragebot::AutoShoot) {\n\t\t\t\tMyself->SetViewAngle(VectorDesiredAngles);\n\t\t\t}\n\t\t\tif (Features::Ragebot::AutoShoot) {\n\t\t\t\tMyself->SetViewAngle(VectorDesiredAngles);\n\t\t\t\tX11Display->MouseClickLeft();\n\t\t\t}\n\t\t}\n\n\t\t// Mouse Aimbot\n\t\tif (Features::Ragebot::AimMethod == 1) {\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t// Mouse\n\t\t\tVector2D aimbotD = Vector2D(CalculatePitchIncrement(DesiredAngles), CalculateYawIncrement(DesiredAngles)).Multiply(30); // 30 = Speed\n\n\t\t\tint totalYawIncrementInt = RoundHalfEven(AL1AF0(aimbotD.x));\n\t\t\tint totalPitchIncrementInt = RoundHalfEven(AL1AF0(aimbotD.y * -1));\n\n\t\t\t/*if (totalPitchIncrementInt == 0 && totalYawIncrementInt == 0)\n\t\t\t\treturn;*/\n\t\t\tif (!Features::Ragebot::AutoShoot) {\n\t\t\t\tX11Display->MoveMouse(totalYawIncrementInt, totalPitchIncrementInt);\n\t\t\t}\n\t\t\tif (Features::Ragebot::AutoShoot) {\n\t\t\t\tX11Display->MoveMouse(totalYawIncrementInt, totalPitchIncrementInt);\n\t\t\t\tX11Display->MouseClickLeft();\n\t\t\t}\n\t\t}\n\t}\n\n\tvoid SmoothAngle(QAngle& Angle) {\n\t\tQAngle ViewAngles = QAngle(Myself->ViewAngles.x, Myself->ViewAngles.y).NormalizeAngles();\n\t\tQAngle Delta = Angle - ViewAngles;\n\t\tDelta.NormalizeAngles();\n\n\t\tif (Myself->IsZooming) {\n\t\t\tFeatures::Ragebot::Smooth = Features::Ragebot::ADSSmooth;\n\t\t\tfloat SmoothValue = powf(Features::Ragebot::Smooth, 0.4f);\n\t\t\tSmoothValue = std::min(0.99f, SmoothValue);\n\t\t} else if (!Myself->IsZooming) {\n\t\t\tFeatures::Ragebot::Smooth = Features::Ragebot::HipfireSmooth;\n\t\t\tfloat SmoothValue = powf(Features::Ragebot::Smooth, 0.4f);\n\t\t\tSmoothValue = std::min(0.99f, SmoothValue);\n\t\t}\n\n\t\tQAngle ToChange = QAngle();\n\t\tToChange = Delta - Delta * Features::Ragebot::Smooth;\n\n\t\tAngle = ViewAngles + ToChange;\n\t}\n\n\tbool GetAngle(Player* Target, QAngle& Angle) {\n\t\tconst QAngle CurrentAngle = QAngle(Myself->ViewAngles.x, Myself->ViewAngles.y).NormalizeAngles();\n\t\tif (!CurrentAngle.isValid())\n\t\t\treturn false;\n\n\t\tif (!GetAngleToTarget(Target, Angle))\n\t\t\treturn false;\n\n\t\treturn true;\n\t}\n\n\tbool GetAngleToTarget(Player* Target, QAngle& Angle) {\n\t\tVector3D TargetPosition;\n\t\tif (!Features::Ragebot::ClosestHitbox) {\n\t\t\tTargetPosition = Target->GetBonePosition(Features::Ragebot::Hitbox);\n\t\t}\n\t\tif (Features::Ragebot::ClosestHitbox) {\n\t\t\tTargetPosition = Target->GetBonePosition(static_cast<HitboxType>(GetBestBone(Target)));\n\t\t}\n\n\t\tVector3D TargetPos = Target->GetBonePosition(Features::Ragebot::Hitbox);\n\t\tVector3D TargetVelocity = Target->AbsoluteVelocity;\n\t\tVector3D CameraPosition = Myself->CameraPosition;\n\n\t\tif (Features::Ragebot::PredictBulletDrop && Features::Ragebot::PredictMovement) {\n\t\t\treturn Resolver::CalculateAimRotationNew(CameraPosition, TargetPos, TargetVelocity, Myself->WeaponProjectileSpeed, Myself->WeaponProjectileScale, Features::Ragebot::PreditcionAmount, Angle);\n\t\t} else if (Features::Ragebot::PredictMovement) {\n\t\t\treturn Resolver::CalculateAimRotationNew(CameraPosition, TargetPos, Vector3D(0, 0, 0), Myself->WeaponProjectileSpeed, Myself->WeaponProjectileScale, Features::Ragebot::PreditcionAmount, Angle);\n\t\t} else if (Features::Ragebot::PredictBulletDrop) {\n\t\t\treturn Resolver::CalculateAimRotation(CameraPosition, TargetPos, TargetVelocity, Myself->WeaponProjectileSpeed, Angle);\n\t\t}\n\n\t\tAngle = Resolver::CalculateAngle(CameraPosition, TargetPos);\n\t\treturn true;\n\t}\n\n\tbool IsValidTarget(Player* target) {\n\t\tif (target == nullptr ||\n\t\t\t!target->IsValid() ||\n\t\t\t!target->IsCombatReady() ||\n\t\t\t!target->IsVisible ||\n\t\t\t!target->IsHostile ||\n\t\t\ttarget->Distance2DToLocalPlayer < Conversion::ToGameUnits(Features::Ragebot::MinDistance) ||\n\t\t\ttarget->Distance2DToLocalPlayer > Conversion::ToGameUnits(FinalDistance))\n\t\t\treturn false;\n\t\treturn true;\n\t}\n\n\tfloat CalculatePitchIncrement(QAngle AimbotDesiredAngles) {\n\t\tfloat wayA = AimbotDesiredAngles.x - Myself->ViewAngles.x;\n\t\tfloat wayB = 180 - abs(wayA);\n\t\tif (wayA > 0 && wayB > 0)\n\t\t\twayB *= -1;\n\t\tif (fabs(wayA) < fabs(wayB))\n\t\t\treturn wayA;\n\t\treturn wayB;\n\t}\n\n\tfloat CalculateYawIncrement(QAngle AimbotDesiredAngles) {\n\t\tfloat wayA = AimbotDesiredAngles.y - Myself->ViewAngles.y;\n\t\tfloat wayB = 360 - abs(wayA);\n\t\tif (wayA > 0 && wayB > 0)\n\t\t\twayB *= -1;\n\t\tif (fabs(wayA) < fabs(wayB))\n\t\t\treturn wayA;\n\t\treturn wayB;\n\t}\n\n\tdouble CalculateDistanceFromCrosshair(Vector3D TargetPosition) {\n\t\tVector3D CameraPosition = Myself->CameraPosition;\n\t\tQAngle CurrentAngle = QAngle(Myself->ViewAngles.x, Myself->ViewAngles.y).NormalizeAngles();\n\n\t\tif (CameraPosition.Distance(TargetPosition) <= 0.0001f)\n\t\t\treturn -1;\n\n\t\tQAngle TargetAngle = Resolver::CalculateAngle(CameraPosition, TargetPosition);\n\t\tif (!TargetAngle.isValid())\n\t\t\treturn -1;\n\n\t\treturn CurrentAngle.distanceTo(TargetAngle);\n\t}\n\n\tvoid ReleaseTarget() {\n\t\tif (CurrentTarget != nullptr && CurrentTarget->IsValid())\n\t\t\tCurrentTarget->IsLockedOn = false;\n\n\t\tTargetSelected = false;\n\t\tCurrentTarget = nullptr;\n\t}\n\n\tstatic int RoundHalfEven(float x) {\n\t\treturn (x >= 0.0)\n\t\t\t? static_cast<int>(std::round(x))\n\t\t\t: static_cast<int>(std::round(-x)) * -1;\n\t}\n\n\tstatic float AL1AF0(float num) {\n\t\tif (num > 0)\n\t\t\treturn std::max(num, 1.0f);\n\t\treturn std::min(num, -1.0f);\n\t}\n\n\tfloat GetFOVScale() {\n\t\tif (Myself->IsValid()) {\n\t\t\tif (Myself->IsZooming) {\n\t\t\t\tif (Myself->TargetZoomFOV > 1.0 && Myself->TargetZoomFOV < 90.0) {\n\t\t\t\t\treturn tanf(DEG2RAD(Myself->TargetZoomFOV) * (0.64285714285));\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn 1.0;\n\t}\n\n\tint GetBestBone(Player* Target) {\n\t\tfloat NearestDistance = 999;\n\t\tint NearestBone = 2;\n\t\tfor (int i = 0; i < 6; i++) {\n\t\t\tHitboxType Bone = static_cast<HitboxType>(i);\n\t\t\tdouble DistanceFromCrosshair = CalculateDistanceFromCrosshair(Target->GetBonePosition(Bone));\n\t\t\tif (DistanceFromCrosshair < NearestDistance) {\n\t\t\t\tNearestBone = i;\n\t\t\t\tNearestDistance = DistanceFromCrosshair;\n\t\t\t}\n\t\t}\n\t\treturn NearestBone;\n\t}\n\n\tPlayer* FindBestTarget() {\n\t\tPlayer* NearestTarget = nullptr;\n\t\tfloat BestDistance = 9999;\n\t\tfloat BestFOV = std::min(Features::Ragebot::FOV, Features::Ragebot::FOV * (GetFOVScale() * Features::Ragebot::ZoomScale));\n\t\tfloat LastPov = 9999;\n\t\tVector3D CameraPosition = Myself->CameraPosition;\n\t\tfor (int i = 0; i < Players->size(); i++) {\n\t\t\tPlayer* p = Players->at(i);\n\t\t\tif (!IsValidTarget(p))\n\t\t\t\tcontinue;\n\t\t\tif (p->DistanceToLocalPlayer < Conversion::ToGameUnits(Features::Ragebot::ZoomDistance)) {\n\t\t\t\tHitboxType BestBone = static_cast<HitboxType>(GetBestBone(p));\n\t\t\t\tVector3D TargetPosition = p->GetBonePosition(BestBone);\n\n\t\t\t\tfloat Distance = CameraPosition.Distance(TargetPosition);\n\t\t\t\tfloat FOV = CalculateDistanceFromCrosshair(TargetPosition);\n\n\t\t\t\tif (FOV > BestFOV)\n\t\t\t\t\tcontinue;\n\n\t\t\t\tif (Features::Ragebot::Priority == 0 && FOV > LastPov)\n\t\t\t\t\tcontinue;\n\n\t\t\t\tif (Features::Ragebot::Priority == 1 && Distance > BestDistance)\n\t\t\t\t\tcontinue;\n\n\t\t\t\tNearestTarget = p;\n\t\t\t\tBestDistance = Distance;\n\t\t\t\tLastPov = FOV;\n\t\t\t}\n\t\t}\n\t\treturn NearestTarget;\n\t}\n};"
  },
  {
    "path": "Features/Sense.hpp",
    "content": "#pragma once\n#include <X11/X.h>\n#include <fstream>\n#include <sstream>\n#include <string>\n#include <iomanip>\n#include <iostream>\n#include <vector>\n#include \"../Core/Player.hpp\"\n#include \"../Core/LocalPlayer.hpp\"\n#include \"../Core/Offsets.hpp\"\n#include \"../Core/GlowMode.hpp\"\n#include \"../Core/Camera.hpp\"\n#include \"../Core/Level.hpp\"\n\n#include \"../Features/Legitbot.hpp\"\n#include \"../Features/Ragebot.hpp\"\n#include \"../Features/Triggerbot.hpp\"\n#include \"../Features/Misc.hpp\"\n\n#include \"../Overlay/Overlay.hpp\"\n#include \"../Overlay/Renderer.hpp\"\n\n#include \"../Utils/Memory.hpp\"\n#include \"../Utils/Color.hpp\"\n#include \"../Utils/Conversion.hpp\"\n#include \"../Utils/Config.hpp\"\n#include \"../Utils/Features.hpp\"\n#include \"../Utils/HitboxType.hpp\"\n#include \"../Utils/XDisplay.hpp\"\n#include \"../Utils/InputManager.hpp\"\n#include \"../Utils/InputTypes.hpp\"\n\n// UI //\n#include \"../imgui/imgui.h\"\n#include \"../imgui/imgui_impl_glfw.h\"\n#include \"../imgui/imgui_impl_opengl3.h\"\n\n// Geometry\n#define DEG2RAD(x) ((float)(x) * (float)(M_PI / 180.f))\n#define ABS(x) ((x < 0) ? (-x) : (x))\n\nstruct Sense {\n\t// Variables\n\tXDisplay* X11Display;\n\tCamera* GameCamera;\n\tLocalPlayer* Myself;\n\tstd::vector<Player*>* Players;\n\tstd::chrono::milliseconds LastSpectatorUpdateTime;\n\tstd::vector<std::string> Spectators;\n\tstd::chrono::milliseconds LastUpdateTime;\n\n\tstd::chrono::milliseconds processingLastUpdate;\n\tstd::vector<double> processingTimes;\n\tdouble processingTime;\n\n\tstd::chrono::milliseconds FpsUpdate;\n\tint FpsLastFrame;\n\tint Fps;\n\n\tbool VisWarning;\n\n\tLevel* Map;\n\n\tSense(Level* Map, std::vector<Player*>* Players, Camera* GameCamera, LocalPlayer* Myself, XDisplay* X11Display) {\n\t\tthis->Players = Players;\n\t\tthis->GameCamera = GameCamera;\n\t\tthis->Map = Map;\n\t\tthis->Myself = Myself;\n\t\tthis->X11Display = X11Display;\n\t}\n\n\tstatic bool Save() {\n\t\ttry {\n\n\t\t\tConfig::Sense::Enabled = Features::Sense::Enabled;\n\t\t\tConfig::Sense::DrawFOVCircle = Features::Sense::DrawFOVCircle;\n\t\t\tConfig::Sense::DrawFilledFOVCircle = Features::Sense::DrawFilledFOVCircle;\n\t\t\tConfig::Sense::FOVThickness = Features::Sense::FOVThickness;\n\t\t\tConfig::Sense::GameFOV = Features::Sense::GameFOV;\n\t\t\tConfig::Sense::DrawTargetLine = Features::Sense::DrawTargetLine;\n\t\t\tConfig::Sense::DrawTargetDot = Features::Sense::DrawTargetDot;\n\t\t\tConfig::Sense::DrawTargetBox = Features::Sense::DrawTargetBox;\n\t\t\tConfig::Sense::TargetMode = Features::Sense::TargetMode;\n\t\t\tConfig::Sense::TargetBoneMode = Features::Sense::TargetBoneMode;\n\t\t\tConfig::Sense::TargetSelectedBone = Features::Sense::TargetSelectedBone;\n\t\t\tConfig::Sense::TargetBone = Features::Sense::TargetBone;\n\t\t\tConfig::Sense::TargetHitbox = static_cast<int>(Features::Sense::TargetHitbox);\n\t\t\tConfig::Sense::TargetLineThickness = Features::Sense::TargetLineThickness;\n\t\t\tConfig::Sense::TargetDotRadius = Features::Sense::TargetDotRadius;\n\t\t\tConfig::Sense::TargetBoxMode = Features::Sense::TargetBoxMode;\n\t\t\tConfig::Sense::TargetBoxThickness = Features::Sense::TargetBoxThickness;\n\t\t\tConfig::Sense::TargetBoxSize = Features::Sense::TargetBoxSize;\n\t\t\tConfig::Sense::DrawTargetInfo = Features::Sense::DrawTargetInfo;\n\t\t\tConfig::Sense::TargetInfoDisplayMode = Features::Sense::TargetInfoDisplayMode;\n\t\t\tConfig::Sense::DrawTargetInfoName = Features::Sense::DrawTargetInfoName;\n\t\t\tConfig::Sense::TargetInfoNamePos = Features::Sense::TargetInfoNamePos;\n\t\t\tConfig::Sense::DrawTargetInfoLegend = Features::Sense::DrawTargetInfoLegend;\n\t\t\tConfig::Sense::TargetInfoLegendPos = Features::Sense::TargetInfoLegendPos;\n\t\t\tConfig::Sense::DrawTargetInfoTeamID = Features::Sense::DrawTargetInfoTeamID;\n\t\t\tConfig::Sense::DrawTargetInfoDistance = Features::Sense::DrawTargetInfoDistance;\n\t\t\tConfig::Sense::DrawTargetInfoWeapon = Features::Sense::DrawTargetInfoWeapon;\n\t\t\tConfig::Sense::TargetInfoWeaponPos = Features::Sense::TargetInfoWeaponPos;\n\t\t\tConfig::Sense::DrawTargetInfoHealth = Features::Sense::DrawTargetInfoHealth;\n\t\t\tConfig::Sense::TargetInfoHealthPos = Features::Sense::TargetInfoHealthPos;\n\t\t\tConfig::Sense::DrawTargetInfoShield = Features::Sense::DrawTargetInfoShield;\n\t\t\tConfig::Sense::TargetInfoShieldPos = Features::Sense::TargetInfoShieldPos;\n\t\t\tConfig::Sense::TargetInfoColorMode = Features::Sense::TargetInfoColorMode;\n\t\t\tConfig::Sense::TargetInfoPosX = Features::Sense::TargetInfoPosX;\n\t\t\tConfig::Sense::TargetInfoPosY = Features::Sense::TargetInfoPosY;\n\t\t\tConfig::Sense::TargetInfoOffset = Features::Sense::TargetInfoOffset;\n\t\t\tConfig::Sense::DrawCrosshair = Features::Sense::DrawCrosshair;\n\t\t\tConfig::Sense::CrosshairSize = Features::Sense::CrosshairSize;\n\t\t\tConfig::Sense::CrosshairThickness = Features::Sense::CrosshairThickness;\n\t\t\tConfig::Sense::ShowSpectators = Features::Sense::ShowSpectators;\n\t\t\tConfig::Sense::DrawSpectatorWarning = Features::Sense::DrawSpectatorWarning;\n\t\t\tConfig::Sense::DrawVisibleWarning = Features::Sense::DrawVisibleWarning;\n\t\t\tConfig::Sense::WarningTextOutline = Features::Sense::WarningTextOutline;\n\t\t\tConfig::Sense::WarningTextX = Features::Sense::WarningTextX;\n\t\t\tConfig::Sense::WarningTextY = Features::Sense::WarningTextY;\n\t\t\tConfig::Sense::TextOutline = Features::Sense::TextOutline;\n\t\t\tConfig::Sense::VisibilityCheck = Features::Sense::VisibilityCheck;\n\t\t\tConfig::Sense::KnockedCheck = Features::Sense::KnockedCheck;\n\t\t\tConfig::Sense::ESPMaxDistance = Features::Sense::ESPMaxDistance;\n\n\t\t\tConfig::SenseEnemy::DrawEnemy = Features::Sense::Enemy::DrawEnemy;\n\t\t\tConfig::SenseEnemy::DrawBoxes = Features::Sense::Enemy::DrawBoxes;\n\t\t\tConfig::SenseEnemy::BoxOutline = Features::Sense::Enemy::BoxOutline;\n\t\t\tConfig::SenseEnemy::BoxType = Features::Sense::Enemy::BoxType;\n\t\t\tConfig::SenseEnemy::BoxStyle = Features::Sense::Enemy::BoxStyle;\n\t\t\tConfig::SenseEnemy::BoxThickness = Features::Sense::Enemy::BoxThickness;\n\t\t\tConfig::SenseEnemy::DrawSkeleton = Features::Sense::Enemy::DrawSkeleton;\n\t\t\tConfig::SenseEnemy::SkeletonOutline = Features::Sense::Enemy::SkeletonOutline;\n\t\t\tConfig::SenseEnemy::SkeletonDetail = Features::Sense::Enemy::SkeletonDetail;\n\t\t\tConfig::SenseEnemy::SkeletonThickness = Features::Sense::Enemy::SkeletonThickness;\n\t\t\tConfig::SenseEnemy::DrawHeadCircle = Features::Sense::Enemy::DrawHeadCircle;\n\t\t\tConfig::SenseEnemy::HeadCircleOutline = Features::Sense::Enemy::HeadCircleOutline;\n\t\t\tConfig::SenseEnemy::HeadCircleThickness = Features::Sense::Enemy::HeadCircleThickness;\n\t\t\tConfig::SenseEnemy::DrawBars = Features::Sense::Enemy::DrawBars;\n\t\t\tConfig::SenseEnemy::HealthBar = Features::Sense::Enemy::HealthBar;\n\t\t\tConfig::SenseEnemy::ShieldBar = Features::Sense::Enemy::ShieldBar;\n\t\t\tConfig::SenseEnemy::BarMode = Features::Sense::Enemy::BarMode;\n\t\t\tConfig::SenseEnemy::BarStyle = Features::Sense::Enemy::BarStyle;\n\t\t\tConfig::SenseEnemy::BarThickness = Features::Sense::Enemy::BarThickness;\n\t\t\tConfig::SenseEnemy::BarThickness2 = Features::Sense::Enemy::BarThickness2;\n\t\t\tConfig::SenseEnemy::BarHeight = Features::Sense::Enemy::BarHeight;\n\t\t\tConfig::SenseEnemy::BarWidth = Features::Sense::Enemy::BarWidth;\n\t\t\tConfig::SenseEnemy::BarColorMode = Features::Sense::Enemy::BarColorMode;\n\t\t\tConfig::SenseEnemy::WeaponColorType = Features::Sense::Enemy::WeaponColorType;\n\t\t\tConfig::SenseEnemy::DrawDistance = Features::Sense::Enemy::DrawDistance;\n\t\t\tConfig::SenseEnemy::TracerPosition = Features::Sense::Enemy::TracerPosition;\n\t\t\tConfig::SenseEnemy::TracerBone = Features::Sense::Enemy::TracerBone;\n\t\t\tConfig::SenseEnemy::DrawTracers = Features::Sense::Enemy::DrawTracers;\n\t\t\tConfig::SenseEnemy::TracerThickness = Features::Sense::Enemy::TracerThickness;\n\t\t\tConfig::SenseEnemy::DrawNames = Features::Sense::Enemy::DrawNames;\n\t\t\tConfig::SenseEnemy::DrawSeer = Features::Sense::Enemy::DrawSeer;\n\t\t\tConfig::SenseEnemy::DrawStatus = Features::Sense::Enemy::DrawStatus;\n\t\t\tConfig::SenseEnemy::ShowMaxStatusValues = Features::Sense::Enemy::ShowMaxStatusValues;\n\t\t\tConfig::SenseEnemy::DrawWeapon = Features::Sense::Enemy::DrawWeapon;\n\t\t\tConfig::SenseEnemy::DrawLegend = Features::Sense::Enemy::DrawLegend;\n\n\t\t\tConfig::SenseTeammate::DrawTeam = Features::Sense::Teammate::DrawTeam;\n\t\t\tConfig::SenseTeammate::DrawBoxes = Features::Sense::Teammate::DrawBoxes;\n\t\t\tConfig::SenseTeammate::BoxOutline = Features::Sense::Teammate::BoxOutline;\n\t\t\tConfig::SenseTeammate::BoxType = Features::Sense::Teammate::BoxType;\n\t\t\tConfig::SenseTeammate::BoxStyle = Features::Sense::Teammate::BoxStyle;\n\t\t\tConfig::SenseTeammate::BoxThickness = Features::Sense::Teammate::BoxThickness;\n\t\t\tConfig::SenseTeammate::DrawSkeleton = Features::Sense::Teammate::DrawSkeleton;\n\t\t\tConfig::SenseTeammate::SkeletonOutline = Features::Sense::Teammate::SkeletonOutline;\n\t\t\tConfig::SenseTeammate::SkeletonDetail = Features::Sense::Teammate::SkeletonDetail;\n\t\t\tConfig::SenseTeammate::SkeletonThickness = Features::Sense::Teammate::SkeletonThickness;\n\t\t\tConfig::SenseTeammate::DrawHeadCircle = Features::Sense::Teammate::DrawHeadCircle;\n\t\t\tConfig::SenseTeammate::HeadCircleOutline = Features::Sense::Teammate::HeadCircleOutline;\n\t\t\tConfig::SenseTeammate::HeadCircleThickness = Features::Sense::Teammate::HeadCircleThickness;\n\t\t\tConfig::SenseTeammate::DrawBars = Features::Sense::Teammate::DrawBars;\n\t\t\tConfig::SenseTeammate::HealthBar = Features::Sense::Teammate::HealthBar;\n\t\t\tConfig::SenseTeammate::ShieldBar = Features::Sense::Teammate::ShieldBar;\n\t\t\tConfig::SenseTeammate::BarMode = Features::Sense::Teammate::BarMode;\n\t\t\tConfig::SenseTeammate::BarStyle = Features::Sense::Teammate::BarStyle;\n\t\t\tConfig::SenseTeammate::BarThickness = Features::Sense::Teammate::BarThickness;\n\t\t\tConfig::SenseTeammate::BarThickness2 = Features::Sense::Teammate::BarThickness2;\n\t\t\tConfig::SenseTeammate::BarHeight = Features::Sense::Teammate::BarHeight;\n\t\t\tConfig::SenseTeammate::BarWidth = Features::Sense::Teammate::BarWidth;\n\t\t\tConfig::SenseTeammate::BarColorMode = Features::Sense::Teammate::BarColorMode;\n\t\t\tConfig::SenseTeammate::WeaponColorType = Features::Sense::Teammate::WeaponColorType;\n\t\t\tConfig::SenseTeammate::DrawDistance = Features::Sense::Teammate::DrawDistance;\n\t\t\tConfig::SenseTeammate::TracerPosition = Features::Sense::Teammate::TracerPosition;\n\t\t\tConfig::SenseTeammate::TracerBone = Features::Sense::Teammate::TracerBone;\n\t\t\tConfig::SenseTeammate::DrawTracers = Features::Sense::Teammate::DrawTracers;\n\t\t\tConfig::SenseTeammate::TracerThickness = Features::Sense::Teammate::TracerThickness;\n\t\t\tConfig::SenseTeammate::DrawNames = Features::Sense::Teammate::DrawNames;\n\t\t\tConfig::SenseTeammate::DrawSeer = Features::Sense::Teammate::DrawSeer;\n\t\t\tConfig::SenseTeammate::DrawStatus = Features::Sense::Teammate::DrawStatus;\n\t\t\tConfig::SenseTeammate::ShowMaxStatusValues = Features::Sense::Teammate::ShowMaxStatusValues;\n\t\t\tConfig::SenseTeammate::DrawWeapon = Features::Sense::Teammate::DrawWeapon;\n\t\t\tConfig::SenseTeammate::DrawLegend = Features::Sense::Teammate::DrawLegend;\n\n\n\t\t\tConfig::SensePositions::NamePosition = Features::Sense::Positions::NamePosition;\n\t\t\tConfig::SensePositions::DistancePosition = Features::Sense::Positions::DistancePosition;\n\t\t\tConfig::SensePositions::LegendPosition = Features::Sense::Positions::LegendPosition;\n\t\t\tConfig::SensePositions::WeaponPosition = Features::Sense::Positions::WeaponPosition;\n\t\t\tConfig::SensePositions::StatusPosition = Features::Sense::Positions::StatusPosition;\n\n\t\t\t// Colors\n\t\t\tConfig::SenseEnemy::WeaponColorType = Features::Sense::Enemy::WeaponColorType;\n\t\t\tConfig::EnemyColors::InvisibleBoxColorR = Features::Colors::Enemy::InvisibleBoxColor[0];\n\t\t\tConfig::EnemyColors::InvisibleBoxColorG = Features::Colors::Enemy::InvisibleBoxColor[1];\n\t\t\tConfig::EnemyColors::InvisibleBoxColorB = Features::Colors::Enemy::InvisibleBoxColor[2];\n\t\t\tConfig::EnemyColors::InvisibleBoxColorA = Features::Colors::Enemy::InvisibleBoxColor[3];\n\t\t\tConfig::EnemyColors::VisibleBoxColorR = Features::Colors::Enemy::VisibleBoxColor[0];\n\t\t\tConfig::EnemyColors::VisibleBoxColorG = Features::Colors::Enemy::VisibleBoxColor[1];\n\t\t\tConfig::EnemyColors::VisibleBoxColorB = Features::Colors::Enemy::VisibleBoxColor[2];\n\t\t\tConfig::EnemyColors::VisibleBoxColorA = Features::Colors::Enemy::VisibleBoxColor[3];\n\t\t\tConfig::EnemyColors::KnockedBoxColorR = Features::Colors::Enemy::KnockedBoxColor[0];\n\t\t\tConfig::EnemyColors::KnockedBoxColorG = Features::Colors::Enemy::KnockedBoxColor[1];\n\t\t\tConfig::EnemyColors::KnockedBoxColorB = Features::Colors::Enemy::KnockedBoxColor[2];\n\t\t\tConfig::EnemyColors::KnockedBoxColorA = Features::Colors::Enemy::KnockedBoxColor[3];\n\t\t\tConfig::EnemyColors::InvisibleFilledBoxColorR = Features::Colors::Enemy::InvisibleFilledBoxColor[0];\n\t\t\tConfig::EnemyColors::InvisibleFilledBoxColorG = Features::Colors::Enemy::InvisibleFilledBoxColor[1];\n\t\t\tConfig::EnemyColors::InvisibleFilledBoxColorB = Features::Colors::Enemy::InvisibleFilledBoxColor[2];\n\t\t\tConfig::EnemyColors::InvisibleFilledBoxColorA = Features::Colors::Enemy::InvisibleFilledBoxColor[3];\n\t\t\tConfig::EnemyColors::VisibleFilledBoxColorR = Features::Colors::Enemy::VisibleFilledBoxColor[0];\n\t\t\tConfig::EnemyColors::VisibleFilledBoxColorG = Features::Colors::Enemy::VisibleFilledBoxColor[1];\n\t\t\tConfig::EnemyColors::VisibleFilledBoxColorB = Features::Colors::Enemy::VisibleFilledBoxColor[2];\n\t\t\tConfig::EnemyColors::VisibleFilledBoxColorA = Features::Colors::Enemy::VisibleFilledBoxColor[3];\n\t\t\tConfig::EnemyColors::KnockedFilledBoxColorR = Features::Colors::Enemy::KnockedFilledBoxColor[0];\n\t\t\tConfig::EnemyColors::KnockedFilledBoxColorG = Features::Colors::Enemy::KnockedFilledBoxColor[1];\n\t\t\tConfig::EnemyColors::KnockedFilledBoxColorB = Features::Colors::Enemy::KnockedFilledBoxColor[2];\n\t\t\tConfig::EnemyColors::KnockedFilledBoxColorA = Features::Colors::Enemy::KnockedFilledBoxColor[3];\n\t\t\tConfig::EnemyColors::InvisibleTracerColorR = Features::Colors::Enemy::InvisibleTracerColor[0];\n\t\t\tConfig::EnemyColors::InvisibleTracerColorG = Features::Colors::Enemy::InvisibleTracerColor[1];\n\t\t\tConfig::EnemyColors::InvisibleTracerColorB = Features::Colors::Enemy::InvisibleTracerColor[2];\n\t\t\tConfig::EnemyColors::InvisibleTracerColorA = Features::Colors::Enemy::InvisibleTracerColor[3];\n\t\t\tConfig::EnemyColors::VisibleTracerColorR = Features::Colors::Enemy::VisibleTracerColor[0];\n\t\t\tConfig::EnemyColors::VisibleTracerColorG = Features::Colors::Enemy::VisibleTracerColor[1];\n\t\t\tConfig::EnemyColors::VisibleTracerColorB = Features::Colors::Enemy::VisibleTracerColor[2];\n\t\t\tConfig::EnemyColors::VisibleTracerColorA = Features::Colors::Enemy::VisibleTracerColor[3];\n\t\t\tConfig::EnemyColors::KnockedTracerColorR = Features::Colors::Enemy::KnockedTracerColor[0];\n\t\t\tConfig::EnemyColors::KnockedTracerColorG = Features::Colors::Enemy::KnockedTracerColor[1];\n\t\t\tConfig::EnemyColors::KnockedTracerColorB = Features::Colors::Enemy::KnockedTracerColor[2];\n\t\t\tConfig::EnemyColors::KnockedTracerColorA = Features::Colors::Enemy::KnockedTracerColor[3];\n\t\t\tConfig::EnemyColors::InvisibleSkeletonColorR = Features::Colors::Enemy::InvisibleSkeletonColor[0];\n\t\t\tConfig::EnemyColors::InvisibleSkeletonColorG = Features::Colors::Enemy::InvisibleSkeletonColor[1];\n\t\t\tConfig::EnemyColors::InvisibleSkeletonColorB = Features::Colors::Enemy::InvisibleSkeletonColor[2];\n\t\t\tConfig::EnemyColors::InvisibleSkeletonColorA = Features::Colors::Enemy::InvisibleSkeletonColor[3];\n\t\t\tConfig::EnemyColors::VisibleSkeletonColorR = Features::Colors::Enemy::VisibleSkeletonColor[0];\n\t\t\tConfig::EnemyColors::VisibleSkeletonColorG = Features::Colors::Enemy::VisibleSkeletonColor[1];\n\t\t\tConfig::EnemyColors::VisibleSkeletonColorB = Features::Colors::Enemy::VisibleSkeletonColor[2];\n\t\t\tConfig::EnemyColors::VisibleSkeletonColorA = Features::Colors::Enemy::VisibleSkeletonColor[3];\n\t\t\tConfig::EnemyColors::KnockedSkeletonColorR = Features::Colors::Enemy::KnockedSkeletonColor[0];\n\t\t\tConfig::EnemyColors::KnockedSkeletonColorG = Features::Colors::Enemy::KnockedSkeletonColor[1];\n\t\t\tConfig::EnemyColors::KnockedSkeletonColorB = Features::Colors::Enemy::KnockedSkeletonColor[2];\n\t\t\tConfig::EnemyColors::KnockedSkeletonColorA = Features::Colors::Enemy::KnockedSkeletonColor[3];\n\t\t\tConfig::EnemyColors::InvisibleHeadCircleColorR = Features::Colors::Enemy::InvisibleHeadCircleColor[0];\n\t\t\tConfig::EnemyColors::InvisibleHeadCircleColorG = Features::Colors::Enemy::InvisibleHeadCircleColor[1];\n\t\t\tConfig::EnemyColors::InvisibleHeadCircleColorB = Features::Colors::Enemy::InvisibleHeadCircleColor[2];\n\t\t\tConfig::EnemyColors::InvisibleHeadCircleColorA = Features::Colors::Enemy::InvisibleHeadCircleColor[3];\n\t\t\tConfig::EnemyColors::VisibleHeadCircleColorR = Features::Colors::Enemy::VisibleHeadCircleColor[0];\n\t\t\tConfig::EnemyColors::VisibleHeadCircleColorG = Features::Colors::Enemy::VisibleHeadCircleColor[1];\n\t\t\tConfig::EnemyColors::VisibleHeadCircleColorB = Features::Colors::Enemy::VisibleHeadCircleColor[2];\n\t\t\tConfig::EnemyColors::VisibleHeadCircleColorA = Features::Colors::Enemy::VisibleHeadCircleColor[3];\n\t\t\tConfig::EnemyColors::KnockedHeadCircleColorR = Features::Colors::Enemy::KnockedHeadCircleColor[0];\n\t\t\tConfig::EnemyColors::KnockedHeadCircleColorG = Features::Colors::Enemy::KnockedHeadCircleColor[1];\n\t\t\tConfig::EnemyColors::KnockedHeadCircleColorB = Features::Colors::Enemy::KnockedHeadCircleColor[2];\n\t\t\tConfig::EnemyColors::KnockedHeadCircleColorA = Features::Colors::Enemy::KnockedHeadCircleColor[3];\n\t\t\tConfig::EnemyColors::InvisibleNameColorR = Features::Colors::Enemy::InvisibleNameColor[0];\n\t\t\tConfig::EnemyColors::InvisibleNameColorG = Features::Colors::Enemy::InvisibleNameColor[1];\n\t\t\tConfig::EnemyColors::InvisibleNameColorB = Features::Colors::Enemy::InvisibleNameColor[2];\n\t\t\tConfig::EnemyColors::InvisibleNameColorA = Features::Colors::Enemy::InvisibleNameColor[3];\n\t\t\tConfig::EnemyColors::VisibleNameColorR = Features::Colors::Enemy::VisibleNameColor[0];\n\t\t\tConfig::EnemyColors::VisibleNameColorG = Features::Colors::Enemy::VisibleNameColor[1];\n\t\t\tConfig::EnemyColors::VisibleNameColorB = Features::Colors::Enemy::VisibleNameColor[2];\n\t\t\tConfig::EnemyColors::VisibleNameColorA = Features::Colors::Enemy::VisibleNameColor[3];\n\t\t\tConfig::EnemyColors::KnockedNameColorR = Features::Colors::Enemy::KnockedNameColor[0];\n\t\t\tConfig::EnemyColors::KnockedNameColorG = Features::Colors::Enemy::KnockedNameColor[1];\n\t\t\tConfig::EnemyColors::KnockedNameColorB = Features::Colors::Enemy::KnockedNameColor[2];\n\t\t\tConfig::EnemyColors::KnockedNameColorA = Features::Colors::Enemy::KnockedNameColor[3];\n\t\t\tConfig::EnemyColors::InvisibleDistanceColorR = Features::Colors::Enemy::InvisibleDistanceColor[0];\n\t\t\tConfig::EnemyColors::InvisibleDistanceColorG = Features::Colors::Enemy::InvisibleDistanceColor[1];\n\t\t\tConfig::EnemyColors::InvisibleDistanceColorB = Features::Colors::Enemy::InvisibleDistanceColor[2];\n\t\t\tConfig::EnemyColors::InvisibleDistanceColorA = Features::Colors::Enemy::InvisibleDistanceColor[3];\n\t\t\tConfig::EnemyColors::VisibleDistanceColorR = Features::Colors::Enemy::VisibleDistanceColor[0];\n\t\t\tConfig::EnemyColors::VisibleDistanceColorG = Features::Colors::Enemy::VisibleDistanceColor[1];\n\t\t\tConfig::EnemyColors::VisibleDistanceColorB = Features::Colors::Enemy::VisibleDistanceColor[2];\n\t\t\tConfig::EnemyColors::VisibleDistanceColorA = Features::Colors::Enemy::VisibleDistanceColor[3];\n\t\t\tConfig::EnemyColors::KnockedDistanceColorR = Features::Colors::Enemy::KnockedDistanceColor[0];\n\t\t\tConfig::EnemyColors::KnockedDistanceColorG = Features::Colors::Enemy::KnockedDistanceColor[1];\n\t\t\tConfig::EnemyColors::KnockedDistanceColorB = Features::Colors::Enemy::KnockedDistanceColor[2];\n\t\t\tConfig::EnemyColors::KnockedDistanceColorA = Features::Colors::Enemy::KnockedDistanceColor[3];\n\t\t\tConfig::EnemyColors::InvisibleLegendColorR = Features::Colors::Enemy::InvisibleLegendColor[0];\n\t\t\tConfig::EnemyColors::InvisibleLegendColorG = Features::Colors::Enemy::InvisibleLegendColor[1];\n\t\t\tConfig::EnemyColors::InvisibleLegendColorB = Features::Colors::Enemy::InvisibleLegendColor[2];\n\t\t\tConfig::EnemyColors::InvisibleLegendColorA = Features::Colors::Enemy::InvisibleLegendColor[3];\n\t\t\tConfig::EnemyColors::VisibleLegendColorR = Features::Colors::Enemy::VisibleLegendColor[0];\n\t\t\tConfig::EnemyColors::VisibleLegendColorG = Features::Colors::Enemy::VisibleLegendColor[1];\n\t\t\tConfig::EnemyColors::VisibleLegendColorB = Features::Colors::Enemy::VisibleLegendColor[2];\n\t\t\tConfig::EnemyColors::VisibleLegendColorA = Features::Colors::Enemy::VisibleLegendColor[3];\n\t\t\tConfig::EnemyColors::KnockedLegendColorR = Features::Colors::Enemy::KnockedLegendColor[0];\n\t\t\tConfig::EnemyColors::KnockedLegendColorG = Features::Colors::Enemy::KnockedLegendColor[1];\n\t\t\tConfig::EnemyColors::KnockedLegendColorB = Features::Colors::Enemy::KnockedLegendColor[2];\n\t\t\tConfig::EnemyColors::KnockedLegendColorA = Features::Colors::Enemy::KnockedLegendColor[3];\n\t\t\tConfig::EnemyColors::InvisibleWeaponColorR = Features::Colors::Enemy::InvisibleWeaponColor[0];\n\t\t\tConfig::EnemyColors::InvisibleWeaponColorG = Features::Colors::Enemy::InvisibleWeaponColor[1];\n\t\t\tConfig::EnemyColors::InvisibleWeaponColorB = Features::Colors::Enemy::InvisibleWeaponColor[2];\n\t\t\tConfig::EnemyColors::InvisibleWeaponColorA = Features::Colors::Enemy::InvisibleWeaponColor[3];\n\t\t\tConfig::EnemyColors::VisibleWeaponColorR = Features::Colors::Enemy::VisibleWeaponColor[0];\n\t\t\tConfig::EnemyColors::VisibleWeaponColorG = Features::Colors::Enemy::VisibleWeaponColor[1];\n\t\t\tConfig::EnemyColors::VisibleWeaponColorB = Features::Colors::Enemy::VisibleWeaponColor[2];\n\t\t\tConfig::EnemyColors::VisibleWeaponColorA = Features::Colors::Enemy::VisibleWeaponColor[3];\n\t\t\tConfig::EnemyColors::KnockedWeaponColorR = Features::Colors::Enemy::KnockedWeaponColor[0];\n\t\t\tConfig::EnemyColors::KnockedWeaponColorG = Features::Colors::Enemy::KnockedWeaponColor[1];\n\t\t\tConfig::EnemyColors::KnockedWeaponColorB = Features::Colors::Enemy::KnockedWeaponColor[2];\n\t\t\tConfig::EnemyColors::KnockedWeaponColorA = Features::Colors::Enemy::KnockedWeaponColor[3];\n\n\t\t\tConfig::Colors::TargetLineColorR = Features::Colors::TargetLineColor[0];\n\t\t\tConfig::Colors::TargetLineColorG = Features::Colors::TargetLineColor[1];\n\t\t\tConfig::Colors::TargetLineColorB = Features::Colors::TargetLineColor[2];\n\t\t\tConfig::Colors::TargetLineColorA = Features::Colors::TargetLineColor[3];\n\t\t\tConfig::Colors::TargetLineLockedColorR = Features::Colors::TargetLineLockedColor[0];\n\t\t\tConfig::Colors::TargetLineLockedColorG = Features::Colors::TargetLineLockedColor[1];\n\t\t\tConfig::Colors::TargetLineLockedColorB = Features::Colors::TargetLineLockedColor[2];\n\t\t\tConfig::Colors::TargetLineLockedColorA = Features::Colors::TargetLineLockedColor[3];\n\t\t\tConfig::Colors::TargetDotColorR = Features::Colors::TargetDotColor[0];\n\t\t\tConfig::Colors::TargetDotColorG = Features::Colors::TargetDotColor[1];\n\t\t\tConfig::Colors::TargetDotColorB = Features::Colors::TargetDotColor[2];\n\t\t\tConfig::Colors::TargetDotColorA = Features::Colors::TargetDotColor[3];\n\t\t\tConfig::Colors::TargetDotLockedColorR = Features::Colors::TargetDotLockedColor[0];\n\t\t\tConfig::Colors::TargetDotLockedColorG = Features::Colors::TargetDotLockedColor[1];\n\t\t\tConfig::Colors::TargetDotLockedColorB = Features::Colors::TargetDotLockedColor[2];\n\t\t\tConfig::Colors::TargetDotLockedColorA = Features::Colors::TargetDotLockedColor[3];\n\t\t\tConfig::Colors::TargetBoxColorR = Features::Colors::TargetBoxColor[0];\n\t\t\tConfig::Colors::TargetBoxColorG = Features::Colors::TargetBoxColor[1];\n\t\t\tConfig::Colors::TargetBoxColorB = Features::Colors::TargetBoxColor[2];\n\t\t\tConfig::Colors::TargetBoxColorA = Features::Colors::TargetBoxColor[3];\n\t\t\tConfig::Colors::TargetBoxLockedColorR = Features::Colors::TargetBoxLockedColor[0];\n\t\t\tConfig::Colors::TargetBoxLockedColorG = Features::Colors::TargetBoxLockedColor[1];\n\t\t\tConfig::Colors::TargetBoxLockedColorB = Features::Colors::TargetBoxLockedColor[2];\n\t\t\tConfig::Colors::TargetBoxLockedColorA = Features::Colors::TargetBoxLockedColor[3];\n\n\t\t\tConfig::Colors::TargetInfoColorR = Features::Colors::TargetInfoColor[0];\n\t\t\tConfig::Colors::TargetInfoColorG = Features::Colors::TargetInfoColor[1];\n\t\t\tConfig::Colors::TargetInfoColorB = Features::Colors::TargetInfoColor[2];\n\t\t\tConfig::Colors::TargetInfoColorA = Features::Colors::TargetInfoColor[3];\n\t\t\tConfig::Colors::TargetInfoLockedColorR = Features::Colors::TargetInfoLockedColor[0];\n\t\t\tConfig::Colors::TargetInfoLockedColorG = Features::Colors::TargetInfoLockedColor[1];\n\t\t\tConfig::Colors::TargetInfoLockedColorB = Features::Colors::TargetInfoLockedColor[2];\n\t\t\tConfig::Colors::TargetInfoLockedColorA = Features::Colors::TargetInfoLockedColor[3];\n\n\t\t\tConfig::Colors::FOVColorR = Features::Colors::FOVColor[0];\n\t\t\tConfig::Colors::FOVColorG = Features::Colors::FOVColor[1];\n\t\t\tConfig::Colors::FOVColorB = Features::Colors::FOVColor[2];\n\t\t\tConfig::Colors::FOVColorA = Features::Colors::FOVColor[3];\n\t\t\tConfig::Colors::FilledFOVColorR = Features::Colors::FilledFOVColor[0];\n\t\t\tConfig::Colors::FilledFOVColorG = Features::Colors::FilledFOVColor[1];\n\t\t\tConfig::Colors::FilledFOVColorB = Features::Colors::FilledFOVColor[2];\n\t\t\tConfig::Colors::FilledFOVColorA = Features::Colors::FilledFOVColor[3];\n\t\t\tConfig::Colors::CrosshairColorR = Features::Colors::CrosshairColor[0];\n\t\t\tConfig::Colors::CrosshairColorG = Features::Colors::CrosshairColor[1];\n\t\t\tConfig::Colors::CrosshairColorB = Features::Colors::CrosshairColor[2];\n\t\t\tConfig::Colors::CrosshairColorA = Features::Colors::CrosshairColor[3];\n\t\t\t// Weapon Colors\n\t\t\tConfig::EnemyColors::LightWeaponColorR = Features::Colors::Enemy::LightWeaponColor[0];\n\t\t\tConfig::EnemyColors::LightWeaponColorG = Features::Colors::Enemy::LightWeaponColor[1];\n\t\t\tConfig::EnemyColors::LightWeaponColorB = Features::Colors::Enemy::LightWeaponColor[2];\n\t\t\tConfig::EnemyColors::LightWeaponColorA = Features::Colors::Enemy::LightWeaponColor[3];\n\t\t\tConfig::EnemyColors::HeavyWeaponColorR = Features::Colors::Enemy::HeavyWeaponColor[0];\n\t\t\tConfig::EnemyColors::HeavyWeaponColorG = Features::Colors::Enemy::HeavyWeaponColor[1];\n\t\t\tConfig::EnemyColors::HeavyWeaponColorB = Features::Colors::Enemy::HeavyWeaponColor[2];\n\t\t\tConfig::EnemyColors::HeavyWeaponColorA = Features::Colors::Enemy::HeavyWeaponColor[3];\n\t\t\tConfig::EnemyColors::EnergyWeaponColorR = Features::Colors::Enemy::EnergyWeaponColor[0];\n\t\t\tConfig::EnemyColors::EnergyWeaponColorG = Features::Colors::Enemy::EnergyWeaponColor[1];\n\t\t\tConfig::EnemyColors::EnergyWeaponColorB = Features::Colors::Enemy::EnergyWeaponColor[2];\n\t\t\tConfig::EnemyColors::EnergyWeaponColorA = Features::Colors::Enemy::EnergyWeaponColor[3];\n\t\t\tConfig::EnemyColors::ShotgunWeaponColorR = Features::Colors::Enemy::ShotgunWeaponColor[0];\n\t\t\tConfig::EnemyColors::ShotgunWeaponColorG = Features::Colors::Enemy::ShotgunWeaponColor[1];\n\t\t\tConfig::EnemyColors::ShotgunWeaponColorB = Features::Colors::Enemy::ShotgunWeaponColor[2];\n\t\t\tConfig::EnemyColors::ShotgunWeaponColorA = Features::Colors::Enemy::ShotgunWeaponColor[3];\n\t\t\tConfig::EnemyColors::SniperWeaponColorR = Features::Colors::Enemy::SniperWeaponColor[0];\n\t\t\tConfig::EnemyColors::SniperWeaponColorG = Features::Colors::Enemy::SniperWeaponColor[1];\n\t\t\tConfig::EnemyColors::SniperWeaponColorB = Features::Colors::Enemy::SniperWeaponColor[2];\n\t\t\tConfig::EnemyColors::SniperWeaponColorA = Features::Colors::Enemy::SniperWeaponColor[3];\n\t\t\tConfig::EnemyColors::LegendaryWeaponColorR = Features::Colors::Enemy::LegendaryWeaponColor[0];\n\t\t\tConfig::EnemyColors::LegendaryWeaponColorG = Features::Colors::Enemy::LegendaryWeaponColor[1];\n\t\t\tConfig::EnemyColors::LegendaryWeaponColorB = Features::Colors::Enemy::LegendaryWeaponColor[2];\n\t\t\tConfig::EnemyColors::LegendaryWeaponColorA = Features::Colors::Enemy::LegendaryWeaponColor[3];\n\t\t\tConfig::EnemyColors::MeleeWeaponColorR = Features::Colors::Enemy::MeleeWeaponColor[0];\n\t\t\tConfig::EnemyColors::MeleeWeaponColorG = Features::Colors::Enemy::MeleeWeaponColor[1];\n\t\t\tConfig::EnemyColors::MeleeWeaponColorB = Features::Colors::Enemy::MeleeWeaponColor[2];\n\t\t\tConfig::EnemyColors::MeleeWeaponColorA = Features::Colors::Enemy::MeleeWeaponColor[3];\n\t\t\tConfig::EnemyColors::ThrowableWeaponColorR = Features::Colors::Enemy::ThrowableWeaponColor[0];\n\t\t\tConfig::EnemyColors::ThrowableWeaponColorG = Features::Colors::Enemy::ThrowableWeaponColor[1];\n\t\t\tConfig::EnemyColors::ThrowableWeaponColorB = Features::Colors::Enemy::ThrowableWeaponColor[2];\n\t\t\tConfig::EnemyColors::ThrowableWeaponColorA = Features::Colors::Enemy::ThrowableWeaponColor[3];\n\n\t\t\t// Colors\n\t\t\tConfig::SenseTeammate::WeaponColorType = Features::Sense::Teammate::WeaponColorType;\n\t\t\tConfig::TeammateColors::InvisibleBoxColorR = Features::Colors::Teammate::InvisibleBoxColor[0];\n\t\t\tConfig::TeammateColors::InvisibleBoxColorG = Features::Colors::Teammate::InvisibleBoxColor[1];\n\t\t\tConfig::TeammateColors::InvisibleBoxColorB = Features::Colors::Teammate::InvisibleBoxColor[2];\n\t\t\tConfig::TeammateColors::InvisibleBoxColorA = Features::Colors::Teammate::InvisibleBoxColor[3];\n\t\t\tConfig::TeammateColors::VisibleBoxColorR = Features::Colors::Teammate::VisibleBoxColor[0];\n\t\t\tConfig::TeammateColors::VisibleBoxColorG = Features::Colors::Teammate::VisibleBoxColor[1];\n\t\t\tConfig::TeammateColors::VisibleBoxColorB = Features::Colors::Teammate::VisibleBoxColor[2];\n\t\t\tConfig::TeammateColors::VisibleBoxColorA = Features::Colors::Teammate::VisibleBoxColor[3];\n\t\t\tConfig::TeammateColors::KnockedBoxColorR = Features::Colors::Teammate::KnockedBoxColor[0];\n\t\t\tConfig::TeammateColors::KnockedBoxColorG = Features::Colors::Teammate::KnockedBoxColor[1];\n\t\t\tConfig::TeammateColors::KnockedBoxColorB = Features::Colors::Teammate::KnockedBoxColor[2];\n\t\t\tConfig::TeammateColors::KnockedBoxColorA = Features::Colors::Teammate::KnockedBoxColor[3];\n\t\t\tConfig::TeammateColors::InvisibleFilledBoxColorR = Features::Colors::Teammate::InvisibleFilledBoxColor[0];\n\t\t\tConfig::TeammateColors::InvisibleFilledBoxColorG = Features::Colors::Teammate::InvisibleFilledBoxColor[1];\n\t\t\tConfig::TeammateColors::InvisibleFilledBoxColorB = Features::Colors::Teammate::InvisibleFilledBoxColor[2];\n\t\t\tConfig::TeammateColors::InvisibleFilledBoxColorA = Features::Colors::Teammate::InvisibleFilledBoxColor[3];\n\t\t\tConfig::TeammateColors::VisibleFilledBoxColorR = Features::Colors::Teammate::VisibleFilledBoxColor[0];\n\t\t\tConfig::TeammateColors::VisibleFilledBoxColorG = Features::Colors::Teammate::VisibleFilledBoxColor[1];\n\t\t\tConfig::TeammateColors::VisibleFilledBoxColorB = Features::Colors::Teammate::VisibleFilledBoxColor[2];\n\t\t\tConfig::TeammateColors::VisibleFilledBoxColorA = Features::Colors::Teammate::VisibleFilledBoxColor[3];\n\t\t\tConfig::TeammateColors::KnockedFilledBoxColorR = Features::Colors::Teammate::KnockedFilledBoxColor[0];\n\t\t\tConfig::TeammateColors::KnockedFilledBoxColorG = Features::Colors::Teammate::KnockedFilledBoxColor[1];\n\t\t\tConfig::TeammateColors::KnockedFilledBoxColorB = Features::Colors::Teammate::KnockedFilledBoxColor[2];\n\t\t\tConfig::TeammateColors::KnockedFilledBoxColorA = Features::Colors::Teammate::KnockedFilledBoxColor[3];\n\t\t\tConfig::TeammateColors::InvisibleTracerColorR = Features::Colors::Teammate::InvisibleTracerColor[0];\n\t\t\tConfig::TeammateColors::InvisibleTracerColorG = Features::Colors::Teammate::InvisibleTracerColor[1];\n\t\t\tConfig::TeammateColors::InvisibleTracerColorB = Features::Colors::Teammate::InvisibleTracerColor[2];\n\t\t\tConfig::TeammateColors::InvisibleTracerColorA = Features::Colors::Teammate::InvisibleTracerColor[3];\n\t\t\tConfig::TeammateColors::VisibleTracerColorR = Features::Colors::Teammate::VisibleTracerColor[0];\n\t\t\tConfig::TeammateColors::VisibleTracerColorG = Features::Colors::Teammate::VisibleTracerColor[1];\n\t\t\tConfig::TeammateColors::VisibleTracerColorB = Features::Colors::Teammate::VisibleTracerColor[2];\n\t\t\tConfig::TeammateColors::VisibleTracerColorA = Features::Colors::Teammate::VisibleTracerColor[3];\n\t\t\tConfig::TeammateColors::KnockedTracerColorR = Features::Colors::Teammate::KnockedTracerColor[0];\n\t\t\tConfig::TeammateColors::KnockedTracerColorG = Features::Colors::Teammate::KnockedTracerColor[1];\n\t\t\tConfig::TeammateColors::KnockedTracerColorB = Features::Colors::Teammate::KnockedTracerColor[2];\n\t\t\tConfig::TeammateColors::KnockedTracerColorA = Features::Colors::Teammate::KnockedTracerColor[3];\n\t\t\tConfig::TeammateColors::InvisibleSkeletonColorR = Features::Colors::Teammate::InvisibleSkeletonColor[0];\n\t\t\tConfig::TeammateColors::InvisibleSkeletonColorG = Features::Colors::Teammate::InvisibleSkeletonColor[1];\n\t\t\tConfig::TeammateColors::InvisibleSkeletonColorB = Features::Colors::Teammate::InvisibleSkeletonColor[2];\n\t\t\tConfig::TeammateColors::InvisibleSkeletonColorA = Features::Colors::Teammate::InvisibleSkeletonColor[3];\n\t\t\tConfig::TeammateColors::VisibleSkeletonColorR = Features::Colors::Teammate::VisibleSkeletonColor[0];\n\t\t\tConfig::TeammateColors::VisibleSkeletonColorG = Features::Colors::Teammate::VisibleSkeletonColor[1];\n\t\t\tConfig::TeammateColors::VisibleSkeletonColorB = Features::Colors::Teammate::VisibleSkeletonColor[2];\n\t\t\tConfig::TeammateColors::VisibleSkeletonColorA = Features::Colors::Teammate::VisibleSkeletonColor[3];\n\t\t\tConfig::TeammateColors::KnockedSkeletonColorR = Features::Colors::Teammate::KnockedSkeletonColor[0];\n\t\t\tConfig::TeammateColors::KnockedSkeletonColorG = Features::Colors::Teammate::KnockedSkeletonColor[1];\n\t\t\tConfig::TeammateColors::KnockedSkeletonColorB = Features::Colors::Teammate::KnockedSkeletonColor[2];\n\t\t\tConfig::TeammateColors::KnockedSkeletonColorA = Features::Colors::Teammate::KnockedSkeletonColor[3];\n\t\t\tConfig::TeammateColors::InvisibleHeadCircleColorR = Features::Colors::Teammate::InvisibleHeadCircleColor[0];\n\t\t\tConfig::TeammateColors::InvisibleHeadCircleColorG = Features::Colors::Teammate::InvisibleHeadCircleColor[1];\n\t\t\tConfig::TeammateColors::InvisibleHeadCircleColorB = Features::Colors::Teammate::InvisibleHeadCircleColor[2];\n\t\t\tConfig::TeammateColors::InvisibleHeadCircleColorA = Features::Colors::Teammate::InvisibleHeadCircleColor[3];\n\t\t\tConfig::TeammateColors::VisibleHeadCircleColorR = Features::Colors::Teammate::VisibleHeadCircleColor[0];\n\t\t\tConfig::TeammateColors::VisibleHeadCircleColorG = Features::Colors::Teammate::VisibleHeadCircleColor[1];\n\t\t\tConfig::TeammateColors::VisibleHeadCircleColorB = Features::Colors::Teammate::VisibleHeadCircleColor[2];\n\t\t\tConfig::TeammateColors::VisibleHeadCircleColorA = Features::Colors::Teammate::VisibleHeadCircleColor[3];\n\t\t\tConfig::TeammateColors::KnockedHeadCircleColorR = Features::Colors::Teammate::KnockedHeadCircleColor[0];\n\t\t\tConfig::TeammateColors::KnockedHeadCircleColorG = Features::Colors::Teammate::KnockedHeadCircleColor[1];\n\t\t\tConfig::TeammateColors::KnockedHeadCircleColorB = Features::Colors::Teammate::KnockedHeadCircleColor[2];\n\t\t\tConfig::TeammateColors::KnockedHeadCircleColorA = Features::Colors::Teammate::KnockedHeadCircleColor[3];\n\t\t\tConfig::TeammateColors::InvisibleNameColorR = Features::Colors::Teammate::InvisibleNameColor[0];\n\t\t\tConfig::TeammateColors::InvisibleNameColorG = Features::Colors::Teammate::InvisibleNameColor[1];\n\t\t\tConfig::TeammateColors::InvisibleNameColorB = Features::Colors::Teammate::InvisibleNameColor[2];\n\t\t\tConfig::TeammateColors::InvisibleNameColorA = Features::Colors::Teammate::InvisibleNameColor[3];\n\t\t\tConfig::TeammateColors::VisibleNameColorR = Features::Colors::Teammate::VisibleNameColor[0];\n\t\t\tConfig::TeammateColors::VisibleNameColorG = Features::Colors::Teammate::VisibleNameColor[1];\n\t\t\tConfig::TeammateColors::VisibleNameColorB = Features::Colors::Teammate::VisibleNameColor[2];\n\t\t\tConfig::TeammateColors::VisibleNameColorA = Features::Colors::Teammate::VisibleNameColor[3];\n\t\t\tConfig::TeammateColors::KnockedNameColorR = Features::Colors::Teammate::KnockedNameColor[0];\n\t\t\tConfig::TeammateColors::KnockedNameColorG = Features::Colors::Teammate::KnockedNameColor[1];\n\t\t\tConfig::TeammateColors::KnockedNameColorB = Features::Colors::Teammate::KnockedNameColor[2];\n\t\t\tConfig::TeammateColors::KnockedNameColorA = Features::Colors::Teammate::KnockedNameColor[3];\n\t\t\tConfig::TeammateColors::InvisibleDistanceColorR = Features::Colors::Teammate::InvisibleDistanceColor[0];\n\t\t\tConfig::TeammateColors::InvisibleDistanceColorG = Features::Colors::Teammate::InvisibleDistanceColor[1];\n\t\t\tConfig::TeammateColors::InvisibleDistanceColorB = Features::Colors::Teammate::InvisibleDistanceColor[2];\n\t\t\tConfig::TeammateColors::InvisibleDistanceColorA = Features::Colors::Teammate::InvisibleDistanceColor[3];\n\t\t\tConfig::TeammateColors::VisibleDistanceColorR = Features::Colors::Teammate::VisibleDistanceColor[0];\n\t\t\tConfig::TeammateColors::VisibleDistanceColorG = Features::Colors::Teammate::VisibleDistanceColor[1];\n\t\t\tConfig::TeammateColors::VisibleDistanceColorB = Features::Colors::Teammate::VisibleDistanceColor[2];\n\t\t\tConfig::TeammateColors::VisibleDistanceColorA = Features::Colors::Teammate::VisibleDistanceColor[3];\n\t\t\tConfig::TeammateColors::KnockedDistanceColorR = Features::Colors::Teammate::KnockedDistanceColor[0];\n\t\t\tConfig::TeammateColors::KnockedDistanceColorG = Features::Colors::Teammate::KnockedDistanceColor[1];\n\t\t\tConfig::TeammateColors::KnockedDistanceColorB = Features::Colors::Teammate::KnockedDistanceColor[2];\n\t\t\tConfig::TeammateColors::KnockedDistanceColorA = Features::Colors::Teammate::KnockedDistanceColor[3];\n\t\t\tConfig::TeammateColors::InvisibleLegendColorR = Features::Colors::Teammate::InvisibleLegendColor[0];\n\t\t\tConfig::TeammateColors::InvisibleLegendColorG = Features::Colors::Teammate::InvisibleLegendColor[1];\n\t\t\tConfig::TeammateColors::InvisibleLegendColorB = Features::Colors::Teammate::InvisibleLegendColor[2];\n\t\t\tConfig::TeammateColors::InvisibleLegendColorA = Features::Colors::Teammate::InvisibleLegendColor[3];\n\t\t\tConfig::TeammateColors::VisibleLegendColorR = Features::Colors::Teammate::VisibleLegendColor[0];\n\t\t\tConfig::TeammateColors::VisibleLegendColorG = Features::Colors::Teammate::VisibleLegendColor[1];\n\t\t\tConfig::TeammateColors::VisibleLegendColorB = Features::Colors::Teammate::VisibleLegendColor[2];\n\t\t\tConfig::TeammateColors::VisibleLegendColorA = Features::Colors::Teammate::VisibleLegendColor[3];\n\t\t\tConfig::TeammateColors::KnockedLegendColorR = Features::Colors::Teammate::KnockedLegendColor[0];\n\t\t\tConfig::TeammateColors::KnockedLegendColorG = Features::Colors::Teammate::KnockedLegendColor[1];\n\t\t\tConfig::TeammateColors::KnockedLegendColorB = Features::Colors::Teammate::KnockedLegendColor[2];\n\t\t\tConfig::TeammateColors::KnockedLegendColorA = Features::Colors::Teammate::KnockedLegendColor[3];\n\t\t\tConfig::TeammateColors::InvisibleWeaponColorR = Features::Colors::Teammate::InvisibleWeaponColor[0];\n\t\t\tConfig::TeammateColors::InvisibleWeaponColorG = Features::Colors::Teammate::InvisibleWeaponColor[1];\n\t\t\tConfig::TeammateColors::InvisibleWeaponColorB = Features::Colors::Teammate::InvisibleWeaponColor[2];\n\t\t\tConfig::TeammateColors::InvisibleWeaponColorA = Features::Colors::Teammate::InvisibleWeaponColor[3];\n\t\t\tConfig::TeammateColors::VisibleWeaponColorR = Features::Colors::Teammate::VisibleWeaponColor[0];\n\t\t\tConfig::TeammateColors::VisibleWeaponColorG = Features::Colors::Teammate::VisibleWeaponColor[1];\n\t\t\tConfig::TeammateColors::VisibleWeaponColorB = Features::Colors::Teammate::VisibleWeaponColor[2];\n\t\t\tConfig::TeammateColors::VisibleWeaponColorA = Features::Colors::Teammate::VisibleWeaponColor[3];\n\t\t\tConfig::TeammateColors::KnockedWeaponColorR = Features::Colors::Teammate::KnockedWeaponColor[0];\n\t\t\tConfig::TeammateColors::KnockedWeaponColorG = Features::Colors::Teammate::KnockedWeaponColor[1];\n\t\t\tConfig::TeammateColors::KnockedWeaponColorB = Features::Colors::Teammate::KnockedWeaponColor[2];\n\t\t\tConfig::TeammateColors::KnockedWeaponColorA = Features::Colors::Teammate::KnockedWeaponColor[3];\n\t\t\tConfig::Colors::FOVColorR = Features::Colors::FOVColor[0];\n\t\t\tConfig::Colors::FOVColorG = Features::Colors::FOVColor[1];\n\t\t\tConfig::Colors::FOVColorB = Features::Colors::FOVColor[2];\n\t\t\tConfig::Colors::FOVColorA = Features::Colors::FOVColor[3];\n\t\t\tConfig::Colors::FilledFOVColorR = Features::Colors::FilledFOVColor[0];\n\t\t\tConfig::Colors::FilledFOVColorG = Features::Colors::FilledFOVColor[1];\n\t\t\tConfig::Colors::FilledFOVColorB = Features::Colors::FilledFOVColor[2];\n\t\t\tConfig::Colors::FilledFOVColorA = Features::Colors::FilledFOVColor[3];\n\t\t\tConfig::Colors::CrosshairColorR = Features::Colors::CrosshairColor[0];\n\t\t\tConfig::Colors::CrosshairColorG = Features::Colors::CrosshairColor[1];\n\t\t\tConfig::Colors::CrosshairColorB = Features::Colors::CrosshairColor[2];\n\t\t\tConfig::Colors::CrosshairColorA = Features::Colors::CrosshairColor[3];\n\t\t\t// Weapon Colors\n\t\t\tConfig::TeammateColors::LightWeaponColorR = Features::Colors::Teammate::LightWeaponColor[0];\n\t\t\tConfig::TeammateColors::LightWeaponColorG = Features::Colors::Teammate::LightWeaponColor[1];\n\t\t\tConfig::TeammateColors::LightWeaponColorB = Features::Colors::Teammate::LightWeaponColor[2];\n\t\t\tConfig::TeammateColors::LightWeaponColorA = Features::Colors::Teammate::LightWeaponColor[3];\n\t\t\tConfig::TeammateColors::HeavyWeaponColorR = Features::Colors::Teammate::HeavyWeaponColor[0];\n\t\t\tConfig::TeammateColors::HeavyWeaponColorG = Features::Colors::Teammate::HeavyWeaponColor[1];\n\t\t\tConfig::TeammateColors::HeavyWeaponColorB = Features::Colors::Teammate::HeavyWeaponColor[2];\n\t\t\tConfig::TeammateColors::HeavyWeaponColorA = Features::Colors::Teammate::HeavyWeaponColor[3];\n\t\t\tConfig::TeammateColors::EnergyWeaponColorR = Features::Colors::Teammate::EnergyWeaponColor[0];\n\t\t\tConfig::TeammateColors::EnergyWeaponColorG = Features::Colors::Teammate::EnergyWeaponColor[1];\n\t\t\tConfig::TeammateColors::EnergyWeaponColorB = Features::Colors::Teammate::EnergyWeaponColor[2];\n\t\t\tConfig::TeammateColors::EnergyWeaponColorA = Features::Colors::Teammate::EnergyWeaponColor[3];\n\t\t\tConfig::TeammateColors::ShotgunWeaponColorR = Features::Colors::Teammate::ShotgunWeaponColor[0];\n\t\t\tConfig::TeammateColors::ShotgunWeaponColorG = Features::Colors::Teammate::ShotgunWeaponColor[1];\n\t\t\tConfig::TeammateColors::ShotgunWeaponColorB = Features::Colors::Teammate::ShotgunWeaponColor[2];\n\t\t\tConfig::TeammateColors::ShotgunWeaponColorA = Features::Colors::Teammate::ShotgunWeaponColor[3];\n\t\t\tConfig::TeammateColors::SniperWeaponColorR = Features::Colors::Teammate::SniperWeaponColor[0];\n\t\t\tConfig::TeammateColors::SniperWeaponColorG = Features::Colors::Teammate::SniperWeaponColor[1];\n\t\t\tConfig::TeammateColors::SniperWeaponColorB = Features::Colors::Teammate::SniperWeaponColor[2];\n\t\t\tConfig::TeammateColors::SniperWeaponColorA = Features::Colors::Teammate::SniperWeaponColor[3];\n\t\t\tConfig::TeammateColors::LegendaryWeaponColorR = Features::Colors::Teammate::LegendaryWeaponColor[0];\n\t\t\tConfig::TeammateColors::LegendaryWeaponColorG = Features::Colors::Teammate::LegendaryWeaponColor[1];\n\t\t\tConfig::TeammateColors::LegendaryWeaponColorB = Features::Colors::Teammate::LegendaryWeaponColor[2];\n\t\t\tConfig::TeammateColors::LegendaryWeaponColorA = Features::Colors::Teammate::LegendaryWeaponColor[3];\n\t\t\tConfig::TeammateColors::MeleeWeaponColorR = Features::Colors::Teammate::MeleeWeaponColor[0];\n\t\t\tConfig::TeammateColors::MeleeWeaponColorG = Features::Colors::Teammate::MeleeWeaponColor[1];\n\t\t\tConfig::TeammateColors::MeleeWeaponColorB = Features::Colors::Teammate::MeleeWeaponColor[2];\n\t\t\tConfig::TeammateColors::MeleeWeaponColorA = Features::Colors::Teammate::MeleeWeaponColor[3];\n\t\t\tConfig::TeammateColors::ThrowableWeaponColorR = Features::Colors::Teammate::ThrowableWeaponColor[0];\n\t\t\tConfig::TeammateColors::ThrowableWeaponColorG = Features::Colors::Teammate::ThrowableWeaponColor[1];\n\t\t\tConfig::TeammateColors::ThrowableWeaponColorB = Features::Colors::Teammate::ThrowableWeaponColor[2];\n\t\t\tConfig::TeammateColors::ThrowableWeaponColorA = Features::Colors::Teammate::ThrowableWeaponColor[3];\n\n\t\t\tConfig::Colors::SpectatorWarningColorR = Features::Colors::SpectatorWarningColor[0];\n\t\t\tConfig::Colors::SpectatorWarningColorG = Features::Colors::SpectatorWarningColor[1];\n\t\t\tConfig::Colors::SpectatorWarningColorB = Features::Colors::SpectatorWarningColor[2];\n\t\t\tConfig::Colors::SpectatorWarningColorA = Features::Colors::SpectatorWarningColor[3];\n\t\t\tConfig::Colors::VisibleWarningColorR = Features::Colors::VisibleWarningColor[0];;\n\t\t\tConfig::Colors::VisibleWarningColorG = Features::Colors::VisibleWarningColor[1];\n\t\t\tConfig::Colors::VisibleWarningColorB = Features::Colors::VisibleWarningColor[2];\n\t\t\tConfig::Colors::VisibleWarningColorA = Features::Colors::VisibleWarningColor[3];\n\n\t\t\treturn true;\n\t\t}\n\t\tcatch (...) {\n\t\t\treturn false;\n\t\t}\n\t}\n\n\tvoid UpdateSpectators() {\n\t\tstd::chrono::milliseconds Now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());\n\t\tif (Now >= LastUpdateTime + std::chrono::milliseconds(500)) {\n\t\t\tint TempTotalSpectators = 0;\n\t\t\tstd::vector<std::string> TempSpectators;\n\n\t\t\tfor (auto p : *Players) {\n\t\t\t\tif (p->IsSpectating()) {\n\t\t\t\t\tTempTotalSpectators++;\n\t\t\t\t\tTempSpectators.push_back(p->GetPlayerName());\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tFeatures::TotalSpectators = TempTotalSpectators;\n\t\t\tSpectators = TempSpectators;\n\t\t\tLastUpdateTime = Now;\n\t\t}\n\t}\n\n\tvoid RenderWatermark(ImDrawList* Canvas, LocalPlayer* Myself, Overlay OverlayWindow) {\n\t\tint ScreenWidth;\n\t\tint ScreenHeight;\n\t\tOverlayWindow.GetScreenResolution(ScreenWidth, ScreenHeight);\n\n\t\tif (Features::Watermark::Watermark) {\n\t\t\tif (Features::Watermark::WatermarkPosition == 0) { // Top Left\n\t\t\t\tImGui::SetNextWindowPos(ImVec2(15.0f, 24.0f), ImGuiCond_Once, ImVec2(0.02f, 0.5f));\n\t\t\t}\n\t\t\tImGui::SetNextWindowBgAlpha(0.50f);\n\t\t\tImGui::Begin(\"Watermark\", nullptr, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoScrollbar);\n\n\t\t\tconst ImGuiStyle& style = ImGui::GetStyle();\n\n\t\t\tif (Features::Watermark::Name) {\n\t\t\t\tImGui::TextColored(ImVec4(Features::Watermark::NameColor[0], Features::Watermark::NameColor[1], Features::Watermark::NameColor[2], Features::Watermark::NameColor[3]), \"zap-client \");\n\t\t\t\tImGui::SameLine();\n\t\t\t\tImGui::Text(\" - \");\n\t\t\t\tImGui::SameLine();\n\t\t\t\tImGui::TextColored(ImVec4(Features::Watermark::NameColor[0], Features::Watermark::NameColor[1], Features::Watermark::NameColor[2], Features::Watermark::NameColor[3]), CheatVersion.c_str());\n\n\t\t\t\tif (Features::Watermark::Spectators || Features::Watermark::ProcessingSpeed || Features::Watermark::GameFPS) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::Text(\" - \");\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (Features::Watermark::Spectators) {\n\t\t\t\tUpdateSpectators();\n\t\t\t\tImGui::Text(\"Spectators: \");\n\t\t\t\tImGui::SameLine();\n\t\t\t\tImGui::TextColored(Features::TotalSpectators > 0 ? ImVec4(1, 0.343, 0.475, 1) : ImVec4(0.4, 1, 0.343, 1), \"%d\", Features::TotalSpectators);\n\n\t\t\t\tif (Features::Watermark::ProcessingSpeed || Features::Watermark::GameFPS) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::Text(\" - \");\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (Features::Watermark::ProcessingSpeed) {\n\t\t\t\tif (const std::chrono::milliseconds now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()); now >= processingLastUpdate + std::chrono::milliseconds(750)) {\n\t\t\t\t\tconst double averageProcessingTime = std::accumulate(processingTimes.begin(), processingTimes.end(), 0.0) / processingTimes.size();\n\t\t\t\t\tprocessingTime = averageProcessingTime;\n\t\t\t\t\tprocessingLastUpdate = now;\n\t\t\t\t}\n\n\t\t\t\tif (processingTimes.size() >= 10)\n\t\t\t\t\tprocessingTimes.erase(processingTimes.begin());\n\n\t\t\t\tprocessingTimes.push_back(OverlayWindow.ProcessingTime);\n\n\t\t\t\tconst ImVec4 ProcessingTimeColor = processingTime > 20 ? ImVec4(1, 0.343, 0.475, 1) : ImVec4(0.4, 1, 0.343, 1);\n\t\t\t\tImGui::Text(\"Performance: \");\n\t\t\t\tImGui::SameLine();\n\t\t\t\tImGui::TextColored(ProcessingTimeColor, \"%.2fms\", processingTime);\n\n\t\t\t\tif (Features::Watermark::GameFPS) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::Text(\" - \");\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (Features::Watermark::GameFPS) {\n\t\t\t\tint FrameNumber = 0;\n\t\t\t\tFrameNumber = Memory::Read<int>(OFF_REGION + OFF_GLOBAL_VARS + 0x0008);\n\n\t\t\t\tif (const std::chrono::milliseconds now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()); now >= FpsUpdate + std::chrono::milliseconds(300)) {\n\t\t\t\t\tconst int FramesSince = FrameNumber - FpsLastFrame;\n\t\t\t\t\tconst auto Duration = now - FpsUpdate;\n\t\t\t\t\tFps = FramesSince * 1000 / Duration.count();\n\n\t\t\t\t\tFpsLastFrame = FrameNumber;\n\t\t\t\t\tFpsUpdate = now;\n\t\t\t\t}\n\n\t\t\t\tconst ImVec4 FpsColor = Fps < 60 ? ImVec4(1, 0.343, 0.475, 1) : ImVec4(0.4, 1, 0.343, 1);\n\t\t\t\tImGui::Text(\"FPS: \");\n\t\t\t\tImGui::SameLine();\n\t\t\t\tImGui::TextColored(FpsColor, \"%i\", Fps);\n\t\t\t}\n\n\t\t\tImGui::End();\n\t\t}\n\t}\n\n\tvoid RenderKeybinds(ImDrawList* Canvas, Legitbot* Aimbot, Ragebot* Rage, Triggerbot* Trigger, Misc* Misc, Overlay OverlayWindow) {\n\t\tint ScreenWidth, ScreenHeight;\n\t\tOverlayWindow.GetScreenResolution(ScreenWidth, ScreenHeight);\n\n\t\tif (!Features::Settings::ShowKeybinds) \n\t\t\treturn;\n\n\t\tImVec4 HeldColor = ImVec4(Features::Settings::KeybindColor[0], Features::Settings::KeybindColor[1], Features::Settings::KeybindColor[2], Features::Settings::KeybindColor[3]);\n\n\t\tImVec2 Center = ImGui::GetMainViewport()->GetCenter();\n\t\tImGui::SetNextWindowPos(ImVec2(0.0f, Center.y - 200), ImGuiCond_Once, ImVec2(0.02f, 0.5f));\n\t\tImGui::SetNextWindowBgAlpha(0.3f);\n\t\tImGui::Begin(\"Keybinds\", nullptr, ImGuiWindowFlags_AlwaysAutoResize |\n\t\t\t\tImGuiWindowFlags_NoSavedSettings |\n\t\t\t\tImGuiWindowFlags_NoCollapse |\n\t\t\t\tImGuiWindowFlags_NoScrollbar);\n\t\t\t\n\t\tif (!Map->IsPlayable)\n\t\t\treturn;\n\t\tif (!Myself->IsValid())\n\t\t\treturn;\n\t\tif (Myself->IsDead)\n\t\t\treturn;\n\t\tif (Features::Aimbot::AimbotEnabled && Features::Aimbot::AimList.find(Myself->WeaponIndex) != Features::Aimbot::AimList.end()) {\n\t\t\tImGui::Text(\"Aimbot: \");\n\t\t\tif ((Features::Aimbot::SpectatorCheck || !Features::Aimbot::SpectatorCheck) && Features::TotalSpectators == 0) {\n\t\t\t\tif (Features::Aimbot::BindMethod == 0) {\n\t\t\t\t\tif (Features::Aimbot::OnFire && Myself->IsInAttack) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(HeldColor,\"Firing \");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::Aimbot::OnADS && Myself->IsZooming) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(HeldColor, \"Zooming\");\n\t\t\t\t\t}\n\t\t\t\t} else if (Features::Aimbot::BindMethod == 1) {\n\t\t\t\t\tif (InputManager::isKeyDownOrPress(Features::AimbotBinds::AimBind)) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(HeldColor, \"Key Bind \");\n\t\t\t\t\t} else if (InputManager::isKeyDownOrPress(Features::AimbotBinds::ExtraBind)) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(HeldColor, \"Extra Bind\");\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else if (Features::Aimbot::SpectatorCheck && Features::TotalSpectators >= 1) {\n\t\t\t\tImGui::TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), \"DISABLED - SPECTATORS\");\n\t\t\t}\n\t\t}\n\n\t\tif (Features::Ragebot::RageAimbot && Features::Ragebot::RageList.find(Myself->WeaponIndex) != Features::Ragebot::RageList.end()) {\n\t\t\tImGui::Text(\"Ragebot: \");\n\t\t\tif (Features::Ragebot::BindMethod == 0) {\n\t\t\t\tif (Features::Ragebot::OnFire && Myself->IsInAttack) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(HeldColor, \"Firing\");\n\t\t\t\t}\n\t\t\t\tif (Features::Ragebot::OnADS && Myself->IsZooming) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(HeldColor, \"Zooming\");\n\t\t\t\t}\n\t\t\t} else if (Features::Ragebot::BindMethod == 1) {\n\t\t\t\tif (InputManager::isKeyDownOrPress(Features::Ragebot::AimBind)) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(HeldColor, \"Key Bind \");\n\t\t\t\t} else if (InputManager::isKeyDownOrPress(Features::Ragebot::ExtraBind)) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(HeldColor, \"Extra Bind\");\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (Features::Triggerbot::Enabled && Trigger->WeaponList.find(Myself->WeaponIndex) != Trigger->WeaponList.end()) {\n\t\t\tImGui::Text(\"Triggerbot: \");\n\t\t\tif (Features::Triggerbot::BindMethod == 0) {\n\t\t\t\tif (Features::Triggerbot::HipfireShotguns && (Myself->WeaponIndex == WeaponIDs::MOZAMBIQUE or Myself->WeaponIndex == WeaponIDs::EVA8 or Myself->WeaponIndex == WeaponIDs::PEACEKEEPER or Myself->WeaponIndex == WeaponIDs::MASTIFF)) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(HeldColor, \"Shotgun Held \");\n\t\t\t\t}\n\t\t\t\tif (Features::Triggerbot::OnADS && Myself->IsZooming) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(HeldColor, \"Zooming\");\n\t\t\t\t}\n\t\t\t} else if (Features::Triggerbot::BindMethod == 1) {\n\t\t\t\tif (InputManager::isKeyDownOrPress(Features::Triggerbot::TriggerBind)) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(HeldColor, \"Key Bind\");\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (Features::Misc::BHop) {\n\t\t\tImGui::Text(\"BHop: \");\n\t\t\tif (InputManager::isKeyDownOrPress(Features::Misc::BHopBind)) {\n\t\t\t\tImGui::SameLine();\n\t\t\t\tImGui::TextColored(HeldColor, \"Key Bind\");\n\t\t\t}\n\t\t}\n\t\tif (Features::Misc::WallJump ) {\n\t\t\tImGui::Text(\"Wall Jump: \");\n\t\t\tif (InputManager::isKeyDownOrPress(Features::Misc::WallJumpBind)) {\n\t\t\t\tImGui::SameLine();\n\t\t\t\tImGui::TextColored(HeldColor, \"Key Bind\");\n\t\t\t}\n\t\t}\n\t\tif (Features::Misc::QuickTurn) {\n\t\t\tImGui::Text(\"QuickTurn: \");\n\t\t\tif (InputManager::isKeyDownOrPress(Features::Misc::QuickTurnBind)) {\n\t\t\t\tImGui::SameLine();\n\t\t\t\tImGui::TextColored(HeldColor, \"Key Bind\");\n\t\t\t}\n\t\t}\n\t\tif (Features::Misc::RapidFire && Misc->RapidFireList.find(Myself->WeaponIndex) == Misc->RapidFireList.end()) {\n\t\t\tImGui::Text(\"RapidFire: \");\n\t\t\tif (InputManager::isKeyDownOrPress(Features::Misc::RapidFireBind)) {\n\t\t\t\tImGui::SameLine();\n\t\t\t\tImGui::TextColored(HeldColor, \"Key Bind\");\n\t\t\t}\n\t\t}\n\n\t\tImGui::End();\n\n\t}\n\n\tvoid RenderDrawings(ImDrawList* Canvas, Legitbot* Aimbot, LocalPlayer* Myself, Overlay OverlayWindow) {\n\t\tint ScreenWidth, ScreenHeight;\n\t\tOverlayWindow.GetScreenResolution(ScreenWidth, ScreenHeight);\n\n\t\tif (!Map->IsPlayable)\n\t\t\treturn;\n\n\t\t// Spectator List\n\t\tif (Features::Sense::ShowSpectators) {\n\t\t\tImVec2 Center = ImGui::GetMainViewport()->GetCenter();\n\t\t\tImGui::SetNextWindowPos(ImVec2(0.0f, Center.y), ImGuiCond_Once, ImVec2(0.02f, 0.5f));\n\t\t\tImGui::SetNextWindowBgAlpha(0.3f);\n\t\t\tImGui::Begin(\"Spectators\", nullptr, ImGuiWindowFlags_AlwaysAutoResize |\n\t\t\t\tImGuiWindowFlags_NoTitleBar |\n\t\t\t\tImGuiWindowFlags_NoSavedSettings |\n\t\t\t\tImGuiWindowFlags_NoCollapse |\n\t\t\t\tImGuiWindowFlags_NoScrollbar);\n\t\t\tUpdateSpectators(); // Updates Spectator List\n\t\t\tImGui::Text(\"Spectators: \");\n\t\t\tImGui::SameLine(); ImGui::TextColored(Features::TotalSpectators > 0 ? ImVec4(1, 0.343, 0.475, 1) : ImVec4(0.4, 1, 0.343, 1), \"%d\", Features::TotalSpectators);\n\t\t\tif (static_cast<int>(Spectators.size()) > 0) {\n\t\t\t\tImGui::Separator();\n\t\t\t\tfor (int i = 0; i < static_cast<int>(Spectators.size()); i++) {\n\t\t\t\t\tImGui::TextColored(ImVec4(1, 0.343, 0.475, 1), \"> %s\", Spectators.at(i).c_str());\n\t\t\t\t}\n\t\t\t}\n\t\t\tImGui::End();\n\t\t}\n\n\t\t// Legitbot Spectator Check Notifier\n\t\tif (Features::Aimbot::SpectatorCheck && Features::Aimbot::SpectatorNotifier && Features::TotalSpectators >= 1) {\n\t\t\tint x = (int) (ScreenWidth * 0.5f);\n\t\t\tint y = (int) (ScreenHeight * 0.5f);\n\t\t\tRenderer::DrawText(Canvas, Vector2D(x, y - 200), \"YOU ARE BEING WATCHED - AIMBOT DISABLED\", ImColor(255, 0, 0), true, true, false);\n\t\t}\n\n\t\t// Draw Crosshair\n\t\tif (Features::Sense::DrawCrosshair) {\n\t\t\tint x = (int) (ScreenWidth * 0.5f);\n\t\t\tint y = (int) (ScreenHeight * 0.5f);\n\t\t\tRenderer::DrawLine(Canvas, Vector2D(x - Features::Sense::CrosshairSize, y), Vector2D(x + Features::Sense::CrosshairSize, y), Features::Sense::CrosshairThickness, ImColor(Features::Colors::CrosshairColor[0], Features::Colors::CrosshairColor[1], Features::Colors::CrosshairColor[2], Features::Colors::CrosshairColor[3])); // Left - right\n\t\t\tRenderer::DrawLine(Canvas, Vector2D(x, y - Features::Sense::CrosshairSize), Vector2D(x, y + Features::Sense::CrosshairSize), Features::Sense::CrosshairThickness, ImColor(Features::Colors::CrosshairColor[0], Features::Colors::CrosshairColor[1], Features::Colors::CrosshairColor[2], Features::Colors::CrosshairColor[3])); // Top - bottom\n\t\t}\n\n\t\t// Draw FOV Circle (Legitbot)\n\t\tif (Features::Sense::DrawFOVCircle && Features::Aimbot::AimbotEnabled && (Features::Aimbot::AimbotMode == 0 or Features::Aimbot::AimbotMode == 2) && Myself->IsCombatReady()) {\n\t\t\tfloat FOV = std::min(Features::Aimbot::FOV, Features::Aimbot::FOV * (Aimbot->GetFOVScale() * Features::Aimbot::ZoomScale));\n\t\t\tfloat Radius = tanf(DEG2RAD(FOV) / 2) / tanf(DEG2RAD(Features::Sense::GameFOV) / 2) * ScreenWidth;\n\t\t\tRenderer::DrawCircle(Canvas, Vector2D(ScreenWidth / 2, ScreenHeight / 2), Radius, 40, ImColor(Features::Colors::FOVColor[0], Features::Colors::FOVColor[1], Features::Colors::FOVColor[2], Features::Colors::FOVColor[3]), Features::Sense::FOVThickness);\n\t\t}\n\n\t\t// Draw Filled FOV Circle (Legitbot)\n\t\tif (Features::Sense::DrawFilledFOVCircle && Features::Aimbot::AimbotEnabled && (Features::Aimbot::AimbotMode == 0 or Features::Aimbot::AimbotMode == 2) && Myself->IsCombatReady()) {\n\t\t\tfloat FOV = std::min(Features::Aimbot::FOV, Features::Aimbot::FOV * (Aimbot->GetFOVScale() * Features::Aimbot::ZoomScale));\n\t\t\tfloat Radius = tanf(DEG2RAD(FOV) / 2) / tanf(DEG2RAD(Features::Sense::GameFOV) / 2) * ScreenWidth;\n\t\t\tRenderer::DrawCircleFilled(Canvas, Vector2D(ScreenWidth / 2, ScreenHeight / 2), Radius, 40, ImColor(Features::Colors::FilledFOVColor[0], Features::Colors::FilledFOVColor[1], Features::Colors::FilledFOVColor[2], Features::Colors::FilledFOVColor[3]));\n\t\t}\n\n\t\t// Draw FOV Circle (Ragebot)\n\t\tif (Features::Sense::DrawFOVCircle && Features::Ragebot::RageAimbot && Myself->IsCombatReady()) {\n\t\t\tfloat FOV = std::min(Features::Ragebot::FOV, Features::Ragebot::FOV * (Aimbot->GetFOVScale() * Features::Ragebot::ZoomScale));\n\t\t\tfloat Radius = tanf(DEG2RAD(FOV) / 2) / tanf(DEG2RAD(Features::Sense::GameFOV) / 2) * ScreenWidth;\n\t\t\tRenderer::DrawCircle(Canvas, Vector2D(ScreenWidth / 2, ScreenHeight / 2), Radius, 40, ImColor(Features::Colors::FOVColor[0], Features::Colors::FOVColor[1], Features::Colors::FOVColor[2], Features::Colors::FOVColor[3]), Features::Sense::FOVThickness);\n\t\t}\n\n\t\t// Draw Filled FOV Circle (Ragebot)\n\t\tif (Features::Sense::DrawFilledFOVCircle && Features::Ragebot::RageAimbot && Myself->IsCombatReady()) {\n\t\t\tfloat FOV = std::min(Features::Ragebot::FOV, Features::Ragebot::FOV * (Aimbot->GetFOVScale() * Features::Ragebot::ZoomScale));\n\t\t\tfloat Radius = tanf(DEG2RAD(FOV) / 2) / tanf(DEG2RAD(Features::Sense::GameFOV) / 2) * ScreenWidth;\n\t\t\tRenderer::DrawCircleFilled(Canvas, Vector2D(ScreenWidth / 2, ScreenHeight / 2), Radius, 40, ImColor(Features::Colors::FilledFOVColor[0], Features::Colors::FilledFOVColor[1], Features::Colors::FilledFOVColor[2], Features::Colors::FilledFOVColor[3]));\n\t\t}\n\n\t\tif (!Features::Settings::ESPEnabled)\n\t\t\treturn;\n\n\t\t// Draw Warning Text - Spectators\n\t\tif (Features::Sense::DrawSpectatorWarning && Features::TotalSpectators >= 1) {\n\t\t\tstd::stringstream WarningTextStart, Space1, Amount, Space2;\n\t\t\tWarningTextStart << \"SPECTATOR WARNING\";\n\t\t\tSpace1 << \" [\";\n\t\t\tAmount << Features::TotalSpectators;\n\t\t\tSpace2 << \"]\";\n\t\t\tstd::string combined = WarningTextStart.str() + Space1.str() + Amount.str() + Space2.str();\n\t\t\tconst char* CombinedText = combined.c_str();\n\n\t\t\tVector2D TextPos = Vector2D(Features::Sense::WarningTextX, Features::Sense::WarningTextY - 12);\n\t\t\tRenderer::DrawText(Canvas, TextPos, CombinedText, ImColor(Features::Colors::SpectatorWarningColor[0], Features::Colors::SpectatorWarningColor[1], Features::Colors::SpectatorWarningColor[2], Features::Colors::SpectatorWarningColor[3]), Features::Sense::WarningTextOutline ? true : false, true, false);\n\t\t}\n\n\t\t// Draw Warning Text - Visible\n\t\tif (Features::Sense::DrawVisibleWarning && VisWarning) {\n\t\t\tconst char* Text = \"VISIBLE WARNING!\";\n\t\t\tVector2D TextPos = Vector2D(Features::Sense::WarningTextX, Features::Sense::WarningTextY);\n\t\t\tRenderer::DrawText(Canvas, TextPos, Text, ImColor(Features::Colors::VisibleWarningColor[0], Features::Colors::VisibleWarningColor[1], Features::Colors::VisibleWarningColor[2], Features::Colors::VisibleWarningColor[3]), Features::Sense::WarningTextOutline ? true : false, true, false);\n\t\t}\n\n\t\tfor (Player* p : *Players) {\n\t\t\tif (!Features::Sense::Enemy::DrawEnemy && p->IsHostile)\n\t\t\t\treturn;\n\t\t\tif (p->IsLocal) // Make sure not to draw the local player\n\t\t\t\tcontinue;\n\t\t\tif (!p->IsValid()) // Check that the player is valid - not dead && is player\n\t\t\t\tcontinue;\n\t\t\tif (p->DistanceToLocalPlayer > Conversion::ToGameUnits(Features::Sense::ESPMaxDistance)) // Distance Check\n\t\t\t\tcontinue;\n\t\t\tif (Features::Sense::VisibilityCheck && !p->IsVisible) // Visibility Check - Only Draw If Visible\n\t\t\t\tcontinue;\n\t\t\tif (!Features::Sense::Teammate::DrawTeam && p->IsAlly) // Team Check\n\t\t\t\tcontinue;\n\t\t\tif (Features::Sense::KnockedCheck && p->IsKnocked) // Knocked Check\n\t\t\t\tcontinue;\n\n\t\t\tVector3D LocalOrigin3D = p->LocalOrigin; // Local Origin - 3D\n\t\t\tVector3D Head3D = p->GetBonePosition(HitboxType::Head); // Head - 3D\n\t\t\tVector2D LocalOriginW2S, HeadPositionW2S;\n\t\t\tbool bLocalOriginW2SValid = GameCamera->WorldToScreen(LocalOrigin3D, LocalOriginW2S); // WorldToScreen - LocalOrigin\n\t\t\tbool bHeadPositionW2SValid = GameCamera->WorldToScreen(Head3D, HeadPositionW2S); // WorldToScreen - Head\n\n\t\t\t// Function To Get Required Colors Based On Player State && Cheat Configuration\n\t\t\tauto GetColor = [p](const float* Teammate_VisColor, const float* Teammate_InvisColor, const float* Teammate_KnockedColor, const float* Enemy_VisColor, const float* Enemy_InvisColor, const float* Enemy_KnockedColor) {\n\t\t\t\tconst float* Teammate_Color = p->IsKnocked ? Teammate_KnockedColor : p->IsVisible ? Teammate_VisColor : Teammate_InvisColor;\n\t\t\t\tconst float* Enemy_Color = p->IsKnocked ? Enemy_KnockedColor : p->IsVisible ? Enemy_VisColor : Enemy_InvisColor;\n\t\t\t\tconst float* ChosenColor = p->IsAlly ? Teammate_Color : Enemy_Color;\n\t\t\t\treturn ImVec4(ChosenColor[0], ChosenColor[1], ChosenColor[2], ChosenColor[3]);\n\t\t\t};\n\n\t\t\t// Declaring And Getting Colors\n\t\t\tImVec4 BoxColor = GetColor(Features::Colors::Teammate::VisibleBoxColor, Features::Colors::Teammate::InvisibleBoxColor, Features::Colors::Teammate::KnockedBoxColor, Features::Colors::Enemy::VisibleBoxColor, Features::Colors::Enemy::InvisibleBoxColor, Features::Colors::Enemy::KnockedBoxColor);\n\t\t\tImVec4 FilledBoxColor = GetColor(Features::Colors::Teammate::VisibleFilledBoxColor, Features::Colors::Teammate::InvisibleFilledBoxColor, Features::Colors::Teammate::KnockedFilledBoxColor, Features::Colors::Enemy::VisibleFilledBoxColor, Features::Colors::Enemy::InvisibleFilledBoxColor, Features::Colors::Enemy::KnockedFilledBoxColor);\n\t\t\tImVec4 TracerColor = GetColor(Features::Colors::Teammate::VisibleTracerColor, Features::Colors::Teammate::InvisibleTracerColor, Features::Colors::Teammate::KnockedTracerColor, Features::Colors::Enemy::VisibleTracerColor, Features::Colors::Enemy::InvisibleTracerColor, Features::Colors::Enemy::KnockedTracerColor);\n\t\t\tImVec4 SkeletonColor = GetColor(Features::Colors::Teammate::VisibleSkeletonColor, Features::Colors::Teammate::InvisibleSkeletonColor, Features::Colors::Teammate::KnockedSkeletonColor, Features::Colors::Enemy::VisibleSkeletonColor, Features::Colors::Enemy::InvisibleSkeletonColor, Features::Colors::Enemy::KnockedSkeletonColor);\n\t\t\tImVec4 HeadCircleColor = GetColor(Features::Colors::Teammate::VisibleHeadCircleColor, Features::Colors::Teammate::InvisibleHeadCircleColor, Features::Colors::Teammate::KnockedHeadCircleColor, Features::Colors::Enemy::VisibleHeadCircleColor, Features::Colors::Enemy::InvisibleHeadCircleColor, Features::Colors::Enemy::KnockedHeadCircleColor);\n\t\t\tImVec4 NameColor = GetColor(Features::Colors::Teammate::VisibleNameColor, Features::Colors::Teammate::InvisibleNameColor, Features::Colors::Teammate::KnockedNameColor, Features::Colors::Enemy::VisibleNameColor, Features::Colors::Enemy::InvisibleNameColor, Features::Colors::Enemy::KnockedNameColor);\n\t\t\tImVec4 DistanceColor = GetColor(Features::Colors::Teammate::VisibleDistanceColor, Features::Colors::Teammate::InvisibleDistanceColor, Features::Colors::Teammate::KnockedDistanceColor, Features::Colors::Enemy::VisibleDistanceColor, Features::Colors::Enemy::InvisibleDistanceColor, Features::Colors::Enemy::KnockedDistanceColor);\n\t\t\tImVec4 LegendColor = GetColor(Features::Colors::Teammate::VisibleLegendColor, Features::Colors::Teammate::InvisibleLegendColor, Features::Colors::Teammate::KnockedLegendColor, Features::Colors::Enemy::VisibleLegendColor, Features::Colors::Enemy::InvisibleLegendColor, Features::Colors::Enemy::KnockedLegendColor);\n\t\t\tImVec4 WeaponColor = GetColor(Features::Colors::Teammate::VisibleWeaponColor, Features::Colors::Teammate::InvisibleWeaponColor, Features::Colors::Teammate::KnockedWeaponColor, Features::Colors::Enemy::VisibleWeaponColor, Features::Colors::Enemy::InvisibleWeaponColor, Features::Colors::Enemy::KnockedWeaponColor);\n\n\t\t\t// Function To Get Required Text Positions Based Cheat Configuration\n\t\t\tauto CalcTextPosition = [](const int PositionIndex, const Vector2D& Head, const Vector2D& LocalOrigin) {\n\t\t\t\tswitch (PositionIndex) {\n\t\t\t\t\tcase 0: // Top 1\n\t\t\t\t\t\treturn Head.Add(Vector2D(0, ((Head.y - LocalOrigin.y) * 0.2) - 14));\n\t\t\t\t\tcase 1: // Top 2\n\t\t\t\t\t\treturn Head.Add(Vector2D(0, ((Head.y - LocalOrigin.y) * 0.2) - 28));\n\t\t\t\t\tcase 2: // Bottom 1\n\t\t\t\t\t\treturn LocalOrigin;\n\t\t\t\t\tcase 3: // Bottom 2\n\t\t\t\t\t\treturn LocalOrigin.Add(Vector2D(0, 10));\n\t\t\t\t\tcase 4: // Bottom 3\n\t\t\t\t\t\treturn LocalOrigin.Add(Vector2D(0, 20));\n\t\t\t\t\tdefault:\n\t\t\t\t\t\treturn Vector2D();\n\t\t\t\t}\n\t\t\t};\n\n\t\t\t// Declaring And Getting Position\n\t\t\tVector2D NamePosition = CalcTextPosition(Features::Sense::Positions::NamePosition, HeadPositionW2S, LocalOriginW2S);\n\t\t\tVector2D DistancePosition = CalcTextPosition(Features::Sense::Positions::DistancePosition, HeadPositionW2S, LocalOriginW2S);\n\t\t\tVector2D LegendPosition = CalcTextPosition(Features::Sense::Positions::LegendPosition, HeadPositionW2S, LocalOriginW2S);\n\t\t\tVector2D WeaponPosition = CalcTextPosition(Features::Sense::Positions::WeaponPosition, HeadPositionW2S, LocalOriginW2S);\n\t\t\tVector2D StatusPosition = CalcTextPosition(Features::Sense::Positions::StatusPosition, HeadPositionW2S, LocalOriginW2S);\n\n\t\t\t// Variables Based On Cheat Configuration && Player Relation To The LocalPlayer\n\t\t\tbool DrawBoxes = p->IsAlly ? Features::Sense::Teammate::DrawBoxes : Features::Sense::Enemy::DrawBoxes;\n\t\t\tbool DrawTracers = p->IsAlly ? Features::Sense::Teammate::DrawTracers : Features::Sense::Enemy::DrawTracers;\n\t\t\tbool DrawSkeleton = p->IsAlly ? Features::Sense::Teammate::DrawSkeleton : Features::Sense::Enemy::DrawSkeleton;\n\t\t\tbool DrawHeadCircle = p->IsAlly ? Features::Sense::Teammate::DrawHeadCircle : Features::Sense::Enemy::DrawHeadCircle;\n\t\t\tbool DrawBars = p->IsAlly ? Features::Sense::Teammate::DrawBars : Features::Sense::Enemy::DrawBars;\n\t\t\tbool DrawNames = p->IsAlly ? Features::Sense::Teammate::DrawNames : Features::Sense::Enemy::DrawNames;\n\t\t\tbool DrawDistance = p->IsAlly ? Features::Sense::Teammate::DrawDistance : Features::Sense::Enemy::DrawDistance;\n\t\t\tbool DrawLegend = p->IsAlly ? Features::Sense::Teammate::DrawLegend : Features::Sense::Enemy::DrawLegend;\n\t\t\tbool DrawWeapon = p->IsAlly ? Features::Sense::Teammate::DrawWeapon : Features::Sense::Enemy::DrawWeapon;\n\t\t\tbool DrawStatus = p->IsAlly ? Features::Sense::Teammate::DrawStatus : Features::Sense::Enemy::DrawStatus;\n\t\t\tbool DrawSeer = p->IsAlly ? Features::Sense::Teammate::DrawSeer : Features::Sense::Enemy::DrawSeer;\n\t\t\t// Visibile Warning\n\t\t\tVisWarning = p->IsVisible;\n\n\t\t\t// ESP Features\n\t\t\tif (DrawTracers) { // Tracers (Snaplines) - Draws A Line To Players From A Screen Point\n\t\t\t\tVector2D ScreenPosition;\n\t\t\t\tint TracerBone = p->IsAlly ? Features::Sense::Teammate::TracerBone : Features::Sense::Enemy::TracerBone;\n\t\t\t\tint TracerPosition = p->IsAlly ? Features::Sense::Teammate::TracerPosition : Features::Sense::Enemy::TracerPosition;\n\t\t\t\tfloat TracerThickness = p->IsAlly ? Features::Sense::Teammate::TracerThickness : Features::Sense::Enemy::TracerThickness;\n\t\t\t\tGameCamera->WorldToScreen(p->LocalOrigin.Add(Vector3D(0, 0, TracerBone == 0 ? 66 : 0)), ScreenPosition);\n\n\t\t\t\tVector2D Position = Vector2D(ScreenWidth * 0.5f, TracerPosition == 0 ? 0 : TracerPosition == 1 ? ScreenHeight / 2 : ScreenHeight);\n\t\t\t\tif (!ScreenPosition.IsZeroVector())\n\t\t\t\t\tRenderer::DrawLine(Canvas, Position, ScreenPosition, TracerThickness, ImColor(TracerColor));\n\t\t\t}\n\n\t\t\tif (!bLocalOriginW2SValid) // Tracers Will Be Drawn If Player Is Off Screen, Anything Else Will Not Be Drawn\n\t\t\t\tcontinue;\n\t\t\tif (!bHeadPositionW2SValid) // Same Thing Applies Here\n\t\t\t\tcontinue;\n\t\t\t\n\t\t\tif (DrawBoxes) { // Boxes - Draws A Box (Rect) Around A Player\n\t\t\t\tint BoxType = p->IsAlly ? Features::Sense::Teammate::BoxType : Features::Sense::Enemy::BoxType;\n\t\t\t\tint BoxStyle = p->IsAlly ? Features::Sense::Teammate::BoxStyle : Features::Sense::Enemy::BoxStyle;\n\t\t\t\tbool BoxOutline = p->IsAlly ? Features::Sense::Teammate::BoxOutline : Features::Sense::Enemy::BoxOutline;\n\t\t\t\tfloat BoxThickness = p->IsAlly ? Features::Sense::Teammate::BoxThickness : Features::Sense::Enemy::BoxThickness;\n\t\t\t\tRenderer::Draw2DBox(Canvas, BoxType, BoxStyle, BoxOutline, LocalOriginW2S, HeadPositionW2S, ImColor(BoxColor), ImColor(FilledBoxColor), BoxThickness);\n\t\t\t}\n\n\t\t\tif (DrawSkeleton) { // Skeleton - Draw The Players Skeleton Using Lines\n\t\t\t\tint SkeletonDetail = p->IsAlly ? Features::Sense::Teammate::SkeletonDetail : Features::Sense::Enemy::SkeletonDetail;\n\t\t\t\tif (SkeletonDetail == 0) { // Detailed\n\t\t\t\t\tVector2D Neck, UpperChest, LowerChest, Stomach, Leftshoulder, Leftelbow, LeftHand, Rightshoulder, RightelbowBone, RightHand, LeftThighs, Leftknees, Leftleg, RightThighs, Rightknees, Rightleg;\n\t\t\t\t\t// Head bone is HeadPositionW2S\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::Neck), Neck);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::UpperChest), UpperChest);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::LowerChest), LowerChest);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::Stomach), Stomach);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::Leftshoulder), Leftshoulder);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::Leftelbow), Leftelbow);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::Lefthand), LeftHand);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::Rightshoulder), Rightshoulder);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::RightelbowBone), RightelbowBone);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::Righthand), RightHand);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::LeftThighs), LeftThighs);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::Leftknees), Leftknees);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::Leftleg), Leftleg);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::RightThighs), RightThighs);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::Rightknees), Rightknees);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::Rightleg), Rightleg);\n\n\t\t\t\t\tbool Outline = p->IsAlly ? Features::Sense::Teammate::SkeletonOutline : Features::Sense::Enemy::SkeletonOutline;\n\t\t\t\t\tint Thickness = p->IsAlly ? Features::Sense::Teammate::SkeletonThickness : Features::Sense::Enemy::SkeletonThickness;\n\t\t\t\t\tif (Outline) {\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, HeadPositionW2S, Neck, Thickness + 1, ImColor(0, 0, 0));\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, Neck, UpperChest, Thickness + 1, ImColor(0, 0, 0));\n\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, UpperChest, LowerChest, Thickness + 1, ImColor(0, 0, 0));\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, LowerChest, Stomach, Thickness + 1, ImColor(0, 0, 0));\n\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, Neck, Leftshoulder, Thickness + 1, ImColor(0, 0, 0));\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, Leftshoulder, Leftelbow, Thickness + 1, ImColor(0, 0, 0));\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, Leftelbow, LeftHand, Thickness + 1, ImColor(0, 0, 0));\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, Neck, Rightshoulder, Thickness + 1, ImColor(0, 0, 0));\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, Rightshoulder, RightelbowBone, Thickness + 1, ImColor(0, 0, 0));\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, RightelbowBone, RightHand, Thickness + 1, ImColor(0, 0, 0));\n\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, Stomach, LeftThighs, Thickness + 1, ImColor(0, 0, 0));\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, LeftThighs, Leftknees, Thickness + 1, ImColor(0, 0, 0));\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, Leftknees, Leftleg, Thickness + 1, ImColor(0, 0, 0));\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, Stomach, RightThighs, Thickness + 1, ImColor(0, 0, 0));\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, RightThighs, Rightknees, Thickness + 1, ImColor(0, 0, 0));\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, Rightknees, Rightleg, Thickness + 1, ImColor(0, 0, 0));\n\t\t\t\t\t}\n\t\t\t\t\tRenderer::DrawLine(Canvas, HeadPositionW2S, Neck, Thickness, ImColor(SkeletonColor));\n\t\t\t\t\tRenderer::DrawLine(Canvas, Neck, UpperChest, Thickness, ImColor(SkeletonColor));\n\n\t\t\t\t\tRenderer::DrawLine(Canvas, UpperChest, LowerChest, Thickness, ImColor(SkeletonColor));\n\t\t\t\t\tRenderer::DrawLine(Canvas, LowerChest, Stomach, Thickness, ImColor(SkeletonColor));\n\n\t\t\t\t\tRenderer::DrawLine(Canvas, Neck, Leftshoulder, Thickness, ImColor(SkeletonColor));\n\t\t\t\t\tRenderer::DrawLine(Canvas, Leftshoulder, Leftelbow, Thickness, ImColor(SkeletonColor));\n\t\t\t\t\tRenderer::DrawLine(Canvas, Leftelbow, LeftHand, Thickness, ImColor(SkeletonColor));\n\t\t\t\t\tRenderer::DrawLine(Canvas, Neck, Rightshoulder, Thickness, ImColor(SkeletonColor));\n\t\t\t\t\tRenderer::DrawLine(Canvas, Rightshoulder, RightelbowBone, Thickness, ImColor(SkeletonColor));\n\t\t\t\t\tRenderer::DrawLine(Canvas, RightelbowBone, RightHand, Thickness, ImColor(SkeletonColor));\n\n\t\t\t\t\tRenderer::DrawLine(Canvas, Stomach, LeftThighs, Thickness, ImColor(SkeletonColor));\n\t\t\t\t\tRenderer::DrawLine(Canvas, LeftThighs, Leftknees, Thickness, ImColor(SkeletonColor));\n\t\t\t\t\tRenderer::DrawLine(Canvas, Leftknees, Leftleg, Thickness, ImColor(SkeletonColor));\n\t\t\t\t\tRenderer::DrawLine(Canvas, Stomach, RightThighs, Thickness, ImColor(SkeletonColor));\n\t\t\t\t\tRenderer::DrawLine(Canvas, RightThighs, Rightknees, Thickness, ImColor(SkeletonColor));\n\t\t\t\t\tRenderer::DrawLine(Canvas, Rightknees, Rightleg, Thickness, ImColor(SkeletonColor));\n\t\t\t\t}\n\t\t\t\telse if (SkeletonDetail == 1) { // Simple\n\t\t\t\t\tVector2D Neck, Stomach, Leftshoulder, Leftelbow, Lefthand, Rightshoulder, RightelbowBone, Righthand, LeftThighs, Leftknees, Leftleg, RightThighs, Rightknees, Rightleg;\n\t\t\t\t\t// Head bone is HeadPositionW2S\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::Neck), Neck);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::Stomach), Stomach);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::Leftshoulder), Leftshoulder);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::Leftelbow), Leftelbow);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::Lefthand), Lefthand);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::Rightshoulder), Rightshoulder);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::RightelbowBone), RightelbowBone);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::Righthand), Righthand);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::LeftThighs), LeftThighs);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::Leftknees), Leftknees);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::Leftleg), Leftleg);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::RightThighs), RightThighs);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::Rightknees), Rightknees);\n\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePosition(HitboxType::Rightleg), Rightleg);\n\n\t\t\t\t\tbool Outline = p->IsAlly ? Features::Sense::Teammate::SkeletonOutline : Features::Sense::Enemy::SkeletonOutline;\n\t\t\t\t\tint Thickness = p->IsAlly ? Features::Sense::Teammate::SkeletonThickness : Features::Sense::Enemy::SkeletonThickness;\n\t\t\t\t\tif (Outline) {\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, Neck, Stomach, Thickness + 1, ImColor(0, 0, 0));\n\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, Neck, Leftshoulder, Thickness + 1, ImColor(0, 0, 0));\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, Leftshoulder, Leftelbow, Thickness + 1, ImColor(0, 0, 0));\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, Leftelbow, Lefthand, Thickness + 1, ImColor(0, 0, 0));\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, Neck, Rightshoulder, Thickness + 1, ImColor(0, 0, 0));\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, Rightshoulder, RightelbowBone, Thickness + 1, ImColor(0, 0, 0));\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, RightelbowBone, Righthand, Thickness + 1, ImColor(0, 0, 0));\n\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, Stomach, LeftThighs, Thickness + 1, ImColor(0, 0, 0));\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, LeftThighs, Leftknees, Thickness + 1, ImColor(0, 0, 0));\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, Leftknees, Leftleg, Thickness + 1, ImColor(0, 0, 0));\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, Stomach, RightThighs, Thickness + 1, ImColor(0, 0, 0));\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, RightThighs, Rightknees, Thickness + 1, ImColor(0, 0, 0));\n\t\t\t\t\t\tRenderer::DrawLine(Canvas, Rightknees, Rightleg, Thickness + 1, ImColor(0, 0, 0));\n\n\t\t\t\t\t}\n\t\t\t\t\tRenderer::DrawLine(Canvas, Neck, Stomach, Thickness, ImColor(SkeletonColor));\n\n\t\t\t\t\tRenderer::DrawLine(Canvas, Neck, Leftshoulder, Thickness, ImColor(SkeletonColor));\n\t\t\t\t\tRenderer::DrawLine(Canvas, Leftshoulder, Leftelbow, Thickness, ImColor(SkeletonColor));\n\t\t\t\t\tRenderer::DrawLine(Canvas, Leftelbow, Lefthand, Thickness, ImColor(SkeletonColor));\n\t\t\t\t\tRenderer::DrawLine(Canvas, Neck, Rightshoulder, Thickness, ImColor(SkeletonColor));\n\t\t\t\t\tRenderer::DrawLine(Canvas, Rightshoulder, RightelbowBone, Thickness, ImColor(SkeletonColor));\n\t\t\t\t\tRenderer::DrawLine(Canvas, RightelbowBone, Righthand, Thickness, ImColor(SkeletonColor));\n\n\t\t\t\t\tRenderer::DrawLine(Canvas, Stomach, LeftThighs, Thickness, ImColor(SkeletonColor));\n\t\t\t\t\tRenderer::DrawLine(Canvas, LeftThighs, Leftknees, Thickness, ImColor(SkeletonColor));\n\t\t\t\t\tRenderer::DrawLine(Canvas, Leftknees, Leftleg, Thickness, ImColor(SkeletonColor));\n\t\t\t\t\tRenderer::DrawLine(Canvas, Stomach, RightThighs, Thickness, ImColor(SkeletonColor));\n\t\t\t\t\tRenderer::DrawLine(Canvas, RightThighs, Rightknees, Thickness, ImColor(SkeletonColor));\n\t\t\t\t\tRenderer::DrawLine(Canvas, Rightknees, Rightleg, Thickness, ImColor(SkeletonColor));\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (DrawHeadCircle) { // Head Circle - Draws A Circle Around The Players Head\n\t\t\t\tVector3D HeadPoint = Head3D;\n\t\t\t\tHeadPoint.z += 4.0f;\n\t\t\t\tVector2D HeadPointW2S;\n\t\t\t\tGameCamera->WorldToScreen(HeadPoint, HeadPointW2S);\n\t\t\t\tbool Outline = p->IsAlly ? Features::Sense::Teammate::HeadCircleOutline : Features::Sense::Enemy::HeadCircleOutline;\n\t\t\t\tint Thickness = p->IsAlly ? Features::Sense::Teammate::HeadCircleThickness : Features::Sense::Enemy::HeadCircleThickness;\n\t\t\t\tif (Outline)\n\t\t\t\t\tRenderer::DrawCircle(Canvas, HeadPointW2S, 3650 / p->DistanceToLocalPlayer, 255, ImColor(0, 0, 0), Thickness + 1);\n\t\t\t\tRenderer::DrawCircle(Canvas, HeadPointW2S, 3650 / p->DistanceToLocalPlayer, 255, ImColor(HeadCircleColor), Thickness);\n\t\t\t}\n\n\t\t\tif (DrawBars && !DrawSeer) {\n\t\t\t\tint health = p->Health;\n\t\t\t\tint maxHealth = p->MaxHealth;\n\t\t\t\tint shield = p->Shield;\n\t\t\t\tint maxShield = p->MaxShield;\n\t\t\t\tint BarMode = p->IsAlly ? Features::Sense::Teammate::BarMode : Features::Sense::Enemy::BarMode;\n\t\t\t\tint BarStyle = p->IsAlly ? Features::Sense::Teammate::BarStyle : Features::Sense::Enemy::BarStyle;\n\t\t\t\tint BarColorMode = p->IsAlly ? Features::Sense::Teammate::BarColorMode : Features::Sense::Enemy::BarColorMode;\n\t\t\t\tfloat BarThickness = p->IsAlly ? Features::Sense::Teammate::BarThickness : Features::Sense::Enemy::BarThickness;\n\t\t\t\tfloat BarThickness2 = p->IsAlly ? Features::Sense::Teammate::BarThickness2 : Features::Sense::Enemy::BarThickness2;\n\t\t\t\tfloat BarWidth = p->IsAlly ? Features::Sense::Teammate::BarWidth : Features::Sense::Enemy::BarWidth;\n\t\t\t\tfloat BarHeight = p->IsAlly ? Features::Sense::Teammate::BarHeight : Features::Sense::Enemy::BarHeight;\n\t\t\t\t// Renderer::Draw2DBar(Canvas, BarMode, BarStyle, BarColorMode, LocalOriginW2S, HeadPositionW2S, health, maxHealth, shield, maxShield, BarThickness, BarThickness2, BarWidth, BarHeight);\n\t\t\t\t// testing\n\t\t\t\tRenderer::Draw2DBarTest(Canvas, Features::Sense::Enemy::HealthBar, Features::Sense::Enemy::ShieldBar, BarStyle, BarColorMode, LocalOriginW2S, HeadPositionW2S, health, maxHealth, shield, maxShield, BarThickness, BarThickness2, BarWidth, BarHeight);\n\t\t\t}\n\n\t\t\tif (DrawDistance && !DrawNames) {\n\t\t\t\tstd::string Distance = std::to_string(static_cast<int>(Conversion::ToMeters(p->DistanceToLocalPlayer)));\n\t\t\t\tstd::string Buffer = \"[\" + Distance + \" M]\";\n\n\t\t\t\tif (!LocalOriginW2S.IsZeroVector())\n\t\t\t\t\tRenderer::DrawText(Canvas, DistancePosition, Buffer.c_str(), ImColor(DistanceColor), Features::Sense::TextOutline, true, false);\n\t\t\t}\n\n\t\t\tif (!DrawDistance && DrawNames)\n\t\t\t\tRenderer::DrawText(Canvas, NamePosition, p->GetPlayerName().c_str(), ImColor(NameColor), Features::Sense::TextOutline, true, false);\n\n\t\t\tif (DrawDistance && DrawNames) {\n\t\t\t\tstd::stringstream TextStream;\n\t\t\t\tTextStream << p->GetPlayerName() << \" [\" << static_cast<int>(Conversion::ToMeters(p->DistanceToLocalPlayer)) << \" M]\";\n\t\t\t\tstd::string Combined = TextStream.str();\n\n\t\t\t\tRenderer::DrawText(Canvas, NamePosition, Combined.c_str(), ImColor(NameColor), Features::Sense::TextOutline, true, false);\n\t\t\t}\n\n\t\t\tif (DrawLegend)\n\t\t\t\tRenderer::DrawText(Canvas, LegendPosition, p->getPlayerModelName().c_str(), ImColor(LegendColor), Features::Sense::TextOutline, true, false);\n\n\t\t\tif (DrawWeapon) {\n\t\t\t\t// Variables\n\t\t\t\tstd::string WeaponHeldText;\n\t\t\t\tImColor WeaponHeldColor;\n\n\t\t\t\t// GetWeaponName and GetWeaponColor\n\t\t\t\tWeaponHeldText = p->GetWeaponHeldName();\n\t\t\t\tWeaponHeldColor = p->GetWeaponHeldColor();\n\n\t\t\t\tif (Features::Colors::WeaponColorMode == 1) // Changes color to ammo type\n\t\t\t\t\tRenderer::DrawText(Canvas, WeaponPosition, WeaponHeldText.c_str(), WeaponHeldColor, Features::Sense::TextOutline, true, false);\n\t\t\t\tif (Features::Colors::WeaponColorMode == 0) // Single Color\n\t\t\t\t\tRenderer::DrawText(Canvas, WeaponPosition, WeaponHeldText.c_str(), WeaponColor, Features::Sense::TextOutline, true, false);\n\t\t\t}\n\n\t\t\tif (DrawStatus) {\n\t\t\t\tstd::stringstream healthValue, shieldValue, maxHealthValue, maxShieldValue;\n\t\t\t\thealthValue << p->Health;\n\t\t\t\tshieldValue << p->Shield;\n\t\t\t\tmaxHealthValue << p->MaxHealth;\n\t\t\t\tmaxShieldValue << p->MaxShield;\n\t\t\t\tstd::string healthInt = healthValue.str() + \" HP\";\n\t\t\t\tstd::string shieldInt = shieldValue.str() + \" AP\";\n\t\t\t\tconst char* healthText = const_cast<char*>(healthInt.c_str());\n\t\t\t\tconst char* shieldText = const_cast<char*>(shieldInt.c_str());\n\t\t\t\tstd::string combinedHealth = healthValue.str() + \" / \" + maxHealthValue.str() + \" HP\";\n\t\t\t\tconst char* combinedHealthText = combinedHealth.c_str();\n\t\t\t\tstd::string combinedShield = shieldValue.str() + \" / \" + maxShieldValue.str() + \" AP\";\n\t\t\t\tconst char* combinedShieldText = combinedShield.c_str();\n\n\t\t\t\tImColor ShieldColor;\n\t\t\t\tswitch (p->MaxShield) {\n\t\t\t\t\tcase 75:\n\t\t\t\t\t\tShieldColor = ImColor(39, 178, 255); // Blue\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 100:\n\t\t\t\t\t\tShieldColor = ImColor(206, 59, 255); // Purple\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 125:\n\t\t\t\t\t\tShieldColor = ImColor(219, 2, 2); // Red\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tShieldColor = ImColor(247, 247, 247); // White\n\t\t\t\t\t\tbreak;\n\t\t\t\t}\n\n\t\t\t\tbool ShowMaxStatusValues = p->IsAlly ? Features::Sense::Teammate::ShowMaxStatusValues : Features::Sense::Enemy::ShowMaxStatusValues;\n\t\t\t\tRenderer::DrawText(Canvas, StatusPosition, ShowMaxStatusValues ? combinedHealthText : healthText, ImColor(0, 255, 0), Features::Sense::TextOutline, true, false);\n\t\t\t\tRenderer::DrawText(Canvas, StatusPosition.Add(Vector2D(0, 0 + 10)), ShowMaxStatusValues ? combinedShieldText : shieldText, ShieldColor, Features::Sense::TextOutline, true, false);\n\t\t\t}\n\n\t\t\t// Seer\n\t\t\tif (DrawSeer && DrawBars && bHeadPositionW2SValid) {\n\t\t\t\tif (!HeadPositionW2S.IsZeroVector()) {\n\t\t\t\t\tRenderer::DrawSeer(Canvas, HeadPositionW2S.x, HeadPositionW2S.y - 20, p->Shield, p->MaxShield, p->Health);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Target Visuals\n\t\t\tbool TargetVisualsEnabled;\n\t\t\tif ((Features::Aimbot::SpectatorCheck || !Features::Aimbot::SpectatorCheck) && Features::TotalSpectators == 0) {\n\t\t\t\tif (Features::Aimbot::AimbotMode == 0 or Features::Aimbot::AimbotMode == 2) {\n\t\t\t\t\tif (Features::Sense::DrawTargetLine or Features::Sense::DrawTargetDot or Features::Sense::DrawTargetBox) {\n\t\t\t\t\t\tif (Features::Sense::TargetMode == 0) // Current Target\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (Aimbot->TargetSelected) {\n\t\t\t\t\t\t\t\tTargetVisualsEnabled = true;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse if (!Aimbot->TargetSelected) {\n\t\t\t\t\t\t\t\tTargetVisualsEnabled = false;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Sense::TargetMode == 1) // Best Target\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tbool TargetAvaliable = Aimbot->IsBestTarget();\n\t\t\t\t\t\t\tif (TargetAvaliable) {\n\t\t\t\t\t\t\t\tTargetVisualsEnabled = true;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse if (!TargetAvaliable) {\n\t\t\t\t\t\t\t\tTargetVisualsEnabled = false;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse if (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\tTargetVisualsEnabled = false;\n\t\t\t\t}\n\n\t\t\t\t// Target Line\n\t\t\t\tif (Features::Sense::DrawTargetLine && TargetVisualsEnabled) {\n\t\t\t\t\tImVec4 TargetLineColor;\n\t\t\t\t\tif (Features::Sense::TargetMode == 1 && Aimbot->TargetSelected) {\n\t\t\t\t\t\tTargetLineColor = ImVec4(Features::Colors::TargetLineLockedColor[0], Features::Colors::TargetLineLockedColor[1], Features::Colors::TargetLineLockedColor[2], Features::Colors::TargetLineLockedColor[3]);\n\t\t\t\t\t}\n\t\t\t\t\telse {\n\t\t\t\t\t\tTargetLineColor = ImVec4(Features::Colors::TargetLineColor[0], Features::Colors::TargetLineColor[1], Features::Colors::TargetLineColor[2], Features::Colors::TargetLineColor[3]);\n\t\t\t\t\t}\n\n\t\t\t\t\tint x = (int) (ScreenWidth * 0.5f);\n\t\t\t\t\tVector2D TargetPos;\n\n\t\t\t\t\tif (Features::Sense::TargetMode == 0) // Current Target\n\t\t\t\t\t{\n\t\t\t\t\t\tif (Features::Sense::TargetBoneMode == 0) // Depends on selected aimbot setting\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tVector3D TargetBone;\n\t\t\t\t\t\t\tif (Features::Aimbot::ClosestHitbox) {\n\t\t\t\t\t\t\t\tTargetBone = Aimbot->CurrentTarget->GetBonePosition(static_cast<HitboxType>(Aimbot->GetBestBone(Aimbot->CurrentTarget)));\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse if (!Features::Aimbot::ClosestHitbox) {\n\t\t\t\t\t\t\t\tTargetBone = Aimbot->CurrentTarget->GetBonePosition(Features::AimbotHitboxes::Hitbox);\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tGameCamera->WorldToScreen(TargetBone, TargetPos);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\telse if (Features::Sense::TargetBoneMode == 1) // Custom\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tVector3D TargetBone;\n\t\t\t\t\t\t\tTargetBone = Aimbot->CurrentTarget->GetBonePosition(Features::Sense::TargetHitbox);\n\n\t\t\t\t\t\t\tGameCamera->WorldToScreen(TargetBone, TargetPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Sense::TargetMode == 1) // Best Target\n\t\t\t\t\t{\n\t\t\t\t\t\tif (Features::Sense::TargetBoneMode == 0) // Depends on selected aimbot setting\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tVector3D TargetBone;\n\t\t\t\t\t\t\tif (Features::Aimbot::ClosestHitbox) {\n\t\t\t\t\t\t\t\tTargetBone = Aimbot->BestTarget->GetBonePosition(static_cast<HitboxType>(Aimbot->GetBestBone(Aimbot->BestTarget)));\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse if (!Features::Aimbot::ClosestHitbox) {\n\t\t\t\t\t\t\t\tTargetBone = Aimbot->BestTarget->GetBonePosition(Features::AimbotHitboxes::Hitbox);\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tGameCamera->WorldToScreen(TargetBone, TargetPos);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\telse if (Features::Sense::TargetBoneMode == 1) // Custom\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tVector3D TargetBone;\n\t\t\t\t\t\t\tTargetBone = Aimbot->BestTarget->GetBonePosition(Features::Sense::TargetHitbox);\n\n\t\t\t\t\t\t\tGameCamera->WorldToScreen(TargetBone, TargetPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tRenderer::DrawLine(Canvas, Vector2D(x, ScreenHeight / 2), Vector2D(TargetPos), Features::Sense::TargetLineThickness, ImColor(TargetLineColor));\n\t\t\t\t}\n\n\t\t\t\t// Target Dot\n\t\t\t\tif (Features::Sense::DrawTargetDot && TargetVisualsEnabled) {\n\t\t\t\t\tImVec4 TargetDotColor;\n\t\t\t\t\tif (Features::Sense::TargetMode == 1 && Aimbot->TargetSelected) {\n\t\t\t\t\t\tTargetDotColor = ImVec4(Features::Colors::TargetDotLockedColor[0], Features::Colors::TargetDotLockedColor[1], Features::Colors::TargetDotLockedColor[2], Features::Colors::TargetDotLockedColor[3]);\n\t\t\t\t\t}\n\t\t\t\t\telse {\n\t\t\t\t\t\tTargetDotColor = ImVec4(Features::Colors::TargetDotColor[0], Features::Colors::TargetDotColor[1], Features::Colors::TargetDotColor[2], Features::Colors::TargetDotColor[3]);\n\t\t\t\t\t}\n\n\t\t\t\t\tVector2D TargetPos;\n\t\t\t\t\tif (Features::Sense::TargetMode == 0) // Current Target\n\t\t\t\t\t{\n\t\t\t\t\t\tif (Features::Sense::TargetBoneMode == 0) // Depends on selected aimbot setting\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tVector3D TargetBone;\n\t\t\t\t\t\t\tif (Features::Aimbot::ClosestHitbox) {\n\t\t\t\t\t\t\t\tTargetBone = Aimbot->CurrentTarget->GetBonePosition(static_cast<HitboxType>(Aimbot->GetBestBone(Aimbot->CurrentTarget)));\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse if (!Features::Aimbot::ClosestHitbox) {\n\t\t\t\t\t\t\t\tTargetBone = Aimbot->CurrentTarget->GetBonePosition(Features::AimbotHitboxes::Hitbox);\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tGameCamera->WorldToScreen(TargetBone, TargetPos);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\telse if (Features::Sense::TargetBoneMode == 1) // Custom\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tVector3D TargetBone;\n\t\t\t\t\t\t\tTargetBone = Aimbot->CurrentTarget->GetBonePosition(Features::Sense::TargetHitbox);\n\n\t\t\t\t\t\t\tGameCamera->WorldToScreen(TargetBone, TargetPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Sense::TargetMode == 1) // Best Target\n\t\t\t\t\t{\n\t\t\t\t\t\tif (Features::Sense::TargetBoneMode == 0) // Depends on selected aimbot setting\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tVector3D TargetBone;\n\t\t\t\t\t\t\tif (Features::Aimbot::ClosestHitbox) {\n\t\t\t\t\t\t\t\tTargetBone = Aimbot->BestTarget->GetBonePosition(static_cast<HitboxType>(Aimbot->GetBestBone(Aimbot->BestTarget)));\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse if (!Features::Aimbot::ClosestHitbox) {\n\t\t\t\t\t\t\t\tTargetBone = Aimbot->BestTarget->GetBonePosition(Features::AimbotHitboxes::Hitbox);\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tGameCamera->WorldToScreen(TargetBone, TargetPos);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\telse if (Features::Sense::TargetBoneMode == 1) // Custom\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tVector3D TargetBone;\n\t\t\t\t\t\t\tTargetBone = Aimbot->BestTarget->GetBonePosition(Features::Sense::TargetHitbox);\n\n\t\t\t\t\t\t\tGameCamera->WorldToScreen(TargetBone, TargetPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tRenderer::DrawCircleFilled(Canvas, TargetPos, Features::Sense::TargetDotRadius / p->DistanceToLocalPlayer, 255, ImColor(TargetDotColor));\n\t\t\t\t}\n\n\t\t\t\t// Target Box\n\t\t\t\tif (Features::Sense::DrawTargetBox && TargetVisualsEnabled) {\n\t\t\t\t\tImVec4 TargetBoxColor;\n\t\t\t\t\tif (Features::Sense::TargetMode == 1 && Aimbot->TargetSelected) {\n\t\t\t\t\t\tTargetBoxColor = ImVec4(Features::Colors::TargetBoxLockedColor[0], Features::Colors::TargetBoxLockedColor[1], Features::Colors::TargetBoxLockedColor[2], Features::Colors::TargetBoxLockedColor[3]);\n\t\t\t\t\t}\n\t\t\t\t\telse {\n\t\t\t\t\t\tTargetBoxColor = ImVec4(Features::Colors::TargetBoxColor[0], Features::Colors::TargetBoxColor[1], Features::Colors::TargetBoxColor[2], Features::Colors::TargetBoxColor[3]);\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::Sense::TargetBoxMode == 0) // Custom\n\t\t\t\t\t{\n\n\t\t\t\t\t\tVector2D TargetPos;\n\t\t\t\t\t\tif (Features::Sense::TargetMode == 0) // Current Target\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (Features::Sense::TargetBoneMode == 0) // Depends on selected aimbot setting\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tVector3D TargetBone;\n\t\t\t\t\t\t\t\tif (Features::Aimbot::ClosestHitbox) {\n\t\t\t\t\t\t\t\t\tTargetBone = Aimbot->CurrentTarget->GetBonePosition(static_cast<HitboxType>(Aimbot->GetBestBone(Aimbot->CurrentTarget)));\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\telse if (!Features::Aimbot::ClosestHitbox) {\n\t\t\t\t\t\t\t\t\tTargetBone = Aimbot->CurrentTarget->GetBonePosition(Features::AimbotHitboxes::Hitbox);\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\tGameCamera->WorldToScreen(TargetBone, TargetPos);\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\telse if (Features::Sense::TargetBoneMode == 1) // Custom\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tVector3D TargetBone;\n\t\t\t\t\t\t\t\tTargetBone = Aimbot->CurrentTarget->GetBonePosition(Features::Sense::TargetHitbox);\n\n\t\t\t\t\t\t\t\tGameCamera->WorldToScreen(TargetBone, TargetPos);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Sense::TargetMode == 1) // Best Target\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (Features::Sense::TargetBoneMode == 0) // Depends on selected aimbot setting\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tVector3D TargetBone;\n\t\t\t\t\t\t\t\tif (Features::Aimbot::ClosestHitbox) {\n\t\t\t\t\t\t\t\t\tTargetBone = Aimbot->BestTarget->GetBonePosition(static_cast<HitboxType>(Aimbot->GetBestBone(Aimbot->BestTarget)));\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\telse if (!Features::Aimbot::ClosestHitbox) {\n\t\t\t\t\t\t\t\t\tTargetBone = Aimbot->BestTarget->GetBonePosition(Features::AimbotHitboxes::Hitbox);\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\tGameCamera->WorldToScreen(TargetBone, TargetPos);\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\telse if (Features::Sense::TargetBoneMode == 1) // Custom\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tVector3D TargetBone;\n\t\t\t\t\t\t\t\tTargetBone = Aimbot->BestTarget->GetBonePosition(Features::Sense::TargetHitbox);\n\n\t\t\t\t\t\t\t\tGameCamera->WorldToScreen(TargetBone, TargetPos);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tCanvas->AddRect(ImVec2(TargetPos.x - Features::Sense::TargetBoxSize, TargetPos.y - Features::Sense::TargetBoxSize), ImVec2(TargetPos.x + Features::Sense::TargetBoxSize, TargetPos.y + Features::Sense::TargetBoxSize), ImColor(TargetBoxColor), 0, 0, Features::Sense::TargetBoxThickness);\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Sense::TargetBoxMode == 1) // ESP Box\n\t\t\t\t\t{\n\t\t\t\t\t\tVector2D TargetOriginW2S, TargetHeadPositionW2S;\n\t\t\t\t\t\tVector3D TargetOrigin3D;\n\t\t\t\t\t\tVector3D TargetHead3D;\n\t\t\t\t\t\tif (Features::Sense::TargetMode == 0) // Current Target\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tTargetOrigin3D = Aimbot->CurrentTarget->LocalOrigin;\n\t\t\t\t\t\t\tTargetHead3D = Aimbot->CurrentTarget->GetBonePosition(HitboxType::Head);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Sense::TargetMode == 1) // Best Target\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tTargetOrigin3D = Aimbot->BestTarget->LocalOrigin;\n\t\t\t\t\t\t\tTargetHead3D = Aimbot->BestTarget->GetBonePosition(HitboxType::Head);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbool TargetOriginW2SValid = GameCamera->WorldToScreen(TargetOrigin3D, TargetOriginW2S);\n\t\t\t\t\t\tbool TargetHeadPositionW2SValid = GameCamera->WorldToScreen(TargetHead3D, TargetHeadPositionW2S);\n\t\t\t\t\t\tif (TargetOriginW2SValid && TargetHeadPositionW2SValid) {\n\t\t\t\t\t\t\tRenderer::Draw2DBox(Canvas, Features::Sense::Enemy::BoxType, Features::Sense::Enemy::BoxStyle, Features::Sense::Enemy::BoxOutline, TargetOriginW2S, TargetHeadPositionW2S, ImColor(TargetBoxColor), ImColor(FilledBoxColor), Features::Sense::Enemy::BoxThickness);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// END OF ESP / SENSE\n\t\t\t// DEV STUFF\n\t\t\tif (Features::Dev::Enabled) {\n\t\t\t\tif (Features::Dev::LocalWeapon) {\n\t\t\t\t\tif (!Myself->IsDead) {\n\t\t\t\t\t\tImVec2 Center = ImGui::GetMainViewport()->GetCenter();\n\t\t\t\t\t\tImGui::SetNextWindowPos(ImVec2(0.0f, Center.y + 100), ImGuiCond_Once, ImVec2(0.02f, 0.5f));\n\t\t\t\t\t\tImGui::SetNextWindowBgAlpha(0.4f);\n\t\t\t\t\t\tImGui::Begin(\"Current Weapon ID\", nullptr, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoScrollbar);\n\n\t\t\t\t\t\tstd::stringstream LocalwepID;\n\t\t\t\t\t\tLocalwepID << Myself->WeaponIndex;\n\t\t\t\t\t\tstd::string LocalwepInt = LocalwepID.str() + \" \";\n\t\t\t\t\t\tconst char* LocalwepText = (char*)LocalwepInt.c_str();\n\n\t\t\t\t\t\tImGui::Text(\"Current ID: \");\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::Text(LocalwepText);\n\t\t\t\t\t\tImGui::End();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (Features::Dev::EnemyWeapon) {\n\t\t\t\t\tif (p->IsHostile) {\n\t\t\t\t\t\tstd::stringstream wepID;\n\t\t\t\t\t\twepID << p->WeaponIndex;\n\t\t\t\t\t\tstd::string wepInt = wepID.str() + \" \";\n\t\t\t\t\t\tconst char* wepText = (char*)wepInt.c_str();\n\n\t\t\t\t\t\tImColor weaponWHeldColor;\n\t\t\t\t\t\tweaponWHeldColor = ImColor(255, 255, 255);\n\n\t\t\t\t\t\tRenderer::DrawText(Canvas, LocalOriginW2S.Add(Vector2D(0, 35)), wepText, ImColor(weaponWHeldColor), true, true, false);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (Features::Dev::SkeletonIDs) {\n\t\t\t\t\tfor (int i = 0; i < Features::Dev::BoneRange; i++) {\n\t\t\t\t\t\tVector2D BonePos;\n\t\t\t\t\t\tGameCamera->WorldToScreen(p->GetBonePositionID(i), BonePos);\n\t\t\t\t\t\tstd::stringstream temp;\n\t\t\t\t\t\ttemp << i;\n\t\t\t\t\t\tstd::string BoneID = temp.str();\n\t\t\t\t\t\tRenderer::DrawText(Canvas, BonePos, BoneID.c_str(), ImColor(255, 255, 255), Features::Sense::TextOutline ? true : false, true, false);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} // End Of Dev\n\t\t} // End Of Loop\n\t}\n\n\tvoid RenderTargetInformation(ImDrawList* Canvas, Legitbot* Aimbot, Overlay OverlayWindow) {\n\t\tif (!Map->IsPlayable)\n\t\t\treturn;\n\t\tif (Myself->IsDead)\n\t\t\treturn;\n\t\tif (!Features::Settings::OverlayEnabled)\n\t\t\treturn;\n\t\tif (!Features::Aimbot::AimbotEnabled)\n\t\t\treturn;\n\t\tif (Features::Aimbot::SpectatorCheck && Features::TotalSpectators >= 1)\n\t\t\treturn;\n\t\tif (Features::Aimbot::AimbotMode == 1)\n\t\t\treturn;\n\n\t\tbool TargetInfoEnabled;\n\t\tif (Features::Sense::DrawTargetInfo) {\n\t\t\tif (Features::Sense::TargetMode == 0) // Current Target\n\t\t\t{\n\t\t\t\tif (Aimbot->TargetSelected) {\n\t\t\t\t\tTargetInfoEnabled = true;\n\t\t\t\t}\n\t\t\t\telse if (!Aimbot->TargetSelected) {\n\t\t\t\t\tTargetInfoEnabled = false;\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (Features::Sense::TargetMode == 1) // Best Target\n\t\t\t{\n\t\t\t\tbool TargetAvaliable = Aimbot->IsBestTarget();\n\t\t\t\tif (TargetAvaliable) {\n\t\t\t\t\tTargetInfoEnabled = true;\n\t\t\t\t}\n\t\t\t\telse if (!TargetAvaliable) {\n\t\t\t\t\tTargetInfoEnabled = false;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// Target Information\n\t\tif (Features::Sense::DrawTargetInfo && TargetInfoEnabled) {\n\t\t\t// Wanted to create a seperate window for it like spectator list, but failed & was restricted\n\n\t\t\tint ScreenWidth;\n\t\t\tint ScreenHeight;\n\t\t\tOverlayWindow.GetScreenResolution(ScreenWidth, ScreenHeight);\n\n\t\t\tint PosX = Features::Sense::TargetInfoPosX;\n\t\t\tint PosY = Features::Sense::TargetInfoPosY;\n\n\t\t\t// Text\n\t\t\tstd::stringstream Target, Name, Distance, TeamID, Weapon, Legend, HPValue, HPMaxValue, APValue, APMaxValue;\n\t\t\tconst char* TargetText;\n\t\t\tconst char* LegendText;\n\t\t\tconst char* WeaponText;\n\t\t\tconst char* HPText;\n\t\t\tconst char* APText;\n\n\t\t\t// Colors\n\t\t\tImVec4 TargetInfoColor, TargetInfoWeaponColor, TargetInfoHealthColor, TargetInfoShieldColor;\n\t\t\tif (Features::Sense::TargetInfoColorMode == 0) // Simple\n\t\t\t{\n\t\t\t\tif (Aimbot->TargetSelected) {\n\t\t\t\t\tTargetInfoColor = ImVec4(Features::Colors::TargetInfoLockedColor[0], Features::Colors::TargetInfoLockedColor[1], Features::Colors::TargetInfoLockedColor[2], Features::Colors::TargetInfoLockedColor[3]);\n\t\t\t\t\tTargetInfoWeaponColor = ImVec4(Features::Colors::TargetInfoLockedColor[0], Features::Colors::TargetInfoLockedColor[1], Features::Colors::TargetInfoLockedColor[2], Features::Colors::TargetInfoLockedColor[3]);\n\t\t\t\t\tTargetInfoHealthColor = ImVec4(Features::Colors::TargetInfoLockedColor[0], Features::Colors::TargetInfoLockedColor[1], Features::Colors::TargetInfoLockedColor[2], Features::Colors::TargetInfoLockedColor[3]);\n\t\t\t\t\tTargetInfoShieldColor = ImVec4(Features::Colors::TargetInfoLockedColor[0], Features::Colors::TargetInfoLockedColor[1], Features::Colors::TargetInfoLockedColor[2], Features::Colors::TargetInfoLockedColor[3]);\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tTargetInfoColor = ImVec4(Features::Colors::TargetInfoColor[0], Features::Colors::TargetInfoColor[1], Features::Colors::TargetInfoColor[2], Features::Colors::TargetInfoColor[3]);\n\t\t\t\t\tTargetInfoWeaponColor = ImVec4(Features::Colors::TargetInfoColor[0], Features::Colors::TargetInfoColor[1], Features::Colors::TargetInfoColor[2], Features::Colors::TargetInfoColor[3]);\n\t\t\t\t\tTargetInfoHealthColor = ImVec4(Features::Colors::TargetInfoColor[0], Features::Colors::TargetInfoColor[1], Features::Colors::TargetInfoColor[2], Features::Colors::TargetInfoColor[3]);\n\t\t\t\t\tTargetInfoShieldColor = ImVec4(Features::Colors::TargetInfoColor[0], Features::Colors::TargetInfoColor[1], Features::Colors::TargetInfoColor[2], Features::Colors::TargetInfoColor[3]);\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (Features::Sense::TargetInfoColorMode == 1) // Advanced\n\t\t\t{\n\t\t\t\tif (Aimbot->TargetSelected) {\n\t\t\t\t\tTargetInfoColor = ImVec4(Features::Colors::TargetInfoLockedColor[0], Features::Colors::TargetInfoLockedColor[1], Features::Colors::TargetInfoLockedColor[2], Features::Colors::TargetInfoLockedColor[3]);\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tTargetInfoColor = ImVec4(Features::Colors::TargetInfoColor[0], Features::Colors::TargetInfoColor[1], Features::Colors::TargetInfoColor[2], Features::Colors::TargetInfoColor[3]);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (Features::Sense::TargetMode == 0) // Current Target\n\t\t\t{\n\t\t\t\tTarget << \"Target: \";\n\t\t\t\tDistance << std::to_string((int) Conversion::ToMeters(Aimbot->CurrentTarget->DistanceToLocalPlayer)).c_str();\n\t\t\t\tName << Aimbot->CurrentTarget->GetPlayerName().c_str();\n\t\t\t\tTeamID << Aimbot->CurrentTarget->Team;\n\t\t\t\tWeapon << Aimbot->CurrentTarget->GetWeaponHeldName().c_str();\n\t\t\t\tLegend << Aimbot->CurrentTarget->getPlayerModelName().c_str();\n\t\t\t\tHPValue << Aimbot->CurrentTarget->Health;\n\t\t\t\tHPMaxValue << Aimbot->CurrentTarget->MaxHealth;\n\t\t\t\tAPValue << Aimbot->CurrentTarget->Shield;\n\t\t\t\tAPMaxValue << Aimbot->CurrentTarget->MaxShield;\n\n\t\t\t\tif (Features::Sense::TargetInfoColorMode == 1) {\n\t\t\t\t\tTargetInfoWeaponColor = Aimbot->CurrentTarget->GetWeaponHeldColor();\n\t\t\t\t\tTargetInfoHealthColor = ImVec4(0, 255, 0, 255);\n\t\t\t\t\tTargetInfoShieldColor = Aimbot->CurrentTarget->GetShieldColor();\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (Features::Sense::TargetMode == 1) // Best Target\n\t\t\t{\n\t\t\t\tTarget << \"Target: \";\n\t\t\t\tDistance << std::to_string((int) Conversion::ToMeters(Aimbot->BestTarget->DistanceToLocalPlayer)).c_str();\n\t\t\t\tName << Aimbot->BestTarget->GetPlayerName().c_str();\n\t\t\t\tTeamID << Aimbot->BestTarget->Team;\n\t\t\t\tWeapon << Aimbot->BestTarget->GetWeaponHeldName().c_str();\n\t\t\t\tLegend << Aimbot->BestTarget->getPlayerModelName().c_str();\n\t\t\t\tHPValue << Aimbot->BestTarget->Health;\n\t\t\t\tHPMaxValue << Aimbot->BestTarget->MaxHealth;\n\t\t\t\tAPValue << Aimbot->BestTarget->Shield;\n\t\t\t\tAPMaxValue << Aimbot->BestTarget->MaxShield;\n\n\t\t\t\tif (Features::Sense::TargetInfoColorMode == 1) {\n\t\t\t\t\tTargetInfoWeaponColor = Aimbot->BestTarget->GetWeaponHeldColor();\n\t\t\t\t\tTargetInfoHealthColor = ImVec4(0, 255, 0, 255);\n\t\t\t\t\tTargetInfoShieldColor = Aimbot->BestTarget->GetShieldColor();\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (Features::Sense::DrawTargetInfoName && Features::Sense::DrawTargetInfoLegend) {\n\t\t\t\tstd::stringstream Temp1, Temp2;\n\t\t\t\tif (Features::Sense::DrawTargetInfoTeamID) {\n\t\t\t\t\tTemp1 << \"[\" + TeamID.str() + \"] \";\n\t\t\t\t}\n\t\t\t\tif (Features::Sense::DrawTargetInfoDistance) {\n\t\t\t\t\tTemp2 << \" [\" + Distance.str() + \" M]\";\n\t\t\t\t}\n\n\t\t\t\tstd::stringstream Temp3, Temp4;\n\t\t\t\tTemp3 << \"Legend: \";\n\t\t\t\tTemp4 << \"Name: \";\n\n\t\t\t\tif (Features::Sense::TargetInfoDisplayMode == 0) // Name First, Legend Second\n\t\t\t\t{\n\t\t\t\t\tstd::string Temp = Target.str() + Temp1.str() + Name.str() + Temp2.str();\n\t\t\t\t\tconst char* CombinedTargetText = Temp.c_str();\n\t\t\t\t\tRenderer::DrawText(Canvas, Vector2D(GetTargetInfoPosition(Vector2D(PosX, PosY), Features::Sense::TargetInfoNamePos)), CombinedTargetText, ImColor(TargetInfoColor), Features::Sense::TextOutline ? true : false, true, false);\n\n\n\t\t\t\t\tstd::string Temp5 = Temp3.str() + Legend.str();\n\t\t\t\t\tconst char* CombinedLegendText = Temp5.c_str();\n\t\t\t\t\tRenderer::DrawText(Canvas, Vector2D(GetTargetInfoPosition(Vector2D(PosX, PosY), Features::Sense::TargetInfoLegendPos)), CombinedLegendText, ImColor(TargetInfoColor), Features::Sense::TextOutline ? true : false, true, false);\n\t\t\t\t}\n\n\t\t\t\tif (Features::Sense::TargetInfoDisplayMode == 1) // Legend First, Name Second\n\t\t\t\t{\n\t\t\t\t\tstd::string Temp = Target.str() + Temp1.str() + Legend.str() + Temp2.str();\n\t\t\t\t\tconst char* CombinedTargetText = Temp.c_str();\n\t\t\t\t\tRenderer::DrawText(Canvas, Vector2D(GetTargetInfoPosition(Vector2D(PosX, PosY), Features::Sense::TargetInfoLegendPos)), CombinedTargetText, ImColor(TargetInfoColor), Features::Sense::TextOutline ? true : false, true, false);\n\n\n\t\t\t\t\tstd::string Temp5 = Temp4.str() + Name.str();\n\t\t\t\t\tconst char* CombinedNameText = Temp5.c_str();\n\t\t\t\t\tRenderer::DrawText(Canvas, Vector2D(GetTargetInfoPosition(Vector2D(PosX, PosY), Features::Sense::TargetInfoNamePos)), CombinedNameText, ImColor(TargetInfoColor), Features::Sense::TextOutline ? true : false, true, false);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\telse if (Features::Sense::DrawTargetInfoName && !Features::Sense::DrawTargetInfoLegend) {\n\t\t\t\tstd::stringstream Temp1, Temp2;\n\t\t\t\tif (Features::Sense::DrawTargetInfoTeamID) {\n\t\t\t\t\tTemp1 << \" [\" + TeamID.str() + \"] \";\n\t\t\t\t}\n\t\t\t\tif (Features::Sense::DrawTargetInfoDistance) {\n\t\t\t\t\tTemp2 << \" [\" + Distance.str() + \" M]\";\n\t\t\t\t}\n\n\t\t\t\tstd::string Temp = Target.str() + Temp1.str() + Name.str() + Temp2.str();\n\t\t\t\tconst char* CombinedTargetText = Temp.c_str();\n\t\t\t\tRenderer::DrawText(Canvas, Vector2D(GetTargetInfoPosition(Vector2D(PosX, PosY), Features::Sense::TargetInfoNamePos)), CombinedTargetText, ImColor(TargetInfoColor), Features::Sense::TextOutline ? true : false, true, false);\n\t\t\t}\n\t\t\telse if (!Features::Sense::DrawTargetInfoName && Features::Sense::DrawTargetInfoLegend) {\n\t\t\t\tstd::stringstream Temp1, Temp2;\n\t\t\t\tif (Features::Sense::DrawTargetInfoTeamID) {\n\t\t\t\t\tTemp1 << \"[\" + TeamID.str() + \"]\";\n\t\t\t\t}\n\t\t\t\tif (Features::Sense::DrawTargetInfoDistance) {\n\t\t\t\t\tTemp2 << \" [\" + Distance.str() + \" M]\";\n\t\t\t\t}\n\n\t\t\t\tstd::string Temp = Target.str() + Temp1.str() + Legend.str() + Temp2.str();\n\t\t\t\tconst char* CombinedTargetText = Temp.c_str();\n\t\t\t\tRenderer::DrawText(Canvas, Vector2D(GetTargetInfoPosition(Vector2D(PosX, PosY), Features::Sense::TargetInfoLegendPos)), CombinedTargetText, ImColor(TargetInfoColor), Features::Sense::TextOutline ? true : false, true, false);\n\t\t\t}\n\n\t\t\tif (Features::Sense::DrawTargetInfoWeapon) {\n\t\t\t\tstd::stringstream Temp1;\n\t\t\t\tTemp1 << Weapon.str();\n\t\t\t\tstd::string Temp = \"Weapon: \" + Temp1.str();\n\t\t\t\tconst char* CombinedWeaponText = Temp.c_str();\n\t\t\t\tRenderer::DrawText(Canvas, Vector2D(GetTargetInfoPosition(Vector2D(PosX, PosY), Features::Sense::TargetInfoWeaponPos)), CombinedWeaponText, ImColor(TargetInfoWeaponColor), Features::Sense::TextOutline ? true : false, true, false);\n\t\t\t}\n\n\t\t\tif (Features::Sense::DrawTargetInfoHealth) {\n\t\t\t\tstd::stringstream Temp1, Temp2;\n\t\t\t\tTemp1 << HPValue.str();\n\t\t\t\tTemp2 << HPMaxValue.str();\n\t\t\t\tstd::string Temp = \"Health: \" + Temp1.str() + \" / \" + Temp2.str();;\n\t\t\t\tconst char* CombinedWeaponText = Temp.c_str();\n\t\t\t\tRenderer::DrawText(Canvas, Vector2D(GetTargetInfoPosition(Vector2D(PosX, PosY), Features::Sense::TargetInfoHealthPos)), CombinedWeaponText, ImColor(TargetInfoHealthColor), Features::Sense::TextOutline ? true : false, true, false);\n\t\t\t}\n\n\t\t\tif (Features::Sense::DrawTargetInfoShield) {\n\t\t\t\tstd::stringstream Temp1, Temp2;\n\t\t\t\tTemp1 << APValue.str();\n\t\t\t\tTemp2 << APMaxValue.str();\n\t\t\t\tstd::string Temp = \"Shield: \" + Temp1.str() + \" / \" + Temp2.str();;\n\t\t\t\tconst char* CombinedWeaponText = Temp.c_str();\n\t\t\t\tRenderer::DrawText(Canvas, Vector2D(GetTargetInfoPosition(Vector2D(PosX, PosY), Features::Sense::TargetInfoShieldPos)), CombinedWeaponText, ImColor(TargetInfoShieldColor), Features::Sense::TextOutline ? true : false, true, false);\n\t\t\t}\n\t\t}\n\t}\n\n\tVector2D GetTargetInfoPosition(Vector2D MainPosition, int Position) {\n\t\tif (Position == 0) {\n\t\t\tMainPosition = Vector2D(MainPosition.x, MainPosition.y + 0);\n\t\t}\n\t\telse if (Position == 1) {\n\t\t\tMainPosition = Vector2D(MainPosition.x, MainPosition.y + Features::Sense::TargetInfoOffset);\n\t\t}\n\t\telse if (Position == 2) {\n\t\t\tMainPosition = Vector2D(MainPosition.x, MainPosition.y + (Features::Sense::TargetInfoOffset * 2));\n\t\t}\n\t\telse if (Position == 3) {\n\t\t\tMainPosition = Vector2D(MainPosition.x, MainPosition.y + (Features::Sense::TargetInfoOffset * 3));\n\t\t}\n\t\telse if (Position == 4) {\n\t\t\tMainPosition = Vector2D(MainPosition.x, MainPosition.y + (Features::Sense::TargetInfoOffset * 4));\n\t\t}\n\n\t\treturn MainPosition;\n\t}\n\n\tVector2D GetTargetTextPosition(Vector2D MainPosition, Vector2D LocalOriginW2S, Vector2D AboveHeadW2S, int Position) {\n\t\tif (Position == 0) { // Top 1\n\t\t\tMainPosition = AboveHeadW2S.Subtract(Vector2D(0, 16));\n\t\t}\n\t\telse if (Position == 1) { // Top 2\n\t\t\tMainPosition = AboveHeadW2S.Subtract(Vector2D(0, 32));\n\t\t}\n\t\telse if (Position == 2) { // Bottom 1\n\t\t\tMainPosition = LocalOriginW2S;\n\t\t}\n\t\telse if (Position == 3) { // Bottom 2\n\t\t\tMainPosition = LocalOriginW2S.Add(Vector2D(0, 11));\n\t\t}\n\t\telse if (Position == 4) { // Bottom 1\n\t\t\tMainPosition = LocalOriginW2S.Add(Vector2D(0, 22));\n\t\t}\n\t\telse {\n\t\t\tMainPosition = MainPosition;\n\t\t}\n\t\treturn MainPosition;\n\t}\n};\n"
  },
  {
    "path": "Features/Triggerbot.hpp",
    "content": "#pragma once\n#include <iostream>\n#include <vector>\n#include <set>\n#include \"../Core/Player.hpp\"\n#include \"../Core/LocalPlayer.hpp\"\n#include \"../Core/Offsets.hpp\"\n#include \"../Utils/Memory.hpp\"\n#include \"../Math/Vector2D.hpp\"\n#include \"../Math/Vector3D.hpp\"\n#include \"../Utils/XDisplay.hpp\"\n#include \"../Utils/Conversion.hpp\"\n#include \"../Utils/Config.hpp\"\n#include \"../Utils/Features.hpp\"\n#include \"../Utils/Weapons.hpp\"\n#include \"../Core/Level.hpp\"\n\n// UI //\n#include \"../imgui/imgui.h\"\n#include \"../imgui/imgui_impl_glfw.h\"\n#include \"../imgui/imgui_impl_opengl3.h\"\n\nstruct Triggerbot\n{\n\n    std::chrono::milliseconds LastClickTime;\n    std::set<int> WeaponList = {};\n    int Range;\n\n    XDisplay* X11Display;\n    LocalPlayer* Myself;\n    std::vector<Player*>* Players;\n    Level* Map;\n\n    Triggerbot(XDisplay* X11Display, Level* Map, LocalPlayer* Myself, std::vector<Player*>* GamePlayers) {\n        this->X11Display = X11Display;\n        this->Map = Map;\n        this->Myself = Myself;\n        this->Players = GamePlayers;\n    }\n\n    static bool Save() {\n        try {\n\n            Config::Triggerbot::Enabled = Features::Triggerbot::Enabled;\n            Config::Triggerbot::BindMethod = Features::Triggerbot::BindMethod;\n            Config::Triggerbot::AttackMethod = Features::Triggerbot::AttackMethod;\n            Config::Triggerbot::Delay = Features::Triggerbot::Delay;\n            Config::Triggerbot::TriggerBind = static_cast<int>(Features::Triggerbot::TriggerBind);\n            Config::Triggerbot::OnADS = Features::Triggerbot::OnADS;\n            Config::Triggerbot::HipfireShotguns = Features::Triggerbot::HipfireShotguns;\n            Config::Triggerbot::Range = Features::Triggerbot::Range;\n            //Weapon Toggles\n            //Light\n            Config::Triggerbot::P2020 = Features::Triggerbot::P2020;\n            Config::Triggerbot::RE45 = Features::Triggerbot::RE45;\n            Config::Triggerbot::Alternator = Features::Triggerbot::Alternator;\n            Config::Triggerbot::R99 = Features::Triggerbot::R99;\n            Config::Triggerbot::R301 = Features::Triggerbot::R301;\n            Config::Triggerbot::Spitfire = Features::Triggerbot::Spitfire;\n            Config::Triggerbot::G7 = Features::Triggerbot::G7;\n            //Heavy\n            Config::Triggerbot::Flatline = Features::Triggerbot::Flatline;\n            Config::Triggerbot::Hemlock = Features::Triggerbot::Hemlock;\n            Config::Triggerbot::Repeater = Features::Triggerbot::Repeater;\n            Config::Triggerbot::Rampage = Features::Triggerbot::Rampage;\n            Config::Triggerbot::CARSMG = Features::Triggerbot::CARSMG;\n            //Energy\n            Config::Triggerbot::Havoc = Features::Triggerbot::Havoc;\n            Config::Triggerbot::Devotion = Features::Triggerbot::Devotion;\n            Config::Triggerbot::LSTAR = Features::Triggerbot::LSTAR;\n            Config::Triggerbot::TripleTake = Features::Triggerbot::TripleTake;\n            Config::Triggerbot::Volt = Features::Triggerbot::Volt;\n            Config::Triggerbot::Nemesis = Features::Triggerbot::Nemesis;\n            //Shotgun\n            Config::Triggerbot::Mozambique = Features::Triggerbot::Mozambique;\n            Config::Triggerbot::EVA8 = Features::Triggerbot::EVA8;\n            Config::Triggerbot::Peacekeeper = Features::Triggerbot::Peacekeeper;\n            Config::Triggerbot::Mastiff = Features::Triggerbot::Mastiff;\n            //Snipers\n            Config::Triggerbot::Longbow = Features::Triggerbot::Longbow;\n            Config::Triggerbot::ChargeRifle = Features::Triggerbot::ChargeRifle;\n            Config::Triggerbot::Sentinel = Features::Triggerbot::Sentinel;\n            //Legendary\n            Config::Triggerbot::Wingman = Features::Triggerbot::Wingman;\n            Config::Triggerbot::Prowler = Features::Triggerbot::Prowler;\n            Config::Triggerbot::Bocek = Features::Triggerbot::Bocek;\n            Config::Triggerbot::Kraber = Features::Triggerbot::Kraber;\n            Config::Triggerbot::Knife = Features::Triggerbot::Knife;\n            //Advanced\n            Config::Triggerbot::AdvancedTriggerbot = Features::Triggerbot::AdvancedTriggerbot;\n            Config::Triggerbot::P2020Range = Features::Triggerbot::P2020Range;\n            Config::Triggerbot::RE45Range = Features::Triggerbot::RE45Range;\n            Config::Triggerbot::AlternatorRange = Features::Triggerbot::AlternatorRange;\n            Config::Triggerbot::R99Range = Features::Triggerbot::R99Range;\n            Config::Triggerbot::R301Range = Features::Triggerbot::R301Range;\n            Config::Triggerbot::SpitfireRange = Features::Triggerbot::SpitfireRange;\n            Config::Triggerbot::G7Range = Features::Triggerbot::G7Range;\n            Config::Triggerbot::FlatlineRange = Features::Triggerbot::FlatlineRange;\n            Config::Triggerbot::HemlockRange = Features::Triggerbot::HemlockRange;\n            Config::Triggerbot::ProwlerRange = Features::Triggerbot::ProwlerRange;\n            Config::Triggerbot::RepeaterRange = Features::Triggerbot::RepeaterRange;\n            Config::Triggerbot::RampageRange = Features::Triggerbot::RampageRange;\n            Config::Triggerbot::CARSMGRange = Features::Triggerbot::CARSMGRange;\n            Config::Triggerbot::HavocRange = Features::Triggerbot::HavocRange;\n            Config::Triggerbot::DevotionRange = Features::Triggerbot::DevotionRange;\n            Config::Triggerbot::LSTARRange = Features::Triggerbot::LSTARRange;\n            Config::Triggerbot::TripleTakeRange = Features::Triggerbot::TripleTakeRange;\n            Config::Triggerbot::VoltRange = Features::Triggerbot::VoltRange;\n            Config::Triggerbot::NemesisRange = Features::Triggerbot::NemesisRange;\n            Config::Triggerbot::LongbowRange = Features::Triggerbot::LongbowRange;\n            Config::Triggerbot::ChargeRifleRange = Features::Triggerbot::ChargeRifleRange;\n            Config::Triggerbot::SentinelRange = Features::Triggerbot::SentinelRange;\n            Config::Triggerbot::MozambiqueRange = Features::Triggerbot::MozambiqueRange;\n            Config::Triggerbot::PeacekeeperRange = Features::Triggerbot::PeacekeeperRange;\n            Config::Triggerbot::MastiffRange = Features::Triggerbot::MastiffRange;\n            Config::Triggerbot::LongbowRange = Features::Triggerbot::LongbowRange;\n            Config::Triggerbot::ChargeRifleRange = Features::Triggerbot::ChargeRifleRange;\n            Config::Triggerbot::SentinelRange = Features::Triggerbot::SentinelRange;\n            Config::Triggerbot::WingmanRange = Features::Triggerbot::WingmanRange;\n            Config::Triggerbot::EVA8Range = Features::Triggerbot::EVA8Range;\n            Config::Triggerbot::KraberRange = Features::Triggerbot::KraberRange;\n            Config::Triggerbot::BocekRange = Features::Triggerbot::BocekRange;\n            Config::Triggerbot::ThrowingKnifeRange = Features::Triggerbot::ThrowingKnifeRange;\n\n            return true;\n        } catch (...) {\n            return false;\n        }\n    }\n\n    void UpdateWeaponList() {\n        WeaponList.clear();\n        // Define a lambda function to reduce repetition\n        auto InsertIfEnabled = [&](const bool feature, const int weaponID) {\n            if (feature)\n                WeaponList.insert(weaponID);\n        };\n        // Light\n        InsertIfEnabled(Features::Triggerbot::P2020, WeaponIDs::P2020);\n        InsertIfEnabled(Features::Triggerbot::RE45, WeaponIDs::RE45);\n        InsertIfEnabled(Features::Triggerbot::Alternator, WeaponIDs::ALTERNATOR);\n        InsertIfEnabled(Features::Triggerbot::R99, WeaponIDs::R99);\n        InsertIfEnabled(Features::Triggerbot::R301, WeaponIDs::R301);\n        InsertIfEnabled(Features::Triggerbot::Spitfire, WeaponIDs::SPITFIRE);\n        InsertIfEnabled(Features::Triggerbot::G7, WeaponIDs::G7);\n\n        // Heavy\n        InsertIfEnabled(Features::Triggerbot::Flatline, WeaponIDs::FLATLINE);\n        InsertIfEnabled(Features::Triggerbot::Prowler, WeaponIDs::PROWLER);\n        InsertIfEnabled(Features::Triggerbot::Hemlock, WeaponIDs::HEMLOCK);\n        InsertIfEnabled(Features::Triggerbot::Repeater, WeaponIDs::REPEATER);\n        InsertIfEnabled(Features::Triggerbot::Rampage, WeaponIDs::RAMPAGE);\n        InsertIfEnabled(Features::Triggerbot::CARSMG, WeaponIDs::CAR);\n\n        // Energy\n        InsertIfEnabled(Features::Triggerbot::Havoc, WeaponIDs::HAVOC);\n        InsertIfEnabled(Features::Triggerbot::Devotion, WeaponIDs::DEVOTION);\n        InsertIfEnabled(Features::Triggerbot::LSTAR, WeaponIDs::LSTAR);\n        InsertIfEnabled(Features::Triggerbot::TripleTake, WeaponIDs::TRIPLETAKE);\n        InsertIfEnabled(Features::Triggerbot::Volt, WeaponIDs::VOLT);\n        InsertIfEnabled(Features::Triggerbot::Nemesis, WeaponIDs::NEMESIS);\n\n        // Shotguns\n        InsertIfEnabled(Features::Triggerbot::Mozambique, WeaponIDs::MOZAMBIQUE);\n        InsertIfEnabled(Features::Triggerbot::Peacekeeper, WeaponIDs::PEACEKEEPER);\n        InsertIfEnabled(Features::Triggerbot::Mastiff, WeaponIDs::MASTIFF);\n\n        // Snipers\n        InsertIfEnabled(Features::Triggerbot::Longbow, WeaponIDs::LONGBOW);\n        InsertIfEnabled(Features::Triggerbot::ChargeRifle, WeaponIDs::CHARGE_RIFLE);\n        InsertIfEnabled(Features::Triggerbot::Sentinel, WeaponIDs::SENTINEL);\n\n        // Legendary\n        InsertIfEnabled(Features::Triggerbot::Wingman, WeaponIDs::WINGMAN);\n        InsertIfEnabled(Features::Triggerbot::EVA8, WeaponIDs::EVA8);\n        InsertIfEnabled(Features::Triggerbot::Bocek, WeaponIDs::BOCEK);\n        InsertIfEnabled(Features::Triggerbot::Kraber, WeaponIDs::KRABER);\n        InsertIfEnabled(Features::Triggerbot::Knife, WeaponIDs::KNIFE);\n    }\n\n    void Trigger() {\n        if (Features::Triggerbot::AttackMethod == 0) { // Mouse\n            X11Display->MouseClickLeft();\n        } else if (Features::Triggerbot::AttackMethod == 1) { // Memory\n            std::thread Click(Memory::WriteAttack);\n            Click.detach();\n        }\n    }\n\n    void Update() {\n        if (!Map->IsPlayable)\n            return;\n        if (Features::Home::IsMenuOpened)\n            return;\n\n        if (!Features::Triggerbot::Enabled)\n            return;\n\n        // Delay\n        if (Features::Triggerbot::AttackMethod == 0) { // Mouse\n            static std::chrono::time_point LastTimePoint = std::chrono::steady_clock::now();\n            auto CurTimePoint = std::chrono::steady_clock::now();\n            if (CurTimePoint - LastTimePoint <= std::chrono::milliseconds(Features::Triggerbot::Delay)) {\n                return;\n            } else {\n                LastTimePoint = CurTimePoint;\n                // Continue With Triggerbot\n            }\n        }\n\n        UpdateTriggerbotSettings(); // Updates Triggerbot Settings - For Advanced And Non-Advanced Triggerbot\n\n        // Triggerbot Start - Not a great way to do this...\n        if (Features::Triggerbot::BindMethod == 0) { // Memory Bind Method\n            // Always on - Will always shoot, ignores keybind\n            if (!Features::Triggerbot::OnADS) {\n                if (!Myself->IsCombatReady())\n                    return;\n                if (WeaponList.find(Myself->WeaponIndex) == WeaponList.end())\n                    return;\n                for (int i = 0; i < Players->size(); i++) {\n                    Player* player = Players->at(i);\n                    if (!player->IsCombatReady())\n                        continue;\n                    if (!player->IsHostile)\n                        continue;\n                    if (!player->IsAimedAt)\n                        continue;\n                    if (player->DistanceToLocalPlayer < Conversion::ToGameUnits(Range)) {\n                        Trigger();\n                        break;\n                    }\n                }\n            }\n\n            // Requires ADS\n            if (Features::Triggerbot::OnADS && !Features::Triggerbot::HipfireShotguns) {\n                if (WeaponList.find(Myself->WeaponIndex) == WeaponList.end())\n                    return;\n                if (!Myself->IsCombatReady())\n                    return;\n                if (!Myself->IsZooming)\n                    return;\n                for (int i = 0; i < Players->size(); i++) {\n                    Player* player = Players->at(i);\n                    if (!player->IsCombatReady())\n                        continue;\n                    if (!player->IsHostile)\n                        continue;\n                    if (!player->IsAimedAt)\n                        continue;\n                    if (player->DistanceToLocalPlayer < Conversion::ToGameUnits(Range)) {\n                        Trigger();\n                        break;\n                    }\n                }\n            }\n\n            if (Features::Triggerbot::OnADS && Features::Triggerbot::HipfireShotguns) {\n                if (Myself->IsZooming) {\n                    if (WeaponList.find(Myself->WeaponIndex) == WeaponList.end())\n                        return;\n                    for (int i = 0; i < Players->size(); i++) {\n                        Player* player = Players->at(i);\n                        if (!player->IsCombatReady())\n                            continue;\n                        if (!player->IsHostile)\n                            continue;\n                        if (!player->IsAimedAt)\n                            continue;\n                        if (player->DistanceToLocalPlayer < Conversion::ToGameUnits(Range)) {\n                            Trigger();\n                            break;\n                        }\n                    }\n                }\n\n                if (!Myself->IsZooming) {\n                    if (Myself->WeaponIndex == WeaponIDs::MOZAMBIQUE or Myself->WeaponIndex == WeaponIDs::EVA8 or Myself->WeaponIndex == WeaponIDs::PEACEKEEPER or Myself->WeaponIndex == WeaponIDs::MASTIFF) { // Shotgun IDs\n                        for (int i = 0; i < Players->size(); i++) {\n                            Player* player = Players->at(i);\n                            if (!player->IsCombatReady())\n                                continue;\n                            if (!player->IsHostile)\n                                continue;\n                            if (!player->IsAimedAt)\n                                continue;\n                            if (player->DistanceToLocalPlayer < Conversion::ToGameUnits(Range)) {\n                                Trigger();\n                                break;\n                            }\n                        }\n                    }\n                }\n            }\n        }\n\n        if (Features::Triggerbot::BindMethod == 1) {\n            // Keybind Method\n\n            if (!IsKeybindDown())\n                return;\n\n            if (!Myself->IsCombatReady())\n                return;\n\n            if (WeaponList.find(Myself->WeaponIndex) == WeaponList.end())\n                return;\n\n            for (int i = 0; i < Players->size(); i++) {\n                Player* player = Players->at(i);\n                if (!player->IsCombatReady())\n                    continue;\n                if (!player->IsHostile)\n                    continue;\n                if (!player->IsAimedAt)\n                    continue;\n                if (player->DistanceToLocalPlayer < Conversion::ToGameUnits(Range)) {\n                    Trigger();\n                    break;\n                }\n            }\n        }\n    }\n\n    bool IsKeybindDown() {\n        bool ActivatedByBind = InputManager::isKeyDownOrPress(Features::Triggerbot::TriggerBind);\n        bool Active = ActivatedByBind;\n        return Active;\n    }\n\n    void UpdateTriggerbotSettings() {\n        if (!Features::Triggerbot::AdvancedTriggerbot) {\n            Range = Features::Triggerbot::Range;\n        }\n\n        if (Features::Triggerbot::AdvancedTriggerbot) {\n            if (Features::Triggerbot::P2020 && Myself->WeaponIndex == WeaponIDs::P2020) {\n                Range = Features::Triggerbot::P2020Range;\n            }\n\n            if (Features::Triggerbot::RE45 && Myself->WeaponIndex == WeaponIDs::RE45) {\n                Range = Features::Triggerbot::RE45Range;\n            }\n\n            if (Features::Triggerbot::Alternator && Myself->WeaponIndex == WeaponIDs::ALTERNATOR) {\n                Range = Features::Triggerbot::AlternatorRange;\n            }\n\n            if (Features::Triggerbot::R99 && Myself->WeaponIndex == WeaponIDs::R99) {\n                Range = Features::Triggerbot::R99Range;\n            }\n\n            if (Features::Triggerbot::R301 && Myself->WeaponIndex == WeaponIDs::R301) {\n                Range = Features::Triggerbot::R301Range;\n            }\n\n            if (Features::Triggerbot::Spitfire && Myself->WeaponIndex == WeaponIDs::SPITFIRE) {\n                Range = Features::Triggerbot::SpitfireRange;\n            }\n\n            if (Features::Triggerbot::G7 && Myself->WeaponIndex == WeaponIDs::G7) {\n                Range = Features::Triggerbot::G7Range;\n            }\n\n            if (Features::Triggerbot::Flatline && Myself->WeaponIndex == WeaponIDs::FLATLINE) {\n                Range = Features::Triggerbot::FlatlineRange;\n            }\n\n            if (Features::Triggerbot::Prowler && Myself->WeaponIndex == WeaponIDs::PROWLER) {\n                Range = Features::Triggerbot::ProwlerRange;\n            }\n\n            if (Features::Triggerbot::Hemlock && Myself->WeaponIndex == WeaponIDs::HEMLOCK) {\n                Range = Features::Triggerbot::HemlockRange;\n            }\n\n            if (Features::Triggerbot::Repeater && Myself->WeaponIndex == WeaponIDs::REPEATER) {\n                Range = Features::Triggerbot::RepeaterRange;\n            }\n\n            if (Features::Triggerbot::Rampage && Myself->WeaponIndex == WeaponIDs::RAMPAGE) {\n                Range = Features::Triggerbot::RampageRange;\n            }\n\n            if (Features::Triggerbot::CARSMG && Myself->WeaponIndex == WeaponIDs::CAR) {\n                Range = Features::Triggerbot::CARSMGRange;\n            }\n\n            if (Features::Triggerbot::Havoc && Myself->WeaponIndex == WeaponIDs::HAVOC) {\n                Range = Features::Triggerbot::HavocRange;\n            }\n\n            if (Features::Triggerbot::Devotion && Myself->WeaponIndex == WeaponIDs::DEVOTION) {\n                Range = Features::Triggerbot::DevotionRange;\n            }\n\n            if (Features::Triggerbot::LSTAR && Myself->WeaponIndex == WeaponIDs::LSTAR) {\n                Range = Features::Triggerbot::LSTARRange;\n            }\n\n            if (Features::Triggerbot::TripleTake && Myself->WeaponIndex == WeaponIDs::TRIPLETAKE) {\n                Range = Features::Triggerbot::TripleTakeRange;\n            }\n\n            if (Features::Triggerbot::Volt && Myself->WeaponIndex == WeaponIDs::VOLT) {\n                Range = Features::Triggerbot::VoltRange;\n            }\n\n            if (Features::Triggerbot::Nemesis && Myself->WeaponIndex == WeaponIDs::NEMESIS) {\n                Range = Features::Triggerbot::NemesisRange;\n            }\n\n            if (Features::Triggerbot::Mozambique && Myself->WeaponIndex == WeaponIDs::MOZAMBIQUE) {\n                Range = Features::Triggerbot::MozambiqueRange;\n            }\n\n            if (Features::Triggerbot::Peacekeeper && Myself->WeaponIndex == WeaponIDs::PEACEKEEPER) {\n                Range = Features::Triggerbot::PeacekeeperRange;\n            }\n\n            if (Features::Triggerbot::Mastiff && Myself->WeaponIndex == WeaponIDs::MASTIFF) {\n                Range = Features::Triggerbot::MastiffRange;\n            }\n\n            if (Features::Triggerbot::Longbow && Myself->WeaponIndex == WeaponIDs::LONGBOW) {\n                Range = Features::Triggerbot::LongbowRange;\n            }\n\n            if (Features::Triggerbot::ChargeRifle && Myself->WeaponIndex == WeaponIDs::CHARGE_RIFLE) {\n                Range = Features::Triggerbot::ChargeRifleRange;\n            }\n\n            if (Features::Triggerbot::Sentinel && Myself->WeaponIndex == WeaponIDs::SENTINEL) {\n                Range = Features::Triggerbot::SentinelRange;\n            }\n\n            if (Features::Triggerbot::Wingman && Myself->WeaponIndex == WeaponIDs::WINGMAN) {\n                Range = Features::Triggerbot::WingmanRange;\n            }\n\n            if (Features::Triggerbot::EVA8 && Myself->WeaponIndex == WeaponIDs::EVA8) {\n                Range = Features::Triggerbot::EVA8Range;\n            }\n\n            if (Features::Triggerbot::Bocek && Myself->WeaponIndex == WeaponIDs::BOCEK) {\n                Range = Features::Triggerbot::BocekRange;\n            }\n\n            if (Features::Triggerbot::Kraber && Myself->WeaponIndex == WeaponIDs::KRABER) {\n                Range = Features::Triggerbot::KraberRange;\n            }\n\n            if (Features::Triggerbot::Knife && Myself->WeaponIndex == WeaponIDs::KNIFE) {\n                Range = Features::Triggerbot::ThrowingKnifeRange;\n            }\n        }\n    }\n};"
  },
  {
    "path": "LICENSE",
    "content": "MIT License\n\nCopyright (c) 2023 Nexilist\n\nPermission is hereby granted, free of charge, to any person obtaining a copy\nof this software and associated documentation files (the \"Software\"), to deal\nin the Software without restriction, including without limitation the rights\nto use, copy, modify, merge, publish, distribute, sublicense, and/or sell\ncopies of the Software, and to permit persons to whom the Software is\nfurnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n"
  },
  {
    "path": "Math/FloatVector2D.hpp",
    "content": "#pragma once\nstruct FloatVector2D {\n    float x, y;\n\n    FloatVector2D() : x(0), y(0) {}\n\n    FloatVector2D(float x_val, float y_val) : x(x_val), y(y_val) {}\n\n    FloatVector2D subtract(const FloatVector2D& other) const {\n        return FloatVector2D(x - other.x, y - other.y);\n    }\n\n    FloatVector2D add(const FloatVector2D& other) const {\n        return FloatVector2D(x + other.x, y + other.y);\n    }\n\n    FloatVector2D divide(const FloatVector2D& other) const {\n        return FloatVector2D(x / other.x, y / other.y);\n    }\n\n    FloatVector2D divide(float scalar) const {\n        return FloatVector2D(x / scalar, y / scalar);\n    }\n\n    float dotProduct(const FloatVector2D& other) const {\n        return x * other.x + y * other.y;\n    }\n\n    float magnitude() const {\n        return std::sqrt(x * x + y * y);\n    }\n\n    float distance(const FloatVector2D& other) const {\n        FloatVector2D diff = subtract(other);\n        return diff.magnitude();\n    }\n\n    FloatVector2D multiply(float scalar) const {\n        return FloatVector2D(x * scalar, y * scalar);\n    }\n\n    FloatVector2D normalized() const {\n        FloatVector2D result;\n        float length = std::sqrt(x * x + y * y);\n        if (length != 0) {\n            result.x = x / length;\n            result.y = y / length;\n        }\n        return result;\n    }\n\n    FloatVector2D multipliedByScalar(float scalar) const {\n        FloatVector2D result;\n        result.x = x * scalar;\n        result.y = y * scalar;\n        return result;\n    }\n\n    FloatVector2D clamp() const {\n        //pitch doesnt have a full rotation so just set it to max value if its more than that\n        float clampedX = x;\n        if (clampedX < -89) clampedX = -89;\n        if (clampedX > 89) clampedX = 89;\n        //yaw has a full rotation so we might want to move it to the oposite side from negative to positive or vice versa\n        float clampedY = y;\n        if (clampedY < -180) clampedY += 360;\n        if (clampedY > 180) clampedY -= 360;\n        //create the vector\n        if (clampedX > 89 || clampedX < -89) throw std::invalid_argument(\"SHIT CLAMPING OF PITCH. CHECK YOUR CODE\");\n        if (clampedY > 180 || clampedY < -180) throw std::invalid_argument(\"SHIT CLAMPING OF YAW. CHECK YOUR CODE\");\n        return FloatVector2D(clampedX, clampedY);\n    }\n\n    bool isZeroVector() {\n        return x == 0 && y == 0;\n    }\n\n    std::string toString() const {\n        return \"(\" + std::to_string(x) + \", \" + std::to_string(y) + \")\";\n    }\n\n    void print() {\n        std::cout << toString() << \"\\n\";\n    }\n\n    bool operator==(const FloatVector2D& other) const {\n        float epsilon = 1e-5;\n        return (std::abs(x - other.x) < epsilon)\n            && (std::abs(y - other.y) < epsilon);\n    }\n\n    bool operator!=(const FloatVector2D& other) const {\n        return !(*this == other);\n    }\n};\n"
  },
  {
    "path": "Math/FloatVector3D.hpp",
    "content": "#pragma once\nstruct FloatVector3D {\n    float x, y, z;\n\n    FloatVector3D() : x(0), y(0), z(0) {}\n\n    FloatVector3D(float x_val, float y_val, float z_val) : x(x_val), y(y_val), z(z_val) {}\n\n    FloatVector3D subtract(const FloatVector3D& other) const {\n        return FloatVector3D(x - other.x, y - other.y, z - other.z);\n    }\n\n    FloatVector3D add(const FloatVector3D& other) const {\n        return FloatVector3D(x + other.x, y + other.y, z + other.z);\n    }\n\n    float dotProduct(const FloatVector3D& other) const {\n        return x * other.x + y * other.y + z * other.z;\n    }\n\n    float magnitude() const {\n        return std::sqrt(x * x + y * y + z * z);\n    }\n\n    float distance(const FloatVector3D& other) const {\n        FloatVector3D diff = subtract(other);\n        return diff.magnitude();\n    }\n\n    bool isZeroVector() {\n        return x == 0 && y == 0 && z == 0;\n    }\n\n    FloatVector3D normalize() const {\n        float mag = magnitude();\n        if (mag != 0)\n            return FloatVector3D(x / mag, y / mag, z / mag);\n        return FloatVector3D();\n    }\n\n    FloatVector3D multiply(float scalar) const {\n        return FloatVector3D(x * scalar, y * scalar, z * scalar);\n    }\n\n\n    std::string toString() const {\n        return \"(\" + std::to_string(x) + \", \" + std::to_string(y) + \", \" + std::to_string(z) + \")\";\n    }\n\n    void print() {\n        std::cout << toString() << \"\\n\";\n    }\n\n    FloatVector2D to2D() const {\n        return FloatVector2D(x, y);\n    }\n\n    bool operator==(const FloatVector3D& other) const {\n        float epsilon = 1e-5;\n        return (std::abs(x - other.x) < epsilon)\n            && (std::abs(y - other.y) < epsilon)\n            && (std::abs(z - other.z) < epsilon);\n    }\n\n    bool operator!=(const FloatVector3D& other) const {\n        return !(*this == other);\n    }\n};\n"
  },
  {
    "path": "Math/Matrix.hpp",
    "content": "#pragma once\n#include \"Vector3D.hpp\"\n\nstruct Matrix3x4 {\npublic:\n\tfloat matrix[3][4];\n\n\tVector3D GetPosition() const {\n\t\treturn Vector3D(matrix[0][3], matrix[1][3], matrix[2][3]);\n\t}\n\n\tVector3D GetPosition2() const {\n\t\treturn Vector3D(matrix[0][3], matrix[1][3], matrix[2][3]);\n\t}\n};\n\nstruct ViewMatrix {\npublic:\n\tfloat matrix[4][4];\n\n\tVector3D Transform(const Vector3D vector) const {\n\t\tVector3D transformed;\n\n\t\ttransformed.x = vector.y * matrix[0][1] + vector.x * matrix[0][0] + vector.z * matrix[0][2] + matrix[0][3];\n\t\ttransformed.y = vector.y * matrix[1][1] + vector.x * matrix[1][0] + vector.z * matrix[1][2] + matrix[1][3];\n\t\ttransformed.z = vector.y * matrix[3][1] + vector.x * matrix[3][0] + vector.z * matrix[3][2] + matrix[3][3];\n\n\t\treturn transformed;\n\t}\n};\n"
  },
  {
    "path": "Math/QAngle.hpp",
    "content": "#pragma once\n#include <cmath>\n#include <algorithm>\n#include <limits>\n\nstruct QAngle {\n\n    float x;\n    float y;\n\n    QAngle() : x(0), y(0) {}\n\n    QAngle(float x, float y) : x(x), y(y) {}\n\n    inline QAngle operator+(const QAngle& other) const {\n        return QAngle(x + other.x, y + other.y);\n    }\n\n    inline QAngle operator-(const QAngle& other) const {\n        return QAngle(x - other.x, y - other.y);\n    }\n\n    inline QAngle operator*(const float scalar) const {\n        return QAngle(x * scalar, y * scalar);\n    }\n\n    inline QAngle operator/(const float scalar) const {\n        return QAngle(x / scalar, y / scalar);\n    }\n\n    inline QAngle& operator+=(const QAngle& other) {\n        x += other.x;\n        y += other.y;\n        return *this;\n    }\n\n    inline QAngle& operator-=(const QAngle& other) {\n        x -= other.x;\n        y -= other.y;\n        return *this;\n    }\n\n    inline QAngle& operator*=(const float scalar) {\n        x *= scalar;\n        y *= scalar;\n        return *this;\n    }\n\n    inline QAngle& operator/=(const float scalar) {\n        x /= scalar;\n        y /= scalar;\n        return *this;\n    }\n\n    inline bool operator==(const QAngle& other) const\n    {\n        return x == other.x && y == other.y;\n    }\n\n    inline bool operator!=(const QAngle& other) const\n    {\n        return !(*this == other);\n    }\n\n    inline float dot(const QAngle& other) const {\n        return x * other.x + y * other.y;\n    }\n\n    inline float length() const {\n        return std::sqrt(x * x + y * y);\n    }\n\n    float distanceTo(const QAngle& other) const {\n        return (other - *this).length();\n    };\n\n    inline QAngle& normalize() {\n        float len = length();\n        if (len > 0) {\n            x /= len;\n            y /= len;\n        }\n        return *this;\n    }\n\n    inline QAngle& Clamp(float minVal, float maxVal) {\n        x = std::clamp(x, minVal, maxVal);\n        y = std::clamp(y, minVal, maxVal);\n\n        return *this;\n    }\n\n    inline QAngle lerp(const QAngle& other, float t) const {\n        return (*this) * (1.0f - t) + other * t;\n    }\n\n    inline QAngle& NormalizeAngles() {\n        if(!isValid()) {\n            return *this;\n        }\n\n        while (x > 89.0f)\n            x -= 180.f;\n\n        while (x < -89.0f)\n            x += 180.f;\n\n        while (y > 180.f)\n            y -= 360.f;\n\n        while (y < -180.f)\n            y += 360.f;\n\n        return *this;\n    }\n\n    inline bool isValid() const {\n        if(std::isnan(x) || std::isinf(x) || std::isnan(y) || std::isinf(y)) {\n            return false;\n        }\n        \n        return true;\n    }\n\n    inline static QAngle zero() {\n        return QAngle(0, 0);\n    }\n};"
  },
  {
    "path": "Math/Resolver.hpp",
    "content": "#pragma once\n#include <cmath>\n#include \"Vector3D.hpp\"\n#include \"QAngle.hpp\"\n\nclass Resolver {\npublic:\n    static QAngle CalculateAngle(Vector3D from, Vector3D to) {\n        Vector3D newDirection = to.Subtract(from);\n        newDirection.Normalize();\n        \n        float pitch = -asinf(newDirection.z) * (180 / M_PI);\n        float yaw = atan2f(newDirection.y, newDirection.x) * (180 / M_PI);\n\n        return QAngle(pitch, yaw);\n    }\n\n    static Vector3D GetTargetPosition(const Vector3D& targetPosition, Vector3D targetVelocity, float time) {\n        return targetPosition.Add((targetVelocity.Multiply(time))); // Subtract\n    }\n\n    static float GetTimeToTarget(Vector3D startPosition, Vector3D endPosition, float bulletSpeed) {\n        float distance = (endPosition.Subtract(startPosition)).Magnitude();\n        return distance / bulletSpeed; // * 1000\n    }\n\n    static float GetBasicBulletDrop(Vector3D startPosition, Vector3D endPosition, float bulletSpeed, float bulletDropRate) {\n        float time = GetTimeToTarget(startPosition, endPosition, bulletSpeed);\n        bulletDropRate *= 750.0f;\n        return 0.5f * bulletDropRate * time * time;\n    }\n\n    static Vector3D GetTargetPosition(Vector3D startPosition, Vector3D endPosition, Vector3D targetVelocity, float bulletSpeed) {\n        float time = GetTimeToTarget(startPosition, endPosition, bulletSpeed);\n        return GetTargetPosition(endPosition, targetVelocity, time);\n    }\n\n    // Aim at moving target without bullet drop predicion\n    static bool CalculateAimRotation(Vector3D startPosition, Vector3D endPosition, Vector3D targetVelocity, float bulletSpeed, QAngle& result) {\n        endPosition = GetTargetPosition(startPosition, endPosition, targetVelocity, bulletSpeed);\n        result = CalculateAngle(startPosition, endPosition);\n        return true;\n    }\n\n    // Aim at moving target without bullet drop predicion\n    static QAngle CalcAimRotation(Vector3D startPosition, Vector3D endPosition, Vector3D targetVelocity, float bulletSpeed, QAngle& result) {\n        endPosition = GetTargetPosition(startPosition, endPosition, targetVelocity, bulletSpeed);\n        result = CalculateAngle(startPosition, endPosition);\n        return result;\n    }\n\n    // Aim at moving target without movement prediction\n    static void CalculateAimRotationBasicDrop(Vector3D startPosition, Vector3D endPosition, Vector3D targetVelocity, float bulletSpeed, float bulletScale, QAngle& result) {\n        endPosition.z += GetBasicBulletDrop(startPosition, endPosition, bulletSpeed, bulletScale);\n        result = CalculateAngle(startPosition, endPosition);\n    }\n\n    static bool CalculateAimRotationNew(Vector3D start, Vector3D targetPosition, Vector3D targetVelocity, float bulletSpeed, float bulletScale, int steps, QAngle& result) {\n        const float gravity = 750.0f / bulletScale;\n\n        float angle = 0;\n        float time = 0.0;\n        float timeStep = 1.0f / steps;\n\n        for(int i = 0; i < steps; i++) {\n            Vector3D predictedPosition = GetTargetPosition(targetPosition, targetVelocity, time);\n            if (!OptimalAngle(start, predictedPosition, bulletSpeed, gravity, angle))\n                continue;\n\n            Vector3D direction = predictedPosition.Subtract(start);\n            float horizontalDistance = direction.Magnitude2D();\n            float travelTime = horizontalDistance / (bulletSpeed * cosf(angle));\n            if (travelTime <= time){\n                result.x = -angle  * (180 / M_PI);\n                result.y = atan2f(direction.y, direction.x)  * (180 / M_PI); //180\n                return true;\n            }\n            time += timeStep;\n        }\n\n        targetPosition = GetTargetPosition(start, targetPosition, targetVelocity, bulletSpeed);\n        result = CalculateAngle(start, targetPosition);\n        return true;\n    }\n\n    static bool CalculatePrediction(Vector3D start, Vector3D targetPosition, Vector3D targetVelocity, float bulletSpeed, float bulletScale, int steps, QAngle& result) {\n        const float gravity = 750.0f / bulletScale;\n\n        float angle = 0;\n        float time = 0.0;\n        float timeStep = 1.0f / steps;\n\n        for(int i = 0; i < steps; i++) {\n            Vector3D predictedPosition = GetTargetPosition(targetPosition, targetVelocity, time);\n            if (!OptimalAngle(start, predictedPosition, bulletSpeed, gravity, angle))\n                continue;\n\n            Vector3D direction = predictedPosition.Subtract(start);\n            float horizontalDistance = direction.Magnitude2D();\n            float travelTime = horizontalDistance / (bulletSpeed * cosf(angle));\n            if (travelTime <= time){\n                result.x = -angle  * (180 / M_PI);\n                result.y = atan2f(direction.y, direction.x)  * (180 / M_PI); //180\n            }\n            time += timeStep;\n        }\n\n        targetPosition = GetTargetPosition(start, targetPosition, targetVelocity, bulletSpeed);\n        result = CalculateAngle(start, targetPosition);\n        return true;\n    }\n\n    static float GetTimeToTarget(const Vector3D start, const Vector3D end, const float speed, const float gravity) {\n        float horizontalDistance = start.Distance2D(end);\n        float heightDifference = end.z - start.z;\n        return (speed * sqrtf(2 * sinf(M_PI / 4) / gravity)) + (sqrtf(2 * sinf(M_PI / 4) * (sinf(M_PI / 4) - 2 * heightDifference) / gravity));\n    }\n\n    static bool OptimalAngle(const Vector3D start, const Vector3D end, const float speed, const float gravity, float& angle) {\n        float horizontalDistance = start.Distance2D(end);\n        float heightDifference = end.z - start.z;\n        \n        float root = powf(speed, 4) - gravity * (gravity * powf(horizontalDistance, 2) + 2 * heightDifference * powf(speed, 2));\n        if (root < 0.0)\n            return false;\n\n        float term1 = powf(speed, 2) - sqrt(root);\n        float term2 = gravity * horizontalDistance;\n\n        angle = atanf(term1 / term2);\n        return true;\n    }\n};\n"
  },
  {
    "path": "Math/Vector2D.hpp",
    "content": "#pragma once\nstruct Vector2D {\n    float x, y;\n\n    Vector2D() : x(0), y(0) {}\n\n    Vector2D(float x_val, float y_val) : x(x_val), y(y_val) {}\n\n    float operator[](int i) const;\n\tfloat& operator[](int i);\n\n    Vector2D Subtract(const Vector2D& other) const {\n        return Vector2D(x - other.x, y - other.y);\n    }\n\n    Vector2D Add(const Vector2D& other) const {\n        return Vector2D(x + other.x, y + other.y);\n    }\n\n    Vector2D Divide(const Vector2D& other) const {\n        return Vector2D(x / other.x, y / other.y);\n    }\n\n    Vector2D Divide(float scalar) const {\n        return Vector2D(x / scalar, y / scalar);\n    }\n\n    float DotProduct(const Vector2D& other) const {\n        return x * other.x + y * other.y;\n    }\n\n    float Magnitude() const {\n        return std::sqrt(x * x + y * y);\n    }\n\n    float Distance(const Vector2D& other) const {\n        Vector2D diff = Subtract(other);\n        return diff.Magnitude();\n    }\n\n    Vector2D Multiply(float scalar) const {\n        return Vector2D(x * scalar, y * scalar);\n    }\n\n    Vector2D Normalized() const {\n        Vector2D result;\n        float length = std::sqrt(x * x + y * y);\n        if (length != 0) {\n            result.x = x / length;\n            result.y = y / length;\n        }\n        return result;\n    }\n\n    Vector2D MultipliedByScalar(float scalar) const {\n        Vector2D result;\n        result.x = x * scalar;\n        result.y = y * scalar;\n        return result;\n    }\n\n    Vector2D Clamp() const {\n        //pitch doesnt have a full rotation so just set it to max value if its more than that\n        float clampedX = x;\n        if (clampedX < -89) clampedX = -89;\n        if (clampedX > 89) clampedX = 89;\n        //yaw has a full rotation so we might want to move it to the oposite side from negative to positive or vice versa\n        float clampedY = y;\n        if (clampedY < -180) clampedY += 360;\n        if (clampedY > 180) clampedY -= 360;\n        //create the vector\n        if (clampedX > 89 || clampedX < -89) throw std::invalid_argument(\"SHIT CLAMPING OF PITCH. CHECK YOUR CODE\");\n        if (clampedY > 180 || clampedY < -180) throw std::invalid_argument(\"SHIT CLAMPING OF YAW. CHECK YOUR CODE\");\n        return Vector2D(clampedX, clampedY);\n    }\n\n    bool IsZeroVector() {\n        return x == 0 && y == 0;\n    }\n\n    bool operator==(const Vector2D& other) const {\n        float epsilon = 1e-5;\n        return (std::abs(x - other.x) < epsilon)\n            && (std::abs(y - other.y) < epsilon);\n    }\n\n    bool operator!=(const Vector2D& other) const {\n        return !(*this == other);\n    }\n};\n"
  },
  {
    "path": "Math/Vector3D.hpp",
    "content": "#pragma once\nstruct Vector3D {\n    float x, y, z;\n\n    Vector3D() : x(0), y(0), z(0) {}\n\n    Vector3D(float x_val, float y_val, float z_val) : x(x_val), y(y_val), z(z_val) {}\n\n    Vector3D Subtract(const Vector3D& other) const {\n        return Vector3D(x - other.x, y - other.y, z - other.z);\n    }\n\n    Vector3D Add(const Vector3D& other) const {\n        return Vector3D(x + other.x, y + other.y, z + other.z);\n    }\n\n    float DotProduct(const Vector3D& other) const {\n        return x * other.x + y * other.y + z * other.z;\n    }\n\n    float Magnitude() const {\n        return std::sqrt(x * x + y * y + z * z);\n    }\n\n    float Magnitude2D() const {\n        return std::sqrt(x * x + y * y);\n    }\n\n    float Distance(const Vector3D& other) const {\n        Vector3D diff = Subtract(other);\n        return diff.Magnitude();\n    }\n\n    bool IsZeroVector() {\n        return x == 0 && y == 0 && z == 0;\n    }\n\n    bool IsValid() {\n        if(std::isnan(x) || std::isinf(x) || std::isnan(y) || std::isinf(y) || std::isnan(z) || std::isinf(z)) {\n            return false;\n        }\n        return true;\n    }\n\n    Vector3D& Normalize() {\n        float len = Magnitude();\n        if (len > 0) {\n            x /= len;\n            y /= len;\n            z /= len;\n        }\n        return *this;\n    }\n\n    Vector3D Multiply(float scalar) const {\n        return Vector3D(x * scalar, y * scalar, z * scalar);\n    }\n\n    Vector2D To2D() const {\n        return Vector2D(x, y);\n    }\n\n    float Distance2D(const Vector3D& other) const {\n        return (other.Subtract(*this)).Magnitude2D();\n    };\n\n    Vector3D& operator+=(const Vector3D& other) {\n        x += other.x;\n        y += other.y;\n        z += other.z;\n        return *this;\n    }\n\n    bool operator==(const Vector3D& other) const {\n        float epsilon = 1e-5;\n        return (std::abs(x - other.x) < epsilon)\n            && (std::abs(y - other.y) < epsilon)\n            && (std::abs(z - other.z) < epsilon);\n    }\n\n    bool operator!=(const Vector3D& other) const {\n        return !(*this == other);\n    }\n};"
  },
  {
    "path": "Math/Vector4D.hpp",
    "content": "#pragma once\nstruct Vector4D {\n\tfloat x;\n\tfloat y;\n\tfloat z;\n\tfloat w;\n\n\tVector4D() {};\n\n\tVector4D(float _x, float _y, float _z, float _w) { \n\t\tx = _x; \n\t\ty = _y; \n\t\tz = _z; \n\t\tw = _w; \n\t}\n\n\tfloat operator[](int i) const;\n\tfloat& operator[](int i);\n\n\tfloat length() {\n\t\treturn std::sqrt(x*x + y*y + z*z + w*w);\n\t}\n\n\tfloat distance(const Vector4D& o) {\n\t\treturn std::sqrt(std::pow(x - o.x, 2) + pow(y - o.y, 2) + pow(z - o.z, 2) + pow(w - o.w, 2));\n\t}\n\n\tVector4D vscale(const Vector4D& s) {\n\t\treturn Vector4D(x*s.x, y*s.y, z*s.z, w*s.w);\n\t}\n\n\tVector4D scale(float s) {\n\t\treturn Vector4D(x*s, y*s, z*s, w*s);\n\t}\n\n\tVector4D normalize() {\n\t\tfloat l = length();\n\t\treturn Vector4D(x / l, y / l, z / l, w / l);\n\t}\n\n\tVector4D add(const Vector4D& o) {\n\t\treturn Vector4D(x + o.x, y + o.y, z + o.z, w + o.w);\n\t}\n\n\tVector4D sub(const Vector4D& o) {\n\t\treturn Vector4D(x - o.x, y - o.y, z - o.z, w - o.w);\n\t}\n\n\tVector4D clone() {\n\t\treturn Vector4D(x, y, z, w);\n\t}\n};"
  },
  {
    "path": "Overlay/AdvancedGUI.hpp",
    "content": "// Externals\n#pragma once\n#include <chrono>\n#include <string>\n#include <thread>\n#include <GLFW/glfw3.h>\n#include <GL/gl.h>\n#include \"../imgui/imgui.h\"\n#include \"../imgui/imconfig.h\"\n#include \"../imgui/imgui_impl_glfw.h\"\n#include \"../imgui/imgui_impl_opengl3.h\"\n#include \"../imgui/imgui_internal.h\"\n#define IMGUI_DEFINE_MATH_OPERATORS\n\n// Internals\n#include \"Font.hpp\"\n#include \"../Utils/InputManager.hpp\"\n#include \"../Utils/Config.hpp\"\n#include \"../Utils/Features.hpp\"\n#include \"../Utils/Weapons.hpp\"\n#include \"GUI.hpp\"\n\nstruct AdvancedGUI\n{\n\tbool ShowMenu = true;\n\tImVec4 DetailColor = ImVec4(0.25f, 0.25f, 0.25f, 1.00f);\n\tImVec4 ButtonColor = ImVec4(0.25f, 0.25f, 0.25f, 1.00f);\n\tImVec4 TextColor = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);\n\n\tImGuiWindowFlags WindowFlags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_NoTitleBar;\n\tImGuiColorEditFlags ColorEditFlags = ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel;\n\n\tint WindowWidth = 1000; // 1000 // 950 // 1000\n\tint WindowHeight = 495; // 600 // 450 // 1000 (?)\n\n\tint ColumnOffsetTest = 250;\n\n\t// Padding between controls\n\tconst void Space(bool NoSeparator = false) {\n\t\tImGui::Spacing();\n\t\tif (!NoSeparator) {\n\t\t\tImGui::Spacing();\n\t\t\tImGui::Separator();\n\t\t}\n\t\tImGui::Spacing();\n\t\tImGui::Spacing();\n\t}\n\n\t// Two Spacings In One! Who Would've Thought!\n\tconst void DoubleSpacing() {\n\t\tImGui::Spacing();\n\t\tImGui::Spacing();\n\t}\n\n\t// Ok, Three Spacings In One Is Pushing It.\n\tconst void TripleSpacing() {\n\t\tImGui::Spacing();\n\t\tImGui::Spacing();\n\t\tImGui::Spacing();\n\t}\n\n\t// Help Marker\n\tconst void DrawHelpMarker(const char* desc) {\n\t\tImGui::SameLine(ImGui::GetWindowWidth() - 50);\n\t\tImGui::TextDisabled(\"[?]\");\n\t\tif (ImGui::IsItemHovered()) {\n\t\t\tImGui::BeginTooltip();\n\t\t\tImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);\n\t\t\tImGui::TextUnformatted(desc);\n\t\t\tImGui::PopTextWrapPos();\n\t\t\tImGui::EndTooltip();\n\t\t}\n\t}\n\n\t// Help Marker\n\tstatic void Helper(const char* desc) {\n\n\t\tImGui::SameLine(0.f, 5.f);\n\t\tImGui::Text(\"(?)\");\n\t\tif (ImGui::IsItemHovered()) {\n\t\t\tImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(4, 4));\n\t\t\tImGui::BeginTooltip();\n\t\t\tImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);\n\t\t\tImGui::Text(desc);\n\t\t\tImGui::PopTextWrapPos();\n\t\t\tImGui::EndTooltip();\n\t\t\tImGui::PopStyleVar();\n\t\t}\n\t}\n\n\tvoid ComboBox(const char* label, const char* desc, int* current_item, const char* items_separated_by_zeros, int height_in_items) {\n\t\tImGui::Spacing();\n\t\tImGui::SameLine(15);\n\t\tImGui::TextColored(ImColor(255, 255, 255, 255), label);\n\n\t\tImGui::Spacing();\n\t\tImGui::SameLine(15);\n\t\tImGui::TextColored(ImColor(97, 97, 97, 255), desc);\n\t\tImGui::ComboBox(label, current_item, items_separated_by_zeros, height_in_items);\n\t\tImGui::Spacing();\n\t}\n\n\t// Render Tabs\n\n\t// Advanced Aimbot\n\tvoid AdvancedAimbotTab(int WeaponID) {\n\t\tif (Features::Aimbot::AimbotEnabled) {\n\t\t\tImGui::BeginChildFrame(8, ImVec2(WindowWidth - 220, 150), true);\n\t\t\t{\n\t\t\t\tImGui::Spacing();\n\t\t\t\tImGui::Text(\"Advanced Aimbot\");\n\t\t\t\tImGui::Checkbox(\"Enabled\", &Features::Aimbot::AdvancedAim);\n\t\t\t\tif (Features::Aimbot::AdvancedAim) {\n\t\t\t\t\tconst char* AimbotModeIndex[] = { \"Cubic Bezier [xap-client]\", \"Grinder\", \"[New] Cubic Bezier [Testing]\" };\n\t\t\t\t\tImGui::ComboBox(\"Aimbot Method\", &Features::Aimbot::AimbotMode, AimbotModeIndex, IM_ARRAYSIZE(AimbotModeIndex));\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"What Aimbot Method You Would Like.\\nYou may find Grinder To Be More Legit/Smooth.\");\n\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0 or Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tconst char* InputMethodIndex[] = { \"Mouse\", \"Controller\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Input Method\", &Features::Aimbot::InputMethod, InputMethodIndex, IM_ARRAYSIZE(InputMethodIndex));\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"What Input Method The Aimbot Will Use.\\nYou Can Use Controller Method With KBM, But I Recommend Mouse.\");\n\n\t\t\t\t\t\tconst char* BindMethodIndex[] = { \"Memory\", \"Keybinds\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind Method\", &Features::Aimbot::BindMethod, BindMethodIndex, IM_ARRAYSIZE(BindMethodIndex));\n\t\t\t\t\t\tImGui::Text(\"Aim Conditions\");\n\t\t\t\t\t\tImGui::Checkbox(\"Team Check##Aimbot\", &Features::Aimbot::TeamCheck);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Disable this if doing 1v1s in the firing range.\\nMay not work with Grinder Aim Method.\");\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) { // xap-client\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"Visibility Check\", &Features::Aimbot::VisCheck);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Aims At Only Visible Enemies.\");\n\n\t\t\t\t\t\t\tImGui::Text(\"Prediction\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Predict Movement\", &Features::Aimbot::PredictMovement);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Predict target's movement\");\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"Predict Bullet Drop\", &Features::Aimbot::PredictBulletDrop);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Predict weapon's bullet drop\");\n\n\t\t\t\t\t\t\tImGui::Text(\"Targeting Options\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Allow Target Switching\", &Features::Aimbot::TargetSwitching);\n\t\t\t\t\t\t\tconst char* PriorityIndex[] = { \"Closest To Crosshair\", \"Closest To LocalPlayer\", \"Both\" };\n\t\t\t\t\t\t\tImGui::ComboBox(\"Target Priority\", &Features::Aimbot::Priority, PriorityIndex, IM_ARRAYSIZE(PriorityIndex));\n\t\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::Aimbot::AimbotMode == 2) {\n\t\t\t\t\t\tImGui::Text(\"Selected Aimbot Mode Is Not Avaliable For Advanced Aim Currently (Not Setup Yet). Please Switch Aimbot Mode!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tImGui::EndChildFrame();\n\t\t\t}\n\t\t} else if (!Features::Aimbot::AimbotEnabled) {\n\t\t\tImGui::Text(\"Aimbot Is Disabled!\");\n\t\t}\n\n\t\tif (Features::Aimbot::AimbotEnabled && Features::Aimbot::AdvancedAim && (Features::Aimbot::AimbotMode == 0 or Features::Aimbot::AimbotMode == 1)) {\n\n\t\t\t// Actual Advanced Aimbot Stuff\n\t\t\tImGui::Spacing();\n\n\t\t\tconst char* WeaponsComboBox[] = { \"-------- Light --------\", \"P2020\", \"RE-45\", \"Alternator\", \"R-99\", \"R-301\", \"Spitfire\", \"G7 Scout\", \"-------- Heavy --------\", \"Flatline\", \"Hemlock\", \"Prowler\", \"30-30 Repeater\", \"Rampage\", \"C.A.R SMG\", \"-------- Energy --------\", \"Havoc\", \"Devotion\", \"L-STAR\", \"Triple-Take\", \"Volt\", \"Nemesis\", \"-------- Shotguns --------\", \"Mozambique\", \"Peacekeeper\", \"Mastiff\", \"-------- Snipers --------\", \"Longbow\", \"Charge Rifle\", \"Sentinel\", \"-------- Legendary --------\", \"Wingman\", \"EVA-8 Auto\", \"Bocek\", \"Kraber\", \"Throwing Knife\" };\n\t\t\tstatic int WeaponsComboBoxCurrent = 5;\n\n\t\t\tImGui::BeginChildFrame(25, ImVec2(WindowWidth - 220, WindowHeight - 268), true);\n\t\t\t{\n\t\t\t\tImGui::Spacing();\n\t\t\t\tImGui::ComboBox(\"Selected Weapon\", &WeaponsComboBoxCurrent, WeaponsComboBox, IM_ARRAYSIZE(WeaponsComboBox));\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 1) // P2020\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::P2020) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##P2020Aimbot\", &Features::Aimbot::P2020Fire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##P2020Aimbot\", &Features::Aimbot::P2020ADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint P2020AimBind = static_cast<int>(Features::AimbotBinds::P2020AimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##P2020Aimbot\", &P2020AimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::P2020AimBind = static_cast<InputKeyType>(P2020AimBind);\n\t\t\t\t\t\t\tint P2020ExtraBind = static_cast<int>(Features::AimbotBinds::P2020ExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##P2020Aimbot\", &P2020ExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::P2020ExtraBind = static_cast<InputKeyType>(P2020ExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##P2020AdvancedHitbox\", &Features::Aimbot::P2020ClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::P2020ClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* P2020HitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint P2020HitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::P2020Hitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##P2020AdvancedHitbox\", &P2020HitboxTypeIndex, P2020HitboxTypes, IM_ARRAYSIZE(P2020HitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::P2020Hitbox = static_cast<HitboxType>(P2020HitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* P2020SmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::P2020SmoothingMethod, P2020SmoothingMethodIndex, IM_ARRAYSIZE(P2020SmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedP2020\", &Features::Aimbot::P2020Speed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The P2020\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::P2020SmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedP2020\", &Features::Aimbot::P2020HipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The P2020 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedP2020\", &Features::Aimbot::P2020ADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The P2020 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::P2020SmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedP2020\", &Features::Aimbot::P2020MinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The P2020 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedP2020\", &Features::Aimbot::P2020MaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The P2020 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedP2020\", &Features::Aimbot::P2020MinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The P2020 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedP2020\", &Features::Aimbot::P2020MaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The P2020 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##P2020\", &Features::Aimbot::P2020FOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##P2020\", &Features::Aimbot::P2020ZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::P2020SmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedP2020\", &Features::Aimbot::P2020HipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The P2020 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedP2020\", &Features::Aimbot::P2020ADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The P2020 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::P2020SmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedP2020\", &Features::Aimbot::P2020MinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The P2020 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedP2020\", &Features::Aimbot::P2020MaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The P2020 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedP2020\", &Features::Aimbot::P2020MinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The P2020 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedP2020\", &Features::Aimbot::P2020MaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The P2020 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedP2020\", &Features::Aimbot::P2020ExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedP2020\", &Features::Aimbot::P2020Deadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::P2020FOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::P2020MinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::P2020MaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 2) // RE45\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::RE45) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##RE45Aimbot\", &Features::Aimbot::RE45Fire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##RE45Aimbot\", &Features::Aimbot::RE45ADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint RE45AimBind = static_cast<int>(Features::AimbotBinds::RE45AimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##RE45Aimbot\", &RE45AimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::RE45AimBind = static_cast<InputKeyType>(RE45AimBind);\n\t\t\t\t\t\t\tint RE45ExtraBind = static_cast<int>(Features::AimbotBinds::RE45ExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##RE45Aimbot\", &RE45ExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::RE45ExtraBind = static_cast<InputKeyType>(RE45ExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##RE45AdvancedHitbox\", &Features::Aimbot::RE45ClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::RE45ClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* RE45HitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint RE45HitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::RE45Hitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##RE45AdvancedHitbox\", &RE45HitboxTypeIndex, RE45HitboxTypes, IM_ARRAYSIZE(RE45HitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::RE45Hitbox = static_cast<HitboxType>(RE45HitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* RE45SmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::RE45SmoothingMethod, RE45SmoothingMethodIndex, IM_ARRAYSIZE(RE45SmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedRE45\", &Features::Aimbot::RE45Speed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The RE45\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::RE45SmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedRE45\", &Features::Aimbot::RE45HipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The RE45 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedRE45\", &Features::Aimbot::RE45ADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The RE45 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::RE45SmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedRE45\", &Features::Aimbot::RE45MinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The RE45 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedRE45\", &Features::Aimbot::RE45MaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The RE45 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedRE45\", &Features::Aimbot::RE45MinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The RE45 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedRE45\", &Features::Aimbot::RE45MaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The RE45 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##RE45\", &Features::Aimbot::RE45FOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##RE45\", &Features::Aimbot::RE45ZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::RE45SmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedRE45\", &Features::Aimbot::RE45HipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The RE45 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedRE45\", &Features::Aimbot::RE45ADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The RE45 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::RE45SmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedRE45\", &Features::Aimbot::RE45MinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The RE45 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedRE45\", &Features::Aimbot::RE45MaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The RE45 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedRE45\", &Features::Aimbot::RE45MinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The RE45 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedRE45\", &Features::Aimbot::RE45MaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The RE45 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedRE45\", &Features::Aimbot::RE45ExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedRE45\", &Features::Aimbot::RE45Deadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::RE45FOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::RE45MinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::RE45MaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 3) // Alternator\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::Alternator) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##AlternatorAimbot\", &Features::Aimbot::AlternatorFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##AlternatorAimbot\", &Features::Aimbot::AlternatorADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint AlternatorAimBind = static_cast<int>(Features::AimbotBinds::AlternatorAimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##AlternatorAimbot\", &AlternatorAimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::AlternatorAimBind = static_cast<InputKeyType>(AlternatorAimBind);\n\t\t\t\t\t\t\tint AlternatorExtraBind = static_cast<int>(Features::AimbotBinds::AlternatorExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##AlternatorAimbot\", &AlternatorExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::AlternatorExtraBind = static_cast<InputKeyType>(AlternatorExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##AlternatorAdvancedHitbox\", &Features::Aimbot::AlternatorClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::AlternatorClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* AlternatorHitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint AlternatorHitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::AlternatorHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##AlternatorAdvancedHitbox\", &AlternatorHitboxTypeIndex, AlternatorHitboxTypes, IM_ARRAYSIZE(AlternatorHitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::AlternatorHitbox = static_cast<HitboxType>(AlternatorHitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* AlternatorSmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::AlternatorSmoothingMethod, AlternatorSmoothingMethodIndex, IM_ARRAYSIZE(AlternatorSmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedAlternator\", &Features::Aimbot::AlternatorSpeed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The Alternator\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::AlternatorSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedAlternator\", &Features::Aimbot::AlternatorHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Alternator Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedAlternator\", &Features::Aimbot::AlternatorADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Alternator Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::AlternatorSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedAlternator\", &Features::Aimbot::AlternatorMinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Alternator Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedAlternator\", &Features::Aimbot::AlternatorMaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Alternator Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedAlternator\", &Features::Aimbot::AlternatorMinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Alternator Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedAlternator\", &Features::Aimbot::AlternatorMaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Alternator Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##Alternator\", &Features::Aimbot::AlternatorFOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##Alternator\", &Features::Aimbot::AlternatorZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::AlternatorSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedAlternator\", &Features::Aimbot::AlternatorHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Alternator Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedAlternator\", &Features::Aimbot::AlternatorADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Alternator Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::AlternatorSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedAlternator\", &Features::Aimbot::AlternatorMinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Alternator Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedAlternator\", &Features::Aimbot::AlternatorMaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Alternator Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedAlternator\", &Features::Aimbot::AlternatorMinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Alternator Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedAlternator\", &Features::Aimbot::AlternatorMaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Alternator Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedAlternator\", &Features::Aimbot::AlternatorExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedAlternator\", &Features::Aimbot::AlternatorDeadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::AlternatorFOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::AlternatorMinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::AlternatorMaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 4) // R99\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::R99) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##R99Aimbot\", &Features::Aimbot::R99Fire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##R99Aimbot\", &Features::Aimbot::R99ADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint R99AimBind = static_cast<int>(Features::AimbotBinds::R99AimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##R99Aimbot\", &R99AimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::R99AimBind = static_cast<InputKeyType>(R99AimBind);\n\t\t\t\t\t\t\tint R99ExtraBind = static_cast<int>(Features::AimbotBinds::R99ExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##R99Aimbot\", &R99ExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::R99ExtraBind = static_cast<InputKeyType>(R99ExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##R99AdvancedHitbox\", &Features::Aimbot::R99ClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::R99ClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* R99HitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint R99HitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::R99Hitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##R99AdvancedHitbox\", &R99HitboxTypeIndex, R99HitboxTypes, IM_ARRAYSIZE(R99HitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::R99Hitbox = static_cast<HitboxType>(R99HitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* R99SmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::R99SmoothingMethod, R99SmoothingMethodIndex, IM_ARRAYSIZE(R99SmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedR99\", &Features::Aimbot::R99Speed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The R99\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::R99SmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedR99\", &Features::Aimbot::R99HipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The R99 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedR99\", &Features::Aimbot::R99ADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The R99 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::R99SmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedR99\", &Features::Aimbot::R99MinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The R99 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedR99\", &Features::Aimbot::R99MaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The R99 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedR99\", &Features::Aimbot::R99MinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The R99 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedR99\", &Features::Aimbot::R99MaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The R99 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##R99\", &Features::Aimbot::R99FOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##R99\", &Features::Aimbot::R99ZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::R99SmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedR99\", &Features::Aimbot::R99HipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The R99 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedR99\", &Features::Aimbot::R99ADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The R99 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::R99SmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedR99\", &Features::Aimbot::R99MinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The R99 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedR99\", &Features::Aimbot::R99MaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The R99 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedR99\", &Features::Aimbot::R99MinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The R99 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedR99\", &Features::Aimbot::R99MaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The R99 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedR99\", &Features::Aimbot::R99ExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedR99\", &Features::Aimbot::R99Deadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::R99FOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::R99MinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::R99MaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 5) // R301\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::R301) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##R301Aimbot\", &Features::Aimbot::R301Fire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##R301Aimbot\", &Features::Aimbot::R301ADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint R301AimBind = static_cast<int>(Features::AimbotBinds::R301AimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##R301Aimbot\", &R301AimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::R301AimBind = static_cast<InputKeyType>(R301AimBind);\n\t\t\t\t\t\t\tint R301ExtraBind = static_cast<int>(Features::AimbotBinds::R301ExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##R301Aimbot\", &R301ExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::R301ExtraBind = static_cast<InputKeyType>(R301ExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##R301AdvancedHitbox\", &Features::Aimbot::R301ClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::R301ClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* R301HitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint R301HitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::R301Hitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##R301AdvancedHitbox\", &R301HitboxTypeIndex, R301HitboxTypes, IM_ARRAYSIZE(R301HitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::R301Hitbox = static_cast<HitboxType>(R301HitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* R301SmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::R301SmoothingMethod, R301SmoothingMethodIndex, IM_ARRAYSIZE(R301SmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedR301\", &Features::Aimbot::R301Speed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The R301\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::R301SmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedR301\", &Features::Aimbot::R301HipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The R301 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedR301\", &Features::Aimbot::R301ADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The R301 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::R301SmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedR301\", &Features::Aimbot::R301MinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The R301 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedR301\", &Features::Aimbot::R301MaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The R301 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedR301\", &Features::Aimbot::R301MinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The R301 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedR301\", &Features::Aimbot::R301MaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The R301 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##R301\", &Features::Aimbot::R301FOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##R301\", &Features::Aimbot::R301ZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::R301SmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedR301\", &Features::Aimbot::R301HipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The R301 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedR301\", &Features::Aimbot::R301ADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The R301 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::R301SmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedR301\", &Features::Aimbot::R301MinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The R301 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedR301\", &Features::Aimbot::R301MaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The R301 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedR301\", &Features::Aimbot::R301MinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The R301 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedR301\", &Features::Aimbot::R301MaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The R301 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedR301\", &Features::Aimbot::R301ExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedR301\", &Features::Aimbot::R301Deadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::R301FOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::R301MinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::R301MaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 6) // Spitfire\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::Spitfire) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##SpitfireAimbot\", &Features::Aimbot::SpitfireFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##SpitfireAimbot\", &Features::Aimbot::SpitfireADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint SpitfireAimBind = static_cast<int>(Features::AimbotBinds::SpitfireAimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##SpitfireAimbot\", &SpitfireAimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::SpitfireAimBind = static_cast<InputKeyType>(SpitfireAimBind);\n\t\t\t\t\t\t\tint SpitfireExtraBind = static_cast<int>(Features::AimbotBinds::SpitfireExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##SpitfireAimbot\", &SpitfireExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::SpitfireExtraBind = static_cast<InputKeyType>(SpitfireExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##SpitfireAdvancedHitbox\", &Features::Aimbot::SpitfireClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::SpitfireClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* SpitfireHitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint SpitfireHitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::SpitfireHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##SpitfireAdvancedHitbox\", &SpitfireHitboxTypeIndex, SpitfireHitboxTypes, IM_ARRAYSIZE(SpitfireHitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::SpitfireHitbox = static_cast<HitboxType>(SpitfireHitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* SpitfireSmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::SpitfireSmoothingMethod, SpitfireSmoothingMethodIndex, IM_ARRAYSIZE(SpitfireSmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedSpitfire\", &Features::Aimbot::SpitfireSpeed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The Spitfire\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::SpitfireSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedSpitfire\", &Features::Aimbot::SpitfireHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Spitfire Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedSpitfire\", &Features::Aimbot::SpitfireADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Spitfire Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::SpitfireSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedSpitfire\", &Features::Aimbot::SpitfireMinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Spitfire Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedSpitfire\", &Features::Aimbot::SpitfireMaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Spitfire Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedSpitfire\", &Features::Aimbot::SpitfireMinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Spitfire Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedSpitfire\", &Features::Aimbot::SpitfireMaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Spitfire Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##Spitfire\", &Features::Aimbot::SpitfireFOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##Spitfire\", &Features::Aimbot::SpitfireZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::SpitfireSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedSpitfire\", &Features::Aimbot::SpitfireHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Spitfire Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedSpitfire\", &Features::Aimbot::SpitfireADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Spitfire Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::SpitfireSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedSpitfire\", &Features::Aimbot::SpitfireMinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Spitfire Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedSpitfire\", &Features::Aimbot::SpitfireMaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Spitfire Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedSpitfire\", &Features::Aimbot::SpitfireMinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Spitfire Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedSpitfire\", &Features::Aimbot::SpitfireMaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Spitfire Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedSpitfire\", &Features::Aimbot::SpitfireExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedSpitfire\", &Features::Aimbot::SpitfireDeadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::SpitfireFOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::SpitfireMinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::SpitfireMaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 7) // G7\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::G7) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##G7Aimbot\", &Features::Aimbot::G7Fire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##G7Aimbot\", &Features::Aimbot::G7ADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint G7AimBind = static_cast<int>(Features::AimbotBinds::G7AimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##G7Aimbot\", &G7AimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::G7AimBind = static_cast<InputKeyType>(G7AimBind);\n\t\t\t\t\t\t\tint G7ExtraBind = static_cast<int>(Features::AimbotBinds::G7ExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##G7Aimbot\", &G7ExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::G7ExtraBind = static_cast<InputKeyType>(G7ExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##G7AdvancedHitbox\", &Features::Aimbot::G7ClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::G7ClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* G7HitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint G7HitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::G7Hitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##G7AdvancedHitbox\", &G7HitboxTypeIndex, G7HitboxTypes, IM_ARRAYSIZE(G7HitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::G7Hitbox = static_cast<HitboxType>(G7HitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* G7SmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::G7SmoothingMethod, G7SmoothingMethodIndex, IM_ARRAYSIZE(G7SmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedG7\", &Features::Aimbot::G7Speed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The G7\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::G7SmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedG7\", &Features::Aimbot::G7HipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The G7 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedG7\", &Features::Aimbot::G7ADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The G7 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::G7SmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedG7\", &Features::Aimbot::G7MinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The G7 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedG7\", &Features::Aimbot::G7MaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The G7 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedG7\", &Features::Aimbot::G7MinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The G7 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedG7\", &Features::Aimbot::G7MaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The G7 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##G7\", &Features::Aimbot::G7FOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##G7\", &Features::Aimbot::G7ZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::G7SmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedG7\", &Features::Aimbot::G7HipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The G7 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedG7\", &Features::Aimbot::G7ADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The G7 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::G7SmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedG7\", &Features::Aimbot::G7MinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The G7 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedG7\", &Features::Aimbot::G7MaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The G7 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedG7\", &Features::Aimbot::G7MinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The G7 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedG7\", &Features::Aimbot::G7MaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The G7 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedG7\", &Features::Aimbot::G7ExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedG7\", &Features::Aimbot::G7Deadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::G7FOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::G7MinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::G7MaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 9) // Flatline\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::Flatline) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##FlatlineAimbot\", &Features::Aimbot::FlatlineFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##FlatlineAimbot\", &Features::Aimbot::FlatlineADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint FlatlineAimBind = static_cast<int>(Features::AimbotBinds::FlatlineAimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##FlatlineAimbot\", &FlatlineAimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::FlatlineAimBind = static_cast<InputKeyType>(FlatlineAimBind);\n\t\t\t\t\t\t\tint FlatlineExtraBind = static_cast<int>(Features::AimbotBinds::FlatlineExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##FlatlineAimbot\", &FlatlineExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::FlatlineExtraBind = static_cast<InputKeyType>(FlatlineExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##FlatlineAdvancedHitbox\", &Features::Aimbot::FlatlineClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::FlatlineClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* FlatlineHitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint FlatlineHitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::FlatlineHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##FlatlineAdvancedHitbox\", &FlatlineHitboxTypeIndex, FlatlineHitboxTypes, IM_ARRAYSIZE(FlatlineHitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::FlatlineHitbox = static_cast<HitboxType>(FlatlineHitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* FlatlineSmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::FlatlineSmoothingMethod, FlatlineSmoothingMethodIndex, IM_ARRAYSIZE(FlatlineSmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedFlatline\", &Features::Aimbot::FlatlineSpeed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The Flatline\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::FlatlineSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedFlatline\", &Features::Aimbot::FlatlineHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Flatline Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedFlatline\", &Features::Aimbot::FlatlineADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Flatline Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::FlatlineSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedFlatline\", &Features::Aimbot::FlatlineMinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Flatline Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedFlatline\", &Features::Aimbot::FlatlineMaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Flatline Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedFlatline\", &Features::Aimbot::FlatlineMinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Flatline Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedFlatline\", &Features::Aimbot::FlatlineMaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Flatline Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##Flatline\", &Features::Aimbot::FlatlineFOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##Flatline\", &Features::Aimbot::FlatlineZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::FlatlineSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedFlatline\", &Features::Aimbot::FlatlineHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Flatline Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedFlatline\", &Features::Aimbot::FlatlineADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Flatline Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::FlatlineSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedFlatline\", &Features::Aimbot::FlatlineMinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Flatline Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedFlatline\", &Features::Aimbot::FlatlineMaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Flatline Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedFlatline\", &Features::Aimbot::FlatlineMinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Flatline Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedFlatline\", &Features::Aimbot::FlatlineMaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Flatline Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedFlatline\", &Features::Aimbot::FlatlineExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedFlatline\", &Features::Aimbot::FlatlineDeadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::FlatlineFOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::FlatlineMinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::FlatlineMaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 10) // Hemlock\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::Hemlock) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##HemlockAimbot\", &Features::Aimbot::HemlockFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##HemlockAimbot\", &Features::Aimbot::HemlockADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint HemlockAimBind = static_cast<int>(Features::AimbotBinds::HemlockAimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##HemlockAimbot\", &HemlockAimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::HemlockAimBind = static_cast<InputKeyType>(HemlockAimBind);\n\t\t\t\t\t\t\tint HemlockExtraBind = static_cast<int>(Features::AimbotBinds::HemlockExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##HemlockAimbot\", &HemlockExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::HemlockExtraBind = static_cast<InputKeyType>(HemlockExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##HemlockAdvancedHitbox\", &Features::Aimbot::HemlockClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::HemlockClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* HemlockHitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint HemlockHitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::HemlockHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##HemlockAdvancedHitbox\", &HemlockHitboxTypeIndex, HemlockHitboxTypes, IM_ARRAYSIZE(HemlockHitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::HemlockHitbox = static_cast<HitboxType>(HemlockHitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* HemlockSmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::HemlockSmoothingMethod, HemlockSmoothingMethodIndex, IM_ARRAYSIZE(HemlockSmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedHemlock\", &Features::Aimbot::HemlockSpeed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The Hemlock\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::HemlockSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedHemlock\", &Features::Aimbot::HemlockHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Hemlock Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedHemlock\", &Features::Aimbot::HemlockADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Hemlock Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::HemlockSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedHemlock\", &Features::Aimbot::HemlockMinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Hemlock Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedHemlock\", &Features::Aimbot::HemlockMaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Hemlock Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedHemlock\", &Features::Aimbot::HemlockMinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Hemlock Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedHemlock\", &Features::Aimbot::HemlockMaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Hemlock Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##Hemlock\", &Features::Aimbot::HemlockFOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##Hemlock\", &Features::Aimbot::HemlockZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::HemlockSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedHemlock\", &Features::Aimbot::HemlockHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Hemlock Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedHemlock\", &Features::Aimbot::HemlockADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Hemlock Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::HemlockSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedHemlock\", &Features::Aimbot::HemlockMinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Hemlock Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedHemlock\", &Features::Aimbot::HemlockMaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Hemlock Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedHemlock\", &Features::Aimbot::HemlockMinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Hemlock Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedHemlock\", &Features::Aimbot::HemlockMaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Hemlock Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedHemlock\", &Features::Aimbot::HemlockExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedHemlock\", &Features::Aimbot::HemlockDeadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::HemlockFOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::HemlockMinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::HemlockMaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 11) // Prowler\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::Prowler) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##ProwlerAimbot\", &Features::Aimbot::ProwlerFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##ProwlerAimbot\", &Features::Aimbot::ProwlerADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint ProwlerAimBind = static_cast<int>(Features::AimbotBinds::ProwlerAimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##ProwlerAimbot\", &ProwlerAimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::ProwlerAimBind = static_cast<InputKeyType>(ProwlerAimBind);\n\t\t\t\t\t\t\tint ProwlerExtraBind = static_cast<int>(Features::AimbotBinds::ProwlerExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##ProwlerAimbot\", &ProwlerExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::ProwlerExtraBind = static_cast<InputKeyType>(ProwlerExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##ProwlerAdvancedHitbox\", &Features::Aimbot::ProwlerClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::ProwlerClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* ProwlerHitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint ProwlerHitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::ProwlerHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##ProwlerAdvancedHitbox\", &ProwlerHitboxTypeIndex, ProwlerHitboxTypes, IM_ARRAYSIZE(ProwlerHitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::ProwlerHitbox = static_cast<HitboxType>(ProwlerHitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* ProwlerSmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::ProwlerSmoothingMethod, ProwlerSmoothingMethodIndex, IM_ARRAYSIZE(ProwlerSmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedProwler\", &Features::Aimbot::ProwlerSpeed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The Prowler\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::ProwlerSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedProwler\", &Features::Aimbot::ProwlerHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Prowler Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedProwler\", &Features::Aimbot::ProwlerADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Prowler Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::ProwlerSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedProwler\", &Features::Aimbot::ProwlerMinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Prowler Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedProwler\", &Features::Aimbot::ProwlerMaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Prowler Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedProwler\", &Features::Aimbot::ProwlerMinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Prowler Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedProwler\", &Features::Aimbot::ProwlerMaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Prowler Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##Prowler\", &Features::Aimbot::ProwlerFOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##Prowler\", &Features::Aimbot::ProwlerZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::ProwlerSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedProwler\", &Features::Aimbot::ProwlerHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Prowler Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedProwler\", &Features::Aimbot::ProwlerADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Prowler Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::ProwlerSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedProwler\", &Features::Aimbot::ProwlerMinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Prowler Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedProwler\", &Features::Aimbot::ProwlerMaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Prowler Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedProwler\", &Features::Aimbot::ProwlerMinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Prowler Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedProwler\", &Features::Aimbot::ProwlerMaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Prowler Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedProwler\", &Features::Aimbot::ProwlerExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedProwler\", &Features::Aimbot::ProwlerDeadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::ProwlerFOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::ProwlerMinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::ProwlerMaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 12) // Repeater\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::Repeater) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##RepeaterAimbot\", &Features::Aimbot::RepeaterFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##RepeaterAimbot\", &Features::Aimbot::RepeaterADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint RepeaterAimBind = static_cast<int>(Features::AimbotBinds::RepeaterAimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##RepeaterAimbot\", &RepeaterAimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::RepeaterAimBind = static_cast<InputKeyType>(RepeaterAimBind);\n\t\t\t\t\t\t\tint RepeaterExtraBind = static_cast<int>(Features::AimbotBinds::RepeaterExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##RepeaterAimbot\", &RepeaterExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::RepeaterExtraBind = static_cast<InputKeyType>(RepeaterExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##RepeaterAdvancedHitbox\", &Features::Aimbot::RepeaterClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::RepeaterClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* RepeaterHitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint RepeaterHitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::RepeaterHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##RepeaterAdvancedHitbox\", &RepeaterHitboxTypeIndex, RepeaterHitboxTypes, IM_ARRAYSIZE(RepeaterHitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::RepeaterHitbox = static_cast<HitboxType>(RepeaterHitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* RepeaterSmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::RepeaterSmoothingMethod, RepeaterSmoothingMethodIndex, IM_ARRAYSIZE(RepeaterSmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedRepeater\", &Features::Aimbot::RepeaterSpeed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The Repeater\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::RepeaterSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedRepeater\", &Features::Aimbot::RepeaterHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Repeater Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedRepeater\", &Features::Aimbot::RepeaterADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Repeater Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::RepeaterSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedRepeater\", &Features::Aimbot::RepeaterMinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Repeater Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedRepeater\", &Features::Aimbot::RepeaterMaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Repeater Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedRepeater\", &Features::Aimbot::RepeaterMinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Repeater Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedRepeater\", &Features::Aimbot::RepeaterMaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Repeater Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##Repeater\", &Features::Aimbot::RepeaterFOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##Repeater\", &Features::Aimbot::RepeaterZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::RepeaterSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedRepeater\", &Features::Aimbot::RepeaterHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Repeater Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedRepeater\", &Features::Aimbot::RepeaterADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Repeater Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::RepeaterSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedRepeater\", &Features::Aimbot::RepeaterMinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Repeater Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedRepeater\", &Features::Aimbot::RepeaterMaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Repeater Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedRepeater\", &Features::Aimbot::RepeaterMinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Repeater Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedRepeater\", &Features::Aimbot::RepeaterMaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Repeater Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedRepeater\", &Features::Aimbot::RepeaterExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedRepeater\", &Features::Aimbot::RepeaterDeadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::RepeaterFOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::RepeaterMinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::RepeaterMaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 13) // Rampage\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::Rampage) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##RampageAimbot\", &Features::Aimbot::RampageFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##RampageAimbot\", &Features::Aimbot::RampageADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint RampageAimBind = static_cast<int>(Features::AimbotBinds::RampageAimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##RampageAimbot\", &RampageAimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::RampageAimBind = static_cast<InputKeyType>(RampageAimBind);\n\t\t\t\t\t\t\tint RampageExtraBind = static_cast<int>(Features::AimbotBinds::RampageExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##RampageAimbot\", &RampageExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::RampageExtraBind = static_cast<InputKeyType>(RampageExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##RampageAdvancedHitbox\", &Features::Aimbot::RampageClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::RampageClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* RampageHitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint RampageHitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::RampageHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##RampageAdvancedHitbox\", &RampageHitboxTypeIndex, RampageHitboxTypes, IM_ARRAYSIZE(RampageHitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::RampageHitbox = static_cast<HitboxType>(RampageHitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* RampageSmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::RampageSmoothingMethod, RampageSmoothingMethodIndex, IM_ARRAYSIZE(RampageSmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedRampage\", &Features::Aimbot::RampageSpeed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The Rampage\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::RampageSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedRampage\", &Features::Aimbot::RampageHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Rampage Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedRampage\", &Features::Aimbot::RampageADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Rampage Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::RampageSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedRampage\", &Features::Aimbot::RampageMinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Rampage Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedRampage\", &Features::Aimbot::RampageMaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Rampage Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedRampage\", &Features::Aimbot::RampageMinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Rampage Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedRampage\", &Features::Aimbot::RampageMaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Rampage Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##Rampage\", &Features::Aimbot::RampageFOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##Rampage\", &Features::Aimbot::RampageZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::RampageSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedRampage\", &Features::Aimbot::RampageHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Rampage Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedRampage\", &Features::Aimbot::RampageADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Rampage Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::RampageSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedRampage\", &Features::Aimbot::RampageMinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Rampage Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedRampage\", &Features::Aimbot::RampageMaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Rampage Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedRampage\", &Features::Aimbot::RampageMinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Rampage Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedRampage\", &Features::Aimbot::RampageMaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Rampage Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedRampage\", &Features::Aimbot::RampageExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedRampage\", &Features::Aimbot::RampageDeadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::RampageFOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::RampageMinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::RampageMaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 14) // CARSMG\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::CARSMG) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##CARSMGAimbot\", &Features::Aimbot::CARSMGFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##CARSMGAimbot\", &Features::Aimbot::CARSMGADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint CARSMGAimBind = static_cast<int>(Features::AimbotBinds::CARSMGAimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##CARSMGAimbot\", &CARSMGAimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::CARSMGAimBind = static_cast<InputKeyType>(CARSMGAimBind);\n\t\t\t\t\t\t\tint CARSMGExtraBind = static_cast<int>(Features::AimbotBinds::CARSMGExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##CARSMGAimbot\", &CARSMGExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::CARSMGExtraBind = static_cast<InputKeyType>(CARSMGExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##CARSMGAdvancedHitbox\", &Features::Aimbot::CARSMGClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::CARSMGClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* CARSMGHitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint CARSMGHitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::CARSMGHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##CARSMGAdvancedHitbox\", &CARSMGHitboxTypeIndex, CARSMGHitboxTypes, IM_ARRAYSIZE(CARSMGHitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::CARSMGHitbox = static_cast<HitboxType>(CARSMGHitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* CARSMGSmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::CARSMGSmoothingMethod, CARSMGSmoothingMethodIndex, IM_ARRAYSIZE(CARSMGSmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedCARSMG\", &Features::Aimbot::CARSMGSpeed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The CARSMG\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::CARSMGSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedCARSMG\", &Features::Aimbot::CARSMGHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The CARSMG Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedCARSMG\", &Features::Aimbot::CARSMGADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The CARSMG Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::CARSMGSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedCARSMG\", &Features::Aimbot::CARSMGMinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The CARSMG Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedCARSMG\", &Features::Aimbot::CARSMGMaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The CARSMG Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedCARSMG\", &Features::Aimbot::CARSMGMinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The CARSMG Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedCARSMG\", &Features::Aimbot::CARSMGMaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The CARSMG Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##CARSMG\", &Features::Aimbot::CARSMGFOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##CARSMG\", &Features::Aimbot::CARSMGZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::CARSMGSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedCARSMG\", &Features::Aimbot::CARSMGHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The CARSMG Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedCARSMG\", &Features::Aimbot::CARSMGADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The CARSMG Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::CARSMGSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedCARSMG\", &Features::Aimbot::CARSMGMinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The CARSMG Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedCARSMG\", &Features::Aimbot::CARSMGMaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The CARSMG Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedCARSMG\", &Features::Aimbot::CARSMGMinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The CARSMG Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedCARSMG\", &Features::Aimbot::CARSMGMaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The CARSMG Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedCARSMG\", &Features::Aimbot::CARSMGExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedCARSMG\", &Features::Aimbot::CARSMGDeadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::CARSMGFOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::CARSMGMinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::CARSMGMaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 16) // Havoc\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::Havoc) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##HavocAimbot\", &Features::Aimbot::HavocFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##HavocAimbot\", &Features::Aimbot::HavocADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint HavocAimBind = static_cast<int>(Features::AimbotBinds::HavocAimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##HavocAimbot\", &HavocAimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::HavocAimBind = static_cast<InputKeyType>(HavocAimBind);\n\t\t\t\t\t\t\tint HavocExtraBind = static_cast<int>(Features::AimbotBinds::HavocExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##HavocAimbot\", &HavocExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::HavocExtraBind = static_cast<InputKeyType>(HavocExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##HavocAdvancedHitbox\", &Features::Aimbot::HavocClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::HavocClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* HavocHitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint HavocHitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::HavocHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##HavocAdvancedHitbox\", &HavocHitboxTypeIndex, HavocHitboxTypes, IM_ARRAYSIZE(HavocHitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::HavocHitbox = static_cast<HitboxType>(HavocHitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* HavocSmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::HavocSmoothingMethod, HavocSmoothingMethodIndex, IM_ARRAYSIZE(HavocSmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedHavoc\", &Features::Aimbot::HavocSpeed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The Havoc\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::HavocSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedHavoc\", &Features::Aimbot::HavocHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Havoc Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedHavoc\", &Features::Aimbot::HavocADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Havoc Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::HavocSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedHavoc\", &Features::Aimbot::HavocMinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Havoc Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedHavoc\", &Features::Aimbot::HavocMaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Havoc Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedHavoc\", &Features::Aimbot::HavocMinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Havoc Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedHavoc\", &Features::Aimbot::HavocMaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Havoc Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##Havoc\", &Features::Aimbot::HavocFOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##Havoc\", &Features::Aimbot::HavocZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::HavocSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedHavoc\", &Features::Aimbot::HavocHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Havoc Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedHavoc\", &Features::Aimbot::HavocADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Havoc Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::HavocSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedHavoc\", &Features::Aimbot::HavocMinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Havoc Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedHavoc\", &Features::Aimbot::HavocMaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Havoc Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedHavoc\", &Features::Aimbot::HavocMinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Havoc Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedHavoc\", &Features::Aimbot::HavocMaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Havoc Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedHavoc\", &Features::Aimbot::HavocExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedHavoc\", &Features::Aimbot::HavocDeadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::HavocFOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::HavocMinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::HavocMaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 17) // Devotion\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::Devotion) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##DevotionAimbot\", &Features::Aimbot::DevotionFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##DevotionAimbot\", &Features::Aimbot::DevotionADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint DevotionAimBind = static_cast<int>(Features::AimbotBinds::DevotionAimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##DevotionAimbot\", &DevotionAimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::DevotionAimBind = static_cast<InputKeyType>(DevotionAimBind);\n\t\t\t\t\t\t\tint DevotionExtraBind = static_cast<int>(Features::AimbotBinds::DevotionExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##DevotionAimbot\", &DevotionExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::DevotionExtraBind = static_cast<InputKeyType>(DevotionExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##DevotionAdvancedHitbox\", &Features::Aimbot::DevotionClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::DevotionClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* DevotionHitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint DevotionHitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::DevotionHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##DevotionAdvancedHitbox\", &DevotionHitboxTypeIndex, DevotionHitboxTypes, IM_ARRAYSIZE(DevotionHitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::DevotionHitbox = static_cast<HitboxType>(DevotionHitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* DevotionSmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::DevotionSmoothingMethod, DevotionSmoothingMethodIndex, IM_ARRAYSIZE(DevotionSmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedDevotion\", &Features::Aimbot::DevotionSpeed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The Devotion\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::DevotionSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedDevotion\", &Features::Aimbot::DevotionHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Devotion Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedDevotion\", &Features::Aimbot::DevotionADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Devotion Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::DevotionSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedDevotion\", &Features::Aimbot::DevotionMinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Devotion Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedDevotion\", &Features::Aimbot::DevotionMaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Devotion Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedDevotion\", &Features::Aimbot::DevotionMinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Devotion Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedDevotion\", &Features::Aimbot::DevotionMaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Devotion Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##Devotion\", &Features::Aimbot::DevotionFOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##Devotion\", &Features::Aimbot::DevotionZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::DevotionSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedDevotion\", &Features::Aimbot::DevotionHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Devotion Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedDevotion\", &Features::Aimbot::DevotionADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Devotion Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::DevotionSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedDevotion\", &Features::Aimbot::DevotionMinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Devotion Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedDevotion\", &Features::Aimbot::DevotionMaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Devotion Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedDevotion\", &Features::Aimbot::DevotionMinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Devotion Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedDevotion\", &Features::Aimbot::DevotionMaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Devotion Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedDevotion\", &Features::Aimbot::DevotionExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedDevotion\", &Features::Aimbot::DevotionDeadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::DevotionFOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::DevotionMinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::DevotionMaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 18) // LSTAR\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::LSTAR) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##LSTARAimbot\", &Features::Aimbot::LSTARFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##LSTARAimbot\", &Features::Aimbot::LSTARADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint LSTARAimBind = static_cast<int>(Features::AimbotBinds::LSTARAimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##LSTARAimbot\", &LSTARAimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::LSTARAimBind = static_cast<InputKeyType>(LSTARAimBind);\n\t\t\t\t\t\t\tint LSTARExtraBind = static_cast<int>(Features::AimbotBinds::LSTARExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##LSTARAimbot\", &LSTARExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::LSTARExtraBind = static_cast<InputKeyType>(LSTARExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##LSTARAdvancedHitbox\", &Features::Aimbot::LSTARClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::LSTARClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* LSTARHitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint LSTARHitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::LSTARHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##LSTARAdvancedHitbox\", &LSTARHitboxTypeIndex, LSTARHitboxTypes, IM_ARRAYSIZE(LSTARHitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::LSTARHitbox = static_cast<HitboxType>(LSTARHitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* LSTARSmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::LSTARSmoothingMethod, LSTARSmoothingMethodIndex, IM_ARRAYSIZE(LSTARSmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedLSTAR\", &Features::Aimbot::LSTARSpeed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The LSTAR\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::LSTARSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedLSTAR\", &Features::Aimbot::LSTARHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The LSTAR Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedLSTAR\", &Features::Aimbot::LSTARADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The LSTAR Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::LSTARSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedLSTAR\", &Features::Aimbot::LSTARMinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The LSTAR Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedLSTAR\", &Features::Aimbot::LSTARMaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The LSTAR Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedLSTAR\", &Features::Aimbot::LSTARMinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The LSTAR Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedLSTAR\", &Features::Aimbot::LSTARMaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The LSTAR Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##LSTAR\", &Features::Aimbot::LSTARFOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##LSTAR\", &Features::Aimbot::LSTARZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::LSTARSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedLSTAR\", &Features::Aimbot::LSTARHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The LSTAR Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedLSTAR\", &Features::Aimbot::LSTARADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The LSTAR Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::LSTARSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedLSTAR\", &Features::Aimbot::LSTARMinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The LSTAR Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedLSTAR\", &Features::Aimbot::LSTARMaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The LSTAR Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedLSTAR\", &Features::Aimbot::LSTARMinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The LSTAR Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedLSTAR\", &Features::Aimbot::LSTARMaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The LSTAR Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedLSTAR\", &Features::Aimbot::LSTARExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedLSTAR\", &Features::Aimbot::LSTARDeadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::LSTARFOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::LSTARMinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::LSTARMaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 19) // TripleTake\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::TripleTake) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##TripleTakeAimbot\", &Features::Aimbot::TripleTakeFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##TripleTakeAimbot\", &Features::Aimbot::TripleTakeADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint TripleTakeAimBind = static_cast<int>(Features::AimbotBinds::TripleTakeAimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##TripleTakeAimbot\", &TripleTakeAimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::TripleTakeAimBind = static_cast<InputKeyType>(TripleTakeAimBind);\n\t\t\t\t\t\t\tint TripleTakeExtraBind = static_cast<int>(Features::AimbotBinds::TripleTakeExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##TripleTakeAimbot\", &TripleTakeExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::TripleTakeExtraBind = static_cast<InputKeyType>(TripleTakeExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##TripleTakeAdvancedHitbox\", &Features::Aimbot::TripleTakeClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::TripleTakeClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* TripleTakeHitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint TripleTakeHitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::TripleTakeHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##TripleTakeAdvancedHitbox\", &TripleTakeHitboxTypeIndex, TripleTakeHitboxTypes, IM_ARRAYSIZE(TripleTakeHitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::TripleTakeHitbox = static_cast<HitboxType>(TripleTakeHitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* TripleTakeSmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::TripleTakeSmoothingMethod, TripleTakeSmoothingMethodIndex, IM_ARRAYSIZE(TripleTakeSmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedTripleTake\", &Features::Aimbot::TripleTakeSpeed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The TripleTake\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::TripleTakeSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedTripleTake\", &Features::Aimbot::TripleTakeHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The TripleTake Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedTripleTake\", &Features::Aimbot::TripleTakeADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The TripleTake Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::TripleTakeSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedTripleTake\", &Features::Aimbot::TripleTakeMinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The TripleTake Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedTripleTake\", &Features::Aimbot::TripleTakeMaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The TripleTake Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedTripleTake\", &Features::Aimbot::TripleTakeMinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The TripleTake Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedTripleTake\", &Features::Aimbot::TripleTakeMaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The TripleTake Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##TripleTake\", &Features::Aimbot::TripleTakeFOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##TripleTake\", &Features::Aimbot::TripleTakeZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::TripleTakeSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedTripleTake\", &Features::Aimbot::TripleTakeHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The TripleTake Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedTripleTake\", &Features::Aimbot::TripleTakeADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The TripleTake Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::TripleTakeSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedTripleTake\", &Features::Aimbot::TripleTakeMinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The TripleTake Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedTripleTake\", &Features::Aimbot::TripleTakeMaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The TripleTake Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedTripleTake\", &Features::Aimbot::TripleTakeMinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The TripleTake Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedTripleTake\", &Features::Aimbot::TripleTakeMaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The TripleTake Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedTripleTake\", &Features::Aimbot::TripleTakeExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedTripleTake\", &Features::Aimbot::TripleTakeDeadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::TripleTakeFOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::TripleTakeMinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::TripleTakeMaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 20) // Volt\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::Volt) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##VoltAimbot\", &Features::Aimbot::VoltFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##VoltAimbot\", &Features::Aimbot::VoltADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint VoltAimBind = static_cast<int>(Features::AimbotBinds::VoltAimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##VoltAimbot\", &VoltAimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::VoltAimBind = static_cast<InputKeyType>(VoltAimBind);\n\t\t\t\t\t\t\tint VoltExtraBind = static_cast<int>(Features::AimbotBinds::VoltExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##VoltAimbot\", &VoltExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::VoltExtraBind = static_cast<InputKeyType>(VoltExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##VoltAdvancedHitbox\", &Features::Aimbot::VoltClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::VoltClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* VoltHitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint VoltHitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::VoltHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##VoltAdvancedHitbox\", &VoltHitboxTypeIndex, VoltHitboxTypes, IM_ARRAYSIZE(VoltHitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::VoltHitbox = static_cast<HitboxType>(VoltHitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* VoltSmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::VoltSmoothingMethod, VoltSmoothingMethodIndex, IM_ARRAYSIZE(VoltSmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedVolt\", &Features::Aimbot::VoltSpeed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The Volt\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::VoltSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedVolt\", &Features::Aimbot::VoltHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Volt Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedVolt\", &Features::Aimbot::VoltADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Volt Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::VoltSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedVolt\", &Features::Aimbot::VoltMinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Volt Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedVolt\", &Features::Aimbot::VoltMaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Volt Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedVolt\", &Features::Aimbot::VoltMinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Volt Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedVolt\", &Features::Aimbot::VoltMaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Volt Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##Volt\", &Features::Aimbot::VoltFOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##Volt\", &Features::Aimbot::VoltZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::VoltSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedVolt\", &Features::Aimbot::VoltHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Volt Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedVolt\", &Features::Aimbot::VoltADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Volt Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::VoltSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedVolt\", &Features::Aimbot::VoltMinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Volt Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedVolt\", &Features::Aimbot::VoltMaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Volt Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedVolt\", &Features::Aimbot::VoltMinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Volt Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedVolt\", &Features::Aimbot::VoltMaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Volt Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedVolt\", &Features::Aimbot::VoltExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedVolt\", &Features::Aimbot::VoltDeadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::VoltFOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::VoltMinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::VoltMaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 21) // Nemesis\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::Nemesis) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##NemesisAimbot\", &Features::Aimbot::NemesisFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##NemesisAimbot\", &Features::Aimbot::NemesisADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint NemesisAimBind = static_cast<int>(Features::AimbotBinds::NemesisAimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##NemesisAimbot\", &NemesisAimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::NemesisAimBind = static_cast<InputKeyType>(NemesisAimBind);\n\t\t\t\t\t\t\tint NemesisExtraBind = static_cast<int>(Features::AimbotBinds::NemesisExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##NemesisAimbot\", &NemesisExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::NemesisExtraBind = static_cast<InputKeyType>(NemesisExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##NemesisAdvancedHitbox\", &Features::Aimbot::NemesisClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::NemesisClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* NemesisHitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint NemesisHitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::NemesisHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##NemesisAdvancedHitbox\", &NemesisHitboxTypeIndex, NemesisHitboxTypes, IM_ARRAYSIZE(NemesisHitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::NemesisHitbox = static_cast<HitboxType>(NemesisHitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* NemesisSmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::NemesisSmoothingMethod, NemesisSmoothingMethodIndex, IM_ARRAYSIZE(NemesisSmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedNemesis\", &Features::Aimbot::NemesisSpeed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The Nemesis\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::NemesisSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedNemesis\", &Features::Aimbot::NemesisHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Nemesis Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedNemesis\", &Features::Aimbot::NemesisADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Nemesis Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::NemesisSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedNemesis\", &Features::Aimbot::NemesisMinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Nemesis Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedNemesis\", &Features::Aimbot::NemesisMaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Nemesis Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedNemesis\", &Features::Aimbot::NemesisMinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Nemesis Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedNemesis\", &Features::Aimbot::NemesisMaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Nemesis Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##Nemesis\", &Features::Aimbot::NemesisFOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##Nemesis\", &Features::Aimbot::NemesisZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::NemesisSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedNemesis\", &Features::Aimbot::NemesisHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Nemesis Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedNemesis\", &Features::Aimbot::NemesisADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Nemesis Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::NemesisSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedNemesis\", &Features::Aimbot::NemesisMinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Nemesis Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedNemesis\", &Features::Aimbot::NemesisMaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Nemesis Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedNemesis\", &Features::Aimbot::NemesisMinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Nemesis Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedNemesis\", &Features::Aimbot::NemesisMaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Nemesis Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedNemesis\", &Features::Aimbot::NemesisExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedNemesis\", &Features::Aimbot::NemesisDeadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::NemesisFOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::NemesisMinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::NemesisMaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 23) // Mozambique\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::Mozambique) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##MozambiqueAimbot\", &Features::Aimbot::MozambiqueFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##MozambiqueAimbot\", &Features::Aimbot::MozambiqueADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint MozambiqueAimBind = static_cast<int>(Features::AimbotBinds::MozambiqueAimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##MozambiqueAimbot\", &MozambiqueAimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::MozambiqueAimBind = static_cast<InputKeyType>(MozambiqueAimBind);\n\t\t\t\t\t\t\tint MozambiqueExtraBind = static_cast<int>(Features::AimbotBinds::MozambiqueExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##MozambiqueAimbot\", &MozambiqueExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::MozambiqueExtraBind = static_cast<InputKeyType>(MozambiqueExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##MozambiqueAdvancedHitbox\", &Features::Aimbot::MozambiqueClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::MozambiqueClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* MozambiqueHitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint MozambiqueHitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::MozambiqueHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##MozambiqueAdvancedHitbox\", &MozambiqueHitboxTypeIndex, MozambiqueHitboxTypes, IM_ARRAYSIZE(MozambiqueHitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::MozambiqueHitbox = static_cast<HitboxType>(MozambiqueHitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* MozambiqueSmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::MozambiqueSmoothingMethod, MozambiqueSmoothingMethodIndex, IM_ARRAYSIZE(MozambiqueSmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedMozambique\", &Features::Aimbot::MozambiqueSpeed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The Mozambique\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::MozambiqueSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedMozambique\", &Features::Aimbot::MozambiqueHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Mozambique Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedMozambique\", &Features::Aimbot::MozambiqueADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Mozambique Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::MozambiqueSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedMozambique\", &Features::Aimbot::MozambiqueMinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Mozambique Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedMozambique\", &Features::Aimbot::MozambiqueMaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Mozambique Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedMozambique\", &Features::Aimbot::MozambiqueMinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Mozambique Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedMozambique\", &Features::Aimbot::MozambiqueMaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Mozambique Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##Mozambique\", &Features::Aimbot::MozambiqueFOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##Mozambique\", &Features::Aimbot::MozambiqueZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::MozambiqueSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedMozambique\", &Features::Aimbot::MozambiqueHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Mozambique Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedMozambique\", &Features::Aimbot::MozambiqueADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Mozambique Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::MozambiqueSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedMozambique\", &Features::Aimbot::MozambiqueMinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Mozambique Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedMozambique\", &Features::Aimbot::MozambiqueMaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Mozambique Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedMozambique\", &Features::Aimbot::MozambiqueMinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Mozambique Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedMozambique\", &Features::Aimbot::MozambiqueMaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Mozambique Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedMozambique\", &Features::Aimbot::MozambiqueExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedMozambique\", &Features::Aimbot::MozambiqueDeadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::MozambiqueFOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::MozambiqueMinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::MozambiqueMaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 24) // Peacekeeper\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::Peacekeeper) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##PeacekeeperAimbot\", &Features::Aimbot::PeacekeeperFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##PeacekeeperAimbot\", &Features::Aimbot::PeacekeeperADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint PeacekeeperAimBind = static_cast<int>(Features::AimbotBinds::PeacekeeperAimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##PeacekeeperAimbot\", &PeacekeeperAimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::PeacekeeperAimBind = static_cast<InputKeyType>(PeacekeeperAimBind);\n\t\t\t\t\t\t\tint PeacekeeperExtraBind = static_cast<int>(Features::AimbotBinds::PeacekeeperExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##PeacekeeperAimbot\", &PeacekeeperExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::PeacekeeperExtraBind = static_cast<InputKeyType>(PeacekeeperExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##PeacekeeperAdvancedHitbox\", &Features::Aimbot::PeacekeeperClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::PeacekeeperClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* PeacekeeperHitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint PeacekeeperHitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::PeacekeeperHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##PeacekeeperAdvancedHitbox\", &PeacekeeperHitboxTypeIndex, PeacekeeperHitboxTypes, IM_ARRAYSIZE(PeacekeeperHitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::PeacekeeperHitbox = static_cast<HitboxType>(PeacekeeperHitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* PeacekeeperSmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::PeacekeeperSmoothingMethod, PeacekeeperSmoothingMethodIndex, IM_ARRAYSIZE(PeacekeeperSmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedPeacekeeper\", &Features::Aimbot::PeacekeeperSpeed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The Peacekeeper\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::PeacekeeperSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedPeacekeeper\", &Features::Aimbot::PeacekeeperHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Peacekeeper Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedPeacekeeper\", &Features::Aimbot::PeacekeeperADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Peacekeeper Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::PeacekeeperSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedPeacekeeper\", &Features::Aimbot::PeacekeeperMinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Peacekeeper Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedPeacekeeper\", &Features::Aimbot::PeacekeeperMaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Peacekeeper Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedPeacekeeper\", &Features::Aimbot::PeacekeeperMinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Peacekeeper Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedPeacekeeper\", &Features::Aimbot::PeacekeeperMaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Peacekeeper Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##Peacekeeper\", &Features::Aimbot::PeacekeeperFOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##Peacekeeper\", &Features::Aimbot::PeacekeeperZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::PeacekeeperSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedPeacekeeper\", &Features::Aimbot::PeacekeeperHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Peacekeeper Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedPeacekeeper\", &Features::Aimbot::PeacekeeperADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Peacekeeper Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::PeacekeeperSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedPeacekeeper\", &Features::Aimbot::PeacekeeperMinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Peacekeeper Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedPeacekeeper\", &Features::Aimbot::PeacekeeperMaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Peacekeeper Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedPeacekeeper\", &Features::Aimbot::PeacekeeperMinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Peacekeeper Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedPeacekeeper\", &Features::Aimbot::PeacekeeperMaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Peacekeeper Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedPeacekeeper\", &Features::Aimbot::PeacekeeperExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedPeacekeeper\", &Features::Aimbot::PeacekeeperDeadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::PeacekeeperFOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::PeacekeeperMinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::PeacekeeperMaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 25) // Mastiff\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::Mastiff) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##MastiffAimbot\", &Features::Aimbot::MastiffFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##MastiffAimbot\", &Features::Aimbot::MastiffADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint MastiffAimBind = static_cast<int>(Features::AimbotBinds::MastiffAimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##MastiffAimbot\", &MastiffAimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::MastiffAimBind = static_cast<InputKeyType>(MastiffAimBind);\n\t\t\t\t\t\t\tint MastiffExtraBind = static_cast<int>(Features::AimbotBinds::MastiffExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##MastiffAimbot\", &MastiffExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::MastiffExtraBind = static_cast<InputKeyType>(MastiffExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##MastiffAdvancedHitbox\", &Features::Aimbot::MastiffClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::MastiffClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* MastiffHitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint MastiffHitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::MastiffHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##MastiffAdvancedHitbox\", &MastiffHitboxTypeIndex, MastiffHitboxTypes, IM_ARRAYSIZE(MastiffHitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::MastiffHitbox = static_cast<HitboxType>(MastiffHitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* MastiffSmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::MastiffSmoothingMethod, MastiffSmoothingMethodIndex, IM_ARRAYSIZE(MastiffSmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedMastiff\", &Features::Aimbot::MastiffSpeed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The Mastiff\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::MastiffSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedMastiff\", &Features::Aimbot::MastiffHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Mastiff Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedMastiff\", &Features::Aimbot::MastiffADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Mastiff Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::MastiffSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedMastiff\", &Features::Aimbot::MastiffMinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Mastiff Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedMastiff\", &Features::Aimbot::MastiffMaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Mastiff Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedMastiff\", &Features::Aimbot::MastiffMinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Mastiff Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedMastiff\", &Features::Aimbot::MastiffMaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Mastiff Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##Mastiff\", &Features::Aimbot::MastiffFOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##Mastiff\", &Features::Aimbot::MastiffZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::MastiffSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedMastiff\", &Features::Aimbot::MastiffHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Mastiff Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedMastiff\", &Features::Aimbot::MastiffADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Mastiff Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::MastiffSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedMastiff\", &Features::Aimbot::MastiffMinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Mastiff Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedMastiff\", &Features::Aimbot::MastiffMaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Mastiff Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedMastiff\", &Features::Aimbot::MastiffMinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Mastiff Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedMastiff\", &Features::Aimbot::MastiffMaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Mastiff Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedMastiff\", &Features::Aimbot::MastiffExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedMastiff\", &Features::Aimbot::MastiffDeadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::MastiffFOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::MastiffMinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::MastiffMaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 27) // Longbow\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::Longbow) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##LongbowAimbot\", &Features::Aimbot::LongbowFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##LongbowAimbot\", &Features::Aimbot::LongbowADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint LongbowAimBind = static_cast<int>(Features::AimbotBinds::LongbowAimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##LongbowAimbot\", &LongbowAimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::LongbowAimBind = static_cast<InputKeyType>(LongbowAimBind);\n\t\t\t\t\t\t\tint LongbowExtraBind = static_cast<int>(Features::AimbotBinds::LongbowExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##LongbowAimbot\", &LongbowExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::LongbowExtraBind = static_cast<InputKeyType>(LongbowExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##LongbowAdvancedHitbox\", &Features::Aimbot::LongbowClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::LongbowClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* LongbowHitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint LongbowHitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::LongbowHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##LongbowAdvancedHitbox\", &LongbowHitboxTypeIndex, LongbowHitboxTypes, IM_ARRAYSIZE(LongbowHitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::LongbowHitbox = static_cast<HitboxType>(LongbowHitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* LongbowSmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::LongbowSmoothingMethod, LongbowSmoothingMethodIndex, IM_ARRAYSIZE(LongbowSmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedLongbow\", &Features::Aimbot::LongbowSpeed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The Longbow\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::LongbowSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedLongbow\", &Features::Aimbot::LongbowHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Longbow Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedLongbow\", &Features::Aimbot::LongbowADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Longbow Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::LongbowSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedLongbow\", &Features::Aimbot::LongbowMinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Longbow Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedLongbow\", &Features::Aimbot::LongbowMaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Longbow Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedLongbow\", &Features::Aimbot::LongbowMinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Longbow Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedLongbow\", &Features::Aimbot::LongbowMaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Longbow Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##Longbow\", &Features::Aimbot::LongbowFOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##Longbow\", &Features::Aimbot::LongbowZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::LongbowSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedLongbow\", &Features::Aimbot::LongbowHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Longbow Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedLongbow\", &Features::Aimbot::LongbowADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Longbow Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::LongbowSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedLongbow\", &Features::Aimbot::LongbowMinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Longbow Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedLongbow\", &Features::Aimbot::LongbowMaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Longbow Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedLongbow\", &Features::Aimbot::LongbowMinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Longbow Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedLongbow\", &Features::Aimbot::LongbowMaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Longbow Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedLongbow\", &Features::Aimbot::LongbowExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedLongbow\", &Features::Aimbot::LongbowDeadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::LongbowFOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::LongbowMinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::LongbowMaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 28) // ChargeRifle\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::ChargeRifle) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##ChargeRifleAimbot\", &Features::Aimbot::ChargeRifleFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##ChargeRifleAimbot\", &Features::Aimbot::ChargeRifleADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint ChargeRifleAimBind = static_cast<int>(Features::AimbotBinds::ChargeRifleAimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##ChargeRifleAimbot\", &ChargeRifleAimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::ChargeRifleAimBind = static_cast<InputKeyType>(ChargeRifleAimBind);\n\t\t\t\t\t\t\tint ChargeRifleExtraBind = static_cast<int>(Features::AimbotBinds::ChargeRifleExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##ChargeRifleAimbot\", &ChargeRifleExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::ChargeRifleExtraBind = static_cast<InputKeyType>(ChargeRifleExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##ChargeRifleAdvancedHitbox\", &Features::Aimbot::ChargeRifleClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::ChargeRifleClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* ChargeRifleHitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint ChargeRifleHitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::ChargeRifleHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##ChargeRifleAdvancedHitbox\", &ChargeRifleHitboxTypeIndex, ChargeRifleHitboxTypes, IM_ARRAYSIZE(ChargeRifleHitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::ChargeRifleHitbox = static_cast<HitboxType>(ChargeRifleHitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* ChargeRifleSmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::ChargeRifleSmoothingMethod, ChargeRifleSmoothingMethodIndex, IM_ARRAYSIZE(ChargeRifleSmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedChargeRifle\", &Features::Aimbot::ChargeRifleSpeed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The ChargeRifle\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::ChargeRifleSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedChargeRifle\", &Features::Aimbot::ChargeRifleHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The ChargeRifle Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedChargeRifle\", &Features::Aimbot::ChargeRifleADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The ChargeRifle Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::ChargeRifleSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedChargeRifle\", &Features::Aimbot::ChargeRifleMinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The ChargeRifle Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedChargeRifle\", &Features::Aimbot::ChargeRifleMaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The ChargeRifle Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedChargeRifle\", &Features::Aimbot::ChargeRifleMinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The ChargeRifle Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedChargeRifle\", &Features::Aimbot::ChargeRifleMaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The ChargeRifle Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##ChargeRifle\", &Features::Aimbot::ChargeRifleFOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##ChargeRifle\", &Features::Aimbot::ChargeRifleZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::ChargeRifleSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedChargeRifle\", &Features::Aimbot::ChargeRifleHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The ChargeRifle Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedChargeRifle\", &Features::Aimbot::ChargeRifleADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The ChargeRifle Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::ChargeRifleSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedChargeRifle\", &Features::Aimbot::ChargeRifleMinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The ChargeRifle Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedChargeRifle\", &Features::Aimbot::ChargeRifleMaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The ChargeRifle Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedChargeRifle\", &Features::Aimbot::ChargeRifleMinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The ChargeRifle Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedChargeRifle\", &Features::Aimbot::ChargeRifleMaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The ChargeRifle Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedChargeRifle\", &Features::Aimbot::ChargeRifleExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedChargeRifle\", &Features::Aimbot::ChargeRifleDeadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::ChargeRifleFOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::ChargeRifleMinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::ChargeRifleMaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 29) // Sentinel\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::Sentinel) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##SentinelAimbot\", &Features::Aimbot::SentinelFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##SentinelAimbot\", &Features::Aimbot::SentinelADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint SentinelAimBind = static_cast<int>(Features::AimbotBinds::SentinelAimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##SentinelAimbot\", &SentinelAimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::SentinelAimBind = static_cast<InputKeyType>(SentinelAimBind);\n\t\t\t\t\t\t\tint SentinelExtraBind = static_cast<int>(Features::AimbotBinds::SentinelExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##SentinelAimbot\", &SentinelExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::SentinelExtraBind = static_cast<InputKeyType>(SentinelExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##SentinelAdvancedHitbox\", &Features::Aimbot::SentinelClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::SentinelClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* SentinelHitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint SentinelHitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::SentinelHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##SentinelAdvancedHitbox\", &SentinelHitboxTypeIndex, SentinelHitboxTypes, IM_ARRAYSIZE(SentinelHitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::SentinelHitbox = static_cast<HitboxType>(SentinelHitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* SentinelSmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::SentinelSmoothingMethod, SentinelSmoothingMethodIndex, IM_ARRAYSIZE(SentinelSmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedSentinel\", &Features::Aimbot::SentinelSpeed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The Sentinel\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::SentinelSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedSentinel\", &Features::Aimbot::SentinelHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Sentinel Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedSentinel\", &Features::Aimbot::SentinelADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Sentinel Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::SentinelSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedSentinel\", &Features::Aimbot::SentinelMinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Sentinel Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedSentinel\", &Features::Aimbot::SentinelMaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Sentinel Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedSentinel\", &Features::Aimbot::SentinelMinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Sentinel Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedSentinel\", &Features::Aimbot::SentinelMaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Sentinel Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##Sentinel\", &Features::Aimbot::SentinelFOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##Sentinel\", &Features::Aimbot::SentinelZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::SentinelSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedSentinel\", &Features::Aimbot::SentinelHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Sentinel Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedSentinel\", &Features::Aimbot::SentinelADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Sentinel Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::SentinelSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedSentinel\", &Features::Aimbot::SentinelMinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Sentinel Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedSentinel\", &Features::Aimbot::SentinelMaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Sentinel Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedSentinel\", &Features::Aimbot::SentinelMinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Sentinel Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedSentinel\", &Features::Aimbot::SentinelMaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Sentinel Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedSentinel\", &Features::Aimbot::SentinelExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedSentinel\", &Features::Aimbot::SentinelDeadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::SentinelFOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::SentinelMinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::SentinelMaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 30) // Wingman\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::Wingman) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##WingmanAimbot\", &Features::Aimbot::WingmanFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##WingmanAimbot\", &Features::Aimbot::WingmanADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint WingmanAimBind = static_cast<int>(Features::AimbotBinds::WingmanAimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##WingmanAimbot\", &WingmanAimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::WingmanAimBind = static_cast<InputKeyType>(WingmanAimBind);\n\t\t\t\t\t\t\tint WingmanExtraBind = static_cast<int>(Features::AimbotBinds::WingmanExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##WingmanAimbot\", &WingmanExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::WingmanExtraBind = static_cast<InputKeyType>(WingmanExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##WingmanAdvancedHitbox\", &Features::Aimbot::WingmanClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::WingmanClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* WingmanHitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint WingmanHitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::WingmanHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##WingmanAdvancedHitbox\", &WingmanHitboxTypeIndex, WingmanHitboxTypes, IM_ARRAYSIZE(WingmanHitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::WingmanHitbox = static_cast<HitboxType>(WingmanHitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* WingmanSmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::WingmanSmoothingMethod, WingmanSmoothingMethodIndex, IM_ARRAYSIZE(WingmanSmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedWingman\", &Features::Aimbot::WingmanSpeed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The Wingman\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::WingmanSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedWingman\", &Features::Aimbot::WingmanHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Wingman Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedWingman\", &Features::Aimbot::WingmanADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Wingman Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::WingmanSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedWingman\", &Features::Aimbot::WingmanMinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Wingman Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedWingman\", &Features::Aimbot::WingmanMaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Wingman Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedWingman\", &Features::Aimbot::WingmanMinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Wingman Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedWingman\", &Features::Aimbot::WingmanMaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Wingman Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##Wingman\", &Features::Aimbot::WingmanFOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##Wingman\", &Features::Aimbot::WingmanZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::WingmanSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedWingman\", &Features::Aimbot::WingmanHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Wingman Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedWingman\", &Features::Aimbot::WingmanADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Wingman Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::WingmanSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedWingman\", &Features::Aimbot::WingmanMinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Wingman Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedWingman\", &Features::Aimbot::WingmanMaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Wingman Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedWingman\", &Features::Aimbot::WingmanMinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Wingman Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedWingman\", &Features::Aimbot::WingmanMaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Wingman Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedWingman\", &Features::Aimbot::WingmanExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedWingman\", &Features::Aimbot::WingmanDeadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::WingmanFOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::WingmanMinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::WingmanMaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 31) // EVA8\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::EVA8) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##EVA8Aimbot\", &Features::Aimbot::EVA8Fire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##EVA8Aimbot\", &Features::Aimbot::EVA8ADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint EVA8AimBind = static_cast<int>(Features::AimbotBinds::EVA8AimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##EVA8Aimbot\", &EVA8AimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::EVA8AimBind = static_cast<InputKeyType>(EVA8AimBind);\n\t\t\t\t\t\t\tint EVA8ExtraBind = static_cast<int>(Features::AimbotBinds::EVA8ExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##EVA8Aimbot\", &EVA8ExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::EVA8ExtraBind = static_cast<InputKeyType>(EVA8ExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##EVA8AdvancedHitbox\", &Features::Aimbot::EVA8ClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::EVA8ClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* EVA8HitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint EVA8HitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::EVA8Hitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##EVA8AdvancedHitbox\", &EVA8HitboxTypeIndex, EVA8HitboxTypes, IM_ARRAYSIZE(EVA8HitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::EVA8Hitbox = static_cast<HitboxType>(EVA8HitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* EVA8SmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::EVA8SmoothingMethod, EVA8SmoothingMethodIndex, IM_ARRAYSIZE(EVA8SmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedEVA8\", &Features::Aimbot::EVA8Speed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The EVA8\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::EVA8SmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedEVA8\", &Features::Aimbot::EVA8HipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The EVA8 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedEVA8\", &Features::Aimbot::EVA8ADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The EVA8 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::EVA8SmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedEVA8\", &Features::Aimbot::EVA8MinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The EVA8 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedEVA8\", &Features::Aimbot::EVA8MaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The EVA8 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedEVA8\", &Features::Aimbot::EVA8MinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The EVA8 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedEVA8\", &Features::Aimbot::EVA8MaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The EVA8 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##EVA8\", &Features::Aimbot::EVA8FOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##EVA8\", &Features::Aimbot::EVA8ZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::EVA8SmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedEVA8\", &Features::Aimbot::EVA8HipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The EVA8 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedEVA8\", &Features::Aimbot::EVA8ADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The EVA8 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::EVA8SmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedEVA8\", &Features::Aimbot::EVA8MinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The EVA8 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedEVA8\", &Features::Aimbot::EVA8MaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The EVA8 Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedEVA8\", &Features::Aimbot::EVA8MinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The EVA8 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedEVA8\", &Features::Aimbot::EVA8MaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The EVA8 Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedEVA8\", &Features::Aimbot::EVA8ExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedEVA8\", &Features::Aimbot::EVA8Deadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::EVA8FOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::EVA8MinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::EVA8MaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 32) // Bocek\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::Bocek) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##BocekAimbot\", &Features::Aimbot::BocekFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##BocekAimbot\", &Features::Aimbot::BocekADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint BocekAimBind = static_cast<int>(Features::AimbotBinds::BocekAimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##BocekAimbot\", &BocekAimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::BocekAimBind = static_cast<InputKeyType>(BocekAimBind);\n\t\t\t\t\t\t\tint BocekExtraBind = static_cast<int>(Features::AimbotBinds::BocekExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##BocekAimbot\", &BocekExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::BocekExtraBind = static_cast<InputKeyType>(BocekExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##BocekAdvancedHitbox\", &Features::Aimbot::BocekClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::BocekClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* BocekHitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint BocekHitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::BocekHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##BocekAdvancedHitbox\", &BocekHitboxTypeIndex, BocekHitboxTypes, IM_ARRAYSIZE(BocekHitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::BocekHitbox = static_cast<HitboxType>(BocekHitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* BocekSmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::BocekSmoothingMethod, BocekSmoothingMethodIndex, IM_ARRAYSIZE(BocekSmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedBocek\", &Features::Aimbot::BocekSpeed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The Bocek\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::BocekSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedBocek\", &Features::Aimbot::BocekHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Bocek Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedBocek\", &Features::Aimbot::BocekADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Bocek Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::BocekSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedBocek\", &Features::Aimbot::BocekMinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Bocek Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedBocek\", &Features::Aimbot::BocekMaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Bocek Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedBocek\", &Features::Aimbot::BocekMinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Bocek Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedBocek\", &Features::Aimbot::BocekMaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Bocek Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##Bocek\", &Features::Aimbot::BocekFOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##Bocek\", &Features::Aimbot::BocekZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::BocekSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedBocek\", &Features::Aimbot::BocekHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Bocek Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedBocek\", &Features::Aimbot::BocekADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Bocek Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::BocekSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedBocek\", &Features::Aimbot::BocekMinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Bocek Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedBocek\", &Features::Aimbot::BocekMaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Bocek Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedBocek\", &Features::Aimbot::BocekMinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Bocek Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedBocek\", &Features::Aimbot::BocekMaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Bocek Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedBocek\", &Features::Aimbot::BocekExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedBocek\", &Features::Aimbot::BocekDeadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::BocekFOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::BocekMinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::BocekMaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 33) // Kraber\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::Kraber) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##KraberAimbot\", &Features::Aimbot::KraberFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##KraberAimbot\", &Features::Aimbot::KraberADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint KraberAimBind = static_cast<int>(Features::AimbotBinds::KraberAimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##KraberAimbot\", &KraberAimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::KraberAimBind = static_cast<InputKeyType>(KraberAimBind);\n\t\t\t\t\t\t\tint KraberExtraBind = static_cast<int>(Features::AimbotBinds::KraberExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##KraberAimbot\", &KraberExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::KraberExtraBind = static_cast<InputKeyType>(KraberExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##KraberAdvancedHitbox\", &Features::Aimbot::KraberClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::KraberClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* KraberHitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint KraberHitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::KraberHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##KraberAdvancedHitbox\", &KraberHitboxTypeIndex, KraberHitboxTypes, IM_ARRAYSIZE(KraberHitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::KraberHitbox = static_cast<HitboxType>(KraberHitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* KraberSmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::KraberSmoothingMethod, KraberSmoothingMethodIndex, IM_ARRAYSIZE(KraberSmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedKraber\", &Features::Aimbot::KraberSpeed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The Kraber\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::KraberSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedKraber\", &Features::Aimbot::KraberHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Kraber Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedKraber\", &Features::Aimbot::KraberADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Kraber Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::KraberSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedKraber\", &Features::Aimbot::KraberMinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Kraber Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedKraber\", &Features::Aimbot::KraberMaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Kraber Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedKraber\", &Features::Aimbot::KraberMinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Kraber Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedKraber\", &Features::Aimbot::KraberMaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Kraber Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##Kraber\", &Features::Aimbot::KraberFOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##Kraber\", &Features::Aimbot::KraberZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::KraberSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedKraber\", &Features::Aimbot::KraberHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Kraber Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedKraber\", &Features::Aimbot::KraberADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The Kraber Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::KraberSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedKraber\", &Features::Aimbot::KraberMinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Kraber Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedKraber\", &Features::Aimbot::KraberMaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Kraber Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedKraber\", &Features::Aimbot::KraberMinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The Kraber Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedKraber\", &Features::Aimbot::KraberMaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The Kraber Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedKraber\", &Features::Aimbot::KraberExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedKraber\", &Features::Aimbot::KraberDeadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::KraberFOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::KraberMinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::KraberMaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (WeaponsComboBoxCurrent == 34) // ThrowingKnife\n\t\t\t\t{\n\t\t\t\t\tif (Features::Aimbot::Knife) {\n\t\t\t\t\t\tImGui::Text(\"Keybinds\");\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire & OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire##ThrowingKnifeAimbot\", &Features::Aimbot::ThrowingKnifeFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS##ThrowingKnifeAimbot\", &Features::Aimbot::ThrowingKnifeADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint ThrowingKnifeAimBind = static_cast<int>(Features::AimbotBinds::ThrowingKnifeAimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##ThrowingKnifeAimbot\", &ThrowingKnifeAimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::ThrowingKnifeAimBind = static_cast<InputKeyType>(ThrowingKnifeAimBind);\n\t\t\t\t\t\t\tint ThrowingKnifeExtraBind = static_cast<int>(Features::AimbotBinds::ThrowingKnifeExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##ThrowingKnifeAimbot\", &ThrowingKnifeExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::ThrowingKnifeExtraBind = static_cast<InputKeyType>(ThrowingKnifeExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::Text(\"Hitbox\");\n\t\t\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##ThrowingKnifeAdvancedHitbox\", &Features::Aimbot::ThrowingKnifeClosestHitbox);\n\t\t\t\t\t\t\tif (!Features::Aimbot::ThrowingKnifeClosestHitbox) {\n\t\t\t\t\t\t\t\tconst char* ThrowingKnifeHitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint ThrowingKnifeHitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::ThrowingKnifeHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##ThrowingKnifeAdvancedHitbox\", &ThrowingKnifeHitboxTypeIndex, ThrowingKnifeHitboxTypes, IM_ARRAYSIZE(ThrowingKnifeHitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\t\t\tFeatures::AimbotHitboxes::ThrowingKnifeHitbox = static_cast<HitboxType>(ThrowingKnifeHitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst char* ThrowingKnifeSmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::ThrowingKnifeSmoothingMethod, ThrowingKnifeSmoothingMethodIndex, IM_ARRAYSIZE(ThrowingKnifeSmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed##AdvancedThrowingKnife\", &Features::Aimbot::ThrowingKnifeSpeed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed Of The Aim-Assist For The ThrowingKnife\\nHigher = Faster\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::ThrowingKnifeSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##AdvancedThrowingKnife\", &Features::Aimbot::ThrowingKnifeHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The ThrowingKnife Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##AdvancedThrowingKnife\", &Features::Aimbot::ThrowingKnifeADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The ThrowingKnife Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::ThrowingKnifeSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##AdvancedThrowingKnife\", &Features::Aimbot::ThrowingKnifeMinHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The ThrowingKnife Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##AdvancedThrowingKnife\", &Features::Aimbot::ThrowingKnifeMaxHipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The ThrowingKnife Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##AdvancedThrowingKnife\", &Features::Aimbot::ThrowingKnifeMinADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The ThrowingKnife Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##AdvancedThrowingKnife\", &Features::Aimbot::ThrowingKnifeMaxADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The ThrowingKnife Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV##ThrowingKnife\", &Features::Aimbot::ThrowingKnifeFOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##ThrowingKnife\", &Features::Aimbot::ThrowingKnifeZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\t\tif (Features::Aimbot::ThrowingKnifeSmoothingMethod == 0) // Static\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##1AdvancedThrowingKnife\", &Features::Aimbot::ThrowingKnifeHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The ThrowingKnife Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##1AdvancedThrowingKnife\", &Features::Aimbot::ThrowingKnifeADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist For The ThrowingKnife Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Aimbot::ThrowingKnifeSmoothingMethod == 1) // Random\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##1AdvancedThrowingKnife\", &Features::Aimbot::ThrowingKnifeMinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The ThrowingKnife Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##1AdvancedThrowingKnife\", &Features::Aimbot::ThrowingKnifeMaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The ThrowingKnife Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##1AdvancedThrowingKnife\", &Features::Aimbot::ThrowingKnifeMinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist For The ThrowingKnife Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##1AdvancedThrowingKnife\", &Features::Aimbot::ThrowingKnifeMaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist For The ThrowingKnife Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##1AdvancedThrowingKnife\", &Features::Aimbot::ThrowingKnifeExtraSmooth1, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##AdvancedThrowingKnife\", &Features::Aimbot::ThrowingKnifeDeadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::ThrowingKnifeFOV1, 1, 90, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::ThrowingKnifeMinDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::ThrowingKnifeMaxDistance1, 1, 500, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Distance for Aim-Assist to work\");\n\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::Text(\"Selected Weapon Is Not Enabled! Check Weapon Selection!\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tImGui::Spacing();\n\t\t\t\tImGui::EndChildFrame();\n\t\t\t}\n\t\t\tImGui::NextColumn();\n\n\t\t\t// ImGui::EndChildFrame();\n\t\t}\n\t}\n\n\tvoid AdvancedRCSTab(int WeaponID) {\n\t\tImGui::BeginChildFrame(14, ImVec2(WindowWidth - 220, 128), true);\n\t\t{\n\t\t\tif (Features::RCS::RCSEnabled) {\n\t\t\t\tImGui::Spacing();\n\t\t\t\tImGui::Text(\"Advanced RCS - Recoil Control\");\n\t\t\t\tImGui::Checkbox(\"Enabled\", &Features::RCS::AdvancedRCS);\n\t\t\t}\n\t\t\tif (!Features::RCS::RCSEnabled) {\n\t\t\t\tImGui::Text(\"RCS Must Be Enabled To Enable Advanced RCS.\");\n\t\t\t}\n\t\t\tif (Features::RCS::RCSEnabled && Features::RCS::AdvancedRCS) {\n\t\t\t\tconst char* RCSModeIndex[] = { \"Standalone\", \"Combined\" };\n\t\t\t\tImGui::ComboBox(\"RCS Method\", &Features::RCS::RCSMode, RCSModeIndex, IM_ARRAYSIZE(RCSModeIndex));\n\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\tImGui::SetTooltip(\"What RCS Method You Would Like.\\nStandalone Provideds Legit & Customizable Settings.\\nCombined Works Alongside Aimbot And Provides Better Recoil Control (Aimbot Must Be Enabled & Aimbot Mode = Cubic Bezier (xap-client)!)\");\n\t\t\t\tImGui::Text(\"Conditions\");\n\t\t\t\tImGui::Checkbox(\"On ADS Only?\", &Features::RCS::OnADS);\n\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\tImGui::SetTooltip(\"Toggle when the RCS will take control\\nEnabled = Only when aiming.\\nDisabled = Always.\");\n\t\t\t}\n\t\t\tImGui::EndChildFrame();\n\t\t}\n\n\t\tif (Features::RCS::AdvancedRCS) {\n\t\t\tImGui::BeginChildFrame(13, ImVec2({ WindowWidth - 220, 96 }), true);\n\t\t\t{\n\t\t\t\tImGui::Spacing();\n\t\t\t\tImGui::Text(\"Current Held Weapon: \");\n\t\t\t\tif (Features::RCS::P2020 && WeaponID == WeaponIDs::P2020) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0.990, 0.768, 0.039, 1.00f), \"P2020\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedP2020\", &Features::RCS::P2020Pitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the P2020.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedP2020\", &Features::RCS::P2020Yaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the P2020.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedP2020\", &Features::RCS::P2020PitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The P2020.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedP2020\", &Features::RCS::P2020YawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The P2020.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::RE45 && WeaponID == WeaponIDs::RE45) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0.990, 0.768, 0.039, 1.00f), \"RE45\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedRE45\", &Features::RCS::RE45Pitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the RE45.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedRE45\", &Features::RCS::RE45Yaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the RE45.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedRE45\", &Features::RCS::RE45PitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The RE45.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedRE45\", &Features::RCS::RE45YawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The RE45.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::Alternator && WeaponID == WeaponIDs::ALTERNATOR) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0.990, 0.768, 0.039, 1.00f), \"Alternator\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedAlternator\", &Features::RCS::AlternatorPitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the Alternator.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedAlternator\", &Features::RCS::AlternatorYaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the Alternator.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedAlternator\", &Features::RCS::AlternatorPitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The Alternator.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedAlternator\", &Features::RCS::AlternatorYawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The Alternator.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::R99 && WeaponID == WeaponIDs::R99) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0.990, 0.768, 0.039, 1.00f), \"R99\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedR99\", &Features::RCS::R99Pitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the R99.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedR99\", &Features::RCS::R99Yaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the R99.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedR99\", &Features::RCS::R99PitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The R99.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedR99\", &Features::RCS::R99YawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The R99.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::R301 && WeaponID == WeaponIDs::R301) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0.990, 0.768, 0.039, 1.00f), \"R301\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedR301\", &Features::RCS::R301Pitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the R301.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedR301\", &Features::RCS::R301Yaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the R301.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedR301\", &Features::RCS::R301PitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The R301.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedR301\", &Features::RCS::R301YawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The R301.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::Spitfire && WeaponID == WeaponIDs::SPITFIRE) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0.990, 0.768, 0.039, 1.00f), \"Spitfire\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedSpitfire\", &Features::RCS::SpitfirePitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the Spitfire.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedSpitfire\", &Features::RCS::SpitfireYaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the Spitfire.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedSpitfire\", &Features::RCS::SpitfirePitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The Spitfire.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedSpitfire\", &Features::RCS::SpitfireYawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The Spitfire.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::G7 && WeaponID == WeaponIDs::G7) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0.990, 0.768, 0.039, 1.00f), \"G7\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedG7\", &Features::RCS::G7Pitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the G7.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedG7\", &Features::RCS::G7Yaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the G7.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedG7\", &Features::RCS::G7PitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The G7.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedG7\", &Features::RCS::G7YawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The G7.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::Flatline && WeaponID == WeaponIDs::FLATLINE) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.990, 0.761, 1.00f), \"Flatline\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedFlatline\", &Features::RCS::FlatlinePitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the Flatline.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedFlatline\", &Features::RCS::FlatlineYaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the Flatline.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedFlatline\", &Features::RCS::FlatlinePitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The Flatline.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedFlatline\", &Features::RCS::FlatlineYawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The Flatline.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::Hemlock && WeaponID == WeaponIDs::HEMLOCK) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.990, 0.761, 1.00f), \"Hemlock\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedHemlock\", &Features::RCS::HemlockPitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the Hemlock.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedHemlock\", &Features::RCS::HemlockYaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the Hemlock.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedHemlock\", &Features::RCS::HemlockPitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The Hemlock.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedHemlock\", &Features::RCS::HemlockYawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The Hemlock.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::Prowler && WeaponID == WeaponIDs::PROWLER) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.990, 0.761, 1.00f), \"Prowler\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedProwler\", &Features::RCS::ProwlerPitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the Prowler.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedProwler\", &Features::RCS::ProwlerYaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the Prowler.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedProwler\", &Features::RCS::ProwlerPitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The Prowler.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedProwler\", &Features::RCS::ProwlerYawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The Prowler.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::Repeater && WeaponID == WeaponIDs::REPEATER) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.990, 0.761, 1.00f), \"Repeater\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedRepeater\", &Features::RCS::RepeaterPitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the Repeater.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedRepeater\", &Features::RCS::RepeaterYaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the Repeater.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedRepeater\", &Features::RCS::RepeaterPitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The Repeater.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedRepeater\", &Features::RCS::RepeaterYawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The Repeater.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::Rampage && WeaponID == WeaponIDs::RAMPAGE) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.990, 0.761, 1.00f), \"Rampage\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedRampage\", &Features::RCS::RampagePitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the Rampage.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedRampage\", &Features::RCS::RampageYaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the Rampage.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedRampage\", &Features::RCS::RampagePitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The Rampage.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedRampage\", &Features::RCS::RampageYawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The Rampage.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::CARSMG && WeaponID == WeaponIDs::CAR) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.990, 0.761, 1.00f), \"CARSMG\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedCARSMG\", &Features::RCS::CARSMGPitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the CARSMG.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedCARSMG\", &Features::RCS::CARSMGYaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the CARSMG.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedCARSMG\", &Features::RCS::CARSMGPitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The CARSMG.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedCARSMG\", &Features::RCS::CARSMGYawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The CARSMG.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::Havoc && WeaponID == WeaponIDs::HAVOC) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0, 0.99, 0, 1.00f), \"Havoc\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedHavoc\", &Features::RCS::HavocPitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the Havoc.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedHavoc\", &Features::RCS::HavocYaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the Havoc.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedHavoc\", &Features::RCS::HavocPitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The Havoc.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedHavoc\", &Features::RCS::HavocYawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The Havoc.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::Devotion && WeaponID == WeaponIDs::DEVOTION) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0, 0.99, 0, 1.00f), \"Devotion\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedDevotion\", &Features::RCS::DevotionPitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the Devotion.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedDevotion\", &Features::RCS::DevotionYaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the Devotion.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedDevotion\", &Features::RCS::DevotionPitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The Devotion.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedDevotion\", &Features::RCS::DevotionYawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The Devotion.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::LSTAR && WeaponID == WeaponIDs::LSTAR) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0, 0.99, 0, 1.00f), \"LSTAR\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedLSTAR\", &Features::RCS::LSTARPitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the LSTAR.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedLSTAR\", &Features::RCS::LSTARYaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the LSTAR.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedLSTAR\", &Features::RCS::LSTARPitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The LSTAR.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedLSTAR\", &Features::RCS::LSTARYawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The LSTAR.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::TripleTake && WeaponID == WeaponIDs::TRIPLETAKE) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0, 0.99, 0, 1.00f), \"TripleTake\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedTripleTake\", &Features::RCS::TripleTakePitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the TripleTake.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedTripleTake\", &Features::RCS::TripleTakeYaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the TripleTake.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedTripleTake\", &Features::RCS::TripleTakePitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The TripleTake.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedTripleTake\", &Features::RCS::TripleTakeYawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The TripleTake.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::Volt && WeaponID == WeaponIDs::VOLT) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0, 0.99, 0, 1.00f), \"Volt\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedVolt\", &Features::RCS::VoltPitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the Volt.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedVolt\", &Features::RCS::VoltYaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the Volt.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedVolt\", &Features::RCS::VoltPitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The Volt.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedVolt\", &Features::RCS::VoltYawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The Volt.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::Nemesis && WeaponID == WeaponIDs::NEMESIS) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0, 0.99, 0, 1.00f), \"Nemesis\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedNemesis\", &Features::RCS::NemesisPitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the Nemesis.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedNemesis\", &Features::RCS::NemesisYaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the Nemesis.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedNemesis\", &Features::RCS::NemesisPitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The Nemesis.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedNemesis\", &Features::RCS::NemesisYawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The Nemesis.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::Mozambique && WeaponID == WeaponIDs::MOZAMBIQUE) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0, 0, 1.00f), \"Mozambique\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedMozambique\", &Features::RCS::MozambiquePitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the Mozambique.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedMozambique\", &Features::RCS::MozambiqueYaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the Mozambique.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedMozambique\", &Features::RCS::MozambiquePitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The Mozambique.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedMozambique\", &Features::RCS::MozambiqueYawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The Mozambique.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::Peacekeeper && WeaponID == WeaponIDs::PEACEKEEPER) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0, 0, 1.00f), \"Peacekeeper\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedPeacekeeper\", &Features::RCS::PeacekeeperPitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the Peacekeeper.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedPeacekeeper\", &Features::RCS::PeacekeeperYaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the Peacekeeper.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedPeacekeeper\", &Features::RCS::PeacekeeperPitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The Peacekeeper.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedPeacekeeper\", &Features::RCS::PeacekeeperYawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The Peacekeeper.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::Mastiff && WeaponID == WeaponIDs::MASTIFF) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0, 0, 1.00f), \"Mastiff\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedMastiff\", &Features::RCS::MastiffPitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the Mastiff.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedMastiff\", &Features::RCS::MastiffYaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the Mastiff.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedMastiff\", &Features::RCS::MastiffPitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The Mastiff.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedMastiff\", &Features::RCS::MastiffYawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The Mastiff.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::Longbow && WeaponID == WeaponIDs::LONGBOW) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.337, 0.990, 1.00f), \"Longbow\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedLongbow\", &Features::RCS::LongbowPitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the Longbow.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedLongbow\", &Features::RCS::LongbowYaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the Longbow.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedLongbow\", &Features::RCS::LongbowPitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The Longbow.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedLongbow\", &Features::RCS::LongbowYawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The Longbow.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::ChargeRifle && WeaponID == WeaponIDs::CHARGE_RIFLE) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.337, 0.990, 1.00f), \"ChargeRifle\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedChargeRifle\", &Features::RCS::ChargeRiflePitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the ChargeRifle.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedChargeRifle\", &Features::RCS::ChargeRifleYaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the ChargeRifle.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedChargeRifle\", &Features::RCS::ChargeRiflePitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The ChargeRifle.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedChargeRifle\", &Features::RCS::ChargeRifleYawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The ChargeRifle.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::Sentinel && WeaponID == WeaponIDs::SENTINEL) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.337, 0.990, 1.00f), \"Sentinel\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedSentinel\", &Features::RCS::SentinelPitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the Sentinel.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedSentinel\", &Features::RCS::SentinelYaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the Sentinel.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedSentinel\", &Features::RCS::SentinelPitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The Sentinel.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedSentinel\", &Features::RCS::SentinelYawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The Sentinel.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::Wingman && WeaponID == WeaponIDs::WINGMAN) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0.530, 0.945, 1.00f), \"Wingman\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedWingman\", &Features::RCS::WingmanPitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the Wingman.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedWingman\", &Features::RCS::WingmanYaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the Wingman.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedWingman\", &Features::RCS::WingmanPitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The Wingman.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedWingman\", &Features::RCS::WingmanYawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The Wingman.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::EVA8 && WeaponID == WeaponIDs::EVA8) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0.530, 0.945, 1.00f), \"EVA8\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedEVA8\", &Features::RCS::EVA8Pitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the EVA8.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedEVA8\", &Features::RCS::EVA8Yaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the EVA8.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedEVA8\", &Features::RCS::EVA8PitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The EVA8.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedEVA8\", &Features::RCS::EVA8YawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The EVA8.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Features::RCS::Kraber && WeaponID == WeaponIDs::KRABER) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0.530, 0.945, 1.00f), \"Kraber\");\n\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch##AdvancedKraber\", &Features::RCS::KraberPitch, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power for the Kraber.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw##AdvancedKraber\", &Features::RCS::KraberYaw, 1, 50, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power for the Kraber.\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && !Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %##AdvancedKraber\", &Features::RCS::KraberPitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced For The Kraber.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %##AdvancedKraber\", &Features::RCS::KraberYawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced For The Kraber.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\telse {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0.99, 0.99, 1.00f), \"Unknown\");\n\t\t\t\t}\n\n\t\t\t\tImGui::EndChildFrame();\n\t\t\t}\n\t\t}\n\t}\n\n\tvoid AdvancedTriggerbotTab(int WeaponID) {\n\t\tif (!Features::Triggerbot::Enabled) {\n\t\t\tImGui::Text(\"Triggerbot Is Disabled!\");\n\t\t}\n\n\t\tif (Features::Triggerbot::Enabled) {\n\t\t\tImGui::BeginChildFrame(1, ImVec2(WindowWidth - 220, 136), true);\n\t\t\t{\n\t\t\t\tImGui::Spacing();\n\t\t\t\tImGui::Text(\"Advanced Triggerbot\");\n\t\t\t\tImGui::Checkbox(\"Enabled\", &Features::Triggerbot::AdvancedTriggerbot);\n\t\t\t\tif (Features::Triggerbot::AdvancedTriggerbot) {\n\t\t\t\t\tconst char* BindMethodIndex[] = { \"Memory\", \"Keybind\" };\n\t\t\t\t\tImGui::ComboBox(\"Bind Method\", &Features::Triggerbot::BindMethod, BindMethodIndex, IM_ARRAYSIZE(BindMethodIndex));\n\t\t\t\t\tif (Features::Triggerbot::BindMethod == 0) {\n\t\t\t\t\t\tImGui::Checkbox(\"On ADS Only?\", &Features::Triggerbot::OnADS);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Fire only when ADS\");\n\t\t\t\t\t\tif (Features::Triggerbot::OnADS) {\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"Always On For Shotguns\", &Features::Triggerbot::HipfireShotguns);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Overrides The Triggerbot Condition (OnADS?) For Shotguns Only.\\nSimple Terms: Other Guns Require ADS, Shotguns Will Not.\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::BindMethod == 1) {\n\t\t\t\t\t\tint TriggerBind = static_cast<int>(Features::Triggerbot::TriggerBind);\n\t\t\t\t\t\tImGui::ComboBox(\"Triggerbot Bind\", &TriggerBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\tFeatures::Triggerbot::TriggerBind = static_cast<InputKeyType>(TriggerBind);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tImGui::EndChildFrame();\n\t\t\t}\n\n\t\t\tif (Features::Triggerbot::AdvancedTriggerbot) {\n\t\t\t\tImGui::BeginChildFrame(2, ImVec2({ WindowWidth - 220, 96 }), true);\n\t\t\t\t{\n\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\tImGui::Text(\"Current Held Weapon: \");\n\n\t\t\t\t\tif (Features::Triggerbot::P2020 && WeaponID == WeaponIDs::P2020) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0.990, 0.768, 0.039, 1.00f), \"P2020\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##P2020Triggerbot\", &Features::Triggerbot::P2020Range, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::RE45 && WeaponID == WeaponIDs::RE45) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0.990, 0.768, 0.039, 1.00f), \"RE45\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##RE45Triggerbot\", &Features::Triggerbot::RE45Range, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::Alternator && WeaponID == WeaponIDs::ALTERNATOR) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0.990, 0.768, 0.039, 1.00f), \"Alternator\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##AlternatorTriggerbot\", &Features::Triggerbot::AlternatorRange, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::R99 && WeaponID == WeaponIDs::R99) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0.990, 0.768, 0.039, 1.00f), \"R99\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##R99Triggerbot\", &Features::Triggerbot::R99Range, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::R301 && WeaponID == WeaponIDs::R301) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0.990, 0.768, 0.039, 1.00f), \"R301\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##R301Triggerbot\", &Features::Triggerbot::R301Range, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::Spitfire && WeaponID == WeaponIDs::SPITFIRE) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0.990, 0.768, 0.039, 1.00f), \"Spitfire\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##SpitfireTriggerbot\", &Features::Triggerbot::SpitfireRange, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::G7 && WeaponID == WeaponIDs::G7) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0.990, 0.768, 0.039, 1.00f), \"G7\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##G7Triggerbot\", &Features::Triggerbot::G7Range, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::Flatline && WeaponID == WeaponIDs::FLATLINE) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.990, 0.761, 1.00f), \"Flatline\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##FlatlineTriggerbot\", &Features::Triggerbot::FlatlineRange, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::Prowler && WeaponID == WeaponIDs::PROWLER) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.990, 0.761, 1.00f), \"Prowler\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##ProwlerTriggerbot\", &Features::Triggerbot::ProwlerRange, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::Hemlock && WeaponID == WeaponIDs::HEMLOCK) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.990, 0.761, 1.00f), \"Hemlock\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##HemlockTriggerbot\", &Features::Triggerbot::HemlockRange, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::Repeater && WeaponID == WeaponIDs::REPEATER) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.990, 0.761, 1.00f), \"Repeater\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##RepeaterTriggerbot\", &Features::Triggerbot::RepeaterRange, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::Rampage && WeaponID == WeaponIDs::RAMPAGE) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.990, 0.761, 1.00f), \"Rampage\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##RampageTriggerbot\", &Features::Triggerbot::RampageRange, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::CARSMG && WeaponID == WeaponIDs::CAR) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.990, 0.761, 1.00f), \"CARSMG\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##CARSMGTriggerbot\", &Features::Triggerbot::CARSMGRange, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::Havoc && WeaponID == WeaponIDs::HAVOC) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0, 0.99, 0, 1.00f), \"Havoc\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##HavocTriggerbot\", &Features::Triggerbot::HavocRange, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::Devotion && WeaponID == WeaponIDs::DEVOTION) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0, 0.99, 0, 1.00f), \"Devotion\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##DevotionTriggerbot\", &Features::Triggerbot::DevotionRange, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::LSTAR && WeaponID == WeaponIDs::LSTAR) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0, 0.99, 0, 1.00f), \"LSTAR\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##LSTARTriggerbot\", &Features::Triggerbot::LSTARRange, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::TripleTake && WeaponID == WeaponIDs::TRIPLETAKE) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0, 0.99, 0, 1.00f), \"TripleTake\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##TripleTakeTriggerbot\", &Features::Triggerbot::TripleTakeRange, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::Volt && WeaponID == WeaponIDs::VOLT) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0, 0.99, 0, 1.00f), \"Volt\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##VoltTriggerbot\", &Features::Triggerbot::VoltRange, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::Nemesis && WeaponID == WeaponIDs::NEMESIS) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0, 0.99, 0, 1.00f), \"Nemesis\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##NemesisTriggerbot\", &Features::Triggerbot::NemesisRange, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::Mozambique && WeaponID == WeaponIDs::MOZAMBIQUE) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(1.00f, 0, 0, 1.00f), \"Mozambique\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##MozambiqueTriggerbot\", &Features::Triggerbot::MozambiqueRange, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::Peacekeeper && WeaponID == WeaponIDs::PEACEKEEPER) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(1.00f, 0, 0, 1.00f), \"Peacekeeper\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##PeacekeeperTriggerbot\", &Features::Triggerbot::PeacekeeperRange, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::Mastiff && WeaponID == WeaponIDs::MASTIFF) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(1.00f, 0, 0, 1.00f), \"Mastiff\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##MastiffTriggerbot\", &Features::Triggerbot::MastiffRange, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::Longbow && WeaponID == WeaponIDs::LONGBOW) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.337, 0.990, 1.00f), \"Longbow\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##LongbowTriggerbot\", &Features::Triggerbot::LongbowRange, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::ChargeRifle && WeaponID == WeaponIDs::CHARGE_RIFLE) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.337, 0.990, 1.00f), \"ChargeRifle\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##ChargeRifleTriggerbot\", &Features::Triggerbot::ChargeRifleRange, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::Sentinel && WeaponID == WeaponIDs::SENTINEL) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.337, 0.990, 1.00f), \"Sentinel\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##SentinelTriggerbot\", &Features::Triggerbot::SentinelRange, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::Wingman && WeaponID == WeaponIDs::WINGMAN) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0.530, 0.945, 1.00f), \"Wingman\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##WingmanTriggerbot\", &Features::Triggerbot::WingmanRange, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::EVA8 && WeaponID == WeaponIDs::EVA8) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0.530, 0.945, 1.00f), \"EVA8\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##EVA8Triggerbot\", &Features::Triggerbot::EVA8Range, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::Bocek && WeaponID == WeaponIDs::BOCEK) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0.530, 0.945, 1.00f), \"Bocek\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##BocekTriggerbot\", &Features::Triggerbot::BocekRange, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::Kraber && WeaponID == WeaponIDs::KRABER) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0.530, 0.945, 1.00f), \"Kraber\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##KraberTriggerbot\", &Features::Triggerbot::KraberRange, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::Knife && WeaponID == WeaponIDs::KNIFE) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0.530, 0.945, 1.00f), \"ThrowingKnife\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Range##ThrowingKnifeTriggerbot\", &Features::Triggerbot::ThrowingKnifeRange, 0, 1000, \"%.0f\");\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0.99, 0.99, 1.00f), \"Unknown (Check Your Selected Weapon!)\");\n\t\t\t\t\t}\n\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\tvoid TextCentered(std::string text) {\n\t\tauto windowWidth = ImGui::GetWindowSize().x;\n\t\tauto textWidth = ImGui::CalcTextSize(text.c_str()).x;\n\n\t\tImGui::SetCursorPosX((windowWidth - textWidth) * 0.5f);\n\t\tImGui::Text(text.c_str());\n\t}\n\n\tvoid RenderCombo(std::string title, std::vector<std::string>items, int& index, int comboWidth) {\n\t\tImGui::PushItemWidth(comboWidth);\n\t\tif (ImGui::BeginCombo(title.c_str(), items.at(index).c_str(), 0)) {\n\n\t\t\tfor (int n = 0; n < items.size(); n++) {\n\t\t\t\tconst bool is_selected = (index == n);\n\t\t\t\tif (ImGui::Selectable(items.at(n).c_str(), is_selected))index = n;\n\n\t\t\t\tif (is_selected)ImGui::SetItemDefaultFocus();// Set the initial focus when opening the combo (scrolling + keyboard navigation focus)\n\t\t\t}\n\t\t\tImGui::EndCombo();\n\t\t}\n\t\tImGui::PopItemWidth();\n\t}\n};"
  },
  {
    "path": "Overlay/Font.hpp",
    "content": "#pragma once\n\nconstexpr unsigned int _compressedFontSize = 54136;\nconstexpr unsigned int _compressedFontData[_compressedFontSize / 4] =\n{\n    0x0000bc57, 0x00000000, 0x48b00200, 0x00000400, 0x00010037, 0x000b0000, 0x00030080, 0x2f534f30, 0x8e189932, 0x01000054, 0x36158238, 0x616d6360, \n    0x8b94e770, 0x1a0000cc, 0x030000a0, 0x73616776, 0x82ffff70, 0xb0022229, 0x381f8240, 0x796c6708, 0x7ea2f066, 0x3700007d, 0x76020024, 0x616568b4, \n    0x94ad2664, 0x201b82d8, 0x210382bc, 0x10826836, 0x18572523, 0x200b820a, 0x280382f4, 0x746d6824, 0x51ad9678, 0x305f82c2, 0x19000098, 0x636f6c08, \n    0x13640761, 0x1e000010, 0x280f8218, 0x78616d0c, 0x00540670, 0x821f824a, 0x20003d0f, 0x656d616e, 0x26282319, 0xd8ad0200, 0x46020000, 0x74736f70, \n    0xcc009c01, 0x20b00200, 0x20204f82, 0x012cbb84, 0x3b450000, 0x0f5f595f, 0x0b00f53c, 0x18824a82, 0x9410d723, 0x2c06823a, 0xa7efdc00, 0xfa39fe2e, \n    0x115515ab, 0x220f82c7, 0x84020008, 0x83002031, 0xc7112d05, 0x0000abfa, 0x39fe1c17, 0x55150000, 0x24821786, 0x06210285, 0x82118342, 0x00482205, \n    0x21118411, 0x008f0002, 0x730b0329, 0x05009001, 0x82080000, 0x00002301, 0x078539fe, 0x00000825, 0x833303cc, 0x8304202c, 0x25038204, 0x8f0a0020, \n    0x08820e10, 0x46330286, 0x00525453, 0xe0200040, 0xfc710c52, 0x11000072, 0x825505c7, 0x82bf201a, 0x08002403, 0x84710ce3, 0x0a012232, 0x820782aa, \n    0x8e032302, 0x03870000, 0x00e30824, 0x17820a00, 0x1b83038b, 0x001c0725, 0x891c0700, 0x204f831b, 0x8327820a, 0x8733871b, 0x8f3f8f13, 0x8727834b, \n    0x21078733, 0x7791380e, 0x6b83478f, 0x0fb3138f, 0xaf8b7f87, 0xf787bbab, 0x3f41b393, 0x21278f13, 0x6f411c07, 0x074f4105, 0x8f077b41, 0x83ef87cb, \n    0x21438727, 0x2741710c, 0x41138709, 0x0b830b4b, 0x2b83cb87, 0x0f834383, 0x3783138b, 0x738f0387, 0xb78f0f8b, 0x4f871b87, 0x9b0f1342, 0xff1bb34b, \n    0x41b3a37f, 0x37a31397, 0xfe2523a1, 0x00710c39, 0x0bef4100, 0x870f6f41, 0x073f420f, 0x0b422b83, 0x0bab4307, 0x830bb741, 0x070b420b, 0x07872387, \n    0x8713bb42, 0x178b413b, 0x420f2f42, 0x1f870f93, 0x0b415b9b, 0x93f78b13, 0xa3139f1f, 0x834387af, 0x412f976b, 0x23970b83, 0x1b834783, 0xf3832b8f, \n    0x8b0b8741, 0x43df930b, 0xfb8b2797, 0x830f2342, 0x415b931b, 0xdf451b2f, 0x07d74407, 0x00551523, 0x87038700, 0x93cb8393, 0x0f93429f, 0x1b9f679b, \n    0xd3935f87, 0x83833b9b, 0x2b87b38b, 0x46001021, 0xfb441553, 0x836f8b23, 0x1fbf42fb, 0x970fcf46, 0x41478faf, 0xb34107ab, 0x835f972f, 0x46638b17, \n    0xbb42073b, 0x436f970f, 0x5383170b, 0x87079741, 0x0747413b, 0x460b0342, 0xa38b0b1b, 0xcf461783, 0x07974607, 0x5b423f8b, 0x48e39b13, 0x1f453f0b, \n    0x47779b1b, 0x279b0b5f, 0x831b8743, 0x417f8feb, 0x67410b9f, 0x00102107, 0x4109ff45, 0x7b9d0fbf, 0x42c70121, 0x2f9d0fbf, 0x8f152743, 0x424393a3, \n    0xf7491b47, 0x454f870f, 0x57930f2b, 0xb34213cf, 0x0757410b, 0x410b5341, 0x2f412d5f, 0x83b3a315, 0x07974467, 0x57417f9b, 0x0b834b0f, 0x8f1b3f41, \n    0x472b87c7, 0x778f0bc7, 0x5f46338f, 0x07934213, 0x8f076745, 0x4c43934f, 0x7f4a0b17, 0xc711210b, 0x4405d742, 0x77930f4f, 0x410ba347, 0x23460b13, \n    0x934b8b0f, 0x0010230b, 0x37410000, 0x0fbb411b, 0x93464387, 0x0bb7441f, 0x97440b83, 0x8fab9713, 0x463b93db, 0xc78f2fab, 0x8f9f0fcf, 0x45070b46, \n    0x0f870727, 0x230b6b4a, 0x00005505, 0x5b48178b, 0x46138b07, 0x47490b47, 0x461f9707, 0x082307f3, 0x465505e3, 0x07250dff, 0x03aa0a1c, 0x23038b8e, \n    0x8e031c07, 0x27850383, 0x858e0321, 0x21378333, 0x7f415505, 0x1c072105, 0xa3851383, 0xc7492b85, 0x0fd7460f, 0x470f174f, 0x2f830fe3, 0xc342bb87, \n    0x13534807, 0xaf4b3793, 0x411b9707, 0x4fd34fdf, 0x4e23234a, 0x2f410beb, 0x44078b07, 0x078f075f, 0xc749afcf, 0x2f7f4117, 0x0f8f478f, 0xff8fb7b7, \n    0x5faf0f97, 0xaf078343, 0x8b2f4037, 0xef0f0f4f, 0x1377469b, 0x979f1393, 0x47134b47, 0x1b450b6f, 0x44078707, 0x6342074b, 0x07674a0f, 0x420b3f52, \n    0xa34827c7, 0x422f8b07, 0x53490f6b, 0x07374c0b, 0x13212383, 0x056b478e, 0x00551527, 0x00e30800, 0x077b4700, 0x0e210f83, 0x055b4e38, 0x378b0787, \n    0x4f8b1f93, 0x49c71121, 0x638f0577, 0x5f490f8b, 0x87738707, 0x835b8b67, 0x4e1f830b, 0x5b830be3, 0x2f830383, 0x851c1721, 0x469b8ba3, 0x47480bf7, \n    0x0b0f4107, 0x7b87138b, 0x48071750, 0x1b830b23, 0x488e1321, 0x5b4609ff, 0x0be34607, 0x520f0b4d, 0x87410f63, 0x412f870f, 0x1793173f, 0x00710c23, \n    0x07a74100, 0x970baf41, 0x07cf4c17, 0x13832b8b, 0x4a0b6741, 0x93410b6b, 0x87638b07, 0x870783f7, 0x0b774117, 0x510b8f41, 0xef930b53, 0x410b5b41, \n    0x77410fa7, 0x83238313, 0x0747435f, 0x830b2f50, 0x0723430b, 0x538f0787, 0x410fe749, 0xc74e0bef, 0x93339317, 0x936ba313, 0x27138b37, 0xc701710c, \n    0xc701380e, 0x210b3b4e, 0x7b430010, 0x8f07a305, 0x0797415f, 0xc3410797, 0x44079f07, 0x734c079b, 0x87738f13, 0x9773970f, 0x09a34b17, 0x0385ff83, \n    0x420beb41, 0xf34307a7, 0x8337830f, 0x00002353, 0x03860300, 0x01001c22, 0x00240982, 0x03006c01, 0x1c240984, 0x50010400, 0x56081182, 0x00400050, \n    0x00100005, 0x024f027e, 0x02da02c6, 0x037503dc, 0x038a037e, 0x04a1038c, 0x05c705ff, 0x1ef405ea, 0x201420ff, 0x2020201e, 0x20262022, 0x203a2030, \n    0x20702044, 0x20a02079, 0x20ac20a9, 0x222221bf, 0x26152212, 0x30963005, 0x732931ff, 0xe08d9f8b, 0x82ffff52, 0x00202259, 0x245186a0, 0x037a0374, \n    0x2e518284, 0x05a3038e, 0x05d00591, 0x20001ef0, 0x88182013, 0x84392051, 0x90742051, 0x30412451, 0x84053199, 0x00520851, 0xe3ffffff, 0x4cffc2ff, \n    0x38ff39ff, 0x9dfea1fe, 0x97fe98fe, 0x95fe96fe, 0xfcfd04fe, 0xece5f7fd, 0xd6e4d9e4, 0xd4e4d5e4, 0xc8e4d1e4, 0xb7e4c0e4, 0x89e48ce4, 0x5be463e4, \n    0x47e459e4, 0xf6e2e5e3, 0x05dff4e2, 0xc8d4cad4, 0x6292c3d4, 0xef256166, 0xa1820100, 0x062202cd, 0x50830a02, 0x5b8f5882, 0x02000123, 0x87008500, \n    0x96002007, 0x08398500, 0x040003bc, 0x06000500, 0x08000700, 0x0a000900, 0x0c000b00, 0x0e000d00, 0x10000f00, 0x12001100, 0x14001300, 0x16001500, \n    0x18001700, 0x1a001900, 0x1c001b00, 0x1e001d00, 0x20001f00, 0x22002100, 0x24002300, 0x26002500, 0x28002700, 0x2a002900, 0x2c002b00, 0x2e002d00, \n    0x30002f00, 0x32003100, 0x34003300, 0x36003500, 0x38003700, 0x3a003900, 0x3c003b00, 0x3e003d00, 0x40003f00, 0x42004100, 0x44004300, 0x46004500, \n    0x48004700, 0x4a004900, 0x4c004b00, 0x4e004d00, 0x50004f00, 0x52005100, 0x54005300, 0x56005500, 0x58005700, 0x5a005900, 0x5c005b00, 0x5e005d00, \n    0x60005f00, 0xd9826100, 0x00865808, 0x00890087, 0x0093008b, 0x009e0098, 0x00a200a3, 0x00a600a4, 0x00a700a5, 0x00ab00a9, 0x00ac00aa, 0x00af00ad, \n    0x00b000ae, 0x00b300b1, 0x00b400b5, 0x00b800b6, 0x00bc00b7, 0x00bd00bb, 0x00f504be, 0x00640072, 0x04690065, 0x007800f6, 0x007000a1, 0x0007056b, \n    0x826a0076, 0x0088225b, 0x2005829a, 0x24038273, 0x00670000, 0x22078477, 0x82550200, 0x006c3207, 0x003e027c, 0x00ba00a8, 0x00630081, 0x0100006e, \n    0x08158254, 0x6d000020, 0xf7047d00, 0x82006200, 0x97008500, 0x15011401, 0xed04ec04, 0xf304f204, 0xef04ee04, 0x2382b900, 0x3a01c12a, 0x0505fb04, \n    0xfa04f904, 0x02830d82, 0xf004793c, 0xf804f404, 0x8c008400, 0x8d008300, 0x8f008a00, 0x91009000, 0x95008e00, 0x20829600, 0x9c00942e, 0x9b009d00, \n    0x1202f300, 0x71001402, 0x00241182, 0x7a001302, 0x038a0783, 0x0b826020, 0x8820038b, 0xd0200f82, 0x44209782, 0xe4240382, 0x48020000, 0xdc200382, \n    0xf8240382, 0x50030000, 0xa4240382, 0x14040000, 0x17820382, 0x82700421, 0x828c2007, 0x82138303, 0x8205202b, 0x740528cb, 0xe8050000, 0x82060000, \n    0xb8062553, 0x0c070000, 0x27820382, 0x0b820720, 0x00300825, 0x82980800, 0x82c02003, 0x244f8203, 0x00006c09, 0x2c0f8209, 0x0000080a, 0x0000680a, \n    0x00002c0b, 0x207f820b, 0x246f820b, 0x0000340c, 0x211f820c, 0x07829c0c, 0x0000c824, 0x0382240d, 0x0d205f82, 0x0d251382, 0x0e0000ac, 0x20038214, \n    0x82038234, 0x820e202f, 0x820f202f, 0x640f241f, 0x820f0000, 0x2810250b, 0xa0100000, 0x37820382, 0xce821120, 0x00581124, 0x33821100, 0x003c1225, \n    0x82941200, 0x00f02403, 0x82181300, 0x202f8203, 0x20bf8213, 0x24bb8213, 0x0000fc13, 0x21378214, 0x07828014, 0x0000e024, 0x03823815, 0x15209b82, \n    0x16201b82, 0x16200b82, 0x16253f82, 0x170000f4, 0x2003821c, 0x82038254, 0xd01724cf, 0x82180000, 0x6018280f, 0xa8180000, 0x82190000, 0x821920c7, \n    0x821920c7, 0x821920b3, 0x401a2463, 0x821a0000, 0x821a209f, 0x821b204f, 0xc41b24ab, 0x821c0000, 0x821c202f, 0x821c20c3, 0xec1c253b, 0x4c1d0000, \n    0x3b820382, 0x03831d20, 0x0000d424, 0x0382501e, 0x1f240b82, 0x1f000010, 0x1f208b82, 0x20207782, 0x20247f82, 0x21000060, 0x2124b382, 0x22000070, \n    0x2220fb82, 0x22201382, 0x23248782, 0x2300000c, 0x2321b782, 0x23078274, 0x240000b4, 0x24205f82, 0x2424e382, 0x250000bc, 0x2520fb82, 0x25218382, \n    0x200b825c, 0x82038284, 0x82252057, 0x942624c3, 0x82270000, 0x8227203f, 0x8228207f, 0x822820e3, 0x82292013, 0xe8292457, 0x822a0000, 0x822b2047, \n    0x882b2453, 0x822c0000, 0x782c2167, 0x27820782, 0x003c2d25, 0x828c2d00, 0x200b8203, 0x200b822e, 0x2917822e, 0x0000b02e, 0x0000f82e, 0x0382302f, \n    0x3020ab82, 0x3020b382, 0x30201782, 0x3129ef82, 0x31000058, 0x320000dc, 0x24038244, 0x330000d8, 0x23038264, 0x340000bc, 0x34215382, 0x8207827c, \n    0x483524eb, 0x82350000, 0x82352053, 0x6c36247f, 0x82360000, 0x82372037, 0x82372027, 0x82382053, 0xfc38250f, 0x68390000, 0x47820382, 0x2b823a20, \n    0x6f823a20, 0xeb823b20, 0x00903b29, 0x00cc3b00, 0x82043c00, 0x824c2003, 0x24db8203, 0x0000ec3c, 0x2433823d, 0x0000d43d, 0x249f823e, 0x0000b43e, \n    0x21e3823f, 0x0782a03f, 0x40203f82, 0x4024df82, 0x410000d8, 0x41201b82, 0x42204782, 0x42208782, 0x42207b82, 0x43203782, 0x43247382, 0x440000d0, \n    0x44242f82, 0x450000c4, 0x45256b82, 0x460000c8, 0x82038240, 0x82472047, 0xac472573, 0x30480000, 0x98240382, 0x00490000, 0x73820382, 0x00084a24, \n    0x57824a00, 0xb7824a20, 0x1b824b20, 0x00a84b28, 0x00e84b00, 0xf3824c00, 0x00a44c25, 0x821c4d00, 0x825c2003, 0x00b82303, 0x2b824e00, 0x9f824e20, \n    0xb7824e20, 0x1f824f20, 0x6f824f20, 0x3b825020, 0x00fc5028, 0x009c5100, 0x1f825200, 0x8f825220, 0x07825320, 0x63825320, 0x00f45324, 0xfb825400, \n    0x8f825420, 0x00245525, 0x827c5500, 0x20db8203, 0x257b8256, 0x00002c56, 0x03827456, 0x0382bc20, 0x57202782, 0x5720d382, 0x5720c382, 0x57202382, \n    0x58205f82, 0x5824af82, 0x58000094, 0x5920db82, 0x59252782, 0x5a0000f8, 0x82038260, 0x825a2067, 0x105b2443, 0x825b0000, 0x825b20eb, 0x905b215f, \n    0x63820b82, 0x00f05b24, 0x47825c00, 0x82805c21, 0x240b8207, 0x0000545d, 0x2017825d, 0x204b825e, 0x20d7825e, 0x20cb825f, 0x20af825f, 0x203f825f, \n    0x207f8260, 0x24ff8260, 0x0000dc60, 0x20278261, 0x24738261, 0x00005062, 0x201b8262, 0x20db8263, 0x20978263, 0x20378264, 0x248f8264, 0x0000e864, \n    0x202f8265, 0x29438265, 0x00000c66, 0x0000a466, 0x03821867, 0x0000c023, 0x252b8268, 0x0000d868, 0x03824c69, 0x6a28c782, 0x6a000078, 0x6b0000b0, \n    0x6b211f82, 0x8207826c, 0x826c2057, 0x826c2033, 0x826c20c3, 0x826d2047, 0xb46d2413, 0x826e0000, 0x826e2013, 0x826e2013, 0x826f2013, 0xe46f25d7, \n    0x58700000, 0x8f820382, 0x6b827120, 0xfb827120, 0x00147228, 0x00987200, 0xb7827300, 0x73827320, 0x53827420, 0xeb827420, 0x00fc7424, 0xf7827500, \n    0x00c87524, 0xbb827600, 0x00d07625, 0x82087700, 0x25f78203, 0x0000ec77, 0x03823078, 0x78203782, 0x79209782, 0x79203382, 0x79206782, 0x7a248782, \n    0x7a000024, 0x7a200b82, 0x7b24b782, 0x7b000000, 0x7b204382, 0xe2823b82, 0x5c7c0025, 0x827c0000, 0x107d250b, 0x787d0000, 0x3b820382, 0x13827e20, \n    0x2b827e20, 0x00f87e24, 0x93827f00, 0x53827f20, 0x67828020, 0x003c8024, 0x2b828000, 0x4f828120, 0x00888124, 0x0b828100, 0x00208224, 0x37828200, \n    0x0b828220, 0x00388325, 0x82a08300, 0x00f42303, 0xdb828400, 0xef828420, 0x00288524, 0x68828500, 0x00e08524, 0x1f828600, 0x829c8621, 0x00d42307, \n    0xab828700, 0x82688721, 0x00b02407, 0x82048800, 0x200b8203, 0x20738288, 0x20b78289, 0x24cf8289, 0x0000dc89, 0x2167828a, 0x0782888a, 0x0000e824, \n    0x0382488b, 0x8c202b82, 0x8c241f82, 0x8c00006c, 0x8d200b82, 0x8d247b82, 0x8d000084, 0x8d245382, 0x8e0000c4, 0x8e20c382, 0x8e206382, 0x8f207f82, \n    0x90208782, 0x9025f382, 0x910000bc, 0x2003820c, 0x24038258, 0x920000cc, 0x24038250, 0x930000c8, 0x82038254, 0x829420eb, 0x82942043, 0x8294207b, \n    0x8295209f, 0x82952023, 0x34962483, 0x82960000, 0x82972053, 0x8297204f, 0x8298205f, 0x8c9824fb, 0x82990000, 0x9899252b, 0x1c9a0000, 0x33820382, \n    0x67829a20, 0xfb829b20, 0x00f09b24, 0x0f829c00, 0xb3829c20, 0x43829d20, 0x5f829d20, 0x87829e20, 0x93829e20, 0x00649f28, 0x00f89f00, 0x3f82a000, \n    0x00eca025, 0x824ca100, 0x24938203, 0x00002ca2, 0x200782a2, 0x248f82a3, 0x0000a8a3, 0x207382a4, 0x20d382a4, 0x253f82a5, 0x0000d0a5, 0x038260a6, \n    0xa7200f82, 0xa720ef82, 0xa7203b82, 0xa8246382, 0xa9000088, 0xa9243782, 0xaa0000ac, 0xaa205f82, 0xab25b382, 0xac000090, 0x82038228, 0x48ad244b, \n    0x82ad0000, 0x82ae20e3, 0x82ae201b, 0x82af20c7, 0x82af20af, 0x82af20af, 0x82b0203b, 0x82b0201b, 0x82b0202b, 0x5cb124f3, 0x82b10000, 0x82b2203b, \n    0x82b2206b, 0x82b3206b, 0x82b32007, 0x44b424b3, 0x82b40000, 0x82b5208b, 0xa0b524df, 0x82b60000, 0x7cb625f7, 0x10b70000, 0x84200382, 0x63820382, \n    0x0014b824, 0x4782b800, 0x1b82b920, 0xf382b920, 0xf382b920, 0x0024ba24, 0xab82ba00, 0xc382bb20, 0x00b8bb24, 0x8f82bc00, 0xb382bc20, 0xf782bc20, \n    0xc782bd20, 0x1b82bd20, 0x3782be20, 0x4382be20, 0x00f4be29, 0x0078bf00, 0x820cc000, 0x82642003, 0x20538203, 0x20a782c1, 0x251b82c1, 0x0000ecc1, \n    0x038254c2, 0x0000a423, 0x20f782c3, 0x206782c3, 0x204f82c3, 0x24af82c4, 0x000004c5, 0x248b82c5, 0x000000c6, 0x202b82c6, 0x203782c6, 0x205382c7, \n    0x206782c7, 0x24df82c7, 0x000040c8, 0x202f82c8, 0x207382c8, 0x204382c9, 0x20c782c9, 0x203382ca, 0x206b82ca, 0x20e382ca, 0x246382cb, 0x000094cb, \n    0x20b782cc, 0x209382cc, 0x209382cc, 0x208382cd, 0x204b82cd, 0x204b82cd, 0x241782ce, 0x000050ce, 0x202f82ce, 0x20fb82ce, 0x24d782ce, 0x000038cf, \n    0x200b82cf, 0x242782d0, 0x000044d0, 0x243782d0, 0x000098d0, 0x202b82d1, 0x20f382d1, 0x21ff82d1, 0x0f82acd1, 0x0000d824, 0x038230d2, 0xd3201b82, \n    0xd3202b82, 0xd324d782, 0xd40000c0, 0xd4219f82, 0x20078234, 0x82038288, 0x82d520c7, 0x82d5200f, 0x9cd52947, 0xb4d50000, 0x1cd60000, 0x70200382, \n    0xc4230382, 0x82d70000, 0x82d720ef, 0x82d7207f, 0xccd72443, 0x82d80000, 0x82d82047, 0x82d8201b, 0x82d8200f, 0x58d929df, 0xe8d90000, 0x3cda0000, \n    0x3f820382, 0x00d4da25, 0x8248db00, 0x20bb8203, 0x207b82dc, 0x206382dc, 0x204782dc, 0x20b382dd, 0x241f82dd, 0x000010de, 0x209f82de, 0x24c782de, \n    0x000040df, 0x24a782df, 0x0000f4df, 0x207f82e0, 0x205782e0, 0x25b382e0, 0x00004ce1, 0x038290e1, 0xe2201782, 0xe2282b82, 0xe20000b0, 0xe30000e4, \n    0xe3216382, 0x230782a8, 0xe40000ec, 0xe421b382, 0x8207825c, 0x54e5285b, 0xa4e50000, 0x82e60000, 0x60e621ab, 0x13820782, 0xc382e720, 0x0074e728, \n    0x00f8e700, 0x5782e800, 0xab82e820, 0x2782e920, 0x9782e920, 0x9782ea20, 0xe782ea20, 0x0024eb29, 0x0078eb00, 0x8204ec00, 0x20c78203, 0x208b82ec, \n    0x244382ed, 0x000084ed, 0x207382ed, 0x207382ed, 0x20cb82ee, 0x20eb82ee, 0x20b782ef, 0x201782ef, 0x20df82ef, 0x243782f0, 0x00007cf0, 0x200b82f0, \n    0x202f82f1, 0x201782f1, 0x206782f1, 0x207b82f2, 0x206782f2, 0x251b82f3, 0x0000ccf3, 0x038220f4, 0xf4257382, 0xf5000088, 0x82038208, 0xb8f5211f, \n    0x23820782, 0xfb82f620, 0xb382f620, 0x000cf725, 0x8250f700, 0x208f8203, 0x200b82f8, 0x202382f8, 0x200b82f8, 0x209382f9, 0x250b82f9, 0x0000c8f9, \n    0x038234fa, 0xfa206382, 0xfb206f82, 0xfb200b82, 0xfb20cf82, 0xfc250b82, 0xfc00004c, 0x20038264, 0x8203829c, 0x2cfd240f, 0x82fd0000, 0xd8fd2527, \n    0x5cfe0000, 0xd0230382, 0x82ff0000, 0x82ff207f, 0xe4ff257f, 0x28000100, 0x7c200382, 0x9c200382, 0xe0240382, 0x10010100, 0x80200382, 0xf8240382, \n    0x4c020100, 0xcc240382, 0x34030100, 0x68200382, 0xbc200382, 0xec230382, 0x82040100, 0x5804210f, 0x98200782, 0xf0240382, 0x18050100, 0x70200382, \n    0xd8230382, 0x82060100, 0x82062027, 0x8206204b, 0x1407255b, 0x54070100, 0x27820382, 0x0f820720, 0x00240824, 0x1f820801, 0x00c80824, 0x1b820901, \n    0x826c0921, 0x255f8207, 0x0100200a, 0x0382400a, 0x03828420, 0x0100d023, 0x210b820b, 0x0782940b, 0x0100e823, 0x202f820c, 0x2413820c, 0x0100040d, \n    0x2173820d, 0x0782880d, 0xf4230f83, 0x820e0100, 0xac0e215b, 0xd4240782, 0x2c0f0100, 0x33820382, 0x63821020, 0x27821020, 0x00a01024, 0x27821001, \n    0xcf821120, 0x27821120, 0x0f821120, 0xdf821120, 0x1f821220, 0x00841224, 0x1b821201, 0x003c1328, 0x00a41301, 0x8b821401, 0x82501421, 0x203f8207, \n    0x20738214, 0x25338215, 0x01004815, 0x03828015, 0x1628d382, 0x16010030, 0x17010090, 0x17202782, 0x18257f82, 0x18010010, 0x82038244, 0x82192083, \n    0x82192007, 0x8219201b, 0x641a2937, 0xc01a0100, 0x281b0100, 0x13820382, 0x00181c24, 0x77821c01, 0x00081d25, 0x82701d01, 0x00ec2303, 0xcf821e01, \n    0x17821f20, 0x00c81f25, 0x821c2001, 0x20178203, 0x20978220, 0x20f38221, 0x208b8221, 0x242b8222, 0x0100a822, 0x247f8223, 0x0100dc23, 0x201f8224, \n    0x20378224, 0x20378225, 0x20c78226, 0x206f8227, 0x205f8228, 0x202b8228, 0x207f8228, 0x240f8229, 0x0100b429, 0x202b8229, 0x209f822a, 0x2837822a, \n    0x0100782a, 0x0100b02a, 0x2067822b, 0x20bf822b, 0x243b822c, 0x0100f82c, 0x242b822d, 0x01009c2d, 0x2063822e, 0x2023822e, 0x820b832e, 0x822e20af, \n    0x822f201b, 0x7c2f24e3, 0x822f0100, 0x82302097, 0xc0302427, 0x82310100, 0x8231206f, 0x5c3229d7, 0xcc320100, 0x34330100, 0x33820382, 0xb7823420, \n    0x00983425, 0x82043501, 0x209f8203, 0x246b8235, 0x0100f035, 0x21978236, 0x07826036, 0x37240f82, 0x37010000, 0x37201b82, 0x3820db82, 0x38204782, \n    0x38245782, 0x390100fc, 0x39216782, 0x82078288, 0x503a2417, 0x823a0100, 0x823b2067, 0x823b2033, 0x383c2483, 0x823c0100, 0x823c2097, 0x203d246b, \n    0x823d0100, 0xb83d213f, 0xff820782, 0x0f823e20, 0x00943e24, 0x43823e01, 0x00903f24, 0xeb824001, 0x822c4021, 0x24578207, 0x01006441, 0x20ff8241, \n    0x20678242, 0x24238242, 0x0100d442, 0x20fb8243, 0x20b78243, 0x20af8243, 0x201b8243, 0x28778244, 0x01008444, 0x0100e444, 0x20df8245, 0x201b8245, \n    0x24db8245, 0x01006c46, 0x20078246, 0x200f8247, 0x208b8247, 0x24538248, 0x01008c48, 0x20db8249, 0x25978249, 0x0100ac49, 0x0382244a, 0x4b207382, \n    0x4b25f782, 0x4c0100a8, 0x82038240, 0x824d2063, 0xa04d2447, 0x824e0100, 0x684e212b, 0xd8240782, 0x484f0100, 0xff820382, 0x7f825020, 0x13825020, \n    0xbf825020, 0x00285125, 0x82985101, 0x24e38203, 0x01005852, 0x20678252, 0x20138253, 0x209b8253, 0x20c78254, 0x29538254, 0x01003c55, 0x0100a455, \n    0x03820c56, 0x56200b82, 0x56209782, 0x57204f82, 0x57206382, 0x57242782, 0x580100f4, 0x59200782, 0x59200f82, 0x5a25f382, 0x5a01004c, 0x2303827c, \n    0x5b0100b4, 0x5b213382, 0x20078238, 0x82038274, 0x825b208f, 0x825c209b, 0x825c20ef, 0x945c25d3, 0xd05c0100, 0x7b820382, 0x00205d24, 0x93825d01, \n    0x1f825d20, 0x77825e20, 0x43825e20, 0x00805e24, 0x33825e01, 0x6b825e20, 0x00005f24, 0x5f825f01, 0xab825f20, 0x00c45f24, 0xd7826001, 0x57826020, \n    0x57826020, 0x47826020, 0xb7826020, 0x001c6124, 0x43826101, 0x0f826120, 0x00e86124, 0x53826201, 0x82646221, 0x21478207, 0x0782ac62, 0x63201382, \n    0x63253782, 0x6301002c, 0x82038248, 0x8263201b, 0xbc63215f, 0x63820b82, 0xc7826320, 0x00106424, 0x1f826401, 0x1f826420, 0x1f826420, 0x82906421, \n    0x203b820f, 0x24d78264, 0x01000865, 0x20bb8265, 0x20338265, 0x20a78265, 0x258f8266, 0x01006c66, 0x0382a466, 0x6720c782, 0x67241f82, 0x6701003c, \n    0x67207f82, 0x67258f82, 0x680100e0, 0x82038218, 0x9c682147, 0x5f820782, 0x3f826920, 0x00606928, 0x00b46901, 0xaf826a01, 0xaf826a20, 0x7f826a20, \n    0x000c6b25, 0x82706b01, 0x82cc2003, 0x00f82403, 0x82546c01, 0x207b8203, 0x2497826c, 0x0100246d, 0x2067826d, 0x2557826d, 0x0100dc6d, 0x0382786e, \n    0x0100f424, 0x0382586f, 0x70209782, 0x7020af82, 0x71209382, 0x7120db82, 0x72201b82, 0x72248782, 0x72010098, 0x73247f82, 0x73010050, 0x74200b82, \n    0x74205f82, 0x74245382, 0x750100c4, 0x75219382, 0x2407828c, 0x760100ec, 0x82038274, 0x387725ab, 0x84770100, 0xfc240382, 0x5c780100, 0xdf820382, \n    0x13827920, 0x00b07924, 0x5f827a01, 0x23827a20, 0x1b827a20, 0xbb827b20, 0xa3827b20, 0x57827c20, 0x9f827c20, 0x00e87c24, 0x1f827d01, 0x3b827d20, \n    0x00d07d25, 0x82347e01, 0x82882003, 0x00f02303, 0x0b827f01, 0x67827f20, 0x00e47f25, 0x824c8001, 0x827c2003, 0x20578203, 0x20b78281, 0x20d78281, \n    0x20438282, 0x25bf8282, 0x01004083, 0x0382b483, 0x84244b82, 0x84010014, 0x84201f82, 0x8420eb82, 0x8420ab82, 0x85244782, 0x8501003c, 0x8520a782, \n    0x86204782, 0x86203382, 0x87242b82, 0x87010010, 0x87201382, 0x88204f82, 0x8820a782, 0x88206782, 0x89252b82, 0x89010048, 0x820382a8, 0x828a20ab, \n    0x828a206f, 0x828b2013, 0x828c2027, 0xa08c25f3, 0x448d0100, 0x1f820382, 0x00208e24, 0xb3828e01, 0x73828e20, 0x13828f20, 0xdf828f20, 0x53829020, \n    0x00809028, 0x00dc9001, 0x1f829101, 0x0b829120, 0x9f829120, 0x5f829220, 0xeb829220, 0x00ec9224, 0xd3829301, 0x00bc9324, 0x1f829401, 0x00ac9424, \n    0xaf829501, 0x4f829520, 0x002c9624, 0xff829601, 0x00649725, 0x82009801, 0x82782003, 0x00b02403, 0x82049901, 0x20bf8203, 0x203f8299, 0x244b8299, \n    0x01001c9a, 0x2523829a, 0x0100cc9a, 0x0382249b, 0x03828c20, 0x0100f424, 0x0382609c, 0x9d28ef82, 0x9d010030, 0x9e0100a4, 0x9e209382, 0x9f200782, \n    0x9f20b782, 0xa0246782, 0xa0010040, 0xa1206782, 0xa120a382, 0xa125b782, 0xa20100f8, 0x82038268, 0x4ca324ab, 0x82a30100, 0x82a420bf, 0x88a4244f, \n    0x82a40100, 0x54a524a7, 0x82a50100, 0x94a62457, 0x82a70100, 0x82a7204b, 0x5ca8240b, 0x82a80100, 0x50a92463, 0x82a90100, 0x82aa207f, 0xa0aa2497, \n    0x82ab0100, 0x70ab2153, 0x9f820782, 0x0028ac24, 0xdf82ac01, 0x3f82ad20, 0x00d8ad24, 0xe782ae01, 0x8274ae21, 0x201b8207, 0x202f82af, 0x20d382af, \n    0x201382b0, 0x206782b0, 0x20e782b1, 0x208b82b1, 0x20d382b2, 0x201782b2, 0x248782b3, 0x0100e0b3, 0x24cb82b4, 0x010008b5, 0x205b82b5, 0x246b82b6, \n    0x0100f0b6, 0x202f82b7, 0x20cb82b8, 0x285b82b8, 0x010058b9, 0x0100fcb9, 0x201382ba, 0x20ef82bb, 0x249382bb, 0x010078bc, 0x201f82bd, 0x204782bd, \n    0x20ab82bd, 0x203782be, 0x20f782be, 0x24d382bf, 0x010090bf, 0x201b82c0, 0x246b82c0, 0x01000cc1, 0x202b82c1, 0x207b82c2, 0x200782c2, 0x24bb82c3, \n    0x01006cc3, 0x200782c4, 0x201f82c4, 0x240782c5, 0x010048c5, 0x213382c5, 0x0782bcc5, 0x0100f823, 0x20cb82c6, 0x205782c6, 0x244b82c7, 0x010098c7, \n    0x20af82c8, 0x209b82c8, 0x240f82c9, 0x0100a8c9, 0x25cf82ca, 0x0100b8ca, 0x038240cb, 0x0100d023, 0x209f82cc, 0x20c782cc, 0x200782cd, 0x200f82cd, \n    0x244f82ce, 0x0100c0ce, 0x201f82cf, 0x20ab82cf, 0x250f82d0, 0x0100dcd0, 0x038244d1, 0xd120a382, 0xd2206382, 0xd220af82, 0xd3244382, 0xd301002c, \n    0xd4205b82, 0xd4245382, 0xd5010094, 0xd524b782, 0xd601008c, 0xd6209782, 0xd724ef82, 0xd7010028, 0xd8259b82, 0xd8010008, 0x82038280, 0x60d9293b, \n    0xc8d90100, 0x4cda0100, 0xd4240382, 0x68db0100, 0xfc230382, 0x82dc0100, 0x74dc212b, 0xe4230782, 0x82dd0100, 0x82dd20c3, 0x82de20cf, 0x82de20b3, \n    0x5cde2487, 0x82de0100, 0x82de20ef, 0x82de207f, 0x82de2033, 0x82df202f, 0x82df208f, 0x82df206b, 0x82e0200f, 0x3ce0255f, 0x70e00100, 0x3f820382, \n    0x0b82e120, 0x7782e120, 0x6f82e120, 0x5f82e220, 0x0098e228, 0x00ece201, 0xb782e301, 0x0b82e320, 0x9f82e420, 0x0078e424, 0xf782e401, 0x0034e525, \n    0x829ce501, 0x00f02303, 0xeb82e601, 0x8264e621, 0x82a42007, 0x25638203, 0x01006ce7, 0x038214e8, 0x57820783, 0x0030e924, 0x3f82e901, 0x2b82e920, \n    0x007cea24, 0x7782eb01, 0x0f82eb20, 0x001cec28, 0x00d8ec01, 0xd382ed01, 0x3782ed20, 0x8782ee20, 0xbb82ef20, 0x8382ef20, 0x0038f024, 0x2382f001, \n    0x6782f120, 0x00a0f124, 0x6382f201, 0x1782f220, 0x5782f320, 0x0080f324, 0xf782f401, 0x0094f424, 0xb382f501, 0x00c8f524, 0xd382f601, 0x4382f620, \n    0x00a8f724, 0x4382f801, 0x5782f820, 0x0020f924, 0xc782f901, 0xc382f920, 0xf782fa20, 0x00dcfa24, 0x5782fb01, 0x00d0fb25, 0x8274fc01, 0x200f8203, \n    0x206382fd, 0x294382fe, 0x0100ccfe, 0x020048ff, 0x03820400, 0x0200c024, 0x03823801, 0x0200ec30, 0x0200a402, 0x02005003, 0x02003404, 0x03821805, \n    0x02009024, 0x03824006, 0x0200f027, 0x02007807, 0x290b8208, 0x02000809, 0x02008409, 0x0382180a, 0x0200b824, 0x0382440b, 0x0200cc24, 0x0382280c, \n    0x02009824, 0x0382100d, 0xfc240783, 0x680e0200, 0xdc240382, 0x300f0200, 0xc4230382, 0x82100200, 0xa810253f, 0x14110200, 0x94230382, 0x82120200, \n    0x82122033, 0x8213203b, 0x82132027, 0x8c14247f, 0x82140200, 0x58152537, 0xa0150200, 0x13820382, 0x8b821620, 0x00801628, 0x00c81602, 0xb3821702, \n    0x47821720, 0x8f821720, 0x53821820, 0x93821820, 0x83821820, 0xc7821920, 0x00541924, 0x33821902, 0x00d01925, 0x82001a02, 0x250f8203, 0x0200bc1a, \n    0x0382201b, 0x1c24e382, 0x1c02000c, 0x1c247382, 0x1d0200e8, 0x1d253782, 0x1e0200d8, 0x82038274, 0x821f2033, 0x601f2dd3, 0xf41f0200, 0x7c200200, \n    0x3c210200, 0xac230382, 0x82220200, 0xb0222487, 0x82230200, 0xb42324e3, 0x82240200, 0xe0242423, 0x82250200, 0xf82524df, 0x82260200, 0x82262007, \n    0x502724a3, 0x82270200, 0x82282093, 0x822820df, 0x822920cf, 0x8229208f, 0x82292063, 0x822920ab, 0x822a2017, 0x822a200b, 0x822b2007, 0x9c2b24b3, \n    0x822c0200, 0xe42c2527, 0x2c2d0200, 0x67820382, 0x17822e20, 0x00842e25, 0x82142f02, 0x00a82303, 0xb3823002, 0xc7823020, 0xf7823120, 0xcb823220, \n    0xc7823220, 0x43823320, 0x9f823320, 0x00703428, 0x00dc3402, 0x73823502, 0xbb823520, 0x7f823520, 0x9f823620, 0x17823620, 0x5b823620, 0x7f823620, \n    0x00fc3624, 0xff823702, 0x0f823720, 0xa7823720, 0x1f823820, 0xd7823820, 0x1b823820, 0x001c3924, 0x4b823902, 0x00c03924, 0x6f823a02, 0x77823a20, \n    0x13823b20, 0x3f823b20, 0x00c83b24, 0x37823c02, 0x53823c20, 0x0f823d20, 0x7b823e20, 0x00343e24, 0x6b823e02, 0x008c3e24, 0x0f823f02, 0x9b823f20, \n    0x825c3f21, 0x24db820b, 0x0200e83f, 0x200f8240, 0x20438240, 0x240b8240, 0x02003841, 0x25bf8241, 0x02004842, 0x03828842, 0x4320b782, 0x43203382, \n    0x43205382, 0x43207f82, 0x44243382, 0x44020010, 0x44201f82, 0x4424bb82, 0x450200e0, 0x45205f82, 0x4524e782, 0x460200e4, 0x46253f82, 0x47020098, \n    0x82038204, 0x8247202f, 0x604824e7, 0x82480200, 0x184924ab, 0x82490200, 0x8249200b, 0x084a2443, 0x824a0200, 0x824a2083, 0x824b20c7, 0x824b200b, \n    0x824b2043, 0x824c2043, 0x744c2423, 0x824c0200, 0xf44c2477, 0x824d0200, 0x824d20b7, 0xf84d248f, 0x824e0200, 0x824e2073, 0xd84e2553, 0x284f0200, \n    0x3b820382, 0xef824f20, 0x33825020, 0x4b825020, 0x8f825020, 0x83825020, 0x1b825120, 0x006c5125, 0x82b05102, 0x200f8203, 0x281f8252, 0x02004c52, \n    0x02009c52, 0x20cb8253, 0x20938253, 0x24538254, 0x0200b855, 0x28438256, 0x02001c57, 0x0200f057, 0x200f8258, 0x204f8259, 0x2037825a, 0x202b825b, \n    0x20ff825c, 0x2447825d, 0x0200685e, 0x2c53825f, 0x0200e85f, 0x0200ac60, 0x02007061, 0x20338262, 0x219b8262, 0x0b828462, 0x62217782, 0x820782d4, \n    0x82632043, 0x90632467, 0x82630200, 0x82642063, 0x82642033, 0xfc64240b, 0x82650200, 0xd0652443, 0x82660200, 0x8266204f, 0xcc67280f, 0x64680200, \n    0x82690200, 0x826920f7, 0x246a2877, 0xb46a0200, 0x826b0200, 0x826b201f, 0x826c201f, 0x826c209f, 0x546d24ff, 0x826d0200, 0x146e2817, 0x8c6e0200, \n    0x826f0200, 0x826f20cb, 0x9470246b, 0x82710200, 0x82712033, 0x4472241b, 0x82720200, 0xec732513, 0x04750200, 0x9f820382, 0x00087628, 0x00b47602, \n    0x00820005, 0x0ce30834, 0x00030071, 0x000d0009, 0x00150011, 0x21112100, 0x03820111, 0x09830585, 0x03330383, 0xfec7018e, 0xfe8e0339, 0x01abfa39, \n    0x015505c7, 0x83e4f8c7, 0x83138305, 0x39fe2115, 0x0f830d85, 0x8572fc21, 0x0200222d, 0x21008200, 0x5f84c701, 0x00000723, 0x83598631, 0xc7012149, \n    0x082b4f85, 0x001df7e3, 0x08000004, 0x861c07e3, 0x000b2627, 0x1900000f, 0x85878301, 0x83098383, 0xc701232f, 0x078572fc, 0x85e30821, 0x39fe2143, \n    0x0d834785, 0x6f846a82, 0x1f22cf86, 0xbb870000, 0x05914985, 0xfe550523, 0x85018339, 0x8559854b, 0x8517850b, 0xabfa21d1, 0x1d83cd83, 0x838e0321, \n    0x72fc21d9, 0x0b851d85, 0x0005002e, 0x0839fe00, 0x00380ee3, 0x00070003, 0x2b20bb83, 0x859fbd8d, 0x21054d41, 0x07851df7, 0x83abfa21, 0x890387d3, \n    0x0b3341dd, 0x0572fc23, 0x858b8355, 0x56f5211d, 0x01219b85, 0x83a785c7, 0x85a3839d, 0x060022a7, 0x09e34100, 0x13229f85, 0xe5411700, 0x11212405, \n    0x41021921, 0xa4820562, 0x07250a83, 0xf8c7011c, 0x214f83e4, 0x4f87abfa, 0x8305a741, 0x417383ed, 0x002212e5, 0x63940900, 0x1f001b24, 0x69882300, \n    0x85065342, 0x0963426e, 0x6b870f85, 0x851df721, 0x07734109, 0x15410f8d, 0x07874107, 0x41056542, 0x138d0519, 0x01248f82, 0xe3080000, 0x22067b42, \n    0x82011900, 0x08c72267, 0x822583e3, 0x0005261b, 0x0539fe00, 0x0ab34155, 0x2d421320, 0x050a4109, 0x21021923, 0x215f8311, 0x754272fc, 0x09954109, \n    0x08230983, 0x421df7e3, 0x7f420787, 0x82579406, 0x414c827b, 0x11200a68, 0x8309cb42, 0x82559e5d, 0x82012053, 0x0a1b43b9, 0x5f421b20, 0x0b4b410d, \n    0x9d430b84, 0x43658706, 0x2f42058d, 0x09494209, 0x8309f742, 0x39fe231d, 0x374139fe, 0x236f8305, 0x0b00aa0a, 0x43051341, 0x61410737, 0xc7012105, \n    0x03214985, 0x2909858e, 0x72fc39fe, 0x00000200, 0x118339fe, 0x00030023, 0x849d8407, 0x43c720ee, 0x4e820da4, 0x05000027, 0x07e30855, 0x2627821c, \n    0x21011900, 0x42e30811, 0x7785054f, 0x01000022, 0x1b833282, 0x21113123, 0x05dd4211, 0x82040021, 0x4400201b, 0x1d820d1b, 0x87055141, 0x099c4365, \n    0x0585a485, 0x44059441, 0x07260be3, 0x17000f00, 0x93421b00, 0x13974305, 0xc7281384, 0x72fc5505, 0xabfac701, 0x05218185, 0x05654455, 0x8507ef44, \n    0x72fc27b1, 0xabfae308, 0xf74439fe, 0xc7012105, 0x21070b42, 0xaf830100, 0x0c8e0324, 0x79820071, 0x43053b41, 0x0a250541, 0xf3c701aa, 0x0a8f438f, \n    0x82098d43, 0x45d38291, 0x2a420773, 0x0608410c, 0x85550521, 0xe4f8218e, 0x830b7c45, 0x05784158, 0x0b87a285, 0x820c8445, 0x4307208f, 0xeb45169f, \n    0x0806440a, 0x45011121, 0x052108a5, 0x236e8755, 0x8e03abfa, 0x70897a8d, 0x94055f42, 0x0b8f457a, 0x4d421520, 0x05594605, 0x85051741, 0x05a74205, \n    0x85056f44, 0x21d68355, 0x05831c07, 0xfc237385, 0x83550572, 0x1df72125, 0x2006a342, 0x20cf8e04, 0x09d14113, 0x200c5944, 0x23c189c7, 0xe3081df7, \n    0x4107c141, 0xfa2307d7, 0x465505ab, 0x0b470703, 0x0007230c, 0x2545000f, 0x02192107, 0x1a41ac89, 0xc701210b, 0x8305b245, 0x090c4744, 0x21051443, \n    0x8045e308, 0x85c48505, 0x8fb2836e, 0x841120b7, 0x09cb42b7, 0x8305f442, 0xe4f8212f, 0x42075a44, 0x01250dd1, 0x0072fcc7, 0x2ccf4100, 0x20071141, \n    0x0a0d4101, 0x41e4f821, 0x15410919, 0x0d434509, 0x4a43ca85, 0x0e23410b, 0x23410b20, 0x09334208, 0x2c411120, 0x82012005, 0x216f8707, 0x098339fe, \n    0x230f2641, 0x39fec701, 0x4505c546, 0x032105eb, 0x0841438e, 0x02000023, 0x23008200, 0xe308c701, 0x48054f44, 0x58411137, 0x241d8205, 0x0339fe00, \n    0x2027868e, 0x0979440b, 0x44083e44, 0x36860d81, 0x44053f41, 0x13200c53, 0x46111744, 0x19250807, 0x05112102, 0x05064655, 0x410b0e46, 0x05a305d7, \n    0xd383cd82, 0xab86a983, 0x01190022, 0x46057143, 0xc9460545, 0x82058505, 0x8207202c, 0x0df34403, 0xf9449f86, 0x07a8430d, 0x8983ed86, 0x28499f87, \n    0x091e4905, 0x8f0bf445, 0x4100200b, 0x074a0cd7, 0x000b2653, 0x0c39fe00, 0x0c6f4771, 0x24051d48, 0x002b0027, 0x0d19442f, 0x430f9745, 0x5b420874, \n    0x8e03270a, 0x1df71c07, 0xaf48c701, 0x29ee8707, 0xc7018e03, 0xc70156f5, 0x0785e308, 0x4707a74a, 0x16410d63, 0x07dd4209, 0x27052b49, 0x1df7e308, \n    0x55058e03, 0x8b05ab42, 0x00002233, 0x09bb4300, 0x1d440b20, 0x07b34507, 0x43064749, 0x01210b68, 0x05284bc7, 0x21079341, 0x4e831c07, 0x83e4f821, \n    0x1c072170, 0x220d6843, 0x44030000, 0x8b480ccf, 0x21f5860d, 0xbc421121, 0xc7012505, 0x1c071df7, 0xa585a183, 0x83059349, 0xe4f82505, 0x39fe710c, \n    0x21057844, 0xd34139fe, 0x0769460c, 0xa98f0020, 0x7e4a5c82, 0x0d22450d, 0x83e30821, 0x092f426c, 0x2206c742, 0x4c080000, 0x21480533, 0x07d34506, \n    0x9d87a183, 0x83c70121, 0x39fe213c, 0xf7219383, 0x208f821d, 0x843c8301, 0x41358237, 0x11200a39, 0x23059745, 0x1c07abfa, 0x2f89bf8c, 0x394c0920, \n    0x05594405, 0x2b872d87, 0x82abfa21, 0x17c74c57, 0x4209bb45, 0xc7260844, 0x72fc5505, 0xbb455505, 0x0db74505, 0xfac70123, 0x98f191ab, 0x053841b7, \n    0xfa39fe2d, 0xfa710cab, 0xf35505ab, 0x8255058f, 0x4a2f848d, 0x31230777, 0x83112111, 0x8ff3210b, 0x200ee341, 0x0db1460d, 0x91452583, 0x09fa4507, \n    0xfec70123, 0x05c94239, 0x0721e38e, 0x1e7b4500, 0x441c0721, 0x744205ae, 0x05c94505, 0x85550521, 0x0b6b4407, 0x83e4f821, 0x4bc383bb, 0xbf84081b, \n    0x48e30821, 0xa74105bf, 0xc7012905, 0x710c1c07, 0x39fe56f5, 0xab428782, 0x4d85830b, 0x63831465, 0x420f3f49, 0xa54205bf, 0x39fe2105, 0x2305ed45, \n    0x8ff3c701, 0x8b4953bb, 0xabfa2905, 0x72fc710c, 0xe4f839fe, 0x07217783, 0x4753841c, 0x0f200f6b, 0x460d7141, 0xcd4e0ba1, 0x05b7420b, 0x4609db4b, \n    0x0820058b, 0x2005ef42, 0x0da9440d, 0x43059343, 0x05230b8f, 0x83abfa55, 0x39fe278d, 0x39feabfa, 0x7b4972fc, 0x0832441f, 0x830bca45, 0x06cb4d0b, \n    0x4f07ce45, 0xc2450f73, 0x39fe210f, 0x0125b183, 0xf81c07c7, 0x091b47e4, 0x2108a743, 0x69480007, 0x08a74705, 0x44054b43, 0x4d441151, 0x48c59005, \n    0x3f4a2c6f, 0x156f4813, 0x8509594e, 0x0ba34ccf, 0x00201183, 0x82098b42, 0x0b874c81, 0xfce30825, 0x83aa0a72, 0x56f52123, 0x220e3f42, 0x410b0007, \n    0xf7480ee9, 0x2367850a, 0x56f5aa0a, 0x23450383, 0x10ab4e18, 0x4907094e, 0xf943059a, 0x0f774e05, 0x21057b41, 0x8f8ee4f8, 0x432c2343, 0xfc23059b, \n    0x4a710c72, 0x6f8305eb, 0xf3e30823, 0x4f53828f, 0x3d4c1c63, 0x0cb9510a, 0x4f0f0d4b, 0xcc4807dd, 0x46d18b09, 0x63420d96, 0x41ef8d0f, 0xa7423d3b, \n    0x48558e09, 0x05200b8b, 0x20069352, 0x07ff4517, 0x210c9149, 0xee421121, 0x053e4c05, 0x08e4f823, 0x058652e3, 0x49054241, 0x374b0f95, 0x00012805, \n    0x0339fe00, 0x4e380e8e, 0x112106a5, 0x83018221, 0x28858336, 0x39feff0f, 0x39fe8ff3, 0x06eb4700, 0x4d0c1f4a, 0xdd420829, 0x0f104a07, 0x4b0ba64b, \n    0x73940c33, 0x2805f942, 0xc70139fe, 0xc701710c, 0x212382f0, 0xfa820500, 0x67445520, 0x08af4706, 0x47100553, 0xf82108b0, 0x094550e4, 0x41050545, \n    0x4b4a0d49, 0x265b8308, 0x01e30800, 0x410300c7, 0x584c0547, 0x02002205, 0x21158200, 0x57508e03, 0x08c54506, 0x5007b048, 0x04210cd9, 0x21008200, \n    0xbb4ae308, 0x000f2106, 0x470a6f4d, 0x078307fb, 0x03c70123, 0x05a9448e, 0x4b0d314f, 0x138505ff, 0x448e0321, 0x534908a1, 0x053b530b, 0x20059752, \n    0x09935219, 0xf643ee82, 0x8e032105, 0x4e055246, 0xd54b0586, 0x0b5c4c09, 0x4639fe21, 0xa05307ce, 0x084b4205, 0x87081f4c, 0x071748b9, 0x4813cf4d, \n    0xa44c0b13, 0x05a04c05, 0xfe22be85, 0x0b4a0039, 0x20b78b0c, 0x059f4211, 0x83083c44, 0x071241b9, 0x420baa52, 0x684a079b, 0x07cc4109, 0x05c70125, \n    0x4a8ff355, 0xb784080f, 0xbb450d20, 0x5352830b, 0xcc4d05b3, 0x0511410e, 0x2105aa50, 0x945072fc, 0x47ab8505, 0xb74a09af, 0x4f002005, 0x91550c7b, \n    0x07b9420e, 0x2f48f283, 0x051d4807, 0x240c044a, 0xfc000005, 0x080f4272, 0x1b205783, 0x410f3f53, 0xeb830e05, 0x41051c42, 0x00530d09, 0x41138705, \n    0xf7210911, 0x05cc541d, 0x01c70126, 0x0056f5c7, 0x210e5345, 0xcd470007, 0x0b7d4a0a, 0x5007a750, 0x69420541, 0x09e54807, 0x93564782, 0xe308231c, \n    0x57461df7, 0x03002105, 0x1f43e383, 0x155b4e08, 0x0127bd85, 0xf5aa0ac7, 0x52710c56, 0x0b20136f, 0xd542a982, 0x42112005, 0xdd42066c, 0x11212107, \n    0x87053e48, 0x054f5043, 0x898e0321, 0x0dd9510f, 0xf821c483, 0x055448e4, 0x2117634a, 0x00820004, 0x08710c22, 0x4205374f, 0xc0500839, 0x05d7410d, \n    0xf3c70123, 0x050a4b8f, 0x458e0321, 0xf825058d, 0xfee308e4, 0x0f3f4839, 0xc5834b84, 0x4b103742, 0xcc4205ed, 0x83458507, 0x39fe2341, 0x5948abfa, \n    0x44002005, 0x45880d37, 0x500d3344, 0x08421389, 0x05e14c05, 0x8339fe21, 0x0a6f4247, 0x870b9951, 0x83e2834a, 0x0527440b, 0x871df721, 0x39fe2196, \n    0x44055056, 0x9c490727, 0x051f4405, 0x41abfa21, 0x5f8e06ea, 0x1f570b20, 0x38cf4307, 0x5256f521, 0x858305b0, 0x008ff324, 0xcf4f0200, 0xe3082405, \n    0x4c000700, 0x5f820afd, 0x8306e554, 0x0e3b41a4, 0x4406d34c, 0x4a4214bb, 0x088b590b, 0x1a54f820, 0x19f44f06, 0x2107834c, 0x0982aa0a, 0xc5450720, \n    0x09234d06, 0x210b6945, 0x4685e4f8, 0x850d8f42, 0x39fe25d5, 0xabfa39fe, 0x460a9343, 0x25470817, 0x0bfe440c, 0x41059844, 0x07210794, 0x235e871c, \n    0x1df75505, 0xeb974882, 0x462a8749, 0x3b420912, 0x43578707, 0xff44080f, 0x0c3a420e, 0xcf56c720, 0xabfa2105, 0x21052149, 0x4042e308, 0x72fc210d, \n    0x2008dd49, 0x0c0b4709, 0x17215385, 0x05cd5000, 0x87490020, 0x0db45245, 0x85158749, 0x101b4315, 0x510c6d4a, 0x83470b49, 0x0d9f4705, 0x830d7c45, \n    0x05cb55e1, 0xf5550523, 0x072b4256, 0x2006b342, 0x09834f13, 0x41061543, 0x568505de, 0x4205394f, 0xfe210531, 0x0bb74439, 0x2005a156, 0x10735900, \n    0x42065f55, 0x4f840ac8, 0x4806905a, 0x50850647, 0xa349a583, 0x09c14e07, 0x5405a35a, 0xeb480541, 0x2133830b, 0xbd83380e, 0x21011923, 0x05d74911, \n    0x59075f49, 0x7f860af3, 0x42059b59, 0x9a450766, 0x09ed4b07, 0xfa214d83, 0x567d8fab, 0x7d8c0733, 0x00000522, 0x420adf53, 0x00200517, 0x470ce944, \n    0x6d4e066b, 0x09bd4905, 0x4a057942, 0xb6530511, 0x05c6570d, 0x00000027, 0xfc000002, 0x090f5572, 0x4d83d984, 0x9f83c720, 0x4672fc21, 0x53490ab5, \n    0x06075d11, 0x5d0b694e, 0xc9450f09, 0x5c998307, 0x0143097f, 0x055f4109, 0x5705c247, 0x034d0795, 0x05eb4e09, 0x5e0e1b50, 0x7d460a4b, 0x8801200d, \n    0x05cb41b7, 0x48051944, 0xfc210d6f, 0x05f75072, 0x22087249, 0x5a000006, 0x6f490693, 0x09bd4105, 0x410ced4c, 0xc720086d, 0x59059d4b, 0x1745059d, \n    0x21cf8f07, 0xe95339fe, 0x0c63510d, 0x4609d743, 0x534d10f7, 0x0519420b, 0xbb415985, 0x053f4405, 0x42076347, 0xfc2105fe, 0x050f4772, 0x820da14b, \n    0x0002226f, 0x08af4200, 0x56000721, 0x27850813, 0x0739fe27, 0x08e4f81c, 0x230583e3, 0x08000000, 0x5610675e, 0xe75e0513, 0x08d24a0e, 0x470c1c56, \n    0xe9540963, 0x0d734705, 0x5d0be954, 0x1f410be3, 0x10954f05, 0x02000028, 0xaa0a0000, 0x3b4c5505, 0x01192107, 0x470bc959, 0xc3830554, 0xf7550020, \n    0x072b4513, 0x2b002722, 0x940d4d51, 0x0cf355b9, 0x210d8f5a, 0xa35babfa, 0x05f24705, 0x8325ef55, 0x052b51d1, 0x21059141, 0xe951e4f8, 0x09674509, \n    0x43040021, 0xdf8605cb, 0x55000f21, 0xef4c1291, 0x0bca4a17, 0x2610f14c, 0x0100000a, 0x47aa0ac7, 0x3b46067f, 0x5d27200d, 0xc742096d, 0x42fd8a08, \n    0xd4480d75, 0x071d5f05, 0x8509255f, 0x0dbb5f17, 0x5711ef5d, 0xff5d170d, 0x1c07230b, 0x91870500, 0x87058742, 0x5d00205b, 0xf3411dc7, 0x57e18f0b, \n    0x2f4208eb, 0x4d212005, 0xc25e0731, 0x0692480e, 0x85059060, 0x09ac43ac, 0x2107f657, 0x82448ff3, 0x05cb5507, 0x2505d041, 0x72fc39fe, 0x305ce308, \n    0x09da6105, 0x21056e54, 0xe0571df7, 0x72fc2105, 0x9c435385, 0x82058305, 0x010025d2, 0xaa0a0000, 0x20067f4f, 0x059b5e00, 0x8205c942, 0x0004241c, \n    0x50550500, 0x5b470d0f, 0x8211200c, 0x06b346c9, 0x4f07a64e, 0x53510793, 0x0ea3620d, 0x13630f20, 0x07114109, 0xfae30823, 0x0bb15fab, 0x5f055f63, \n    0x05220a6b, 0x8f550000, 0x5e002005, 0x2d63093f, 0x0c47430c, 0x3985c720, 0x83072943, 0x07584d07, 0x4209a847, 0x345e05b3, 0x8807200e, 0x0b734567, \n    0x460ae74d, 0x11430f51, 0x0741470b, 0x4f078942, 0xc3620542, 0x0da8510d, 0x5008eb45, 0xa1470e97, 0x50c88207, 0x13470c92, 0xe3082505, 0x0700e308, \n    0x44152f64, 0x578505c9, 0x0c72fc23, 0x053c4d71, 0x774afd85, 0x00012106, 0x0a230082, 0x4e710caa, 0xab46074f, 0x11212109, 0x21054e52, 0x974bc701, \n    0x05524f05, 0x3d54b385, 0x00002806, 0x05000001, 0x60c70155, 0x924209cf, 0x39fe2105, 0x02285682, 0x72fc0000, 0x00008e03, 0x4d101361, 0x43840be1, \n    0x03c70122, 0x43062f60, 0x0b4805f9, 0x07c55a05, 0x21057f42, 0x1b528e03, 0x0c75570c, 0x4f13cb56, 0x494d0d52, 0x00002108, 0x521e8344, 0x45541371, \n    0x0793440c, 0x5542b382, 0x1591440b, 0xa7097347, 0x054b6409, 0x62710c21, 0x192a0aef, 0x21001d00, 0x2b002700, 0xff5c0000, 0x086e5e10, 0x4109564f, \n    0x5f49050d, 0x07bb4605, 0x0129a985, 0xfe1df7c7, 0x078e0339, 0x0f1e541c, 0x5b052542, 0x032105b2, 0x4f23838e, 0x29850707, 0x4205d24a, 0xfe2405c5, \n    0x000a0039, 0xa3880082, 0x4c05eb48, 0x29220501, 0xa5872d00, 0x8c094467, 0x200c8c9b, 0x4d5e8311, 0xb34e0555, 0x597c8505, 0xac93053a, 0x50058267, \n    0xbc850d19, 0x4b053444, 0xb0880d83, 0x0920ae82, 0x0b23b38c, 0x41000f00, 0xb18a0557, 0x4d058860, 0x9e450874, 0x0b8f4608, 0x44055741, 0x854b0755, \n    0x05a45105, 0x4105b542, 0x3749315b, 0x8e032105, 0x82077a5c, 0x0f5f52a7, 0x62001121, 0x1846053d, 0x209c840a, 0x09bc5c11, 0x5a05a741, 0x5b5809f5, \n    0x6415830b, 0x0f670867, 0xc7112206, 0x0b9d4600, 0x5d08b94d, 0x74551321, 0x05204208, 0x4b072255, 0x0121057c, 0x1bdb5dc7, 0x018e0327, 0x0138fec8, \n    0x056546c8, 0xf0837bb0, 0x4c09675c, 0xe6410933, 0x5978a805, 0xf38e06bf, 0xd34d2320, 0x5ef59209, 0xb2411bcd, 0x056c4105, 0x014184a3, 0x00002309, \n    0x00820008, 0x90e30821, 0xa427208b, 0x09e0668d, 0x430d8b41, 0x61540531, 0x4195ab09, 0x10210c9b, 0x28174200, 0x1d418b97, 0x2083a507, 0x41008200, \n    0x0125779f, 0xfc8f03c7, 0x41038571, 0x00220505, 0x27440200, 0x4b19200a, 0x374e0da1, 0x0706430d, 0xfe8e0325, 0x60e30839, 0xf8230791, 0x6072fce4, \n    0xf82305e0, 0x471c07e4, 0x95600535, 0x067f6909, 0x00000624, 0x436072fc, 0x05cd4d08, 0x43055948, 0xf85106e1, 0x0926530c, 0x55052c4e, 0x464f0529, \n    0x05aa6705, 0x45093666, 0xc75f0719, 0x42032011, 0xf1430e77, 0x836e840b, 0x098b6066, 0x42abfa21, 0x936005de, 0x380e210b, 0x9f0acc43, 0x8dc9834f, \n    0xc701214e, 0xe3474c98, 0x00002105, 0x900c1743, 0x4d2120a1, 0x568906d3, 0x930b055a, 0x0a78435c, 0xdf42af86, 0x915d9408, 0x82559559, 0x244f84af, \n    0xc7118e03, 0x051f4a00, 0x450cfb53, 0x0c230b8d, 0x418ff371, 0x00200c39, 0x8b055b52, 0x8531203b, 0x05ee44d9, 0x9205cd41, 0x04002136, 0x00227782, \n    0x73885505, 0x440a0558, 0xaf6b09ae, 0x72fc2109, 0x87057b61, 0x080d417d, 0x0522bb84, 0x89831055, 0x89122f5e, 0x21848b41, 0x1b4338fe, 0x06b74205, \n    0x430a134e, 0x91640b17, 0x056e5605, 0x63095f53, 0x0525050b, 0x05c70155, 0x090d4355, 0x21058766, 0xcf84e308, 0x4805d161, 0xdd490545, 0x0a2b4d0c, \n    0x5c08ed50, 0xd54805b7, 0x39fe2107, 0x5a0b1843, 0x1f610b72, 0x0f114117, 0x4606fc43, 0x6751099f, 0x0fff490c, 0x6717e15f, 0x1f6d091c, 0x6df72009, \n    0x08470623, 0x4267a90c, 0xae500511, 0x075f450d, 0x5745649e, 0x0ec34c0c, 0x2769d193, 0x055a4617, 0x99071342, 0x085d4274, 0x8d0be346, 0x601f2077, \n    0x69710e99, 0x05cd4808, 0xd85b8184, 0x05e1430e, 0x4d09d846, 0xb5500543, 0x0f5b4105, 0x23838187, 0x4207676c, 0xd16a08e3, 0x105c4509, 0xf5877793, \n    0x574a6f9d, 0x129b5305, 0x4c06c742, 0xdd50134d, 0x0eaf6e10, 0x53097d43, 0x454c11b9, 0x112b5711, 0x20127363, 0x139f5713, 0x880f896c, 0x08334f97, \n    0x21052850, 0xe553c701, 0x055f6407, 0x5d438389, 0x72fc2705, 0x1c07c701, 0x9571abfa, 0x39fe2105, 0x2109bf65, 0xcb4a39fe, 0x45002005, 0x0b4205d7, \n    0x15776d09, 0x460af941, 0xaf62077d, 0x710c210d, 0x590a7f46, 0x0b450633, 0x11056d0a, 0x410f3d43, 0xfe2307d4, 0x63c70139, 0x548c0704, 0x9b43af82, \n    0x152d4326, 0x9509a14a, 0x0a2343b9, 0x9f42bf86, 0x1017410c, 0x73119942, 0xc28f0ba5, 0x4338fe21, 0x70582bf3, 0x09f0570a, 0x4109be55, 0xa862052b, \n    0x55052117, 0x460a8a41, 0x0f200c17, 0x57113349, 0x2549095f, 0x05636a05, 0x0c72fc23, 0x054a5b71, 0x17700583, 0x0f7b450a, 0x22100f70, 0x54112111, \n    0xfc2105f4, 0x6daf8972, 0x816a0fc6, 0xaa0a2305, 0x8e4956f5, 0x05105005, 0x67870020, 0x00380e22, 0x7b496783, 0x14cd5108, 0x5a081d60, 0x6a830d37, \n    0x550deb45, 0x01230557, 0x61c701c7, 0xdf5109df, 0x0957420b, 0xf38477a6, 0x45124e62, 0x74a10bfb, 0x8e06574b, 0x0a854573, 0x6e0cd94e, 0xf1910cbb, \n    0x9b110746, 0x08cf5280, 0x82000821, 0x76082000, 0x6f41071f, 0x08197507, 0x55104754, 0x04410ff3, 0x15134612, 0xe7478da3, 0x0663510d, 0x5d200342, \n    0xf82113c9, 0x079272e4, 0x9d070f45, 0x07eb487f, 0x7306ef43, 0x05410587, 0x109f4718, 0x72100541, 0x874c0935, 0x05714407, 0xe6558591, 0x8e032105, \n    0x220a8955, 0x4a38fec8, 0x1b5e054b, 0x05495906, 0xc6580020, 0x0ce64c06, 0x2106ed5c, 0x5f51aa0a, 0xabfa2305, 0xbc5e5505, 0x72fc2305, 0x7a77e308, \n    0x05e74d05, 0x43055859, 0x43640502, 0x074a5b05, 0x4c000021, 0x4b6106ef, 0x5c6f8708, 0xec9005ee, 0x4c08bd70, 0x9c5b29ef, 0x058e4109, 0x2308fb64, \n    0x0300380e, 0x2006d979, 0x0d7d4819, 0x200bfb77, 0x0f1c7211, 0x500fde43, 0xce4d05eb, 0x0eda4307, 0xa1070b68, 0x0f90466b, 0x42074944, 0x689c0943, \n    0x8c069b46, 0x961d2067, 0x15a046d5, 0x5d09b442, 0x3565096a, 0x0da1640f, 0x4139fe21, 0x0c21084b, 0x204b4171, 0x4311b046, 0xe2951126, 0x03216783, \n    0x21008200, 0x27718e03, 0x18534d08, 0x7409f15d, 0x3b90085c, 0x9212534d, 0x05074336, 0x470c0b79, 0x61431085, 0x059b4909, 0xe744468b, 0x5c7f8408, \n    0x836b0813, 0x09d54910, 0x57713d8d, 0x05f7460a, 0x490ea542, 0xa6420da5, 0x0b7d5d0d, 0x660d5b5d, 0x0d7b093c, 0x00002105, 0x23077f44, 0x0300380e, \n    0x670de151, 0x9243130f, 0x0fe7640b, 0x5b0f7d45, 0xc947051d, 0x05845a05, 0x4b0f4042, 0x03730b8f, 0x0a19660c, 0x4c10096e, 0x90430e07, 0x0901720f, \n    0x470d0c56, 0xab720edf, 0x12644408, 0x98218c43, 0x0e4f4164, 0x920cc978, 0x08b74e69, 0x430dbf41, 0x7493158c, 0x4d086542, 0x4741085b, 0x001b210e, \n    0x66485b4d, 0xcb410d7b, 0x0aa3581b, 0x4808537d, 0xcb411451, 0x0d5b4d0e, 0x00236f97, 0x60030000, 0x17500ef7, 0x5c658308, 0x08210569, 0x09d44be3, \n    0x590bd971, 0xa3690547, 0x0575460c, 0x55001f21, 0xe1660af7, 0x1066750a, 0x4850c720, 0x056a4707, 0x4d0d8a7d, 0x425c1588, 0x091c5805, 0x460e9e7f, \n    0x63790c27, 0x0c97700b, 0xf3478888, 0x0d134d0e, 0x5d0d4366, 0x0b4505a9, 0x065b4c08, 0x450cf749, 0x6c640c4b, 0x05054612, 0x44075251, 0x649b054e, \n    0x870b8b46, 0x12597ccb, 0x8e0c0f42, 0x0bbd53d1, 0xfd42709b, 0x0fcb7c08, 0x4f0c7542, 0xc34a1157, 0x0b3b4d0f, 0xfe21da95, 0x07ab4839, 0x48085f43, \n    0xe57909ab, 0x07434413, 0x8dabfa21, 0x0594426c, 0x6b1b6066, 0xb241052f, 0x04002108, 0x6105df62, 0x0b6e081b, 0x1df7213f, 0x46051474, 0x73560700, \n    0x073f750b, 0x510db56c, 0x21230c17, 0x67112111, 0xb3411333, 0x0979450b, 0x870d3b67, 0x0bff4fda, 0x5a0c5758, 0xc7201c6d, 0x4c055650, 0xfa230b6e, \n    0x58e308ab, 0xa748214d, 0x305f430d, 0x5f05a373, 0x474b0764, 0x4fed8711, 0xe1610c63, 0x5ed79c0d, 0xdf910838, 0x5372fc21, 0xe7a109e1, 0x23054d5b, \n    0x39fec701, 0xd7478a82, 0x0987430c, 0x431ae34d, 0x8d430827, 0x05894510, 0x55097552, 0xc64b05c5, 0x17d94e05, 0x5b428684, 0x1097650d, 0x580ac348, \n    0xa4770bdf, 0x09b86b07, 0x600bf341, 0x635c0b25, 0x0d5f4c1d, 0x21058b47, 0xdb420017, 0x6ef98812, 0xb8430a7a, 0x07914b0f, 0x420f456c, 0xbf56130f, \n    0x0f03480c, 0x4c106371, 0xb15d05ec, 0x0bc05909, 0x590b8f5f, 0x39560fba, 0x0dc7490c, 0x3e4d73c8, 0x0ee04c0f, 0x5509b35c, 0xe99213cf, 0x5a0cf048, \n    0x46500daf, 0x05e67911, 0x870d697b, 0x093053f4, 0x5e0d4750, 0xbd5d0cbb, 0x0d764612, 0xa3550521, 0x17044183, 0x56087e46, 0x03411a53, 0x17ea4113, \n    0xe8414f87, 0x52002015, 0x5f49092b, 0x9567b312, 0x5e6682d7, 0xd7410a8b, 0x0d626a27, 0x180b457c, 0x9d0d1940, 0x0bc144e3, 0xaf31d741, 0x49ff9583, \n    0x374609c1, 0xc7112108, 0x5a0a1b4d, 0xa5520c83, 0x050f4d0b, 0x8d05837e, 0x0df17df4, 0x180bf35b, 0x22091f47, 0x630c0000, 0x172009db, 0x0a8b4518, \n    0x63091763, 0x112008d3, 0x75173d75, 0xcc7c1f41, 0x00022107, 0x09fb4818, 0x2043af5b, 0x224e8204, 0x42aa0a00, 0x65460897, 0x5bbd8f09, 0x166808b4, \n    0xd849180a, 0x13077617, 0x2705aa49, 0x39fe39fe, 0x00001df7, 0x4348c786, 0x10b95d06, 0x2309b55d, 0xe3081df7, 0x4f11b15d, 0x4b180c63, 0x4a1810e5, \n    0xa84c0b05, 0x09ca580e, 0x20152351, 0x25b75e00, 0x8907b042, 0x0b0f7ca7, 0xe047af91, 0x2bf3510c, 0x180b1943, 0x530bae46, 0xb26e05b5, 0x05865d09, \n    0x77c70121, 0x8c680929, 0x2a73410f, 0x5fabfa21, 0x734113d8, 0x1f975238, 0x00820020, 0x3f610220, 0x1ad7420a, 0xfa72fc23, 0x097341ab, 0x4839fe21, \n    0x73410952, 0x0e43720b, 0x13000925, 0x43001700, 0xbd480afd, 0x058f6b08, 0xfcc70123, 0x0baf4972, 0x830d3048, 0x8e03211d, 0x420f2d42, 0xf34d3827, \n    0x13634109, 0x44502742, 0xfe490dce, 0x15ad5305, 0x46087e73, 0x45180c43, 0x5967073b, 0x6d431805, 0x05e05d0b, 0x1810ec57, 0x48128d42, 0xe84f111f, \n    0x1f214807, 0x8b830020, 0x1872fc21, 0x5d0c8b4e, 0x5b6e0587, 0x0a6d7306, 0x5e08d441, 0xf24c0e82, 0x0dfa500b, 0x4d0bf84c, 0xb5790dd7, 0x09064d17, \n    0x5f05af45, 0x2b410d17, 0x0bd34327, 0x0fb94318, 0x4111d743, 0xb5411d2b, 0x3b2b4109, 0x3e4b918b, 0x0f2b4107, 0x4109cf4c, 0xa1892d2b, 0x2106f744, \n    0x51180010, 0x1b550a9b, 0xd5441805, 0x06ac4e12, 0x440f1f41, 0x1741094b, 0x083f4c1b, 0x0c634e18, 0x03441f20, 0x13077909, 0x8d0e1e4f, 0x07b643ff, \n    0x4209204f, 0x00201d23, 0x6605f349, 0x11260a13, 0x19001500, 0x83841d00, 0x430f1366, 0xc7200a4b, 0x4305a17d, 0x451805a3, 0xec440dd5, 0x09005a09, \n    0x15e14518, 0x07000022, 0x50054f45, 0x0f2008f3, 0x52072f60, 0x5118088b, 0xba700929, 0x1930430e, 0x41130251, 0x0c511d06, 0x00042108, 0x4f0f2369, \n    0x2d501859, 0x8e461812, 0x0fe8630b, 0x06000024, 0x8f6039fe, 0x1cfb5b0a, 0x0120ea83, 0x7d062b4e, 0xfe690b59, 0x11657d0d, 0x02207490, 0x460a3749, \n    0x6a5b0c5b, 0x0711220c, 0x0d445b1c, 0x480d3d75, 0x5318058c, 0xf725099f, 0xfa55051d, 0x054b66ab, 0x7d089349, 0xbb820d6b, 0x08216189, 0x05fd70e3, \n    0x4a05be5b, 0xe25f09fe, 0x7c618909, 0xb7820720, 0x84236761, 0xf3461867, 0x09ad6309, 0x460d3f66, 0xa3540caf, 0x0a9b7a0d, 0x930fc753, 0x0d435957, \n    0x11035518, 0x5408db66, 0xc72009f5, 0x8905056d, 0x21db8291, 0x00820002, 0xc7750520, 0x0d436708, 0x78550521, 0x7b671357, 0x61b18713, 0xfa440546, \n    0x0fc26709, 0x48c70121, 0x0021056b, 0x0ca34600, 0x8f109955, 0x0fb65a47, 0x03244784, 0x72fc0000, 0x0b20bb88, 0x820d2944, 0x05c955ec, 0x26090544, \n    0x380e39fe, 0x7d00c8f1, 0x378a05eb, 0x4e05af61, 0x3d880c57, 0x72055744, 0xe77f09b6, 0x0002210b, 0x01230082, 0x180010c7, 0x8913a34e, 0x010021f9, \n    0x08212785, 0x262782e3, 0x21113100, 0x18c70111, 0x2007f356, 0x0b4b4c00, 0x0ea14718, 0x21055341, 0x4b425505, 0xabfa2105, 0x5a056364, 0xef41055f, \n    0x39fe2105, 0x25726583, 0x00052408, 0x7472fc00, 0xb5760ca3, 0x0ba5410e, 0x21079773, 0xb771e4f8, 0x05264105, 0x4d8e0321, 0xe68905c1, 0x410d2f60, \n    0x414c06fb, 0x0ea75b05, 0x5d059445, 0xf8231174, 0x56e308e4, 0xf25011e7, 0xc7012305, 0x7e6456f5, 0x08e85007, 0x8f5cc784, 0x7bc7820c, 0x11200da7, \n    0x945cca83, 0x8b41180f, 0xb2421811, 0x07e3450c, 0x220c5350, 0x421f001b, 0x36750837, 0x0c0a620c, 0x70058b4d, 0x3441095a, 0x05637605, 0x180da553, \n    0x4709f845, 0xf820050f, 0x115e4b18, 0x17208794, 0x544e8795, 0x8984870b, 0x30421886, 0x89848d09, 0x0bd44cf6, 0x0b3e4218, 0x18078759, 0x58085b40, \n    0x29541047, 0x4b4c1813, 0x21678f0f, 0x5218abfa, 0x00200df6, 0x08c74418, 0x82c71121, 0x00092271, 0xc747180d, 0x0111240d, 0x721c07c7, 0x0c2505f5, \n    0xfe56f571, 0x0d246c39, 0x5e105f6c, 0x604412cf, 0x7672820f, 0x0c200717, 0x2005ab5f, 0x0aad7e00, 0x71822120, 0x23053e41, 0x72fc1c07, 0x85093441, \n    0x39fe227d, 0x183b8500, 0x2008f343, 0x0a7b7600, 0x43442d87, 0x09575005, 0x18000521, 0x82089d4e, 0x23d28469, 0xc70139fe, 0x4d185285, 0x67450853, \n    0xcf52180e, 0xc7012109, 0x8605a16c, 0x20578929, 0x4c578303, 0x0346092e, 0x1c072107, 0x2109d16b, 0xb28356f5, 0x44051b50, 0xb74d08cf, 0x89318708, \n    0x8ff3212f, 0x200ca766, 0x11a76611, 0x7e112121, 0x63440901, 0x55052105, 0x68057144, 0x072305f9, 0x6cabfa1c, 0x002005bd, 0x08d34218, 0x00710c24, \n    0xf3660003, 0x91498f12, 0xabfa2147, 0x6c078742, 0x77520cff, 0x0e6c490c, 0x13564e18, 0x6c056649, 0x45181fe8, 0x03600c9b, 0x10df7d0c, 0x0a0a5b18, \n    0x09474418, 0x488e0321, 0xec5f05f4, 0x20618519, 0x4ad38300, 0x675a08c7, 0x09d97005, 0x0fda5218, 0x09d85c18, 0x6d39fe21, 0xa14211cc, 0x39fe2109, \n    0x18053e41, 0x7513e84e, 0x13200f2b, 0x5206bd4f, 0x16770f91, 0x053a440b, 0x43093261, 0x012109ca, 0x68e191c7, 0xa7410833, 0x0e777e0c, 0x5b0aa941, \n    0xae410847, 0x054a4117, 0x1809d774, 0x540fbd4f, 0x03521039, 0x1a997f0b, 0x1811a554, 0x4f099d46, 0xe2910bda, 0x2211fe51, 0x77000400, 0x441809e3, \n    0xe5460e39, 0x21112408, 0x41aa0a11, 0xf5210d4c, 0x13424156, 0x4805125f, 0xc779057b, 0x510f2008, 0xf5490b67, 0x05724211, 0x0f455118, 0x5b051442, \n    0x0e4205a5, 0x05986509, 0xf11c0723, 0xcb4618c8, 0x07bb7e0e, 0x6a0c4a46, 0xdf42083f, 0x07dc6e0f, 0x1807f47a, 0x2008c847, 0x08235600, 0x7a1daf6b, \n    0x44541389, 0x13b56e09, 0x25474e18, 0x4161579d, 0x1c9b5a13, 0x510ce95d, 0x00550c94, 0x1160500e, 0xd74bc393, 0x0d736a0c, 0x590ead42, 0x7a510c96, \n    0x9377a00b, 0x0cf74be3, 0x334e0820, 0x13cb5808, 0xa563f190, 0x187d900c, 0x700d6d61, 0xfd8a1d03, 0xc21dcb58, 0x15054183, 0x200c6662, 0x0ab74306, \n    0x730ae75f, 0xff8d0f45, 0x018e0327, 0xf35505c7, 0x050d4b8f, 0xfc8e0323, 0x053a7b72, 0x0b594f18, 0x2505f941, 0x39fe72fc, 0x621872fc, 0x135b097f, \n    0x63481805, 0x06b7500a, 0x234b6f93, 0x8fc7200a, 0xc7012371, 0x7385abfa, 0x850b4a51, 0x0d8254ef, 0x200b4b59, 0x053b7408, 0x51000721, 0x494d052f, \n    0x08c27b10, 0x11ea5318, 0x2109207d, 0x53185505, 0x89490ff0, 0x0f51180d, 0x380e2108, 0x08734018, 0x0ce94818, 0x45063147, 0x43440d6c, 0x0e525d0f, \n    0x22102747, 0x4b19000f, 0x4418148b, 0x61870b5a, 0x09725518, 0x180dfa4a, 0x2116be54, 0x4e180300, 0x0b220aaf, 0x5c180f00, 0xc8450827, 0x8dc72008, \n    0x051f71bb, 0x7139fe21, 0x034709cc, 0x076f410d, 0x550a7b6a, 0x85460950, 0x894c830f, 0x0bb64cb0, 0xfd46ae95, 0x067b4510, 0x411c0721, 0x53180a7f, \n    0x0c530813, 0x0860610a, 0x180bd847, 0x68093165, 0x6e5413a1, 0x072f6609, 0x180c4f72, 0x6a07ab45, 0x56181111, 0x49680daf, 0x0b7f5913, 0x180bb56f, \n    0x5f1ff455, 0xdf610eee, 0x0d4f450e, 0x0ebd6418, 0x60088742, 0x8385075a, 0x6c607d8f, 0x420b850b, 0x0a200f9b, 0x22184b45, 0x6c270023, 0x364e0d6f, \n    0x0ce1450f, 0x5a0e5745, 0x2b730d92, 0x2718410f, 0x20116776, 0x7b66180e, 0x087b6209, 0x11db6518, 0xa46e998f, 0x58938505, 0x4c181174, 0x9f851175, \n    0x200d6f75, 0x08475700, 0x6b710c21, 0x23200e57, 0x4f0d9151, 0x3c420b51, 0x08c1550b, 0xb7418283, 0x55a0850d, 0x284111c7, 0x0d0f631f, 0x4e0a3142, \n    0xb6410a0b, 0x0219210a, 0x7905184e, 0x9d5c0945, 0x427c9509, 0x00221140, 0x33420000, 0x089d413e, 0x5a1a3342, 0x0a41119e, 0x0b4c431f, 0x47063746, \n    0x51431da3, 0x09b54711, 0x0e695018, 0x1b418d95, 0x125b4b11, 0xff7d0220, 0x0ba34f0c, 0x21051e45, 0x9f4fe308, 0x05455a09, 0x008ff322, 0x04200082, \n    0x0a213785, 0x061359aa, 0x47093146, 0x7847095a, 0x77c72008, 0x22480bb8, 0x8e032105, 0x58185789, 0x50180b2d, 0x7f570fd7, 0x89571809, 0x15df4c08, \n    0x5072fc21, 0xdd6e05f3, 0x05896a09, 0x4556f521, 0x538410c5, 0x08fb4918, 0x135d6418, 0x0dc35218, 0x0b815118, 0x5c419f87, 0x21ad8b05, 0x527f5505, \n    0x01002206, 0x21008200, 0x4618e308, 0xa38319cb, 0x3259ad83, 0x05e94805, 0x2105cd4f, 0x3a82abfa, 0x3f850320, 0x00aa0a25, 0x61070003, 0x52180697, \n    0x5b180f1b, 0x03230982, 0x85c7018e, 0x275218a1, 0x098c490f, 0x57096e6a, 0xaf67054e, 0x1067460c, 0x49106346, 0x55560da1, 0x05b44c09, 0x780f117b, \n    0x974a110b, 0x0d934b0a, 0x49098375, 0x854d102f, 0xd158180f, 0x6b7b950f, 0x9f4b174b, 0x4104200c, 0x3f4d055f, 0x6ff1900a, 0x6a180b1d, 0xd98d095b, \n    0x210c5760, 0x59180007, 0x4f89288b, 0x7365ad93, 0x0e974109, 0x6548a391, 0x0d947d08, 0x8d0d3569, 0x0c1f4db3, 0x692a376d, 0x6f8d1ba9, 0x7d41d393, \n    0x5f43180a, 0x0d1b4d09, 0x4e0cff41, 0x66180c07, 0xc6420abf, 0x11c55607, 0x094ce583, 0x1df72105, 0x4318f185, 0x77420e4e, 0x09e17f0d, 0xeb427790, \n    0x4d4c180c, 0x437b850a, 0x7f910552, 0xa14cf583, 0x231b8505, 0x1df75505, 0x56054954, 0x074f0988, 0x46838c29, 0x0d4e0c85, 0x0fe14113, 0x8d0c7b7e, \n    0x3a6f43f7, 0x5618f38d, 0x5018153f, 0x6f43096f, 0x0887530f, 0x0d000923, 0x0cef5400, 0x0b335a18, 0x470dce62, 0xfc230bf1, 0x188e0372, 0x180b2b60, \n    0x5c0ef35a, 0x3c710ac9, 0x07da6b0f, 0x4c0f5d6b, 0xf36f0dae, 0x054f4e13, 0x10134218, 0x6a171555, 0x6b530868, 0x0b3d4113, 0x17596018, 0x2010ab5d, \n    0x053f4f08, 0x1816534a, 0x420c8142, 0x62180c31, 0x994508b5, 0x217b8305, 0x1b53e308, 0x3d411807, 0x39fe210b, 0x18050d53, 0x4a09755a, 0x337f1353, \n    0x058b4c10, 0x8f108f44, 0x13ca7d83, 0x7d0b0741, 0x5d4b1fd0, 0x0f136008, 0x4614d56d, 0x1661102f, 0x3b6e180e, 0x09434309, 0x700d1062, 0x0b601739, \n    0x064b4308, 0x180c7753, 0x410cc36e, 0x44180f01, 0x5418071b, 0x05410f8f, 0x21014107, 0x180a3344, 0x22098361, 0x591f001b, 0x19220dbf, 0x1f482102, \n    0x08764d05, 0x61185983, 0x534c098e, 0x94611805, 0x0c487f1f, 0x5109135f, 0x6f180ab9, 0xba730e19, 0x7e58180c, 0x18f1870d, 0x850f166f, 0x0529450f, \n    0x63085741, 0xe38b095f, 0x1806d750, 0x200f6962, 0x6d621811, 0xa5de8311, 0x935718dc, 0xb967180b, 0x20d59508, 0x779e8311, 0xfa230516, 0x67e308ab, \n    0x4e1805b2, 0x48180b82, 0x4c180be9, 0x836608d2, 0x0daf410a, 0x9308e975, 0x08c847cf, 0x4111b641, 0xdfa50748, 0x440cde47, 0xab5007bf, 0x08354306, \n    0x8588ef97, 0x4111ca41, 0xd04109ce, 0x05dc4c21, 0x0d476b18, 0x53180b20, 0xff82095d, 0x71181120, 0xb7470938, 0x63721809, 0x10d76b0b, 0x13876218, \n    0xaf862120, 0x18550521, 0x41098f62, 0x62180993, 0x08211997, 0x4b6a85e3, 0x07830709, 0x6d061742, 0x4b180a0f, 0x2a5a0a6f, 0xaa0a2511, 0x8ff3c701, \n    0x2105ef5f, 0x4b181df7, 0x4f450b73, 0x07264107, 0xf872fc23, 0x051547e4, 0x5c05ad54, 0x08210927, 0x17af5be3, 0x6a05d56d, 0x0521072d, 0x058e4155, \n    0x0c39fe23, 0x21b28571, 0xbb61abfa, 0x08435f09, 0x91098f66, 0xb16318ae, 0x0502600b, 0x650bff6c, 0xf8200908, 0x08b66c18, 0x00206885, 0x0e235518, \n    0x16736918, 0x09537018, 0x5a059972, 0xa5840543, 0x2408bb6b, 0x0300e308, 0x273fa000, 0x72fc8e03, 0xe30839fe, 0x75052876, 0x2b600bb3, 0x10b3490c, \n    0x11e37018, 0x0f3a6418, 0x11635818, 0xcb530020, 0xaa0a2106, 0x23085f47, 0x00150011, 0x830b296a, 0x18212056, 0x7009f74f, 0x88590562, 0x09935105, \n    0x6b073a71, 0x1783056e, 0x4e054759, 0x0b21085f, 0x7057b400, 0x578a072a, 0x204f436f, 0x055f4803, 0x20065b41, 0xf55a1811, 0x08ad650a, 0x4b0fe342, \n    0xf8210563, 0x079d62e4, 0xf723ef83, 0x5e39fe1d, 0xd5550ccf, 0x09be770d, 0x5a550521, 0x26420580, 0x05044405, 0x07976118, 0x0f236c18, 0x5d09d362, \n    0x57180f3d, 0xc9420de0, 0x09da5a07, 0x2313c36f, 0xc7018e03, 0x1805b750, 0x44198379, 0x01210f63, 0x05845f11, 0x420b9c53, 0xfd700f56, 0xda55180d, \n    0x0a03500a, 0x0e636f18, 0x831c0721, 0x18ae8526, 0x82076f5e, 0x18ff8d9a, 0x6d0cfd7b, 0x73180cf5, 0xd24209ca, 0x41738705, 0x05270798, 0xf78e0355, \n    0x598e031d, 0x00200718, 0x12834918, 0x180b6968, 0x550ac753, 0xc7200c3f, 0x4a07a874, 0x6d180543, 0xeb520d97, 0x1873821f, 0x420bbb50, 0x0121130f, \n    0x07e044c7, 0x57054341, 0xfc2507e7, 0xfa39fe72, 0x068f45ab, 0x59060746, 0x03620651, 0xc45e1806, 0x078e4313, 0x0b346718, 0x79185789, 0xfa210920, \n    0xb95818ab, 0x0d03440d, 0x0d000922, 0x08477518, 0x440dd96b, 0xd66b0805, 0x0b074409, 0x430dd26b, 0x676d0ab1, 0x0cbf4408, 0x4a163f4b, 0x3f4b0fc1, \n    0x0be1530b, 0x180d6f4f, 0x180dd55a, 0x830f2b63, 0x058f441d, 0x0cc75718, 0x0ded4018, 0x13076718, 0x5b053c4a, 0x264b0586, 0x07e64505, 0x21077142, \n    0xe845e4f8, 0xe4f82205, 0x20008200, 0x18038203, 0x450b2775, 0xc7200c47, 0x5405a352, 0x0a230b90, 0x8356f5aa, 0x83012032, 0x55052504, 0x0b00710c, \n    0x4105cd57, 0x7b1807de, 0x72610911, 0x051b4605, 0x7b7d6c84, 0x000b230d, 0x2d440015, 0x07326b17, 0x5205bf48, 0x9e410532, 0x09984f07, 0x2305bd49, \n    0x710c1df7, 0x1805244e, 0x5a098d66, 0xbf41086b, 0x0cf14b0a, 0x710d8f6d, 0xbd870996, 0x1805aa7f, 0x660d1058, 0x0a210d0b, 0x05c963aa, 0x44052548, \n    0x0f410537, 0x0913481f, 0x18abfa21, 0x51378f6e, 0x4d180c63, 0x5e700cf7, 0xc701210f, 0x0f7f7818, 0x4805ff43, 0x575609e3, 0x9b721812, 0x171d4f38, \n    0x0424e782, 0x72fc0000, 0x22081b4a, 0x4617000f, 0x434311b1, 0x135b1808, 0x09966e08, 0x2105f94e, 0x694139fe, 0x1df72905, 0x39fe380e, 0x56f539fe, \n    0x23058846, 0x8ff35505, 0x2305c742, 0xe30839fe, 0x081f4818, 0x420ced4f, 0xac61074e, 0x832d830b, 0x3368180f, 0x54ff8b0e, 0xdf420c19, 0x0fa75b06, \n    0x4339fe21, 0x01250757, 0xfce308c7, 0x0fc54572, 0x8f23a36c, 0xe4f82153, 0x6109ad56, 0x7a4d0d2c, 0x051b4408, 0x18e30821, 0x4f0c0761, 0x579b0fd9, \n    0x890d0660, 0x18062057, 0x44126778, 0x40180d75, 0x44180cc3, 0x51450f8d, 0x050b4205, 0x0f077418, 0x0e8ff32c, 0x0ec8f138, 0xfec70138, 0x67860039, \n    0x67b8bf8c, 0x4954cc8d, 0x49678407, 0x076b0d2b, 0x2b431805, 0x05e6480c, 0x4c056751, 0x6e460911, 0x72fc2105, 0x4205d65f, 0x74180579, 0x2f66088f, \n    0x085b4406, 0x48075944, 0x405c0f89, 0x0bc64b06, 0x0ff95018, 0x2509834b, 0x56f539fe, 0xbd6f380e, 0x39fe2305, 0x2741abfa, 0x83bf8206, 0x6c6b8695, \n    0x93420e8f, 0xd7781806, 0x09ec450a, 0x8339fe21, 0x1c0721bb, 0x4c058961, 0xcb4c0583, 0xfb7c1805, 0x2057481c, 0x4b0db356, 0xb86b094f, 0x0b61180f, \n    0x9f6a180e, 0x345d181b, 0x0f4f420a, 0x4115435d, 0xf7640545, 0xe772180a, 0x0ae84116, 0x09e97218, 0x23059247, 0xe4f8e308, 0x85199b4f, 0x44002019, \n    0x002005bb, 0x07ab7918, 0x4d1a2b58, 0x691805fb, 0x8762095b, 0x39fe2105, 0x48077f41, 0x7d1805ca, 0x875b0a9f, 0x0f325a1a, 0x09934618, 0x550bd05a, \n    0x2f450f65, 0x05194105, 0x4b058a49, 0x0b200cdb, 0x42097345, 0x2f8305f1, 0x4a1c0721, 0x6f18076e, 0xf52107b3, 0x5bf39056, 0xa5831667, 0x1805d942, \n    0x410de86c, 0x645b09b1, 0x054f430b, 0x02225b82, 0xcf420000, 0xfb7a1808, 0x212f830e, 0x0f5c72fc, 0x055a4a09, 0x95824f83, 0x82000421, 0x0af34d00, \n    0x0db75818, 0x410fe944, 0x53180506, 0x641809a1, 0x00200886, 0x450d435c, 0x83460ce1, 0x37511806, 0x15365713, 0xd748d487, 0x1811200f, 0x550afd6e, \n    0x175811ed, 0x05de750c, 0x4d8e0321, 0x5954070e, 0x050f7405, 0x5005f048, 0xe36705e6, 0x8e032129, 0x4809d75b, 0x421805c5, 0x97450f19, 0x05864c05, \n    0xcd715798, 0x21c4820c, 0x60188e03, 0xfc2107a8, 0x05784772, 0x43090455, 0x6b1809fa, 0x9b64086e, 0x0a4b4f05, 0x480c117b, 0x46180ac3, 0xf44717fd, \n    0x05fc4207, 0x1805bd43, 0x41095a6d, 0xaf4709cf, 0x00052309, 0xd3630011, 0x119c7908, 0xe5694285, 0x07c57405, 0x0bf07618, 0x42095c52, 0xfc2105b7, \n    0x05d34972, 0x08e30824, 0x6d1800e3, 0x4c180abb, 0xc7200ceb, 0x21056545, 0x7c6ce308, 0xb2701805, 0x05634909, 0x42068e51, 0x7141251f, 0x0b004505, \n    0x4f05fe55, 0x61180921, 0x93410f90, 0x20a88205, 0xb7461800, 0x410b200f, 0x4218050b, 0x5c8609d5, 0x4e058d42, 0xd2410823, 0x095a5205, 0x00456089, \n    0x8e032105, 0x6d080845, 0x11200f23, 0x880a236d, 0x05754166, 0x0d516218, 0x18053f7d, 0x210d9273, 0x598772fc, 0x0f456188, 0x052f6009, 0x87181920, \n    0x4b500ca1, 0xc701210d, 0x1b4c3683, 0xabfa2105, 0x55059178, 0xfe2007e7, 0x0a3b6f18, 0x41079742, 0x274105da, 0x45678205, 0x678306cf, 0x82001521, \n    0x0a575567, 0x0db86318, 0x4a064a56, 0x9f440735, 0x09d74407, 0x18050044, 0x4c093861, 0xfe2005f1, 0x08ff7818, 0x2008a76c, 0xef77180b, 0x0c6d580b, \n    0x180a0d44, 0x42205f85, 0x721806eb, 0xb982092b, 0x910f034e, 0x05a97f44, 0x43064644, 0x4b1812ef, 0x56180a71, 0x51180fc1, 0x3a470f8a, 0x0fac5505, \n    0x180f5550, 0x7f097841, 0x07200e17, 0x4d05a54f, 0x20450d7b, 0x05564108, 0x18076c41, 0x67092289, 0xe754098a, 0x05706105, 0x07bc7c18, 0x88180020, \n    0x0c2109f7, 0x091f7671, 0x71710c21, 0xd77107ab, 0x08e74109, 0xa183c720, 0x25842183, 0xf3510020, 0x4e13200a, 0x89180dcb, 0x6a180db7, 0x58420953, \n    0x05df4e0b, 0x1805f954, 0x411f1b77, 0x08230529, 0x641df7e3, 0x132105eb, 0x08d7738e, 0x1500112c, 0x23001d00, 0x2b002700, 0x85872f00, 0x4a087358, \n    0x8e180cb1, 0x21200d59, 0x2306416f, 0xe3f81d07, 0xc825d782, 0x55f5c701, 0xe1821801, 0xab0a2b08, 0xe408e3f8, 0xc801aafa, 0x1d8571fc, 0x2117f448, \n    0x4418abfa, 0x6e570d7b, 0x72fc2105, 0x830b5d5a, 0x21e382bf, 0x00820008, 0x588e1321, 0x1f200a9f, 0x0020b986, 0x420e6d72, 0xf8450f50, 0x0a11220a, \n    0x229082aa, 0x835605c7, 0xaafa259c, 0x39fee408, 0x0721b88b, 0x59b2891c, 0xfc2117bd, 0x18b28d72, 0x860bc24e, 0x076741aa, 0x280caf72, 0x002b001f, \n    0x0033002f, 0x0ded4137, 0x4612db7f, 0xa64e0f46, 0x05af420b, 0xf027bf85, 0x03c70100, 0x87ab0a8e, 0x1e6e18c7, 0x41258209, 0x1a49087a, 0xea891809, \n    0x09f55409, 0x09776818, 0x09dc5018, 0xf3550523, 0x24d5918f, 0xfc000003, 0x06175272, 0x39740920, 0x23a0850d, 0x55055505, 0x27054571, 0xabfac701, \n    0x72fc1c07, 0x75057942, 0xfe250553, 0x01710c39, 0x07e770c7, 0x0c836918, 0x42074766, 0x07210962, 0x0583551c, 0x07c70123, 0x0559661c, 0x09965c18, \n    0x1807a475, 0x790c0378, 0x4f8b0c3f, 0x32655383, 0x0d327905, 0x7505a549, 0xd74705c4, 0x8a052009, 0x738c18e3, 0x0f236008, 0x200a6d42, 0x83f38311, \n    0x0fed7158, 0x5c85b489, 0x093d8318, 0x21058d51, 0xd67a8ff3, 0x06002107, 0x0b24738c, 0x1b001300, 0x4e065578, 0x01480cf3, 0x2111250c, 0x031c0711, \n    0x08d98b18, 0x188ff321, 0x8f0df18c, 0x059b4e7d, 0xfe25ec83, 0xf739fe39, 0x8883871d, 0x188391f8, 0x4314874c, 0x634c0b58, 0x09f85305, 0x1805a041, \n    0x2109de5c, 0x957a39fe, 0xc701230b, 0x966daa0a, 0x5eaf850b, 0xed690aaf, 0xe7521809, 0x214b180c, 0x12417f1b, 0x8505706f, 0x8f4e1894, 0x1163697c, \n    0x13874d18, 0x18100953, 0x441a2765, 0x69410904, 0x05884805, 0x0d276518, 0x8608156e, 0x08ab5a47, 0x970ab74c, 0x14ab7d47, 0x18207f65, 0x470ffd56, \n    0x5e180fbb, 0xf5410d71, 0x0fa15105, 0x6412eb6a, 0x3b6e0d87, 0x082d490d, 0x4f0f9743, 0x83410fc5, 0x09fa4415, 0x70107d41, 0x57180f2b, 0xd34a1b83, \n    0x698f1808, 0x094b6a09, 0x15436118, 0x18089d41, 0x1830cb5f, 0x1813c75d, 0x640b6147, 0xc045138f, 0x1f621810, 0x09144c42, 0x65075d65, 0x032109c3, \n    0x0d737e8f, 0x082f5e18, 0x12a18d18, 0x670c8b4a, 0x75630a35, 0x686f890f, 0xfe211527, 0x053b4239, 0x4f302b67, 0xae660fb9, 0x6763180f, 0x21e2890b, \n    0x6218c701, 0x1b430b3b, 0x252b670d, 0x9313e54f, 0x61ee9d7b, 0x002005b7, 0x66071349, 0xc14c0673, 0x08b76105, 0x490f6341, 0x11501014, 0x0de5640c, \n    0x4109bd68, 0x044111e7, 0xc701230b, 0xc36239fe, 0x9762180a, 0x2160180b, 0x19236a20, 0x14418b97, 0x18918423, 0x6b086b52, 0x734c0e13, 0x0cbf4412, \n    0x421c1141, 0x87422312, 0x2513420e, 0x75181120, 0x01430b7f, 0x3d5c180f, 0x2301410d, 0xaf4d0020, 0x4982180b, 0x12155e08, 0x180d115e, 0x18098078, \n    0x180b8384, 0x2157df6e, 0x5718e4f8, 0xb0561d17, 0x08564409, 0x10876218, 0x7310e942, 0x42180c27, 0x58180c08, 0x63180de2, 0x08600b01, 0xf779180d, \n    0x09d1770f, 0x18066744, 0x46095346, 0x5b67071b, 0xe1851808, 0x13684308, 0x0f559018, 0x21058a78, 0xa34872fc, 0x2137831f, 0x2f4638fe, 0x23534508, \n    0x17855b18, 0x5e078947, 0x914809d4, 0x20ed8619, 0x054b4200, 0x84710c21, 0x00192277, 0x7940181d, 0x0c5f7113, 0x0347c720, 0x59701805, 0x39fe2311, \n    0x7018710c, 0xcf6a1d5d, 0xfb811805, 0x710c2109, 0xe3417d82, 0xe1631808, 0x18112016, 0x211ee563, 0x1a4b710c, 0xe9631805, 0x05634213, 0x411df721, \n    0x62180706, 0x335c082f, 0x12f76006, 0x77065442, 0xc7200aba, 0x6207b043, 0x9d1805da, 0x47710d60, 0x3555180d, 0x7dea820f, 0x0a2105f3, 0x065b51aa, \n    0x4b10734b, 0xe1480ff3, 0xabfa2309, 0x19505505, 0x18788305, 0x7a09ca4f, 0x80670512, 0x07f3410f, 0x180cab45, 0x4943c74d, 0xdc601162, 0x0550430d, \n    0x6807a647, 0x08200d6f, 0x16bb4b18, 0x21f34e18, 0x2008e843, 0x9d8818c7, 0x0b1c4917, 0x180db66b, 0x4623c84b, 0x977d0544, 0x855f180f, 0x0c35460a, \n    0x18122077, 0x180f2288, 0x8b0b7846, 0x0fbd5a9a, 0x0f764618, 0x8f100551, 0x8d671893, 0x33401815, 0x0d346f0f, 0x7a0f6c60, 0x46180bd8, 0x23430f1a, \n    0x82461805, 0x101c7509, 0x09f37718, 0x0d8ba018, 0x18097251, 0x18119146, 0x5e1f8452, 0xd3570d7c, 0x5f082005, 0x96180563, 0x5fbb08e3, 0x4f0db75d, \n    0x0821057f, 0xaf4f18e3, 0x6261950f, 0xc58f0922, 0x75e4f821, 0xf64307a3, 0x72fc2105, 0x1805ff4e, 0x4509a780, 0x06200655, 0x430a4377, 0x53180983, \n    0x818712b7, 0xa3059370, 0x46d98d6f, 0xf34305bd, 0x0007210c, 0x1805a357, 0x640ae19f, 0xb0570c47, 0x13d67809, 0x4c091958, 0x2558117c, 0x10c24217, \n    0x10eb5218, 0x7c001121, 0x656208ad, 0x5711200c, 0x8fa90ce0, 0x4211f457, 0xb75805e1, 0x0b4e6e07, 0x0cfb4518, 0x1abb4a18, 0x1817344f, 0x4d13bb4a, \n    0xb3480ae6, 0x8e132405, 0x5e00710c, 0x6f55072b, 0x06b15405, 0x231b6955, 0xc701aa0a, 0x551b5d55, 0x83572f51, 0x6e8b8405, 0x1f2007cb, 0x7b098954, \n    0xe2551261, 0x55012007, 0x2155182d, 0x068f4b27, 0x67187b84, 0x1f2209c3, 0x09552b00, 0x03c7222d, 0x25fd548e, 0x2035f154, 0x20008200, 0x18038207, \n    0x4307f371, 0x1d20099b, 0x7f0ce76b, 0x19210cb8, 0x180e8202, 0x7e120c56, 0x12470bba, 0xc7521821, 0x00032190, 0x0e210082, 0x09ff6138, 0x180a957e, \n    0x8309f082, 0xc8f121d8, 0x2305f348, 0xabfa39fe, 0x096e4418, 0x0c39fe2d, 0x05abfa71, 0x0356f555, 0x5cabfa8e, 0x15201127, 0x09334218, 0x5f0c645b, \n    0x661805de, 0x518509b7, 0x7a05b943, 0x4218099f, 0xfe2309f5, 0x65e4f839, 0xb18207a2, 0x2c974a18, 0x67181120, 0x3d55098b, 0x07dc440d, 0x0ff79818, \n    0x18073555, 0x650e6443, 0x31520b6b, 0x0c194b0c, 0x18063a7f, 0x490f936a, 0x48180740, 0x7d181dd9, 0x7e183d7b, 0x5418178b, 0x62180b0d, 0x68181da8, \n    0x7f180c34, 0x42180a16, 0x314b0e7b, 0x05975907, 0x490c776f, 0x0f511631, 0x55052115, 0x180b574a, 0x422b3972, 0xa551052f, 0x08ab710b, 0x00c71129, \n    0x00190003, 0x4c21001d, 0x93851ec5, 0x4217c84c, 0xca4c058b, 0x05ed4a23, 0x2306bb4d, 0x380e710c, 0x434a7f82, 0x1ad14c0a, 0x411dd54c, 0x3752071b, \n    0x13d94c05, 0x5a05f847, 0xdf4c050d, 0x4409200d, 0x05460adf, 0xcd9f1805, 0x19461809, 0x8355180f, 0x0800470c, 0xdc6c1120, 0x05746406, 0x18c70121, \n    0x48176a77, 0x8f41052b, 0x4c7e1805, 0x70771809, 0x3d441819, 0x850b200d, 0x12cb78a7, 0x8b05ab5c, 0x657518ab, 0x0e6b7613, 0x4405ff4f, 0x2f680956, \n    0x366a1809, 0x3b65180d, 0x39fe210d, 0x18070e5e, 0x6a0ddd8d, 0xc06809cf, 0x1b811808, 0x0b087855, 0x2d506a83, 0x18fe201f, 0x4c0ae67e, 0x6b180cc3, \n    0xfb490c4f, 0x1735510e, 0x51137356, 0xde4e0d39, 0x27981809, 0x5a5a1815, 0x058e420d, 0x590c6347, 0x821829f3, 0x44181bd3, 0x21410b7f, 0x0aef472b, \n    0x44101f41, 0x888918bb, 0x18115352, 0x511167a7, 0xa2481961, 0x0ab34609, 0x18090f41, 0x55102962, 0x7f180bcd, 0x0a4411eb, 0x695f1805, 0x18df7d15, \n    0x070d5618, 0x21001d22, 0x54058749, 0xfe430d23, 0x13774b06, 0x181b0642, 0x420df24a, 0x00201602, 0x09a74318, 0x1393a318, 0x890ce159, 0xb46518ed, \n    0x7b62180b, 0x08017c13, 0x890d5f59, 0x0ca96ce7, 0x08457518, 0x6a09d241, 0xce410d64, 0x18dd9d13, 0x5608ef49, 0x758c0c77, 0x0d715918, 0x41054143, \n    0x811809bd, 0xb541096f, 0x4557880c, 0x57a80c0f, 0x1a735a18, 0x18098741, 0x90075f41, 0x8f541855, 0xe4f8230b, 0x5b185505, 0xcf411319, 0x136f5c07, \n    0x8f075e41, 0x4e959347, 0x415710ab, 0x105e5512, 0x16d74218, 0x18078046, 0x1809a29b, 0x58210180, 0x6b410bcf, 0x2683730c, 0x950f815c, 0x13a54f83, \n    0x0deb8f18, 0x5c0e4758, 0xc0421eff, 0x0d595129, 0x11aa6a18, 0x1cb34b18, 0x460c9543, 0x37590c35, 0x0d44430c, 0xf19dd785, 0x210c1346, 0x4d180003, \n    0x974409a3, 0x0c9b440a, 0x0fe47518, 0x11a84d18, 0x092ea118, 0x1daa4d18, 0x7d0e6643, 0x4d180503, 0xad180eaf, 0x05410de3, 0x09d36c0c, 0x0b727318, \n    0x71077142, 0x0a450de3, 0x0d935d14, 0x083b6118, 0x4e0fe342, 0x15870572, 0x11125018, 0x5639fe21, 0xf0a50978, 0x4e180020, 0x8988269b, 0xc941c720, \n    0x05736205, 0x2105cb43, 0xe19d8e03, 0x4210d741, 0xad5c1ac7, 0x0c4f420c, 0x5f0d2345, 0xc6411559, 0x0d3b600c, 0x52124144, 0x53180cf1, 0xd3470ccb, \n    0x5b7b930f, 0x44181783, 0xd7410cc3, 0x0c154e0d, 0x48187d93, 0x44580d3f, 0xb145180f, 0x9b7f1817, 0x17b9482d, 0x600b5547, 0x6e181b47, 0xb757084c, \n    0x374e1006, 0x4d180001, 0x032c370b, 0x72fc0000, 0xaa0a1c07, 0x09000300, 0x0c1f8f18, 0x240cf767, 0x03c701c7, 0x05756a8e, 0x54075277, 0xfa53076d, \n    0xfd4c1807, 0xeba7180d, 0x0cb17b20, 0x0ad39a18, 0x480b0750, 0x94180ff4, 0x11911161, 0x7509e743, 0x77180e57, 0xdd550e55, 0x05d96c0f, 0xa109ed5f, \n    0x0c87507b, 0x0a936218, 0x0a938e18, 0x1810394b, 0x520d746f, 0xa96305a6, 0x72651809, 0x0fa76313, 0x49aa0a21, 0x651806cf, 0x67871c73, 0x09ad6418, \n    0x9266ad85, 0x7365180d, 0x75758819, 0x0b200b7b, 0x460d6769, 0x43520507, 0x4f62180f, 0x710c2107, 0x6205dd67, 0xd75805b0, 0xaa0a2305, 0x5518710c, \n    0x172408fb, 0x00002300, 0x180b6f72, 0x4f0abc8b, 0x7d180aed, 0xf7210983, 0x09d5711d, 0x42095c6a, 0x6b83052f, 0x0d335018, 0x79134a7f, 0x08200627, \n    0x7c05cf4f, 0x534933d7, 0x0925420f, 0x890f7f4e, 0x0f27427f, 0x420bd749, 0x7c1810a3, 0xe37e367f, 0x7d838b05, 0xdb41195b, 0x74062008, 0x5f560a87, \n    0x99971807, 0xef45180c, 0x8086180e, 0xa047180b, 0x4eb91809, 0xb39f1809, 0xc14f180d, 0x72fc220d, 0x9b791800, 0x089f7a07, 0x0ec36718, 0x420af557, \n    0xf4500954, 0xabfa2105, 0x7d05dc47, 0xa0180b58, 0x0023181f, 0x18e30800, 0x833c2779, 0x21bb4fb9, 0x180f4756, 0x4a0e198b, 0x55660c93, 0x05585414, \n    0x176f8418, 0x0a277918, 0x11a76f18, 0x5a0f1e77, 0x9c4e0553, 0x97621809, 0x2a8e180d, 0x39fe2109, 0x7c08e75f, 0xfd560827, 0x0da8750a, 0x0dd15418, \n    0x180bd850, 0x1811cf54, 0x1810aa6f, 0x6411ef68, 0x624612ef, 0x0dab4b0d, 0x6909294d, 0x691819a7, 0x382008c5, 0x0e137e18, 0x0f000b23, 0x4c6fc000, \n    0x6f881127, 0x4d183920, 0x07220c5f, 0xcb550b00, 0x0c394a07, 0x4a15b354, 0x24430c4f, 0x05c54605, 0x096f9d18, 0x210f1b4e, 0x4c538f03, 0x39fe2505, \n    0x560539fe, 0x5508bf43, 0x88180f3f, 0xeb561415, 0x10316a16, 0x05e4f827, 0x08e4f855, 0x9b5218e3, 0x110b4115, 0x4a094661, 0x8b180cef, 0x5f18248f, \n    0xd5541387, 0x13174e09, 0x1812b373, 0x2011a78c, 0x93579d11, 0x0ca359c3, 0x7d05b368, 0x4b6c1681, 0x05a97915, 0x5f096a5a, 0x30650d5f, 0x11ff7e06, \n    0xc39163b8, 0x8f426384, 0xdf4d1808, 0x103f510e, 0x180bff50, 0x230fd94d, 0xe3081df7, 0x1dd54d18, 0x180e5f61, 0x4908854c, 0x73420fcb, 0x0a126308, \n    0x09848818, 0x78079960, 0x0c2115d6, 0xdf6b1871, 0x0a477109, 0x18097d78, 0x200c49bb, 0xc08918c7, 0x194a180b, 0x8e03230b, 0x421872fc, 0xb682079e, \n    0x710cb761, 0x5f18104b, 0x47180f65, 0x9342073e, 0x9d631809, 0x7f51180d, 0x5505210f, 0x12454118, 0x4708ef46, 0xb16608e3, 0xe84a180a, 0x4b838311, \n    0x0f4a055a, 0xc36e1805, 0x1887890b, 0x7a0da585, 0x03420786, 0x82318505, 0x000226ec, 0x0572fc00, 0x23ba1855, 0x86c0180a, 0x073a6a0b, 0x5f510020, \n    0x5b451805, 0x0013220c, 0x0b075f17, 0x18131d4e, 0x200d6b6f, 0x7a9c1821, 0x2fb91808, 0x01a6180f, 0x5da91813, 0x19611811, 0x09ef4509, 0x7a05a756, \n    0x07200637, 0x18058f72, 0x200cbfaa, 0x18a39727, 0x850de587, 0x211383a9, 0xc54ec701, 0x89a38b05, 0x0d9f498b, 0xab18a397, 0x9b850b8c, 0x1839fe21, \n    0x7a0a6c45, 0x0b230bdf, 0x68000f00, 0x585e0f9f, 0x10ec5d0c, 0x7d055d4d, 0x06460502, 0x39fe2507, 0x1c0772fc, 0x5b05d441, 0xbe1807e1, 0x4d180768, \n    0x5b6c0798, 0x0ccb4a08, 0x21001b22, 0x08059b18, 0x84657786, 0x05b7410f, 0x09ed5318, 0x099d8018, 0x18abfa21, 0x5a0b65a6, 0x6e180f5d, 0x9a830741, \n    0x6d057448, 0xa34109f7, 0x0017210c, 0xa752858b, 0xf451180f, 0x1e861809, 0x188b8708, 0x662175a4, 0x3d4709a7, 0x72fc2105, 0xa1188382, 0x0d200983, \n    0x42053f58, 0xd14109a7, 0x05155a05, 0x831c0721, 0x05af78dd, 0x536af383, 0x06a37a05, 0xff4e1120, 0x0cb74706, 0xbb842120, 0x41050e4a, 0x012105f7, \n    0x057477c7, 0x7ac70121, 0xb81805fb, 0x414e0731, 0xe4f82105, 0x0bcb8118, 0x12ab8d18, 0x770c0b41, 0x05230a6f, 0x838e0355, 0x09746d92, 0x49071049, \n    0x4218116e, 0x00201512, 0x04200082, 0x4b05d34b, 0x6f832263, 0x8505ec47, 0x29634b4d, 0x64093f7c, 0x41640747, 0x83dd8409, 0x05d57cd5, 0x830b354a, \n    0x6b4118d8, 0x72fc2107, 0x20091f4d, 0xdfaf1800, 0x184fac09, 0x21182fc8, 0x00820003, 0x7d180a20, 0x5118075f, 0xbf440e0d, 0x05c1410d, 0xf7c70123, \n    0x05f44b1d, 0x83abfa21, 0xbf651897, 0x55052509, 0x72fc8e03, 0x21059b44, 0x484be308, 0x60501805, 0x274c1808, 0x0ed1470b, 0x0321658b, 0xec8f188e, \n    0x3a7c1807, 0x05f94f09, 0x03217383, 0xaf44188e, 0x72fc210b, 0x095bc618, 0x0a734318, 0x5f05b353, 0x845c0c13, 0x9b56180d, 0xe4f82111, 0x1020be18, \n    0x09274018, 0x1809eb51, 0x42095ea2, 0x032108f5, 0x05d17f8e, 0xf7210785, 0x057a4d1d, 0x4205ad47, 0x012d05e3, 0xfeabfac7, 0x0c39fe39, 0xfc72fc71, \n    0xeb501872, 0xe308270b, 0x07000300, 0xff441500, 0xc7ae1805, 0x0991450f, 0x4409ed46, 0xe54f0579, 0x180b8305, 0x180957a6, 0x4709184d, 0x718305d8, \n    0x20092f46, 0x17701800, 0x06fb4408, 0x375c1520, 0x18cf880e, 0x2309fe7f, 0x8e0372fc, 0x5211df44, 0x3c6005b8, 0xabfa2105, 0x73185785, 0x0f210803, \n    0x37721800, 0x0b264809, 0x0b348e18, 0x0bdf7318, 0x0beeb418, 0x0acbb318, 0x0afb4918, 0x21e7b418, 0x01e30823, 0x19ec50c7, 0x4a090248, 0xf321096c, \n    0x0546428f, 0x01c70125, 0x48c8f1c7, 0xfa2106ef, 0x08cb6dab, 0x496573bb, 0x07784105, 0x1809b643, 0x410f9db2, 0x7743068f, 0x0a8f4108, 0x430d9747, \n    0x29581573, 0x21cc830b, 0xbc181c07, 0x022108fd, 0x23008200, 0xe308e308, 0x09a75e18, 0x180b5f43, 0x470b0bae, 0x474209bd, 0x63af1805, 0x39fe2107, \n    0x0a974018, 0x4226b743, 0x7b4905eb, 0x05234205, 0x53078c47, 0x37480537, 0x057d5209, 0x4239fe21, 0x6918073b, 0x7a1808c7, 0x57460dfd, 0x21c3850e, \n    0x83188e03, 0x57430b58, 0xcea51805, 0x39fe2109, 0x410b306e, 0x012105fa, 0x096b6fc7, 0x2705f949, 0x0300e4f8, 0xe3080000, 0x2008e77f, 0x3942180b, \n    0x29ca180c, 0xf1cc180a, 0x0400250f, 0x55050000, 0x7118378a, 0x75180e83, 0xaa181322, 0x4b821893, 0x18e30821, 0x180d5fa8, 0x4710b99b, 0x8d8f0cef, \n    0xbf4acd83, 0xe3082105, 0x143f7318, 0x0d015118, 0x00000228, 0x8e038e03, 0xa9181c07, 0x6718101b, 0x03270d89, 0x72fc0000, 0x82005505, 0x0700222e, \n    0x71471800, 0x0076180e, 0x056c180f, 0x08e3510c, 0x610cdb48, 0x9e180c8f, 0xfd5a0fc5, 0x0fc06e0b, 0x600cf546, 0x5b8c0817, 0x11af8c18, 0x0d5dba18, \n    0x64abfa21, 0x52180524, 0x8e4211d4, 0x07ba4505, 0x679b7a89, 0x8f0cd37d, 0x185083c9, 0x481131c0, 0xd38e0f7a, 0x18000321, 0x18354bc7, 0x221b67cd, \n    0x42000003, 0xac180c57, 0xa51808a7, 0xa783093a, 0x47094d42, 0x0a230b43, 0x18710caa, 0x180aa993, 0x7d089d41, 0x264c13cb, 0x13a61806, 0x3c481809, \n    0x150d5407, 0x0ba19018, 0x00820020, 0x1ec7ab18, 0x86180020, 0x0f2007b3, 0x0d874a18, 0x0120c585, 0x08545418, 0x081c0723, 0x21c183e3, 0xc4181df7, \n    0xa5180cc9, 0x43960d53, 0x8909fe6a, 0x55c41843, 0x4343860a, 0xb21808ef, 0x01200a2b, 0x3389fc82, 0x748ff321, 0x66180efb, 0xdb540cc1, 0x7740180f, \n    0x55052607, 0x8ff3c701, 0x061a6d01, 0x7f0bc552, 0xfe20099f, 0x4e06ab50, 0xab501077, 0x0f287210, 0x071faa18, 0x50071d45, 0x0d4c05ab, 0x72fc2105, \n    0x0d2e9218, 0xeb686582, 0x710c2308, 0x01420500, 0x108b4b16, 0x18096d58, 0x8909ea8a, 0x8d4a18d1, 0xedba1809, 0x43d11809, 0x8348180b, 0x5d4b1812, \n    0x21112113, 0x49490182, 0x05b34109, 0x44059d61, 0xa348053d, 0x06cb420b, 0xaf37c818, 0x12ffc518, 0xf8e30827, 0xfe710ce4, 0x5f4d1839, 0x0859420e, \n    0x180f2d4a, 0x5b0b6d5d, 0x69760997, 0xabfa2105, 0x18057741, 0x43092fc1, 0x0021057f, 0x1bc81800, 0x09b34f2a, 0x163b4f18, 0x180aa64e, 0x700ddd5e, \n    0xa68717ee, 0x0b4f4718, 0x0e435918, 0x5b09a143, 0xdf540bed, 0x0c6f431d, 0x0a57d018, 0x470b0446, 0x994e0595, 0x09184a05, 0xbd180020, 0x4b1817e3, \n    0x7b180f8f, 0x317634bb, 0x170f431f, 0x1825e941, 0x5a09074e, 0xb34f0dcb, 0x000b210c, 0x16b98818, 0x1809db50, 0x6f09916d, 0x08230f43, 0x18c701e3, \n    0x8f3f3bc8, 0x07976f53, 0x18109f4c, 0x590e4760, 0xf17b05ac, 0x05bd4107, 0x00200585, 0x0d4f5b18, 0x2aefbe18, 0x180d3957, 0x4b0dc75b, 0xc7200c31, \n    0x07a95e18, 0x1807ae70, 0x18088bb2, 0x180ba75d, 0x1816f35e, 0x180937cc, 0x410ff073, 0x53430cef, 0x8f521816, 0xcfc71842, 0x0fe34227, 0x180c8b45, \n    0x570f09b7, 0xe84c0f0d, 0x0d6f5705, 0x18069f4a, 0x180d1f62, 0x411247d5, 0xbb180d6b, 0x5d87190f, 0x180b634c, 0x180acba3, 0x188fabc7, 0x18101758, \n    0x720741bc, 0x9b650c5b, 0x098d5f06, 0x831c0721, 0xe4f821e7, 0x0bf95918, 0x2f421385, 0x207d6b0e, 0x09bd8018, 0x470d2764, 0x97431397, 0x052b4405, \n    0x32a3ab18, 0x562f6718, 0x550dc944, 0xc820065d, 0x6805dd5b, 0x595c1def, 0x4e4a1813, 0x05ad4809, 0x51114970, 0x5c180539, 0x77850ffe, 0x9d188b83, \n    0x657e0ee7, 0x0ce05917, 0x083a5118, 0x1805b24f, 0x4c095f73, 0x764f091a, 0x0b874d07, 0x848e0321, 0x09a35470, 0x0a8f4c18, 0x10a95a18, 0x13ad5a18, \n    0x8372fc21, 0x05a15c60, 0x840feb67, 0xbba0185a, 0x0cfb5c10, 0xb318c720, 0x01210dd5, 0x05e574c7, 0x96183984, 0xee422d0f, 0x0a094108, 0x0ff1a718, \n    0x1809c849, 0x4109e0dc, 0x5418051f, 0x0621091f, 0x18008200, 0x4c105b9d, 0x7d5908a1, 0x4ac72010, 0x9d18059d, 0xad441942, 0x0be36112, 0x0dc77a18, \n    0x0fa95918, 0x1807e341, 0x4e11aa59, 0xf4470d6b, 0x09897d09, 0x4105384c, 0x002005ed, 0x07cbdc18, 0x410cd74e, 0x6a1810e1, 0x1e41175f, 0x67a51805, \n    0x2170850b, 0x591872fc, 0xc9181cb3, 0xc4180b35, 0xf8210ed7, 0x05cf55e4, 0x09adcc18, 0x5818a885, 0xfe2109a9, 0x0bc54e39, 0x1809b944, 0x1809ffd2, \n    0x18086f52, 0x4f130958, 0x9e410da1, 0x18508305, 0x430f7163, 0x00201315, 0x0eb38c18, 0x61050d4b, 0xcd8a0b93, 0x08ca6118, 0x09d76318, 0x0339fe23, \n    0xbdb2188e, 0x94d4180b, 0x0512440f, 0x09e36918, 0x1f580320, 0x1097410e, 0x4311cf65, 0x57451371, 0x069f5d05, 0x4f105747, 0x7855065b, 0xc7012309, \n    0x601839fe, 0x5e180948, 0x02211323, 0x21008200, 0x67418e03, 0x6f8a1806, 0x7a58180e, 0x0933460b, 0x60778618, 0x4a18c368, 0xaa1814bf, 0x8b6508e5, \n    0x48d7180b, 0x09fb450b, 0x450f0546, 0xbc180938, 0x5744448f, 0x0a6f671a, 0x46130a60, 0x02700946, 0x052a430d, 0x1809a854, 0x1813eb8f, 0x18072f44, \n    0x580efb77, 0xd45a0fa7, 0x39fe2105, 0x4205e143, 0x95181fba, 0x5b18095a, 0xf7410993, 0x570f2008, 0xfd610df1, 0x13f16f13, 0x0ad35818, 0x12b76318, \n    0x56055946, 0xf825072d, 0xf81c07e4, 0x337818e4, 0x08575b09, 0x83167d62, 0x058b59d5, 0x45056678, 0xfc2307fc, 0x83aa0a72, 0xabfa23cb, 0x42575505, \n    0x09fb4309, 0x200c2b45, 0xc17e1817, 0x7c6c1814, 0x177d180d, 0x0d2c780f, 0x5505f047, 0x9f570d05, 0x08cb4408, 0x620c7151, 0x0c5c0ddf, 0x0b3d4105, \n    0xd6180b83, 0x08210797, 0x204382e3, 0x09675d07, 0x638e0321, 0x73490507, 0x072f4105, 0x46000021, 0x65180cdb, 0xd8180c55, 0x517d0c31, 0x55052309, \n    0x7418abfa, 0x0020098e, 0x78180082, 0x5156104f, 0x276b4b0f, 0x4b077343, 0xe218056b, 0xfe210de3, 0xe7a41839, 0x29c61828, 0x0c93490c, 0x0c876418, \n    0x19f36618, 0x4109a841, 0x79560fb2, 0x20f78d0c, 0x0dcf5713, 0x5b0d8048, 0x23450541, 0x054d5805, 0xfa550523, 0x688818ab, 0x39fe2109, 0x0721df82, \n    0xd3cd1800, 0x0efb700b, 0x0e38c318, 0x18091553, 0x1812cfca, 0x59077364, 0x3d470b69, 0x06641807, 0xff591809, 0x0d5b5809, 0x180f4b72, 0x6f0f1be3, \n    0x831809f3, 0x57580f1b, 0x0f85470c, 0x180b4e63, 0x50097a5b, 0x6a180902, 0x5f420beb, 0x09047309, 0x0de7ac18, 0x6c1ceb54, 0x9b630f01, 0x0d7d4909, \n    0x6805df44, 0x39441297, 0x5b5e1805, 0x8db58d0f, 0x4ab18b54, 0x002006ae, 0x4e5f7518, 0x5407d541, 0x9b5e0985, 0x13d94105, 0x1808c84b, 0x230dafa2, \n    0x000f000b, 0x55120346, 0x465b0c62, 0x05e64107, 0x13018f18, 0x0f105318, 0x0f844818, 0x67720020, 0x710c2309, 0xae180700, 0x9d750893, 0xa5451806, \n    0x0b2c660f, 0x5b8e0321, 0x0583053f, 0x09156018, 0x58188485, 0x69540978, 0xb2d3180b, 0x0544420d, 0x0039fe22, 0x0dbf9d18, 0x4f103953, 0xef460d0d, \n    0x18d68705, 0x83071f4b, 0x17631807, 0x1186180d, 0x5de3870b, 0xb373084b, 0x13c17918, 0x21072757, 0xe34c5505, 0x09076005, 0x820d216f, 0x06f74cc9, \n    0x085b4318, 0x4c0e1744, 0x11201081, 0x09f1d918, 0x0bd54b18, 0x41c8f121, 0x71970535, 0x0bfbc918, 0x07a35118, 0x68aa0a21, 0xab180eab, 0x6c18247b, \n    0xe78b0b57, 0x0d957618, 0x48091358, 0x63780dc6, 0x0c6f5509, 0x5008f54e, 0xd17914cf, 0x0b7c6e08, 0x07efd818, 0x53058b58, 0x825f0507, 0xabfa2105, \n    0x42054d4c, 0xcf6809c8, 0x08175e09, 0x080b5f18, 0x45107945, 0x0c250c71, 0xf739fe71, 0x0d69451d, 0x22050c44, 0x1800abfa, 0x48086f98, 0x17200a3b, \n    0x0d514218, 0x180f6568, 0x4a09d25a, 0xab4a07a3, 0x05014309, 0x41058161, 0xe5180765, 0xe941138d, 0x05194305, 0x098f7918, 0x450ab354, 0x21470c3d, \n    0x2111220c, 0x05536211, 0x0ffdeb18, 0x5905c55e, 0xd3180953, 0x53ba10f7, 0x720d6b4b, 0x4b460587, 0xc1ac1811, 0x09fc7616, 0x181f6f49, 0x18134f4f, \n    0x180bafb3, 0x18090f55, 0x4c100f5c, 0x066f0e38, 0x0f6a6a0d, 0x49075750, 0x13550fdb, 0xe7e01809, 0x262b8221, 0xe30872fc, 0x6000e308, 0x21200a27, \n    0x93568682, 0x39fe2505, 0x72fc72fc, 0x83057b5c, 0x1be1187e, 0x278a1810, 0x0822590b, 0x0ee44218, 0x6105a55e, 0x551805c4, 0xd26309c0, 0x0bce630b, \n    0x0c777718, 0x03209782, 0x6b08e961, 0xa2820ced, 0x6609d347, 0xd244054e, 0xbc641809, 0x39fe240d, 0x18070000, 0x440c7fcd, 0xe7430adb, 0x0c5b590b, \n    0x0a02e518, 0x0de3dc18, 0x0759d018, 0x6505e272, 0x437b05a5, 0x23c68511, 0xc7010500, 0x180cbb65, 0x470f756f, 0x33410812, 0x16e61806, 0x055a5a0c, \n    0x21053241, 0x6818e4f8, 0x9f4309f7, 0x07464f05, 0x1805b560, 0x65084951, 0x2d6d0f0b, 0x0fff4306, 0x1805c45a, 0x41092fb1, 0x05210532, 0x4a178355, \n    0x0721092f, 0xb7d3181c, 0x0003230c, 0x4fae0007, 0x728e0321, 0x364e0580, 0x8e032305, 0x1f44e4f8, 0x05db7f0a, 0x6a09b559, 0xa4180c9a, 0x39420ee7, \n    0x09986e09, 0x1856f521, 0x180a9ee1, 0x9710d7eb, 0x7eed1857, 0x5757a10d, 0x0f200de3, 0x0e8dc918, 0x75112121, 0x95430d0b, 0xc7012307, 0xc847e308, \n    0x82002005, 0x82052000, 0x18002003, 0x200c9f6e, 0x4b7a1819, 0x0aef7b0e, 0x49185283, 0x315807eb, 0xf1551807, 0x42c7200c, 0x77180901, 0xb566095f, \n    0x27751805, 0x0d72443f, 0x5b093347, 0x6c180fdf, 0x06200ecf, 0x0b49df90, 0x07d7410b, 0x970f5662, 0x058c426c, 0x7713d079, 0x5a1809af, 0xb2180d55, \n    0x994d0d81, 0x11104c0c, 0x6e072148, 0xe1430967, 0x05cc6709, 0x1809a052, 0x50092248, 0xed6509f2, 0x057b4b09, 0x034f0820, 0x35461805, 0x0f394916, \n    0x4e0c0747, 0x8fa50c29, 0x13c1f118, 0x46095748, 0xde1808cf, 0x88530f99, 0xbaab1808, 0x095b6009, 0xed50db83, 0x0a474405, 0x17a36e18, 0x470ed551, \n    0xed180518, 0xcd4e0bcf, 0x68d1180d, 0xb3e71809, 0x0d196b0f, 0x094f6618, 0x09da7c18, 0x5f1df721, 0x33970fcb, 0x2109cb6d, 0x0343e4f8, 0x0c175409, \n    0x0a6f8018, 0x0ddc8918, 0x18112142, 0x180badef, 0x8711a1e3, 0x13c455df, 0x82c70121, 0x11df78e5, 0x430e995e, 0xec181108, 0x6c1809cd, 0x636809fb, \n    0x05634d05, 0x4a050c43, 0x235207ab, 0x104d510c, 0x570c5151, 0xe0180db1, 0x9e18177f, 0x9d1810fb, 0x7a850a1f, 0x18093259, 0x4609cc9d, 0xfb550d6b, \n    0x09e74319, 0x261f7418, 0x425c6357, 0xb54d0fd7, 0x0c074810, 0x4506a377, 0xa34205d6, 0x18c11805, 0x053d5b09, 0x4605d256, 0x7b180548, 0x3f5f0a3c, \n    0x0e4b690b, 0x07875718, 0x1805bb5c, 0x5f1ac3c1, 0x0f540fff, 0x418b1811, 0x0786430d, 0x0d008518, 0x0b567318, 0xb418f720, 0xbb7a0ec5, 0x05c5440f, \n    0x4a2f5342, 0x771813f3, 0x4761383b, 0x0d9b610f, 0x0ad77618, 0x5a125543, 0x6618074b, 0xc4420ff7, 0xabfa2105, 0x07ed6518, 0x09ead518, 0x6805bf58, \n    0xa97f0a1b, 0x46831814, 0x42498309, 0xf3180501, 0xfe2107af, 0x0cc95539, 0x5d1c6b60, 0x23720f3e, 0x59431805, 0x0513500f, 0x63052150, 0xbf690ac1, \n    0x0ce37308, 0x4139276a, 0x28640514, 0x59f21805, 0x5f7e180d, 0x36276a19, 0x0d23ec18, 0xcc18d38c, 0x71841ff7, 0x1809d07c, 0x182747cd, 0x514897cc, \n    0xe1180de3, 0x335d07cb, 0x07d2430f, 0x074c7118, 0x5f076a64, 0xd2410d76, 0x4a831805, 0xabfa2109, 0x18084345, 0x1816d3a0, 0x6709eca2, 0x53180530, \n    0x6b420de4, 0x09777e0d, 0x580f2b4d, 0x72440931, 0x0f935c09, 0x0d6ca118, 0x095b7918, 0x4818fb5a, 0x95180cc9, 0xc1180dbf, 0x431810fe, 0x5e850f43, \n    0x6909554a, 0xeb180db3, 0xee1809ab, 0xc76117f7, 0x0dc74b32, 0x4506ef59, 0x8b7d08eb, 0x9ea5180a, 0x051f440d, 0x2008a36a, 0x0db74b15, 0x20077e45, \n    0x25f18221, 0xc701e308, 0xcc4ee4f8, 0x78d98b05, 0x0a2305c5, 0x591df7aa, 0x851807f9, 0x0a20093f, 0x18059b74, 0x8318cbf6, 0x56f52153, 0x095a9918, \n    0x18051876, 0x23094b85, 0x5505abfa, 0x49054d5a, 0x00200567, 0x180f7b71, 0x4f1259e9, 0xa84205df, 0x09584d11, 0x0bed8518, 0x49abfa21, 0x1122094f, \n    0xb34d00c7, 0x794c1807, 0x0c43490e, 0x09be4318, 0x1736f018, 0x4c059e45, 0xe1550f54, 0xca89180f, 0x0c9f7d0c, 0x18000b21, 0x590e45bc, 0x7f850cfb, \n    0xf7671120, 0x0b574d13, 0xfa39fe23, 0xc5d918ab, 0x053f4a07, 0x09e74e18, 0x16af6518, 0x14db6318, 0x540c2f48, 0x60180823, 0xc6770902, 0x24981811, \n    0xb18b180d, 0xc9561810, 0xb3ee1808, 0x0ea35c0e, 0x6c054b55, 0x0a27073d, 0x081df7aa, 0x1856f5e3, 0x650e6f73, 0x71581349, 0xad6c180c, 0x15e36e12, \n    0x1805c245, 0x18080b87, 0x433cf787, 0xc7470d8b, 0x0b1f740a, 0x114f4c18, 0x6b075275, 0x436c05f1, 0x91881805, 0x1f676c08, 0x521e8f49, 0xff180744, \n    0x974109a3, 0xe3082307, 0x7c531df7, 0x0d476905, 0x2273f418, 0x200d9f45, 0x0515590b, 0x15617518, 0x117fd818, 0x0b597418, 0x6709b765, 0xab451c43, \n    0x97fb1840, 0x38eb4936, 0x43076d41, 0x94180f87, 0xef430e3f, 0x23a41807, 0x18f82036, 0x970a9dfa, 0x42621871, 0x0fbb4110, 0x441c274c, 0xe24417e8, \n    0x9b8a181f, 0x12216e0e, 0x6072fc21, 0x41460781, 0xdff41805, 0x1a5b4b3d, 0x2f97f618, 0x610f9b4c, 0x9b6c2883, 0x7e072018, 0x112208ab, 0x9d45e308, \n    0x8ff32505, 0x56f5aa0a, 0x0cbb7d18, 0x183d8b6c, 0x450d33d1, 0x374f0c09, 0x13e34c1e, 0x61093341, 0xf4181203, 0x2b410a4f, 0x0e95470f, 0x13386618, \n    0x4e073546, 0x7b180963, 0x576e0ff6, 0xe97f6c10, 0x00000125, 0x750a39fe, 0x002005cf, 0x660b3346, 0x841805a1, 0x0c210930, 0x05cf6e71, 0x7072fc21, \n    0x07200c2b, 0x0bbf4c18, 0x17f16d18, 0x0b954418, 0x2305d74f, 0x8ff35505, 0x23050346, 0x710c710c, 0x0b79ed18, 0x94182120, 0x01210aad, 0x217587c7, \n    0x2f85aa0a, 0x0e39fe23, 0x502f8238, 0xab480605, 0x710c210b, 0x0923a418, 0x8b051548, 0x56f5213d, 0xb218b782, 0x47500beb, 0x05227c12, 0x8705fc67, \n    0xabfa21a5, 0x4a05cd6f, 0xc34a0719, 0xb996180c, 0x3583180e, 0x091c4c0b, 0x18051563, 0x180f098f, 0x1809477a, 0x181dbff8, 0x461c4b8f, 0x4f570d2b, \n    0x46541809, 0x18c68509, 0x18099db8, 0x57102e82, 0x934b05eb, 0x0b036208, 0x0c484a18, 0x11211124, 0x8a765505, 0x15641807, 0x05024609, 0x18c70121, \n    0x23072f79, 0x8e03abfa, 0x4305657d, 0xd75205b2, 0x0007220d, 0x13f34b11, 0x5f0d4f66, 0x07500559, 0xe9a51805, 0x37fa1809, 0xebf4180b, 0x179f4650, \n    0x180e994e, 0x47096561, 0x045407db, 0x11d16505, 0x6307004e, 0x6f18056f, 0x07200caf, 0x490b5b73, 0xb34421a3, 0x053d6609, 0x08ae9d18, 0x22062f45, \n    0x8200e308, 0x050749bd, 0x18e30821, 0x470727f2, 0x1f82090b, 0x1603ae18, 0x4905057d, 0x5f5a09a3, 0x05eb6405, 0x1806a349, 0x51276770, 0x4c180f74, \n    0x5f6a10b8, 0x00172112, 0x16755718, 0x180ddb68, 0x5c095989, 0x09480994, 0x72fc2105, 0x0da30219, 0x1805bd4a, 0x5408749f, 0x0f200f9b, 0x18066f5b, \n    0x210ebb45, 0xbc4f1c07, 0xc2bb1807, 0x0dd5610d, 0x240da372, 0x0300e308, 0x2c237500, 0x19091e52, 0x180d9706, 0x490edf55, 0x71974a9b, 0x10337618, \n    0x490f2741, 0x937d349b, 0x6fb2180f, 0x6f401812, 0x45032009, 0x794f11ed, 0x05514905, 0xfa1c0728, 0xf71c07ab, 0x3b44001d, 0x3b6f4108, 0x4605f973, \n    0x035905c5, 0x05a75f0b, 0x780b774c, 0x4a6d0943, 0x051f450b, 0x65107369, 0xbd660c80, 0x0dcf440f, 0x20056143, 0x09af4300, 0x49109b49, 0xcf5d050e, \n    0xc79c1805, 0x1b8b450a, 0x354bf518, 0x5a0feb41, 0x736f0fd9, 0x25f35811, 0xfe18db8c, 0xbf6a0f0b, 0xa79d180d, 0x0ead4e0c, 0x181bbb49, 0x4f0de26f, \n    0x00200de7, 0x210b7f6f, 0xbb490007, 0xd58e1838, 0xa6cf6a09, 0x50097741, 0x93600ecf, 0x05794805, 0x78c70121, 0xfc21075b, 0xcf8e1872, 0x1807200e, \n    0x52075beb, 0xcb180c73, 0x3d6a0e7b, 0x26871809, 0x84478209, 0x710c217b, 0x48134743, 0x7b7f0564, 0x05095305, 0x001df722, 0xfe232f82, 0x82380e39, \n    0x26bb492f, 0x6ee30821, 0xeb410527, 0x07b74c05, 0x4517cf46, 0x016f05c7, 0xe0931807, 0x057d4209, 0xfc39fe25, 0x4739fe72, 0xb3840587, 0xa0180320, \n    0xbb490f75, 0x8598181b, 0xe308210f, 0xcf44cf82, 0x16474d0b, 0x8f09bb49, 0x10db4441, 0x5b23bb49, 0x9b441016, 0x08ff6605, 0x491b2f44, 0x9a4a1bbb, \n    0xe3082105, 0x2107aa5d, 0x344172fc, 0x0d7f4505, 0x7726bb49, 0x43430905, 0x47f81809, 0x1fd8180b, 0x0d2b6f0c, 0x180cdb60, 0x700cd053, 0xc51805d0, \n    0x67571f7d, 0x0bcf4909, 0x1511bb18, 0x610d1f63, 0x83180d3d, 0xc4180925, 0xfe241b65, 0x04000039, 0x4f083b4d, 0xb618050b, 0x07211d4d, 0x4aa1831c, \n    0x8618053a, 0x8b180dea, 0xd9580da4, 0x959c1805, 0x18fa200d, 0x210bd3f9, 0xb918380e, 0xdf5814b3, 0xe3082309, 0x785639fe, 0x07154107, 0x7c0bcb49, \n    0x19230ffd, 0x18112102, 0x7007f1b9, 0xf443052d, 0x4cf71805, 0xa3b71809, 0x14335f0c, 0x180e1f76, 0x600d2499, 0x0b760dc7, 0xf3fd180c, 0x0000212a, \n    0x32c3d818, 0x433c8f5f, 0xab58085b, 0x05f34332, 0x2105cd48, 0xb91839fe, 0x0a250d9b, 0x00e308aa, 0x194f1803, 0xc9491807, 0x0753580d, 0x8513ab58, \n    0x059f4853, 0xbc6e5387, 0x9f4d1806, 0x05c95c0d, 0x0cdd8718, 0x1807e144, 0x18366bc1, 0x180d7361, 0x69222fa7, 0xce5306fd, 0x3d6c1817, 0x0de44c0b, \n    0x0b9f0f19, 0x180d9169, 0x580bf355, 0x214b40b7, 0x090f6c23, 0x0e73d518, 0x0e834a18, 0x4833b758, 0xd5181bd1, 0x7a430b80, 0x195f7505, 0x290dbb58, \n    0xabfa1c07, 0xe4f85505, 0xbb8239fe, 0x9f720b20, 0x0ee35e05, 0x0a0f6e18, 0x0fa35518, 0x7f0f875c, 0xc1630fcf, 0x8ffd180b, 0x07e9700b, 0x18097765, \n    0x690fc7f6, 0xcd71051f, 0x0d476e0d, 0x7b0c1347, 0x4f180555, 0x75180c9b, 0x45440fa0, 0x073d6009, 0x2309bb4e, 0x5505c701, 0x8409a347, 0x63a818ff, \n    0x0bed470c, 0x5ee4f821, 0x554e0560, 0x05b34705, 0x1805f351, 0x590a5da1, 0x635c0dab, 0x61ea1818, 0x0d955d09, 0x6b07b743, 0x0f44094e, 0x41052008, \n    0x1b220ea3, 0x74181f00, 0x6a6a088b, 0x078e410f, 0x2505cd47, 0xc70139fe, 0xd05c8ff3, 0x05466b09, 0x0bfb7618, 0x1805c747, 0x4307c79a, 0x03210557, \n    0x6055188e, 0x06334409, 0x00e30824, 0xf74d0003, 0x0b535308, 0x8f44708b, 0x486a8b0b, 0x53180538, 0x676e09c5, 0x710c220d, 0x08097000, 0x180b6d4d, \n    0x5b0f294a, 0x4687063b, 0x18058a6b, 0x190db272, 0x18159f0f, 0xbb09e752, 0x05b15067, 0x18abfa21, 0x420dcd70, 0xa41809a0, 0x1f200f0f, 0x0a676118, \n    0x5d0c796c, 0x05210f3d, 0x05a04155, 0x41073d41, 0xa418059e, 0xdd71096a, 0x057b4205, 0x7d72fc21, 0x768505fc, 0x6fe4f821, 0x8e180965, 0xef840a94, \n    0xcc089746, 0x07521887, 0xabfa2309, 0x0c41e308, 0x09144107, 0xdd419783, 0xcbfe1806, 0x5113200f, 0x03410bcd, 0x190f830f, 0x430b411b, 0xcf520505, \n    0xabfa2105, 0x316ae589, 0x72fc2107, 0x8305995b, 0x0e7f4f19, 0xc86567ba, 0x19678709, 0x1807e514, 0x2110cf99, 0xf9740019, 0x5f501809, 0x07894412, \n    0x07f5a518, 0x095d5318, 0x2107d741, 0x7559c701, 0x23c18305, 0xe4f8710c, 0xfc217b85, 0x07e36e72, 0x8118e18c, 0x08240883, 0x000300e3, 0x73837bc8, \n    0x1809c541, 0x530b58fb, 0xf5840523, 0x0a000028, 0x72fc0000, 0x3774e308, 0x00232210, 0x05fe1827, 0x251b190a, 0x9ace180f, 0x0de77a0e, 0x1805e068, \n    0x180fc563, 0x4a0bc7b6, 0xdb5b0f0f, 0x09136d0f, 0x085ea818, 0x38fec823, 0x87038201, 0x10d346af, 0xd746af9c, 0x0a624c14, 0x0dace918, 0x11bfe618, \n    0x4f18af8f, 0x63180faf, 0x01191542, 0x03230e77, 0x18000f00, 0x760a279c, 0x07750dd1, 0x1c9b5e0f, 0xaa0bcb4b, 0x0d1f4753, 0x85058954, 0x68002013, \n    0x1b190fbb, 0x83534c8b, 0x05f76705, 0x08a99a18, 0x180d5b56, 0x5f0eb564, 0x214105c1, 0x05377505, 0x21056343, 0x554239fe, 0x72fc2105, 0x4e074575, \n    0xcb630514, 0x052f4209, 0x0072fc23, 0x18d38206, 0x180bc3c9, 0x460e4964, 0x02770e7f, 0xc7fe180d, 0xb8e41807, 0x0f497d0f, 0x66186386, 0xd54e0e6f, \n    0x1b40180c, 0x18638b0a, 0x180f3eef, 0x2217205d, 0x850a0000, 0x6f7218c7, 0x0531640c, 0x0fefba18, 0x490f815d, 0x2a410fbc, 0xc7012305, 0xdf87c701, \n    0x6f055c57, 0xef9d09b2, 0x0f4c7018, 0x86054044, 0x4b71189f, 0x199f8f12, 0x970fca05, 0x091b419f, 0x2b419f95, 0x725e1817, 0x05804a0d, 0x08000027, \n    0x72fc0000, 0x4b0f1913, 0x074f7b07, 0x4b083747, 0x751814b9, 0x0c310a18, 0xf0560571, 0x05550500, 0xfa8f0355, 0x05c701aa, 0x050b4456, 0x5872ec21, \n    0xc94b09f4, 0x541f830d, 0x82180d9f, 0x93870f25, 0x220c474f, 0x481b0017, 0xe7700753, 0x0896550f, 0x938b9786, 0x8900f021, 0x8e032187, 0x93919f89, \n    0x210d7b4b, 0xa38dabfa, 0x2905cb50, 0x380ee308, 0x0f000b00, 0x92181300, 0x214c079f, 0x0bab4e0f, 0x0bae5918, 0x07d35418, 0x500b377f, 0x2f4a09e4, \n    0x07ad6005, 0x43050851, 0xe36f05a9, 0xaa0a210b, 0xfd877bd9, 0x230dab47, 0x0f000000, 0x43057f4b, 0x9518165f, 0x3b2007cf, 0x09974118, 0x460f165d, \n    0x1f47145b, 0x1875870e, 0x830b4990, 0x0b1b190b, 0x09257d0d, 0x05232785, 0x4956f555, 0xde420993, 0x214b4d09, 0x47081b4d, 0x01250635, 0xfec701c8, \n    0x47eb8739, 0x1f2010eb, 0x081f9818, 0x37003323, 0x6deb9200, 0x1d430c6b, 0x7940180a, 0x8f27830f, 0x56f522eb, 0x067f7b01, 0x0b070619, 0x6a5eeba7, \n    0x09fe5309, 0x180f926f, 0x180dbf63, 0x2109207e, 0xdb410c00, 0x41e9921e, 0x537c17cd, 0x071d6f0f, 0x2127114f, 0xaf18e4f8, 0x041909af, 0xd5410bfc, \n    0x8e03212b, 0x4905c741, 0x01230509, 0x5c38fec8, 0x26190e3f, 0x414e0743, 0x08bb7505, 0x180fc343, 0x4509daca, 0x01210bfa, 0x955e18c7, 0x189f8d07, \n    0x23093152, 0xe308e4f8, 0x09740e19, 0x0c73b018, 0x1c636018, 0x1839fe21, 0x6a0d33ac, 0xe15f054d, 0x0ce05105, 0x26b36018, 0x2c4e4f8f, 0xba9d1805, \n    0x93e71809, 0xa5921816, 0x0cf14116, 0x4b83c720, 0x4375ad83, 0x05836009, 0x7b0f556d, 0x032c0f18, 0x0072fc8e, 0x08000001, 0x0e1c07e3, 0x0cc31619, \n    0x21057778, 0xfe47e308, 0x39fe2405, 0x18000000, 0x19187b59, 0x83092611, 0xc95b1875, 0x0200260f, 0x1c070000, 0x05cb4603, 0xdc180920, 0xb7820c07, \n    0xdf66b183, 0x21ad8307, 0x6b8439fe, 0x8d74338e, 0x11212106, 0x70057353, 0x012109ab, 0x9fc082c7, 0x2557839b, 0xe4f88e03, 0x9b908e03, 0x5d216f49, \n    0x03210c33, 0x8347858e, 0x56f52107, 0x0f850583, 0x93090a54, 0x269f8209, 0xfe00000c, 0x48001039, 0x9c18166f, 0x334708e3, 0x1353470f, 0x20081743, \n    0x11a144c7, 0x838ff321, 0x8f0323e3, 0x66188ef3, 0xe1520de5, 0x05cf4605, 0x7a119144, 0x394c115b, 0x05d34c09, 0x83060021, 0xaa0a26bf, 0x0300c711, \n    0x05c56a00, 0x4c148b48, 0x11200c1d, 0x4d09094b, 0xfe230545, 0x431c0739, 0xce4905a5, 0x09c05805, 0x480f9369, 0xdf83058d, 0xfc56f525, 0x18ff0f72, \n    0x18093883, 0x2509cb95, 0xaa0a39fe, 0x8fd5380e, 0x590f6555, 0x35450552, 0x72fc2105, 0x6512e754, 0xb3530ba3, 0x07a56514, 0x79550521, 0xc25a090f, \n    0x05db6005, 0x70056d4c, 0xf7212d17, 0x09ab481d, 0x43052948, 0xfe2105ef, 0x0d865939, 0x0d976318, 0x0c070719, 0x0cffed18, 0x570d2d46, 0x2f420702, \n    0x439f1805, 0x09f34e07, 0x2008ad47, 0x052342c7, 0x25058d6d, 0x39feabfa, 0x6b1872fc, 0x31420e63, 0x07614c05, 0x0dff6818, 0x093a7418, 0x0bddae18, \n    0x09e28218, 0x830bb44e, 0xf5a0187c, 0x00012115, 0x08210082, 0x05c344e3, 0x5407b153, 0x0c2805d7, 0xfcc70171, 0x0056f572, 0x0a222386, 0xcb6000aa, \n    0x2123850a, 0x2383e308, 0x85e4f821, 0xaa0a2423, 0x1800710c, 0x21163b68, 0xe152e308, 0x55052205, 0x79ff1801, 0x0b4b1808, 0xaa0a2307, 0x379fe308, \n    0x5105e35d, 0x93680571, 0xffa71805, 0x00072108, 0x18053942, 0x530dd171, 0xf725058a, 0xfc55051d, 0x11921872, 0x050a6a09, 0x85710c21, 0x82b88248, \n    0x93ca18fe, 0x494b8b0b, 0x4b8709fa, 0x18074c75, 0x510b11b1, 0x9e5905fc, 0x00002205, 0x0a235c05, 0x0f000b23, 0x083b7b00, 0x4913794c, 0xc720084f, \n    0x49053870, 0x1b500531, 0x2eb5180f, 0x72fc2509, 0xe30872fc, 0x18095618, 0x4d187b86, 0x7bc2085f, 0xfc8e0325, 0x4639fe72, 0x0419055f, 0x2147074d, \n    0x65198505, 0xe34c0795, 0x47041905, 0x07eb4410, 0x0f37de18, 0x180f604a, 0x4c09ae89, 0x2a190958, 0x69180de6, 0x485215bf, 0x39fe2119, 0x080fc918, \n    0x0e3f6a18, 0x7d18939f, 0x05210d20, 0x68451855, 0x0fe26f09, 0x2c529395, 0x42918317, 0xec180b1f, 0x55180e1d, 0x734b0c67, 0xe308210a, 0x5505ab44, \n    0x49180797, 0x99410bf0, 0x05074609, 0x16ead818, 0x49091742, 0x531805b7, 0x79760719, 0xd304190e, 0x07714909, 0x0f67d818, 0x0dde0a19, 0xfb656d85, \n    0x06eb5112, 0x00710c23, 0xcb291903, 0x0f675809, 0x5009b46a, 0x421805a0, 0x3119094e, 0x4f5509f1, 0xabfa2305, 0x41578e03, 0x8e032109, 0x56187183, \n    0xab6509ab, 0x1f441806, 0x5567b308, 0x5149053b, 0x58698705, 0x1983057e, 0x20053f75, 0x056f760a, 0x0b000722, 0x4105d343, 0xc54713af, 0x0519450b, \n    0x18050c42, 0x4807d9ac, 0xfc2105e3, 0xff251972, 0x0d7b4615, 0xb618e588, 0x7f4608a3, 0x53ef180a, 0x0f17460d, 0x4207525e, 0xf046099f, 0x471a190b, \n    0x8cb4180d, 0x5a82890d, 0x7b91053d, 0xb5181520, 0x6f5e0a6b, 0x1101230e, 0xf58f1121, 0x9505a54b, 0xaa0a27ef, 0xabfac701, 0xe98839fe, 0xfb520520, \n    0x0d674705, 0x8d0a6741, 0x216a8be7, 0xe183c701, 0x9c686c85, 0x055b440f, 0x23051f61, 0x39fee4f8, 0x6f05f74a, 0x9f640907, 0x05cd5712, 0x8509bb48, \n    0x5d281909, 0x56f52107, 0x2305fb4b, 0xaa0a39fe, 0x9315df64, 0xdf51183f, 0x8e032307, 0x3f85e4f8, 0xaf540020, 0x8bdb1805, 0x083d4208, 0x5505c722, \n    0x8705f142, 0x39fe2971, 0x550556f5, 0x0000abfa, 0x47076747, 0x615b052f, 0x8a01200d, 0x07336037, 0x82057347, 0x00032237, 0x064b6f00, 0x07000322, \n    0x4706936c, 0x21290d2f, 0x01aa0a11, 0xf1c701c7, 0x058c56c8, 0x6605b25c, 0xb718090e, 0x0a2407ed, 0x0056f5aa, 0x5a058367, 0x13200897, 0x0c61ce18, \n    0x230b7a60, 0x8ff3c701, 0x8b05e26d, 0x3643184f, 0x1c07230b, 0x6742e4f8, 0x18132011, 0x49077b78, 0x05190d5b, 0x4c180d9d, 0x4b1809bd, 0xda5b0979, \n    0x050e5405, 0x5605a86e, 0x03210789, 0x0525458e, 0x098b4918, 0x97610a20, 0x057d5e05, 0xf3511b20, 0x48c7201e, 0xfb5e0504, 0x186f9705, 0x47091748, \n    0x1b190525, 0x4f180874, 0xcf180be7, 0x54441907, 0x8fcf180c, 0x05f44b08, 0x180f8054, 0x43091eab, 0x657305c3, 0xebfe1811, 0x18012073, 0x21080f7d, \n    0x5f72000b, 0x0525780c, 0x09519718, 0x2105bd4b, 0x0b431df7, 0x39fe2305, 0x5b68e308, 0x09744905, 0x8f112121, 0x05be4e33, 0x4babfa21, 0x4a180527, \n    0x43180c1f, 0x4f181043, 0xf82113d5, 0x72b018e4, 0x0d02570f, 0x17590020, 0x0cab5508, 0x1913e157, 0x52089136, 0x4e180b11, 0xeb510daf, 0x0c6f5909, \n    0x0e1f5018, 0x890fad51, 0x09a34cb7, 0x5105e04b, 0x854205bd, 0x07af4c05, 0x48090150, 0x7018050b, 0xc7820ffb, 0xc9426fc6, 0xd5471805, 0x10cb6107, \n    0xf74a0920, 0x057d510e, 0x20056954, 0x65df1800, 0x0c7b5107, 0x840e3355, 0x08074b1b, 0x18070a58, 0x4a130356, 0x31550d93, 0xeb4f1811, 0x222d830d, \n    0x86000000, 0xe308219f, 0x0cc3e918, 0x21001d24, 0xa3722500, 0x95871809, 0x1043500d, 0x03219d84, 0x419b9b8e, 0x98180525, 0x1763099e, 0x11c9540d, \n    0x2105276b, 0xe374710c, 0xaa0a2315, 0xad621df7, 0x09977505, 0x21073743, 0x8746aa0a, 0x710c2109, 0x93158746, 0x0743433f, 0x45050f58, 0x0a2005c7, \n    0x6d07db48, 0xf1180ea1, 0x85500f3a, 0x0be3750b, 0x21075743, 0x93845505, 0x0b420320, 0x46938205, 0x2b48096b, 0xc4c1180e, 0x18538b09, 0x180b6256, \n    0x4707c376, 0xc218062f, 0x52180efb, 0x3d420f65, 0x07c06805, 0x23051a45, 0x5505c701, 0xe97fe583, 0x05e95305, 0x0539fe25, 0x738ff355, 0x11200e2f, \n    0x114b6c18, 0x96189f83, 0xff5109aa, 0x11581805, 0xc7012909, 0x1df78e03, 0x72fc8e03, 0x6d0c5f79, 0x36191095, 0xcb470b98, 0x39fe2305, 0x33a7abfa, \n    0x4805fd4a, 0x376406b2, 0x0019210f, 0x09c39818, 0x21103764, 0xbe750219, 0x0549440d, 0x8313dc6f, 0x09cf4de3, 0x18050955, 0x620863b7, 0xf9490d7b, \n    0x071d4210, 0x6e872120, 0x9105f462, 0x05a2436c, 0x0bf59518, 0x0c925c18, 0x0c2fad18, 0x2205ad44, 0x54250021, 0x97430bef, 0x4ae69405, 0x68180505, \n    0x2165099e, 0x4d838d05, 0x0a7515a7, 0x054c4509, 0x0520fc8d, 0x0a337b18, 0x96189383, 0x8da01065, 0x410bca74, 0x898f077a, 0x41058c43, 0x6a181719, \n    0xa0181777, 0x1f5e0f33, 0x1c217f0a, 0x0c198b18, 0x07cd4c18, 0x7d0f6d50, 0xfa210df1, 0x05045fab, 0x82177350, 0x734118c0, 0xd3d6180d, 0x769bd80f, \n    0x9e182115, 0x59181016, 0x07737a6b, 0xe359180c, 0x0ff95043, 0x2112864f, 0x93470200, 0x460f200a, 0xb9430be5, 0x056e6705, 0x4607257f, 0x2b7f07b9, \n    0x7bf52005, 0xe34c063f, 0x00032106, 0x016d3fa8, 0xe4f82105, 0x18051b45, 0x1808f7d1, 0x830ddbeb, 0x05285980, 0x18055a4d, 0x8309234d, 0x710c283e, \n    0x5505abfa, 0x1800c8f1, 0x72095ff5, 0xb54c0a07, 0x2143950b, 0x76835505, 0x0372fc23, 0x63c4188e, 0x06f37c08, 0x1875eb4d, 0x18247bbf, 0x180de863, \n    0x2b11e744, 0x8e03e4f8, 0xc7018e03, 0x8ff35505, 0x1805db72, 0x7a08cf4b, 0x53931863, 0x5d0d6347, 0x032305bd, 0x871df78e, 0x060b4853, 0xe5180b20, \n    0x834d0b11, 0x05d15b0f, 0xbf474985, 0x2341180b, 0x39fe230f, 0x5250c701, 0x10174805, 0x5d585fb4, 0x07f55709, 0x2105cf4b, 0x534fc701, 0xf7481809, \n    0xf3aa1812, 0x648c1833, 0x05a74215, 0xc2230119, 0x10df8918, 0x35f5aa18, 0x315f1b19, 0x0d1f4d18, 0x247f8d18, 0x1807c542, 0x730b0d48, 0x02190fb4, \n    0xfe211919, 0x056f4939, 0x0c710c26, 0x00030071, 0x0ac97e18, 0x19112954, 0x493a471b, 0x0e190b2b, 0x97185fc3, 0x481809e3, 0x694b13a3, 0xfd4d180c, \n    0xe7fb1809, 0xeb4318a2, 0x03cd180d, 0x0d7f684d, 0x66181120, 0x48180df5, 0xf8210941, 0x05c344e4, 0x4fabfa21, 0xed440959, 0x46af1807, 0xafd41808, \n    0xdb961809, 0xd17a180b, 0x3bae180c, 0x0b474408, 0x1805186c, 0x4209a5af, 0xcd180bc4, 0x856717bf, 0x0db36909, 0x4115e776, 0xa77c0cfb, 0x43cf8b05, \n    0xd78f0d35, 0x2109cd5e, 0xaf180000, 0xb95e0e9b, 0x1f614a0a, 0x6318f983, 0x5d4a0988, 0x059b4d11, 0x21052951, 0xf76aabfa, 0x07594a19, 0x1838fe21, \n    0x4a10b36c, 0x2f720753, 0x10a36414, 0x08606e18, 0x494a8b97, 0xe3661829, 0x14536509, 0x5a102752, 0x376d0fe6, 0x0f505a0f, 0x180d9f41, 0x180b80a9, \n    0x42134560, 0x49190b1a, 0x7f5c21f7, 0x0d077c13, 0x0dd32b19, 0x1321e518, 0x180df551, 0x190d3341, 0x590df646, 0x59180937, 0x0b210857, 0x08d35500, \n    0x18105951, 0x4214f19b, 0x1f580529, 0x0b475105, 0x6605af41, 0x64180929, 0xef7e0853, 0xcf821811, 0x06a3760e, 0x0be23f19, 0x07cc4f18, 0x0b157f18, \n    0x630dc15b, 0xe0180529, 0xc9830b33, 0x2010c16c, 0xffdb1821, 0x1df7211c, 0x075f4919, 0x17394f18, 0x63710020, 0x6163b60d, 0x37520f7f, 0x49371905, \n    0x3bee1808, 0x2053770d, 0x17135618, 0x18e4f821, 0x1809ab64, 0x201b0b50, 0x539018fe, 0x710c2408, 0xc0000300, 0x19dd9d6f, 0x486c6b1d, 0x66180dc7, \n    0x4218205b, 0xe9430f33, 0x0dab6b0d, 0x180c8745, 0x4b102f76, 0xb8180e8b, 0x5a180ff7, 0x4b701f27, 0x754faa10, 0x5c4f0b35, 0x0d4f4205, 0x1810cd49, \n    0x430bebce, 0xab8512e2, 0x180d0a41, 0x4411d770, 0x66180ce6, 0xc3931573, 0xd3916fa6, 0x870c7e41, 0x0010216f, 0x0a53e918, 0x19310021, 0x180d2d18, \n    0x1809647f, 0x8d097f49, 0x874918d5, 0x17d3470d, 0xb0084542, 0x2b40185f, 0x48c18b0d, 0xa7420dab, 0xc8701818, 0x07014613, 0x8cd39018, 0x56537818, \n    0x18113358, 0x21074255, 0x661838fe, 0x551810ef, 0x45470e41, 0xc554180c, 0x09056d1c, 0x24af1019, 0x2c9b9418, 0x180f5b59, 0x18171b76, 0x180f9cbc, \n    0x681dad92, 0xb518103f, 0xe7590fe3, 0x0c116709, 0x181be147, 0x8f0f89e3, 0x0dcb7091, 0x190db770, 0x480fc804, 0xb9180b67, 0x8d8c0c4b, 0x180c1b41, \n    0x870eef44, 0xb34e187d, 0xdb521815, 0x38fe2107, 0x180cc35b, 0xb00917bd, 0x0b7f5167, 0x4707756c, 0xfb7d079f, 0x06db6609, 0x435d0920, 0x05a5620b, \n    0x2905444c, 0x710cc701, 0x1df739fe, 0x978272fc, 0x00000122, 0x9a060b52, 0x0593602f, 0x05202f84, 0x00243382, 0x0010710c, 0x0b431b19, 0x6b10cf56, \n    0x211908bf, 0x03210d33, 0x0baf638e, 0x13e74e18, 0x4f113341, 0xb34c067b, 0x186bb508, 0x180f5545, 0x670d6fa6, 0x8c1809c7, 0xfe1809cb, 0x566b0eab, \n    0x05d46609, 0x7a1c0721, 0x6a18058e, 0xa0680d1f, 0x101f680e, 0x4e191520, 0x44500cdb, 0x8e032309, 0x5789c701, 0x19c70121, 0x5d0be409, 0x4667059c, \n    0x07296805, 0x78088b79, 0x355d10db, 0x143d4c06, 0x6d12355d, 0x734d055b, 0xbbd71805, 0x18138313, 0x2107eb58, 0x246339fe, 0x71391905, 0x11cb4b0f, \n    0x08317a18, 0x135fa788, 0x0ad7570c, 0xd818a7d7, 0x5d6d115f, 0x12495d09, 0x200d1f4f, 0x67261907, 0x0ff15113, 0x650de453, 0xed6f09a5, 0x1d961809, \n    0x09b57c07, 0x190fa766, 0x83093d51, 0x67641823, 0x8b3e190e, 0x19317d16, 0xf38b839b, 0x6e095b60, 0x975f0517, 0x0523640b, 0x05550523, 0x794d1855, \n    0xe0b51811, 0xf74f180d, 0x1c072109, 0x21f78c18, 0x09d39418, 0x09536518, 0x188e0321, 0x640ca7c9, 0x46180907, 0x69500c1f, 0x05157205, 0x4105c556, \n    0x724d0fc9, 0x00002709, 0x00000200, 0x8c185505, 0x11200cbb, 0x83414e83, 0xe5831805, 0x0000240c, 0x8d000003, 0x08d341bb, 0x0ce86c18, 0x85c70121, \n    0x8b6818bd, 0x84002009, 0x05137e67, 0x07204582, 0x18056945, 0x180bb9c1, 0x2309949f, 0x010072fc, 0x08e38d18, 0x500ed762, 0xe7660b55, 0x05fa4305, \n    0x0039fe23, 0x189b8305, 0x200e276f, 0x0f874f00, 0x7a180f83, 0x03210fed, 0x19af878e, 0x180ff13b, 0x2008f87e, 0x19f78c02, 0x210e6b00, 0x26198e03, \n    0x03210c68, 0x23008200, 0x55058e03, 0x0e1f2e19, 0x18053b4c, 0x730fd56b, 0x1b60084e, 0x55052305, 0x37878e03, 0x08ed3e19, 0x11211122, 0x09cf3519, \n    0x18052741, 0x410b746a, 0x9741055b, 0xbf01190a, 0x729a8e09, 0x8b1805e3, 0x95850c4b, 0x0420278f, 0x6b42ef83, 0xc18c180c, 0x08514108, 0xbf55c720, \n    0x18078307, 0x700fb993, 0x6d8309ff, 0x82710c21, 0x180920d3, 0x1809ab42, 0x180d5be0, 0x180d2e4a, 0x76093183, 0x5d8509d1, 0x6005d645, 0x0b85055f, \n    0x0bff6a18, 0x00226182, 0xdb845505, 0x8505776b, 0xf74a18b1, 0x83ae8808, 0x05394624, 0x0cae4a19, 0x84050743, 0x1807203f, 0x190b6570, 0x66098431, \n    0x981805d9, 0x761807e0, 0x01210853, 0x83008200, 0x44358354, 0xc7200c6b, 0x46095364, 0x6c18058c, 0x338408fb, 0x058e0323, 0x5f541855, 0x21f78509, \n    0xf2188e03, 0x43420993, 0x88022032, 0x7003208b, 0xb818063d, 0x32410911, 0x20228307, 0x21048304, 0xa3421c07, 0x066f5c08, 0x180db949, 0x6411d8be, \n    0x05200cf5, 0xa7466b85, 0x07ab4d0c, 0x180a8f44, 0x180b2f79, 0x510d31ca, 0x4f750df8, 0xd3031909, 0x0ea44217, 0x23440320, 0x00032408, 0x480d0009, \n    0x5e560827, 0xe5441807, 0x09c26409, 0x0af66818, 0x410db745, 0x738226b7, 0x18082376, 0x430b9791, 0xf7750ddb, 0x09dd4309, 0x6f830020, 0x05203b86, \n    0x1120ab84, 0x8305f562, 0x8e03212c, 0x2107a762, 0x93415505, 0x08dd5406, 0x67078f59, 0x0020093b, 0xeb44f882, 0xf33d195a, 0x20cd824c, 0x08674200, \n    0x2b60d388, 0xc344190b, 0x82052008, 0x080022d7, 0x0a9342e3, 0x0ad7d318, 0x180d197d, 0x440989b6, 0x1745092d, 0x6fa2180b, 0x83032008, 0x187f8853, \n    0x460e4b65, 0xb37c0507, 0x0ac84f09, 0x8b863784, 0x18034a19, 0x09db4818, 0x440b3f5e, 0x002a0793, 0x011c0701, 0x03e308c7, 0x4d82008e, 0x997dbf83, \n    0x02002109, 0x1b866b83, 0x7a060b47, 0xcb680bf3, 0x0303240c, 0x8839fe8e, 0x0b94182b, 0x03aa180e, 0x0f01410b, 0x0120fb82, 0x4f197d82, 0x61850803, \n    0x08588318, 0x05221b86, 0x81820055, 0x7507ff42, 0x411805f7, 0x438509ff, 0x08f34219, 0xc7830020, 0x1767bb83, 0x82002005, 0x1c072543, 0xe3085505, \n    0x4b47e387, 0x20118309, 0x0bcf4100, 0x230cb159, 0xc7011c07, 0x07189418, 0x84120744, 0x1c072157, 0x0321578b, 0x0556438e, 0x83010021, 0x06d341c1, \n    0x75558f84, 0x8e032305, 0x1b8372fc, 0x08e30825, 0x87aa0ae3, 0x5505218f, 0x83074d79, 0xe740191b, 0x83c78309, 0x07e4181b, 0xc7012309, 0x3785c701, \n    0x43011921, 0x08230599, 0x831df7e3, 0x1c0721ff, 0x8783378d, 0x05233787, 0x47aa0a55, 0x8b880627, 0x02261b86, 0xc7010000, 0x53848e03, 0xf3660720, \n    0x0b4f5709, 0x08ef4718, 0x6341ef82, 0x0000251b, 0xc7015505, 0x2542d383, 0xff441809, 0x467f8409, 0x2f5a06f3, 0x08234c05, 0x7053c720, 0x21878307, \n    0x46191df7, 0xa0820e5d, 0x00820020, 0x42550521, 0x634b0d03, 0x0c034205, 0x190f7f55, 0x5a0a7501, 0x79870d01, 0x0959df18, 0x1805e741, 0x18090296, \n    0x470de643, 0x6b890517, 0x6806776f, 0x4c19097f, 0x68761037, 0x056f6e09, 0x074d4c18, 0xa38f0020, 0x0f395c19, 0x190c217b, 0x190b1408, 0x7a096d49, \n    0x5b4a0f73, 0x098e7605, 0x180c374b, 0x6f145361, 0x5519076a, 0xd35b1ba3, 0x062f5b0c, 0x4f1c0721, 0xf521055f, 0x53d41856, 0x4a022008, 0x0c230547, \n    0x43030071, 0x981807a1, 0x0a210bdb, 0x482b8faa, 0xdf7a09bb, 0x44c7200c, 0xdb83054d, 0x07556e18, 0x4776638d, 0x110a1908, 0x0571780c, 0x0739fe25, \n    0x8972fc1c, 0x56f5216b, 0x180c1356, 0x4b0ce57a, 0xde180f6b, 0x9d7119d3, 0x1df72705, 0x1c078e03, 0x9144e4f8, 0x0b4b7d06, 0x4b0c1f4c, 0x634b0532, \n    0x4501200c, 0x621905d7, 0x57420b6b, 0x19d98305, 0x2010735a, 0x0b77180b, 0x945c180c, 0xcc641909, 0x0817490d, 0x5e0a434c, 0x401905b9, 0x2f460c1e, \n    0x1df72107, 0x18050350, 0x720d56c1, 0x6518074b, 0xbe18112f, 0x07210baf, 0x0525461c, 0xfee4f825, 0x181c0739, 0x83071169, 0x10f752bb, 0x4905c551, \n    0x8c650657, 0xaf351905, 0x071f520d, 0x588e0321, 0x058305d7, 0x01abfa25, 0x42e308c7, 0x5d18071f, 0x53180b5f, 0x4f8313e3, 0x190ba549, 0x1912df65, \n    0x1909c70d, 0x180ef70d, 0x89097647, 0x075b5b6f, 0x1808e76c, 0x211847dd, 0xaf185505, 0x9d44091f, 0x4ab98305, 0x87830765, 0x430a4572, 0xff580fdf, \n    0x0e714a05, 0x56191120, 0xfe1817a6, 0x80510d49, 0x5505250d, 0x72fcabfa, 0x1806ee45, 0x18109f79, 0x450acb62, 0x93420957, 0x07694f05, 0x210bf049, \n    0x2d431df7, 0x184b8e09, 0x180cd162, 0x1809d97e, 0x67096dd8, 0xe9460560, 0x21a48507, 0xcb411df7, 0x0cb75c0b, 0x1c174218, 0x538e0321, 0xe1180512, \n    0xfe2109f8, 0x49771839, 0x05124b09, 0xcf43f883, 0x7398180a, 0x0df61809, 0x0eb57809, 0x78056d7d, 0x5b8707b1, 0x0d20c818, 0x94074749, 0xd7661863, \n    0xc17e180a, 0x055c4312, 0x19090a59, 0x410d5443, 0x052005a3, 0x0d8e8818, 0x44020021, 0x2745080b, 0x05dd490c, 0x45550521, 0x04200c27, 0x08232b83, \n    0x82710ce3, 0x0f2019f5, 0x05324c0a, 0x190f0e74, 0x4a0b7257, 0x05210567, 0x054a6d55, 0x210d034e, 0x6718e4f8, 0xfd5213fb, 0x070f470d, 0x67094f45, \n    0x981805ab, 0xbc18105b, 0x8f4d0c47, 0x070d560f, 0x21058149, 0xdb8956f5, 0x6306e343, 0x0b200dd3, 0x153d6618, 0x0db14619, 0x85055745, 0x051746c3, \n    0x07214b89, 0x0a0b451c, 0x440acd69, 0x93831381, 0x20140550, 0x6f591902, 0xd748190d, 0x0b6d1918, 0x5fb71847, 0x059f460b, 0x100b1e19, 0x180ec15c, \n    0x420929cb, 0xf0180508, 0x257d0f0a, 0x79431907, 0x0dc7560d, 0x6939fe21, 0x012109a0, 0xef6219c7, 0x0b237617, 0x0d000724, 0x1b191100, 0x818510eb, \n    0x610f5653, 0xd0430537, 0x0b986705, 0x0dabcb18, 0x18093871, 0x460f88d3, 0x10220adb, 0x27720000, 0x0a536105, 0x4c0b5d4d, 0xbc1807a9, 0x05210d14, \n    0x051b4955, 0x17756319, 0x48058558, 0xeb18101b, 0x11201a63, 0x0d8e4518, 0x19054a57, 0x750ffe6d, 0x5a1909e2, 0xde180de1, 0xa3420cbb, 0x4ed38e0a, \n    0xd7931335, 0x21059754, 0x6f1872fc, 0xec1814af, 0x0f200f37, 0x0a612a19, 0x0ec36618, 0x080e1b19, 0x1805d04a, 0x5b0fe578, 0xdb970d6a, 0x0aefb218, \n    0x1808ab58, 0x180e7bef, 0x410d496a, 0x0b190734, 0xad41096b, 0x19d59c05, 0x9f11af13, 0xc70121d7, 0x4205c159, 0xaf41058b, 0x43d7a90b, 0x2719069b, \n    0x41190c6f, 0x401809f9, 0xb3181ab7, 0xa2790dd9, 0x09d46e13, 0x790d7557, 0xc7180fa8, 0x5f5d0c28, 0x177f180b, 0x08bd640e, 0x18121c46, 0x1909c4c7, \n    0x720d8142, 0x8f970b78, 0x6e091357, 0x01210d75, 0x05136ec7, 0x21062b6c, 0xbd450003, 0x0dbf7f0c, 0x751c0721, 0xe3180965, 0x87430d4c, 0x5bb41816, \n    0x13b3420b, 0x1809ba6e, 0x180fec8d, 0x470f7e69, 0x7b7405dc, 0x05105505, 0x008ff324, 0xd1180300, 0x07200a93, 0x4b137546, 0xbb890935, 0x0539fe23, \n    0x19bd8d55, 0x20121b0f, 0x0a29581b, 0x118b2019, 0x4a05a945, 0xb9180944, 0x21190d64, 0xb7421385, 0x92b98905, 0x0b7757bb, 0x4405dc7f, 0xec420b33, \n    0x43b99005, 0x4b8a164f, 0x250d4f7f, 0xe3081121, 0xb9bbe4f8, 0x780d7341, 0xed47184b, 0xabfa2305, 0x794172fc, 0x05444605, 0x83077b41, 0x05db5ecd, \n    0x5939fe21, 0x43720543, 0x00092408, 0x1911000d, 0x180c8922, 0x201302e8, 0x053769c7, 0x0902b018, 0x42053042, 0xfc210dfd, 0x5d6a1972, 0x0e82410b, \n    0x3b420420, 0x08a9700c, 0x1231cf18, 0x9109ec53, 0x05b450ce, 0x07027518, 0x4f62d28a, 0x05f5490e, 0xe95f2120, 0x08874b09, 0x190f9f41, 0x4a09fd1c, \n    0x871807ee, 0x72190d3e, 0xf0830dc2, 0x0f4ee49a, 0xc7112309, 0xec180b00, 0x2a190f99, 0xce761127, 0x55052105, 0x0b4fa518, 0x18380e21, 0x6507a14e, \n    0x45480c27, 0x0cd54808, 0x190c5459, 0x440ad407, 0xf82107a2, 0x052565e4, 0x1809c745, 0x180f576c, 0x18097092, 0x4b08ceda, 0x0821056b, 0x4dc3a7e3, \n    0xc3e00574, 0x1dbb6418, 0x2407d85e, 0x38fec801, 0x10b76000, 0x41063148, 0x55640c3b, 0x49741908, 0xa8ba1809, 0x052a4513, 0xfe21dd8b, 0x6fb61839, \n    0x476f1809, 0x57b31808, 0x0ccd4b08, 0xce186386, 0x424d080d, 0x054e4605, 0x18076f4a, 0x180996da, 0x410f0259, 0xd7910fab, 0x0d89ed18, 0x0e675b18, \n    0x23059d7b, 0x39feabfa, 0x0d252b19, 0x890dd242, 0x181785d9, 0x2412fb95, 0x001b0011, 0xe993181f, 0xc5fb1808, 0x07564b0e, 0x01216d85, 0x4ece85c7, \n    0xdc910733, 0x09e25119, 0x8349de90, 0xc7112106, 0x0cd3dc18, 0x52091768, 0xbe410cf0, 0x72fc210a, 0x190db841, 0x830f9d28, 0x0dc0419a, 0x11c44d18, \n    0x0b0f0719, 0x15000b25, 0x7e001900, 0x214806c7, 0x5a401912, 0x1894830c, 0x83116a49, 0x5d1919f7, 0x0fa47a0b, 0x11442c19, 0x180d355b, 0x23097b4d, \n    0x0010e308, 0x1805f95a, 0x82099944, 0x576e1993, 0x21dc8b08, 0xde18abfa, 0x0421081f, 0x18008200, 0x530c6fbe, 0x5f620cf7, 0x06c15c0c, 0x6307b356, \n    0xf75205c0, 0x05dd4f05, 0x0de2fd18, 0x69082844, 0xd6180b07, 0x2c190907, 0x52831917, 0x0fc32919, 0x0768a418, 0x4907c046, 0x991815c8, 0xe91813d7, \n    0xd9450fff, 0xac081910, 0x0dd7450e, 0x181df721, 0x180feeb9, 0x201df3dc, 0x09db4500, 0x17a73019, 0x0dc95219, 0x1133c318, 0x0e6b8c18, 0x0c5d4318, \n    0x590b0a4e, 0x97500535, 0x0951680d, 0x09967e18, 0x180bdf55, 0x1808b74d, 0x52129375, 0x9d8905bf, 0x18073e49, 0x200ce7a7, 0x05ef6604, 0x48088b4c, \n    0x9f870e69, 0x4c052e46, 0x69180d1c, 0x5b83137a, 0x1939fe21, 0x4207bf28, 0x29190a87, 0x7d1814e9, 0x3a410ef5, 0x05d54511, 0x0dc3bd18, 0x0e8d5c18, \n    0x0a255c18, 0x29192120, 0xe44512d4, 0x13464105, 0x4a0c5a67, 0x7b630ee3, 0x087f440d, 0x4d83c720, 0x500b2f50, 0x58410d25, 0x092b460c, 0x0ceffe18, \n    0x136d9118, 0x0b545618, 0x8d0d6241, 0x7bc5935f, 0x7f180ad7, 0x2f6f170b, 0x39fe230b, 0x2319abfa, 0x1a7c09f4, 0x20568305, 0x0fa74900, 0x650d0141, \n    0x2b190ddc, 0x69570f34, 0x1df7290d, 0xabfa380e, 0xe4f839fe, 0x5f4f9b83, 0x3b9a1811, 0x465e8312, 0x5b190547, 0x634a0959, 0x0db44c09, 0xf3710c23, \n    0x09ab468f, 0x620eef67, 0x921811c7, 0x044d08cc, 0x05ad5a09, 0x0b24b518, 0x2a19618d, 0x02200c1f, 0x5526c484, 0x0300c711, 0x80190900, 0xc7200c45, \n    0x1805144a, 0x820963ec, 0x4971200f, 0x511905bb, 0x9d180ccb, 0x4f601199, 0x5ae8850d, 0xa25305ee, 0x0cc84e09, 0x86fb8218, 0x0dd3e918, 0x090f5e18, \n    0x4a0bfb5d, 0x01190e99, 0xc61819c5, 0xbb180b1b, 0xa3180fd5, 0x861809c8, 0xa4180c68, 0xfb7f0f3b, 0x08185809, 0x440f3f6e, 0xf34207b7, 0xf14f1807, \n    0x0d69640f, 0x16f34f18, 0x13207791, 0x190a2552, 0x8f13016b, 0xd4281976, 0xc4461809, 0x354e1811, 0x710c210d, 0x09574d18, 0x16634118, 0x880a754e, \n    0x6f5018f7, 0xd229190b, 0xc78d181b, 0x47ed960b, 0xef841373, 0xe941778e, 0xe308210b, 0x0d532c19, 0x011df724, 0x181903c7, 0xa7180895, 0x665d0d75, \n    0x09e64109, 0x02000022, 0x0cf7e118, 0x20088367, 0x3f851821, 0x18072008, 0x200e31f3, 0x3f661900, 0xaf631908, 0x1901200b, 0x18088765, 0x21095ff3, \n    0x174c8ff3, 0x00102209, 0x064f6400, 0x18092942, 0x210be9dc, 0x20481c07, 0x190c200b, 0x870ac029, 0xf3871843, 0x0d4d490b, 0xfc21d885, 0x079f5372, \n    0x188e0321, 0x8f090dd4, 0x074b41df, 0x08112127, 0x011df7e3, 0x20dd90c7, 0x072e1902, 0x17b3180c, 0xce711808, 0x39fe2109, 0xf34c5f85, 0x4e112010, \n    0x5e460ffd, 0x72fc230b, 0x6d8572fc, 0x230f0d4c, 0x39fe56f5, 0x1905a352, 0x830d7f2e, 0x502019a9, 0x474a180d, 0x07ca4207, 0xf1380e23, 0x05f744c8, \n    0x0edf1319, 0x0ccba518, 0x0e85f618, 0x17168718, 0x1907ac69, 0x44115077, 0x0f600c0a, 0x710c2505, 0x0300380e, 0x0a759d18, 0x190ceb4a, 0x190c0284, \n    0x19111e6e, 0x190b0951, 0x180d246e, 0x5b0c585d, 0x10210993, 0x08777700, 0x8718d997, 0x411818ed, 0x08250fcd, 0x01c701e3, 0xe98718c7, 0xdbb41807, \n    0x0cbd5a10, 0x950ffe4c, 0xed6e19ca, 0x47c88513, 0x27190edb, 0x6387149f, 0x29193185, 0xf51817b4, 0x8f180fad, 0x47180a13, 0x07230be3, 0x18000b00, \n    0x1808bbc0, 0x830da171, 0xafb9180d, 0xad6f1909, 0x058f420b, 0x16b56f19, 0x4108cf79, 0x2b193b83, 0x7b5d1d4c, 0x059f550c, 0x0e79fa18, 0x670ffd62, \n    0x291909b3, 0x7b41131b, 0x1b29194f, 0x05915b0f, 0x858ff321, 0x134718b7, 0x000f210a, 0x0e919018, 0x5507bd43, 0xb74e09a5, 0x05a24505, 0x18057b47, \n    0x891161e1, 0x065f4557, 0x14230819, 0x099e5218, 0x4f0bef65, 0x874605e1, 0x4ab99807, 0x4b510673, 0xe1691808, 0x055c4616, 0x11d42919, 0x149b7119, \n    0x19133347, 0x42122b6c, 0x82190d95, 0x854209a0, 0x17ff4205, 0x1909ba46, 0x5c18b82c, 0xa2180d03, 0x98180b83, 0xd3430c0f, 0x19c7200c, 0x910d891a, \n    0xc82c19e9, 0x1197491e, 0x09a93b19, 0x510b1765, 0x088308c1, 0x0f9da818, 0x09e4fd18, 0x0d795219, 0x75052f62, 0x294b0755, 0xc8012505, 0x72fc38fe, \n    0x190ca24a, 0x53322722, 0x7d7b0e31, 0x6443180f, 0x0fb84b07, 0x180bf475, 0x7f0f9da3, 0x4b181054, 0x00200850, 0x4b180082, 0x0f200feb, 0x1808ef51, \n    0x830f6d40, 0x1821208b, 0x180c146a, 0x410af16c, 0xfd820529, 0x7318c720, 0x29410db3, 0x07254113, 0xfc8f0323, 0x98f41871, 0x412b4108, 0x162dcd18, \n    0x8d0d434d, 0x17177d9d, 0x0f4cf218, 0x14872919, 0x4105c742, 0x23190f25, 0x40180c43, 0x79850be3, 0x18056f45, 0x8313cff8, 0x8b421863, 0xc7112209, \n    0xbf1e1900, 0x0cb36116, 0x1808c94d, 0x230d727a, 0xe308e4f8, 0x0970eb18, 0x0139fe23, 0x42e993c7, 0xd0180cab, 0xc518110b, 0x454c0e2d, 0x4e7b180c, \n    0x05d1660e, 0x1d03d018, 0x1809ab7f, 0xb80a6b63, 0x23cf9163, 0x39fec701, 0x09436618, 0x78c71121, 0x9748087b, 0xf331190e, 0x05205a0c, 0x2005f548, \n    0x18d48201, 0x490f2cb7, 0xfc20105f, 0x09733f19, 0x0b719018, 0x55146f53, 0x811805ac, 0xe618155a, 0xfa210fa2, 0x326018ab, 0xb1ca1807, 0x0c724909, \n    0x09d36119, 0x146b7e18, 0x098bb318, 0x2b19d28b, 0x875117ee, 0xcb661810, 0x20c99609, 0x42c69b11, 0xc4990760, 0x200dab48, 0x05094907, 0x5d0d476b, \n    0xb1600bef, 0x05c1430d, 0x9872fc21, 0x1b1219cd, 0x05fd6209, 0x10b74518, 0x180ddb47, 0x210f97b4, 0x3742c701, 0x08375405, 0x77184583, 0x4d7a0a93, \n    0x093d6f0d, 0x09bd0219, 0x0947cd18, 0x154bdd18, 0x09afc618, 0x082b6018, 0x4108bd4c, 0xa0180805, 0x8348083b, 0x41ab8d0b, 0x461809b7, 0x5f18081f, \n    0x6618086b, 0xd8630fa1, 0x4a2d1909, 0x47e98311, 0xfb4e05d5, 0x18594105, 0x274b0020, 0x052f600c, 0x5f4eb991, 0xf1dd1808, 0x09505609, 0xfb70c18d, \n    0x0f5b5308, 0x5005f57a, 0x0f480cb3, 0x05e94805, 0x9d0d1142, 0x05b754bb, 0x83064b6f, 0x21b190b3, 0x045c1c07, 0x8e032109, 0x09113b19, 0x6839fe21, \n    0x1b470931, 0x8b471809, 0x14f54512, 0x450df94e, 0x5b180f91, 0x94470d5e, 0x09927509, 0x0f136a18, 0xfc18fe20, 0x076a07ab, 0xf72b1916, 0x0ea71815, \n    0x13e16d0f, 0x410b0c6a, 0x43660691, 0x05211911, 0x137d4614, 0x0fc33d19, 0x0b094c18, 0x5009f35a, 0xc7760df0, 0x0f817809, 0x1912735b, 0x75114178, \n    0x2c19106d, 0x9e630d4e, 0x0f6d710d, 0x1283e918, 0x180b6b47, 0x930c87fc, 0x471388ef, 0x237d1005, 0x0d837a0d, 0x2719e741, 0x71fc8f03, 0x560539fe, \n    0x121bfd18, 0x13fb4d19, 0x0efe0519, 0x08922119, 0x18130241, 0x8f11d5a7, 0xdeba1894, 0x1980840b, 0x4809ef15, 0xed180e83, 0x19410ea3, 0x874a181b, \n    0x0d11420f, 0x0d0f7718, 0x41230943, 0xa4860b21, 0x1fbb4218, 0x0f0ba318, 0x19072949, 0x190c9a52, 0x1811fd2d, 0x4109d474, 0x31430d28, 0x83021911, \n    0x18938212, 0x1814fb78, 0x700c916b, 0x35440f33, 0x2349430b, 0x4211db42, 0x41441959, 0x87ac1808, 0x0e1b5808, 0x41096b64, 0x8d87122f, 0x0b7b8318, \n    0x5d09e752, 0x63430da3, 0x08e7450f, 0x5d000221, 0x0720077b, 0x830b2d7a, 0x051371f5, 0x1905987a, 0x820d4b2d, 0x06d34732, 0x00380e22, 0x0967aa18, \n    0x0c197d18, 0x77184185, 0x3b4507a9, 0x09b34105, 0x0be8e018, 0x630b1b5c, 0x557608eb, 0xf949180e, 0x050d5409, 0x0339fe23, 0x08d1728e, 0x0b7fe118, \n    0x0bdb6218, 0x200c446a, 0x05934dc7, 0x0f7d2e19, 0x099c7319, 0x0cf21219, 0x190cfb54, 0x210ef312, 0x9c6fe308, 0x21899205, 0x8b900000, 0x5b0fbb65, \n    0xfc2105f0, 0x0d194172, 0x180d3542, 0x5b0d06e2, 0xf56c0ee7, 0x05014f16, 0x1972fc21, 0x830bb02f, 0x710c25ec, 0x39fec701, 0x21097351, 0xff751c07, \n    0x180d2006, 0x19070b53, 0x4f0d659a, 0xe14f08e5, 0xb4e21808, 0x05875817, 0x091b8018, 0x2105e14b, 0x3367abfa, 0x55132012, 0xb17d0ddf, 0xc701210d, \n    0x67137d60, 0x2919092a, 0xeb4421f7, 0x0b3d560f, 0x0f6d4618, 0x18094356, 0x420bf145, 0x05230516, 0x461df755, 0x8b4309df, 0x7f1e1908, 0x0b976d09, \n    0x0d109b19, 0x21055a4f, 0x14425505, 0x6e431805, 0x09784309, 0x418e0321, 0xce88052a, 0x0eeb6d18, 0x5c053565, 0xdb4a0e0d, 0x05674b0b, 0x766dcf83, \n    0x76d1890d, 0x471809bb, 0x974a0d35, 0x67641909, 0x8b40180c, 0x0cd9500c, 0x6308fb41, 0x7f570dfe, 0x05ef410d, 0x18972b19, 0x4818cf86, 0xcf8f0d09, \n    0x1805b542, 0x7609e173, 0x745a09f9, 0x05b35c09, 0x0da5e718, 0x1c4feb18, 0x460c0451, 0x98180750, 0x9f510ca3, 0xd1d91811, 0x710c2107, 0x0a290d19, \n    0x0d4e7718, 0x311bf518, 0x190c5341, 0x190d5081, 0x1817266e, 0x8d0b2787, 0xb50619f2, 0x41c7200c, 0x2d52081e, 0x4504200a, 0x174805cb, 0x12bd4f08, \n    0x4a09dd43, 0xc6180bff, 0xe91809c9, 0x1183118d, 0x0138fe22, 0x56196682, 0x4d180e73, 0xe94110ed, 0x051e430d, 0x11bb5718, 0x09f4e218, 0x1d9be818, \n    0x4105bf47, 0x6f490e73, 0x1823200b, 0x930dc355, 0x034b187d, 0x9fdf1817, 0xe3451815, 0x09975809, 0x4b18f783, 0xdb481003, 0x93741806, 0x10794c14, \n    0x6f0e0342, 0x65180890, 0x93950fd3, 0x11fc7c18, 0x0f59da18, 0x09d74218, 0x0ceb4219, 0x7a0d934b, 0x15410c69, 0x07fe5c07, 0x0bc16618, 0x410d8746, \n    0x67191111, 0xcd4f0c3f, 0x18132005, 0x410b295c, 0xab180f85, 0x67990b02, 0x9b5be591, 0x5bdd842c, 0xd183179c, 0x17532019, 0x440d3e52, 0x9f5b0553, \n    0x37671808, 0x0c504812, 0x1908db53, 0x2111af86, 0x2f19e4f8, 0x4c182365, 0x43190bbb, 0x11530ccf, 0x587b190e, 0x19e6970c, 0x19094436, 0x8d0fb090, \n    0x000721e4, 0xe3aa0082, 0x21021923, 0x195b8511, 0x4f0d4c30, 0x4f1805a0, 0x30190d36, 0xff180f46, 0x43700a8b, 0x3d4f180a, 0xe742180e, 0xf976180c, \n    0x3f091912, 0x1fcb410f, 0x1807a355, 0x18101bd1, 0x4120df6b, 0x934311c7, 0x53251905, 0x20e68f0f, 0xa71719fe, 0x3beb5b0a, 0x0020d99d, 0x0b8bd118, \n    0x0f976e19, 0x14fb7b18, 0x1819b641, 0x8d0bd948, 0x0c4f52cd, 0x5d000721, 0xa7443a77, 0x3f931905, 0x18062014, 0x440a5b65, 0xf96c1243, 0x07837a0f, \n    0x21074b46, 0xa978e4f8, 0x0dab4405, 0x0fcb3219, 0x00000023, 0x08db4c0a, 0x180dab57, 0x450a956a, 0xbf440f9d, 0x3fd1180f, 0x0fbb4515, 0x18050166, \n    0x181bd1b6, 0x820d676c, 0xfec822d1, 0x4d9f8738, 0x9fd410f3, 0x11314d18, 0x4d0d727c, 0xe918099b, 0x0b200835, 0x201c3f41, 0x73a2182b, 0x0f334f09, \n    0x190f5541, 0x19130ba3, 0x18115b74, 0x41098951, 0x01202f49, 0x8605486f, 0x164f41af, 0x5941afd8, 0x57111931, 0x9b551814, 0xabfa2134, 0x1905c75f, \n    0x4213d588, 0x07740665, 0x10b14711, 0x180cbf41, 0x19126fe6, 0x4c114456, 0x634e0d5f, 0x5c002005, 0xd01809ab, 0x4f1809b7, 0xed180c01, 0x768d0e0b, \n    0x0d1dd418, 0x0d303719, 0x1d15ed18, 0x0019e885, 0x93550d23, 0xfb321906, 0x08404e26, 0x3219c720, 0x8a180dfb, 0xc4770bc4, 0x7d71180d, 0x806e1809, \n    0x0d8b660f, 0x2313ee18, 0x09524e19, 0x0960b718, 0x1809a057, 0x602127d5, 0xf55c0b93, 0x0c674d06, 0x48099570, 0x3419093d, 0xf4430fd9, 0xdd331905, \n    0x4f002015, 0xd38a0e13, 0x41091366, 0x9b190edb, 0xf04b0904, 0x09165809, 0x821dcf41, 0x0787466e, 0x7a088f59, 0xbd180a6f, 0x0c770a25, 0x05a64705, \n    0xdf58d1ad, 0xd127190f, 0x09ff740e, 0x6c39fe21, 0xc76113de, 0x09216505, 0xfeabfa25, 0x82abfa39, 0x235782b8, 0x1c070000, 0x4d081753, 0x89180e83, \n    0x03520d04, 0xc6c71811, 0x0990520b, 0x4d09fa4d, 0x0c21050f, 0x12f35871, 0x12dfa919, 0x180fc15b, 0x4909ebd0, 0xd34611cc, 0x098f5807, 0x850f5147, \n    0x0b2c19ed, 0x0577450c, 0x88069b58, 0x13581893, 0x0dfa4322, 0x11f1ad18, 0x0fee0d19, 0x440deb47, 0x1d410d7d, 0x55741907, 0x6311190e, 0x79af1811, \n    0x0fa94612, 0x0bff5118, 0x4d0f794a, 0x505d092f, 0x0dd47e07, 0x85073c43, 0x06934687, 0x1809db72, 0x18084741, 0x18070d73, 0x590d7e9f, 0x37190789, \n    0x074f0f11, 0x075e1806, 0x014f1909, 0x0b94751a, 0x5e05ea43, 0x05230516, 0x1972fc55, 0xb8123b98, 0x04431853, 0x94491907, 0x08b35909, 0x1b47ad18, \n    0x0e8ba318, 0x0d2cd118, 0x09c48018, 0x3349b987, 0x0946530b, 0x41e4f821, 0x64180f21, 0x9950101f, 0x699c180f, 0xfb68190c, 0xd3d01809, 0x086f4f3f, \n    0x895e6f88, 0x0c8c630d, 0x650fd872, 0x4468093e, 0x97a41909, 0x3725191b, 0x1cc3470f, 0x180b847c, 0x19119c41, 0x751c178f, 0xdb5a0927, 0x09cf750c, \n    0x5841d58b, 0x0e147308, 0x2305cb41, 0x8e03abfa, 0x1b10b118, 0x52087f4a, 0x03190a5b, 0xab4308b7, 0x79c81842, 0xb5031909, 0x0fe84611, 0x6539fe21, \n    0x67520c6b, 0x0f87190d, 0x93091924, 0x4b08205a, 0xf2180c87, 0x4f4514a1, 0x09f2540c, 0x178d0919, 0x1911d748, 0x4427f005, 0x0a1906d6, 0xf2183dbf, \n    0x01200864, 0x0e9ba719, 0x6d0b8446, 0x134305f4, 0xff8f1819, 0x1333670c, 0x0c0f5e18, 0x26230719, 0x1815ff45, 0x1809d57b, 0x46098f78, 0xb5581503, \n    0x094f4d09, 0x180b3b55, 0x180ad7fa, 0x180cdbed, 0x630d9f92, 0xa77709e4, 0x07334d0d, 0x4305be41, 0x3382255b, 0xdb427120, 0x0003210c, 0x8305d74f, \n    0x0025227f, 0x09455529, 0x7b14fb4e, 0xf7180832, 0xbf5e147e, 0x0d514209, 0x43151c41, 0x03230d74, 0x8338fe8f, 0x0db74b27, 0x13ab6f18, 0x8144a584, \n    0x0de37b18, 0x4e0f3041, 0xfe210954, 0x18018339, 0x180d639a, 0x18091e48, 0x6a080054, 0xf6180a26, 0x4c19092a, 0x0d190f53, 0x2b200d17, 0x77154341, \n    0x19190ee5, 0xa5851bc6, 0x180b9e69, 0x480dbdce, 0x64420d68, 0x8f032311, 0x1e1971fc, 0x44180dcb, 0xad8d0bd7, 0x590f5d54, 0xb146172d, 0xe1ac191d, \n    0x428f830b, 0x94181b8c, 0x00200f49, 0x09ab4e19, 0x10679f18, 0x295c2320, 0x0f2d6505, 0x200ecf4c, 0x17e14611, 0x4a0b8642, 0x03460d33, 0x11464111, \n    0x460cb376, 0x7c180703, 0x66180a23, 0x5a4b0acf, 0x0d6b780d, 0x0f954918, 0x410b155c, 0x01211b27, 0x051343c7, 0x188f0321, 0x58082e56, 0xc9410eff, \n    0x59848d0e, 0x60180671, 0x01460d21, 0x09005a19, 0x410b735a, 0xe8501b26, 0x0c6f450a, 0x762eb343, 0xd9180c00, 0x36410a8e, 0x0753530d, 0x43056244, \n    0xcb4817b6, 0x059b6305, 0x83050243, 0x71fc21a4, 0x63054241, 0x3f41102b, 0xcb1f1931, 0x05df6a16, 0x0bdf9318, 0x4125b043, 0x3f411442, 0x1c734211, \n    0x0f735118, 0x39c47519, 0x82c70121, 0x41c82001, 0xdf64072d, 0x05ad7812, 0x46002121, 0x655a2527, 0x63651809, 0x054b4f16, 0x0b528918, 0x17b9fd18, \n    0x43132a46, 0xfc180b16, 0xab490a3b, 0x1da74909, 0x4a0cbc59, 0x65180eb0, 0x76830754, 0x21054e41, 0xa94339fe, 0x851d8515, 0xaafa2d8a, 0xc8018e03, \n    0x71fcc701, 0x39fe39fe, 0x24192346, 0x00290025, 0x2423462d, 0x0d965819, 0x0fc0a719, 0x440b2546, 0x44410b53, 0x11e04417, 0x46115f44, 0x64193927, \n    0x86420fc4, 0x23e54c1d, 0x1912b265, 0x50105b1a, 0x8318265b, 0x08190dfd, 0xbd430f05, 0x2927460d, 0x64099645, 0x40180c1f, 0x431818c7, 0xc8670bea, \n    0x8dec1805, 0x0d4b740c, 0x190c7d76, 0x660c1d0b, 0xb48f1376, 0x0dc70e19, 0x08cbab18, 0x19c71121, 0x731221b3, 0xf55a0cd5, 0xe4f82505, 0xabfa5505, \n    0x2305d179, 0x8e03abfa, 0x1905d155, 0x5c09f400, 0xa7180c44, 0x0d200b97, 0x5e068f72, 0xf94e0cf7, 0x0fb4730c, 0x4d0b395c, 0xc18b0ba2, 0x5c0dfe43, \n    0x434b0e47, 0x084b6e0c, 0x540fc951, 0xd787051a, 0x410f5d5f, 0x4d190b87, 0x6e840f77, 0x0bffa818, 0x3d571119, 0x0fa48219, 0x151faa19, 0x0df14318, \n    0x085a1319, 0x440a075f, 0xf3a609e7, 0x0f576b18, 0x0d4cf3ea, 0x5286190d, 0xb4db181f, 0x1800200c, 0x4108c767, 0xce1833e7, 0xf3f20fa1, 0x430fc274, \n    0xe7410d99, 0x09a34821, 0x420ce741, 0xbb4313df, 0x18fb910d, 0x2109d3fe, 0x671972fc, 0x021909d4, 0x7b480c6b, 0x00032109, 0x6c05cb43, 0xcf431247, \n    0x55481810, 0x0c636d09, 0x431d0e4e, 0x0a4e19e0, 0xdbc81812, 0x1913200b, 0x4b098f39, 0x594d0581, 0x4c14190a, 0x053e570d, 0x230ff441, 0x39fec701, \n    0x0a4a1419, 0x430c534b, 0xe5480bdb, 0xc179180c, 0x0f264d0f, 0x0fd17318, 0x421dc24d, 0xbe4d1d04, 0x071b6811, 0x6bc71121, 0x1720065f, 0x0bbd4118, \n    0x13338a18, 0x1905ae4d, 0x6c114916, 0x18410b11, 0x05d7650f, 0x1808e377, 0x740b574a, 0x1b190503, 0x95460e5d, 0x08f34c0c, 0x4d211121, 0x5271068e, \n    0x1b8a4d0d, 0x201d0e41, 0x20008200, 0x19038203, 0x180b5f96, 0x1807a949, 0x2709265f, 0x8e03abfa, 0xc8f1380e, 0x200c9a46, 0x6f311900, 0x09ac5419, \n    0x59058145, 0x082505d6, 0x0a1df7e3, 0x09b257aa, 0x25070c41, 0xfc000002, 0xc5190172, 0xc56b082f, 0x85c72008, 0x07cd47ba, 0x09a74118, 0x2d6c2b88, \n    0xd941180a, 0x18358b09, 0x180cab45, 0x4e146b46, 0x044813fd, 0x1dc21821, 0x08f75d0e, 0x0d0f6718, 0xcf775bb5, 0x879e180d, 0x086b6809, 0x0e6d9d18, \n    0x480fad44, 0xc18b2504, 0x0d09a818, 0x0bdb7718, 0x480e3350, 0x07550c79, 0x0da5430f, 0x190b9f44, 0x481395a1, 0x7f7b1276, 0xc9c81811, 0x13854f10, \n    0x47136171, 0xb5411514, 0x0f2a510d, 0x57bf1619, 0x410d4771, 0xa2460ddd, 0x52074114, 0x410d2847, 0x838d7507, 0x19220741, 0x240f0714, 0x00170013, \n    0x1d896a1d, 0x0d6e7c18, 0x490ffe4a, 0x717c05ea, 0x0887420d, 0x38fec828, 0x39fe8f03, 0x6f5738fe, 0x05475c0a, 0x21227785, 0x7b992500, 0xbb550120, \n    0x0b9d450d, 0x211da847, 0xe118abfa, 0x454e0b6a, 0x12a64709, 0x2114876d, 0x1719001d, 0xad5f0ae7, 0x083e460a, 0x10640a19, 0x093e4018, 0x5105c26e, \n    0xa07e094c, 0x05e3540d, 0xd07f1d85, 0x05fa5105, 0x1f410020, 0x0e175f07, 0x20172b76, 0x30571919, 0xf9811807, 0x0d99770b, 0x6f056d6f, 0xbd180569, \n    0x5f7313e1, 0xf9e2180b, 0x6f501809, 0x0b574f08, 0x0d71d918, 0x14317618, 0x43394c47, 0x3f4f1d37, 0x0a5d4a10, 0xb9130946, 0x1d3b4387, 0x21142742, \n    0x93690017, 0x10b54506, 0x1816377f, 0x190b694d, 0x23172f0c, 0x39fe38fe, 0x0a46a119, 0x190bc74d, 0x6d0fa386, 0x1d7a0c15, 0x9377911b, 0xd9db18ed, \n    0xdf42180c, 0x16214711, 0x6768779b, 0x91efeb0b, 0x19efb077, 0x7410f91a, 0xd9180d65, 0x012311c7, 0x7be4f8c7, 0x01230961, 0x191df7c7, 0x6511fd4b, \n    0xc820080a, 0x180ee541, 0x47117bf2, 0x957b18a5, 0x6ed3180d, 0x6159180e, 0x051d4a09, 0x1811f843, 0x7809e093, 0x00200d80, 0x6a0c3b58, 0x14190b6f, \n    0x4e18158d, 0x444d0c73, 0x05a7450c, 0x0958f118, 0x4a19f841, 0xf65605ab, 0xaafa2107, 0xdb4c8282, 0x0d77440c, 0x8c112f71, 0x2f7f1883, 0xe4f82112, \n    0x09249018, 0x09175c18, 0x18111341, 0x7109e6e8, 0x2f19142e, 0xef6b0c8f, 0x89261912, 0x13e84a0e, 0x0fc54719, 0x250df444, 0x8f03c701, 0x776771fc, \n    0x4267c50d, 0x93410df6, 0x0d737f05, 0xd3456785, 0x53c48f10, 0x02760dae, 0x0ce76609, 0x54184b83, 0x33781acb, 0x19012005, 0x8d08a034, 0x0d2c7453, \n    0x105b1319, 0x0e815418, 0x190e9547, 0x53112d48, 0x3a190999, 0xaf5d0f30, 0x5f80180d, 0x0f79630d, 0x0fc94718, 0x4b135e5f, 0x6f890516, 0xc618c88d, \n    0x7b830dc0, 0x2106eb43, 0xff7caa0a, 0x0d4b460e, 0x8b0fdb42, 0xc70123e1, 0xa81856f5, 0x9b5207da, 0x50e59507, 0x07210935, 0x18008200, 0x19086fe9, \n    0x7b19831e, 0x09590fa7, 0x0b4b680e, 0x1813ff74, 0x180d8686, 0x860adbac, 0x49f3ba7f, 0x98180563, 0x3a1907be, 0xbd4313fc, 0x0867410d, 0x45089363, \n    0x1a191053, 0x1e190e79, 0x6c181790, 0xe7490910, 0x0de54109, 0x7418f68d, 0xf7a70ba3, 0x180c027a, 0x9f0c92d8, 0x117c51f7, 0xf7a47386, 0x6858778d, \n    0x18f7a70d, 0x49126241, 0xe342052f, 0x0d694c10, 0x19094f67, 0x4211f34b, 0x027205e3, 0x0dd47705, 0x5d085143, 0xe54208c3, 0x71fc2105, 0x19083f46, \n    0x54101f1d, 0xf7410e13, 0x1038620e, 0x5714f442, 0xfe420f82, 0x140a4f1f, 0x18054b46, 0x4510f7ec, 0xba190f7f, 0xf94c0d3e, 0x057e4309, 0x430d3845, \n    0x4b4613f9, 0x2f6e1806, 0x0c81530c, 0x8d0a8f60, 0x0f01426b, 0x07a05c18, 0x0df08318, 0x19096e7c, 0x190d8d09, 0x1836e73e, 0x5e0b1e6a, 0xdf730f93, \n    0x09775e05, 0x09ed8c18, 0x200cc845, 0xbb391906, 0x0ea5750e, 0x840f7f61, 0x1a29700f, 0x6b0d6241, 0x96190daf, 0x4e180c6e, 0xd96811fb, 0x0d336d10, \n    0x0d2b4519, 0x0fdb8018, 0x937eed97, 0x99691812, 0x0d355c12, 0x8b11956c, 0x791719d5, 0x10a74f15, 0x53122946, 0x3f420e1b, 0xa024190d, 0x05f67409, \n    0x48690f83, 0x06b31905, 0x00581809, 0xa6451809, 0x0bcc4109, 0x6d06c755, 0x2543108f, 0x0e75490c, 0x431bd041, 0xd2411335, 0x05a34f19, 0x762f8b4a, \n    0x87410cc1, 0x0d12410d, 0x410f4644, 0x147217f1, 0xc701210f, 0x1907e369, 0x5e0c978b, 0xaf41224f, 0x12f3420c, 0xfb42918f, 0x0cf25a23, 0x0b4b0f19, \n    0x0c79ee18, 0x0729f985, 0xf3710c1c, 0xf5710c8f, 0x07e81856, 0x5113200c, 0x0b5805f9, 0x375d1907, 0x05da4811, 0x1839fe21, 0x4c09d5ae, 0xf72505bc, \n    0xf7e3081d, 0xefea181d, 0x285a1825, 0x09e06a0a, 0x093cff18, 0x0f2c2119, 0x0f4a6a18, 0x0cfac718, 0x591ca76d, 0xa0510e5e, 0xd1f51806, 0x538b180d, \n    0x72fc210f, 0xca186f9d, 0x79190b17, 0x60191097, 0x297e0d46, 0x05ad570d, 0x410b3646, 0xf28509af, 0x0b191419, 0x0e636e18, 0x0eff7919, 0x012167ca, \n    0xb3d91900, 0x5505241c, 0x1907710c, 0x2108cfd9, 0x7b18710c, 0x70180857, 0x27aa27ef, 0x2463da19, 0x71184fa7, 0x47ca4767, 0x0739fe24, 0x5118011c, \n    0x431809e3, 0x55180e95, 0x5018077b, 0x5d180b25, 0xfe210d24, 0x7feb1839, 0x00012636, 0x07c70100, 0x0ba7181c, 0x8da21811, 0x059b540b, 0x08678418, \n    0x6b820320, 0x07537d18, 0x85180720, 0xf05515f3, 0x19a78509, 0x4d16b71c, 0x23510643, 0x0219210d, 0x19052555, 0x181591de, 0x190bf9c6, 0x180bb1c0, \n    0x2109f548, 0x531856f5, 0x0123099f, 0x185505c7, 0x460c3fbf, 0xf4430b93, 0xcffa1806, 0xbd481811, 0x0d56440f, 0x00050023, 0x22579100, 0x18210119, \n    0x180fc5c2, 0x19087083, 0x4121867a, 0xba19191f, 0xdc190bf7, 0x601811fa, 0x637b0f21, 0x18c78f0d, 0x18105b79, 0x184c87c1, 0x4a0d7bd6, 0x00200568, \n    0x22065f42, 0x1800710c, 0x190c2b8c, 0x8309b119, 0xe30825b1, 0x1c07e4f8, 0x0e630e19, 0x0873f218, 0x520c0f47, 0x56191236, 0x4651113a, 0xdfdb1105, \n    0x03769401, 0x18032009, 0x1809abb1, 0x440f695a, 0x1b19060f, 0x4b180984, 0xf2430945, 0x0b6f1809, 0xb45a1909, 0x0676420b, 0x0c43de18, 0x5b180b20, \n    0x961813ed, 0x4118176b, 0x00211715, 0x58538c00, 0x7747104b, 0x19212409, 0xc7112102, 0x6ba118bb, 0x73e51818, 0x0003282e, 0x0e550500, 0x82710c38, \n    0x180f20c5, 0x490719d0, 0x21210fcb, 0x4f621911, 0x05be7009, 0xfee30823, 0x18ca8339, 0x5b09445a, 0xf82109ac, 0x0fc419e4, 0xbfe1191e, 0x00012a3f, \n    0x08c80100, 0x00730ce4, 0x91098217, 0x211184ac, 0xc66e8e03, 0xc8012305, 0xb38538fe, 0x23057146, 0x730c8e03, 0x1905286b, 0x63096d2c, 0xcd1905ae, \n    0x1d200e0b, 0x09998218, 0x51186295, 0xa74909c5, 0x19718405, 0x590caccf, 0x90420589, 0x72fc2113, 0x09474318, 0x0cbf4718, 0x44069f6b, 0x09430fdb, \n    0x08f14412, 0x21055b79, 0xb958abfa, 0xb34d1805, 0x72fc2107, 0x4d056672, 0x8018059a, 0x4018074d, 0xf0510d23, 0x05474909, 0x093bd518, 0x19093a43, \n    0x6109938b, 0x9b470dbf, 0x7f8f190d, 0x80861808, 0x5b411909, 0x216c830f, 0x888739fe, 0x5039fe21, 0x46180663, 0x8b5b1703, 0x3b811817, 0x0bfc710b, \n    0x8709d253, 0xaf6518e3, 0x7cb3180b, 0x7b611909, 0xe3082107, 0x087f4e18, 0x0ccb8018, 0x092f4a18, 0xf8c70127, 0xf8e308e4, 0xc15018e4, 0x3bc0190f, \n    0xc7611911, 0x0fd7180c, 0x08625a0f, 0x08c76d19, 0x031df723, 0x8553188e, 0x227f1809, 0x052a4b0b, 0x85054f4c, 0x187c850b, 0x86081759, 0x001122b3, \n    0xf5421815, 0x23b98911, 0xe4f88e03, 0x0721a583, 0xaa09191c, 0x052c450b, 0x18050941, 0x19086cd7, 0x19157b02, 0x180c2957, 0x4d0d8d7e, 0xc7240c20, \n    0x8e031c07, 0x09f27618, 0x0172fc29, 0x0ae4f8c7, 0x5739feaa, 0x9e5a0946, 0x0b9b5c0d, 0x0fba4018, 0x10af7019, 0x18085560, 0x430f8945, 0x8a650d8f, \n    0xa9e81909, 0x098f4307, 0x7f051f65, 0xfd4207e6, 0x0997430d, 0x4f051f44, 0x0523052f, 0x188e0355, 0x4207d7b1, 0xe1600a9b, 0x218b9118, 0xe019e308, \n    0x1d440d71, 0x0bd2600d, 0x098a0919, 0x55054a51, 0x91850926, 0x66e4f821, 0x2b440512, 0x7db71816, 0x1359180d, 0x11212112, 0x0b939318, 0x18072d43, \n    0x430784b7, 0xf91805fd, 0x9a43091f, 0x092f4b05, 0x09d77c18, 0x21055670, 0x87820a00, 0xc7110022, 0x230caf44, 0x001b0017, 0x0ae35d19, 0x180c455e, \n    0x440a5b73, 0x55510bbf, 0x5abb1809, 0x518d1809, 0x01c8240c, 0x4700f0c7, 0xe57d09da, 0x05645c05, 0x21051443, 0xab8f72fc, 0x8d07d941, 0x124318b3, \n    0x05db4509, 0x1908cf41, 0x410da5a1, 0x0d850dc2, 0x08c7012b, 0x0156f5e3, 0xf71c07c7, 0x256c851d, 0x5505c701, 0xc81872fc, 0x884f077c, 0x09cc420f, \n    0x4405ba41, 0x132008df, 0x09bbb119, 0x29410f20, 0x1adb4213, 0x86086a43, 0x710c238b, 0x6783c801, 0x9739ee21, 0x191f8595, 0x410969a4, 0x5e640716, \n    0x73761909, 0x50c3180f, 0x068f4509, 0x411c0721, 0x8a1810df, 0x43180c9f, 0xda190c5f, 0x764c0ff2, 0x74c01817, 0x82002015, 0x820b2000, 0x0e002203, \n    0x19739038, 0x420c815f, 0x4d420f55, 0xe72b1913, 0xfb46190b, 0x05fa5809, 0x18059947, 0x440f07c8, 0x5b180d99, 0x2d441155, 0x080e5a0f, 0x4c180420, \n    0x7c180cbb, 0xad410741, 0x0fd04107, 0x0d076219, 0x07e08618, 0x0a235c8d, 0x47e4f8aa, 0x2d8305ae, 0x21052947, 0x6683abfa, 0x82000821, 0x08434200, \n    0x2305c555, 0x00270023, 0x9305eb79, 0x131c4173, 0x4742838d, 0x19f52007, 0x210ae851, 0x0182c701, 0x7119c820, 0x93850d19, 0x5f092142, 0x74180587, \n    0xbe180fde, 0x0021084f, 0x0ccb4700, 0x09d5f618, 0x0e284518, 0x83c70121, 0xaccd1952, 0x1df72307, 0xa318710c, 0x12470f55, 0xb7b81809, 0x41092008, \n    0x4b560507, 0x9f501908, 0x18272009, 0x8f08b7d6, 0x097f7e67, 0x77930984, 0x21053875, 0x6219c701, 0x5a18076b, 0x878f0d65, 0x2111ea7d, 0x978238fe, \n    0x190d0f42, 0x180fc1a6, 0x440f584e, 0x67660d59, 0x0bb84605, 0x09068d18, 0x850bab43, 0x5700208a, 0x0f4205d7, 0x39d11908, 0x6dfe8e0c, 0x1388139c, \n    0x190cdd44, 0x44091587, 0xf121053f, 0x05da4ac7, 0x95094d44, 0x71481893, 0x0a96740f, 0x6a190020, 0x11221ddf, 0x0a4d1101, 0xe7c61807, 0x80661809, \n    0xaa0a230f, 0x0b1956f5, 0xf25b1f1b, 0x0a757a10, 0x85056a4d, 0x0517465f, 0x18c70121, 0x1807abeb, 0x180ff05c, 0x2109ff8d, 0x431839fe, 0xfe200dd9, \n    0x08bfe118, 0x1906a344, 0x460e7b3a, 0x9f4a0f3c, 0x3d4c1809, 0xe4f82307, 0x61181c07, 0xb41809ab, 0x30450d84, 0x39fe2109, 0x41090b57, 0x0b2208df, \n    0x64190f00, 0xfd5a0b89, 0x477b8f0f, 0xfa250b59, 0x0ac701ab, 0x05c241aa, 0x918ef321, 0x8e03218b, 0x1809f043, 0x210bcb98, 0x8983c701, 0x42091b49, \n    0x9e180784, 0x03210e1b, 0xbf511800, 0x2013410b, 0xfe550525, 0x19c70139, 0x1809e3d9, 0x18095348, 0x5809bf72, 0xfa230f1f, 0x415505ab, 0x83854b13, \n    0xc820eb82, 0x18054447, 0x44099cb5, 0xfa230565, 0x41e308ab, 0x784b0913, 0xcf4c1805, 0x1df72109, 0x0b01da19, 0x8539fe21, 0x1788189d, 0x4106200c, \n    0x0b250c13, 0x1b000f00, 0x15ed6400, 0x190f9b43, 0x250b7423, 0x8e03e4f8, 0x32421df7, 0x39fe2305, 0x204539fe, 0x0dbc530f, 0x0d10cc18, 0x19082e45, \n    0x180c2766, 0x220deb87, 0x6b33002b, 0x474610ab, 0x1121231f, 0xa3991121, 0x210f4445, 0xb3a71cf7, 0x8713e26d, 0x4c0020d1, 0x5346050f, 0x0e67420c, \n    0x210f154f, 0x2b591c07, 0xe4f82305, 0xae83c701, 0x4e56f521, 0x158505d7, 0x18091d6b, 0x460dfa6a, 0xfc2105d0, 0x05b36672, 0x2012df4a, 0x066d471f, \n    0x180b614b, 0x18139185, 0x8d09dedd, 0x05544286, 0x82e3f821, 0x01c72407, 0xa3c7f1c8, 0x0fc65794, 0x091cb918, 0x8239fe21, 0x0e1b41aa, 0x13000f22, \n    0x0ebfdd18, 0x410f0c70, 0x024507c1, 0x72fc2507, 0x55058e03, 0x55070a4c, 0x06190576, 0x031909f9, 0x67421118, 0x41002009, 0xcd180527, 0x9348080b, \n    0x0b054c05, 0x410ef364, 0x20490f2a, 0x20e6180b, 0x05624609, 0x4105a848, 0x72830524, 0x77092d4d, 0x8e7c09bc, 0xbc4d1807, 0x09464209, 0x0ffbd318, \n    0x0db76419, 0x104feb18, 0x0c914918, 0xcd4ac720, 0x37c31907, 0x187e8513, 0x220f8fdd, 0x480f000b, 0x9c45087d, 0x25d28507, 0xc70172fc, 0x3b4956f5, \n    0x0b1c5e07, 0x20058458, 0x164b4d08, 0x1985df18, 0x8d07ec42, 0x07c6455f, 0x62075d42, 0x991809cd, 0x4f420d6b, 0x207e830f, 0x05af4405, 0x0aa75218, \n    0x09a7ac18, 0x43095258, 0x012509f9, 0xf58e03c7, 0x07366156, 0x2313d34b, 0x72fcc701, 0x18061f42, 0x5e0cfbd6, 0x257007dd, 0x0fb9470a, 0x440cbd48, \n    0x0821076b, 0x119148e3, 0x8f55f521, 0x0c964985, 0x08915c18, 0x830da14d, 0xbf9b1997, 0x0007230b, 0xed89000b, 0x0d0a4218, 0xa2491120, 0x07dd5009, \n    0x5a41ec83, 0x8fc71805, 0x72fc2109, 0x2105124e, 0x111939fe, 0x3b440707, 0x0d81180a, 0x0c9a650a, 0x0ce85d19, 0x490ce553, 0x738b0892, 0x441c0721, \n    0x839b0d3c, 0x18138e49, 0x83104b5a, 0x0c5f7897, 0x0d2b4c18, 0x51520d8d, 0x8b921805, 0x53ef8707, 0xf72109d8, 0x055d541d, 0x4607c347, 0x847f099a, \n    0x8e03230b, 0xdb47abfa, 0x3bd01805, 0x05244f09, 0x1905b743, 0x1810177e, 0x700813e2, 0xe3451319, 0x5f8d8307, 0x89560588, 0x5f721805, 0x1df7210f, \n    0x07805a18, 0x08d76318, 0x82000821, 0x0e6b4e00, 0x1f001b24, 0xc1603100, 0xcc87180d, 0x0f12410e, 0x6905e545, 0x012105b7, 0x210183c7, 0x5119c8f1, \n    0x5f450943, 0x096f4307, 0x64096455, 0x06190ffc, 0x05230f76, 0x60abfa55, 0x0d83095b, 0x08aee318, 0x8c05c741, 0x001722bb, 0x3b39191b, 0x1d731813, \n    0xdd84180c, 0x05c1480e, 0x19c70121, 0x78075a57, 0x9b490b80, 0x09cf4105, 0x180da04e, 0x1909d14f, 0x4f09767f, 0x03210755, 0x213b838e, 0xab4babfa, \n    0xf7561807, 0x11034910, 0x5d146563, 0xcd5605d7, 0x813a1905, 0x51c71813, 0xa75d1809, 0x09fb4211, 0x07c99318, 0x51e4f821, 0x0b200cf3, 0x1d9d5519, \n    0x18073541, 0x180901a3, 0x4109c9a4, 0x2f480f13, 0xde5c1805, 0x07074109, 0x23057c49, 0x39feabfa, 0x07df2019, 0x7f06c74b, 0x29240531, 0x31002d00, \n    0x114dc018, 0x610f2e50, 0x938b11a7, 0x2107ba4f, 0x03418ef3, 0x449b8f05, 0x6d4c052d, 0x39fe2105, 0x830d0143, 0x15d91831, 0x45af8b0b, 0xfe2207d4, \n    0x5b190039, 0x776a0853, 0x45bb8c0c, 0x87490fbb, 0x091d7d0f, 0x0825bb83, 0xeec701e4, 0x05a44539, 0x0521bf9d, 0x05516056, 0x43079d56, 0xc1a10fc3, \n    0x18056f6e, 0x200c735d, 0x12177715, 0x11ba4618, 0x09827318, 0x4405de57, 0x557009e4, 0xabfa2109, 0x83095258, 0x39fe2125, 0x4b084a5e, 0xfb42076f, \n    0x001d210e, 0x0e734518, 0x45139649, 0x07420565, 0x0f2d7a0b, 0x2507c74d, 0x72fc00f0, 0x9a895505, 0x5609ad4c, 0xf5580949, 0x0504470d, 0x8972fc21, \n    0x092b49aa, 0x1b22b396, 0x46182100, 0xbf460d27, 0x18af8c15, 0x2610468b, 0x720cc701, 0x54fcc701, 0xb78d06b0, 0x4105e541, 0xa3601156, 0x21b9970d, \n    0xb7850000, 0x480c0b45, 0x4818055f, 0xa18f0e1f, 0x1811f973, 0x250b6599, 0xc70156f5, 0xbe45aa0a, 0x09616205, 0x1a198583, 0x57190d39, 0x004909b9, \n    0x39fe250b, 0x550539fe, 0x094ec418, 0x08875418, 0xb7520e20, 0x10df5405, 0x2d26ab85, 0x35003100, 0x7f463900, 0x17554305, 0x08878d18, 0x870c3545, \n    0x4ec3a1cd, 0xf32107f1, 0x065f588e, 0xc701c824, 0x6f18c7f1, 0x57180f67, 0x44490c4f, 0x4dd38706, 0x0f5515a6, 0x20e39708, 0x06fd421f, 0x9b41e3a2, \n    0x0fb9410d, 0x0323e39b, 0x83c7018f, 0xc70121d9, 0x0721e78b, 0x45e3a71d, 0xbb410505, 0x83e79505, 0x07002521, 0x8e030000, 0x420c5744, 0xcb6a0573, \n    0x21b78f0c, 0x3074aa0a, 0xa7ec1805, 0x0b64180f, 0x13f34209, 0x0c65fa19, 0x77830b20, 0x44001021, 0xed180e57, 0x23490a4b, 0x0f725413, 0x8f970f87, \n    0x21055144, 0x2142c801, 0x19c72008, 0x530922ed, 0x7b470f95, 0x0f524c09, 0x00201983, 0xff46afb0, 0xe9e81813, 0x05484d0b, 0x18c70121, 0x4909b97f, \n    0xb38b0574, 0x51052c51, 0xbb190d18, 0x0d8b0d5a, 0x520cf36a, 0x0b200bc7, 0x0fedc718, 0x890f5f53, 0x1727480f, 0x07786b19, 0x0bd96218, 0x41098747, \n    0x69190555, 0x82190dbc, 0x15200bc3, 0x097f041a, 0x20055d42, 0x1d2f4835, 0x4f157747, 0x012305ea, 0x85e408c7, 0xabea2169, 0x93197b47, 0x0bf352af, \n    0x94194148, 0x153b48c5, 0x8a003121, 0x17e544c7, 0x59116b41, 0x3f4807d1, 0x48c38d1f, 0xc3932b43, 0x4a050949, 0xd75f053b, 0x15931808, 0xabd21809, \n    0x4cb4190f, 0x0984600d, 0x21050e63, 0x7855aa0a, 0x0d565805, 0x5e05fa46, 0xfe24117e, 0x0072fc39, 0x1916eb5d, 0x411263a2, 0x11851131, 0x1907b06f, \n    0x230b8543, 0x39fe1c07, 0x4b050b60, 0xff56051f, 0x0b3f6911, 0x09c94a19, 0x4babfa21, 0x474e05dd, 0x05f55110, 0xa35b958a, 0x1997831b, 0x21079fff, \n    0x875972fc, 0x05155f05, 0x4a071356, 0xad5311c7, 0x0dda6509, 0x079d5118, 0x09849318, 0x098b8b19, 0x0cfb7919, 0x44066b50, 0x3941135f, 0x07ca4d0d, \n    0x092f1f19, 0x4a8ff321, 0x13410587, 0x30d41805, 0x4a95850b, 0xfa230522, 0x5e5505ab, 0x6b630512, 0x06c04107, 0x47065751, 0x014d0af3, 0x13bb4312, \n    0x7a1c0721, 0x4b6109de, 0x053e4205, 0x850d5964, 0x0b496183, 0x5e055054, 0x05190d82, 0x0a23092f, 0x180300aa, 0x831f5384, 0x056f53fb, 0x07694018, \n    0x7745fb87, 0x72fc2105, 0x18056f4f, 0x8f0893cd, 0x1ff55ae3, 0x094a8219, 0x54073450, 0x28190573, 0x5c490ddd, 0x07565105, 0x2007064c, 0x20008200, \n    0x28038203, 0x08aa0a00, 0x000300e3, 0xc57a190b, 0x0dcb410b, 0x620d8e43, 0xfe210599, 0x8f841939, 0xf1ed1909, 0x72fc230f, 0x8145e308, 0x0f8e4305, \n    0x1839fe21, 0x42094f69, 0x0f200857, 0x0b2be918, 0x190fc944, 0x460dd918, 0x7b1905b1, 0xf9180d3f, 0x69620d7e, 0x39fe2105, 0x5e05e84f, 0x95580702, \n    0x19898411, 0x190d2b81, 0x410d678e, 0x2d190d02, 0x785a0df4, 0x09834409, 0xf55b6285, 0x09ad6005, 0x5711db54, 0x628d0a6d, 0xe1830d85, 0x074c7d19, \n    0x0bbde018, 0x180d3950, 0x4309dff4, 0xcd840525, 0x11436a18, 0x09954018, 0x4c0b9355, 0xf7540b7a, 0x1df72305, 0xd6411c07, 0x07af5507, 0x0fa05f18, \n    0x0988091a, 0x0d131519, 0x0d071419, 0x0b850019, 0x0d0e9f18, 0x095ab818, 0x41057e6f, 0x01210939, 0xf4f518c7, 0x06ba7207, 0x180c9f5c, 0x2209194f, \n    0x1925001f, 0x181151aa, 0x18095a78, 0x4808f643, 0x03210510, 0x0b11668e, 0x11830b83, 0x42aa0a21, 0x431805ac, 0xc7200cd4, 0x09b42019, 0x6311ee48, \n    0x00200544, 0x4d054f53, 0x1f200c1f, 0x450d4748, 0xfb4c1313, 0x68078307, 0xb764054b, 0x0fa94a0d, 0xfa550523, 0x41dc18ab, 0x23788507, 0x1df739fe, \n    0x42129758, 0x135805ab, 0x07d24114, 0x23056d45, 0xc70172fc, 0x1809655c, 0x45115dc3, 0x8818097b, 0xc36f096f, 0xd5051908, 0x09c6181a, 0x0f894313, \n    0x54abfa21, 0xd1870db1, 0x09a3d918, 0x640c875a, 0x7565093f, 0x4bfb1814, 0x07eb600b, 0x440b1543, 0xc51805fa, 0x1e58094b, 0x1df72109, 0x41056f45, \n    0x67190a51, 0x09260de7, 0x15000d00, 0xaa192100, 0x69510773, 0x12a14309, 0x4605ab48, 0x545309ca, 0x59fa8505, 0x12480bf9, 0x05264505, 0x8309035a, \n    0x05164137, 0x200c1e5d, 0x11a348c7, 0x0f000b26, 0x1d001900, 0x500b8d54, 0x821810e7, 0x21250f2f, 0x03e30811, 0x051e458e, 0x0ba47018, 0x21096477, \n    0x8f18abfa, 0x24190f19, 0x38710965, 0x72fc2109, 0x6705f050, 0x00200f3a, 0x09178c18, 0x180a8747, 0x4409655e, 0x3e410f65, 0x55052111, 0x078bb819, \n    0x4107e444, 0x032105b0, 0x0515418e, 0x4d055049, 0xcc5e0d04, 0x18978509, 0x5c0d78f9, 0xc76109d9, 0x0ca34306, 0x4e0cd57e, 0x7d180f49, 0xa8430acc, \n    0x05734a0f, 0x49053848, 0x098b09c4, 0x190b8156, 0x670b643f, 0x657d17cf, 0x0eb97209, 0x180f3744, 0x5a09a8a4, 0x032005ec, 0x21065360, 0x09848ef3, \n    0x8482c720, 0x6950c820, 0x4e44180d, 0x37941809, 0x0d554e0d, 0x2109a773, 0x8b190000, 0x69650a73, 0x07075107, 0x4a0f5342, 0x01230bf8, 0x4ae4f8c7, \n    0xb8510d54, 0x0b826109, 0x0ae6101a, 0x4807f34b, 0x17200663, 0x57101558, 0xfd4d084d, 0x46668d0d, 0x90420720, 0x72fc230b, 0xc9830400, 0x180c5b67, \n    0x2011f578, 0x156019c7, 0x6877180d, 0x21478313, 0x7219e308, 0x5f180c4f, 0x47190c47, 0x401813e3, 0xa77618d4, 0x0fd34812, 0x0fe9a619, 0x0f7feb18, \n    0xfec70123, 0x18938339, 0x180cfbba, 0x930e8758, 0x119c5c93, 0x00204984, 0x03214b83, 0x8bad188e, 0xb399190a, 0x18468409, 0x1808e351, 0x7c0966ac, \n    0x11470985, 0x00002209, 0x16af5108, 0xbf181f20, 0xff471435, 0x835b890d, 0x0b3264fe, 0x116c3819, 0x5e0dec48, 0x0747086e, 0x000b220e, 0x069f5f0f, \n    0x0cf35818, 0x600f034c, 0x1f4d05b3, 0x72fc2105, 0x190d596d, 0x52096b35, 0xfc21053d, 0x058b4172, 0x03e4f823, 0x0502458e, 0x2008ca49, 0x1afb8502, \n    0x7b0f570e, 0xd81905bd, 0x05190c11, 0x09200d6b, 0xc618a582, 0x3c460853, 0x05c74305, 0x0b709c18, 0x4e05c35b, 0x0020055b, 0x0843fa18, 0x00710c27, \n    0x000b0003, 0x4fb01811, 0x092a4408, 0x09144f19, 0x4e093b5e, 0x0521078e, 0x4a488755, 0x09220bdf, 0x7b710d00, 0x0535730a, 0x4609625c, 0x3785058d, \n    0x08760d19, 0x0cc72f19, 0xdb183f83, 0xcf770b4b, 0x05c2450a, 0x09a47618, 0x1805c943, 0x190b516c, 0x220c0f00, 0x19070003, 0x420a13ff, 0x01210f25, \n    0x051c70c7, 0x0702191a, 0x4109d244, 0x506e0564, 0x0d234105, 0xd6184f8a, 0x744a0d40, 0x05755a05, 0x0d31d818, 0x49550521, 0xfe210567, 0xdfea1839, \n    0xe3082107, 0x11ff0819, 0x078d2d19, 0x25056e41, 0x39fec701, 0xa77dabfa, 0xeb121907, 0x19558313, 0x420716f7, 0xd5180549, 0x0020077b, 0x09eb3519, \n    0x45056570, 0x767a0f67, 0x39fe2107, 0x03439885, 0x098c4e0d, 0x1939fe21, 0x4d0a439d, 0x0b240843, 0x00001b00, 0x51081579, 0x70440f4f, 0x60871807, \n    0x93441807, 0x05d7460f, 0x4e050262, 0xf72209f0, 0x0082001d, 0x190fdf5f, 0x470e0b8f, 0xbd4c0de2, 0x1df72305, 0xbe19c701, 0xb71807c3, 0x484409a1, \n    0x4e1b8309, 0xfe2005ba, 0x6b059f67, 0x0b200d8f, 0x08f3a018, 0x8f712920, 0x0fe66513, 0x99074042, 0x05ee607b, 0x420d8d6a, 0x8b8d0756, 0x22148945, \n    0x61010000, 0x132008d3, 0x5c0dbf46, 0xa97509e1, 0x9df61809, 0x094f510b, 0x82050f4f, 0x58052047, 0x401808bb, 0x45410a9d, 0x0d7f4a0d, 0x4a18df87, \n    0xd1180bae, 0xdb8d0961, 0x850d355d, 0x14f14673, 0x1911974e, 0x69097535, 0xc7220c10, 0xe26d1c07, 0xe3082205, 0xbb7519f8, 0x1fb11908, 0x39fe2109, \n    0x23052854, 0x1df78e03, 0x190f476b, 0x740c69ed, 0x8a490ed9, 0x920f840f, 0x61de8d6b, 0x7b890f0a, 0x15387d18, 0x190fbb42, 0x19111324, 0x420d2726, \n    0x012109b8, 0xfa8a18c7, 0x097f4a09, 0x5c05f05b, 0xfa21059f, 0x6cef91ab, 0x58180939, 0xe2480cd1, 0x11945c08, 0x09d98d18, 0x85053043, 0x0ffb6777, \n    0x0ff5e818, 0xfb95878d, 0x2009b342, 0x0bb34209, 0x07104718, 0x61710c21, 0x0123055e, 0x478ff3c7, 0x13240557, 0x00380e8e, 0x0d3da318, 0x860feb6d, \n    0x20438c0f, 0x434783c8, 0x0121095b, 0x188e83c7, 0x58096681, 0x43180c17, 0xc96e0b0b, 0x0787410d, 0x62056657, 0xb45105dc, 0x0503410d, 0x460bae43, \n    0xf82105b3, 0x06cb4de4, 0xe77abf84, 0x0c6b4b05, 0x410eae61, 0x085b1183, 0x05824705, 0x09805619, 0x93158341, 0x1534447f, 0x00000824, 0x4818c701, \n    0x46180a63, 0xc8180a2b, 0xe4550eb9, 0x0b714b0f, 0x1805874c, 0x500942b3, 0x23460d30, 0x181b850d, 0x230ca852, 0x0c000000, 0x7f698783, 0x47921914, \n    0x458f9e08, 0x9f9b0f70, 0xec6b0820, 0x09396706, 0x72115151, 0xbc760d22, 0x0df94d0d, 0x5239fe21, 0x0f2211d3, 0x16191500, 0x4c440f6d, 0x05f74608, \n    0x188e0321, 0x51110ebc, 0x224d0902, 0xc701210f, 0x7207554e, 0xbf4d051b, 0x736f8311, 0x6c180839, 0xd34b07a9, 0x0ef9600c, 0x08e87e18, 0x7e668797, \n    0x5d979b13, 0x00201342, 0x200e274a, 0x0f796707, 0x2107b641, 0x71181121, 0x9e5007a9, 0xe3082507, 0xe4f839fe, 0x090e6718, 0x65051256, 0xf8210738, \n    0x059758e4, 0x83064f43, 0x83a81857, 0x10815008, 0x410c3d5f, 0x6f950713, 0x44076f61, 0x2577092b, 0x35bc180b, 0x09174b09, 0x200c3b44, 0x19ef8207, \n    0x52110302, 0x514f05a1, 0x23a6180e, 0xdf55180d, 0x08021907, 0x1152450d, 0x8309c44f, 0x0b002109, 0x43184b6a, 0xbb180537, 0x2d5e0a23, 0x42879f17, \n    0x979f1306, 0x63139669, 0x1322109f, 0xe5191700, 0x7b670ba7, 0x0f685006, 0x1805e24c, 0x70078c55, 0x082307a2, 0x5a1df7e3, 0x7b51094c, 0xc701210d, \n    0x210b8c61, 0x9a598e03, 0x10c37806, 0x96197f85, 0x081a0ca7, 0x11201181, 0x12706d18, 0x4705d35a, 0x3d490714, 0x85908507, 0x17334105, 0x50052243, \n    0xa4910535, 0x48164043, 0x15210d1f, 0x05db4a00, 0x8a084856, 0x07194da0, 0x07089518, 0x5411be7c, 0xdd56075c, 0x39fe2205, 0x20008200, 0x05eb4908, \n    0x210a6760, 0xa362001d, 0x063d4205, 0x0ca45818, 0x2011a466, 0x06994f01, 0x2109b16b, 0xb84cabfa, 0x08c26d05, 0xc701c824, 0x8d8b55f5, 0x1809b467, \n    0x5809065e, 0xca6a0524, 0x8b65180f, 0x13837e08, 0x200c5a56, 0x574919c7, 0x0fe35c09, 0x820db963, 0x3bfc18ef, 0xd7be1819, 0x8f241a0c, 0x09525511, \n    0x190d2046, 0x7a09c752, 0x638205a1, 0x4b11a345, 0xb976094b, 0x58c18c08, 0x764a0626, 0x53d58e0c, 0xb976095d, 0x7bc72006, 0x7247051d, 0x418b8f0b, \n    0x6f510f52, 0x19002009, 0x59097fdd, 0xe77d0a13, 0x050c560d, 0xfa710c23, 0xd7ac18ab, 0x09494f0d, 0x5905da49, 0x1321050f, 0xdf8b188e, 0x05ad620c, \n    0x7006674a, 0xae780f0d, 0x89c7200c, 0x204f8267, 0x05a773c8, 0x38710820, 0x0d504806, 0x4e054842, 0x8a470580, 0xfb271a0f, 0xc78f1812, 0x4bd2180e, \n    0x052d4f0d, 0x0758f218, 0x1905a344, 0x190a473f, 0x191d9bef, 0x6c09372e, 0xf142070b, 0x7fce8208, 0xb7440bc5, 0x74668705, 0x21190c3a, 0x23500cdf, \n    0x056b4116, 0x410d4d76, 0x251a0713, 0x01230f7b, 0x18710cc7, 0x210f5fc5, 0x5d58710c, 0x4f0d1905, 0x4e08200c, 0x5a18082f, 0x76180b2b, 0x3f480c13, \n    0x4b74180b, 0x05be590c, 0x13ead118, 0x4809e951, 0x0f8d0f2b, 0x51084652, 0xff830cbf, 0x093bb118, 0x4d087844, 0x074d0697, 0x50ce1909, 0x05b7710f, \n    0x7f0ba17d, 0xff4d0bf8, 0x09335005, 0x2005f744, 0x18ff8304, 0x180dcbbd, 0x200b5949, 0x086a4311, 0x0e769918, 0x058e032c, 0x00abfa55, 0x00000600, \n    0x1766c701, 0x49981810, 0x0f304b08, 0x0f87201a, 0x5809cb64, 0x626a05dc, 0x53271a07, 0x051a4509, 0x0a20ac84, 0x66051f4b, 0x7394160b, 0x830f104b, \n    0x84838d0f, 0x01c82481, 0x77c7f1c7, 0xc8200cf3, 0x5e055f43, 0x6259059d, 0x10611809, 0xdb441809, 0x077d4309, 0xe847a3b3, 0x086b420f, 0x4118c720, \n    0x0a240745, 0xf8c801aa, 0x21050144, 0xa78a01c7, 0x01550522, 0x0648a394, 0x4aa79905, 0x0f20108b, 0x5005734e, 0x0a230d4a, 0x55abfaaa, 0xab5b057f, \n    0x053a4d07, 0x0ae4f825, 0x5272fcaa, 0x7b4a05d6, 0x18112005, 0x18079b67, 0x4112d3ab, 0xdd890f7d, 0x01215f85, 0x820182c7, 0x39ee21d3, 0x44050661, \n    0x8f7a09e9, 0x89d1830b, 0x09c24d77, 0x13207f92, 0x1113fa18, 0xe96a8393, 0xc8012305, 0xde421cf7, 0x6d838a06, 0xe41805a1, 0xb84d0975, 0x05197b09, \n    0x0bc17f18, 0xf7180020, 0x0f21112f, 0x08335400, 0x180b4274, 0x18093fa5, 0x430e485b, 0x01210c56, 0x47ae19c7, 0x0c074e09, 0x180a4d73, 0x470ef74c, \n    0x6b8d122d, 0x46178549, 0x4418114d, 0xfe2113b3, 0x20e38239, 0x125f4b09, 0x4408674c, 0xab180c2d, 0xa6180d18, 0x05250f3c, 0xf8c80155, 0x05df4de3, \n    0x206d9685, 0x0d444805, 0x0bfcbc18, 0x092dbf18, 0x200d3f4f, 0x8f2a1000, 0x0620d801, 0x18128f47, 0x4512b961, 0x48470f37, 0x0dd94505, 0x19abfa21, \n    0x6b094d2a, 0x414e0fc5, 0x73ef1805, 0xe4f8210d, 0x7707af4a, 0x451812bb, 0x9d4a0ee3, 0x0e7b530c, 0x97931b8b, 0x2107ae52, 0x9f89c7f1, 0x18550521, \n    0x180f7e42, 0x2010a98c, 0x056746c7, 0x5305ff48, 0x0d450750, 0x7000200a, 0x1f2118cf, 0x9f071900, 0x51bb8f0c, 0x121a0c1f, 0x01200c5d, 0x5341a182, \n    0x5605210d, 0x8b09d570, 0xe40821bf, 0x5c0d4f44, 0x59180994, 0xc19a0a1a, 0x48070021, 0x70191447, 0xb98a0e65, 0x2105464b, 0xab5c1c07, 0x088e1805, \n    0x057f490f, 0x631bcf52, 0x85180b4c, 0x11201b2b, 0x4510c148, 0xb7180671, 0x6f450971, 0x053d4505, 0x341a0120, 0x0f410803, 0x198a910d, 0x1910ffe9, \n    0x1809a9ef, 0x83176f72, 0x05a468f3, 0x0b4abf18, 0x5f077f4a, 0xe21805c9, 0x31530f81, 0x05b36205, 0x46119751, 0xcc180557, 0xed4d0c43, 0x20058705, \n    0x0a004a21, 0x1872fc21, 0x18071f98, 0x450fda4c, 0xa4530b9c, 0x07854805, 0x47560020, 0xcdb4180b, 0x0799470e, 0x6905ec7a, 0x082105e9, 0x05394ee3, \n    0x05215185, 0x0bae4a55, 0x18abfa21, 0x78112ff8, 0x144b119c, 0x5505210b, 0x09376a18, 0x5305c152, 0xd7180739, 0xbb4a094b, 0x19152008, 0x870ca952, \n    0x1121239c, 0x84831c07, 0x4f0d9053, 0x104e0bc5, 0x21588705, 0x61191df7, 0x0821082f, 0x09db19e3, 0x052d5109, 0x5139fe21, 0x755d052f, 0x9b561805, \n    0x18838409, 0x250c715a, 0xabfa1c07, 0x66831c07, 0x8905074a, 0x13fb5c2b, 0x5305ea56, 0x3141058d, 0xc7012105, 0x57588882, 0x95331909, 0x57ce180e, \n    0x710c2107, 0x09810b19, 0x41075b58, 0x0b20080f, 0x087da618, 0x0c8d2f1a, 0x0829d719, 0xf5c70125, 0x7d710c56, 0xe24209e3, 0x244e180d, 0x0d77680b, \n    0x5913337e, 0xa0180b5b, 0x07250d42, 0xfee4f81c, 0x056d6839, 0x2014af7d, 0x6a7d1931, 0x05cc440d, 0x5b05da58, 0x515d050d, 0x27598b09, 0xaa0a39fe, \n    0x39fe56f5, 0xfe21c183, 0x11635b39, 0x08c90819, 0x5f099b50, 0x451805ac, 0xb8480b43, 0xabfa210d, 0xf3424c86, 0x0e774f0b, 0xf7aa0a23, 0x2174831d, \n    0xd01839fe, 0xfc2607e3, 0xf3710c72, 0x7f19018f, 0xe3510a73, 0x08e75b08, 0x630c1f51, 0x08210825, 0x796f19e3, 0x0b7c4109, 0x5f8e0321, 0x33530678, \n    0x5f0b200d, 0x365309c9, 0x0579410a, 0x85c70121, 0x0dc34196, 0x26050b67, 0x550572fc, 0x1900e4f8, 0x180e4bbc, 0x671677eb, 0xfa2505f9, 0xf75505ab, \n    0x184c831d, 0x190b3344, 0x6e0d372e, 0xfc210b5b, 0x0aff4f72, 0x47610720, 0x0be76408, 0x05112123, 0x05176d55, 0x6c072469, 0xb2180536, 0xbc190b10, \n    0xc34208af, 0x05e37e0a, 0x430bc142, 0xc244058a, 0x1df72305, 0xab4fe308, 0x42fd8d09, 0xf9830537, 0x18113745, 0x670f41d4, 0x01200b4d, 0x5d85b682, \n    0x09905218, 0x0b91fb18, 0x180d3442, 0x850baedd, 0x22ab5c0b, 0x470ef654, 0xd3410fc0, 0x0535410b, 0x5f075c48, 0x34420d58, 0x056b4b0d, 0x1a39fe21, \n    0x8311ea2f, 0x08c35827, 0x08434218, 0x14815118, 0x09453419, 0x740f516f, 0xf9410911, 0xabfa2105, 0x12671e19, 0x19590b20, 0x17716106, 0x098c8218, \n    0x850f0c7d, 0x8e0321cb, 0x41050464, 0xc15f1143, 0x0d0f420d, 0x460f3f41, 0x13430776, 0x17d95e07, 0x09924318, 0x54052343, 0x4f531662, 0x11f35c05, \n    0x6011bb46, 0x0821154d, 0x154f43e3, 0x430ff65c, 0x59601b5f, 0x56072014, 0x0e2205f3, 0x73430038, 0x050d4805, 0xc9612120, 0x152f5b0c, 0x410f8b43, \n    0x9b430f21, 0x15d85713, 0x180f4f62, 0x410d3742, 0x0f5e0da7, 0x09e94211, 0x8f07c743, 0x0d6d4389, 0x1809e251, 0x5a09e344, 0x00270cba, 0x03000001, \n    0x1855058e, 0x4e17f75d, 0xda6a099c, 0x18338309, 0x2018f35f, 0x6d4f8503, 0x2f7908a7, 0x01df180c, 0x5044180d, 0x07e34e0f, 0x0ca75d18, 0x0cfd6618, \n    0x180fdb50, 0x440b3d61, 0xbe670782, 0x0db37b0d, 0x650f154d, 0x0a21072f, 0x3fd718aa, 0xe308250b, 0xaa0a1df7, 0x4905766b, 0x0d200ccf, 0x0c794e18, \n    0x67112121, 0x935a07be, 0x053b4909, 0x18063a64, 0x2010e742, 0xc30a190f, 0x15ab5c07, 0x1907f45a, 0x450950ee, 0xf34c0546, 0xbd311a09, 0xd75b190f, \n    0x710c210b, 0x1119c382, 0x0c210a27, 0x21868371, 0x3b19710c, 0x23840b8f, 0x2f1a0320, 0x03230f1d, 0x48e3088e, 0xc346051a, 0x21ce8705, 0x63651df7, \n    0x8e032131, 0x62050947, 0xa64c0532, 0x0f846005, 0x530dd764, 0x0d200e9f, 0x0be70b19, 0x190d1f44, 0x2107469c, 0xfd568ff3, 0xc7012105, 0x4113f14e, \n    0x8e6d05e3, 0x0c6f470d, 0x0d000322, 0x4e091948, 0xaf190cca, 0x9c530708, 0x75c51805, 0x056a410d, 0x1805df41, 0x20135b46, 0x08c9621d, 0x2011cb45, \n    0x21658221, 0x18415505, 0x05d34705, 0x1805c848, 0x5d0bccf2, 0x861809e2, 0x4e5d0701, 0x82f72009, 0x5e0a205c, 0x4f621663, 0x14ef5e09, 0x410fea45, \n    0x201a0739, 0xbf462137, 0x159b1809, 0x97551911, 0xc701210d, 0x0eebfa18, 0x27430f20, 0x1121230e, 0x56785505, 0x710c2105, 0x09fe3619, 0x25055e4a, \n    0x39fe39fe, 0x7119e4f8, 0xda180d1f, 0x212009a5, 0x5e83d482, 0xd8413783, 0x054c4205, 0x491df721, 0x1d1a0d9f, 0xe97716ff, 0x05914f05, 0x0de15719, \n    0x05c70124, 0x7119f355, 0x7f6c0827, 0xe93d190c, 0x1b62180d, 0x0f866c18, 0x67096944, 0xe0180a93, 0xfa230c4f, 0x19710cab, 0x21071429, 0xc08256f5, \n    0x180cbb67, 0x640a678e, 0x61180816, 0x5751091d, 0x05a84705, 0x25052b4d, 0x5505e4f8, 0xb418e4f8, 0x0c2209db, 0xa0190c71, 0x0021091b, 0x83791821, \n    0x20c2820a, 0x21498311, 0xf3831c07, 0x59550521, 0x936d07c6, 0x0b435b0d, 0x0837ed18, 0x18081d6c, 0x25085053, 0xaa0a1df7, 0xec851df7, 0xfa218e85, \n    0x130f43ab, 0x164f7218, 0x21074550, 0x174c8e03, 0x07464809, 0x0d4f8183, 0x0a234c05, 0x1f530220, 0x19052008, 0x4707c7cb, 0xc9850916, 0xfe56f525, \n    0x6baa0a39, 0x0523059a, 0x1ae4f855, 0x890c1734, 0x4903203f, 0x58440a6b, 0x90bb1805, 0x05394d09, 0x2105114a, 0xd7191c07, 0x1c1a0928, 0xff710bea, \n    0x0fdb6205, 0x1117ab19, 0x11011124, 0x3d461121, 0x07bc5005, 0x0955b218, 0x09ec9a19, 0xfa21bb83, 0x101f61ab, 0x0d114a19, 0x410fbe43, 0x4e830571, \n    0xdf730983, 0x889d1805, 0x0d37560d, 0x4d05d441, 0x234c0f17, 0x56aa1808, 0x8e03210d, 0x09767518, 0x4705ab42, 0xe25c092f, 0x39fe210b, 0x5e05df70, \n    0x0b200a47, 0x1a06b545, 0x5b0c9d1d, 0x2e660db8, 0x13a15405, 0x116c5418, 0x200eaf45, 0xaf791807, 0x0f436f0b, 0x21050348, 0x3f7b1c07, 0x0d986705, \n    0x41056645, 0x7a1905d6, 0x88190745, 0xfc250907, 0xf88e0372, 0x12e346e4, 0x16d71e19, 0x7c0b3442, 0x56790943, 0x05aa4b07, 0x0ce4f823, 0x09015471, \n    0x4409b97b, 0xe118052d, 0x677609dd, 0x0c876709, 0x12a14c18, 0x0821ef85, 0x09f853e3, 0x61074d42, 0xb3640fe8, 0x056f5109, 0x200c7f48, 0xe588190d, \n    0x09494313, 0x420b9148, 0x634705bb, 0x05c7420b, 0xcb42cd85, 0x9348180b, 0x05a3550d, 0x0d252119, 0x754b838c, 0x0a677305, 0x4207fd63, 0xff480536, \n    0x51618507, 0x2d19056e, 0x0f1a0d28, 0x485e0980, 0x0bdb4208, 0x0f000b22, 0x640ee343, 0x4518085e, 0x072107e1, 0x4fc5831c, 0x05230b02, 0x6072fc55, \n    0x83190955, 0x03200817, 0x23087744, 0x00070003, 0x0e316018, 0x49090260, 0x69180da1, 0x0323092b, 0x1872fc8e, 0x1909979d, 0x4308f740, 0xab470727, \n    0x0957420c, 0x18056741, 0x43092a75, 0xac18072d, 0x4b420dff, 0x05494405, 0x093fcc18, 0xb8186384, 0x192111e7, 0xc2e51802, 0x05cd4409, 0x4d053755, \n    0xeb18053c, 0xa74108ba, 0x180f2010, 0x180b99d3, 0x200a214d, 0x02601801, 0x0f6f440e, 0x093ef219, 0x274c0020, 0x8b221a1c, 0x0ab14e11, 0x4513c968, \n    0x4a690f0a, 0x35c2190f, 0x2edf180d, 0x0f806009, 0x21139d43, 0xb34772fc, 0x10936c0a, 0x21050f4b, 0x4554c701, 0x4f441905, 0x0e722608, 0x00130039, \n    0x10c36b00, 0x21112130, 0xaafa720c, 0x71fc8f03, 0x8ef35605, 0x71835505, 0x0eabfa29, 0xfc39fe39, 0x5038fe72, 0xcd5e0527, 0x087b4405, 0x15204b83, \n    0x20077f65, 0x0d9d4601, 0x158b0d86, 0xe5820b87, 0xfe60c820, 0x07a34905, 0x01aafa23, 0x4d6383c8, 0x464a09ad, 0xc7012109, 0xfe208383, 0x65188782, \n    0x41830921, 0xfe55052b, 0x018ef339, 0x0c39fec7, 0x7ea18372, 0x0c20097f, 0x20055348, 0x2766180d, 0x0f854109, 0x5605fd44, 0x3d590583, 0x8ff32307, \n    0xa246e308, 0x07744e05, 0x2105707a, 0x1983c701, 0x9347f382, 0x00092209, 0xd1651811, 0xaa0a2113, 0x83079f4a, 0x203583bd, 0x617b1901, 0x05a34608, \n    0x4a710c21, 0x0a230973, 0x190500aa, 0x4407197e, 0x0a2307d1, 0x57abfaaa, 0x567d050b, 0x052b4905, 0x21055b56, 0xdb430400, 0x06674e05, 0x95190f20, \n    0x724c0c39, 0x056d4f0b, 0x5239fe21, 0x564805d7, 0x58311905, 0x05146609, 0x1983e883, 0x2307f34d, 0x00c70101, 0x7805c378, 0x3d460e4f, 0x09ea7d0d, \n    0x8d615087, 0x45c7200c, 0x8419074b, 0x578408af, 0x82710c21, 0x062346b3, 0x85112442, 0x052c6e90, 0x4d855595, 0x4e72fc21, 0x4f9f09f7, 0x634f4d8d, \n    0xdb281905, 0x4353850d, 0x0a21053f, 0x204f82aa, 0x0d87720b, 0x4405dd47, 0xe1450568, 0x72fc2105, 0x07420183, 0x39fe2705, 0x710c380e, 0xc6190b00, \n    0xe14f0771, 0xe3082113, 0x33834383, 0x1805d669, 0x8509fdee, 0x21198355, 0x158739fe, 0xfce4f823, 0x205b8c72, 0x06ed4d07, 0x83107345, 0x56f52157, \n    0x4fb95391, 0x0a21a391, 0x9fed85aa, 0x0f57439f, 0xad822120, 0x85710c21, 0x05615a3b, 0x07329a18, 0xfa21f387, 0x20f18cab, 0x67191902, 0x85ef9c08, \n    0x72fc21db, 0x210d4341, 0x9f9a56f5, 0x4d000321, 0xb71805cf, 0x43180c65, 0x47870745, 0x8c055c58, 0x00002191, 0x46199389, 0x0c23141b, 0x8f56f571, \n    0x72fc21db, 0x4396d798, 0xcf8d3183, 0xcb8f43af, 0x58056941, 0x032705af, 0xf872fc8e, 0x9f72fce4, 0x6bcc18cb, 0x0b574107, 0xd35f879f, 0x47878f0f, \n    0x534105a8, 0x4101200e, 0x695908e7, 0xe3c31906, 0x41bb850d, 0x33820ecd, 0x8e061f68, 0x0b524f33, 0x7809685d, 0xbb441147, 0x39fe210d, 0x7809f052, \n    0xc34f0a49, 0x1807200b, 0x9107696d, 0x059545e3, 0x8972fc21, 0x05664545, 0x52051176, 0x677c097b, 0x0c634c05, 0x12397918, 0x7609c24d, 0xbd8307e5, \n    0xbf545b89, 0x07974a09, 0x2109426e, 0x63821df7, 0x0fe72719, 0x19092775, 0x660863c3, 0x11200c29, 0x0c7d1419, 0x0f2a5118, 0x530bc643, 0x4e600556, \n    0x09f7510d, 0x07224e18, 0x01550525, 0x87c7f1c8, 0x0dd97525, 0x19059e41, 0x52112902, 0xd818058b, 0x321a0905, 0x002116c2, 0xc328190b, 0x07fb6e14, \n    0x44183320, 0x29700d23, 0x0cf3410f, 0x210c2561, 0x784ee308, 0x07974a07, 0x758ff321, 0x834105b1, 0x8e032107, 0x937cd49d, 0xabfa210b, 0xf883c883, \n    0x5c054946, 0x335405fc, 0x1100210f, 0x4f18cb94, 0x2f2a0917, 0x37003300, 0x3f003b00, 0xd7914300, 0x6a1b0162, 0x112012ed, 0xbe411383, 0x15fa6a13, \n    0x8209c653, 0x1ecc4109, 0x570f2e4b, 0xfe210fae, 0x050f4139, 0x41093877, 0xdb4116dc, 0x093d4b0f, 0x164f4b1a, 0x420f5947, 0xef8b0fd5, 0x77e4f821, \n    0xb34f05c6, 0x30db1905, 0x18db9e08, 0x21092bbd, 0x8d6e1df7, 0x41cf8509, 0x0a2010cf, 0x181ccf41, 0x4311e340, 0x87460977, 0x0fa54108, 0x1872fc21, \n    0x83074e59, 0x1f81426d, 0x0907361a, 0x0fd48518, 0x08e75218, 0x410f1b44, 0x41430f63, 0x13694212, 0x181b6941, 0x440f2952, 0x574c2b16, 0x4d3b1905, \n    0x075e550d, 0x21163542, 0xd38f0000, 0x0d999e18, 0x4d1a2b20, 0x19641b89, 0x42eb870f, 0xf7250b39, 0xf855051d, 0x0b4b18e4, 0x8e032309, 0x0d445505, \n    0xa4cc181f, 0x9d371a0f, 0x10002022, 0x10010f04, 0x00000d28, 0xc71139fe, 0x95180010, 0x33190ab7, 0x815d106f, 0x420f8f0f, 0xc9420bbd, 0x41561810, \n    0x14431808, 0xf08f2208, 0x094f6300, 0x018f0325, 0x1800f0c7, 0x2208235c, 0x8555f58f, 0x05e16e1b, 0x7205b246, 0x5b18093d, 0x4b58096d, 0x11675809, \n    0x230e5567, 0x0038fec8, 0x8a18e78b, 0x03460f67, 0x103d4407, 0xe79bcb8f, 0x0b934f18, 0x8556f521, 0x455b18cf, 0x9df71907, 0x21f1830d, 0xe78b39fe, \n    0x182d3359, 0x690929e6, 0xae180597, 0xeb971047, 0x4605e145, 0xeba405ef, 0xeb8bff97, 0x8f24db86, 0xc701aafa, 0x1a05cb41, 0x210b3843, 0x15838e03, \n    0x4189ebaf, 0x410bf776, 0x002012d5, 0x851cd741, 0x473b20ef, 0xcb4115d7, 0x530f930f, 0x215205af, 0x07d74109, 0xc342d383, 0x1c072513, 0x1cf78f03, \n    0xd741bd89, 0x42cd8d1b, 0x032511c3, 0xfec8018e, 0x21ff8338, 0xa3431000, 0x0fbb420a, 0x200bd341, 0x18e9b53f, 0xa90d1fe1, 0x059543ed, 0xb1430320, \n    0x41f1bb0c, 0xfd830d11, 0x00000023, 0x23fb9007, 0x0027001b, 0x50164147, 0xa95611db, 0x0fb7420d, 0x4405ac68, 0xe1550597, 0x059b4305, 0x8523c341, \n    0x058f4c35, 0x05200b89, 0x4105bd44, 0xbf8b07b9, 0x47000b21, 0x23200533, 0x6118bf89, 0x8d411383, 0x138f4207, 0x8e20a386, 0x20050d4a, 0x14734303, \n    0x8d138342, 0x0b67419f, 0x42156943, 0x7f410a7b, 0xc167180b, 0x0e7f4109, 0x970f2744, 0x2d5a18c3, 0x04ed1809, 0x01f61809, 0x208b8409, 0x41db838f, \n    0x29850b7f, 0x201af344, 0x051c4dc7, 0xc18ae38d, 0x180d8341, 0x86098774, 0x0fdf4ac3, 0x43136361, 0x33410d21, 0x0b3f4209, 0xc384db8a, 0x900ff344, \n    0x44b7829f, 0xdf9a09dd, 0x38fec826, 0x04000000, 0x24080743, 0x0017000b, 0x076f4923, 0x814dbd93, 0x05c94413, 0xf942b995, 0x47b5971b, 0x6f410f91, \n    0x8201200c, 0x070025af, 0x00710c1c, 0x180ed353, 0x500d1382, 0x33b60c03, 0x2808bf78, 0x21011900, 0x01710c11, 0x05026bc7, 0x4f820020, 0x5e1a0b83, \n    0x84182c8b, 0x7b561baf, 0x5fed1809, 0x101b540b, 0x511c0721, 0xcf45057d, 0x0b4f5005, 0x890b7979, 0x8be81917, 0x710c2209, 0x0f071a0c, 0xed481809, \n    0x050a6b0b, 0x4805e94f, 0x921907fe, 0x408409fa, 0x56090b63, 0xde1806d3, 0x9b430a9f, 0x1c072109, 0x2505cb5c, 0xc70172fc, 0xdb751df7, 0x05c72406, \n    0x83e4f855, 0x7b671819, 0x56f52107, 0x8a07636a, 0x2044834b, 0x05054329, 0x21054358, 0xa363aa0a, 0x05c65605, 0x01e30827, 0x0a8ff3c7, 0x05696baa, \n    0x2305455c, 0x1df71c07, 0x675b4182, 0x00052409, 0x1811000b, 0x5809c3c9, 0x7c180c97, 0xe2850aa3, 0x23052150, 0x39fe8e03, 0x08216183, 0x091b58e3, \n    0x6872fc21, 0x218305bc, 0x8305d65e, 0x9300201b, 0x20b58367, 0x87b58b21, 0x07155d73, 0x18abfa21, 0x5907fd7a, 0x6958050d, 0xc7012305, 0x0f835505, \n    0x85abfa21, 0x8e0321c9, 0xf7236b85, 0x18710c1d, 0x890eeb57, 0x186b91d3, 0x1a083243, 0x2109ec3a, 0x1b7039fe, 0x051d5705, 0x6987d583, 0xf8217383, \n    0x586987e4, 0x635e07bd, 0x436b8f0c, 0xd7870ae6, 0x700d9541, 0xa177055b, 0x0b0b5905, 0x07c05318, 0x0320d58c, 0x2208574f, 0x19170007, 0x46075947, \n    0x475f1383, 0xb4591813, 0xf7321909, 0x85d18509, 0x05bc42e9, 0xfec80123, 0x05dd4138, 0x1805a558, 0x4509144c, 0xe15305c1, 0x202b8605, 0x213983c7, \n    0x05831df7, 0x1805fb44, 0x2108476e, 0xc7190013, 0x2743099f, 0x204c180a, 0x073c650f, 0x620ba66b, 0x012005f7, 0x85063653, 0x0d53528f, 0x21094d59, \n    0xe1421df7, 0x62321905, 0x43601a09, 0x1b835008, 0x00003723, 0x187a8201, 0x23077fa1, 0x21110129, 0x83079d41, 0x07484313, 0x21134541, 0xca18aa0a, \n    0xff42094d, 0x073d4105, 0xab850787, 0x9e19c593, 0x134f07a7, 0x16bd1907, 0x0298180b, 0x056f5309, 0x0620d190, 0x21125351, 0xc7830027, 0x3751be83, \n    0x5ccb8408, 0xb78512b6, 0xbd19b183, 0x8b7a098a, 0x11fd4105, 0xa0092144, 0x00002195, 0x43cf6741, 0x03230963, 0x1a000f00, 0x430de500, 0x7118136a, \n    0xfe21098b, 0x05fe5d39, 0x42055e43, 0x39190fc0, 0x2e4f0970, 0x18484305, 0x00000022, 0x0720838b, 0x0e87f918, 0x650f3e4b, 0x581a0526, 0x79820b4e, \n    0x38fec824, 0xd57e39fe, 0x05705105, 0x8a182643, 0x0007216b, 0x8e08b543, 0x15b643e8, 0x44098b72, 0x1c430950, 0xe3082105, 0x9c488389, 0x0550420d, \n    0x99abfa21, 0x4205208f, 0x072208e7, 0x91820b00, 0x33002f22, 0x4309455e, 0x29200b91, 0x41139e43, 0x1a83061d, 0x42380e21, 0xfa2107d9, 0x05bb44ab, \n    0x0a217c83, 0x055144aa, 0xb489b28b, 0x0856f525, 0x19aa0ae3, 0x57092b38, 0x454a09d2, 0x0b795f05, 0xc724e484, 0xc8f139fe, 0xb3415783, 0x0847410c, \n    0x4741a28e, 0xee641813, 0x053f4209, 0x41059c4d, 0x884a1347, 0x41848907, 0x03262547, 0x0b000700, 0x8d4a1b00, 0x121b520b, 0xbc599b93, 0x8e032105, \n    0x18053e50, 0x9709626c, 0xac8318a3, 0xabfa210d, 0x5907765a, 0xf14205b6, 0x41012019, 0x596808f3, 0x0fe44206, 0x097b7d19, 0x41095a42, 0x87460a22, \n    0x06db630b, 0x00aa0a26, 0x0011000d, 0x8906555a, 0x8201204f, 0x0595410a, 0x4b099558, 0x0d45055b, 0xaa0a2305, 0x29478ff3, 0x3fd21805, 0x090f4b07, \n    0x0856f523, 0x0a7749e3, 0x5f880320, 0x850d3b41, 0xcebe185e, 0x05074109, 0x19051c6a, 0x430973c3, 0xf821053d, 0x051744e4, 0x60aa0a21, 0x04200763, \n    0x1a086360, 0x4a0f7b58, 0x7b1810c7, 0xf8210b13, 0x05e074e4, 0x43158358, 0x00210984, 0x185f8505, 0x2008f399, 0x516d1817, 0xd7721812, 0x4d67970e, \n    0x8762090f, 0x0b754c0b, 0x05e30824, 0x8f49fc56, 0x90062005, 0x4f791877, 0x19798e13, 0x180989a1, 0x8909d26d, 0x230983e7, 0x5505abfa, 0x096b4619, \n    0xf389fd8b, 0x2105c34c, 0x27825605, 0x39fe3822, 0x7009177d, 0x1f20108b, 0x4f05b34d, 0x0f9b0f29, 0x5705b34d, 0x0c290d17, 0xeec70172, 0x10c70139, \n    0x83078500, 0x82f5200f, 0x053957a5, 0x11df4618, 0x8515b341, 0x5d6a1827, 0x72fc2109, 0xfc22bb87, 0x0c1a0872, 0xaf500717, 0x20df570b, 0x190f874e, \n    0x210b1107, 0xd518c701, 0x4f420d31, 0x74ab180b, 0x79631811, 0x19ff410f, 0x0ffe9b18, 0x19032619, 0x8f136541, 0x4b6f1813, 0x0909420d, 0x0772a18b, \n    0x0d8f420f, 0x0d2bb718, 0xd9180020, 0xf7471723, 0x0c8d5a05, 0x7213c561, 0x3d4107f3, 0xbaf2181b, 0x0d41690d, 0xa18b8d85, 0x21051f41, 0x9b42380e, \n    0x7366180e, 0xf35e1811, 0x8f9e1813, 0x05ee680d, 0xf5c70123, 0x1b1a4456, 0x420da45c, 0x8fa8106e, 0x0be79319, 0x0f3b7b18, 0x07f36919, 0x4d05f547, \n    0x5f7605c6, 0x11667e13, 0x10258f91, 0x72fc0000, 0x97441a13, 0x11e35a09, 0x2005275e, 0x11675547, 0x970fc141, 0x0f75420f, 0x4107894e, 0xf3230fe5, \n    0x43c7018f, 0x3b431feb, 0x191d442f, 0x820d0a41, 0x48d61893, 0x2e17410d, 0x8f0fdc60, 0x530f93f3, 0xe2460f75, 0xbe2e1905, 0xc8f12111, 0x450dfb44, \n    0xf321070b, 0x0988428e, 0x0fbacb19, 0x0d358418, 0x4111c343, 0x5d182f17, 0x431808bc, 0x15201183, 0x180acf6e, 0x820c1e78, 0x7e11200c, 0xf04805a7, \n    0x0b6e1905, 0x1311720b, 0x7de4f821, 0x78180523, 0x4a180d93, 0x8a18103f, 0x956010f9, 0x05035713, 0x0bade319, 0x6d5d8383, 0x05344309, 0x0539fe23, \n    0x05d74655, 0x0bff4e18, 0x4d72eb83, 0x72fc2107, 0x4a4a9583, 0x05d46805, 0x5139fe21, 0x10210577, 0x06bb5200, 0x4a08094a, 0x7b470e9d, 0x07ca4314, \n    0x8d83e383, 0x19051b4b, 0x210961af, 0x6e7d39fe, 0xc7012305, 0x594b710c, 0xe72c1907, 0xc17d1809, 0xff40180d, 0x0b0d640d, 0x8205f843, 0x820020a9, \n    0x000e2200, 0x057168ae, 0x37220b82, 0x0b867000, 0xc5820120, 0x0b86b220, 0x06000224, 0x0b86c500, 0x22000324, 0x0b861201, 0x06000424, 0x0b864301, \n    0x0c000524, 0x0b866401, 0x0b820620, 0x03008b26, 0x09040100, 0x6e205382, 0x0b850382, 0x08000124, 0x1786a800, 0x0c000224, 0x0b86b700, 0x44000324, \n    0x0b86cc00, 0x3b820420, 0x0b863520, 0x18000524, 0x0b864a01, 0x0b820620, 0x43007124, 0xa1826f00, 0x72007932, 0x67006900, 0x74006800, 0x28002000, \n    0x29006300, 0x32260782, 0x32003000, 0x09823100, 0x1d825220, 0x65007622, 0x20242582, 0x79004800, 0x0b833182, 0x3b826220, 0x61006c28, 0x41000a00, \n    0x01826c00, 0x458a2020, 0x35827320, 0x31827220, 0x35847320, 0x2b083b83, 0x002e0064, 0x706f4300, 0x67697279, 0x28207468, 0x32202963, 0x20313230, \n    0x65766952, 0x79482072, 0x62726570, 0x0a616c6f, 0x206c6c41, 0x73292284, 0x73657220, 0x65767265, 0x2b388264, 0x0045004e, 0x00530050, 0x50454e00, \n    0x00230583, 0x824b002d, 0x826e207a, 0x4e002903, 0x6e614b2d, 0x46000061, 0x6e208f82, 0x0783c182, 0x67007222, 0x20207982, 0x2e20bf82, 0x2022c582, \n    0x8f823a00, 0x348a4e20, 0x31221185, 0x13823600, 0xeb870383, 0x6f460030, 0x6f46746e, 0x20656772, 0x20302e32, 0x5c85203a, 0x31240882, 0x2d362d36, \n    0x8382b183, 0x56207d93, 0x7322e984, 0x85846900, 0x31002022, 0x3020ef82, 0x00297582, 0x73726556, 0x206e6f69, 0x834f8231, 0x21b7873b, 0x908b002d, \n    0x834e0021, 0x852d20c4, 0x8200206e, 0x82032000, 0x23028203, 0xcc009901, 0x02930682, 0xffff0124, 0xfa050200, 0x6f119f9f\n};\n"
  },
  {
    "path": "Overlay/FontAwesome.cpp",
    "content": "#pragma once\r\nstatic const unsigned int font_awesome_size = 124565;\r\nstatic const unsigned int font_awesome_data[124568 / 4] =\r\n{\r\n    0x0000bc57, 0x00000000, 0xac860200, 0x00000400, 0x00010037, 0x000d0000, 0x00030080, 0x54464650, 0x47be6b4d, 0x860200b9, 0x28158290, 0x4544471c,\r\n    0x00f00246, 0x200f8204, 0x2c0f8270, 0x2f534f20, 0x7a328832, 0x01000040, 0x360f8258, 0x616d6360, 0x3abf0a70, 0x0c00007f, 0x020000a8, 0x736167f2,\r\n    0x82ffff70, 0x86022249, 0x381f8268, 0x796c6708, 0xaef78f66, 0x1a00004d, 0x4c0200ac, 0x616568bc, 0xe5891064, 0x201b822d, 0x210382dc, 0x10826836,\r\n    0x0a030f27, 0x010000b5, 0x280f8214, 0x746d6824, 0x18794578, 0x3c0f8285, 0x0a0000b8, 0x636f6cf0, 0xa2f50261, 0x0f00005c, 0x0b00009c, 0x78616d10,\r\n    0x022c0370, 0x201f821c, 0x272f8238, 0x6d616e20, 0x8b97e365, 0x67355b82, 0x04000068, 0x736f7086, 0x9b8faf74, 0x6b0200a1, 0x1a0000f0, 0x2ddb8475,\r\n    0x90cb0104, 0x5f5978cf, 0x00f53c0f, 0x3682070b, 0xd4000025, 0x8332cd33, 0x20078308, 0x22b082ff, 0x83060109, 0x0008220e, 0x20318402, 0x22058300,\r\n    0x82ff0006, 0x00092113, 0xff221f82, 0x17860109, 0x02851182, 0x83b50221, 0xc3022511, 0x27001902, 0x02211184, 0x20358300, 0x20058201, 0x83038240,\r\n    0x06032c02, 0x00900169, 0x04000005, 0x8233048c, 0x85862010, 0x73022107, 0x8a202882, 0x02980f82, 0x72797029, 0x00400073, 0x8500f520, 0x85062083,\r\n    0x875b837c, 0x00202633, 0x00800301, 0x280e8370, 0x00005502, 0x0000c001, 0xa20c8207, 0x065d2103, 0x06212782, 0x202f8980, 0x830b8206, 0x82052003,\r\n    0x86072017, 0x8307200b, 0x2403850b, 0x00800579, 0x2023876e, 0x82138506, 0x00002297, 0x212b8505, 0x1382061a, 0x80221784, 0x27843200, 0x17870f86,\r\n    0x17821f88, 0x33820420, 0x00000724, 0x07820640, 0x0f860320, 0x17857b84, 0x47860020, 0x13820020, 0x82050a21, 0x8306201f, 0x87038217, 0x82042023,\r\n    0x83072013, 0x999f89bf, 0x823783f7, 0x20338327, 0x84078606, 0x834f863b, 0x234f880b, 0x057a0080, 0x1f412f86, 0x263b840b, 0x05010002, 0x829a0000,\r\n    0x845a2003, 0x8edf961b, 0x8440201b, 0x0080230f, 0x03820635, 0x37857784, 0x82050d21, 0x20038367, 0x41738206, 0x05200b1b, 0x77411782, 0x8310200a,\r\n    0x0ca7410f, 0x07233f82, 0x845a0000, 0x832b8203, 0x411f841b, 0x4021054b, 0x201f8207, 0x839b8a08, 0x8203840f, 0x217f8a1f, 0x0f870300, 0x06200782,\r\n    0x88068341, 0x2013861f, 0x87078606, 0x870520ab, 0x00802757, 0x0000042c, 0x9b41065f, 0x8605200a, 0x266b842b, 0x06400000, 0x86020000, 0x4100200b,\r\n    0x0f8d0e13, 0x15008022, 0x05232783, 0x41050080, 0x4b8308d3, 0x10008023, 0x20078507, 0x20178273, 0x20238601, 0x864b8b04, 0x8c0f205f, 0x008022b7,\r\n    0x410f821b, 0x9f830577, 0x09200382, 0x4b830382, 0x07820420, 0x02230383, 0x82400080, 0x06002103, 0x13875f82, 0x47880783, 0x0b822782, 0x3b412820,\r\n    0x220f8208, 0x84008003, 0x82062083, 0x0b334233, 0x03835783, 0x83072341, 0x2003821b, 0x83138740, 0x821b88af, 0x821f8477, 0x82062043, 0x23cb870b,\r\n    0x2d000004, 0x0d240382, 0x4d008004, 0x9b820383, 0x03822d20, 0x63870f88, 0x00211b82, 0x20d38603, 0x21438506, 0x6b410700, 0x20078305, 0x82138800,\r\n    0x137b411b, 0x9f844787, 0x80223783, 0x13820d00, 0x0f822d20, 0x02253b83, 0x02008005, 0x06134106, 0x60210786, 0x820f8202, 0x06622403, 0x83050000,\r\n    0x202f8203, 0x821b8401, 0x82052017, 0x8305203f, 0x240b858f, 0x00800603, 0x0b434124, 0xd342df87, 0x830c2006, 0x8204201b, 0x8206202b, 0x82052033,\r\n    0x43012007, 0x07230a6b, 0x87360000, 0x00042317, 0x03830300, 0x221c3742, 0x41000000, 0x34220abb, 0x0f828203, 0x04000322, 0x07208f83, 0x05231b82,\r\n    0x88380000, 0x0080233f, 0x03820622, 0x00000723, 0x82038322, 0x84222017, 0x00802103, 0x82053341, 0x220f822f, 0x8480051b, 0x420020e3, 0x0b200ac3,\r\n    0x23824388, 0x4b440520, 0x06442109, 0x03200f82, 0x0383a782, 0x20064f41, 0x821f8400, 0x21078423, 0x3b880000, 0x00000523, 0x44db842c, 0x07200a87,\r\n    0x07821386, 0x80064028, 0x80072000, 0x3b41ffff, 0x83052007, 0x00002243, 0x43ff9015, 0x05200aab, 0x08200b82, 0xb386bf8a, 0x42080021, 0x062306ef,\r\n    0x456d0000, 0x0b840ba7, 0x23833f86, 0xf6220f84, 0x638b2900, 0x9b457f88, 0x83402009, 0x44092013, 0xa3430a53, 0x00002208, 0x86478310, 0x8320204b,\r\n    0x89042047, 0x0de3437b, 0x20192b45, 0x07af4427, 0x2020bf86, 0x13200782, 0x4421638a, 0x05cb4106, 0x13823920, 0x6b831220, 0x820fd742, 0x053e240f,\r\n    0x8f180000, 0x8a2787c7, 0x82192007, 0x8264200b, 0x86592027, 0x862a20b7, 0x82092067, 0x83272007, 0x820393e3, 0x830e202b, 0x41052003, 0x0620063b,\r\n    0x538a8f82, 0x93870020, 0x1f830787, 0x00205f86, 0x0f874f83, 0x00000523, 0x062b410b, 0x8b081b41, 0x0a4b410f, 0x1b845384, 0x03827383, 0x13201b86,\r\n    0x53874b83, 0x2006e342, 0x061f4102, 0x6f450020, 0x0702280a, 0x08010080, 0x86060000, 0x8202201b, 0x0504210b, 0x42054741, 0x838407db, 0xcf871383,\r\n    0x7b846386, 0x03871383, 0x24062341, 0x00f80800, 0x427b8354, 0x2b41070f, 0x4205200f, 0x7f4206db, 0x8763840a, 0x42378727, 0xcf4410d3, 0x0bbf4206,\r\n    0x210b4b41, 0xa348b507, 0x42178209, 0x0523088f, 0x84660000, 0x00b8224b, 0x86978700, 0x08774643, 0x00202f82, 0x16201382, 0x0e202782, 0x1d200782,\r\n    0x20121342, 0x06f74500, 0x2b862520, 0x86081f41, 0x41522017, 0x3f820b07, 0x6b8a4520, 0xd3872020, 0x2420db8a, 0xdf42df8f, 0x8221200a, 0x046b241b,\r\n    0x41280000, 0x03200673, 0x820fc348, 0x05ef4217, 0x27008022, 0x03216782, 0x06e34305, 0x2f885f86, 0x00ff0524, 0x8f460625, 0x08934706, 0x00000026,\r\n    0x0f008006, 0x820b2342, 0x86cf840f, 0x8a252093, 0x820020bb, 0x83152013, 0x4103831f, 0x072007fb, 0x03444382, 0x0887420a, 0x1d201382, 0x73453b87,\r\n    0x8700200a, 0x8207200b, 0x203786a7, 0x41438701, 0x07210f4f, 0x479f8202, 0x0823068f, 0x82300080, 0x84252027, 0x00802297, 0x0897412f, 0x26008022,\r\n    0x8205994b, 0x20029928, 0x057a4503, 0x001c0023, 0x24098201, 0x00ec0100, 0x24098403, 0x0104001c, 0x081182d0, 0x40007076, 0x30000500, 0xa9002000,\r\n    0xb400ae00, 0xd800c600, 0x1e222221, 0x0ef06022, 0x3ef01ef0, 0x5ef04ef0, 0x7ef06ef0, 0x9ef08ef0, 0xb2f0aef0, 0xdef0cef0, 0xfef0eef0, 0x1ef10ef1,\r\n    0x3ef12ef1, 0x5ef14ef1, 0x7ef16ef1, 0x9ef18ef1, 0xbef1aef1, 0xdef1cef1, 0xfef1eef1, 0x1ef20ef2, 0x4ef23ef2, 0x6ef25ef2, 0x8ef27ef2, 0xaef29ef2,\r\n    0xcef2bef2, 0xeef2def2, 0xffff00f5, 0x20227982, 0x718ea800, 0xf0005808, 0xf021f010, 0xf050f040, 0xf070f060, 0xf090f080, 0xf0b0f0a0, 0xf0d0f0c0,\r\n    0xf1f0f0e0, 0xf110f100, 0xf130f120, 0xf150f140, 0xf170f160, 0xf190f180, 0xf1b0f1a0, 0xf1d0f1c0, 0xf2f0f1e0, 0xf210f200, 0xf240f221, 0xf260f250,\r\n    0xf280f270, 0xf2a0f290, 0xf2c0f2b0, 0x83e0f2d0, 0xff6f0871, 0xff5cffe3, 0xff53ff58, 0xde31ff42, 0xddeddde8, 0x100d10ac, 0x100a100c, 0x10081009,\r\n    0x10061007, 0x10041005, 0x0f021003, 0x0ff40ff5, 0x0ff20ff3, 0x0ff00ff1, 0x0fee0fef, 0x0fec0fed, 0x0fea0feb, 0x0fe80fe9, 0x0fe60fe7, 0x0fe40fe5,\r\n    0x0fe20fe3, 0x0fe00fe1, 0x0fdd0fde, 0x0fdb0fdc, 0x0fd90fda, 0x0fd70fd8, 0x0fd50fd6, 0x0dd30fd4, 0x820100c2, 0x2202eee1, 0x88000601, 0x02012676,\r\n    0x02000000, 0x23008d00, 0x03000001, 0x0df8118d, 0x0a050628, 0x080c0407, 0x81d70b09, 0x58822c20, 0x902403af, 0x14010000, 0x98240382, 0x74020000,\r\n    0xd0240382, 0x4c030000, 0xf0280382, 0x54040000, 0x24060000, 0xe0280382, 0x6c080000, 0x78090000, 0x1f820382, 0x17820a20, 0x00280b34, 0x00d40b00,\r\n    0x00840c00, 0x00640d00, 0x00a80e00, 0x0f820f00, 0x0f821020, 0x86821120, 0x009c1124, 0x33821200, 0x002c1329, 0x00d81300, 0x82801400, 0x00fc2303,\r\n    0x6f821500, 0x00341628, 0x00101700, 0x37821800, 0x00cc1829, 0x00701900, 0x82481a00, 0x00942b03, 0x00241b00, 0x00641c00, 0x37821d00, 0x00081e28,\r\n    0x00741e00, 0x6b821f00, 0x008c2024, 0x93822000, 0x00a0212c, 0x00302200, 0x00202300, 0x23822400, 0x9b822420, 0x00442630, 0x00e42700, 0x009c2800,\r\n    0x00542900, 0x37822a00, 0x00bc2a24, 0x63822c00, 0x00f42c24, 0x7f822d00, 0x00402e24, 0x07822e00, 0x00602f28, 0x00bc2f00, 0xf3823000, 0x00a43024,\r\n    0x73823100, 0x00903224, 0x73823300, 0x97823420, 0x0f823420, 0x5b823520, 0x00803528, 0x00b83500, 0x0b823600, 0x825c3621, 0x20338207, 0x25a38237,\r\n    0x0000a837, 0x03820c38, 0x38254782, 0x390000b4, 0x8203824c, 0x683a3007, 0xec3a0000, 0xc03b0000, 0x703c0000, 0x823d0000, 0x3c3e2803, 0xe43e0000,\r\n    0x823f0000, 0xd83f241b, 0x82400000, 0x8240203f, 0x82412047, 0x824120bf, 0x5842285b, 0xf8420000, 0x82430000, 0x8243207b, 0x824420bb, 0x8244204b,\r\n    0x8245202f, 0x8246201b, 0x8247200f, 0xdc473427, 0xec480000, 0x8c490000, 0x384a0000, 0xac4b0000, 0x824c0000, 0x824d2023, 0x824e2033, 0x824e20ff,\r\n    0xd44e28a7, 0xb04f0000, 0x82500000, 0x82502093, 0x3451289f, 0xa0510000, 0x82520000, 0x6c5224a7, 0x82530000, 0x98532427, 0x82540000, 0x8255201f,\r\n    0xf0572453, 0x82580000, 0x085a2557, 0x405b0000, 0x5b820382, 0xab825c20, 0x8b825c20, 0x27825d20, 0x00285e24, 0x63825e00, 0x43825f20, 0xc7826020,\r\n    0x3f826220, 0x00f46225, 0x82046400, 0x2c8b8203, 0x00005065, 0x0000d065, 0x0000c466, 0x20538267, 0x20738267, 0x20bb8269, 0x24fb8269, 0x0000446a,\r\n    0x2077826b, 0x2093826b, 0x209b826c, 0x205f826d, 0x203f826e, 0x281f826f, 0x00008470, 0x0000a471, 0x257b8272, 0x00007873, 0x03821074, 0x75203b82,\r\n    0x7b203382, 0x7c284782, 0x7c000000, 0x7d0000bc, 0x7d201782, 0x7e282782, 0x7f000088, 0x80000094, 0x81241382, 0x81000018, 0x8325a782, 0x84000048,\r\n    0x82038214, 0x8285205f, 0x8285203b, 0x828620a7, 0x828720e3, 0x82882067, 0x828920bb, 0x828b2083, 0xc88c243f, 0x828d0000, 0x828e202f, 0x828f201b,\r\n    0x20902433, 0x82900000, 0x5491241b, 0x82920000, 0x8292209f, 0x82922013, 0x8292208f, 0xfc922413, 0x82930000, 0x8293207f, 0x82942033, 0x829420e3,\r\n    0xf094244b, 0x82950000, 0x249630bf, 0x5c970000, 0x58980000, 0x1c990000, 0x829a0000, 0xb89a24ab, 0x829b0000, 0xa09c246b, 0x829d0000, 0x829e204f,\r\n    0xf89e281b, 0x9c9f0000, 0x82a00000, 0x50a1241f, 0x82a20000, 0x82a220f3, 0x38a324c3, 0x82a30000, 0x64a424a7, 0x82a50000, 0x90a82847, 0x08ab0000,\r\n    0x82ac0000, 0xecac244b, 0x82ad0000, 0xe8ad240f, 0x82ae0000, 0x82af206b, 0xb0af24e3, 0x82b00000, 0xe0b0259b, 0x78b10000, 0xcc230382, 0x82b20000,\r\n    0x74b221bb, 0x9f820782, 0x6b82b320, 0x00f4b329, 0x0070b400, 0x8200b500, 0x20578203, 0x254b82b6, 0x0000d4b6, 0x0382b4b7, 0xb820b782, 0xb9203782,\r\n    0xb9202f82, 0xba209382, 0x03873f82, 0x8782bb20, 0xf382bc20, 0xdf82bd20, 0xe782be20, 0x4f82bf20, 0x00c4c025, 0x820cc200, 0x008c2303, 0x9f82c300,\r\n    0x6b82c420, 0x00bcc425, 0x8210c500, 0x25e78203, 0x000094c6, 0x038230c8, 0xc9208f82, 0xc9206b82, 0xca204f82, 0xcb204782, 0xcb20af82, 0xcc201382,\r\n    0xcd208b82, 0xce202382, 0xce207382, 0xcf20c782, 0xd020bf82, 0xd1204b82, 0xd124ff82, 0xd2000088, 0xd220eb82, 0xd3200782, 0xd3206382, 0xd3201782,\r\n    0xd424f382, 0xd5000038, 0xd5251f82, 0xd600009c, 0x82038260, 0x6cd72437, 0x82d80000, 0x82d820f7, 0x82d920c3, 0x82d92013, 0x54da2497, 0x82da0000,\r\n    0x18db2483, 0x82db0000, 0x82dc2063, 0x82dc20b7, 0x82dd20b3, 0x82dd202b, 0x82de20e7, 0x82df20cb, 0xacdf241b, 0x82e00000, 0x82e120b3, 0x70e22417,\r\n    0x82e30000, 0xe4e324c3, 0x82e40000, 0x82e520a3, 0xc0e6242f, 0x82e70000, 0x82e72027, 0x82e8207b, 0xd8e92417, 0x82ea0000, 0x82eb2003, 0xd4ec2c03,\r\n    0xd0ed0000, 0xdcee0000, 0x82ef0000, 0x04f2241b, 0x82f30000, 0x82f420d3, 0x34f5253b, 0x10f60000, 0xa7820382, 0x3f82f720, 0x0058f824, 0x4b82f800,\r\n    0x0024f924, 0x6b82fa00, 0x7382fb20, 0x0028fc24, 0xa382fc00, 0xdf82fd20, 0xb782fd20, 0xbf82fd20, 0xf382fe20, 0x1382fe20, 0x0008ff3d, 0x00140001,\r\n    0x00b40501, 0x00f40601, 0x00f80701, 0x00d00801, 0x00640901, 0x82100a01, 0x00982803, 0x00180b01, 0x82040c01, 0x00a42f03, 0x002c0d01, 0x00000e01,\r\n    0x00880f01, 0x0b821101, 0x00a01129, 0x00cc1201, 0x82381301, 0x00e42803, 0x00901401, 0x82281501, 0x082b8203, 0x00581621, 0x00fc1601, 0x00c01701,\r\n    0x00841801, 0x00781901, 0x007c1a01, 0x00541b01, 0x00d41c01, 0x82401d01, 0x20078203, 0x2033821e, 0x205f821f, 0x201b821f, 0x20378220, 0x202f8221,\r\n    0x282b8222, 0x01000823, 0x01006c23, 0x201b8224, 0x2c638224, 0x01006827, 0x0100e828, 0x01004c2a, 0x2043822c, 0x2407822e, 0x01007431, 0x25b78231,\r\n    0x0100e032, 0x03823033, 0x0100b027, 0x0100a834, 0x20178235, 0x2c238236, 0x01002437, 0x01000c38, 0x01004839, 0x24cf823a, 0x0100f03a, 0x206f823b,\r\n    0x248f823c, 0x0100d83c, 0x24a3823f, 0x01001c40, 0x24738241, 0x0100c842, 0x24038243, 0x01009c44, 0x202f8245, 0x24038246, 0x01007047, 0x20078248,\r\n    0x248f8249, 0x0100204a, 0x20e3824a, 0x20b3824b, 0x24f7824c, 0x0100184d, 0x20c3824e, 0x20038250, 0x200f8251, 0x24838252, 0x01004453, 0x20278254,\r\n    0x249b8255, 0x01006056, 0x202b8256, 0x24638257, 0x01003458, 0x20238258, 0x25cb825a, 0x0100885a, 0x0382645b, 0x5c202f82, 0x5d20f382, 0x5e208782,\r\n    0x60241b82, 0x61010094, 0x61246b82, 0x620100bc, 0x6320a782, 0x64243782, 0x650100ac, 0x6620cb82, 0x672cfb82, 0x680100dc, 0x690100b4, 0x6a01005c,\r\n    0x6e208f82, 0x7020c382, 0x73207b82, 0x76204782, 0x7720db82, 0x7820bb82, 0x7920db82, 0x7a245f82, 0x7b01008c, 0x7c203382, 0x7d200782, 0x7d24df82,\r\n    0x7f0100a4, 0x7f213782, 0x27078298, 0x800100f8, 0x8101006c, 0x82205782, 0x83202f82, 0x83209b82, 0x84201f82, 0x85243f82, 0x860100b0, 0x88200b82,\r\n    0x89201b82, 0x8a243b82, 0x8b010038, 0x9f820383, 0xd3828e20, 0x00a88e28, 0x00548f01, 0x6f829001, 0x00149124, 0x3f829301, 0x07829420, 0xd7829520,\r\n    0x00fc9524, 0x5b829601, 0x2b829720, 0x007c9924, 0x4f829a01, 0x27829c20, 0x00089d24, 0xe3829d01, 0x13829e20, 0x00189f30, 0x00e89f01, 0x00c4a001,\r\n    0x000ca201, 0x7b82a301, 0xcb82a420, 0x7782a520, 0x0080a624, 0x6382a701, 0xaf82a820, 0x5782a820, 0x00eca823, 0x29038701, 0x010058a9, 0x010028aa,\r\n    0x038220ab, 0x0100cc27, 0x0100acac, 0x208b82ad, 0x200f82ae, 0x20ef82ae, 0x207f82af, 0x240f82af, 0x010040b0, 0x240f82b0, 0x0100bcb6, 0x24e382b7,\r\n    0x0100e0b8, 0x20cb82b9, 0x251f82ba, 0x010094ba, 0x038224bb, 0xbc20df82, 0xbc209382, 0xbd207782, 0xbe206f82, 0x13820383, 0x4b82bf20, 0x0048c024,\r\n    0xa382c101, 0x9f82c120, 0x3382c320, 0x00e4c324, 0xcf82c401, 0xf382c520, 0x7f82c620, 0x9382c620, 0xb782c820, 0x0382c920, 0x6782ca20, 0x1b82cb20,\r\n    0xf382cc20, 0xb382ce20, 0x5f82cf20, 0x7382d020, 0x0064d129, 0x00dcd201, 0x8250d301, 0x241b8203, 0x010084d5, 0x2c6b82d6, 0x010070d7, 0x0100fcd7,\r\n    0x0100f4d8, 0x20bf82da, 0x205382db, 0x200382dc, 0x244b82dd, 0x0100f0dd, 0x204f82de, 0x248b82df, 0x010080e1, 0x203782e2, 0x208782e4, 0x241b82e5,\r\n    0x01003ce6, 0x209782e7, 0x20df82e7, 0x24bf82e8, 0x0100d4e8, 0x206782e9, 0x207382ea, 0x200b82ea, 0x25a382eb, 0x010034ec, 0x0382b8ec, 0xed205b82,\r\n    0xef204b82, 0xef20df82, 0xf020d382, 0xf024c382, 0xf10100cc, 0xf220db82, 0xf3208f82, 0xf3243782, 0xf50100e8, 0xf6285782, 0xf601002c, 0xf70100c0,\r\n    0xf7249b82, 0xf80100e0, 0xf9209f82, 0xfa201382, 0xfb240f82, 0xfc010074, 0xfc202382, 0xfd20cb82, 0xfd240782, 0xfe01008c, 0xff206382, 0xff3c5782,\r\n    0x010200d0, 0x02020034, 0x0302001c, 0x0402002c, 0x05020068, 0x070200d4, 0x09020050, 0x0a201782, 0x0c2c0b82, 0x0d0200e0, 0x0f0200f0, 0x10020018,\r\n    0x11281382, 0x130200e4, 0x1402003c, 0x15202f82, 0x16200382, 0x17301382, 0x18020030, 0x19020038, 0x1a020024, 0x1b020088, 0x1d250b82, 0x1e0200b4,\r\n    0x27038254, 0x200200cc, 0x2102007c, 0x22285b82, 0x240200ac, 0x2502004c, 0x26242f82, 0x27020048, 0x28282b82, 0x290200f4, 0x2a02008c, 0x2a281382,\r\n    0x2b0200dc, 0x2c020094, 0x2e200782, 0x2e244b82, 0x300200ec, 0x31250382, 0x32020084, 0x2b038240, 0x330200fc, 0x340200b8, 0x35020074, 0x36201f82,\r\n    0x39243b82, 0x3a020020, 0x3a203f82, 0x3b24ab82, 0x3b02000c, 0x3c285382, 0x3c020028, 0x3d0200d8, 0x3f209b82, 0x40242f82, 0x41020098, 0x4324c782,\r\n    0x440200a0, 0x46204382, 0x48240f82, 0x48020060, 0x49203f82, 0x4c239f82, 0xbb0200bc, 0x70002603, 0x10030000, 0x3c048206, 0x00000700, 0x21112137,\r\n    0x11211103, 0xfec001e0, 0xa0027040, 0xfa200570, 0xfa000670, 0x08008300, 0x5d000137, 0xa30600ff, 0x1d008005, 0x14010000, 0x21110107, 0x06141632,\r\n    0x26222123, 0x21333634, 0x35260111, 0x33013e34, 0x011e3221, 0xfd2ba306, 0x1a400188, 0xfc1a2626, 0x2f058380, 0x88fd4001, 0x1728242b, 0x28178005,\r\n    0x23460524, 0xfd241e82, 0x26342600, 0x032a0282, 0x2b780200, 0x081b1723, 0x56821b08, 0xff00003b, 0x05000600, 0x002b0080, 0x14110100, 0x2e22020e,\r\n    0x023e3402, 0x11173233, 0x300e8d05, 0x01373634, 0x16323336, 0x68440006, 0x68675a67, 0x23068244, 0xfd57692d, 0x26330e8d, 0x0c40031e, 0x05382810,\r\n    0x32a0fb20, 0x15152b4e, 0x82644e2b, 0x02272506, 0x3bfded19, 0x032a108b, 0x0a331fc7, 0x38040001, 0x83840200, 0x8005802c, 0x21000700, 0x10000000,\r\n    0x03832000, 0xea820120, 0x27223f08, 0x22230601, 0x10022624, 0x20243612, 0x15121604, 0x16010714, 0xf9fe8004, 0xf9fe8efe, 0x72010701, 0x344c0703,\r\n    0xa9fe2436, 0xfe8fdcb3, 0x6f6fbdfb, 0x010501bd, 0xbd05011e, 0x57017c6f, 0x20820225, 0x85070121, 0x80fe272c, 0x01264c34, 0x21897c56, 0xfebd6f2c,\r\n    0xb3dc8ffb, 0x0025a9fe, 0x83820300, 0x07804108, 0x00000500, 0x003d001a, 0x2500004d, 0x04070611, 0x2b020e07, 0x012e2202, 0x26252627, 0x16141127,\r\n    0x36322133, 0x2e023c11, 0x22212303, 0x17141506, 0x041e1716, 0x3e32023b, 0x37363703, 0x1137013e, 0x23059c41, 0x36341135, 0x7c082982, 0x20800616,\r\n    0x9ef4fe25, 0x306d4033, 0x6d300101, 0xfe9e3340, 0x132025f4, 0x0dc0050d, 0x06050113, 0x40fa080c, 0xc193130d, 0x223a06d0, 0x01142e37, 0x372e1401,\r\n    0xd0063a22, 0x805d36c1, 0x40fa425e, 0x425e5e42, 0x5e42c005, 0x24000320, 0x2b84ce1e, 0x30313130, 0x1ece842b, 0x0d00fd24, 0x28041313, 0x11091202,\r\n    0x13050a08, 0x9874a80d, 0x1a3105a5, 0x25121225, 0xa505311a, 0x60912b98, 0x223782fb, 0x8304425e, 0x00002243, 0x2bdb8601, 0x001c0080, 0x27220400,\r\n    0x35042e01, 0x4208a182, 0x17021e32, 0x3233033e, 0x07141516, 0x349a0301, 0x0a90fd12, 0x2f3c4c23, 0x813ee0fe, 0x2424506f, 0x3e816f50, 0xfde5fee0,\r\n    0x02128091, 0x5f24085a, 0xdc438e64, 0x40492bf8, 0x49402424, 0xdddcf82b, 0x85a8fde5, 0x06ad265b, 0x00e00580, 0x820c8222, 0x82132048, 0x2306254e,\r\n    0x05252722, 0x26250582, 0x13373435, 0x08058301, 0x36132550, 0x05131732, 0x1a800616, 0x015695fe, 0x15131415, 0x3ffe3ffe, 0x15151216, 0x94fe5602,\r\n    0xf6013819, 0x133c13e1, 0x38f601e1, 0x1a167903, 0x0cfe9efe, 0x1d150d07, 0x0cecec0c, 0x0e06151d, 0x6201f401, 0x0925151b, 0x29c70149, 0x4939fe29,\r\n    0x00820009, 0xd7820220, 0x092f7b85, 0x00002b00, 0x0b250109, 0x03010501, 0x86010525, 0x32869987, 0x32017104, 0xbdbd5afe, 0x32015afe, 0x017a0149,\r\n    0x84c70179, 0x99292097, 0x14023196, 0x013e2901, 0x3e82fe7e, 0x5bfed7fe, 0x0a03c7c7, 0x3220a687, 0xa383a59a, 0x0005802b, 0x15008005, 0x00001d00,\r\n    0x06214225, 0x3e344208, 0x20163303, 0x031e3237, 0x20061000, 0x20361026, 0x587d0005, 0x7d58aafc, 0x75472e11, 0x6c01834c, 0x47754c83, 0x00ff112e,\r\n    0xe1c2fee1, 0x893e01e1, 0x6d9c9c6d, 0x6d999755, 0x45808045, 0x0397996d, 0x081785c1, 0x0000e135, 0x00000b00, 0x800700ff, 0x0f008005, 0x2f001f00,\r\n    0x4f003f00, 0x6f005f00, 0x8f007f00, 0xaf009f00, 0x35050000, 0x012b2634, 0x011d0622, 0x013b1614, 0x9e113632, 0x1101280f, 0x21232634, 0x42150622,\r\n    0x012006f2, 0x0f902f8e, 0x6f9f2f9e, 0x260f3843, 0x1a268001, 0x98261a80, 0x00042504, 0x00fd1a26, 0x03202083, 0xfc200582, 0x2d870d82, 0x398a0520,\r\n    0x0b82fe20, 0x539f2589, 0x425e802d, 0x5e42c0f9, 0x4006425e, 0x88405e42, 0x9a01217d, 0xfd220a93, 0x7e84021a, 0x0583fe20, 0x22890420, 0x0a89fb20,\r\n    0x228b0320, 0x4594fe20, 0xba215b8a, 0x207b84fa, 0x237b8205, 0x0004005e, 0x06200082, 0x210bcf41, 0x5a440100, 0x0119210e, 0x9f0d6a44, 0x00032a1f,\r\n    0x00fe344c, 0x344c4c34, 0x89058402, 0x8003210b, 0x02231997, 0x8380fe00, 0x83012031, 0xcc022105, 0xfc200c8a, 0x198c0c8b, 0x82090021, 0x070022ba,\r\n    0x148b4200, 0x15010022, 0x3d21b585, 0x05204501, 0x0f8e1120, 0x0fcf1f8f, 0x022b6f8f, 0xfe283800, 0x383828c0, 0x83400128, 0x210b8905, 0x198b8002,\r\n    0x0d8cfd20, 0x0d8d1b8d, 0x518b299b, 0x84200121, 0x21048376, 0x0a88d801, 0x0a89fd20, 0x15940320, 0x4c8a20a0, 0x06000022, 0x41148b41, 0x55415085,\r\n    0x00052a29, 0x40fc2838, 0x28383828, 0x20f38203, 0x0c7d41fb, 0x278b1b8d, 0x41362b41, 0x003f0c0a, 0x00790001, 0x0487060e, 0x001600b2, 0x07140000,\r\n    0x22060701, 0x2601012f, 0x36013f34, 0x82091732, 0x011f2f04, 0xfd1c8706, 0x501c882c, 0x96fe881c, 0x08831c1c, 0x02260123, 0x220f8390, 0x8450f203,\r\n    0x881c231a, 0x0f836a01, 0xfe1c1c25, 0x829102d9, 0x32578223, 0x05eeff6e, 0x00920412, 0x24000023, 0x06010f14, 0x82092722, 0x822f2004, 0x0937215a,\r\n    0x16265f8d, 0x01090714, 0x59841205, 0xfedafe23, 0x214985da, 0x09822601, 0x01231384, 0x85260126, 0xdafe2113, 0x87821582, 0x971c1c21, 0x839f851d,\r\n    0x05bb4845, 0x80060024, 0x83828005, 0x44002b29, 0x15010000, 0x852b0614, 0x26222404, 0x8323013d, 0x36342404, 0x8335013b, 0x16322804, 0x3233011d,\r\n    0x4910011e, 0x00200565, 0x2c176549, 0x0d130004, 0x400d13e0, 0x0de0130d, 0x490a8a13, 0x4b210c7b, 0x177b4935, 0x90e00221, 0x22448339, 0x497201e6,\r\n    0xb5220890, 0x90494b6a, 0x24d38b16, 0x0017000f, 0x21d38530, 0xc9852123, 0xa6213321, 0xc0fd21bf, 0x0220ba83, 0xb5ab8982, 0x1320f484, 0x2b08a9a7,\r\n    0x00020000, 0x0680ff00, 0x00000600, 0x00350029, 0x02140100, 0x24200406, 0x34350226, 0x16363712, 0x07061617, 0x1415010e, 0x3e32021e, 0x41081282,\r\n    0x012e2726, 0x17013e37, 0x11011216, 0x26220614, 0x36341135, 0x00061632, 0xe4fece7a, 0xe4fec8fe, 0x92a17ace, 0x201f692b, 0x6b622a0f, 0xd0bd8a51,\r\n    0x6b518abd, 0x200f2a62, 0x922a6a1f, 0x4c80fda1, 0x02824c68, 0x9c800222, 0x7a322983, 0x9c1c01ce, 0x6d4201b6, 0x2a2b0e20, 0xd64a2069, 0x2e826879,\r\n    0x68353582, 0x204ad679, 0x0e2b2a69, 0xbefe6d20, 0x80fd4a02, 0x344c4c34, 0x20058302, 0x20008200, 0x080f4a05, 0x26092f48, 0x14152500, 0x41012b06,\r\n    0x3b24055f, 0x25163201, 0x0f839d82, 0x0f939f83, 0x1f8bbd83, 0x00250f90, 0x0ec00e12, 0x21048412, 0x0bad8001, 0x38876020, 0xfe721222, 0x01210a84,\r\n    0x21498240, 0x0b84fdf2, 0x0b830220, 0xfc720122, 0x0e210683, 0x22128303, 0x84faf201, 0x8305200c, 0x41df820c, 0x0530068f, 0x00070080, 0x0000006e,\r\n    0x06222634, 0x01321614, 0x0f2de182, 0x16070601, 0x07141617, 0x2223010e, 0x210c822f, 0xf5840706, 0x26012f3e, 0x23060727, 0x27262722, 0x37343526,\r\n    0x2637013e, 0x012e012f, 0x3634013d, 0x3736013f, 0x33221587, 0x0d821f32, 0x3637362f, 0x1632013b, 0x1716011f, 0x32333637, 0x20508217, 0x20518315,\r\n    0x08128207, 0x04011e45, 0x96d49600, 0x9602d496, 0x13b90c10, 0x0a482314, 0x16901b09, 0x2c8a0e0c, 0x070d102f, 0x150ede1d, 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0x84b80353, 0x25a72795, 0xa7253434, 0x00820012, 0x1a00022c, 0x66060000, 0x13000305,\r\n    0x23413500, 0x21232105, 0x2120f882, 0x3805dd43, 0x16010935, 0x07060737, 0x09272223, 0x26270601, 0x3626012f, 0x32360137, 0x078f451f, 0x11153b08,\r\n    0x05011e17, 0xfe1a2680, 0xfe00ff80, 0x01261a80, 0x3f023f02, 0x083edf01, 0x080d030d, 0x4cfd4cfd, 0x080d0c0c, 0x0a02083e, 0x5820cf02, 0x0e12f420,\r\n    0xdb120ec0, 0x2002020a, 0x2c8220fe, 0x82fe8021, 0x0129083a, 0x010401e0, 0x26feda01, 0x094a4102, 0x41020702, 0x0108bffd, 0x0a4a0902, 0x5702081b,\r\n    0xc3cc1a1a, 0x0e12120e, 0x08b668fe, 0x075b451b, 0x00060022, 0x1a28af82, 0x00002300, 0x15011e01, 0x290e604a, 0x21110717, 0x26012726, 0xc5841101,\r\n    0x11212908, 0x281cbc05, 0xc0fa2838, 0x28383828, 0x60288003, 0x7801841c, 0xc7fe0c0a, 0xfe63010c, 0xfd382860, 0x1c840400, 0x80fb2860, 0x06211f83,\r\n    0x322a8240, 0x88fe441c, 0x39010c1d, 0x0412fa0c, 0x01283800, 0x8200faa0, 0x00032e00, 0x0680ff00, 0x00800500, 0x00200014, 0x072d412c, 0x20077744,\r\n    0x05a14611, 0x2e10003b, 0x010e2001, 0x20011e10, 0x02100036, 0x02242004, 0x20241210, 0x12800304, 0x0511440e, 0x12e02608, 0x120e400e, 0xfa92a001,\r\n    0x92fad8fe, 0x2801fa92, 0xce7201fa, 0x5efe9ffe, 0xcece9ffe, 0xa2016101, 0xe0036101, 0x084342fe, 0xff826020, 0x82fefd21, 0x842b8225, 0x5f022131,\r\n    0xce312a8b, 0x000000ce, 0x00320002, 0x054e0700, 0x00110000, 0x37998243, 0x012e0335, 0x0622012b, 0x06150307, 0x32013b16, 0x23140136, 0x27363221,\r\n    0x23211682, 0x2a168321, 0x21331606, 0x37343522, 0x82013e01, 0x0f062208, 0x23268501, 0x012e012f, 0x163d2882, 0x04160117, 0x14011857, 0x140dba0d,\r\n    0x12011801, 0x120cf40c, 0xfd2ef602, 0x01120d40, 0x21168214, 0x1782f0fe, 0x1201142e, 0x2e40fd0d, 0x08a1011a, 0x53011424, 0x0f201182, 0xa6201182,\r\n    0x0f202282, 0x013d2282, 0x08241453, 0x021aa101, 0x4001041c, 0x0d13130d, 0x0c04c0fe, 0x39fe1010, 0x010d1349, 0x20108300, 0x290582ff, 0x043e3649,\r\n    0x131c1314, 0xe582c00d, 0x0dc00e22, 0xfb240a82, 0x04003eec, 0x0023d382, 0x82068006, 0x0f0028d4, 0x3d002500, 0x45240000, 0x0787060b, 0xf6411320,\r\n    0x1617350c, 0x21013f32, 0x16011632, 0x22060107, 0x37260127, 0x11213336, 0x2405ab4b, 0x32211115, 0x05415205, 0x26260123, 0x08028234, 0x2838a62e,\r\n    0x382840fa, 0xd1012838, 0x3a9c3a87, 0x28d00188, 0x11bbfe38, 0x1240fe1f, 0x40fe1236, 0x2a11111f, 0x1a260001, 0x261a0001, 0xa62a0001, 0x38853283,\r\n    0x20012622, 0x3a09694b, 0x88383888, 0x29110238, 0x1340fe1d, 0x1dc00113, 0xc0012729, 0x1a26261a, 0x420040fe, 0x1828092b, 0x30002400, 0x14010000,\r\n    0x3b219788, 0x062a4201, 0x33111525, 0x42021632, 0x3e24062c, 0x04261001, 0x330a2f42, 0xfe0a6004, 0x0b180bc1, 0x080fc0fe, 0x12c01608, 0x120ec00e,\r\n    0xcc200282, 0x21083342, 0x35429292, 0x60023710, 0xc1fe0c0c, 0x40010909, 0x01141310, 0x12120e60, 0x12a0fe0e, 0x69423202, 0x42bd200a, 0xab92103a,\r\n    0x4705e344, 0x232a0522, 0x34352622, 0x32360137, 0xab990117, 0xa18a5e20, 0x3f010a22, 0x0123b682, 0x9cd20f40, 0x149423aa, 0xa083a0fe, 0x1260012e,\r\n    0x010c0c0e, 0xfe09093f, 0xf90110c0, 0x0221aa9a, 0x38008200, 0x00050006, 0x23000d00, 0x21010000, 0x0327012e, 0x010e0321, 0x21172107, 0x090d4225,\r\n    0x45133721, 0x172d058d, 0xff031613, 0x03013c01, 0x3cfdd401, 0x080682d4, 0x5f3c0121, 0x60024001, 0x80fa1a26, 0xee19261a, 0x031a350a, 0x0a351a40,\r\n    0x400219ee, 0x01020b03, 0x8210fef0, 0xa2c03406, 0x261a1efe, 0xe2011a26, 0x28023d3e, 0x19222219, 0x413dd8fd, 0x0f240a23, 0x27001b00, 0x142f8882,\r\n    0x23060107, 0x35262722, 0x36373411, 0x43160117, 0x042e16f6, 0xe0fd20a0, 0x1010110f, 0x1f212020, 0xf4432002, 0xa502321c, 0xc0fe124a, 0x25130809,\r\n    0x13258002, 0xc0fe1312, 0x1bf543cb, 0x8f440120, 0x44332008, 0x2739088b, 0x26013f26, 0x020e2223, 0x33021e14, 0x36373632, 0x011f3237, 0x0607011e,\r\n    0x088a5404, 0x04323323, 0x2db18217, 0x26000616, 0x2a40fe1a, 0x8a1f1111, 0x7c49c994, 0xd4772e07, 0x0f100749, 0x0109890a, 0xcafe6d08, 0x09aa49ac,\r\n    0x13019332, 0x291d826b, 0xfe000527, 0x28261a40, 0x898a1e27, 0x3a06e249, 0x020a5f68, 0x19088a09, 0x7a91840a, 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0x000c2705, 0x003c0014, 0x4c442900, 0x22232605, 0x21013d26, 0x06904e00, 0x56113721, 0xb14906b2, 0x471c8205,\r\n    0x7d4e059e, 0x011f2106, 0x33279c83, 0x80011632, 0x82fc8003, 0x28a02603, 0x0480fd38, 0x05884e80, 0xe00d1322, 0x3c05bb48, 0x71130de0, 0x2838404f,\r\n    0x6028a002, 0x281c981c, 0x01714f40, 0x01800100, 0xa0283880, 0x252b84fd, 0x60fe4026, 0x3d82130d, 0x132a1182, 0x4fa0010d, 0x28200271, 0x2c822838,\r\n    0xff286026, 0x03007100, 0x0729af83, 0x00000680, 0x00210007, 0x29c18229, 0x06141632, 0x01342622, 0x23511632, 0x013b210b, 0x5708ae52, 0x102f0647,\r\n    0xa9ee4903, 0x03a9eea9, 0x96966ae0, 0x8380fa6a, 0x33e02c05, 0x02356513, 0x13653500, 0x5667fd33, 0x032109f9, 0x26278260, 0x4902eea9, 0x84fc6a96,\r\n    0x82032027, 0x31882805, 0x88314747, 0x600180fb, 0x9b4708b3, 0x41ff2006, 0x072c053f, 0x00005000, 0x16320301, 0x26373233, 0x042f7d82, 0x3b011337,\r\n    0x13171601, 0x1e171216, 0x84161701, 0x15200804, 0x22150614, 0x04222326, 0x013f3407, 0x35053e32, 0x27012e34, 0x15020625, 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0x3f239782, 0x82323601, 0x2b0634a6, 0x17011101, 0x36323316, 0x33163233, 0x3e163221, 0x82013f02, 0x15162709, 0x07060714, 0xe1822726, 0x83032e21,\r\n    0x062229c7, 0x14170607, 0x06141512, 0x8207e042, 0x8224204f, 0x262333db, 0x023e013d, 0x34113637, 0x34013d02, 0x012e3436, 0x16822627, 0x020e0722,\r\n    0x11283e82, 0x1221d006, 0x3a147e14, 0x12230382, 0x8b505021, 0xf959080c, 0xc70c36d1, 0x242cb02c, 0x2501248f, 0x150b1e06, 0x042a080e, 0x05020414,\r\n    0x1d191d27, 0x010d1003, 0x07130c06, 0x6311021d, 0x09204e32, 0x05050401, 0x24a8280a, 0x4c220305, 0x3241e4fe, 0x110333ca, 0x13186c59, 0x04020106,\r\n    0x21970b03, 0x1e131478, 0x0e2a1a21, 0xa21a2580, 0x2202821a, 0x87000425, 0xfc690809, 0x1bff0400, 0x01010405, 0x0b0d0501, 0xe0700101, 0x040e1d50,\r\n    0x4e09542c, 0x09080145, 0x01010203, 0x37510404, 0xa1b4fd5e, 0x21486f10, 0x28102b15, 0x010f0e0a, 0x33121402, 0x201b0901, 0x012a0e1a, 0x94016555,\r\n    0x1b027565, 0x04141c17, 0x0d0e180c, 0x1a026777, 0x007f0112, 0x00000200, 0x000603ff, 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0x2d7773bd, 0x04081703, 0x160a0a10, 0x07232a39, 0x4e3b2315, 0x6ab58a6f,\r\n    0x0c0d27a0, 0x8001131a, 0xfe230213, 0x26e787fd, 0x051b0d13, 0x8704221a, 0xd62c08e5, 0x180d0a13, 0x01090810, 0x1380fedc, 0xc02a1105, 0xb0fe8983,\r\n    0x0d020b17, 0x6067220e, 0x54313884, 0x41535060, 0xc016273a, 0x1305112a, 0x34222282, 0xfb850000, 0x80057f26, 0x44002f00, 0x3220fb8f, 0x8206d641,\r\n    0x12d841d4, 0xff83db82, 0x68272221, 0xee890fe5, 0x2308d141, 0x06030d0a, 0x2f0dd341, 0x06060d0a, 0xd2fce714, 0xfe184218, 0x6e181852, 0x01230782,\r\n    0x82870207, 0x186e2506, 0xc2fe5e02, 0x210dca41, 0xca41020a, 0x0dfe2808, 0x030a4009, 0x82d40108, 0x0118223b, 0x223084ae, 0x82f9fe18, 0x2044833a,\r\n    0x2a008200, 0xff000001, 0x06000700, 0x82430000, 0x07142c0d, 0x26220601, 0x1121013d, 0x84163233, 0x27b0830c, 0x11013b36, 0x06141521, 0x3725bd84,\r\n    0x16323601, 0x2221821d, 0x5f262223, 0x142207a6, 0x21822b06, 0x36343532, 0x07011732, 0x00ff1300, 0xfe263413, 0x261a8080, 0x04830a84, 0x801a2626,\r\n    0x342680fe, 0x13210a83, 0x201e8301, 0x831e8401, 0x820f830a, 0x8301201e, 0x0001231e, 0x24849a02, 0x13202fa8, 0x07506d8d, 0x001d290a, 0x16360100,\r\n    0x06141115, 0x2720c382, 0x49086d5b, 0x152d0533, 0x03373611, 0x1a1a13d3, 0x093afd13, 0x093c6f04, 0x05090436, 0x1a0c1373, 0x0c1a40fa, 0x09c60213,\r\n    0x1a5afd0a, 0x051a2626, 0x2625ca82, 0x0a5afd1a, 0x255f8509, 0x80050007, 0x5f8f2b00, 0x84846696, 0x06373622, 0x73916d88, 0x13c60223, 0x2079901a,\r\n    0x8282963a, 0x1a0c232c, 0x8b843afd, 0x52ff7a21, 0x192005ef, 0x34218b92, 0x20798737, 0x83e78753, 0x82132079, 0x216d98d7, 0x1d833413, 0xeb845e86,\r\n    0x057c2b08, 0x0084057f, 0x0900000b, 0x35260601, 0x17363411, 0x05141601, 0x17d0fa68, 0x05172121, 0x61021730, 0x140d1efd, 0x1ac0051a, 0x09820d14,\r\n    0x68002421, 0x0f200c53, 0x2106e147, 0x6f5b2306, 0x16322208, 0x0e644705, 0x2600062a, 0x1a00fe1a, 0x021a2626, 0xfc210582, 0x220d8b80, 0x4cfa4005,\r\n    0x262108f5, 0x820b8a1a, 0x05eb4166, 0x05000625, 0x430f0080, 0x1620108d, 0x2f895583, 0x3b89478c, 0x80050627, 0x00001900, 0x20da8817, 0x20e18617,\r\n    0x2aed8407, 0x132d0706, 0x02131a1a, 0x830409c6, 0x13132a05, 0x1a133afd, 0x13730904, 0x20f0830c, 0x240e820c, 0xc6020a09, 0x2108831a, 0x0d823413,\r\n    0x02231782, 0x88090ac6, 0x0727425f, 0x66835f90, 0x55013b21, 0xf5620525, 0x94062005, 0x0d9a4271, 0x86827d99, 0x261aa622, 0x23072041, 0x090aa602,\r\n    0x0c212b82, 0x238c861a, 0xff000001, 0x20051b53, 0x8feb8f1d, 0x43ef8884, 0xef8d0b12, 0x0024688e, 0x00020000, 0x062a6182, 0x00060501, 0x001b000b,\r\n    0xbb631300, 0x23062405, 0x5d262221, 0xec850967, 0xc6020e22, 0x25076342, 0x0c1a40fa, 0xa241c605, 0x02262209, 0x201c822d, 0x23b88213, 0xe6fd1a1a,\r\n    0x25050b65, 0x00ff1a26, 0x6282261a, 0x9a2f6182, 0xa6049aff, 0x1400e605, 0x02090000, 0x650f1416, 0x34210575, 0x05245337, 0x93041429, 0x1302edfd,\r\n    0x82a61313, 0x1afd255f, 0xe6021313, 0xa6270882, 0xfdd30413, 0x84edfded, 0x8212850a, 0x85238317, 0x825a2053, 0x86662053, 0x10886e53, 0x14160124,\r\n    0x4a825304, 0x2f823420, 0x13021322, 0x5c844582, 0x02214082, 0x85168293, 0x8518820c, 0x2011825c, 0x0cfb4234, 0x2f00232b, 0x35010000, 0x21232634,\r\n    0x05527411, 0x21111522, 0x2c055774, 0x14112133, 0x32013b16, 0x21113536, 0x0cb46732, 0x83c00421, 0x1a2624f2, 0x83261a80, 0x1a2623f9, 0x0c840001,\r\n    0x1a000125, 0x49400126, 0x02210e28, 0x83268240, 0x21339119, 0x3a492b01, 0x0002210e, 0x22074b68, 0x871b000f, 0x918d8797, 0x82fd2083, 0x1a26226f,\r\n    0x84759803, 0x90262094, 0x0b7f6365, 0x37002b22, 0x34256782, 0x3637012f, 0x25058235, 0x0f222326, 0x05842701, 0x14150625, 0x8407011f, 0x33162505,\r\n    0x17013f32, 0x07410584, 0x137d290d, 0x1313b5b5, 0x1a1b135a, 0x1a210883, 0x910a821b, 0x83012111, 0x210e1141, 0x2e9b9e01, 0x01214086, 0x181b41ce,\r\n    0x23001722, 0x2622b385, 0xac820722, 0xa582b182, 0x82011721, 0x0137239f, 0x2c67013e, 0x0405290a, 0x34135b12, 0xe268fe13, 0x5b250582, 0x6a011212,\r\n    0x23a38213, 0xfc121f02, 0x0329918e, 0x5a121c22, 0x69fe1313, 0x27cd82e2, 0x121b1c12, 0x131396fe, 0x4a202782, 0x0320838e, 0x250a9f41, 0x0046003a,\r\n    0x47762500, 0x2e34270f, 0x07222301, 0x8d841f06, 0x3637362b, 0x15163233, 0x0e070614, 0x07a97601, 0x36343526, 0x24043e37, 0x0320a58a, 0x080b4b6e,\r\n    0xa66f0024, 0x0f80f357, 0x0c078417, 0x21350910, 0x4b303422, 0x693f3028, 0x0ec00e12, 0x20212b12, 0x191f3a22, 0xbd8e8001, 0x5c6ea020, 0x02230808,\r\n    0x529658ae, 0x641218d5, 0x18440c06, 0x26213418, 0x751c162e, 0x120e2443, 0x3d130e12, 0x31151213, 0x8e3d4a2f, 0x0ac366d2, 0x2e001e24, 0xd3873a00,\r\n    0x85064a64, 0x231121b6, 0x20098442, 0x68f28e03, 0x00250c9d, 0x12600e12, 0x05d06a0e, 0x83606021, 0x82012077, 0x20e08a9c, 0x24bc9002, 0x02120ea0,\r\n    0x82298300, 0xc0fe2308, 0x06820e12, 0x8e031222, 0x0a840583, 0xaf8fc120, 0x24092343, 0x005f002f, 0x090b7200, 0x27012e22, 0x25084f65, 0x3307010e,\r\n    0xbc821632, 0x012b0625, 0x6217011e, 0x1d2406fb, 0x01013e01, 0x1f822384, 0x37822b88, 0xad6b2320, 0x013e2207, 0x822b8837, 0x32438237, 0x1a6dad04,\r\n    0x6d1a2626, 0x266ca120, 0x261a801a, 0x8f20a16c, 0x73012710, 0x258f1a26, 0x1f84a1eb, 0x25eba123, 0x8e30838f, 0x44022010, 0x3d920521, 0x01214e88,\r\n    0x965e822c, 0x2060863e, 0x0c6f6c00, 0x2f00232b, 0x00003b00, 0x22060701, 0x2404852f, 0x013f3426, 0x05017427, 0x9d4c1f20, 0x010f2507, 0x36141617,\r\n    0x26178768, 0x1a0a9249, 0x8289890a, 0x0a922104, 0x0a200783, 0xcd200f8e, 0x211b8e6c, 0x3495c901, 0x19204488, 0x8c1ba868, 0x063b6dcb, 0x2f460920,\r\n    0x013f2506, 0x011f3236, 0x16210484, 0x18446914, 0x5afe932a, 0xfe133413, 0x661313da, 0x93220782, 0x05821301, 0x7a136622, 0x0221b29b, 0x223382d3,\r\n    0x84260113, 0x83132029, 0x203b8332, 0x3da7a6fa, 0x00090085, 0x00220012, 0x27340100, 0x32331601, 0x0105023e, 0x0e222326, 0x00141501, 0x23730210,\r\n    0x06d77d05, 0x20054a08, 0x890efd57, 0x92c96fa0, 0x0219fc56, 0x94a587f3, 0x200592fa, 0xe3fecd7a, 0xe3fec8fe, 0xcd7a7acd, 0x38011d01, 0x02cd1d01,\r\n    0xfd86a183, 0x9257590f, 0xf202bccb, 0x94fc925b, 0xfe3f01a2, 0xcee2fec6, 0x01ce7a7a, 0x013a011e, 0x8209831d, 0x40002972, 0x000635ff, 0x20004b05,\r\n    0x152e0c82, 0x21230614, 0x0f141601, 0x22230601, 0x8c6b0127, 0x32332205, 0x3912821f, 0x32210107, 0x41000616, 0x0140fd34, 0x4b262625, 0x27343525,\r\n    0x252575fd, 0x25828b02, 0x264b2634, 0x02dbfe26, 0x024134c0, 0x4b358080, 0x6c24dafe, 0x1b824c24, 0x25838c20, 0x268a0226, 0x6a264a26, 0x4b202082,\r\n    0x00256282, 0x0535ff00, 0x526f86c0, 0x2f2505db, 0x37342601, 0x08b37401, 0x3f210d82, 0x05114e01, 0x25c00528, 0x342775fd, 0x5f822733, 0xfd25012b,\r\n    0x41413440, 0xfec00234, 0x297f82db, 0x26353426, 0x02258b02, 0x22823640, 0x4b252522, 0x01236082, 0x82354b25, 0x2601217d, 0x30827d82, 0x2375fd22,\r\n    0x35286f83, 0x4b0680ff, 0x21004005, 0xd8870c82, 0x4708114c, 0x352005f8, 0x24053f54, 0x06160117, 0x2449824b, 0xfe243635, 0x844a84da, 0x244a82c8,\r\n    0x37238b02, 0x22ea8236, 0x9a350225, 0x2188828b, 0x00820027, 0x35000124, 0x7382b5ff, 0x22008022, 0x07207383, 0x86084c41, 0x08916dd6, 0x1f20e583,\r\n    0xe5837484, 0x3f823520, 0x4a262637, 0x25353427, 0x344c2601, 0x014c3480, 0x34352526, 0x02254b27, 0x351b82c0, 0x02252574, 0x3536248c, 0x25254b26,\r\n    0xc002dafe, 0x344c4c34, 0x228240fd, 0x824b2521, 0x00012a75, 0x0780ff00, 0x00c00500, 0x08cb4d2c, 0x23113534, 0x15050e22, 0x16141714, 0x23061415,\r\n    0x022e2722, 0xeb820227, 0x33211222, 0xaf4d8282, 0xfe250805, 0x26341300, 0x999b62e0, 0x233e6271, 0x0f110505, 0x0c070c10, 0x357f030f, 0xe0c902a2,\r\n    0x02133426, 0x349a0300, 0x08258213, 0x011a2621, 0x361f0c00, 0x65a07555, 0x23064437, 0x11140f09, 0x07221a09, 0xc7a61d01, 0x01930186, 0x82261a00,\r\n    0x0b034825, 0x2f001722, 0x17218985, 0x09837b16, 0x26077e43, 0x06141101, 0x41012f22, 0x3424057e, 0x26270137, 0x28053d6f, 0xfe0af302, 0x261390b4,\r\n    0x060d6b1a, 0x4c019028, 0x720a1a0a, 0x8a821703, 0xb4fe9022, 0x0a230b83, 0x834c010a, 0xc0012621, 0xed01261a, 0x212f841a, 0x9e822634, 0x13200f82,\r\n    0x2e822f83, 0x3e834920, 0x30831320, 0x82720a21, 0x82308333, 0x2a8e8222, 0x0d000200, 0xf3058dff, 0x84007305, 0x2387979f, 0x01071400, 0x0321b793,\r\n    0x96889500, 0x400221b7, 0x02218894, 0x83b69493, 0x8301209f, 0x80052504, 0x23008005, 0x42078f43, 0x214308ac, 0x08404208, 0x16322135, 0x28388005,\r\n    0x283860fe, 0xfe3828c0, 0x38382860, 0x84a00128, 0xa001250c, 0x20033828, 0x2f841593, 0x6b826683, 0x05000224, 0x434d0380, 0x0e795b05, 0xfb215783,\r\n    0x20508340, 0x84448204, 0x38578449, 0x01000038, 0x80ff7a00, 0x80050606, 0x00003500, 0x0f011e01, 0x27010e01, 0x31a68825, 0x2f260605, 0x37362601,\r\n    0x012e012d, 0x013e013f, 0xaf880517, 0x1636253c, 0x0616011f, 0xca050507, 0x401a1b2e, 0xfe2e671a, 0x80344cf6, 0xf6fe4c34, 0x0f82672e, 0x012e1b23,\r\n    0x850a820a, 0x0a01211a, 0x01211a84, 0x231a860a, 0xe601f6fe, 0x6e203182, 0x992d3982, 0x4c34cdfe, 0x3301344c, 0x2e1b1a99, 0x211f826e, 0x19879a9a,\r\n    0x83330121, 0xcdfe2119, 0x00201988, 0x240a8b48, 0x001b000b, 0x22fa822d, 0x49120420, 0xa37f072a, 0x13032b0f, 0x2b262734, 0x06072201, 0xa84b1315,\r\n    0x2f022605, 0x6101a201, 0x081e49ce, 0x12b20227, 0x140dc00d, 0x30048214, 0x0a120212, 0x0edc0e0a, 0x14110a0a, 0x130eb90e, 0x0f874805, 0xbeeffb39,\r\n    0x0d14130e, 0x13140dbe, 0x6d026601, 0x0808060c, 0x93fd0c06, 0x820f0f0a, 0x82042085, 0x06003603, 0x00400500, 0x0016000d, 0x004a001f, 0x11352500,\r\n    0x11152135, 0x2a798515, 0x26273301, 0x14062223, 0x82342416, 0x010f2307, 0x37763233, 0x08444f05, 0x29071758, 0x34262221, 0x1f323336, 0x05823701,\r\n    0x14162c08, 0x32212306, 0xfea00316, 0xc01c24c0, 0x38fe241c, 0x2b1a7ec3, 0x02383828, 0x2b2838d8, 0x28c27d1a, 0x0e12b001, 0xfb283860, 0x493828c0,\r\n    0xb82a054d, 0x5d83835d, 0x80803d6b, 0x09836b3d, 0x0eb80136, 0x0138b412, 0xfec0c0d4, 0x1b19382c, 0xa165031b, 0x3850381f, 0x1f210282, 0x215582a1,\r\n    0x6942120e, 0x0e122c07, 0x120e4001, 0x4d83ba83, 0x824da5a5, 0x00122206, 0x06df5702, 0x15008024, 0x0b824e00, 0x0423b883, 0x82060706, 0x323323d1,\r\n    0xa0823e37, 0x32332427, 0x06071401, 0x05035400, 0x2223012c, 0x2223020e, 0x032e2726, 0xf7793435, 0x83262005, 0x3e372208, 0x08028204, 0x1e323391,\r\n    0x26000502, 0xdcfeac1a, 0x26137ae3, 0x1b15181a, 0x0189145e, 0x021ab607, 0xfe2e1426, 0xe0d6dbeb, 0x920f8a94, 0x2b2f1017, 0x292b1d3e, 0x03080219,\r\n    0x3e4a3e03, 0x5709021c, 0x376dbe97, 0x95b2b3b4, 0x14270a27, 0x27182722, 0x0310203f, 0x63263426, 0x181587a9, 0x1813261a, 0x687c135e, 0x625f0601,\r\n    0x6dc2fee0, 0x4a052f6c, 0x23404c40, 0x060e042a, 0x4d23070d, 0x04133a36, 0x35330a44, 0x779fd273, 0x030f1224, 0x0a252709, 0x09171127, 0x4474845c,\r\n    0x002d0543, 0x800500ff, 0x0f000006, 0x00003300, 0x0e394305, 0x0e140122, 0x17241282, 0x042e1727, 0x0529c982, 0x17273435, 0x05041e27, 0x0b275b80,\r\n    0x3100ff2f, 0x4f60604f, 0x01044331, 0x5a898c5a, 0x210d8537, 0x0d850342, 0x0d40a025, 0x830d1313, 0x13043304, 0x535d844e, 0x335b4848, 0x01018060,\r\n    0x81745429, 0x118762ac, 0x86825e21, 0x06bf4911, 0x07000032, 0x00800400, 0x00210011, 0x01000031, 0x15162726, 0x2a060f57, 0x04160706, 0x34002420,\r\n    0x57222326, 0x35300528, 0x32333634, 0x06071400, 0x27002000, 0x36373426, 0x6e080782, 0x98800617, 0xf9fe3de5, 0xf9fe8efe, 0x8598e53d, 0xd4019101,\r\n    0xb5fd9101, 0xb37d141c, 0x7a1c281c, 0x6c031456, 0x27fe8c14, 0x27fef2fd, 0x8c14148c, 0x0e02d901, 0x028cd901, 0x6875ec40, 0xf9feb979, 0x79b90701,\r\n    0xcdec7568, 0x3902f3f3, 0x7db31c28, 0x141c1c14, 0xd2fe7a56, 0xfee62344, 0xe51601eb, 0xe5234423, 0xeafe1601, 0x000500e5, 0x82a0ff00, 0x00e036ab,\r\n    0x00190009, 0x0043003d, 0x25000055, 0x35012e37, 0x07063734, 0x20a78f12, 0x48a78325, 0x26200591, 0x2e212182, 0x23b18501, 0x37173221, 0x1e2ac582,\r\n    0x13161703, 0x01070614, 0x27820416, 0x04060732, 0x24363723, 0x37272637, 0x0217011e, 0x62574e2b, 0xa722cb82, 0xc5898902, 0x87014208, 0x5cfe6a01,\r\n    0x120a3169, 0x2c107a0c, 0x1458f18f, 0xc6019914, 0x5b590d01, 0x05120a36, 0x211e241a, 0x9e251003, 0x08180182, 0x2714c001, 0x75fe9646, 0x01d44ade,\r\n    0xa7737969, 0x39af5f3f, 0xc03f8dc9, 0x23e7836b, 0x6e02fefe, 0xef29e689, 0xfdbd0207, 0x1059bc0c, 0x08568246, 0xd8414b2b, 0x1f4c1f89, 0x111001eb,\r\n    0x130c1061, 0x0a021312, 0xe58b30fe, 0x2df60132, 0x40224684, 0x84beac51, 0xb3bcee12, 0xb2407073, 0x05bb415f, 0x80ff102c, 0x0006f006, 0x21000f00,\r\n    0xff4d3300, 0x11934411, 0x16010323, 0x08e56907, 0x013e0125, 0x5d041632, 0x02270aab, 0x0b0d0a12, 0x440d0bdc, 0x0d3a0695, 0x25230003, 0xfa223b11,\r\n    0x113b2200, 0x00032325, 0x3c463c11, 0x130ebea1, 0x04830e13, 0x84012108, 0x070ccb01, 0x0e070b0b, 0x0d0a37fe, 0xfab0030d, 0x1d3f3f80, 0x3f1d2222,\r\n    0x1f80053f, 0x01002424, 0x052ea483, 0x006c056c, 0x01000032, 0x010f0616, 0x8f411613, 0x09272306, 0x0b831701, 0x26012b28, 0x2726022f, 0xd2483f26,\r\n    0x01092105, 0x27080b85, 0x3e370517, 0x2c600501, 0xa0a14c40, 0x07801105, 0x0f03040c, 0xfee9fe06, 0x0d0535fd, 0x020e0960, 0xfcbd090f, 0x0a01020b,\r\n    0x50080b82, 0x01c20206, 0x0e04fe03, 0x800b0203, 0x9902100e, 0x05c04ca0, 0x4cc03460, 0x1348fda1, 0x0106600e, 0xfc010d03, 0x11c2fdfe, 0x0209600e,\r\n    0x07bdfc0b, 0x610c0d10, 0x01350109, 0x08170103, 0x800b1010, 0xa09f050d, 0x0f00404c, 0x00ff0000, 0x00068006, 0x110b6d00, 0x37003331, 0x3f003b00,\r\n    0x73004f00, 0x21170000, 0x82012111, 0x8e252003, 0x88138307, 0x08bc5117, 0x8a068f45, 0x8e37202f, 0x0a13761b, 0x40183620, 0x21210a41, 0x4b401835,\r\n    0x80162d09, 0xe0fe2001, 0x40016001, 0xa0fec0fe, 0x02210b8f, 0x201784e0, 0x21058380, 0x1d830003, 0x0b84fe20, 0x44a0fe21, 0x0d23050a, 0x82130d40,\r\n    0x85418223, 0x84012017, 0x8920204d, 0x8001301c, 0x80fa344c, 0x344c4c34, 0x40425e80, 0x85015e42, 0x84118206, 0x20012229, 0x255a8340, 0x01404001,\r\n    0x5f82fc20, 0x85c00121, 0x01402c07, 0x01200240, 0x13130d20, 0x82e0fe0d, 0xadfc2105, 0xa8822284, 0x8ac02021, 0xfb4d2216, 0x205a8300, 0x25058205,\r\n    0x5e5e4260, 0x05856042, 0x00004c39, 0x00000300, 0x0007a0ff, 0x1200e005, 0x71003700, 0x06010000, 0x60042e07, 0x003d0ad6, 0x06010714, 0x3d262223,\r\n    0x010e2201, 0x3627062e, 0x33041e37, 0x36343521, 0x01173233, 0x271c8812, 0x020e2221, 0x0e070607, 0x260b5f7f, 0x3637023e, 0x88063e37, 0x0225082d,\r\n    0x164d3c9a, 0x4b33331e, 0x120ee02c, 0xfae00e12, 0xfe090605, 0x0d0e09c0, 0x386a2013, 0x324c345a, 0x1b3a3442, 0x2222863b, 0x77120001, 0x228308ee,\r\n    0x3000ff30, 0x182a3c4e, 0x291d2e20, 0x5d573d43, 0x43854478, 0x3587148e, 0x5c1f0430, 0x48372db5, 0x0e121d29, 0xfc120ec0, 0x68831c0e, 0xc00d132e,\r\n    0x07030101, 0x2e22170e, 0xb45d273d, 0x1d821f84, 0xc1fe0a24, 0x20877703, 0x3f3c1e2c, 0x426d3e2e, 0x5650785a, 0x3c842133, 0x2e85118c, 0x0000002d,\r\n    0xff000001, 0x05000700, 0x82260000, 0x0210300d, 0x27222304, 0x07060506, 0x35272606, 0x82263626, 0x3e5b08fa, 0x02263705, 0x013e3435, 0x04323324,\r\n    0xfef00007, 0x4b46f464, 0x31fafec6, 0x041b1141, 0x0a010503, 0x07020c02, 0x18291530, 0xb59d0b1e, 0x4c01f08e, 0x9c01f4b6, 0xa4fe2e03, 0x08abd9fe,\r\n    0x080e43af, 0x01121602, 0x0f041004, 0x08020e03, 0x2e381735, 0x01592848, 0xed829606, 0x49ab65ac, 0x23240b17, 0x43003300, 0x15369082, 0x20040214,\r\n    0x013d0224, 0x21333634, 0x011d1632, 0x32031e14, 0x0f87033e, 0x570df15b, 0xc53613cd, 0x48fea1fe, 0x26c5a1fe, 0x1a80011a, 0x523c2f26, 0x522e2a2e,\r\n    0x0e852f3c, 0x2600fc24, 0x1682fe1a, 0x04200d85, 0x022a0d8c, 0xfec980c0, 0x01b5b5be, 0x2184c942, 0x4c34802a, 0x04041626, 0x344c2616, 0x02210f83,\r\n    0x8b388966, 0x00262144, 0x012e0082, 0x15005a00, 0x2004a606, 0x00001400, 0x44180725, 0x8e560b59, 0x06142605, 0x3413a693, 0x110d5613, 0x13a5cd23,\r\n    0x05dd5513, 0x3513a52b, 0x13e50213, 0x131bfd13, 0x25538635, 0xa606e0ff, 0x5383eb03, 0x210b3f50, 0x3f500917, 0x93062306, 0x6f561afd, 0x205c8306,\r\n    0x070d5602, 0x82d80221, 0x214b8343, 0x5d821335, 0x82059856, 0x4954825d, 0x8026051b, 0x25008004, 0xa9824b00, 0x23061430, 0x032e2221, 0x013d013c,\r\n    0x26222311, 0xf97a3435, 0x5b152006, 0x32260553, 0x0116011f, 0xbb500714, 0x34352905, 0x11013b36, 0x012f2221, 0x37082782, 0x32213336, 0x011c031e,\r\n    0x3311011d, 0x00051632, 0x40fc0d13, 0x04070b08, 0x261ac002, 0x1340010f, 0x4001133c, 0xc01a260f, 0x09104002, 0x800207a0, 0x14c0fe0f, 0xc0fe143a,\r\n    0xfd211383, 0x231383c0, 0xc0030d13, 0x28083187, 0x04130d20, 0x0611060a, 0x01a00114, 0x181a26a0, 0x16800111, 0x1180fe16, 0xfe261a18, 0x0ac00b80,\r\n    0x11189501, 0x171780fe, 0x25128401, 0xc00c8001, 0x32890b09, 0x2660fe22, 0x2e067f48, 0x800680ff, 0x07000005, 0x3a000f00, 0x61240000, 0x0420066d,\r\n    0x13290786, 0x07061411, 0x14151605, 0x9c4f1807, 0x34352508, 0x0337023e, 0x3420f982, 0x0421d084, 0x28198217, 0x684c8002, 0x03684c4c, 0x360684cc,\r\n    0xfb1821cc, 0x03180dec, 0x26261a98, 0x1a00fc1a, 0x1b101026, 0x83ccb102, 0x00012d0d, 0x0c0e1910, 0x04010704, 0x34261ab1, 0x36823383, 0x032d0283,\r\n    0x1800fec0, 0x3c7a0325, 0x2630100a, 0x26378234, 0x311f290b, 0x82370305, 0x120d250b, 0x0726151f, 0x0120af84, 0xaf82b483, 0x14008022, 0x21113f5a,\r\n    0x8982011d, 0x8480062a, 0x5c40fb5c, 0x015c8484, 0x02260582, 0x03845ca0, 0x0f84fda0, 0x83c00321, 0x84202115, 0x02214283, 0x2b008200, 0x80055707,\r\n    0x2a001300, 0x14010000, 0x21077d71, 0xee7e3435, 0x16322c05, 0x22211501, 0x07010706, 0x6f352634, 0x5f8406a5, 0x1f57072e, 0x9b2bb0fe, 0x22c0fb42,\r\n    0x50011f35, 0x042e0982, 0xfe352240, 0x5ec0fca9, 0xaffe3dce, 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0x0e032123, 0x22012b01, 0x22210327, 0x36343526, 0x5b221133, 0x1b8206d8, 0x16321127, 0x1c12e001, 0x39028212, 0x1a26a002, 0x023353fe,\r\n    0x1b010c11, 0x6cfe4c05, 0x639d261a, 0x344c4c34, 0x05838002, 0x029d632b, 0x0ec001a0, 0xfe0e1212, 0x33058240, 0x261aaefe, 0x110c1dfe, 0x26e5011b,\r\n    0x02c57b1a, 0x4c684c00, 0xfe220282, 0x3746c500, 0x00002905, 0x00060007, 0x3f002700, 0x8213c94d, 0x0de86f78, 0x013b3622, 0x7f5c8882, 0x6c052016,\r\n    0x02200881, 0xfd228084, 0x5d6d4240, 0x0e122106, 0x01278b82, 0x13342680, 0x5c74fdb0, 0x02230587, 0x6813b08c, 0x022105b8, 0x05214260, 0x77400323,\r\n    0x232884a9, 0xc0fc425e, 0x01203983, 0x12263482, 0x00fe5203, 0x3784261a, 0x82720a21, 0x2337833a, 0x00262634, 0x09634a18, 0x40001724, 0x83420000,\r\n    0x41092016, 0x343208d9, 0x33023e26, 0x35363221, 0x23263411, 0x2e022a21, 0x12863503, 0x42041621, 0x01251382, 0xfe77a973, 0x06b342c0, 0xc9840120,\r\n    0x42e0fe21, 0x022506b3, 0x0d0f0501, 0x21ae8201, 0x8a429a02, 0x33012215, 0x421d82fd, 0x022008b9, 0x022fce82, 0x080b0704, 0x1a152004, 0x0300a90d,\r\n    0x6aff0000, 0x0637057f, 0x49000d00, 0x26010000, 0x14152135, 0x21352516, 0x013e0714, 0x46141537, 0x012005c1, 0x33631382, 0x63481806, 0x25c18208,\r\n    0x26272634, 0x58522e27, 0x34352206, 0x056d5236, 0x32213508, 0x4aca0116, 0x04bd00ff, 0x4a00ffc3, 0x5380bd8d, 0x2a71cd8d, 0x3d1d2635, 0x12754b43,\r\n    0x0ec0fc0e, 0x434b7512, 0x35261d3d, 0x8dcd712a, 0x01283853, 0x02425e20, 0x3708d882, 0x38282001, 0xd1a28d02, 0xf6a84e60, 0x1da2d160, 0x4780cea8,\r\n    0x054f7490, 0x4d222936, 0x5b4a3633, 0x120e4045, 0x45400e12, 0x33364a5b, 0x3629224d, 0x90744f05, 0x38288047, 0x2405c354, 0x00000038, 0x3ecf8409,\r\n    0x00800500, 0x000f0007, 0x001f0017, 0x002c0027, 0x00810032, 0x01000091, 0x07262736, 0x85161706, 0x36372205, 0x210f8627, 0xc6823617, 0x17201782,\r\n    0x1e270f85, 0x22233401, 0x82263714, 0x01363211, 0x00200034, 0x17121415, 0x34353616, 0x2e020e27, 0x08f08401, 0x32333624, 0x1e17011e, 0x37363201,\r\n    0x032e3736, 0x26373435, 0x1f163637, 0x17323601, 0x1617023e, 0x14151607, 0x0583030e, 0x14150626, 0x12363716, 0x250fd543, 0x07040702, 0x03820509,\r\n    0x0705173c, 0x05070606, 0x07022f06, 0x07030107, 0x01021608, 0x05080603, 0x0b025b06, 0x03820409, 0x0a0c2e2a, 0x0216023d, 0x82021402, 0x0805eb70,\r\n    0x129ac43f, 0x13060111, 0x082b2c34, 0x05022217, 0x0e0b030b, 0x0c2a1206, 0x202c2b10, 0x311a070e, 0x3527484a, 0x47131d18, 0x8c3a1a19, 0x4c230b3a,\r\n    0x35181d13, 0x3d402b1c, 0x11012326, 0x01c49a12, 0x0b2f4400, 0x06500123, 0x3e7b8207, 0x072e0707, 0x08080403, 0x04310403, 0x05040204, 0x01130203,\r\n    0x08070207, 0x07470607, 0x82070304, 0x04590803, 0x070f1010, 0x04080704, 0x01d44501, 0xd4d4fe2c, 0x34f5fea7, 0x340c1003, 0x0103012b, 0x3b1a1f09,\r\n    0x0b05010f, 0x1b040708, 0x071c1c16, 0x06162f06, 0x46633519, 0x4a3e3a4f, 0x10101b06, 0x16071111, 0x3e4a061e, 0x57394f3a, 0x04102435, 0x6228401f,\r\n    0x03100c02, 0x020b0134, 0x0b934487, 0x0000042c, 0x800680ff, 0x0700c005, 0x07440f00, 0xbf4f1805, 0x011e2f1d, 0x36322133, 0x16322137, 0x21230601,\r\n    0x04821411, 0x35262227, 0x27222111, 0x06825326, 0x4f180520, 0x260816c1, 0x3d6315ab, 0x633d0001, 0x28ab0115, 0x11bbfe38, 0x2600ff2a, 0x1a00ff1a,\r\n    0x2a00ff26, 0x011f1111, 0x123612c0, 0x471fc001, 0x058505dd, 0x0bc44f18, 0x48483827, 0x60023838, 0x07294628, 0x1e27282a, 0x1313c001, 0x001e40fe,\r\n    0x02200082, 0x0537c783, 0x008005ff, 0x00630031, 0x26340100, 0x35022e27, 0x34353634, 0x7e232627, 0x222f05ad, 0x0607010e, 0x15020e07, 0x14151614,\r\n    0x7e161406, 0x322c0618, 0x12013e37, 0x06021437, 0x22230607, 0x38842b86, 0x34352625, 0x6837023e, 0x2b850531, 0x38083682, 0x021e1415, 0x05011e17,\r\n    0x0c0b0e7f, 0x0a0a080a, 0x4e130904, 0x3be83c14, 0x3843672b, 0x7f604189, 0x18161931, 0x19611816, 0xb539e139, 0x77d58167, 0x9bfc8c80, 0xe239ca7c,\r\n    0x08138238, 0x1665496d, 0x80492419, 0xc29a4e56, 0x3ae73c7a, 0x51144c13, 0x03040a4a, 0x1210020c, 0x8b2cc602, 0x2d1c1e1b, 0x165b171a, 0x09011225,\r\n    0x16181730, 0xe9493136, 0xa02881ef, 0x2c571729, 0x241f161d, 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0xa9a977c0, 0x82400377, 0x02002605, 0x97ff0000, 0x23658205, 0x23000600, 0x11256383, 0x01173701, 0xcc441813, 0xfc802c1c, 0x59a70100, 0x0ca70159,\r\n    0x18211517, 0x2a15d544, 0x0126fb00, 0xfe555596, 0x185a056a, 0x691ddf44, 0x4722095f, 0x7f825700, 0x042e3428, 0x23022e27, 0x03820e22, 0x27022e24,\r\n    0x0060012e, 0x340a8308, 0x07222305, 0x1415010e, 0x1617041e, 0x051e1700, 0x37363233, 0x0f0b4536, 0x00054208, 0x2e312004, 0x1c05062d, 0x2b0f0a16,\r\n    0x070d2924, 0x03160c13, 0x02388e63, 0x2907060d, 0x140a2931, 0x1a180303, 0x0b0a171b, 0x442e3530, 0x070d0505, 0x013c0212, 0x3006a439, 0x24192912,\r\n    0x15933910, 0x0ed64416, 0x0a0b572a, 0x181a1b17, 0x0a140303, 0x34083f82, 0x020d0607, 0x03638f37, 0x07130c16, 0x2b24290d, 0x1c160a0f, 0x2e2d0605,\r\n    0x16042031, 0x10399315, 0x12291924, 0xfea40630, 0x12023cc7, 0x05050d07, 0x03352e44, 0x0b974439, 0x2c000136, 0x54060000, 0x31000005, 0x06010000,\r\n    0x14151607, 0x04010e02, 0x2005a94e, 0x22e78237, 0x82323316, 0x3d720806, 0x2e171601, 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0x02101121, 0x0101030f, 0x36608201, 0x09030302, 0x010d0b06, 0x121b0511, 0x02030403, 0x05030207, 0x82280a0e, 0x0b113109,\r\n    0x09090807, 0x13120308, 0x08050109, 0x09101304, 0x0b2d6982, 0x0c021003, 0x0708080a, 0x08020607, 0x25798210, 0x02040b01, 0x76820b0d, 0x0101022a,\r\n    0x05060a02, 0x992482fc, 0x07236782, 0x830c0701, 0x030822ad, 0x22188206, 0x82030303, 0x09013360, 0x05060205, 0x19050314, 0x06030606, 0x0309020b,\r\n    0xcc821004, 0x320a033e, 0x19111f0d, 0x0704160f, 0x0006081b, 0x15000300, 0x7e0615ff, 0x07008005, 0x2f001500, 0x2309334d, 0x23060109, 0x3905656c,\r\n    0x011e0137, 0x0e071401, 0x00222301, 0x32330010, 0x14161716, 0x17150507, 0x0b82023e, 0x5a490120, 0x022b0805, 0x2556fdaa, 0x6a273435, 0xa9022626,\r\n    0xdc029727, 0x8deb2f17, 0x01f9feb9, 0x7f3ab907, 0xfe10102c, 0x9405c1db, 0x110f097b, 0x82263426, 0xe4012102, 0x25242e82, 0x3536246c, 0x62272e82,\r\n    0x278c0197, 0x52a78643, 0x212f0554, 0x0b220b1e, 0x036be0a9, 0x0014475b, 0x82060000, 0x219a8203, 0xa9828005, 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0x17010901, 0x63f68216, 0x37220564, 0x10821f36, 0x22220e82, 0xcd4b2627, 0x16172206, 0x2012820f,\r\n    0x050f4127, 0x1d843883, 0xfe030526, 0x9063019d, 0x2632f482, 0x2a40fe1a, 0x901f1111, 0x9dfe9dfe, 0x11111f90, 0xae82fe2a, 0x1e272825, 0x82630190,\r\n    0x1a132410, 0x82280c0c, 0x84c020c2, 0x63012123, 0x23833482, 0x1ac0012a, 0x0c0d2726, 0xe303131a, 0x1e213795, 0x23358e27, 0x2a110513, 0x59833583,\r\n    0x21847b84, 0x05247b83, 0x06000013, 0x2408e382, 0x06800700, 0x00110000, 0x00390031, 0x00530041, 0x0100005b, 0x22230706, 0x33103526, 0x33011e32,\r\n    0x15063732, 0x077c4214, 0x053e3422, 0x02201482, 0x3005795a, 0x06140005, 0x36342622, 0x06100032, 0x36102620, 0x2b258220, 0x2726012b, 0x27343536,\r\n    0x3e323316, 0x02203b82, 0x37082186, 0x67a25102, 0x7c705286, 0x3b784b06, 0x04054243, 0xfc799280, 0x07927996, 0x46362015, 0x420a3d65, 0x86888650,\r\n    0x3d0a4250, 0x20364665, 0x00fc0715, 0x9696d496, 0xe15603d4, 0x2f051d6b, 0x52702103, 0x51a26786, 0x3b434205, 0x7c064b78, 0x3d05fc68, 0x7b058002,\r\n    0x61014e51, 0x25172b2a, 0x0efd8b1d, 0x788b8b78, 0x64756535, 0x2b28435f, 0x02822b35, 0x5f432827, 0x05657564, 0x224b8332, 0x851ffe96, 0xfde12f4b,\r\n    0x7b514e9f, 0x1d8b7505, 0x2a2b1725, 0x1c846a01, 0x00820020, 0x00032208, 0x0690ff10, 0x00f00570, 0x00430021, 0x01000069, 0x26012f34, 0x1e072223,\r\n    0x06141504, 0x032e2223, 0xd8451827, 0x86362009, 0x010f211c, 0x37201387, 0x24071a64, 0x00361703, 0x44178214, 0x27200767, 0x21057144, 0x3c763f34,\r\n    0x16350805, 0x17071415, 0x1f323336, 0x1cb00501, 0x2a281cd0, 0x0b20031e, 0x28380713, 0x0c1a190f, 0x1c21031f, 0x28291bce, 0xfd1c931c, 0x1cce1c41,\r\n    0x931d2728, 0x1bd01c1c, 0x31258f29, 0x93557f03, 0x53797853, 0x585853ce, 0x54787a56, 0x0f8e54d0, 0x28400122, 0x202b5d82, 0x1a0c1f03, 0x38280f19,\r\n    0x820b1307, 0x282a290b, 0x1a1bcf1c, 0xe8021c92, 0x1c240882, 0x271c921b, 0x1b212482, 0x2d248d1f, 0x53f0e1fd, 0xcf555392, 0x567b7853, 0x59825858,\r\n    0x6f570e8d, 0x80072705, 0x1b008005, 0x17420000, 0x35002b05, 0x26373634, 0x33003435, 0xdb830432, 0x4d08e383, 0x8007011e, 0xc0fb9fe1, 0x8ef9feb9,\r\n    0x2c010274, 0x01019ed4, 0x6a60463b, 0xa8812996, 0xe19f8001, 0x84b90701, 0x0f1c36db, 0xb02c01d4, 0x6a963e8e, 0xd11e3f4b, 0x73000200, 0x0d0680ff,\r\n    0x17008005, 0x00002100, 0x23061625, 0x37262221, 0x46711101, 0x16220807, 0x012b0614, 0x21010511, 0x11352701, 0x05151123, 0x6a4538f7, 0x456a80fb,\r\n    0x40f70138, 0x1a26261a, 0x05830002, 0xecfe4033, 0xc802f0fe, 0x8014f0fe, 0x7f7f5958, 0x01190359, 0x05a3458f, 0x4471fe2e, 0xad0153fe, 0x8f01251f,\r\n    0x002571fe, 0x07250082, 0x80ff0100, 0x057f5607, 0x5c004e2a, 0x78006a00, 0x8c008600, 0x09f35f18, 0x1601052e, 0x010f0607, 0x27222306, 0x07060701,\r\n    0x8205134c, 0x37262e0c, 0x3637013e, 0x36173233, 0x2627013f, 0x201f8327, 0x2008822e, 0x27138436, 0x1617011e, 0x011f1607, 0x8206f441, 0x36052f0c,\r\n    0x23262726, 0x16060722, 0x32331617, 0x2a823e03, 0x0e200d82, 0x332b2782, 0x35170132, 0x27013f34, 0x83010e07, 0x28358202, 0x07150127, 0x1e171617,\r\n    0x200b8201, 0x21758337, 0x6246a603, 0x6c390805, 0x031cfb01, 0x0d801e05, 0xfd0e1110, 0x04086e4e, 0x6207040e, 0x88918453, 0x070b5a56, 0x92845262,\r\n    0x0d094453, 0x090d7a7a, 0x84925344, 0x05076252, 0x89552b29, 0x62538491, 0x35298207, 0xb2026e08, 0x0d10110e, 0x03051e80, 0x2e5cfb1c, 0x645c5132,\r\n    0x0685274a, 0x32512e27, 0x644a272e, 0x3706855c, 0x21600e01, 0x031a4f0e, 0x0402050e, 0x0260d701, 0x00fd80e0, 0x050209a0, 0x1a294482, 0xfd806003,\r\n    0x0b02b1f8, 0x05244702, 0xfe1a4308, 0x23241472, 0x08074010, 0x04428301, 0x4d303101, 0x4e54358d, 0x8e4c7b54, 0x0d1f5435, 0x09494909, 0x35541f0d,\r\n    0x6c3b4c8e, 0x34544f27, 0x31304d8e, 0x01420401, 0x40070883, 0x14242310, 0x33842a8a, 0x0483243b, 0x333bfd25, 0x84242a84, 0x023b0804, 0x240b3aa0,\r\n    0x1a2f0814, 0x02041003, 0x20e90103, 0xfe404002, 0x08607151, 0x10040402, 0xc0fe1a04, 0x8a980140, 0x00000403, 0xff000005, 0x06000700, 0x001f0000,\r\n    0x00250022, 0x593c0033, 0xa0450e87, 0x72362005, 0x152c07ad, 0x07333611, 0x01092101, 0x11011321, 0x82051b61, 0x36342106, 0x06210c88, 0x07115aa0,\r\n    0x28e0fd2b, 0x011c2838, 0x28601c98, 0x27148201, 0xfe803c44, 0xfd2b01d5, 0xc42d0584, 0x80fe3c01, 0x60fe2838, 0x03280002, 0x200a85d8, 0x21108204,\r\n    0x3d8340fb, 0x38200127, 0x28a00228, 0x823c8360, 0xb8fe3d43, 0xd5fed528, 0xd5feab02, 0x3c01a4fe, 0x60fea001, 0x80fd3828, 0x60280001, 0x8004f8fc,\r\n    0x00200d85, 0x0032b682, 0x0584ff04, 0x007c057c, 0x2500003f, 0x22230614, 0x75540127, 0x01172305, 0x0f861516, 0x26058253, 0x32331601, 0x82343536,\r\n    0x870f871f, 0x3435241f, 0x82323336, 0x0562082f, 0x87759e7c, 0x71f7fc64, 0x739e9fdc, 0x3d0a5d02, 0xfd0a0d10, 0x6a664fa2, 0x08034c92, 0x5440523f,\r\n    0x1abbfd3f, 0x19261d22, 0x3e0a9a01, 0xfe0a0c10, 0x52723f66, 0x45023d58, 0x9e759764, 0x73080364, 0x71de9f9c, 0x0c0aa2fd, 0x020a3d10, 0x6a964d5f,\r\n    0xf7fc4c69, 0x5240543f, 0x1845023f, 0x1b201d26, 0x1b8266fe, 0x010a3e27, 0x52583d9a, 0x204c8272, 0x0cdb6762, 0x31002134, 0x00004500, 0x21110129,\r\n    0x34113301, 0x2e012726, 0xd0482301, 0x11232108, 0xf2521382, 0x094a5005, 0x1805e050, 0x330f414f, 0x011e0117, 0x00038001, 0x800300fd, 0xfe0a1480,\r\n    0x0f300ae7, 0x2a05915b, 0x28388080, 0x38284003, 0x181380fe, 0x2008f359, 0x23138202, 0x3828c0fa, 0xa0361982, 0x011c6028, 0x01281c18, 0x0380fe80,\r\n    0x0a310e80, 0x140a1901, 0x1b8360fe, 0xfba00125, 0x83a00100, 0x00022109, 0x210add59, 0x1d84fc13, 0x53820520, 0xfe1c2826, 0x00601ce8, 0x180b0348,\r\n    0x6414874f, 0x04210b35, 0x0b1c5f60, 0x03203b82, 0xd75a0382, 0x000f2505, 0x002f001f, 0x10fd5d18, 0x0fbb5818, 0x4f180f8f, 0x26210de7, 0x504e181a,\r\n    0x250b8a0a, 0x261a80c0, 0x04831a26, 0x93e60121, 0x2782820a, 0x07c0ff00, 0x00400500, 0x25055f5b, 0x00370027, 0xc1760047, 0x47122008, 0x012006a1,\r\n    0x200ee77f, 0x8f179600, 0x06375ca5, 0xa0707022, 0x05210282, 0x0b695bf0, 0x525cfa20, 0x8b148d05, 0x83d02020, 0x01702233, 0x24068490, 0x0dc0a0fd,\r\n    0x05cb4113, 0x8fe30321, 0x18012011, 0x4109595b, 0x0f210556, 0x36ce82ff, 0x1e00f705, 0x4c003c00, 0x6c005c00, 0x00007c00, 0x23061405, 0x43372722,\r\n    0x0738051d, 0x37023e27, 0x23062235, 0x21352315, 0x011e0715, 0x26211513, 0x033e3435, 0x2c052f59, 0x33013e27, 0x14151632, 0x3307020e, 0x2ffc8f35,\r\n    0x35211501, 0x3d363433, 0x07062301, 0x11333727, 0x04411f8f, 0x7d310810, 0x426a516d, 0x1d393139, 0x081a692b, 0x10132431, 0x016a1041, 0x3c335f4d,\r\n    0x0696fe02, 0x2f42422f, 0x232e191d, 0x3a5f1855, 0x52446449, 0x057f0145, 0x050741ea, 0x040e1222, 0xfa2df582, 0x6bb1fe80, 0x2a080201, 0x056a8847,\r\n    0x41198bec, 0x31080b2d, 0x425c5054, 0x1c1d2d58, 0x0a380840, 0x01122943, 0x58983502, 0x024a0c73, 0x12249f40, 0x2b345433, 0x1b19172c, 0x39333b3a,\r\n    0x53324753, 0x3c19372e, 0x5041c1fe, 0x120e3205, 0x63760313, 0x29a12963, 0x4c25110c, 0xfe6cfe7f, 0x4118887d, 0x03200e57, 0x2a086b5a, 0x0035000f,\r\n    0x01000065, 0x471d1632, 0x263105e3, 0x3634013d, 0x27262533, 0x37343526, 0x17322136, 0x25018316, 0x010f1415, 0xd846012f, 0x081c5806, 0x16210326,\r\n    0x06071415, 0x23210185, 0x82208422, 0x2627273e, 0x3735013f, 0x3a85021e, 0x37323331, 0x35363736, 0x06262734, 0x12120ee0, 0x8340f90e, 0x014e0805,\r\n    0x30171cc3, 0x04018586, 0x6f427532, 0x050e0b0a, 0x320e540c, 0x727a5835, 0x42424344, 0x3a6845d5, 0x9b01ec25, 0x30172907, 0x49504825, 0x51727b50,\r\n    0x080f398c, 0x02010102, 0x0f1e0f66, 0x2b2d2305, 0x40493b3e, 0x2f2d4d4b, 0x80022251, 0x53840e12, 0x4e080482, 0x622d2340, 0x7f80b55a, 0x26240c13,\r\n    0x123c7b50, 0x0206031b, 0x3b5b3895, 0x4349583a, 0x2e143e43, 0x00ff181c, 0x656f3527, 0x2e233038, 0x17151230, 0x080c1028, 0x306c0d0e, 0x2c25261e,\r\n    0x264a2202, 0x24253908, 0x1a1b1615, 0x54443d3c, 0x55001d49, 0x632d09af, 0x00007300, 0x012f2613, 0x17323336, 0x30d38416, 0x17073732, 0x22230615,\r\n    0x14150607, 0x13171516, 0x84ef8316, 0x83ef8219, 0x412e20f1, 0x0f280532, 0x33372701, 0x17371617, 0x83082c41, 0x1316222f, 0x09394116, 0x83262721,\r\n    0x11352901, 0x01262734, 0x23263435, 0x0808a356, 0x303632c3, 0x0d030825, 0x84343c1b, 0x74525622, 0x011e381e, 0x3c403c02, 0x01010d13, 0x232d060e,\r\n    0x6859583d, 0x302b3857, 0x15112411, 0x04060f07, 0x2b221305, 0x54020e64, 0x12784ccd, 0x272d0406, 0x030f0649, 0x15060e08, 0x4a261a0f, 0x926d6b4b,\r\n    0x3c7775a7, 0x1110163d, 0x12560519, 0x0e40fa0e, 0x050e1212, 0x05120ec0, 0x58020221, 0x03070401, 0x0e020104, 0x19090940, 0x270d760e, 0xe8fee506,\r\n    0x213b4e7c, 0x21121c2f, 0x3a381c24, 0x624f9c49, 0x433b5693, 0x02012315, 0x030a5603, 0x0d26020d, 0x010c1807, 0x1a0f060b, 0x130b2807, 0x6dc387fe,\r\n    0x3a412e4c, 0x2e212039, 0x774c4b2f, 0x4d019d50, 0xfa2419bc, 0x83668482, 0x00002304, 0x0082000a, 0x18800621, 0x23142f84, 0x2500009f, 0x1120fb8e,\r\n    0x1b410f8e, 0x8f0fcf0f, 0x06285c6f, 0x2a08f17a, 0x0e120002, 0x120ec0fe, 0x84010e12, 0x8d0b89d4, 0x8cfe2019, 0x8d1b8d27, 0x8b299b0d, 0x5e802d6b,\r\n    0x42c0fa42, 0x05425e5e, 0xa05e4240, 0x04838284, 0x888e0121, 0x89fe200a, 0x0e03210a, 0x20a01593, 0x01224c8a, 0x6d84fb4e, 0x6d820420, 0x005e2108,\r\n    0x00060000, 0x069bff1b, 0x00000680, 0x00130003, 0x0023001b, 0x0033002b, 0x27010900, 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0x0402102e, 0x36272223, 0x1e373637, 0x3e323301, 0x2e31ab82, 0x0e222301, 0x16141503, 0x3e371617, 0x27363701, 0x20bf8326,\r\n    0x05724a32, 0x60372621, 0xa008065f, 0x17141506, 0x26170603, 0x12343502, 0x06042024, 0x9ffece00, 0x3b6b6fd1, 0x142d0913, 0xbe793d6a, 0x8ee27768,\r\n    0x5b7fb669, 0x1e4d502b, 0x020c0208, 0xd1331106, 0x89a997a9, 0x0e4a3d6b, 0x36172508, 0x19563e32, 0xce041163, 0x6101cefe, 0x6101a201, 0x5efe5103,\r\n    0x20ce9ffe, 0xb122475d, 0xf0893927, 0x7ec87296, 0x867d603a, 0x209e6843, 0x3007200c, 0x3d141706, 0xa4d9975a, 0x57eeaa83, 0x5975233d, 0x7242321f,\r\n    0xfe314955, 0x5b6b465e, 0xd1e97c01, 0xcece6101, 0x00010000, 0x0680ff00, 0x00800500, 0x0af74b4c, 0x1224dd87, 0x022e3435, 0x1583dc88, 0x2320dc9d,\r\n    0x7c066076, 0x2408053f, 0x17552bfd, 0x69152c09, 0x46e5b53c, 0x686ab67b, 0x2b5a7db5, 0x150d4d4f, 0x06050a04, 0xa7cf3211, 0x6a87a795, 0x2fdc833c,\r\n    0x3d313516, 0x18621855, 0xa977b711, 0x800577a9, 0x0805154a, 0x22587a39, 0x013827af, 0x9d54e227, 0x60394979, 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0x174c010e, 0x3d97840b, 0x3233011d, 0x06161716, 0xc0fb35f5, 0xfe1a5b28, 0x043512da, 0x195c2840, 0xfb122601, 0xb483038b, 0xfe209284, 0x012e0582,\r\n    0x05902c00, 0xd9fe2e39, 0xfb43922b, 0x69185cc0, 0x203a07f8, 0x36c0845c, 0x020f165a, 0x1f2b235d, 0x101895fe, 0x011f2c23, 0xa0b4166b, 0xca873828,\r\n    0x3b01ab2e, 0x3ea34535, 0x3595fe3a, 0x035c8445, 0x20263b84, 0x31a05c84, 0xce83202e, 0x17430520, 0x00142808, 0x0024001c, 0x82400034, 0x010e2cd7,\r\n    0x26272622, 0x16363736, 0x82011e17, 0x013e23d8, 0xd243011e, 0x14043407, 0x34262206, 0x10003236, 0x0e20022e, 0x021e1002, 0x18013e20, 0x0808b276,\r\n    0x04202420, 0xca256e04, 0x0825cafe, 0x2f191a18, 0xa8871908, 0x30081987, 0x0afe1832, 0x4b4b6a4b, 0x0382026a, 0x01290282, 0xedab664b, 0xabedfcfe,\r\n    0x27078266, 0xabed0401, 0x9ffecee6, 0x250b0446, 0x9479cd01, 0x40827994, 0x50294682, 0x1a506363, 0x012f1018, 0x854183cf, 0xfd4b2240, 0x833683fe,\r\n    0x2146863e, 0x44464002, 0x23db950f, 0x26010e16, 0x8207ef5f, 0x3e372207, 0x09be4401, 0x0823dba2, 0x86303218, 0x192f24d5, 0x8308181a, 0x37fe21eb,\r\n    0x3325dbad, 0x18102f19, 0x23d6851a, 0x192f0808, 0x0221ea82, 0x29dbb709, 0x0013000b, 0x002b001b, 0x87680037, 0x33362208, 0x08ab4521, 0x802dd2a1,\r\n    0x80fd1a26, 0x1a26261a, 0xfe1a8002, 0x5cc9ad26, 0x01210514, 0x20bcacb5, 0x24a98204, 0x04800700, 0x06654600, 0x21514320, 0x07cf6525, 0x2c075052,\r\n    0x23001024, 0x06232722, 0x10002223, 0x2cf18200, 0x0e124003, 0x800e12c0, 0x0ec0120e, 0x210a8a12, 0xd3844002, 0x38420120, 0x4b013405, 0xc0d4d4fe,\r\n    0xc092dc92, 0x01d4fed4, 0x8003d42c, 0x90c001d4, 0x82122033, 0x84672049, 0x840120d4, 0xd44b2d3c, 0xd4fe58fe, 0x2c018080, 0x2c01a801, 0x0f20bf82,\r\n    0x8024c386, 0x17000b00, 0x2f36c782, 0x47003b00, 0x5f005300, 0x77006b00, 0x8f008300, 0xa3009f00, 0xd982b300, 0x2b14152b, 0x013d2201, 0x32013b34,\r\n    0x200b8a37, 0x240b8a27, 0x23141501, 0x82238321, 0x992520c5, 0x8e478823, 0x8217883b, 0x200b9447, 0x21538a05, 0x8f881105, 0x93833520, 0x21111323,\r\n    0x0f1d5011, 0x10800124, 0x02821060, 0xe0108023, 0x86028210, 0x00042a0d, 0x10a0fc10, 0x10600310, 0x841f88fd, 0x8c2e8926, 0x2116870e, 0x4d8500fe,\r\n    0x07890120, 0x70205682, 0x802d1482, 0x000780f9, 0x80f9354b, 0x354b4b35, 0x21058206, 0x41847001, 0x058af020, 0x0c8bfd20, 0xfe200b85, 0x0c86128b,\r\n    0x01200686, 0x70851a85, 0x82fe1021, 0x106029ae, 0x00fd10f0, 0x80fc8003, 0x68830383, 0x68820320, 0x524b4b20, 0x053b7205, 0x1600802a, 0x56002a00,\r\n    0x11010000, 0x2e050e64, 0x11072223, 0x1e323336, 0x16011f02, 0x5c013233, 0x34290e36, 0x05163236, 0x06071411, 0x262d8207, 0x022e012f, 0x83042223,\r\n    0x26272b0a, 0x37341135, 0x3233033e, 0x36821716, 0x36377408, 0x16173637, 0x89a98006, 0xa8643f52, 0xf5e6ad5e, 0x636137bc, 0x2c1c3737, 0x6dfb7839,\r\n    0x0e121d23, 0x1d120e40, 0x4b6a4b23, 0x0a23c005, 0x5897da07, 0x46401c46, 0xfe663a70, 0x120f5ff5, 0x1f201010, 0xa48d5723, 0x70c27049, 0xbc7a3326,\r\n    0x1f1f0916, 0x02eb011f, 0x31205b68, 0xa9fd7f37, 0x19250f71, 0x03160e1b, 0x113a2371, 0x120e0efb, 0xf2040e12, 0x82233a11, 0x752708df, 0x122705fd,\r\n    0x23740405, 0x1c1e210e, 0x08093a58, 0xe6022513, 0x2b151423, 0x373e263d, 0x050c7013, 0x00141210, 0x87000600, 0x000522fb, 0x2dfd820b, 0x00460032,\r\n    0x01000072, 0x15070635, 0x05841336, 0x27290b82, 0x2e272635, 0x07222309, 0x24d48415, 0x33161517, 0x241c8232, 0x15272223, 0x3c164116, 0x40032c08,\r\n    0xb3cdcbb5, 0x03d7d4ac, 0x1495ebe9, 0x0d380513, 0x1a2e1332, 0x162c232c, 0x66131a17, 0x14136bb5, 0xad78312a, 0x212d89a9, 0x41acfb94, 0x3008342b,\r\n    0x10c01802, 0x0160b965, 0x7608c5b0, 0x38fe6fbd, 0xe02d74b8, 0x1c030906, 0x13071806, 0x04040b06, 0x353ade03, 0x11bc0609, 0x5bbd0702, 0x012ac408,\r\n    0x354841ee, 0x0d00022e, 0x80060000, 0x14003304, 0x00002400, 0x1136b818, 0x14160122, 0x2107404f, 0x995d013d, 0x49022105, 0x25133e52, 0x122d040a,\r\n    0xb518fc0e, 0x02210811, 0x13345229, 0xfe1a0a23, 0x7722842d, 0x002a0579, 0x2d000300, 0x530793ff, 0x7f84ed04, 0x00003924, 0x0a700725, 0x821f2009,\r\n    0x0907217c, 0x092f0482, 0x2f010e01, 0x37012e01, 0x1f013e01, 0x94011e01, 0x690221a6, 0x2d138453, 0xfe45020a, 0x0c17048b, 0x040d0d3e, 0x08857501,\r\n    0x948d0221, 0x328922c0, 0x1396530a, 0xfa210423, 0x253c82f5, 0x0d170411, 0x08850b05, 0x9568fd21, 0x540020dc, 0x072b05db, 0x00bb0500, 0x003b0015,\r\n    0x18150100, 0x2f079e46, 0x36013734, 0x011d1617, 0x17140601, 0x030e1401, 0x25057143, 0x2e271237, 0x248e2701, 0x6a821520, 0x80021627, 0x1b0c0d27,\r\n    0x056e4b12, 0x27291d38, 0x131373fe, 0x2b220d06, 0x08061c35, 0x19030614, 0x40952b02, 0x238da1d5, 0xbc9b0129, 0x46c601a9, 0x4b05112a, 0x1f3c077b,\r\n    0x452a1111, 0x341372fe, 0x3a4dfe13, 0x387d7d97, 0x0801110c, 0xa590011a, 0xfb0d4f47, 0xfe25278e, 0xadc11cfa, 0x2c008200, 0xff020002, 0x057e06ad,\r\n    0x000a00e0, 0x2dc38228, 0x012f012d, 0x05171103, 0x01092703, 0xc1181613, 0x2b080958, 0x26011337, 0x13253736, 0x17323336, 0x011e0513, 0x0101a204,\r\n    0x1e429cfe, 0x3e013b9f, 0xf5010c3c, 0x055695fe, 0x17111716, 0x3ffe3ffe, 0x41080682, 0xfe560516, 0x2d122094, 0x14e1f601, 0xe1151c1d, 0x122df601,\r\n    0x34fa4302, 0x42013c0a, 0xa81f3dfc, 0x01426301, 0xfe9efe35, 0x0c25210c, 0x250cecec, 0x01f40121, 0x07372062, 0x29c70149, 0x4939fe29, 0x9b823707,\r\n    0x9b820120, 0x80058029, 0x16000005, 0x6a090000, 0x35280675, 0x2e222111, 0x01373601, 0x35088983, 0x7905011e, 0x281180fd, 0x1b160a05, 0x2316c0fd,\r\n    0x0514120a, 0x1b100d00, 0x04070f12, 0x2300fba3, 0x16230502, 0x2c1b4002, 0x80020a28, 0x290e1307, 0x00030000, 0x7f57ff00, 0x00022405, 0x82380005,\r\n    0x112124f1, 0x5c210109, 0x5c5f0501, 0x61212008, 0xa65f064b, 0x34353005, 0x32013b36, 0x21011d16, 0x17323637, 0x620f1416, 0x2d2405f4, 0x80fd5302,\r\n    0xad220382, 0xe8588004, 0xa0fc2107, 0x2b0ccf59, 0x0af65303, 0x09090a1a, 0x120ee0f7, 0x5322cc82, 0x2e82dafd, 0xdd586020, 0x6003210a, 0x220a025a,\r\n    0x820909f7, 0xfcf6232d, 0xfb8212ad, 0x63680420, 0x00072608, 0x0017000f, 0x09c5514b, 0x26341227, 0x16140622, 0x07634832, 0x0614372c, 0x06070207,\r\n    0x1d010e07, 0xc8831e01, 0x3425bc82, 0x2e113736, 0x21b88201, 0xd4821632, 0x36110726, 0x35053e37, 0x01241086, 0x38503820, 0x02210287, 0x2f0984b8,\r\n    0x022c3498, 0x808843e0, 0x70342c53, 0x2c3470a0, 0x36270686, 0x4c413764, 0x8411272a, 0x8418200e, 0xb8042135, 0x48200684, 0x60330584, 0xfe195934,\r\n    0x2b267fe1, 0x1a453e28, 0x50345919, 0x82507070, 0x34032112, 0xfe290b89, 0x111f1a0f, 0x3c2a2519, 0x2214864f, 0x83080000, 0x80063adb, 0x0d000006,\r\n    0x25001900, 0x5c004000, 0x74006800, 0x00008200, 0x22060109, 0x06597027, 0x17141625, 0x52061411, 0x3222059d, 0x76632616, 0x36342505, 0x05322133,\r\n    0x2108a370, 0xf2823727, 0x36013f2f, 0x01273435, 0x01171637, 0x01070116, 0x05497926, 0x01171429, 0x01272607, 0x82343526, 0x3233211f, 0x04201b82,\r\n    0x0120428a, 0x05205a8a, 0x0132748c, 0x0b00ffb7, 0x09090b18, 0x1a0a0001, 0x12a0090a, 0x0282121c, 0x0b7be020, 0x0525080a, 0x53935502, 0xfe537978,\r\n    0xef1515b2, 0x521b1101, 0x1c1c931b, 0x2312eefe, 0x54500115, 0xfeef97fd, 0x27281cef, 0x2113821d, 0x13821201, 0x54b0fe22, 0x01242e85, 0x8e02154e,\r\n    0xfd21468a, 0x215a85f2, 0x708c9701, 0xff090125, 0x82090900, 0x8401207a, 0xfe332106, 0x2009ee7b, 0x088a84e0, 0x5378a022, 0x01555392, 0x1223154f,\r\n    0x011beefe, 0x271c921b, 0x13011c28, 0xfe1515ef, 0x5e0256b0, 0x1c120112, 0xfe231385, 0x8215f0ee, 0x76562192, 0xfe233084, 0x846915b1, 0x0002213f,\r\n    0xa520528a, 0x00306c8c, 0x60000200, 0xfc030000, 0x0f000005, 0x00003c00, 0x250f195f, 0x030e1401, 0x158b0e07, 0x013e3723, 0x05c04f35, 0x2d066248,\r\n    0x21123701, 0x02021e32, 0xf01018c0, 0x04841810, 0x1f3c0128, 0x272c4727, 0x0d823729, 0x82150f3c, 0x5d323b4e, 0x232b413d, 0x0c120d48, 0x050da40d,\r\n    0x3001a008, 0x5282a250, 0x30871801, 0x02182708, 0x3b5e3648, 0x17161b3c, 0x1f111954, 0x532d1325, 0x3a1b2393, 0x1d402a2f, 0x08105a19, 0x0d1e0a7d,\r\n    0x683e0a01, 0xaf830097, 0x04820020, 0x80058026, 0x2e001e00, 0x0df94218, 0x11013b25, 0x46262223, 0x152507c8, 0x16323311, 0x08815503, 0x33363431,\r\n    0x02163221, 0xfe1a2680, 0x26261a00, 0x8340401a, 0x80012305, 0x0882261a, 0xff201582, 0x01201584, 0x42180582, 0x012008f6, 0x1f821682, 0xfd1a2627,\r\n    0x660426c0, 0x7a2f83c0, 0x022205f8, 0x83826200, 0x83821e20, 0x1f000f24, 0x42470000, 0x0313210f, 0x22054f4f, 0x85260327, 0x26002274, 0x235e891a,\r\n    0x27011c1e, 0x272c0e83, 0x25011c01, 0x1a40011a, 0xe0200125, 0x04835b83, 0x18060421, 0x2e094490, 0x00020026, 0x05000005, 0x006b05fe, 0x834a0025,\r\n    0x2f2335eb, 0x23272601, 0x0607020e, 0x3521010f, 0x23031333, 0x16172135, 0x33310182, 0x21023f36, 0x13032315, 0x27211501, 0x3e343526, 0x07a34104,\r\n    0x37362725, 0x73323336, 0x333b05a9, 0xf8810335, 0x0308189f, 0x04030103, 0x9b0f0a01, 0xc580fefe, 0x140189b9, 0x8215028b, 0x03690814, 0x018c1908,\r\n    0xccb87d01, 0xfefdea02, 0x4e340403, 0x3b344e5a, 0x0e2e3329, 0x251a6916, 0x886e6953, 0x4c584b31, 0xa7e80337, 0x092afca7, 0x0907030c, 0xfa181402,\r\n    0x012301a7, 0x04e4a810, 0x090c0926, 0xa8e42a0c, 0xd8fef5fe, 0x1bcea702, 0x6a40121c, 0x3e2e3f43, 0x27312621, 0x255c1b0b, 0x6377411d, 0x3a3b5e38,\r\n    0x50213c2b, 0x28008200, 0xff050002, 0x03000600, 0x20db8282, 0x20dba549, 0x21db9905, 0xdba80703, 0xfefdec24, 0xdb8d0304, 0x6e6c5028, 0x64634588,\r\n    0xdaa1044a, 0x1bced924, 0xd991012d, 0x43694225, 0x8327443a, 0x00022cd8, 0x07000001, 0x0000057f, 0x82170003, 0x21012ad7, 0x06160109, 0x23060107,\r\n    0x05b65021, 0x3336013b, 0x03163221, 0xfd500180, 0x06b0fe00, 0x190b0ff5, 0x3a2680fc, 0x3f2600fd, 0x200b8210, 0x200b8203, 0x2e0b8203, 0xfe800180,\r\n    0x22350480, 0x00fc1c4b, 0x8222292c, 0x82042007, 0x83002007, 0xdcff3a5d, 0x00068006, 0x00006800, 0x23061401, 0x23022e22, 0x16141522, 0x07221507,\r\n    0x220a820e, 0x7d343526, 0x1e210958, 0x067e4802, 0x2f012e2a, 0x22272201, 0x021e1135, 0x2505ff4b, 0x022e3435, 0x1a423435, 0x2b258206, 0x36323316,\r\n    0x020e1537, 0x14150607, 0x37082183, 0x3233023e, 0x59800616, 0x2d49294f, 0x206e2544, 0x220b1601, 0x3d2e687f, 0x23292354, 0x7654516c, 0x2e1e251e,\r\n    0x965f5025, 0x0d092509, 0x02020201, 0x9603251f, 0x2e25505f, 0x76231782, 0x826c5055, 0x3d543625, 0x012fe840, 0x18010505, 0x162d2c23, 0x2b503139,\r\n    0xb6015b52, 0x081a8351, 0x98277c24, 0x03010527, 0x39350a11, 0x492d4425, 0x5b594f29, 0x31502b52, 0x2c2d1639, 0x04021823, 0x01010202, 0x3a8e0004,\r\n    0x39228986, 0x6d8e1e35, 0x97490020, 0x80043005, 0x27000006, 0x00003300, 0x00141501, 0x18211507, 0x2d0bcacc, 0x3d002635, 0x32363401, 0x14011d16,\r\n    0x0b862000, 0x14110138, 0x35262006, 0x20363411, 0xfe800416, 0x0001d9d9, 0x1a26261a, 0x058380fd, 0xd900012d, 0x3426d9fe, 0x01070126, 0x82070172,\r\n    0x00ff3108, 0xbcf8febc, 0xbc0801bc, 0xdd804003, 0x8418b9fe, 0x24055f69, 0x47011884, 0x263284dd, 0xf9feb980, 0x83b90701, 0x6601280b, 0xbc8400fe,\r\n    0x830284bc, 0x03003405, 0x80ff0d00, 0x00067305, 0x43000b00, 0x00004b00, 0x88260701, 0x0109218e, 0x2305456f, 0x32331607, 0xc090a48a, 0x06072725,\r\n    0x47012f22, 0x1f25052a, 0x25141601, 0x26b88201, 0x01163233, 0x822a650f, 0x69042b89, 0x84bc97fe, 0x61603637, 0xaf84b96c, 0x7d2acf90, 0x1a0afe6e,\r\n    0x0a0a520a, 0x0784d204, 0xfd7afe2c, 0x6684bc93, 0x654f02a5, 0xc0856f67, 0x1e02352a, 0x848097fe, 0x336013bc, 0x1a20c886, 0x0d23ea8c, 0x820afe44,\r\n    0x831a2041, 0x82078342, 0x21e18341, 0x83410076, 0x00053506, 0x06008005, 0x00002200, 0x11211101, 0x13363736, 0x050e1411, 0x2723b882, 0x8335062e,\r\n    0x32213bae, 0xfe400416, 0xeb5e7740, 0x896343c0, 0x10357e74, 0x100c1c0c, 0x89747e35, 0xf0624363, 0x02240805, 0xfb800240, 0xb84a3f8f, 0x00fdb003,\r\n    0x7c83a956, 0x071a4952, 0x1a070606, 0x837c5249, 0x000356a9, 0x0026261a, 0x32062f49, 0x06800600, 0x00030000, 0x00230013, 0x17000047, 0x61211121,\r\n    0x14250907, 0x32013b16, 0x480f9136, 0x8d830513, 0x49013b21, 0x098809e8, 0x16323329, 0xfa800580, 0x6a800180, 0x03200904, 0x200a046a, 0x2c841801,\r\n    0x00042a19, 0x0e2001c0, 0xfe0e1212, 0x8a0583e0, 0xfb4e260b, 0x4c4c3400, 0x03841834, 0x00022313, 0x7082ff03, 0x00e00525, 0x824c0007, 0x06eb49d7,\r\n    0x4c112521, 0x2528055b, 0x2135012e, 0x15011e15, 0x230a4566, 0x22233537, 0x2506634c, 0x3e37012e, 0xe87a3704, 0x15220805, 0x34210714, 0x36253736,\r\n    0x16173233, 0x34260002, 0x03342626, 0x0c080ca6, 0x40fe0304, 0x00ff0e0b, 0xfc46916f, 0x7d220805, 0x703b2063, 0x04143d47, 0x0d102811, 0x050c1117,\r\n    0x69413813, 0x845e1938, 0x2e010e5e, 0xc0010b0e, 0x35820403, 0x40840520, 0x60264208, 0x0910c0fe, 0x02600107, 0x17660b12, 0xe0fc73b0, 0x1a26261a,\r\n    0xa96a2003, 0x3b2f6f1e, 0x2308214a, 0x18320c07, 0x414b200a, 0x2c2a1245, 0x425e5e42, 0x120b1f21, 0x07016002, 0x02000009, 0x20ff2400, 0x82dd8206,\r\n    0x892d20db, 0x140132db, 0x07060702, 0x05070603, 0x2f222306, 0x13372601, 0x83098801, 0x373908bf, 0x32212436, 0x38a00516, 0x50383850, 0xb2971801,\r\n    0x02147251, 0x0780fe0e, 0x400b0c09, 0xfe55050d, 0x03ecfee7, 0x40090e06, 0x0ae00c11, 0x607b0110, 0x5401bc50, 0x140e0501, 0x05b14a04, 0x80012508,\r\n    0xb395fef9, 0x85fe6050, 0x04e00a10, 0x120e4009, 0x19011401, 0x40090155, 0x80011413, 0x7214020e, 0x138ebb51, 0x01208f82, 0x00220382, 0x6f4cd106,\r\n    0x03012705, 0x27361321, 0x07832b26, 0x0b822120, 0x83820320, 0x011e1733, 0xfea4d106, 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0x3b363726, 0x13173201, 0x05934121, 0x16220787, 0x70500307, 0x82072008, 0x02023609, 0x014b9f51, 0x23740101, 0x0120dcfe, 0x46238ba1, 0xa24e9f01,\r\n    0x32118251, 0xd7fe216f, 0x12800222, 0x07a4d50e, 0x07189f18, 0x82a7d1a6, 0x110b2407, 0x83d0a002, 0x21af22eb, 0x3e06838e, 0x0a05596d, 0x1a89100a,\r\n    0x67015a05, 0x7e180761, 0x01620718, 0x1a055d6d, 0x0a0a1089, 0x836f5b05, 0x22913a22, 0x01120eb3, 0xfe2b0155, 0x010401d4, 0xac010501, 0xfd808080,\r\n    0xfe2c01d4, 0x820c82d5, 0x80ad2c12, 0x0e402080, 0x1898fd12, 0x82680218, 0x0a0e2505, 0x0e126802, 0x59561182, 0x58012a05, 0x180c0d0f, 0x680198fe,\r\n    0x24058518, 0xfe0f0d0c, 0x082086a8, 0x03000030, 0x00ff3800, 0x8005e804, 0x48003300, 0x00005c00, 0x1e071601, 0x040e0701, 0x35231507, 0x23152722,\r\n    0x2b262211, 0x32333701, 0x26331137, 0x0b821123, 0x32173528, 0x15333537, 0x04823336, 0x03031e2e, 0x22042e34, 0x32112306, 0x063e3216, 0x0e210c83,\r\n    0x080c8301, 0x04063ea6, 0x7595128f, 0x33070d74, 0x527f744e, 0x9a2a509a, 0xc8134812, 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0x00067d06, 0x24000a00, 0x52004200, 0x33010000, 0x3526012f, 0x06140723, 0x07140107, 0x4d230601, 0x0551083e, 0x15230805,\r\n    0x16323311, 0x35211505, 0x013f3601, 0x23062235, 0x15012b06, 0x15213523, 0x010f0601, 0x3b363715, 0x82133501, 0x2733241d, 0x83330723, 0x33133707,\r\n    0xb1a70413, 0x04020c48, 0xfd040703, 0xc1fe0af0, 0x0b0c0d0a, 0xd418c0fe, 0x34080cee, 0xb8fd4403, 0x090c7101, 0x0309020b, 0x78e8120c, 0x8ffe3702,\r\n    0x0e0b0f06, 0xd2f81509, 0x2f4be0fe, 0xfe4b2ff3, 0xa2e646e1, 0xda6804e6, 0x1404102f, 0xfb0c2201, 0x044a181e, 0x102f0807, 0x60051413, 0x0e12120e,\r\n    0x8512a0fa, 0x11025ae9, 0x03090912, 0xe5730301, 0x08eefd59, 0x02020b12, 0x81037702, 0x90906a6a, 0x96026a6a, 0x82006afd, 0x20f78d00, 0x20f78334,\r\n    0x20f78925, 0x20f79805, 0x20d98e01, 0x1c074103, 0x9d20f7a2, 0x1320dd8c, 0x88180541, 0x93e220f6, 0xfcfe21f5, 0x0421de89, 0x1002417f, 0x03030a3b,\r\n    0x05007701, 0x00ff2200, 0x00060007, 0x29001900, 0x49003900, 0x00005900, 0x18ea9825, 0x610f5ba3, 0x0f9f0f08, 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0xff62005c,\r\n    0x06cb4205, 0x2b0fc14f, 0x0e151625, 0x1e212301, 0x021e1702, 0x0525e982, 0x2e272223, 0x23028302, 0x012e2726, 0x352e0282, 0x37363411, 0x023e3736,\r\n    0x1716033b, 0x03840716, 0x41140721, 0x3b081708, 0x71013769, 0x04ebfe4e, 0x12030e08, 0x09011412, 0x492f210f, 0x14131a2e, 0x09070b1c, 0x21121a09,\r\n    0x18683144, 0x1a262419, 0x574d7b23, 0x4c11429c, 0x3a408524, 0x110f2709, 0x03032e11, 0x21070941, 0x0341e5fd, 0xfd440805, 0x26261a80, 0x4e583daf,\r\n    0x18140e72, 0x4d282506, 0x3c1e1826, 0x151f3228, 0x2c3c1413, 0x3c252a27, 0x40572112, 0x25020272, 0x1a810219, 0x2b010125, 0x021f1b1a, 0x2570454c,\r\n    0x3d383d39, 0x0000204c, 0xff00000c, 0x08059b57, 0x0f00092c, 0x2b001700, 0x5c003d00, 0x7f006400, 0x9e008c00, 0xc200b200, 0x35250000, 0x07222334,\r\n    0x32331615, 0x34353337, 0x15251522, 0x01821123, 0x1105352c, 0x23063523, 0x35262722, 0xbe573311, 0x05112106, 0x82062364, 0x15332722, 0x17323336,\r\n    0x11831716, 0x2405ec5b, 0x3734013d, 0x24128236, 0x1523011d, 0x274d8214, 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0x63080b84, 0x79661afc, 0x252f0e64, 0x01476a1c,\r\n    0x44261cb6, 0x1c1c2643, 0x26444326, 0x5b4f011c, 0x0d2e3235, 0x03015b08, 0x011e1b12, 0x1643d324, 0x44162d01, 0x96442e2e, 0xc7fd5e5e, 0x86feee01,\r\n    0x2003152a, 0x79fe6c01, 0x3d251831, 0x1a49c55e, 0xfdd93638, 0x37373069, 0x330d531b, 0x5745240a, 0x33254f67, 0xad4f2533, 0x35380682, 0x03091b1b,\r\n    0x4545d2c2, 0x57fd46d2, 0x503b74ea, 0x06151506, 0xee703b50, 0x07230b83, 0x82071414, 0x0e04300b, 0xf1fe71fe, 0x8a4a0f01, 0xf9fe5467, 0x8251af46,\r\n    0x5026233d, 0x068250af, 0x52252508, 0x3e370dfe, 0x01331825, 0x2191fe8a, 0x012b1602, 0x0200007d, 0x80ff0500, 0xf6057b05, 0x27001300, 0x06010000,\r\n    0x2305414f, 0x27321337, 0x2407304f, 0x01071601, 0x08048215, 0x012b065d, 0x36012722, 0x013b3601, 0x0a550232, 0xef261bf7, 0xfd0a1415, 0x0ca10101,\r\n    0xef17090b, 0xca031a28, 0xf0fd0b0b, 0x0a0b5001, 0x2aef160a, 0x12adfe18, 0x27190102, 0x650316f1, 0x2e4afe12, 0xc0011322, 0x16170101, 0x012d0f0f,\r\n    0xfc151064, 0x99fd015a, 0x2d0f1114, 0x03206e02, 0x45002d8e, 0x9b4406a3, 0x208b8305, 0x228d8237, 0x82262734, 0x06072d74, 0x0315011f, 0x3b161706,\r\n    0x01373201, 0x01221184, 0x0d840116, 0x01273626, 0x17360135, 0x080cde4d, 0x0216322d, 0x1f157ead, 0x070812b8, 0x09c47d08, 0xb9100809, 0x3703131f,\r\n    0x1ebb1107, 0x0165fe13, 0x20140501, 0x080712b8, 0x01fcfe09, 0x43db0899, 0x23080ba0, 0xdd010303, 0x110c0b22, 0xa6fe01d8, 0x240d0e0e, 0x230c5103,\r\n    0xfe0227fd, 0x0d0c2321, 0x01dc010f, 0x8810d302, 0x290d2e43, 0x00000200, 0x00070a00, 0x0982f604, 0xb1824920, 0x012d2108, 0x1f043213, 0x051e3201,\r\n    0x17021e17, 0x1d17011e, 0x0e071601, 0x0e010f01, 0x21062306, 0x022f2426, 0x08054946, 0x27012e25, 0x3726013d, 0x013f013e, 0x3633063e, 0xe401c702,\r\n    0xa8b91cfe, 0x49493901, 0x210e2001, 0x0e1e2018, 0x82271306, 0x01013ba5, 0x0e240713, 0x201e0e0e, 0x1f0f2118, 0x88fefb01, 0x30cffecf, 0x25242431,\r\n    0x21911841, 0x200e3308, 0x9801fb01, 0x6701fdfa, 0x03040509, 0x100a0603, 0x19060f17, 0x9140375c, 0x91882829, 0x11593791, 0x0f170f11, 0x0303060a,\r\n    0x03090213, 0x0a050404, 0x1f901920, 0x1f831020, 0x00122208, 0x40000500, 0xc00680ff, 0x03008a05, 0x17001300, 0x1f001b00, 0x04090000, 0x27150115,\r\n    0x35013507, 0x08028217, 0x0915373f, 0x0192010c, 0xfeaafeee, 0xfe2c0516, 0xfe010116, 0x56019317, 0x57010101, 0x560151fd, 0xaefe12fe, 0x52012e05,\r\n    0xa9fe17fe, 0xe9015701, 0x12feaefe, 0xcffe3d03, 0x3f01e3fe, 0xfe6ce4fe, 0x082882db, 0x25010134, 0x1c01606c, 0x02010102, 0xd804e4fe, 0xd0fee3fe,\r\n    0xf2fe0e01, 0xc1fef1fe, 0x7e031d01, 0xf2fec1fe, 0x06003001, 0x00ff0b00, 0x0006f505, 0x0b000700, 0x8f860f00, 0x21050025, 0x82112311, 0x37252603,\r\n    0x37010705, 0x08038401, 0x07010350, 0x21350109, 0xfb090515, 0x9e05a0a2, 0x2152fca0, 0xfd210f03, 0xd5024358, 0x66f4fd43, 0xd9666602, 0xfe80dd01,\r\n    0x03b2fd23, 0xe0016020, 0x800280fd, 0x9ca59d2c, 0xfe921a02, 0xb60291ad, 0x7bfffd7b, 0x7ffd7b03, 0xfa810260, 0x009f9fa1, 0x835b0000, 0x82072009,\r\n    0x00172479, 0x6267004f, 0x003d09e5, 0x26200610, 0x24203610, 0x26220614, 0x24323634, 0x020e2622, 0x07010e07, 0x1416030e, 0x05034206, 0x36031e2c,\r\n    0x023e1632, 0x37013e37, 0x2482033e, 0x27022e29, 0x2e27012e, 0x44100003, 0x10200ae7, 0x2009e644, 0x06a66104, 0xfee6203d, 0x01e6e6b8, 0x36520148,\r\n    0x4c36364c, 0x8b0e47fe, 0x1d557948, 0x0b144c32, 0x8201050f, 0x0f052a00, 0x324c140b, 0x4879551d, 0x2d1a998b, 0x0a056e02, 0xfe58d0e4, 0xe4d05836,\r\n    0x0b84050a, 0x83ca0121, 0x1602280b, 0xd49696d4, 0x85a40196, 0x84e62065, 0x80362364, 0x56a40101, 0xfe21718d, 0x845f916e, 0x0cd7436b, 0x17000f24,\r\n    0x2f631f00, 0x7a332010, 0x342a08f9, 0x14062226, 0xe0043216, 0x9743a977, 0x9a012807, 0x7c7cb07c, 0x84b002b0, 0x80052106, 0x210baf43, 0x1a83a8fc,\r\n    0x02831d82, 0x03000022, 0x2408db48, 0x00090002, 0x28678215, 0x33052113, 0x37330109, 0x0c2e6721, 0xfec90030, 0x5e36026e, 0x35fe35fe, 0x0a02685e,\r\n    0x415bfb01, 0x92032b0e, 0x02e0cefe, 0xa04dfdb3, 0x325b3101, 0x0500210e, 0x502e6382, 0xa3058105, 0x16000a00, 0x43002a00, 0x67826700, 0x06162808,\r\n    0x36012e27, 0x011e3637, 0x07012e17, 0x1e17010e, 0x013e3701, 0x27022e13, 0x020e0524, 0x17021e07, 0x023e3716, 0x82030e13, 0x2726311b, 0x2627032e,\r\n    0x16013f27, 0x011e3720, 0x03061306, 0x06212182, 0x20168225, 0x27198304, 0x3637043e, 0x16052437, 0xdc084282, 0x75082f03, 0x1c1d2735, 0x37492426,\r\n    0x62c60e6f, 0x04034b3f, 0x7a5b5c93, 0x2c4814e4, 0xfeddfe31, 0x402e2bed, 0x375c1e12, 0x3fdce43c, 0x08565c35, 0x242c0d0f, 0x67c5cf56, 0x4052472e,\r\n    0x06201914, 0x3702df12, 0x100615e0, 0x05551ab5, 0xfc212b2c, 0x92f89afe, 0x050d150f, 0x23090207, 0x03091a15, 0x2438221d, 0x01bc7d1e, 0x9b29017b,\r\n    0x0201103c, 0x204c3fa5, 0x11525211, 0x113b0c12, 0x1c2c726b, 0x805b4579, 0x02980808, 0x09231b7a, 0x07312f08, 0x1c1a220a, 0x1d070923, 0x2308081c,\r\n    0x651a12fc, 0x30144943, 0x0811032f, 0x23352214, 0x0910c460, 0x22069494, 0xa7b80338, 0x341e18fe, 0x267e111c, 0x1d0c701b, 0x09341b29, 0xac7bc832,\r\n    0x1e2d1a48, 0x2e0b0f1e, 0x2e572512, 0x003e144c, 0x08ab4106, 0x00083a08, 0x00270013, 0x0059003a, 0x01000069, 0x06072634, 0x36161716, 0x010e1637,\r\n    0x36262726, 0x13163637, 0x0607020e, 0x27022e27, 0x3637023e, 0x13021e17, 0x27263634, 0x0f272006, 0x41288201, 0x36270558, 0x26272627, 0x41070605,\r\n    0x1e26056b, 0x17161703, 0x2e823704, 0x184a1220, 0x505c0810, 0x012b2452, 0x4a54272b, 0x6a845808, 0x2d370203, 0x14b68f46, 0x9b2c2743, 0x43262ca9,\r\n    0x222e0d15, 0x21d2c61e, 0x0b383224, 0xfea10f05, 0x050ca268, 0x9d2f0f1a, 0x1e22b3f9, 0x1109870f, 0xfed8702b, 0x265e84f1, 0x0804332b, 0x01062416,\r\n    0x0d120608, 0x0301b369, 0x1f1f18b5, 0x28013004, 0x080b9b42, 0x2b9a025f, 0x6914162e, 0x3d361712, 0x5c0c6e42, 0x14583143, 0x3a01521f, 0x05061a15,\r\n    0x07061414, 0x18131419, 0x22230507, 0xfd190705, 0x19270703, 0x066a6a04, 0x51389a0c, 0x13632e1b, 0xc7026a41, 0x21371635, 0x220c1b3f, 0x1e30140f,\r\n    0x24ca8c44, 0x22143405, 0x1c14500b, 0x26140d5b, 0x010b0115, 0x0e874632, 0x00016b08, 0x0480ff44, 0x00000600, 0x25000022, 0x07010e17, 0x35032e06,\r\n    0x3e352311, 0x013e3704, 0x2111013b, 0x14112115, 0x3637021e, 0x1750b003, 0xad6859b0, 0xa8214e70, 0x30447248, 0x07010514, 0x4d01f404, 0x200db2fe,\r\n    0xcf4e3043, 0x013e23ed, 0x785c3802, 0x20023a78, 0x5d571ad7, 0x052d576f, 0xfc58fe07, 0x341efafd, 0x02011e35, 0x5f5f0000, 0x001f2209, 0x336d822f,\r\n    0x06230627, 0x1135022e, 0x11213521, 0x0e072223, 0x33150703, 0x3e216b84, 0x0f7f4101, 0x3e70043d, 0x34243b2c, 0x01010a19, 0x08bc00ff, 0x35190501,\r\n    0x2b824465, 0x45639b57, 0x41a20187, 0x4b3e0b3f, 0x170116b7, 0x01172928, 0x4601c28e, 0x68562c0a, 0xfea51956, 0x6a74395e, 0x30010241, 0xfe8b2f04,\r\n    0x03000126, 0xfd0240ff, 0x1724fb82, 0x16000000, 0x0815ba54, 0x10f5022b, 0x0aa2fe0d, 0xfe0a0e0d, 0x09080d9d, 0x0e12e014, 0xe0120ec0, 0x10260001,\r\n    0x0a0a80fe, 0x13108001, 0x0ee00413, 0xfb0e1212, 0x83458220, 0x02002553, 0x00c005fd, 0x01205382, 0x2405b762, 0x2622012b, 0x2ae18235, 0x36013726,\r\n    0x01173233, 0x88fd0216, 0x10152447, 0x835e010d, 0x6301275d, 0x1313040d, 0x498320fb, 0x26e00424, 0x5c820110, 0x1080fe22, 0x00295282, 0x01400001,\r\n    0x03000703, 0x245384fd, 0x23061415, 0x23048221, 0x35260127, 0x2407047a, 0x07163221, 0x8e818300, 0xe0022194, 0x6389ab83, 0x840e6221, 0x265482c1,\r\n    0x01000001, 0x86c00603, 0x05975e53, 0x5f183d20, 0xa7820c3d, 0x0ac00622, 0x958e8282, 0x0e830225, 0x859efe0a, 0x860e2048, 0xa2fe225e, 0x3053820a,\r\n    0xff000002, 0x06710580, 0x00260000, 0x01000038, 0x05ce4d06, 0x83222321, 0x02032107, 0xfe83ad82, 0x32331622, 0x2005754b, 0x251f8217, 0x01161415,\r\n    0x08820714, 0x46080382, 0x37363736, 0x1417011e, 0x27710516, 0x31808154, 0x3d41565b, 0x98335151, 0x71719395, 0x686948ab, 0x66622d22, 0x345e7747,\r\n    0x41234f34, 0x1de1fe8a, 0x36363f1e, 0x4b034325, 0x0301b04a, 0x41010101, 0x20c47d7d, 0x82222120, 0x0527080c, 0x9092e4f2, 0x22221e1e, 0x43402441,\r\n    0x7c715e33, 0x3d7a04c6, 0x363f4b4b, 0x95060b12, 0x03296b6c, 0x0c040310, 0x82040000, 0x060027af, 0x00800580, 0x1d480003, 0x01002705, 0x01112511,\r\n    0x03822111, 0x02230785, 0x8356fdaa, 0x06250803, 0x0375fc80, 0x0275fc8b, 0x5e75fd12, 0xe7022d02, 0x35026dfd, 0xeefc77fd, 0x0395027d, 0x02e6fc6e,\r\n    0x0000009d, 0x234f8306, 0x7e058005, 0x0f284d82, 0x37001c00, 0x5b004d00, 0x32271782, 0x22263436, 0x86041406, 0x32052507, 0x14111516, 0x20067478,\r\n    0x20098205, 0x0550792b, 0x23013d2a, 0x23061415, 0x27352622, 0x11370483, 0x15011e01, 0x37363421, 0x36372627, 0x3236011f, 0x17363717, 0x82010716,\r\n    0x081e8430, 0x33363443, 0xdd011632, 0x20171720, 0x20bc0116, 0x17201616, 0x3c2afbfc, 0x3c3c563b, 0x2d404f04, 0x3c563c4b, 0x2a2b3c8a, 0x2e4a013c,\r\n    0x6bae0240, 0x8063fc80, 0x0c07476c, 0x5f48070d, 0x07485fd4, 0x01070c0d, 0x261f8396, 0x3c2b2a3c, 0x83171d04, 0x824a8247, 0x3ccf3202, 0x2b52fe2a,\r\n    0x012b3c3c, 0x133c2aae, 0x402e66fd, 0x200d83e3, 0x3a0585e3, 0x9a022e40, 0xc5379501, 0x37c57575, 0x06070d83, 0x2a2a840c, 0x07060c84, 0x8795fd0d,\r\n    0x2b2d0835, 0x09003b3b, 0x00ff0b00, 0x0006f905, 0x0f000800, 0x08012200, 0x25011501, 0x49013301, 0x0000f101, 0x23010e01, 0x37343506, 0x26061732,\r\n    0x37d48207, 0x010e2601, 0x06070607, 0x37361617, 0x013c033e, 0x27340126, 0x3426033e, 0x2005ef48, 0x82f58216, 0x012e2c1c, 0x27042e27, 0x2627032e,\r\n    0x83272636, 0x36012b0c, 0x07163637, 0x36371606, 0x16823534, 0x14170627, 0x06012e23, 0x201d8227, 0x222e8226, 0x8237011e, 0x2207221f, 0x222f8226,\r\n    0x82163217, 0x82072011, 0x010e2664, 0x17031e17, 0x25658216, 0x1e173637, 0x13830601, 0x27221a82, 0x65821726, 0x053e372b, 0x0e141716, 0x020e0705,\r\n    0x26368227, 0x14150607, 0x8217020e, 0x82062035, 0x21118366, 0xa5843637, 0x44821e20, 0x062b0283, 0x15021e07, 0x022e2736, 0x82013e37, 0x82362053,\r\n    0x82288252, 0x3e172191, 0x26207c82, 0x33240f82, 0x0116013e, 0x15289083, 0x07321716, 0x05323306, 0x0420d283, 0x2605aa46, 0x012e3427, 0x82062207,\r\n    0x14172178, 0x0d82ab82, 0x23262725, 0x8216010e, 0x1617217e, 0x32244183, 0x021e0136, 0x01208e83, 0xf984a682, 0x82222321, 0x840320b1, 0x820420fd,\r\n    0x363724d7, 0x8236012e, 0x2002827c, 0x21a28435, 0xde820607, 0x06140723, 0x05026a17, 0x02229882, 0xcb85012e, 0x37262723, 0x200f823e, 0x82698203,\r\n    0x209b83db, 0x82248336, 0x202b8431, 0x20e68216, 0x8259820e, 0x820e2056, 0x86a182cc, 0x06694158, 0x051eef08, 0x090b9702, 0x05130504, 0x0a0f045c,\r\n    0xfe030818, 0x0504049b, 0x0a070303, 0x04110409, 0x01020201, 0x37550302, 0x03030704, 0x09010702, 0x234a0a01, 0x21572118, 0x0f1f270b, 0x15090b01,\r\n    0x010d0d12, 0x1619220e, 0x0b140404, 0x063b0f27, 0x19160608, 0x0b0a1c25, 0x050d1512, 0x10161911, 0x0901126b, 0x01031929, 0x1d1b1c22, 0x11090102,\r\n    0x04060a07, 0x0111070b, 0x11181401, 0x16010114, 0x01270809, 0x0e0a050d, 0x161b0a16, 0x2a02372f, 0x0905201b, 0x0903050b, 0x0949140c, 0x36191a2c,\r\n    0x1001010a, 0x26112a19, 0x161b2122, 0x0602020d, 0x0d070b06, 0x364f1c03, 0x162a1516, 0x1d1e0103, 0x4f17120d, 0x06010208, 0x04201508, 0x05040602,\r\n    0x2e240202, 0x14042805, 0x031009a8, 0x2a081e1f, 0x04272e0e, 0x0301060d, 0x782e0a14, 0x0b172c85, 0x7382020c, 0x1506fa08, 0x02021703, 0x0f160211,\r\n    0x4e430124, 0x0b03a1fd, 0x03020906, 0x0b03030a, 0x02a30103, 0x05061109, 0x02060509, 0x122a0e03, 0x0ab40b09, 0x0406030c, 0x040e0304, 0x05360208,\r\n    0x090f030d, 0x02030509, 0x04020a01, 0x080e0804, 0x020e1001, 0x02161437, 0x25171807, 0x2608261a, 0x66111c5f, 0x0a171226, 0x562c1e22, 0x2c144c13,\r\n    0x1c332447, 0x1340a41d, 0x182b2440, 0x01220a05, 0x010a0a01, 0x11560e0a, 0x3515181e, 0x09223320, 0x0c02120d, 0x22010405, 0x14220303, 0x64182381,\r\n    0x2b2b1741, 0x0a141203, 0x2d443079, 0x0103040b, 0x071e1201, 0x26162508, 0x0c0e6e14, 0x50340204, 0x6a354127, 0x05453924, 0x63222305, 0x080f5937,\r\n    0x0a0b1206, 0x22361b1b, 0x09121b12, 0x2616020e, 0x13141012, 0x285a380a, 0x35493d3b, 0x20270b30, 0x0e032121, 0x1a0f0e01, 0x65041b10, 0x06011301,\r\n    0x080e820c, 0x0b030f8a, 0x52fe060d, 0x05110801, 0x010b0805, 0x030a1001, 0x03050408, 0x9afe0203, 0x190f1812, 0x0a1d101b, 0x052b0722, 0x14146e30,\r\n    0x2874a23f, 0x7a2d0402, 0x1f3c272e, 0x3e010c12, 0x16241e52, 0x08224115, 0x01011e03, 0x03013432, 0x0f131942, 0x05400407, 0x0915281e, 0x0f7e0803,\r\n    0x07040309, 0x01014239, 0x2c0f1f39, 0x0b03021f, 0x131d0109, 0x2a011e16, 0x0e0f0424, 0x0e01170c, 0x1708051a, 0x02010b0f, 0x090c0111, 0x060e0911,\r\n    0x40098982, 0x041f0603, 0x07050413, 0x0f040402, 0x0c010117, 0x090f1310, 0x05020904, 0x03060405, 0x3c0e0107, 0x3e0b0c1a, 0x0703091f, 0x44303f19,\r\n    0x39a8061d, 0x18086612, 0x1c3f1f15, 0x0101131c, 0x0c654104, 0x87170420, 0x282e0f09, 0x313b0f03, 0x0844182e, 0x05020810, 0x10340709, 0x0826480f,\r\n    0x43192e06, 0x13011d17, 0x69152074, 0x25121a59, 0x2a030b20, 0x02021a11, 0x0f010509, 0x0708c214, 0x0a030403, 0x02010706, 0x01043710, 0x110be012,\r\n    0x04040108, 0x031b0401, 0x02ea0205, 0x0f020806, 0x060d0d01, 0x06050d04, 0x030c0603, 0xc8fa0401, 0x1617190c, 0x0d141116, 0x4a130412, 0x1207101b,\r\n    0x11161d09, 0x01030101, 0x19201c01, 0x0d3c0101, 0x0c070b04, 0x57170b11, 0x2530100b, 0x040c0924, 0x2222120a, 0x05142149, 0x2a0f0d03, 0x160c1806,\r\n    0x0e440f0b, 0x19060911, 0x0e200608, 0x342c0603, 0xbe112741, 0x09224a34, 0x1d161018, 0x1512302e, 0x14443666, 0xc670348f, 0x152b7b5a, 0x2a1b1d01,\r\n    0x775f449f, 0xd03b6971, 0x28473157, 0x25220202, 0x0801011e, 0x051d0c13, 0x37540e25, 0x47417d46, 0x23312105, 0x2dd68219, 0x4a0b0b19, 0x331f0c47,\r\n    0x0f0b1b1e, 0x474b0800, 0x0e360808, 0x27002000, 0x32002e00, 0x56003e00, 0x00006200, 0x23032625, 0x07040e07, 0x32331627, 0x04272603, 0x14150621,\r\n    0x033e1716, 0x013e013f, 0x0e272627, 0x05200701, 0x11820726, 0x22010128, 0x26053607, 0x0c832223, 0x26130423, 0x2e358327, 0x011e1716, 0x32013e17,\r\n    0x3617041e, 0x18040210, 0x0807fc50, 0x2a00045c, 0x10020262, 0x887e9436, 0xeab80f23, 0x20153d84, 0x96fec9fe, 0x32505801, 0x267b8a93, 0x67120425,\r\n    0xc08a7c78, 0x032e0120, 0x57c7d2dc, 0xfc946f29, 0x010101f1, 0xf8b94f02, 0x73834f4c, 0x3c477a45, 0x9203e40f, 0x43140901, 0x19457d4b, 0x03090213,\r\n    0x44464d24, 0x1e2b353c, 0x874d7a0a, 0x8324200e, 0x064d0839, 0x8e574d15, 0x02960b4d, 0x5d3e3193, 0xe17c0e07, 0x5e9b5959, 0x010d0e44, 0xa5d5d605,\r\n    0xef97f241, 0xe6ef1f3c, 0x6d03e54b, 0xa4910101, 0x1ad4aa13, 0x153c3645, 0xb2e822fe, 0x40190c01, 0x351c4939, 0x0518052a, 0x05030405, 0x02050706,\r\n    0x0fce4dc8, 0xcb4a0020, 0x3e380809, 0x00005e00, 0x032e3401, 0x042e012f, 0x32333435, 0x3233031e, 0x2e343536, 0x0e222301, 0x1e141502, 0x16011f02,\r\n    0x14151617, 0x2e222306, 0x06222303, 0x33161415, 0x05023e32, 0x27201083, 0x24251482, 0x34350226, 0x05525837, 0x36174e08, 0x16043233, 0x07141512,\r\n    0x27950416, 0x314d583a, 0x2a1c1e68, 0x2b900f12, 0x2c242844, 0x70392f1a, 0x804460ac, 0x4a26436f, 0x5a923c56, 0x41502016, 0x2a315133, 0x33321d32,\r\n    0x8649a9f4, 0x6b01426f, 0x68829fe1, 0xfe8f494d, 0x106fbdfb, 0x210c8650, 0x0c830501, 0xd9014108, 0x2c365332, 0x07180b18, 0x1a101007, 0x21184d11,\r\n    0x2d401822, 0x1f2e5937, 0x3d496f3f, 0x0e253c5b, 0x140e1624, 0x20332728, 0x3c202d2d, 0x25835c2d, 0x9f907546, 0x6f1050e1, 0x8f0501bd, 0x82684d49,\r\n    0xfe210c85, 0x390c83fb, 0x03000000, 0x80ff2c00, 0x0006cb04, 0x3f002300, 0x00004400, 0x26363701, 0xe1822123, 0x3714112a, 0x3b013e01, 0x37363201,\r\n    0x13830182, 0x27077b65, 0x0a063736, 0x040e0701, 0x07252682, 0x010e0106, 0xf9511827, 0x07510808, 0x011a3603, 0x0525e803, 0x38fd151c, 0x01061f17,\r\n    0x211e1723, 0x031e16ef, 0x1f040d18, 0x1ddafe15, 0x011d2626, 0xe622125a, 0x043e4d0f, 0x1b160606, 0xf1fe2132, 0xfe08090d, 0x0c49165e, 0x03524c37,\r\n    0x16405f78, 0x4d3e049e, 0x17c24e04, 0xfb142222, 0x276082b3, 0x1d0f1a60, 0x153d820f, 0x25083b82, 0x1b251d2a, 0x7dfe49ee, 0x1611c7fe, 0x14162c15,\r\n    0x1bfe090a, 0x16090719, 0x3782054c, 0xfc6a6a5f, 0x390111ea, 0xd6828301, 0x210a0f50, 0xa94c000f, 0xd3541805, 0x1956180e, 0xe3541815, 0x12c02e0a,\r\n    0x0e20fe0e, 0x010e1212, 0x02120ee0, 0x290d8ba0, 0xfa1a26a0, 0x26261a80, 0x0582051a, 0x0004c022, 0xfc202583, 0x01230583, 0x8380028e, 0x83fd200c,\r\n    0x0e032105, 0x26202489, 0x022c9383, 0x00ff0000, 0xe0050005, 0x39003100, 0x2706855a, 0x15230327, 0x14151613, 0x280e654c, 0x13373435, 0x06032335,\r\n    0x2b908223, 0x36013734, 0x17322133, 0x14001601, 0x08056752, 0x3800055c, 0xe31d3328, 0x2609f72d, 0x2e42c01a, 0xc0422ea0, 0xf709261a, 0x331de32d,\r\n    0x01103828, 0x01674900, 0x01496780, 0x60fe1000, 0x8383ba83, 0x28e001ba, 0x55012b38, 0x0f65fe84, 0xfe261a12, 0x42422ef0, 0x2610012e, 0x010f121a,\r\n    0xabfe849b, 0x1d28382b, 0x6b800118, 0x1880fe6b, 0x30836003, 0x84008321, 0x830420ab, 0x002522ab, 0x4aab822d, 0x232006ec, 0x34200796, 0x9f88a183,\r\n    0x38000428, 0x42403850, 0x0384425c, 0x70270b82, 0x50800250, 0x84e0fe70, 0x40032b8d, 0x382860fe, 0x60012838, 0x898470fc, 0x30fed022, 0x03230783,\r\n    0x84a0fe90, 0x50a02517, 0xcd017070, 0x17568789, 0x00153a05, 0x25000021, 0x26013e01, 0x010e2627, 0x22230607, 0x07022e27, 0x1716010e, 0x0aa34424,\r\n    0x01050339, 0x1d11105e, 0x3d56282f, 0x3b3c2418, 0x563d1824, 0x111d2e29, 0x44580410, 0xea350e60, 0x4a16d901, 0x011a1f60, 0x28281c22, 0x1a01221c,\r\n    0x164a601f, 0x1223448e, 0xff2c5c08, 0x05d40600, 0x000f00ff, 0x00000049, 0x22022e34, 0x1e14020e, 0x013e3202, 0x05070625, 0x06071411, 0x06072527,\r\n    0x05012f22, 0x35262706, 0x27262511, 0x27013f26, 0x37363726, 0x37341125, 0x37051736, 0x011f3236, 0x16173625, 0x16051115, 0x010f1617, 0xc0051617,\r\n    0xead59b5b, 0x855b9bd5, 0x01220806, 0xfe10046f, 0x0e0f0ddc, 0x0ab4dcfe, 0xfeb40a20, 0x0d0f0edc, 0x0410dcfe, 0xb4b40905, 0x10040509, 0x1c822401,\r\n    0xb4240128, 0xb4092209, 0x1c822401, 0x86240121, 0x0b02211c, 0x4d824689, 0x050f353e, 0x10cefe60, 0x5e060a0a, 0xf80d0df8, 0x0a0a065e, 0x60320110,\r\n    0x0c110f05, 0x100df8f8, 0x01211d82, 0x211d8532, 0x1d850c0c, 0x82cefe21, 0x1020081d, 0x0cf8f80d, 0x00000200, 0xbe0580ff, 0x12007f05, 0x00003100,\r\n    0x22230625, 0x34350224, 0x15020637, 0x3325f082, 0x06252432, 0x20128204, 0x22138226, 0x82243612, 0x071623da, 0x1a82010e, 0x32330122, 0x33080c82,\r\n    0xee04011e, 0xfeb63836, 0xc968b4ca, 0xedab66ff, 0x03019082, 0xfe5e2601, 0xfe9ce085, 0x737acee4, 0x991201c5, 0x2112112c, 0xfa925b56, 0x296e7694,\r\n    0xe9070e1f, 0x4708cd82, 0xa5c0b636, 0xd7aefe3c, 0x66abed82, 0xf3cbc37b, 0x1c01ce7a, 0x1701999c, 0x02067dcc, 0x4e1f2929, 0xfa9473cf, 0x1f123392,\r\n    0x0300280e, 0x80ff4000, 0x8005c006, 0x1b000b00, 0x00002b00, 0x23263400, 0x14062221, 0x32213316, 0x180f6d50, 0x220f3553, 0x18264004, 0x21094d43,\r\n    0xc1436602, 0x2619820b, 0x261a00fa, 0x82061a26, 0xa6022a05, 0x34262634, 0xfc000126, 0x21128340, 0x0582c003, 0xffa60122, 0x08e64318, 0x0000262f,\r\n    0xff200002, 0x056006a0, 0x004200c0, 0x37858248, 0x012b0614, 0x16170714, 0x22060714, 0x040e012f, 0x11231123, 0x2f022e22, 0x2d06a442, 0x26013f01,\r\n    0x26222335, 0x013b3634, 0x06822711, 0x1f323808, 0x36372101, 0x0f141632, 0x32331101, 0x36342101, 0x60061620, 0x43e01a26, 0x121313d0, 0x05c61236,\r\n    0x62424014, 0x65338030, 0x0f0e3b49, 0x181c14b7, 0x11031313, 0x82e03aca, 0x1a3d088a, 0x2613ade0, 0x03ad1334, 0x3413ad4c, 0xe0ad1326, 0xfd46fe1a,\r\n    0x0a01bb80, 0x345a02bb, 0xd177ab26, 0x13133413, 0x1005c513, 0x031a2029, 0x1b80fc80, 0x0e0d2727, 0x121015cf, 0x72e31435, 0x20d883a0, 0x85388526,\r\n    0xdafe3346, 0xbb850002, 0x010000bb, 0x0100ffff, 0x47047d07, 0x0c828500, 0x06071629, 0x1e020e07, 0x82161702, 0x021e3701, 0x0523010e, 0x012f2606,\r\n    0x0e07032e, 0x06141704, 0x0706010f, 0xe1830623, 0x02032e22, 0x3f2ad182, 0x25333601, 0x011f011e, 0x05831716, 0x32031e31, 0x27043e37, 0x012f012e,\r\n    0x37262726, 0x83363736, 0x14032445, 0x5715010e, 0x3e210615, 0x09158202, 0x3f013e0c, 0x17023e01, 0x17163625, 0xad177d07, 0x1e282918, 0x2e13071f,\r\n    0x8d010422, 0x07070332, 0xff262a08, 0x14401800, 0x39501e14, 0x0a031841, 0x010f1318, 0x12040407, 0x96477323, 0x19185d71, 0x686c230a, 0x03063c8d,\r\n    0x012a0f04, 0x05160c12, 0x14081005, 0x1d100f34, 0x1c282b36, 0x1206020d, 0x02050a09, 0x1906070e, 0x10120d3c, 0x52ba3516, 0x0e1b1435, 0x02030207,\r\n    0x0e110601, 0x2a221208, 0x2f3c253e, 0x04050c04, 0x0a140602, 0x32272001, 0x40f80306, 0x333520e6, 0x2a1b392a, 0x02021f2c, 0x0f055a83, 0x04191e26,\r\n    0x0c0c1405, 0x2f455615, 0x18050108, 0x0f2b4523, 0x13050619, 0x41290403, 0x0a181843, 0x01a08e28, 0x16108d06, 0x02130605, 0x03040902, 0x6b32150b,\r\n    0x583c1d1c, 0x01051c31, 0x683a2408, 0x0d422849, 0x0209220c, 0x1a0b1316, 0x050c0102, 0x3a211f11, 0x0b265934, 0x1f2f223e, 0x1a040209, 0x683e5b2b,\r\n    0x030f0a79, 0x02820103, 0x0f05023e, 0x00070009, 0x06aaff00, 0x004b05f7, 0x0015000a, 0x002f0021, 0x00690055, 0x2500007f, 0x2108134f, 0x0a863736,\r\n    0x36161735, 0x27010e17, 0x3e37012e, 0x011e1701, 0x24012e25, 0x82040607, 0x37042f09, 0x14252436, 0x2004020e, 0x35012e24, 0x0e821234, 0x0716172a,\r\n    0x36011e06, 0x3236013f, 0x0e220a82, 0x31821e01, 0x1e020224, 0x40850701, 0x07263623, 0x05524e06, 0x13842520, 0x64825382, 0x07012e25, 0x82012e06,\r\n    0x1665086f, 0x1415a302, 0x154e2223, 0x51441216, 0x0d090874, 0x11071d0e, 0xb51e0e1e, 0x6b6fe22d, 0xd12f2f51, 0x015f6f6a, 0xfea0090b, 0xfedf92ff,\r\n    0xa0090edb, 0xdf920101, 0x26012501, 0xfec1904a, 0xfee6fefd, 0x8b82d5f4, 0x5901a980, 0x042d414a, 0x060f0e06, 0x2ed68b06, 0x05022d2d, 0x390c0a0e,\r\n    0x5474445c, 0x2b081319, 0x08988217, 0x3f58144a, 0x05042a18, 0x013c181a, 0x27335755, 0x1a363209, 0x3e241c08, 0x1c57ac3e, 0x1c1f0c30, 0x22fcf27b,\r\n    0x1a0e0f46, 0x20452221, 0x1b0d9b1b, 0x0d0b0505, 0x0b050e1f, 0x2460665e, 0x5d5fb922, 0xb51d1b5c, 0x4694603c, 0x92ed170e, 0x29080685, 0x838f448e,\r\n    0x77433e68, 0x01736cb7, 0x86a98004, 0x0e91404a, 0x0203020c, 0x3f3d3b02, 0x0b0e0d73, 0x3a120404, 0x5e5f0269, 0x7d82387b, 0x3f228382, 0x7d820d60,\r\n    0x05291839, 0xfd604f0d, 0x121a1b73, 0xb4521b32, 0x12354544, 0x2f381f06, 0x484b1a06, 0x68080b5b, 0x00090072, 0x001d0013, 0x23060500, 0x013e2722,\r\n    0x01011e37, 0x07021411, 0x12341126, 0x07100124, 0x11350226, 0x04120416, 0xc4c5ab6d, 0x22c38aab, 0x9bfec323, 0xa7b5ccfd, 0x35042401, 0xb3fdccb5,\r\n    0x22a72401, 0xf8575e5e, 0x05f89090, 0xfc1bfe3d, 0xd76361fe, 0x01bb1801, 0x2afdd645, 0x63d7e8fe, 0x01fc9f01, 0xfed61ee5, 0x05eb53bb, 0x0500ff3f,\r\n    0x0000067a, 0x0100006b, 0x032e030e, 0x0006012f, 0x34262207, 0x24363336, 0x2e020e37, 0x23818203, 0x3617021e, 0x05200b83, 0x05380b83, 0x3536011f,\r\n    0x3736052e, 0x020e041e, 0x1416010f, 0x16053e07, 0x26060e17, 0x0a833982, 0x7a05f208, 0x685e5820, 0x3c4f5e63, 0xfe711110, 0x1a13d09f, 0x01ad131a,\r\n    0x4824662b, 0x5662585e, 0xc8722153, 0x193f7287, 0x16071a35, 0x525f4447, 0x062d4056, 0x56627f46, 0x1621333d, 0x080c0405, 0x3438471b, 0x4933260e,\r\n    0x05243c6d, 0x08121406, 0x03010107, 0x58362f0e, 0x0244815f, 0x554e3d27, 0x113b4c54, 0x06321711, 0x77504b18, 0xb1018e74, 0x203d7450, 0x191e0e03,\r\n    0xfee40a0a, 0x261a01f9, 0xbcd50119, 0x0d08120e, 0x537e4a2c, 0x4e23142f, 0xa0832c4c, 0x03020301, 0x4a381d11, 0x111c4673, 0x3f3b2913, 0x100f313f,\r\n    0x1406497a, 0x71704a45, 0x4919448d, 0x53585a50, 0x0f0f3646, 0x071a5c04, 0x3a353f17, 0x4e17021f, 0x1e3d527f, 0x03030112, 0x07889303, 0x262e3b17,\r\n    0x04003102, 0x00ff1500, 0x0005eb04, 0x10000c00, 0x1e001400, 0x15010000, 0x012b0614, 0x05b36f01, 0x21150123, 0x38038311, 0x35211525, 0x21333634,\r\n    0xeb041632, 0xfe395173, 0x51effdfc, 0xfbd60473, 0x3803872a, 0x4e035173, 0x1b017351, 0xfe775542, 0x770d01f3, 0x46014255, 0x01ff00ff, 0x25048248,\r\n    0x5443438c, 0x674a7777, 0x00192c0a, 0x00310025, 0x07140000, 0x18230601, 0x1813c674, 0x361800d5, 0xc0fe0980, 0x130d0e09, 0x130da0fe, 0x60010d13,\r\n    0x0c0c0e12, 0x75a93f01, 0xfa2006ba, 0x13420219, 0x1c8e0222, 0x11cf7418, 0xf075ab20, 0x2099821b, 0x082f4e03, 0x7518ab86, 0x34380d8d, 0x33360137,\r\n    0x011d1632, 0x12163221, 0x20012e10, 0x1e10010e, 0x00362001, 0x250a5e49, 0x0d138004, 0xa083a0fe, 0x09c1fe25, 0x83400109, 0x600124b6, 0x9ca0130d,\r\n    0xc0e02bac, 0x0ec0130d, 0x3f010a12, 0x34831c09, 0xc00d1325, 0x9cfffe13, 0x20ab89ad, 0x05bf4b0f, 0x14110122, 0x8605956c, 0x0fbf4ba6, 0x310fff47,\r\n    0x1a260004, 0x40fe1114, 0xc0011b1b, 0x261a1411, 0x0c760001, 0xc0032719, 0x261a80fd, 0x3676010c, 0x260c2305, 0x0f76c6fc, 0x00072222, 0x21998213,\r\n    0x934b0000, 0x41122006, 0x6018062e, 0xcf5d0f31, 0x182a2006, 0x211b3760, 0x8c5dea02, 0x0bdb7705, 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0x04330082, 0x00800580, 0x01000044, 0x2b040214, 0x35262201, 0x83060711, 0x013d25a2, 0x35013f34, 0x116f0b8b,\r\n    0x011d2a05, 0x1d163625, 0x05071401, 0x23088715, 0x35003611, 0x04301c85, 0xbcfebd80, 0x120ea0bf, 0x0a0603d7, 0xe9170d09, 0x12210787, 0x2614820e,\r\n    0x1a0f7701, 0x8677fe17, 0x01bc2206, 0x33158404, 0xfebfc002, 0x0e12bdbc, 0x01426302, 0x80100a06, 0x5d470817, 0xfa280988, 0x0e12120e, 0x140574b5,\r\n    0x79211783, 0x2508875d, 0x010d19fe, 0x1b82be14, 0x82030021, 0x050021c2, 0x2324c383, 0x43003300, 0x1527c782, 0x21230614, 0x85061411, 0x08ac74cc,\r\n    0xa1851120, 0x21111525, 0x4f131632, 0x79410e13, 0x80042a0f, 0xa0fe0e12, 0x0e400e12, 0xcf031912, 0x210c8209, 0x1d7e6001, 0x842f9020, 0x7efe2049,\r\n    0x00351a2d, 0x00000400, 0x800880ff, 0x27000005, 0x3f002f00, 0x00005000, 0x20be8201, 0x05044f35, 0x34012e26, 0x35263736, 0x352dbe83, 0x21173233,\r\n    0x1e17011e, 0x010e1402, 0x08028207, 0x141637a3, 0x34361707, 0x06210127, 0x0f062207, 0x010e0101, 0x3303012b, 0x13230332, 0x17163233, 0x33041e01,\r\n    0x02262105, 0x809e6e6c, 0x07130d40, 0x3a4d4d3a, 0x400d1307, 0x046e9e80, 0x10812a59, 0x2d2d7a59, 0x8110597a, 0x3535062a, 0xfb444451, 0xd9f70355,\r\n    0x1b7039ef, 0x1ae0fe1c, 0x5d602d59, 0x1d9d9d1d, 0x582e605d, 0x0420011a, 0x49322f0e, 0xfcc80124, 0xa0017409, 0x212f4040, 0x11021918, 0x19021118,\r\n    0x402f2118, 0x03160740, 0x242c330f, 0x030f332c, 0x24fc0716, 0x301e2470, 0xd6fe3094, 0x18302a26, 0x314b8218, 0x01d00126, 0x26d001e0, 0x04e0fe1a,\r\n    0x1519210d, 0x1f434050, 0x06803006, 0x00520000, 0x01000056, 0x14151632, 0x8217010f, 0x82062005, 0x012f22f6, 0x200a8905, 0x050d5007, 0x013f3623,\r\n    0x200a8903, 0x05735227, 0x011f1623, 0x210a8925, 0xf4433637, 0x0f320805, 0x36371301, 0x05032501, 0x533eef05, 0x0738ac5d, 0x4d2f3b54, 0xcafe370f,\r\n    0x3c540837, 0x370f4c2f, 0x3d151d99, 0x9c2c3751, 0x161a9c69, 0x2c37523c, 0x1885359d, 0x36013625, 0x83550836, 0x3525082c, 0x3c1615a2, 0x9d2c3c55,\r\n    0xfc18a469, 0x693601fc, 0xf802cafe, 0x21613d51, 0x1a15a73b, 0x2d36563b, 0x18a46aa5, 0x24088317, 0x500935a3, 0x2554823d, 0x36390135, 0x5e835108,\r\n    0x189f352a, 0x36553c17, 0xa069a02d, 0x37352283, 0x0637a12c, 0x492d3b4f, 0xc4fe360f, 0xfafe0838, 0x6b3b0169, 0x0c974600, 0x29000f24, 0x23624900,\r\n    0x11012511, 0x010e0706, 0x3925f482, 0x2e272201, 0x26028301, 0x33161411, 0x42363221, 0x142e07c0, 0x011e1716, 0x32061e17, 0x2537053e, 0x4462013e,\r\n    0x032c080b, 0x22211fe0, 0x426235c5, 0xbe2f6242, 0x0a2a0c2f, 0x40032838, 0x29373828, 0x3828c0fc, 0xb52f253d, 0x0e1c0327, 0x1518131c, 0x13181514,\r\n    0x03240982, 0x3f230b01, 0x080d6b62, 0x01e0fb2a, 0x161423b4, 0x4545247e, 0x08207920, 0x4cfe0826, 0x02383828, 0x383a2965, 0x194f2528, 0x021a7220,\r\n    0x09110913, 0x0a05050a, 0x13240682, 0x4f17ae02, 0x0023d682, 0x71000006, 0x053f067b, 0x47003f00, 0x61005100, 0x00007100, 0x01373413, 0x14010226,\r\n    0x0307030e, 0x3e373601, 0x500f2601, 0x1e2405d3, 0x13011f01, 0x37081288, 0x36232622, 0x04323324, 0x06222317, 0x061e1415, 0x13051617, 0x23061716,\r\n    0x16012722, 0x07021415, 0x34353613, 0x16042000, 0x06021012, 0x26242004, 0x36121002, 0x36242000, 0x26240f82, 0x06042024, 0x24080f82, 0x01437f16,\r\n    0x05eec46f, 0x080f0508, 0xfe4c041b, 0x132a2eea, 0xcd13130e, 0x110c7f4b, 0x0c0f0306, 0xfea87850, 0x081386e8, 0x0a20072a, 0xc6530169, 0x690b0193,\r\n    0x044a370a, 0x12060c04, 0x3f031607, 0x01ed06fe, 0x70817e04, 0x5f7b0369, 0x3bebafd0, 0x6c01a2fc, 0x07df8318, 0xfe94fe37, 0x8e8ef0b4, 0x015501f0,\r\n    0xe53d015a, 0xfee58888, 0xfea6fec3, 0x080983c3, 0xa380022a, 0x5f13fc96, 0x08017401, 0x1c3c2713, 0x00ff0d5a, 0x05033a03, 0x011d2102, 0x0109010a,\r\n    0x0e13120c, 0xb8fe0801, 0x400308fe, 0x29081587, 0x606abba0, 0x180c3751, 0x1e0f1b13, 0x6b05240c, 0x0679fdd3, 0x04202c05, 0xd1c3ae52, 0x02669ffe,\r\n    0x2a6ba9a6, 0xf08e3402, 0x7888b4fe, 0x8c844c20, 0x88b7f925, 0x8e3d01e5, 0x46002083, 0x6308067b, 0x00060007, 0x1b001200, 0x11010000, 0x26242605,\r\n    0x24363435, 0x04061537, 0x17041415, 0x25130111, 0x35272637, 0x3e041704, 0xfee4f0fe, 0x01c9d68c, 0xfed9d95d, 0xea3501e9, 0xfd25ad03, 0xa17793f3,\r\n    0x06cc1501, 0x8000fa00, 0x92fda414, 0x1aa4f78c, 0x8fe026ac, 0x051ee698, 0xfe3ffe50, 0x4653727a, 0x7c21ac1d, 0x3e06c342, 0x06800700, 0x000c0000,\r\n    0x00300026, 0x15010900, 0x23061423, 0x35262221, 0x21013523, 0x8a113311, 0x16322403, 0x8221011d, 0x013b2289, 0x300a8705, 0x03c00333, 0x1c2980c0,\r\n    0x291c0afa, 0x01000180, 0x85048200, 0x1c3b2302, 0x1882f929, 0x82063b21, 0x82f82008, 0x00062e08, 0x1a8080fe, 0x801a2626, 0x00fd00ff, 0x26038a03,\r\n    0x40401a26, 0x82c0261a, 0x861f8219, 0x092708ff, 0x00800500, 0x0036000d, 0x16130100, 0x24200406, 0x05133726, 0x00373216, 0x06010714, 0x0e252722,\r\n    0x15160701, 0x7b130714, 0x1d820678, 0x35264508, 0x37363734, 0x37342625, 0x17323601, 0x12ee0601, 0xd6feac04, 0xd6fea4fe, 0x021204ac, 0x1634163e,\r\n    0xfb165004, 0x040c04a0, 0x382b74fd, 0x3a3a3f06, 0x0f090a02, 0x0a090fc0, 0x413a3a02, 0xb3fe570b, 0x60041616, 0x04281e82, 0xfebc0260, 0x457645c4,\r\n    0x01380282, 0x0707b53c, 0x082e1002, 0x0101a0fe, 0x659b22ce, 0x26454924, 0x0b0e4ffe, 0x0e320082, 0x4526b101, 0x7bcf2649, 0x082e0868, 0x01016001,\r\n    0xff82a0fe, 0x80ff6d24, 0xd3629305, 0x13013505, 0x07222326, 0x02002613, 0x32331627, 0x12011e37, 0x37033e17, 0x3a080a83, 0x07030e31, 0x0d5b0306,\r\n    0x40292b3e, 0xfffe280d, 0x323a5db0, 0x8d3f432c, 0x91252ac1, 0x362f785a, 0x1c3a3835, 0x0a4e2340, 0xfd430292, 0x020b0b3d, 0xc50145c3, 0x0f8b2801,\r\n    0x82ed6f0f, 0xe93d2d99, 0x0e57cd93, 0x3a63270e, 0x00f81186, 0x00207382, 0xe12c7382, 0x23008005, 0x21010000, 0x02141516, 0x2705ef52, 0x24361210,\r\n    0x07172033, 0x0e268582, 0x011e1001, 0x7e823233, 0x03212f08, 0x0cd50200, 0xdaaffeb6, 0xcee4fe9d, 0x01ce7979, 0x2c019d1c, 0xb77bd1d7, 0x8080db81,\r\n    0x925781db, 0x0621465e, 0xee024cfe, 0xfed93d43, 0x2083c0ab, 0x013a0133, 0xc979ce1c, 0xdf8277c9, 0x82dff8fe, 0x525c4830, 0x339c1825, 0x0010280b,\r\n    0x00220019, 0x825e004e, 0x0716297f, 0x26272006, 0x17323637, 0x362be883, 0x06142432, 0x34352622, 0x4a053236, 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0x202d2d20, 0x11bd1530, 0x6f9a3c04, 0x3c2b2c1e, 0xf0051a20, 0x06f0aaa9, 0x33011f19, 0x0c364418,\r\n    0x54829720, 0x06285382, 0x062a2a06, 0x2e2e1f96, 0x07863984, 0x3c2a4729, 0xf3044e1f, 0x822c2027, 0x2a2b3965, 0xf4fe1205, 0x3c204d06, 0x0d321e2a,\r\n    0xad7a1719, 0x18197aad, 0xe401310d, 0x200bc44a, 0x081b4103, 0x30001e2d, 0x00003c00, 0x34353701, 0x62062226, 0x3d2405a5, 0x14152301, 0x1121e084,\r\n    0x05e34d34, 0x82350521, 0x05a74e11, 0x82270721, 0x4d32201b, 0x03340ce6, 0xa0745a62, 0x1b261c74, 0x51527397, 0x13141b73, 0x9689011b, 0x5a260683,\r\n    0x73a2743c, 0x4b575101, 0x022a080e, 0x4f3e1bb9, 0xfe4f6f70, 0x1b1b14e5, 0x527a7814, 0x01507172, 0x1c1c1318, 0x7adf3613, 0x1c1b147e, 0x1c1a7b13,\r\n    0x7272507b, 0x6057ad01, 0x8202200f, 0x07a325b7, 0x005d0580, 0x0021b783, 0x2bb48801, 0x35262223, 0x14112111, 0x35363216, 0x0721b487, 0x83108205,\r\n    0x113523b4, 0x1a853717, 0x3c26042a, 0xb1fc3c54, 0x4801fbb2, 0xfd2e0882, 0xc3fcb0af, 0x48018f01, 0xfcb1b2fb, 0x1182c383, 0x38032e08, 0x3c3c2a76,\r\n    0xaf9cfd2a, 0x01b2fbf8, 0x2bfafe0a, 0x022b3b3b, 0xf4f2ab6c, 0xa13a88ac, 0xfbb2f6fe, 0x0c01b0f9, 0xf2fe3a3d, 0x2a3b3b2a, 0x0aaf4c00, 0x1d000d25,\r\n    0x82250000, 0x22212382, 0x06831506, 0x2d123775, 0xfe40fdc0, 0x02835d20, 0x5de001c0, 0xdf414083, 0x01a02d0b, 0x83c002e0, 0xfd20fe5d, 0x1d048340,\r\n    0x330c6e4c, 0x00000800, 0x00081a00, 0x0500e604, 0x0d000900, 0x19001100, 0x25266b82, 0x00002900, 0x69833301, 0x23011930, 0x33110111, 0x33150311,\r\n    0x11211335, 0x01823521, 0x82112521, 0x340b8b13, 0xecfdcc48, 0x017b4801, 0xcdcdcd99, 0xfd150252, 0xfe4801eb, 0x221083b8, 0x8214029a, 0xfe472b19,\r\n    0x7b4701b9, 0x29fce604, 0x1b82b902, 0x8ffe7122, 0x472e2382, 0x1e01b902, 0xe2fecccc, 0x52a352fc, 0x148401a4, 0x8d820a88, 0x32091f74, 0x00230013,\r\n    0x00400030, 0x06140000, 0x11272223, 0x8a323336, 0x26102509, 0x06072223, 0x11260182, 0x33163537, 0x0f840232, 0x0c852320, 0x2910884f, 0x2b354c16,\r\n    0x352a1c1b, 0x0886f5fe, 0xb07e0239, 0x1713147d, 0xd37c5737, 0xa77d4233, 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0xab540c73, 0x55786703,\r\n    0x560e724a, 0x970b44bb, 0x1e222384, 0x0182a098, 0x2f401d2c, 0x02654c15, 0x2e1a4c66, 0x18820c43, 0x47824a20, 0x24081682, 0x431d98a1, 0x730b56b8,\r\n    0x0178554e, 0x1e98a0cf, 0x46152e40, 0x4855795a, 0xae561070, 0x0b980c41, 0x25266825, 0x21418225, 0x71831202, 0x83694a21, 0x24368271, 0x57b9431e,\r\n    0x2d98820f, 0x144a6279, 0x5595fb2f, 0x1c475e79, 0x2284442c, 0x4a835785, 0x0b55ad2b, 0x4d170473, 0xb7550b74, 0x82af8643, 0x2c3d8449, 0x664b1a2d,\r\n    0x08000079, 0x00ff0000, 0x08018206, 0x00450026, 0x005b0058, 0x0067005f, 0x0089006a, 0x010000a3, 0x012f2606, 0x012e2726, 0x06070627, 0x27010e07,\r\n    0x013e3736, 0x26260283, 0x07020e07, 0x14821406, 0x26270622, 0x15820182, 0x36373623, 0x27068233, 0x1617023e, 0x010e1407, 0x17221a82, 0x0282011e,\r\n    0x82160321, 0x2306210a, 0x37222583, 0x2582011e, 0x05323736, 0x25012717, 0x17010511, 0x17032703, 0x05011737, 0x07170111, 0x2b226283, 0x27822201,\r\n    0x36343522, 0x21063d43, 0x70823233, 0x0137022c, 0x04062511, 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0x9695d3fc, 0xfe94d1d3, 0x772501be, 0xa977d401, 0x64a0fea9, 0x8ec88d8d,\r\n    0x0006008d, 0x0656ff10, 0x00ff05ef, 0x001e000d, 0x003c002d, 0x005c004b, 0x07030100, 0x27012e25, 0x023e012e, 0x011b1637, 0x0f030e27, 0x012e0301,\r\n    0x3736013f, 0x0e030127, 0x06010f01, 0x13031707, 0x37361617, 0x25030601, 0x823e1327, 0x010529f8, 0x07061613, 0x2607050e, 0xe8081182, 0x37250337,\r\n    0x012f032e, 0x1f163605, 0x44031601, 0x5cfe020f, 0x0b103e24, 0x22090f07, 0xb42c4e02, 0x30613f93, 0xbe04031f, 0x08070211, 0x068c4f23, 0x310cbc80,\r\n    0x94471213, 0x07d3e608, 0xfd39e2aa, 0xfeda2f27, 0x14e113c3, 0x31182850, 0x30183023, 0x12d49702, 0x280d160b, 0x46213d24, 0x01e7220b, 0xdc8e7c39,\r\n    0x22975dfe, 0x113c4552, 0x1f950111, 0x270b0c36, 0x90fe6f01, 0x39031d16, 0x4a381b25, 0x0c075c24, 0x85fe3a02, 0x6991485c, 0x01151554, 0x113c1a65,\r\n    0x567d3f12, 0x99feeafd, 0x0403231d, 0x01a40507, 0xad6a016f, 0x03161610, 0x8cfe3fb2, 0x64010cbb, 0x02041c1f, 0x192c1614, 0xfec5fe36, 0x234e2595,\r\n    0x16162214, 0x4803120a, 0xedc36c01, 0x148bfe53, 0x5d9a5956, 0x010d0d43, 0x0f0f1b03, 0x0400003d, 0x40ff0000, 0x05f34208, 0x19001124, 0x42184300,\r\n    0x1327092d, 0x012e0321, 0x18222123, 0x220a3e8e, 0x7a061411, 0x21280838, 0x22061415, 0x23013d26, 0x0805024b, 0x13013b22, 0x2133013e, 0x13171632,\r\n    0x01163233, 0x5e845ee0, 0x0382845e, 0x180259f8, 0x0900fd09, 0x03050218, 0xfe281284, 0x70600e12, 0x00fc70a0, 0x60340482, 0x5d83120e, 0xa217691c,\r\n    0x62000362, 0x1c6917a2, 0x7e01835d, 0x5e2a3783, 0x6501e001, 0x08131308, 0x0e8519fd, 0x80fe002a, 0x5080120e, 0x80507070, 0x12230585, 0x8280010e,\r\n    0x5ea3272d, 0xfe5e7f7f, 0xc784835d, 0x0008002c, 0x33000006, 0x45003b00, 0x95444d00, 0x21b09c08, 0x5167013b, 0x011d2106, 0x1722b582, 0x2f7b0013,\r\n    0x89012006, 0x231186fb, 0x835d2007, 0x8020ba94, 0xc0208a82, 0xc0839c82, 0x85faf921, 0x8a6420ae, 0x210421f7, 0x02231384, 0x835d8380, 0x834020c4,\r\n    0x854020c4, 0x25c48905, 0x12120ee0, 0xca83e00e, 0x5e20fe22, 0x01212f83, 0x05004182, 0x84bbfc21, 0x0100270e, 0x00ff2000, 0xdf84e005, 0x14240028,\r\n    0x1e212306, 0xaf431501, 0x27c18205, 0x26222137, 0x23013734, 0x3628058a, 0x16011732, 0x012b0614, 0x05370586, 0xfe1a26e0, 0x240a0132, 0x19c0fe19,\r\n    0xfe010a24, 0x13261a32, 0x84e59201, 0x83c52005, 0x13802b05, 0x80011334, 0xc51a2613, 0x05829201, 0x9201e530, 0x1126345a, 0x2319268d, 0x8d261923,\r\n    0x1d822611, 0x04889320, 0x13138023, 0x243082fe, 0x136dfe26, 0x44048234, 0x152a0a6b, 0x44002b00, 0x00005000, 0x10543401, 0x14152e05, 0x37323316,\r\n    0x17323336, 0x36323316, 0x22158237, 0x45072221, 0x15820537, 0x15842020, 0x15821320, 0x22232424, 0xd4820e07, 0x04202d86, 0x3e211883, 0x0bcc6701,\r\n    0x1e674008, 0x9a85fec1, 0x05161b2a, 0xe26f8420, 0x130e13ab, 0xed23601c, 0x9699c9fe, 0x07192330, 0x01817a1e, 0x0e18d117, 0x286c2319, 0xb0b2fe7e,\r\n    0x1f17a0cc, 0x1d0b1f29, 0x019fae85, 0x1315672d, 0x5acd2b1d, 0x2f080e07, 0x13204601, 0x2b092273, 0x1b081d14, 0xec1b0b67, 0x2a8d1528, 0x2319330d,\r\n    0x0d7c2108, 0x2f110123, 0x2f4b4917, 0x1f1e2507, 0x4425082a, 0x5b290c3d, 0x390e0c5a, 0xff000001, 0x06000480, 0x00130000, 0x17010900, 0x07211121,\r\n    0x11210703, 0x09822701, 0x37133738, 0xfe000421, 0x170118d1, 0x8e2c05fe, 0x01d3fe1e, 0xe9fe182f, 0x0b82fb01, 0x042d013b, 0x1fbafdd1, 0xfe1e61fe,\r\n    0x2f011eef, 0x011e4702, 0x11011e9f, 0x0000001e, 0x08038211, 0x00098c37, 0x0e007404, 0x2f002500, 0x3c003b00, 0x54004800, 0x63006200, 0x7f007100,\r\n    0x90008d00, 0xac009e00, 0xd400c000, 0x37250000, 0x23012e03, 0x03150622, 0x33011e17, 0x3e0e8232, 0x22262734, 0x07150607, 0x15171403, 0x33161714,\r\n    0x35363732, 0x06071701, 0x37012f22, 0x82373236, 0x22232d09, 0x34372735, 0x03013233, 0x23140717, 0x33251784, 0x07011f32, 0x85188706, 0x8326200b,\r\n    0x33362725, 0x13010932, 0x1b821407, 0x13012f22, 0x16210d82, 0x850d8f37, 0x8334201a, 0x3901231b, 0x1e830301, 0x82262221, 0x3634242c, 0x88171632,\r\n    0x013e280d, 0x07131632, 0x82061431, 0x1302231b, 0x0d423635, 0x01172105, 0x21255982, 0x1135012e, 0x21108334, 0x45831700, 0x10034d08, 0x0d011010,\r\n    0x0e0e090a, 0x090d010e, 0x0b2a0116, 0x10080d0c, 0x0a010d08, 0x0e09060b, 0xfb09090b, 0x021414ec, 0x1111020e, 0x1a580e02, 0x0908021a, 0x08091717,\r\n    0x19bc1a01, 0x020a0b19, 0x0a021515, 0x17175e0b, 0x150d0c02, 0x600c0d15, 0x0e3c0f82, 0x14140906, 0x010e0609, 0x15dffe81, 0x10070a15, 0x02121202,\r\n    0x5e0a0710, 0x080b1313, 0x0f820982, 0x620b0822, 0x02091382, 0x10021314, 0x09080d10, 0xc689010c, 0x140f0f0f, 0x0e0e010e, 0x630f140f, 0x16100e0e,\r\n    0x0c0c0110, 0x0f161001, 0x1a120ed5, 0x06060112, 0x090a020c, 0x0e07080b, 0xa6660402, 0x0deefc75, 0x60551c12, 0x111e01c3, 0xa6753935, 0x0b02f1a4,\r\n    0x0a0e0e0a, 0x0af1f5fd, 0x02d3340d, 0x0508104a, 0x06100805, 0xeb01bdfd, 0x0b070a01, 0x010d0709, 0x097e806c, 0x09807e09, 0x09cbcf46, 0x09cfca0a,\r\n    0xeb0132fe, 0x0b0bedf5, 0x050cf5ed, 0x0d0df4fc, 0x1f0dfcf4, 0x0910f6ea, 0x06eaf607, 0x0216fe09, 0xf684fe6d, 0xf6120b07, 0x0b127c01, 0xf42cfe4f,\r\n    0xf4130b08, 0x0b13d401, 0xf206fe20, 0x01f21515, 0x0d0d09fa, 0xea0211fd, 0x0aef02fe, 0xef0b0e0f, 0x0e0bfe01, 0x14fe1e0e, 0x10100bec, 0xec01ec0b,\r\n    0xfe10100c, 0x120de708, 0x75720d12, 0x0f037c02, 0x08050709, 0x7594fd12, 0x0d1202a5, 0x0a178303, 0xc0f9fe22, 0x4600a616, 0x0021050f, 0x27018206,\r\n    0x1b000d00, 0x39002900, 0x202d1382, 0x14153724, 0x24200406, 0x16013d26, 0x230d9c00, 0x011d1604, 0x34332a87, 0x01130236, 0x779c01da, 0xfe9efece,\r\n    0xce9efe60, 0x9e9c0177, 0x01b9250f, 0xce6201a0, 0xce282f87, 0x54560003, 0x457645aa, 0xaa230282, 0x8aaafc54, 0x2a01210c, 0x04210c8a, 0x2020822a,\r\n    0x82278580, 0x0acf5506, 0x1a001331, 0x5e002300, 0x74006300, 0x87007f00, 0x53010000, 0x172a11af, 0x26211107, 0x01260127, 0xc25d2111, 0x16012c05,\r\n    0x32333617, 0x14071617, 0x57150706, 0x07350533, 0x2f222302, 0x26272601, 0x37013e37, 0x15161736, 0x37363736, 0x210a822e, 0x2883023b, 0x82070621,\r\n    0x2a0482f6, 0x0e373601, 0x17060101, 0x82343736, 0x3526211f, 0x27230182, 0x83030714, 0x26272d2a, 0x06070627, 0x16232605, 0x34373233, 0x20ee9b18,\r\n    0xfe025e08, 0x3a3b3321, 0x0e101e93, 0x41060102, 0xdd3f8630, 0x0f5999ab, 0x0501180d, 0x5e09040a, 0x02090e55, 0x24443734, 0x0b0d0d18, 0x1701151f,\r\n    0x0209120c, 0x0c020102, 0x341bfe37, 0x01493355, 0x010d0f81, 0x03010706, 0x0c010101, 0x95877c01, 0x4c051602, 0x1e381b33, 0x74187702, 0x040e304c,\r\n    0x269c1804, 0x02430821, 0x071e1a51, 0x011e1631, 0x26010102, 0x3b182128, 0x0c07fafe, 0x1a0a0401, 0x092d6728, 0x5502020f, 0x527e8870, 0x0f28329b,\r\n    0x02062f15, 0x7b1e0503, 0x1bfea445, 0x58288618, 0x5a2a7a03, 0x28032507, 0x82010404, 0x0e16353b, 0x69fd0101, 0x11011b36, 0x566d4305, 0x180b386f,\r\n    0x0001011c, 0x410c6742, 0x542005a3, 0x2e259b41, 0x13331513, 0x37361333, 0x17333536, 0x8217011e, 0x3533350b, 0x03331521, 0x23010f06, 0x35012e34,\r\n    0x0327012e, 0x010e0323, 0x27250e82, 0x33032726, 0x20694135, 0xa4466938, 0x0307809f, 0x01030402, 0x9f800305, 0xd4fe46a4, 0x0205635a, 0xbd820402,\r\n    0x9002062e, 0x05029072, 0x02040401, 0x5a630502, 0x08223641, 0x6b80032e, 0xe5016bfd, 0x08101a14, 0x09220318, 0x95021bfe, 0x4afe6b6b, 0x03151a14,\r\n    0x05020907, 0x21020920, 0x1f09dffd, 0x1a151506, 0x6bb60114, 0x410b6f43, 0x53200507, 0x30250741, 0x35211525, 0x023e3723, 0x1716013b, 0x011f021e,\r\n    0x270f8323, 0x35331303, 0x07331521, 0x2624fe84, 0x012f2627, 0x13210f84, 0x20044103, 0x012d0128, 0x05674b19, 0xf482050a, 0x02042008, 0x6b030705,\r\n    0x4423014c, 0xfe43c3c0, 0x04674ae9, 0x0202030c, 0x0b060401, 0xdefe4c6a, 0x41c2bd44, 0xea3a2206, 0x07a16a6a, 0x06040813, 0x04090704, 0x016a6aa1,\r\n    0x6b1a0111, 0x13079f6b, 0x47820304, 0x6b9f0c28, 0xfef0fe6b, 0x008200e5, 0x00000523, 0x056f44ff, 0x3822ff85, 0x01414300, 0x3335272a, 0x013e3732,\r\n    0xec823435, 0xf9822320, 0x2301112b, 0x17323311, 0x07141516, 0x38f3a106, 0x5d470120, 0x432a4c89, 0x303f4a4f, 0x5c90fe52, 0x78770501, 0x3e381f34,\r\n    0x35e0a51f, 0x80170fa7, 0x1b785152, 0xd5fd6b13, 0x0c011801, 0x59522112, 0xd3930f1f, 0x32002a22, 0x012ed3a5, 0x37352111, 0x22040117, 0x32363426,\r\n    0xc2a01416, 0xfc80042e, 0x0180c000, 0xa050fe80, 0x70a07070, 0x0124b7a2, 0xc0c0fec0, 0x80203283, 0x70242f82, 0x090000a0, 0x30087f41, 0x00070003,\r\n    0x000f000b, 0x002a0023, 0x004a0037, 0x27b38252, 0x05152335, 0x011d2335, 0x15200785, 0x39213d45, 0x35231523, 0x13011121, 0x06141516, 0x34352622,\r\n    0x35133637, 0x32331533, 0x464b0216, 0x80022406, 0x84000180, 0x03380803, 0x38281c3c, 0x28c0fa28, 0x03283838, 0x1c602880, 0x0a780184, 0x0cc7fe0c,\r\n    0x60fe6301, 0x80803828, 0x8d0200fe, 0xde91086b, 0x63150891, 0x22164f80, 0x4b4b6abc, 0x80044b6a, 0x0120008a, 0x3d1fc844, 0x00fa8080, 0xa3fed102,\r\n    0x6d53191b, 0x1b19536d, 0x804d013f, 0x1afe1a80, 0x26263426, 0x00820034, 0x7f420620, 0x0039240e, 0x415e004c, 0x162926ad, 0x07141115, 0x2f222306,\r\n    0x70621801, 0x36373508, 0x36373201, 0x012e2710, 0x17010e07, 0x06071016, 0x27161716, 0x34201282, 0x11831282, 0x11823082, 0x0820d941, 0x14ec0132,\r\n    0x0c040814, 0x0e83a60b, 0x830e1212, 0xb40110a6, 0x8181131f, 0x15143610, 0x64641105, 0x12150511, 0x57141bbd, 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0x28086382, 0x27000100, 0xd90597ff, 0x36000006, 0x15010000, 0x02062306, 0x27060706, 0x010a042e,\r\n    0x1a162127, 0x36171601, 0x35022637, 0x056f6434, 0x010e0726, 0x27012e22, 0x080bee53, 0x65d90565, 0xa2c94161, 0x1c52502f, 0x73646941, 0x011b5760,\r\n    0x79581a1b, 0x76a94f7a, 0xb4d0a28e, 0x073abeb2, 0x413b4319, 0x323a1f12, 0xa2d24035, 0xc6c5023e, 0xf2fe8817, 0x302d1aa1, 0x8f723511, 0x010701e1,\r\n    0xfedacf6e, 0xc6effe97, 0x48eda960, 0xc0b92801, 0x9fc0d3f5, 0x0c04017f, 0x51672027, 0x5b635a57, 0x4a00d7ba, 0x07250503, 0x00000600, 0x08048203,\r\n    0x0e000a28, 0x15001200, 0x2d001900, 0x01130000, 0x37052511, 0x25010927, 0x012d2705, 0x11252705, 0x11170109, 0x11012505, 0x646c1105, 0x26013605,\r\n    0x37341135, 0x17323601, 0x02d81601, 0xfeb2fe5b, 0x03c1c1b5, 0x08098233, 0xb2fef325, 0xfe10014d, 0x8bf0fef0, 0xa5fd4e01, 0xfec1cd04, 0xfd0d01b5,\r\n    0x223303a5, 0x2c15cdfc, 0x22cdfc15, 0x82330322, 0x08108208, 0xfe6f013d, 0xdf67016e, 0xfc818124, 0xb49201dc, 0xb6b686df, 0x01df5db6, 0xfe6efe67,\r\n    0x020181ef, 0x9201b424, 0xfd2b99fe, 0xfd1729de, 0x020d0dde, 0x02291722, 0x02172922, 0xfd0d0d22, 0x820017de, 0x00022100, 0x083b0082, 0x00780500,\r\n    0x00570023, 0x011e0100, 0x23061415, 0x21232622, 0x012e022b, 0x18363435, 0x2408c043, 0x04323324, 0x281c8212, 0x33161401, 0x012e3732, 0x82268327,\r\n    0x32332520, 0x3233051e, 0x21057e41, 0x93411707, 0x081a8205, 0x23052e8b, 0x08070622, 0xa7ec896f, 0xfb030f04, 0x05020147, 0x5c6eecaa, 0x5f75a40c,\r\n    0x27014b4d, 0x1801a6b3, 0xccfa01a3, 0x67897ca8, 0x430c3f10, 0x4d4d374d, 0x41512c35, 0x71514941, 0xa8a77941, 0x5d628f7b, 0x50344c42, 0x4f2b394a,\r\n    0x52494241, 0xaa7a3f6f, 0xc72efc02, 0x01e9a47a, 0x6ea5e70a, 0x2b2736ba, 0x9a3aa273, 0xecfea1bc, 0xfe1806a3, 0x638e7af0, 0x410e4914, 0x44353643,\r\n    0x5252442a, 0x778f2a44, 0x6c618e79, 0x39334240, 0x20108545, 0x088b458d, 0x0600072f, 0x000f0000, 0x001f0017, 0x002f0027, 0x70188237, 0x24210e34,\r\n    0x2cca8220, 0x01371732, 0x37342637, 0x00100627, 0x34058220, 0x12072722, 0x26103620, 0x05100620, 0x27103617, 0x02141607, 0x11fa6fca, 0xfec00234,\r\n    0x52c2ab84, 0xfbc252aa, 0x1c1cc2f1, 0x42025ac2, 0x10857c01, 0x3e01ca30, 0xc2fee1e1, 0xc26403e1, 0x1cc25a5a, 0x296c0006, 0x820e2012, 0x831c2018,\r\n    0x2441833a, 0xfd84feab, 0x221084be, 0x85e12601, 0xc208223c, 0x084e85ab, 0x00010024, 0x0620ff20, 0x00d705e0, 0x01000021, 0x04060214, 0x02262420,\r\n    0x24123435, 0x00061537, 0x021e1415, 0x0e823e20, 0x27002a08, 0x12041635, 0xe789e006, 0xa0fec0fe, 0x89e7c0fe, 0xce5001c2, 0x66ddfedd, 0x0401edab,\r\n    0xfe66abed, 0x01cedddd, 0x8002c250, 0x2f1c83b0, 0x4001e789, 0x7301d5b0, 0x2de41ff0, 0x82e6a0fe, 0x28822082, 0x01e68229, 0x1fe42d60, 0x828dfef0,\r\n    0x13003d6a, 0xee0600ff, 0x63000006, 0x36130000, 0x31323712, 0x040e0714, 0x1e17011e, 0x3f013e01, 0x2e2e0382, 0x2e012f01, 0x37012f03, 0x011f011e,\r\n    0x08822636, 0x010e1723, 0x841c840f, 0x010e2208, 0x302b8716, 0x2f042e02, 0x16332601, 0x17081e31, 0x23040212, 0x08c28222, 0xd80813c5, 0x080105c5,\r\n    0x21384028, 0x32484905, 0x103e4d68, 0x0f1c2710, 0x0a0e0d1b, 0x0e2a2d29, 0x4e27680d, 0x27011314, 0xa0a11415, 0x04032721, 0x1c1c4f16, 0x13522c67,\r\n    0x14221f13, 0x5159212f, 0x3c151647, 0x20041849, 0x0e29312a, 0x0a070e0d, 0x314f2d28, 0x1c302b44, 0xde030113, 0xb9ff6efe, 0x85ebb4fe, 0x01d99602,\r\n    0x0201817a, 0x77663308, 0x47a69598, 0x1f102732, 0x83331011, 0x1d1e6472, 0x1a213119, 0x11730606, 0x301b1a46, 0xb71f206f, 0x22712eb5, 0x11472521,\r\n    0x480e7311, 0x9b381d1d, 0x1f2d40b9, 0x10112114, 0x7c777c35, 0x3d536770, 0x030d1111, 0x3242221d, 0x68664a50, 0xfdfe4782, 0x94e664fe, 0x485201f8,\r\n    0x073f05f7, 0x00000600, 0x001b000c, 0x00500028, 0x006c005d, 0x00890079, 0x05000099, 0x27242615, 0x82171637, 0x07210802, 0x16070116, 0x10260717,\r\n    0x07061737, 0x14150617, 0x04061701, 0x37363507, 0x17373627, 0x16070336, 0x21158214, 0x1b832707, 0x37272226, 0x26072726, 0x34200582, 0x05821d85,\r\n    0x82173221, 0x1637233d, 0x20831501, 0x27252683, 0x10002436, 0x233c8207, 0x34353627, 0x27212a82, 0x84328337, 0x35272635, 0x10000416, 0x080c7302,\r\n    0x1c730420, 0x082c7305, 0x20245608, 0x6a031604, 0x6a9efed0, 0x412c1d3a, 0x4111dc94, 0x1653e2fd, 0x6262391b, 0x52131e39, 0x3a080523, 0xd09efe6a,\r\n    0xdc114138, 0x7a2c4194, 0xe80e0ee9, 0x39b9431f, 0x5c34305a, 0x395a3034, 0xe81f43b9, 0x21e90e0e, 0x583bb942, 0x2c6c2c30, 0xb93b5830, 0x412afe42,\r\n    0x362e8338, 0x6a392326, 0x10046001, 0x161b3962, 0x52232453, 0x16391e13, 0x83262339, 0x41383a64, 0x016001d1, 0xfee4870d, 0xfea6fec4, 0x8787e4c4,\r\n    0x013c01e4, 0xe43c015a, 0x122043b3, 0x42664008, 0x22accf06, 0xa8393231, 0x020c562c, 0x343c1c11, 0x9a01b421, 0x383821b4, 0x6d70641c, 0xac22e8fe,\r\n    0x014206cf, 0xa82c560c, 0x5b023239, 0x2a562a50, 0xa24d5c50, 0x0af11243, 0x4312f10a, 0x845c4da2, 0x5d2d0812, 0x1244a24c, 0xf00a0af0, 0x4ca24412,\r\n    0x02422602, 0xa92a560b, 0x21382a38, 0xabfdcfac, 0x21b466fe, 0x671c3c34, 0x1c64706d, 0x26213838, 0x24188221, 0x0b562aa9, 0x217a8202, 0x998400fd,\r\n    0xad89a382, 0x6f9f0221, 0xcb5a139d, 0x00073709, 0x00390010, 0x00690045, 0x00830073, 0x23142500, 0x33343522, 0x07860332, 0x35371624, 0xac5a2306,\r\n    0x15172406, 0x84141506, 0x021e2d04, 0x34353233, 0x012e2726, 0x3e373435, 0x272e0482, 0x26331336, 0x37341135, 0x11151623, 0x33820514, 0x013d2228,\r\n    0x33163233, 0x13832335, 0x23011d24, 0x0e833615, 0x15231528, 0x33031e14, 0x88590132, 0x25362107, 0x080b1d49, 0x16322152, 0x6b5d4602, 0x4a246662,\r\n    0x26244d4d, 0x32394ea6, 0x3b76563c, 0x7129262c, 0x2b4c4428, 0x1b4e60e0, 0x5a4d3131, 0x8947250a, 0x03890202, 0x261efa01, 0x23093435, 0x8c036909,\r\n    0x01243c04, 0x02041003, 0x381f1205, 0xc8fe4026, 0x32314830, 0x64023146, 0x080ba36c, 0x3f42e45a, 0x55950140, 0x25335a54, 0x721d1d7d, 0x0f683256,\r\n    0x35441103, 0x66250318, 0x1023432d, 0x0e4043bc, 0x2c181f05, 0x4f6e0f08, 0xfe091c18, 0x01371b61, 0x17172e83, 0x3278fe30, 0x52157909, 0x527502e1,\r\n    0x2f1f1814, 0x02010375, 0x3b3625d9, 0xda021826, 0x25363724, 0x53363524, 0x080dd26c, 0x00060022, 0x0600ff44, 0x000006bc, 0x00100007, 0x0048003c,\r\n    0x0077006c, 0x23342500, 0x33141522, 0x26340332, 0x01380885, 0x16070615, 0x07061415, 0x1415010e, 0x1015051e, 0x022e2221, 0x35373435, 0x2208d782,\r\n    0x012e3537, 0x33363435, 0x01321732, 0x11353623, 0x06332734, 0x25141115, 0x22230615, 0x1135032e, 0x82223533, 0x35072345, 0x19843533, 0x22153326,\r\n    0x11012b26, 0x00215d82, 0x08ff4614, 0x5302b808, 0x97ac9ea5, 0x7c3b3c3b, 0x0d01777c, 0x92102b24, 0x2d27287c, 0x47565647, 0x4595fe2d, 0xb6416e7a,\r\n    0x5f483f43, 0x52608cbe, 0xdeb60162, 0x04de0404, 0x67475d02, 0x1d325a3e, 0x18070208, 0x60261506, 0xab06e306, 0x550e390f, 0xf0fd3d57, 0x503a394e,\r\n    0x163a3b4f, 0x03656864, 0x91523d5c, 0xcacd0187, 0x292b0a0c, 0x0817b37f, 0x291f2726, 0x2d1e1517, 0xd0fe3953, 0x4a6b3919, 0x29043ca5, 0x041c6d55,\r\n    0x8b51a918, 0xbefc2fb9, 0x6102592d, 0x5b21225e, 0xb1599bfd, 0x3c2827c4, 0x013b5860, 0x0602045f, 0x23364cbe, 0x04be7c29, 0x048393fe, 0x5757740e,\r\n    0x00583b3a, 0x5b020000, 0x0b3008bb, 0x00001b00, 0x03230109, 0x03270706, 0x33110123, 0x2f0fb06e, 0x0a012903, 0x14189d70, 0x01789b2a, 0xd7026507,\r\n    0x300bf041, 0xf3011402, 0x2c30c8fe, 0xfe38015c, 0x03bcfe13, 0x0ba6418a, 0x00022308, 0x0400ff39, 0x000006c7, 0x0049001d, 0x06140000, 0x06272223,\r\n    0x16130207, 0x22230706, 0x3e262726, 0x63483703, 0x04322405, 0x82040210, 0x012e361c, 0x17013e37, 0x3e323316, 0x022e3402, 0x15020e22, 0x0e161714,\r\n    0x082a8201, 0x3e34353a, 0x04323302, 0x4f724a03, 0x353e333c, 0x1b012df7, 0x1e140515, 0x26150e02, 0x3d284446, 0xa0711047, 0xfe9cee01, 0x43409ef3,\r\n    0x05051715, 0x39331524, 0x4c80b261, 0xc2b2804c, 0x32080682, 0x260d0a34, 0x5d400a29, 0x9e76d89c, 0x14040d01, 0x432371a0, 0xfe8dfe4f, 0x02211618,\r\n    0xf37e141b, 0x3c82b5bf, 0x2a234b5a, 0xfe2e7150, 0x9cf4fec4, 0x8225050e, 0x0d042179, 0x06823e86, 0x68726136, 0x0e142814, 0x778e7b13, 0x9c5c9cd8,\r\n    0x12000100, 0xee0600ff, 0x6926db82, 0x26010000, 0xc8823435, 0x34373635, 0x33363712, 0x061e1732, 0x1516011f, 0x14150614, 0x4915011e, 0x2e2e0655,\r\n    0x23262704, 0x1e070607, 0x010e1702, 0x4a6f0607, 0x012e2406, 0x82010e27, 0x8303200b, 0x013e2d40, 0x36373237, 0x012e2735, 0x0722012f, 0x23212582,\r\n    0x08f98322, 0x0e0110bc, 0x010d1608, 0x7db90e11, 0x8585b98b, 0x323c5231, 0x0c141f22, 0x03123701, 0x27574d04, 0x11150924, 0x01100b15, 0x3b050201,\r\n    0x37531449, 0x05040208, 0x7335ee40, 0x080f4051, 0x2908400e, 0x442352ad, 0x14415476, 0x143b0b1f, 0x02020a04, 0x050d7830, 0x49120804, 0x04040129,\r\n    0xda021703, 0x3a142113, 0x0c3e1610, 0x3c2b018b, 0x36153742, 0x63464e3a, 0x53053a50, 0x0c340e43, 0x01050501, 0x2b6cc972, 0x20140f72, 0x01021f15,\r\n    0x14459a04, 0x042a2e25, 0x12610618, 0x02051316, 0x2d010104, 0x1a0f0328, 0x27282536, 0x0116021d, 0x03020202, 0x033ebd0b, 0x04432914, 0x2e360109,\r\n    0x77491301, 0x083e3007, 0x00c20500, 0x0016000a, 0x002d0021, 0x825b0049, 0x09df5e18, 0x0a890120, 0x95023621, 0x26013f16, 0x02042223, 0x06171415,\r\n    0x032e2223, 0x24370727, 0x24123411, 0x16043233, 0x07061401, 0x16822717, 0x10262423, 0x34118436, 0x29324402, 0x2b42422b, 0x33190329, 0x2d2d1b28,\r\n    0xec33281b, 0x23118531, 0x2734ac02, 0x26081183, 0xf6fe3427, 0xfea9271f, 0x2317a3e4, 0x3e301a21, 0xfd09521b, 0xc3defe48, 0xb0c54d01, 0x02d33901,\r\n    0x3775896f, 0x834496c7, 0x01a33a20, 0x01a1a91c, 0x0a04ab1c, 0x28333252, 0x5ffe3327, 0x1b2d2c1c, 0x012c2d1c, 0x08108fef, 0x9a04aa3c, 0x4e9cf9fe,\r\n    0x0a03034a, 0x7f021104, 0x1f01cbda, 0xa31c01a9, 0x3ffde984, 0xb557d575, 0xf28d256d, 0x8df21e01, 0x0100f38d, 0x00ff0000, 0x0006ff06, 0x00001e00,\r\n    0x01071601, 0xc1820706, 0x03252722, 0x53080583, 0x1135012e, 0x26250109, 0x01372627, 0x06323336, 0xff0621e4, 0x0e1b0500, 0xfe0d0b11, 0x1f12f23b,\r\n    0x1713090d, 0xd3fb6003, 0x032575fe, 0x80062202, 0x0514110f, 0xfa2818f5, 0x08101d00, 0xd9feb905, 0x21070417, 0x045d0114, 0xa263fc23, 0x1328290e,\r\n    0x0009c003, 0x02200082, 0x05257385, 0x001a00f7, 0x20758c20, 0x86758701, 0x13012573, 0x01090501, 0xfd3d778b, 0x12d6fef1, 0x13090e1d, 0x2528fe16,\r\n    0x06230303, 0xcbfe2380, 0x0166fadd, 0xfe5f0350, 0x237d8922, 0x15b9fed7, 0xc4337d84, 0x27290ec1, 0x15c00314, 0x2b050efa, 0x0289c5fc, 0x44e3fc7f,\r\n    0x34220c77, 0x0f824900, 0x06021023, 0xd9c11804, 0x4605202d, 0x3d2606cf, 0x3b363401, 0x04831101, 0x18163221, 0x3035eec1, 0x0e12fafd, 0x120ec0fe,\r\n    0x12e00e12, 0x120e400e, 0xfec11803, 0xfe98212b, 0x21071367, 0x42826001, 0x0f22db8c, 0x0f821b00, 0x020e202b, 0x20021e10, 0x2e10023e, 0x34441801,\r\n    0x8203230b, 0x594bfcfe, 0x04012105, 0x01210784, 0x0e385c91, 0x66000522, 0x0d3a9d18, 0x5cb7fe21, 0x3e2f101b, 0xc20680ff, 0x85008005, 0x22050000,\r\n    0x46222326, 0x3e330592, 0x35363702, 0x26273403, 0x07222123, 0x14031506, 0x4d031e17, 0x218b06d5, 0x34112729, 0x27042e36, 0x7f22012e, 0x3329062f,\r\n    0x32333632, 0x0e141516, 0x26358202, 0x16171413, 0x82322133, 0x34132349, 0x6d4f2e27, 0x84218f06, 0x062b0857, 0x2db12c92, 0x182cb02c, 0x3a2c221a,\r\n    0x01012110, 0x5dfd250d, 0x01010d26, 0x32401025, 0x2f181928, 0xaa2b2eb9, 0x1f19172a, 0x820f3629, 0x0201381d, 0x090e0805, 0x242e3c0f, 0xb92e1818,\r\n    0x2aa92a2e, 0x2b221919, 0x82230f38, 0x021a2338, 0x388219bb, 0x51122325, 0x82191933, 0xac2b2752, 0x2319192b, 0x1c823a2d, 0x10223d08, 0x18242f3c,\r\n    0x29070780, 0x041e1f19, 0x77150a0a, 0x0a158701, 0x150a0404, 0x168e8dfe, 0x1d01060a, 0x072c1a1f, 0x1e182a07, 0x0a0a051e, 0x03397817, 0x1b2e032d,\r\n    0x18272232, 0x1c040a06, 0x2c331b84, 0x021b1e1a, 0x8b150a06, 0x0b15c0fe, 0x150b0303, 0x828b4001, 0x26172108, 0x1c823883, 0x05011c3d, 0xfc8a170a,\r\n    0x0a157751, 0x1e1d0207, 0x00002c1a, 0x18000100, 0xfe0480ff, 0x82008005, 0x051b4f0d, 0x07060729, 0x14111506, 0x68012b06, 0x09850798, 0x82272621,\r\n    0x35400801, 0x37363734, 0x32012936, 0x25fe0416, 0x1a043218, 0x19240306, 0x8f24196c, 0x1a6c1a23, 0x7e629323, 0x58584042, 0x32016f79, 0x2419df01,\r\n    0x1d494305, 0x19060140, 0x80fb350b, 0x19242419, 0x3efbc204, 0x013f0783, 0x3a2f0cf0, 0xa68e7579, 0x25297678, 0x00090024, 0x0680ff00, 0x00000500,\r\n    0x00130003, 0x6c1b0017, 0x43290641, 0x00004700, 0x35211525, 0x0eff5225, 0x13820120, 0x23151323, 0x20078335, 0x8e1b8f03, 0x8205200f, 0x82132027,\r\n    0x6001272f, 0xc002a0fe, 0x4e18261a, 0xa0290811, 0xe0e0a0fc, 0x20fd0006, 0x211489e0, 0x0b898003, 0xe0400226, 0x80a0fce0, 0x32880082, 0x261a0023,\r\n    0x240f8201, 0x80800002, 0x210382fc, 0x198b8004, 0x8b00fe21, 0x2126860d, 0x83480100, 0x00253708, 0x16320100, 0x26200610, 0x25373435, 0x26222306,\r\n    0x32333610, 0x0e822517, 0x82203621, 0x22233517, 0x14160527, 0x04360507, 0xbbbb85c0, 0x02bbf6fe, 0x7e5c98fe, 0x852a0a82, 0x68015c7e, 0x0a01bb02,\r\n    0x0a82bbbb, 0x0298fe28, 0x5c680102, 0x22830002, 0x0c85bb25, 0x8356b416, 0xb456231a, 0x36850c16, 0x18200982, 0xab431482, 0x0025310c, 0x24000035,\r\n    0x22232634, 0x34362707, 0x33163727, 0x23054a56, 0x07171415, 0x06211482, 0x24108214, 0x15061737, 0xd8801814, 0x00053411, 0x3d54587d, 0xf10202f1,\r\n    0x7d58543d, 0x027eb07d, 0x82533ef1, 0x53582808, 0x7e02f13e, 0x497d01b0, 0xfd3d0b2a, 0x783a7eb0, 0x78100e10, 0x7db07e3a, 0x1007587d, 0xb07d3978,\r\n    0x1078397d, 0x037d5807, 0x0b3749e0, 0x00000736, 0x000700ff, 0x11000006, 0x3e002f00, 0x58004c00, 0x73006400, 0x2e28b582, 0x010e0701, 0x17160607,\r\n    0x3e2d9383, 0x01363701, 0x16170717, 0x16010f14, 0x07025015, 0x36121030, 0x17323324, 0x1f323637, 0x23061301, 0x356b2f22, 0x14162307, 0x0d8b0617,\r\n    0xc5423620, 0x36342605, 0x2732013b, 0x056b6315, 0x32363425, 0x82071716, 0x26272635, 0x36013f34, 0x085b8232, 0x14450250, 0xa66c1930, 0x19140a2c,\r\n    0x122a0b0d, 0x19548122, 0xf42eb803, 0x40131344, 0xfebd6f59, 0xfee2fefb, 0x6f6fbdfb, 0x8f0501bd, 0x1340a1b6, 0xfb441335, 0x0a0d0c0a, 0x0a09095b,\r\n    0x0a5a0a1a, 0x0b180bdc, 0x090a0a5a, 0x095b091b, 0x600e1220, 0x0483120e, 0x1c12ae23, 0x21028212, 0x2a835b97, 0x26820a20, 0x090a1a38, 0x14329a03,\r\n    0x6ca62c0a, 0x050a3019, 0x22815428, 0x2ead010b, 0x508244f3, 0xb6a14023, 0x2c63878f, 0x05011e01, 0x40596fbd, 0x01441313, 0x8238862c, 0xef1b2259,\r\n    0x20058309, 0x20118409, 0x205b84bb, 0x226a86a0, 0x87451212, 0x2191827f, 0x5b410300, 0x00042c08, 0x00350014, 0x05250100, 0x52022103, 0x2a080e02,\r\n    0x013d3601, 0x17132707, 0x05172726, 0x07063725, 0x27071337, 0x37171415, 0x16071305, 0x13273732, 0x01610225, 0x6d1f011f, 0x52059dfe, 0x29081103,\r\n    0x66956d04, 0x96863ff0, 0xe1fe35ef, 0xef35e1fe, 0xf03e8796, 0x011e9566, 0x75748b46, 0x8b7475f6, 0xd0024601, 0xb0fed0d0, 0xe04e8004, 0xfb280812,\r\n    0x03fbcb48, 0x4301e059, 0x7c4cce0c, 0x4c7c9f9f, 0xbdfe0cce, 0xfb0359e0, 0xfe2884cb, 0x272745d6, 0x282a0145, 0x0c000000, 0x00240382, 0x80050007,\r\n    0x32085370, 0x00590049, 0x00790069, 0x00a20089, 0x00bc00b2, 0x41152500, 0x284705e1, 0x16322205, 0x200f8e03, 0x8f0f8e01, 0x2225251f, 0x21013d26,\r\n    0x23202482, 0x1fa1299f, 0x34352126, 0x011d0405, 0x3e270682, 0x04202404, 0x8e11041e, 0x210f837c, 0x71832123, 0x12c00126, 0x120ec00e, 0x0a8a0484,\r\n    0x94400221, 0xc2fd2916, 0x0202261c, 0xff021b26, 0x35961e94, 0xfd800139, 0xfe82fefe, 0x11fefd82, 0xb38d5033, 0x3e010d01, 0x8db40c01, 0x89113350,\r\n    0x1b262645, 0x261b80fe, 0x228a87e0, 0x88720112, 0x89fe200a, 0x27158a0a, 0x811b2692, 0xfd261b81, 0x013832aa, 0x680a0d8a, 0x0a650102, 0x4c34110d,\r\n    0x253a4d4b, 0x4b4d3a25, 0x57fe344c, 0x01216a88, 0x82528254, 0x82002058, 0x42052000, 0x102f08bb, 0x25001400, 0x39002f00, 0x11010000, 0x4f230614,\r\n    0x132608e2, 0x11213336, 0xc24d1121, 0x26222a09, 0x32211135, 0x21150117, 0x055d6935, 0x09880520, 0x26c00232, 0xfe1a261a, 0xf9261a00, 0xe8021807,\r\n    0x000400ff, 0x1a310e85, 0x18a80126, 0xfed9fc07, 0x010e12a0, 0x02120e20, 0x220987a0, 0x82fdc004, 0xc0fd302e, 0x1a26261a, 0x69030002, 0x0240fd17,\r\n    0x8380fcc0, 0x28108243, 0x031a2640, 0x37011700, 0x056d66e0, 0x00210583, 0x20b38801, 0x34ab821d, 0x01071416, 0x04060717, 0x35230127, 0x3f122601,\r\n    0x36011701, 0x82148432, 0x06290807, 0xfe2525db, 0xa3a0966f, 0xfeb93bfe, 0x6a01b596, 0xa0a32f7c, 0x26900196, 0xfe254a6a, 0x9101ea70, 0x3b046a26,\r\n    0xfe266926, 0x21238270, 0x22847c2f, 0xc501b922, 0x91232383, 0x826b4a25, 0xea20083b, 0x00259001, 0x00040000, 0x060cff19, 0x000006e7, 0x00150009,\r\n    0x0067003a, 0x06140100, 0x34352622, 0x05206c82, 0x1809bb4f, 0x270aef49, 0x3632051e, 0x16173633, 0x36380182, 0x021e3217, 0x0637053e, 0x06071207,\r\n    0x26270607, 0x2e350337, 0x16032701, 0x272b0b83, 0x27261326, 0x1e173626, 0x41111701, 0x1529054f, 0x16363711, 0xb27f6903, 0x0802827f, 0x7ef6015e,\r\n    0x7f7f595a, 0xe17e5a59, 0xa8fb4f40, 0x5b2b3b53, 0x59335b47, 0x4402551c, 0x1a04061b, 0x056f0723, 0x2644173f, 0x3d493347, 0xfb79c64a, 0x75426b54,\r\n    0x04564e68, 0x07210801, 0x4f570401, 0x69417568, 0x1979fb53, 0x0f04272a, 0x04435e03, 0x155e43e9, 0x1c032a27, 0x53777753, 0x54767654, 0xfe2d0786,\r\n    0x579b02f8, 0xfd5c4449, 0x1622175f, 0x0839820f, 0x061c015a, 0x5b1a1903, 0x01010304, 0x100b0603, 0x95181f17, 0xb4e3fe67, 0x2f202371, 0x46017133,\r\n    0x01080201, 0x3272aefe, 0x7224202f, 0x671b01b4, 0x1b342595, 0x02030a02, 0x666648b6, 0x0f4afd48, 0x0000341b, 0xff640004, 0x069c0680, 0x00030000,\r\n    0x000f0007, 0x01000019, 0x21112311, 0x13210382, 0x08068237, 0x3715212a, 0x21011101, 0x21352307, 0x80031311, 0x911f0291, 0x56fbfd91, 0x03d94601,\r\n    0xfe4efe1c, 0xfed9d9ba, 0x4e046d72, 0xb2014efe, 0xfd2e0383, 0x1b03fe08, 0xd9d9e7fb, 0x0bfcaa04, 0x07824efe, 0x21018622, 0x3b05c342, 0x0501ff59,\r\n    0x00fd05aa, 0x002b0016, 0x004e003f, 0x25000065, 0x06070215, 0x27260607, 0x37240182, 0x3237013e, 0x17280482, 0x0627011e, 0x2304010f, 0x3e381584,\r\n    0x17321701, 0x1e011f16, 0x010e0101, 0x26270607, 0x36262703, 0x16173637, 0x17232682, 0x82160116, 0x26012412, 0x82243637, 0x12162210, 0x230e8205,\r\n    0x37070605, 0x37215083, 0x824b8236, 0x1edc0828, 0x05031701, 0x270c0501, 0x0d23ff36, 0x04050104, 0x3b01973c, 0x1819310f, 0x3103961b, 0x11edfe78,\r\n    0x050c1323, 0x232a1208, 0x2c47bd0d, 0x03191754, 0x33a90739, 0xaa0e1a25, 0x11050e2f, 0x76013023, 0x1c084ecb, 0x3b055afd, 0x86fe383a, 0x01291b08,\r\n    0x09283a4d, 0x9b022603, 0xfe0f1d03, 0x011843c6, 0x1e0e2e17, 0x7d4a011e, 0x251c0932, 0xd9069630, 0x0ddcfe7f, 0x5e090820, 0x0c150f2a, 0xb34a0a0e,\r\n    0x090b1346, 0x37e4260a, 0x0258270f, 0x4c321922, 0x4d0244b5, 0x0922121d, 0x36bcfe2b, 0x150e14d6, 0x4d15010a, 0x2b153215, 0x42270111, 0x0216071b,\r\n    0x11146651, 0x23560258, 0x0f5d2b1b, 0xfd12230a, 0x1427c8c1, 0x080f4c0a, 0x16140602, 0x6501282f, 0x130642ab, 0x39dd1711, 0x0a000000, 0x00240382,\r\n    0x80050008, 0x350cfb70, 0x0023001b, 0x0038002c, 0x11210100, 0x21151321, 0x21110135, 0x07830111, 0x1127038b, 0x16141123, 0x82253632, 0x0714241b,\r\n    0x18363221, 0x2b09f24c, 0x00043521, 0x800180fe, 0x0280fd80, 0x05240382, 0x0200fe00, 0xfc37038a, 0x34268000, 0xfa800626, 0xcb050b00, 0x7080261a,\r\n    0x5080f950, 0x83000170, 0x00ff2534, 0x00038080, 0x09823784, 0x038a0120, 0x0340fc3b, 0x1a40fcc0, 0x041a2626, 0x21c0fb40, 0xda04261f, 0x705040fb,\r\n    0x40045070, 0x313a8280, 0x070d002a, 0x008005d6, 0x001f0009, 0x00510039, 0xb5432400, 0x14152906, 0x012e2237, 0x23010e22, 0x372d1083, 0x1632013e,\r\n    0x14151617, 0x27220106, 0x2113822e, 0x1785030e, 0x20243623, 0x23178404, 0x26272213, 0x07200b82, 0x2005144d, 0x08178837, 0x28140456, 0x7d527d92,\r\n    0x7f4c0268, 0x034b7f82, 0x4e0a9712, 0x4eece6ec, 0xff00970a, 0xe8880c0b, 0x7fab5598, 0x11023a64, 0x01840a96, 0x01800178, 0x960a8478, 0xb30b0bfe,\r\n    0x38fe7ffe, 0x0bb37ffe, 0x0a97110b, 0x020402bb, 0xbb04021a, 0x930d970a, 0x2c2c2014, 0x327c1420, 0x963e0082, 0x4d0a0d12, 0x0a4d5858, 0x0196120d,\r\n    0x63690810, 0x2c3e3e2c, 0x0a0c1296, 0x84929284, 0x14820c0a, 0x9d090f26, 0x099d9f9f, 0xba232883, 0x83bacccc, 0x00002c28, 0xff00000d, 0x06800600,\r\n    0x5a070000, 0x3f350c95, 0x53004b00, 0x6b006300, 0x00007b00, 0x22263404, 0x32161406, 0x20078624, 0x2107ae00, 0x30831101, 0x82111521, 0x87362042,\r\n    0x2f52183b, 0x8610200f, 0x09004253, 0x3336342e, 0x01163221, 0x4b6a4b80, 0xcb016a4b, 0xfe200684, 0x03200685, 0x02821182, 0x14940d86, 0x4c4b0324,\r\n    0x02824c68, 0x3f87fe20, 0x23078e77, 0x261a0005, 0xcb294b84, 0x80fa344c, 0x344c4c34, 0x20058205, 0x85648335, 0x014b2255, 0x200c84cb, 0x860685fe,\r\n    0x2214940d, 0x840180fd, 0x83fe2041, 0xff022105, 0x01223684, 0x618201c0, 0x21066f4c, 0x1384a5fe, 0xfa000323, 0x20698300, 0x08058306, 0x0002002b,\r\n    0x0500ff09, 0x000006ef, 0x00450027, 0x07160100, 0x22232102, 0x03010f06, 0x2b010e07, 0x37262201, 0x3637033e, 0x3716013b, 0x28018436, 0x1716013e,\r\n    0x07142716, 0x29018206, 0x22272314, 0x06030607, 0x26822123, 0x0807916e, 0x05011eae, 0x571612ef, 0x192c22fe, 0x37040526, 0x19270502, 0x031815fb,\r\n    0x24122309, 0x83260509, 0x70af6785, 0x0b183566, 0x04040301, 0x502e994f, 0x5a8b71de, 0x0212645a, 0xfe0b0153, 0x031d16d9, 0x1d2d05e8, 0x7f225602,\r\n    0x03716b30, 0xfe78547a, 0x131a2144, 0x1a0fa6fe, 0x38151e21, 0x38df70e0, 0x27170225, 0x46975f69, 0x0103063f, 0x6bb33b03, 0x2852e981, 0x60010102,\r\n    0x0af6fd08, 0xbf051621, 0x131a261d, 0x0000a429, 0xff270004, 0x06000700, 0x000a0000, 0x00190012, 0x01000028, 0x13001732, 0x26030221, 0x06013336,\r\n    0x36030207, 0x12131237, 0x09251183, 0x02031001, 0x08188401, 0x1632216f, 0xb9011217, 0x0a011321, 0x7f42fe60, 0x14120cf0, 0x4c31a403, 0x0428b14f,\r\n    0x01ebe1d3, 0x3dfe232b, 0x0400fe29, 0xfe436568, 0x045119dc, 0x67011013, 0x73052315, 0xfe1a6003, 0x0166fe94, 0x103401b9, 0xc79bfe23, 0x013601c2,\r\n    0xfee4dd1c, 0xfe8f01ac, 0xfe13fdbc, 0x03990271, 0xfec0fd27, 0x027cfe58, 0x010b0230, 0x101b012d, 0xfe141a19, 0x08a28267, 0x80ff003b, 0x80050009,\r\n    0x0f000800, 0x1c001800, 0x49003e00, 0x00005900, 0x3f362301, 0x37013e01, 0x26030517, 0x04072123, 0x2e270325, 0x33132701, 0x13330301, 0x23260523,\r\n    0x06070622, 0x064f5517, 0x07012f28, 0x36163316, 0x22823437, 0x36343531, 0x011f3633, 0x07222325, 0x33373303, 0x42331716, 0x56080fc5, 0x0e8ab707,\r\n    0x0c040334, 0x82fa0c03, 0xfe400b3a, 0x370102f4, 0x11a20f01, 0x8748761a, 0x250501af, 0x02a668a6, 0x7b504598, 0x9201019c, 0x273c2630, 0x17164656,\r\n    0x9d826f4a, 0x2c318c02, 0x36462e31, 0x80c0010f, 0xaef61641, 0x0f05d423, 0x344c809a, 0x4c3400f8, 0x8208344c, 0x02430805, 0x098e2522, 0x370a200a,\r\n    0x36270178, 0xfe5c4f0d, 0x7746594a, 0x0202fe1d, 0x027efd81, 0x761b1082, 0x1748665e, 0x201e1524, 0x22900b21, 0x6a647801, 0x15221944, 0x19012116,\r\n    0xfd369b08, 0x4a1660b4, 0x84fbc203, 0x8305204c, 0x18002205, 0x071b4100, 0x00116508, 0x002b0019, 0x00400033, 0x00580047, 0x00670063, 0x007a0071,\r\n    0x00b8009c, 0x00e500c7, 0x010b01f9, 0x012d0119, 0x014a013c, 0x017b0158, 0x0100008b, 0x0e222326, 0x1e141502, 0x37323302, 0x37120226, 0x17120206,\r\n    0x27021236, 0x07021216, 0x3e323316, 0x2e343502, 0x01222302, 0x15233533, 0x023b1533, 0x27072335, 0x35360982, 0x03373317, 0x35012b15, 0x3315013b,\r\n    0x37333227, 0x012f3436, 0x0c822b22, 0x24333522, 0x2d066861, 0x24222306, 0x04231732, 0x16323634, 0x0d821415, 0x09863620, 0x17222a08, 0x26222722,\r\n    0x34352635, 0x36373437, 0x36353231, 0x16173233, 0x16151731, 0x011c0715, 0x23060723, 0x35332506, 0x22272634, 0x209e8207, 0x24798307, 0x32333435,\r\n    0x8284821d, 0x17152606, 0x23013d33, 0x21198215, 0xa1821406, 0x82013f21, 0x824a8279, 0x83372042, 0x14152313, 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0x0a835182, 0x1425322b, 0x011e0706, 0x3523011d, 0x83278234, 0x1632228a, 0x23138701, 0x032e3634, 0x23224082, 0x14821711, 0x1123a68b,\r\n    0x42011123, 0x368205c0, 0x012e2232, 0x3b363435, 0x22231501, 0x36161415, 0x1537011e, 0x8205e542, 0x2e06221b, 0x231b8902, 0x1103011e, 0x22070e41,\r\n    0x82343522, 0x26222331, 0x3382040e, 0x013b2208, 0x11133337, 0x77351733, 0x41022d59, 0x8ea3464a, 0x633d018e, 0x535428bd, 0x2a210129, 0xfe2b5152,\r\n    0x080583ea, 0x59cb0132, 0x4216fc2c, 0x845e395e, 0x46198719, 0x6a6e6074, 0x98024d55, 0x181c110b, 0x09291827, 0xff53507e, 0x50040100, 0xfe6dcf52,\r\n    0x98d9d9dd, 0xd4059494, 0x08055b42, 0x37196f2a, 0x7113da19, 0x0a1d0214, 0x1717010a, 0x09552940, 0xe3193819, 0x19b4b622, 0x45f917b9, 0x3118ac28,\r\n    0x2b2b8cfd, 0x4ea916c6, 0x08058642, 0x1e3378a9, 0xfe1737b1, 0xd1381fc4, 0x36ea4417, 0x01a3fe32, 0xd3343757, 0xae1f3b15, 0x02040808, 0xa81f3911,\r\n    0x182dfd3c, 0x41121916, 0x41452218, 0xfe3a309a, 0x1a1519eb, 0x01014111, 0x12170c05, 0x31994046, 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0x6a95966a, 0x3b5520af, 0x67491010, 0x1b0a4006, 0x08aaf909, 0x82600a02, 0x20a13920, 0x935c2a22, 0x988bf2aa, 0x131c0501, 0x38382814, 0x12131428,\r\n    0x6b015d81, 0x00202082, 0x04200082, 0x1627c78a, 0x4e002600, 0x89040000, 0x09332bbc, 0x23012e01, 0x15020e22, 0xdd880110, 0x26213727, 0x01123703,\r\n    0x20d8a217, 0x2dca8504, 0x03f7fd49, 0x85b52a6d, 0x305a995d, 0xe887c004, 0xf5029528, 0x3d6f3da6, 0xdf834301, 0xb020e89d, 0x012ddc86, 0x58f802eb,\r\n    0x6c623f75, 0xfe80fe33, 0x28f88540, 0x1001bb81, 0x049cfe61, 0xa5ef82a8, 0x052f56f8, 0x80ff0023, 0x2e018205, 0x1f000f00, 0x37002f00, 0x00005b00,\r\n    0x45341125, 0x11220542, 0xaa181614, 0x1f8d159d, 0x2721012c, 0x06212726, 0x14150507, 0x20452b06, 0x06557309, 0x3721332a, 0x2133013e, 0x011f1632,\r\n    0x02200482, 0x0a9a4918, 0x0ba64918, 0x2d080b8b, 0xc001e0fd, 0xfe0a0730, 0x03070ac3, 0x600e126f, 0xc0fc425e, 0x0e605e42, 0x010e1212, 0x4e0f4635,\r\n    0x28400128, 0x01460f4e, 0xa0120e35, 0x1683c002, 0x8340fd21, 0x270b9605, 0x0975ee03, 0x95090202, 0xfc292382, 0x7579534c, 0x12b80353, 0x080c820e,\r\n    0x3425a72e, 0x12a72534, 0x00000300, 0x000680ff, 0x2c008005, 0x48003c00, 0x15010000, 0x23020e14, 0x34350022, 0x1e323300, 0x14011d03, 0x3d22012b,\r\n    0x820b4465, 0x3b36250c, 0x02163201, 0x08178362, 0x497e0421, 0xcd397973, 0x1001edfe, 0x675322cb, 0x76103852, 0x8c488310, 0x448eb7b1, 0x7706098c,\r\n    0x62fc0a06, 0x23081fa3, 0x326dce01, 0x01162b4e, 0x01cbcf16, 0x291b0910, 0x106d2d48, 0x312b4610, 0xc59792b7, 0x07462a30, 0x2b030909, 0x211fc562,\r\n    0x87680000, 0x000e2209, 0x2dd98262, 0x22232634, 0x1415020e, 0x3e323316, 0xe6820501, 0x44220721, 0x0e2005d9, 0x2905fa55, 0x32333612, 0x013f1716,\r\n    0xde82013e, 0x07161724, 0x2b830603, 0x35043e25, 0x82210010, 0x1e102d38, 0x37323302, 0x011f1636, 0x07060716, 0xea183383, 0x400808f3, 0x6bcc0300,\r\n    0x627a3f5e, 0x60616b3d, 0x340255a0, 0x4b8c7b4a, 0x5f071306, 0x34051c2f, 0xb1a15e9f, 0x5785e284, 0x0b022688, 0x76050901, 0x02050805, 0x20190578,\r\n    0x42583a1c, 0xfea4fe30, 0xabed82dc, 0x08cc8266, 0xb1e48252, 0x29081a0b, 0x0a020108, 0x9c85fb66, 0x7acee4fe, 0x1c01ce7a, 0x0158019c, 0x6cf902a8,\r\n    0xa66c3d7a, 0x857a7061, 0xac6f11c7, 0x01023362, 0x42322135, 0x9daebf58, 0x479b0a01, 0x06381340, 0x0b050b0c, 0x18189afd, 0x09011a27, 0x4e763d27,\r\n    0x5c012401, 0x2a072241, 0x0b020990, 0x0d0c0c31, 0x835a5309, 0x38012852, 0x7ace1c01, 0x820058fe, 0x00022300, 0xd753ff00, 0x00233d05, 0x00000028,\r\n    0x010f1016, 0x0f141617, 0x2f220601, 0x2b060101, 0x13270501, 0x01373435, 0x0806b45f, 0x37011f22, 0x27010936, 0x44061501, 0x68e15ebc, 0x0ad20a0a,\r\n    0xfd690a1a, 0xcb3525a5, 0x804000ff, 0x695b0225, 0x68311385, 0xc5fc5ddf, 0xfdc04002, 0xbc0006c0, 0xdf5df7fe, 0x21288268, 0x2b840ad2, 0x01408025,\r\n    0x8435cb00, 0x821a202b, 0x680a2540, 0x40fa5ee1, 0xc0212b84, 0x308f8400, 0x0006fe06, 0x29001000, 0x32010000, 0x07141516, 0x076b5700, 0x36016608,\r\n    0x1f011e01, 0x23001601, 0x35022e22, 0x3233031e, 0x06043e37, 0x2d69464f, 0x6185b4fe, 0x5cb57e79, 0xfc3b7e02, 0x538727ba, 0xf5fe0401, 0x73be7bd7,\r\n    0x3844073a, 0x0e290f3e, 0x664a4119, 0x5d000668, 0xfd583f46, 0xb95b7b8b, 0x0254807f, 0xf6fb3643, 0x47166c4c, 0x5df4fed5, 0x0576cca2, 0x25222732,\r\n    0x243b5d42, 0x0c0f5d0f, 0x6f002d3c, 0x8f007f00, 0x00009f00, 0x11211125, 0x37013e32, 0x3233013e, 0x1e17011e, 0x0d843302, 0x16200682, 0x0b840c82,\r\n    0x0b831982, 0x2215132d, 0x2e27012e, 0x0e222302, 0x820e0701, 0x95262006, 0x2301260c, 0x3b363435, 0x20578201, 0x22038621, 0x4a163233, 0x3e24071e,\r\n    0x16323504, 0x9107134a, 0x0721080c, 0x2d00f900, 0x1e1c2650, 0x2818232b, 0x241d1616, 0x502d2e50, 0x17151e24, 0x2b231827, 0x50261c1e, 0x201c855a,\r\n    0x200c8422, 0x2723862d, 0x24502e2d, 0x2816161d, 0x32912383, 0x50821d84, 0x40507024, 0x01870001, 0x70504030, 0x384800fb, 0x1c134b35, 0x26131c22,\r\n    0x0c98025a, 0x80fe8036, 0x1b1c8001, 0x0e161b18, 0x1a191310, 0x19191d1c, 0x160e1013, 0x1c201082, 0x09841584, 0xc0400122, 0x1c211d85, 0x8e1d851a,\r\n    0x191a2a28, 0x50c0161b, 0xfec00170, 0x2f038740, 0x4d100370, 0x1d354b53, 0x1f20182c, 0x4c94263a, 0x00380c98, 0xff000002, 0x05000880, 0x00050080,\r\n    0x2100000b, 0x33112115, 0x21010911, 0x08250382, 0x8000f800, 0x25d58206, 0xc00180f9, 0x0a824002, 0x0480fa2d, 0x0280fc00, 0xfd400240, 0x450000c0,\r\n    0xc022060b, 0x39820006, 0x00103d08, 0x09000016, 0x23040601, 0x10022422, 0x13332412, 0x07021421, 0x32112113, 0x00031204, 0xfe6a2202, 0xfed19de5,\r\n    0x01cece9f, 0x03bbd161, 0xa46c7805, 0x01d100fd, 0x8602ce61, 0x786cdefd, 0x01211582, 0x2c0d82a2, 0xfe9d00fd, 0xa2026ae5, 0xfece0003, 0x209b8c9f,\r\n    0x259b871f, 0x06141101, 0x6e43012f, 0x01272d05, 0x011f3236, 0x36262701, 0x16322133, 0x072faf84, 0x79102700, 0x1a0a87fd, 0x60fee90a, 0x834902c0,\r\n    0xd0012908, 0x15111079, 0x120eb301, 0xe024c385, 0x11154dfe, 0x24872584, 0x83e90a21, 0x12272223, 0x82ed8200, 0x000725d8, 0x60005704, 0x143a0c82,\r\n    0x17031e17, 0x06141504, 0x062e2223, 0x23032e27, 0x15010e22, 0x32331614, 0x23723637, 0x22212c05, 0x34350226, 0x3233023e, 0x8217061e, 0x35362217,\r\n    0x08288234, 0x343526c0, 0x011e1736, 0x021e2317, 0x27260717, 0x22232635, 0x0a0c0506, 0x24341e0a, 0xd3450125, 0x4e693b95, 0x1e39324c, 0x3b200b31,\r\n    0x60527858, 0x9dd566ae, 0x1b3851b1, 0x011d0f54, 0x93fffe83, 0x915788f5, 0x905769c7, 0x3b3a5767, 0x601a3a2a, 0x26735189, 0x5857523f, 0x030b384a,\r\n    0x554e6faf, 0x160c0130, 0x1a81041e, 0x314a171c, 0x06400346, 0x1b291d23, 0xf15b0a0d, 0x3625c192, 0x4f7f505f, 0x69511c86, 0xb26f2858, 0x5fefa060,\r\n    0x2298353f, 0x9e980124, 0x69920101, 0x265c97ca, 0x8664623e, 0xc8369273, 0x3c2a5061, 0x2d171f20, 0x1046693b, 0x04a46e11, 0x0b2a1703, 0x63052d1b,\r\n    0x15011531, 0x0b460042, 0x00572d0b, 0x01000067, 0x022e2734, 0x012e3427, 0x2705a36f, 0x37171623, 0x012e2726, 0x1521d782, 0x30e98314, 0x011d031e,\r\n    0x22230616, 0x23052e27, 0x17010e22, 0x05fb4515, 0x46273721, 0x3627062a, 0x17163233, 0x5c33071e, 0x134b0bd4, 0x054e0805, 0x2423ea98, 0x02040928,\r\n    0x11362431, 0x5d131401, 0x45210a27, 0x027c5033, 0x1d646110, 0x011b3228, 0x46613b53, 0x45273917, 0x6553804f, 0x04036ab6, 0xba6dae5d, 0x3c0b145d,\r\n    0x7359722a, 0x7068a498, 0x23082e74, 0x37242916, 0x6b2a4c38, 0xe5656898, 0x0149080b, 0x0a42ade4, 0x021c250d, 0x24020b0d, 0x240f0f2f, 0x1d0a3647,\r\n    0x07507314, 0x1d586010, 0x291c0f08, 0x463a051a, 0x66952f90, 0x70314877, 0x6c0164b8, 0x1b6e71b6, 0x48506d18, 0xa86975ae, 0x5f15776b, 0x44395b3a,\r\n    0x028b1b27, 0x0b1166e5, 0x03000022, 0x2606e35d, 0x000f0000, 0x8233001f, 0x05206f0d, 0x021e1426, 0x24013e32, 0x23270c82, 0x10121621, 0x82210702,\r\n    0x1012390e, 0x2123020e, 0x10022e22, 0x2133023e, 0x04011e32, 0xbd8a5180, 0x518abdd0, 0x03200685, 0x68320783, 0x8b777efe, 0x8201778b, 0xd18abd68,\r\n    0x82edab66, 0xe54600fd, 0x83032007, 0x18022109, 0x37863089, 0xfe5a512c, 0xfeccfef4, 0x8a515af4, 0x1f48a701, 0x05bf410e, 0x0800002d, 0x00000500,\r\n    0x00230013, 0x85011800, 0x8602207d, 0x0401218d, 0x2208d66f, 0x83011e14, 0x20678471, 0x217b8866, 0x718cb204, 0x6bfe0121, 0xed20061e, 0x91206a86,\r\n    0x0020c48c, 0x00226883, 0x06830900, 0x000e2508, 0x00180012, 0x005c002c, 0x22210100, 0x26013f26, 0x10062223, 0x36323316, 0x27263327, 0x07210105,\r\n    0x10041716, 0x20081482, 0x06161307, 0x22230607, 0x15060327, 0x00201614, 0x00200010, 0x37363435, 0x2b060127, 0x23010e01, 0x2d118222, 0x37173233,\r\n    0x34262223, 0x15213336, 0x09862721, 0x17325c08, 0x32333601, 0xc6fefa02, 0xbc182328, 0xbc844841, 0xb07384bc, 0x3912baa3, 0x20017101, 0x696320fe,\r\n    0xbc050515, 0xae3d3c84, 0x0f160a0f, 0xae122315, 0x0801bc5d, 0xf9fe3c01, 0xf9fe8efe, 0xfe41464f, 0xc521129f, 0xb9a8fc17, 0x0701f9fe, 0x896572b9,\r\n    0x26261ae0, 0x0180011a, 0x84de55b3, 0x002e0809, 0x0b011421, 0x01b9655b, 0xfb204680, 0xf8febc1f, 0x55ef91bc, 0x8001943f, 0xc4956784, 0x18bc0801,\r\n    0x3417fcfe, 0x011d0b0e, 0x84825f04, 0x578401bc, 0x61354982, 0xfe623fad, 0xdca41a2b, 0x72010701, 0xb7370701, 0x80263426, 0x26048280, 0x2c70fe1c,\r\n    0x7e050000, 0x072a087f, 0x1f000f00, 0x4b002b00, 0x424e0000, 0x5d242007, 0x032f07f3, 0x2123012e, 0x03070622, 0x21331606, 0x18023632, 0x200c4778,\r\n    0x061c6823, 0x07862120, 0x3411232c, 0x013e1337, 0x16042024, 0x1f5e1317, 0x4b042307, 0x02826a4b, 0x481d2008, 0xfc172305, 0x0523176a, 0x1e260548,\r\n    0x261e2604, 0xfd141ce7, 0x1c1c1480, 0x14800214, 0x8280ac01, 0x00fd2125, 0x80300482, 0xb1096719, 0x56011b01, 0x09b11b01, 0x0b011769, 0x3d0aff5d,\r\n    0x80010c02, 0x171d1d17, 0x2e1e80fe, 0x286e022e, 0x1c281c1c, 0xa5fd5bfd, 0x4b4b3580, 0x05858035, 0x705b0230, 0x4ec6016f, 0x763c3c76, 0x663afe4e,\r\n    0xe7820300, 0x0008882a, 0x0b00f805, 0x52002e00, 0x1421e382, 0x22d28206, 0x82363426, 0x340526d0, 0x26222127, 0x210b8335, 0x46702426, 0x5a212006,\r\n    0x212a05c8, 0x32330416, 0x1401023e, 0x44692b06, 0x22232406, 0x84232700, 0x013b212d, 0x123b3382, 0x32332436, 0x32331700, 0x32b70516, 0x2442fd24,\r\n    0x02243232, 0x080124be, 0x832afc17, 0x8c032c0b, 0xaddafe58, 0xafd3feb1, 0x83d60317, 0x74fc3910, 0xad270158, 0x68aef284, 0x24327301, 0xdc831183,\r\n    0xf6a7cffe, 0xbd636bfe, 0x84201d83, 0x013d0f82, 0x01f5a831, 0x24bc6395, 0x46e30232, 0x33463333, 0x32545656, 0x8f322423, 0xd4feafa8, 0x320b87b1,\r\n    0x01f1af67, 0x55322384, 0xcffea755, 0x0a0183dd, 0x842432d9, 0x012e080d, 0xfe83dd31, 0x0032d9f6, 0x0b000600, 0xf50400ff, 0x07000006, 0x1b000f00,\r\n    0x75002c00, 0x0000a300, 0x12170301, 0x22233435, 0x36171601, 0xda822e37, 0x33361335, 0x26031732, 0x03062223, 0x33011e14, 0x34353632, 0x84032e27,\r\n    0x8317200e, 0x3637320f, 0x012e3411, 0x23242627, 0x15060722, 0x37041e14, 0x2b308232, 0x07061716, 0x010e0706, 0x15161415, 0x26251682, 0x16230627,\r\n    0x06fc5215, 0x46163721, 0x26200678, 0x07214582, 0x08287c34, 0x34350222, 0x13266b82, 0x053e1716, 0x2d823233, 0x1e032a09, 0x02141503, 0x2223010e,\r\n    0x03022627, 0xa57572b9, 0x8cfe3926, 0x2225031e, 0xfe232a0c, 0x20119fcd, 0x4b793c0f, 0x4f141330, 0x0e228467, 0x260d2017, 0x141d4239, 0x3b199e33,\r\n    0x9be39df9, 0x14150298, 0x73c9fe38, 0x2b0c0c25, 0x52585744, 0x1807101d, 0x1c040f10, 0x40203d44, 0x04032559, 0x21080989, 0x52365102, 0x083421a9,\r\n    0x1d0c384d, 0x362b1daf, 0x1c5e5572, 0x291d3d7a, 0x834e52a3, 0x060206c2, 0x3e43292e, 0x5247254f, 0x264f3d9f, 0xfcaa5e0e, 0x95706f98, 0xfe8604da,\r\n    0xc30115b8, 0x70fc3843, 0x192a0850, 0x03070702, 0x59fe6285, 0x5f01050a, 0xf5fc23dc, 0x1a8ca624, 0x204e180e, 0x36406250, 0x3f299dfe, 0xa9aaa491,\r\n    0x302b0201, 0x3531124c, 0x221e050b, 0x04131c34, 0x13130204, 0x161a1c24, 0x45882e18, 0x0c1e731f, 0xce0a020c, 0x350e0702, 0x22519c49, 0x680c4021,\r\n    0xde220c11, 0x7c653759, 0x3e1e4a1a, 0xce010f7a, 0xfd655069, 0x100611bb, 0x65916e7f, 0x6c496248, 0x3e0f46fe, 0x96405d5e, 0x6ebefcfe, 0x0d01392a,\r\n    0x21008200, 0x17490004, 0x001a2a07, 0x005b0036, 0x0100005f, 0x0bcc4633, 0xfd462320, 0x021e2406, 0x98253233, 0x25362c19, 0x2e272634, 0x21262702,\r\n    0x820e0720, 0x01320893, 0x17161415, 0x1617021e, 0x37202104, 0x3e37023e, 0x21111301, 0xcf110311, 0xa282a90e, 0x948cbab9, 0x05cb0da8, 0x3f39333d,\r\n    0x27361a0a, 0xced6025f, 0x1787a80e, 0x3e04cc23, 0x08178332, 0x31273541, 0x1f6d0137, 0x1c0f062d, 0x9dfd5602, 0x05558ffd, 0x2d061119, 0x062d1e1e,\r\n    0x2c061712, 0x13018701, 0x05576202, 0x2e051118, 0x00f8c01e, 0xb59e1002, 0xebc2c8e8, 0x4640a0ae, 0x48307579, 0x8f8b2443, 0x4c270810, 0x3dc8cfb6,\r\n    0x02120c08, 0x0f043f3f, 0xc73c080d, 0x3dc7d0d1, 0x050e0e08, 0x04412021, 0x3c090e0e, 0xfacb03c6, 0x83000600, 0x00022100, 0x052a0082, 0x00800560,\r\n    0x003b001d, 0x7f6f0100, 0x26342308, 0x0c892123, 0x21333625, 0x82011e32, 0x010e211d, 0x2c05f158, 0x013b3634, 0x11151632, 0x35363221, 0x2a0c8511,\r\n    0x0e12e003, 0xa0120ea0, 0x84f0fe70, 0x0e122f08, 0xe487d001, 0x85800185, 0x30fe87e4, 0x1484120e, 0x70100123, 0x230884a0, 0x10fe9003, 0x01251383,\r\n    0xfba070f0, 0x29098380, 0x120e4005, 0x4901e485, 0x358290fc, 0x030e1222, 0x2405dc4f, 0x0370a000, 0x411e8270, 0x062b07c3, 0x00800500, 0x003e000f,\r\n    0x18630053, 0x22110bc2, 0x56343505, 0x2b26051f, 0x1d062201, 0xa4821401, 0x9307ae4f, 0x8225200d, 0x22cf822e, 0x85111506, 0x82162029, 0x10e5532f,\r\n    0x1b1f0527, 0x1c18ca18, 0x0804821c, 0x16fe1b27, 0x44853541, 0x82441c1c, 0x37154135, 0x5e191b16, 0x36151c18, 0x61181c16, 0x37161b18, 0x424d0215,\r\n    0x35f8fe35, 0x340a8242, 0x35bf3f1f, 0x60887e42, 0x8860d0fb, 0x30046088, 0xb6028860, 0x83458372, 0xfafe2b04, 0x34344135, 0x16fa3541, 0x1383e616,\r\n    0x0788e620, 0x359a762e, 0xfe354141, 0xb4151566, 0x9d02412a, 0x88223d89, 0xab500000, 0x00022409, 0x82190009, 0x1b2123fd, 0x01832101, 0x99560920,\r\n    0x032d080f, 0x93dafe93, 0xfe3701e9, 0xfe48febc, 0x013701bc, 0xaa6a027f, 0x7640fc76, 0x0376aaaa, 0x01aa76c0, 0xfc2702c2, 0xfc000497, 0x023a0100,\r\n    0x211789a6, 0x008200aa, 0x00173f08, 0x0800ff00, 0x00000600, 0x0055004d, 0x00680061, 0x0072006d, 0x007f0078, 0x00890084, 0x00960091, 0x00a0009c,\r\n    0x00a700a4, 0x00af00aa, 0x00bb00b8, 0x00c100be, 0x010000cb, 0x03070614, 0x05871516, 0x27222324, 0x03830621, 0x26222328, 0x03373435, 0x0587012e,\r\n    0x13373623, 0x20128334, 0x25048213, 0x17323336, 0x03833621, 0x82323321, 0x1307253b, 0x1415011e, 0xd8820583, 0x82012321, 0x84012019, 0x37172915,\r\n    0x07062711, 0x25172101, 0x22085382, 0x27373601, 0x03372307, 0x37011701, 0x36012113, 0x21013305, 0x03161711, 0x0f013721, 0x07353301, 0x83141116,\r\n    0x172f0834, 0x17113711, 0x07012f01, 0x06273711, 0x17052325, 0x25020915, 0x07051127, 0x13170133, 0x3d26022f, 0x27260301, 0x03350209, 0x01132313,\r\n    0x83013f07, 0x3738088e, 0x3617010b, 0x141a0008, 0x141903cd, 0x182103c1, 0x70fe1019, 0xfe113411, 0x171a1171, 0x14c10422, 0x14ce0319, 0xc7141b19,\r\n    0x04d12201, 0x121a1722, 0x36108c01, 0x128e0110, 0x83081d83, 0x072017cf, 0xfc1913bb, 0xfe850127, 0xaafe8faa, 0x2a126801, 0x02015bfc, 0xbbbc0fd0,\r\n    0xa802100d, 0x02be7cfe, 0x10e8fe2a, 0x01af022c, 0x1e114004, 0xd8fefc16, 0x1077013f, 0x0155fe41, 0x70fc084d, 0xfe560105, 0x120e048b, 0xfe409201,\r\n    0xa3c19dcb, 0x080104a8, 0x01991eab, 0x04dfdf29, 0x0306bfcd, 0x93fd1077, 0x01d7fed5, 0xfd280137, 0xe601887b, 0x2501552a, 0x010384ee, 0x05d80816,\r\n    0x014bfe08, 0xa3c0fc36, 0x04350082, 0x2882303d, 0xab0302cf, 0x02054d81, 0x041f1581, 0x09099cfe, 0x38068214, 0x170808af, 0x14141222, 0x08182114,\r\n    0x044f010c, 0x0909141f, 0x1f056401, 0x2d238214, 0x04015801, 0x010f2401, 0x18080a6b, 0x00821521, 0x18213e08, 0x9afe0c06, 0x0d162101, 0x04bcfe0e,\r\n    0x01cdfc1f, 0x109efe62, 0x09041c03, 0x98fe050a, 0x5b01c706, 0x010208c2, 0x10c8c8c0, 0x050654fb, 0x01694f44, 0x40cdfe0a, 0x011c90fe, 0x04a9fe36,\r\n    0x082d820f, 0x0506b176, 0x01427801, 0xbddda641, 0x350308b1, 0x10010201, 0x0d01b10d, 0x9dc9fe0b, 0xdeec3a01, 0x4af8fe08, 0xe00c02c9, 0xc5fe2be1,\r\n    0x3301c1fe, 0xe4fe8d0f, 0x88012cdd, 0x057002fb, 0x100d1501, 0x01780102, 0xfe31fe04, 0xdff601b9, 0x89fce6fe, 0x1b01e5fe, 0x0146e3e3, 0x01040a69,\r\n    0xfd28010f, 0x0003529c, 0xff000002, 0x06800500, 0x000d0000, 0x1100001b, 0x21333634, 0x22080c43, 0x49112725, 0x3608056d, 0x16141115, 0x0283b733,\r\n    0xb76001e6, 0x83f4fc83, 0xb0d004b7, 0x1cfe2e40, 0x2d41402e, 0xbf835803, 0x42fa6601, 0x84bebe84, 0xa901b424, 0x2e42422e, 0x432e14fe, 0x82040000,\r\n    0x06833c5b, 0x007d0500, 0x0014000a, 0x0029001e, 0x00040100, 0x34352603, 0x32332412, 0x83171605, 0x1227260c, 0x00120100, 0x080c8525, 0x27260577,\r\n    0x00360706, 0x16070637, 0xc3fea603, 0x147722fe, 0xd06001cd, 0x5d640152, 0xfd7bfe47, 0x3e5d6fc5, 0xfe360270, 0x110273a3, 0x0e286301, 0x40fedcfe,\r\n    0xcf036777, 0x9b87aec1, 0xcc4a016d, 0x05415015, 0x1dfe796a, 0x5759c1fe, 0xcd6101d0, 0x715a418a, 0x7bfec1fd, 0x82015a48, 0x3cfb3a02, 0x14026401,\r\n    0x78675c76, 0xdbfe3efe, 0x4132140e, 0x01cd1754, 0x84986e4b, 0x061b44af, 0x04000829, 0x001600f7, 0x823b002b, 0x221326a9, 0x22232627, 0x2f038307,\r\n    0x13012b06, 0x17322136, 0x01203336, 0x03171632, 0x03231787, 0x8233023e, 0x03372215, 0x22268406, 0x83013e03, 0x1779080e, 0x839b6507, 0xe2c1c87e,\r\n    0xc1e29494, 0x057c80c8, 0x0201e09b, 0xe99a9ae9, 0xf1fe0201, 0x7c9dce81, 0x96e0c5ab, 0xabc5e096, 0xb079697c, 0xacacca5a, 0x94d337f2, 0xa0b0de98,\r\n    0x75d17c72, 0xcaaca5d1, 0x08fb7804, 0x94945b39, 0xf804395b, 0xfb6a6a7f, 0x034139a6, 0x8d8d4efd, 0x2b03fc4e, 0x6c6c232c, 0x048b0322, 0xfc429b97,\r\n    0x66323353, 0x0000056b, 0xff000005, 0x050008a5, 0x086f715b, 0x87565c20, 0x10b75631, 0x1805a34a, 0x2d0e6945, 0x1415011e, 0x05011e07, 0x5d141edc,\r\n    0x04841e14, 0x1ee4fe24, 0x0b836514, 0xfe200482, 0x0b931782, 0x88052108, 0x24fba6ec, 0x697eeca6, 0x6671a10a, 0x2a012d4e, 0x93fc95bd, 0xa5ac870e,\r\n    0x1e15dd02, 0x23fd151e, 0x02214083, 0x21058313, 0x0583edfd, 0x83ad0121, 0x53fe2105, 0x6a200b84, 0x96200b84, 0x77080582, 0xececa6a6, 0x32c574a6,\r\n    0xa1712722, 0x93eab743, 0x384295fc, 0x0000db21, 0x00002700, 0x00063eff, 0x04000006, 0x0d000900, 0x15001100, 0x1d001900, 0x25002100, 0x2d002900,\r\n    0x35003100, 0x3d003900, 0x45004100, 0x4d004900, 0x55005100, 0x5d005900, 0x67006100, 0x6f006b00, 0x77007300, 0x7f007b00, 0x89008500, 0x91008d00,\r\n    0x99009500, 0xd500a500, 0x21110000, 0x25010911, 0x35270584, 0x15131521, 0x8f173523, 0x17372303, 0x038a1707, 0x17013f23, 0x20038b07, 0x202f8201,\r\n    0x83039a21, 0x1533221f, 0x26219637, 0x35233517, 0x92071533, 0x22252103, 0x2805fd45, 0x06141516, 0x021e1401, 0x23088236, 0x23272223, 0x21084f67,\r\n    0x20820601, 0x33013e3f, 0x33171632, 0x23062e37, 0x06020e22, 0xfdf8fc00, 0xfa9c0508, 0x029502c8, 0x51c8faa3, 0x24008725, 0x0f690f3f, 0x2003821f,\r\n    0x2607841e, 0x694f0f68, 0x8278690f, 0x86792003, 0x41fc2a07, 0x73140172, 0x01731501, 0x89088214, 0xb8fb240b, 0x8fa27325, 0x4ef02217, 0x08588873,\r\n    0x88fd254b, 0x81b8b881, 0xfeb7b782, 0x443c27d9, 0x6170273c, 0x431f031a, 0x38371d5f, 0x4f503723, 0x15282937, 0x030f4922, 0x0924031e, 0x161a0e1e,\r\n    0x35371d0c, 0xfa000621, 0x01aefe90, 0x9e034152, 0xdafe62fc, 0xc9c92805, 0x7373d6fe, 0x27028a94, 0x212f228f, 0x222e220e, 0x0d2b0383, 0x22222e21,\r\n    0x5e2f212e, 0x832e222e, 0x2f5d2603, 0xd1042e22, 0x23008e24, 0x734facfe, 0x7322128d, 0x538c244f, 0x23225f82, 0xad8582b7, 0x7d012708, 0x05092924,\r\n    0x31151301, 0x0a2a3f33, 0x2e1f2c16, 0x0b01072f, 0x06181514, 0x013a1716, 0x030b030f, 0x170a0206, 0x0082002d, 0x0000032e, 0x000873ff, 0x07008d05,\r\n    0x2a001000, 0x770ec34e, 0x1d21139c, 0x07f27201, 0x5f032508, 0x9e9ee09f, 0x9efe03e0, 0xe09f9fe0, 0x2d3fe001, 0x3f2dd8f8, 0xaf012d3f, 0xf202402c,\r\n    0xaf012c40, 0x88013f2d, 0x9e201b83, 0x702c2883, 0x38049e71, 0x3f2cbcfa, 0x44052c3f, 0xa1210583, 0x820582a1, 0x00022871, 0x08280000, 0x82d90400,\r\n    0x005a2407, 0x4e050100, 0x22230542, 0x5f23072e, 0x3e2108e9, 0x05214802, 0x23040628, 0x35012e22, 0x49180034, 0x062d0b22, 0x35262223, 0x34353634,\r\n    0x0e222326, 0x220c8402, 0x85013e37, 0x36a90830, 0x04019605, 0x9edad294, 0x727a9a55, 0x78726768, 0xc39a5398, 0xd8649fd0, 0x1c200555, 0x3c150e08,\r\n    0x7ff5fe65, 0x0187e185, 0xd578ce1b, 0x8685919e, 0x85665aa5, 0x671e5f81, 0x111f1411, 0x6b3a9fd7, 0x0f08323d, 0xb03b1915, 0x04febf5e, 0xccb90339,\r\n    0xd19d92c5, 0x84785c37, 0x375c7885, 0xba9d99b7, 0x1d043d4b, 0x180e1513, 0x746c5835, 0x01cd86d6, 0xa78b5710, 0x7b578ba8, 0x25805f65, 0x4e12141e,\r\n    0x25d09f14, 0x0f15252c, 0x49431b13, 0x1d25befb, 0x0004000f, 0x0680ff00, 0x00000580, 0x0023001b, 0x0057002b, 0x26340000, 0x24d5822b, 0x1d062226,\r\n    0x29f48201, 0x013b1614, 0x32161415, 0xc5823d36, 0x06140028, 0x36342622, 0x07860432, 0x1411132d, 0x1e050706, 0x07141502, 0x44163221, 0x3e2307ea,\r\n    0x51033701, 0x1e220753, 0x19821704, 0x26c0042a, 0x3426801a, 0x261a8026, 0xfd270887, 0x4b6a4be6, 0x6e036a4b, 0xcb2a056d, 0xecfb1920, 0x18050701,\r\n    0x22839803, 0x1a00fc28, 0x02251626, 0x3651ccb1, 0x19102b05, 0x07040b0f, 0x1ab10401, 0x458d0326, 0xfd204e83, 0x2d0b586e, 0x00fec003, 0x7a032518,\r\n    0x0a181d07, 0x2c823010, 0x0e1a2627, 0x03044433, 0x260a8237, 0x161f120d, 0x82260725, 0x26f78ae2, 0x001f0017, 0x82530027, 0x26342514, 0x11010f22,\r\n    0x2005466f, 0x26fe8227, 0x16011714, 0xb7013732, 0x000525f3, 0x93133426, 0x93287682, 0x13263413, 0x34130001, 0xfd210482, 0x24f5b893, 0x25019213,\r\n    0x23ef821a, 0x1392dbfe, 0xff225982, 0x4f831300, 0x54512220, 0x20fba60a, 0x05574b07, 0x80052008, 0x05000200, 0x0c000900, 0x14001000, 0x00002600,\r\n    0x21030913, 0x09211327, 0x21252102, 0x82012103, 0x5f252001, 0x223d0532, 0x012e0127, 0x33360137, 0x02d43221, 0x01d4fe6f, 0xfd5d01e9, 0xfecc8946,\r\n    0x03e0fefa, 0x081182fd, 0xc2fcbd3a, 0xfeccaa02, 0x016f02ee, 0xfee0fe5a, 0x015901fa, 0x10020e80, 0x3a1240fc, 0x1040fc12, 0x80010e02, 0x80042112,\r\n    0xfd000321, 0xfc990267, 0x800403fc, 0x80fe8001, 0x9902e7fc, 0x31080884, 0xfe668001, 0x112f1200, 0x141400fc, 0x2f110004, 0x1a000212, 0x13000300,\r\n    0xed0700ff, 0x49000006, 0xa0009700, 0x36050000, 0x07011f32, 0x22060727, 0x049d012f, 0x1c7b3720, 0x83372005, 0x20049330, 0x87428325, 0x03113624,\r\n    0x013f3626, 0x21353311, 0x21152135, 0x17113315, 0x0307011e, 0x9f378911, 0x15012572, 0x23350525, 0x072d3c82, 0x13341313, 0x53535a80, 0x53123612,\r\n    0x980b8253, 0x9b248304, 0xfa53221f, 0x824a862d, 0x40532906, 0x1e1411d2, 0x000180b1, 0x80250183, 0x11141eb1, 0x846983d2, 0x2a6ea05d, 0x80014001,\r\n    0xfe808001, 0x84131300, 0x1313219b, 0x03943782, 0x19949484, 0x83795321, 0x5252303b, 0x40521313, 0x3a012501, 0x3a0a3d1a, 0x82802b01, 0xd5fe2a00,\r\n    0x1a3d0a3a, 0xdbfec6fe, 0x821c8212, 0x21449a20, 0x30821a04, 0x00210282, 0x057f4300, 0x0680053d, 0x00030000, 0x00430007, 0x21000076, 0x01012f13,\r\n    0x01010f13, 0x23262726, 0x4a060722, 0x06310537, 0x1e171607, 0x091e1701, 0x033e3233, 0x1e32013b, 0x26088203, 0x013e3708, 0x44013637, 0x0327086f,\r\n    0x26332737, 0x83373435, 0x26198303, 0x32163233, 0x83323336, 0x15162f38, 0x07160714, 0x031e0733, 0x60604002, 0x7e820180, 0x00016030, 0x560a0202,\r\n    0x1c076146, 0x56466107, 0x0083020a, 0x020b2208, 0x0c030b02, 0x110b0d05, 0x240d1712, 0x0d0a132e, 0x0d0b0c0b, 0x242e130a, 0x1112170d, 0x0c050d0b,\r\n    0x08228303, 0x0102025f, 0xfc7992a2, 0x09927996, 0x35512e1d, 0x0216d65a, 0x4511d2c2, 0x1e2c2024, 0x1e6c3c6c, 0x4524202c, 0x07c2d211, 0x3f52d61b,\r\n    0x01102a59, 0xfd4080c0, 0x40800280, 0x04320280, 0x02130802, 0x02081302, 0x03091204, 0x21040707, 0x14081a08, 0x04040c07, 0x19222319, 0x19232219,\r\n    0x070c0404, 0x08148214, 0x0704212f, 0xfc090307, 0x8a8a79a3, 0x89723d79, 0xdc1a616e, 0x140c4040, 0x2a393828, 0x252a903e, 0x2a253e3e, 0x392a3e90,\r\n    0x4f512838, 0xa07f21e1, 0x0637588f, 0x0005fd37, 0x5c004c00, 0x00007000, 0x020e1601, 0x27012e27, 0x27373626, 0x051d6a0e, 0x560e2321, 0x263509f8,\r\n    0x2622012b, 0x013b3634, 0x17021e32, 0x23273321, 0x3e372622, 0x220e8201, 0x8337011f, 0x1d163e15, 0x2b061401, 0x17361701, 0x3201011e, 0x22213736,\r\n    0x13372627, 0x06222326, 0x01281610, 0x10635736, 0x0cfd0834, 0x67bb8244, 0x0c10eda1, 0x60474f4f, 0xff1b256e, 0x06574500, 0x4c220808, 0xb57b184c,\r\n    0x26261a40, 0x864e801a, 0x021d2c63, 0xde557300, 0x0405261e, 0x21fd1826, 0x13724614, 0x1c83651b, 0x8373b33b, 0xf8ca8f90, 0x17b073d4, 0x1423c6fe,\r\n    0x2f931112, 0xbcbc842c, 0x08018005, 0x0d7357bc, 0x67f40132, 0x074c88bf, 0x6fa0e40b, 0x506b47c7, 0x271b82e4, 0x32071957, 0x266e2d1b, 0x321b2634,\r\n    0x2d80161d, 0x1c1e171e, 0x82137269, 0x261a3576, 0x1a1b3fac, 0x91fbfdd9, 0x1f201f6f, 0xbc0d1501, 0xbcbcf8fe, 0x080f6e57, 0x03000038, 0x00ff0000,\r\n    0xe0058005, 0x4f003500, 0x00005700, 0x020e1421, 0x35022e20, 0x37023e34, 0x16171636, 0x040e0706, 0x32041e07, 0x2e37033e, 0x012e2704, 0x17013e37,\r\n    0xab52031e, 0x42112005, 0x112c068c, 0x35262223, 0x33363411, 0x02163221, 0x08062547, 0x7b80055b, 0xfafef5cd, 0x427bcdf5, 0x1a477874, 0x1f05042c,\r\n    0x39603a1a, 0x03010f28, 0xbf826230, 0x6282bfd4, 0x0f010330, 0x3a603928, 0x04051f1a, 0x78471a2c, 0x80fe4274, 0x26401a26, 0x1a00ff1a, 0x261a4026,\r\n    0x8001354b, 0x83604b35, 0xba8383ba, 0x1f3d653f, 0x3f653d1f, 0x23364f31, 0x824a820c, 0x1b0a3550, 0x04101718, 0x1e231f0b, 0x241e1414, 0x0e040c1f,\r\n    0x0a1b1718, 0x4f824982, 0x36230c29, 0xfe4f034f, 0x83261a80, 0x1a262203, 0x83588201, 0x014b224c, 0x224d83a8, 0x82020083, 0x078021f7, 0x003bf982,\r\n    0x003f001b, 0x0e210100, 0x01010f01, 0x01272206, 0x32212726, 0x011b3736, 0x8233011e, 0x17132607, 0x07140116, 0x2bf88221, 0x0b070607, 0x22012e01,\r\n    0x21030706, 0x08053c4b, 0x17021e8a, 0x3233033e, 0x01000516, 0x040a0531, 0x1291fd03, 0x90fd1234, 0x71011005, 0x46052316, 0x162206be, 0x92062215,\r\n    0x27021238, 0x6f8ffe67, 0x2d132308, 0x06c4810b, 0x05222c23, 0x6759fe74, 0x813ee0fe, 0x2424506f, 0x3e816f50, 0x0002fee0, 0x04030906, 0x1212a8fd,\r\n    0x12025a02, 0x1901151b, 0x1a1465fd, 0xe501141a, 0xac012370, 0x11dd9b91, 0x29050214, 0xae0252fe, 0x151b1a14, 0x919b30fe, 0x492bf8dc, 0x40242440,\r\n    0x00f82b49, 0x022acf82, 0x800400ff, 0x2b00fc05, 0xcf823300, 0x07001423, 0x429a8211, 0x152905d5, 0x012b0614, 0x013d2622, 0x33048323, 0x013b3634,\r\n    0x02012e11, 0x37023e37, 0x24120436, 0x00200010, 0x04250382, 0xd9d9fe80, 0x344618e0, 0x2d0a8509, 0x0c81f396, 0x85e18b0b, 0xae2a01aa, 0x8b5900fc,\r\n    0xf9fe3005, 0xc0038efe, 0x18b9fedd, 0x0e12fcfe, 0x8a120e40, 0x04013335, 0x1201ae10, 0x92e6869b, 0xfe92130f, 0x8efe12ea, 0x3585f9fe, 0x220b075d,\r\n    0x822f0027, 0x163222a3, 0x08e55415, 0x1516012e, 0x22020e14, 0x3e34022e, 0x17323302, 0x08dda018, 0x00259b85, 0x1ac00510, 0x296b8426, 0x5b7e82fe,\r\n    0xd5ead59b, 0x06825b9b, 0x9ccb7526, 0xfbfe7e01, 0xfd25b483, 0x01720167, 0x269a8307, 0x8005f9fe, 0x64fe1a26, 0x062505b6, 0xcb9c81fe, 0x832d8575,\r\n    0x017e2234, 0x2146847e, 0xcb8980fa, 0x00820020, 0x00000236, 0x800400ff, 0x3d000006, 0x00004500, 0x15121601, 0x15070014, 0x321a4241, 0x35002635,\r\n    0x26371234, 0x3b362627, 0x1e173201, 0x44363201, 0x07210549, 0x26b48706, 0xb1913e03, 0x84d9d9fe, 0x84602089, 0x3a0a8576, 0xb1d9fed9, 0x063fa591,\r\n    0x15451113, 0xecc02c08, 0x1d082cc0, 0x0613113d, 0x89a4fd3f, 0xc4042ac4, 0xa7ebfe48, 0x18b9fedd, 0x843a8a84, 0x1884370a, 0xa7dd4701, 0x60481501,\r\n    0x141b10b1, 0x6a82826a, 0xb1101b14, 0xd28adcfb, 0x02000222, 0x22069b51, 0x824a0042, 0x059c43cf, 0x23076f41, 0x1607013d, 0x2e2edfa0, 0x36370201,\r\n    0x16363700, 0x22232517, 0xd4873526, 0x12000425, 0x4120010e, 0x7e20078d, 0x9531df93, 0x100c82f3, 0x76cb2001, 0xff0058dc, 0xfd120e86, 0x26d68987,\r\n    0x120ee005, 0x82fe1a26, 0x0e122505, 0xc99eff86, 0x1030e095, 0x9b1101ae, 0x172b01cc, 0xfe46420e, 0x60fb0e12, 0x002dda8a, 0xff000002, 0x06800600,\r\n    0x006b0000, 0x2fdbb573, 0x34350026, 0x0e072737, 0x2e012f01, 0x27013f01, 0x44062143, 0x364307c4, 0x37172105, 0x08a95818, 0x41203621, 0x05200d04,\r\n    0x31210441, 0x7ed9fed9, 0x1a096534, 0x010a300a, 0x126f6909, 0xf883400e, 0x0e200128, 0x850e1212, 0x1886566a, 0x9e395a25, 0x419e9201, 0x18313625,\r\n    0xc9dd4701, 0x0a6f359e, 0x082c0801, 0x70730a1b, 0x415c8386, 0x6b21089c, 0x2318865e, 0x7e7e3863, 0x3a104541, 0x00050000, 0x0600ff02, 0x00fd05fe,\r\n    0x003e0038, 0x0052004b, 0x0100005f, 0x44060216, 0x2120133a, 0x3f164444, 0x36370036, 0x16173617, 0x10360100, 0x03100627, 0x35263732, 0x23263734,\r\n    0x00100022, 0x27261101, 0x01214c82, 0x2d0b8232, 0x16072223, 0x16071415, 0x810cfe06, 0x314496f3, 0x00fe210a, 0x080a4344, 0x81f3962d, 0x2701110c,\r\n    0xababcecd, 0x2701cdce, 0x808093fc, 0x6773c080, 0x73679a9a, 0x01f9feb9, 0x89f90207, 0x02897777, 0x0701b940, 0x84b9f9fe, 0xef032618, 0xaeeefe9b,\r\n    0x0c8a4410, 0x3b119044, 0x132d01ce, 0x15737315, 0xfdd3fe13, 0x6c0183ca, 0x94fe8383, 0xa539f6fe, 0x39a7e0e2, 0x2a053444, 0x040180fe, 0x0f4f4f0f,\r\n    0x4401fcfe, 0x3938061b, 0xa5e2e0a7, 0x04000039, 0x06ff0100, 0x00068007, 0x50004600, 0x6c005e00, 0x2b137342, 0x0607011e, 0x24060700, 0x37032e27,\r\n    0x20053a47, 0x066d4525, 0x44213321, 0x3d2409e8, 0x17160701, 0x08065043, 0x27340126, 0x1415010e, 0x25013e17, 0x26171614, 0x37003435, 0x2223012e,\r\n    0x00320100, 0x27263435, 0x00141516, 0x06011e07, 0x380c6942, 0x1f163f4c, 0xd2b7f2fe, 0x7543a3fe, 0x085093d0, 0x87e28a09, 0x0059db76, 0x0df941ff,\r\n    0x223bfe24, 0x148492b6, 0x0400fe24, 0x0282daa2, 0xde80fc32, 0x0e0103a5, 0x87dd35cb, 0x03f9feb9, 0x0701b9c0, 0xfe211082, 0x211082f2, 0x91436004,\r\n    0xee5f320b, 0xfcfeb680, 0xbfda1d1a, 0xdea36706, 0x95ea8777, 0x0583430f, 0x258b4020, 0x095f4a2d, 0x0e12fe73, 0x2614a0fe, 0x84a7fa19, 0xfca83104,\r\n    0xd21e1d17, 0x78253f01, 0xfcf9fe92, 0xb9070107, 0x1c241182, 0xc1fed21f, 0x00311182, 0xff060004, 0x06000800, 0x004a0000, 0x005c0050, 0x1a434168,\r\n    0x45062721, 0x98441d78, 0x36172307, 0x96433233, 0x057b4205, 0x0010002b, 0x26373233, 0x23263710, 0x08734222, 0x16071024, 0xb1448006, 0x3f4c2a0b,\r\n    0xf7fe2016, 0x75badfb5, 0x1098458b, 0x7df99b2c, 0x0d011917, 0x92bae0ba, 0x9543c9ae, 0x80002506, 0x80fd8080, 0x7528ce82, 0x659a9a65, 0x3903b975,\r\n    0x84057c42, 0x0dcd440e, 0x80ee5f2a, 0x1bfcfeb4, 0x0f4e7c22, 0x3111b345, 0x2201b911, 0x0f01bba2, 0x617c221d, 0x0e12fe7e, 0x8642e7fb, 0x6f012c06,\r\n    0xf9fe8efe, 0xc001a739, 0x42fc39a7, 0xfe23087a, 0x6439a740, 0x3b220c3b, 0x33474300, 0x6907200e, 0x0720082c, 0x200d3d47, 0x09316937, 0xf1472120,\r\n    0x47332005, 0xd5291047, 0x2e09098c, 0x8c0a1a09, 0x0d4f474e, 0x85ac4e21, 0xd5ac2117, 0x231d5747, 0x1a0a8cd6, 0x09224082, 0x5f474f8d, 0xac4e210d,\r\n    0xac211785, 0x166747d5, 0x04ff023c, 0x00068004, 0x41003900, 0x16010000, 0x02141500, 0x022e2704, 0x36122627, 0xa0483537, 0x07352d08, 0x012f2206,\r\n    0x013f3426, 0x011f3236, 0x4707146a, 0x0224098f, 0x00100020, 0x02370382, 0x2701d980, 0xaad6feae, 0x0b8be185, 0x96f3810c, 0x12120ea0, 0x855ca00e,\r\n    0x13ca2484, 0x85ca1334, 0x855c20cf, 0x46f92018, 0x03330989, 0xb9fe187c, 0xeafea7dd, 0x920f1392, 0x019b86e6, 0x4110ae12, 0xa52105b6, 0x2333855c,\r\n    0xc91313c9, 0x5c214885, 0x20cd84a5, 0x0c3548fb, 0x04000228, 0x80070000, 0xcb877e04, 0x01071422, 0x2e45b587, 0x0006240a, 0x49242223, 0x1624066d,\r\n    0x34353317, 0x20066f4c, 0x06a54121, 0x9b411720, 0x6d072e07, 0xdafe1313, 0x2d091b09, 0xfeb90a0a, 0x207184da, 0x25a39784, 0x0ab92601, 0x2c822d0a,\r\n    0x8940fb21, 0x6d0221d2, 0xfe21f082, 0x201885da, 0x050545b9, 0xd9fed925, 0x412a01ae, 0x1485081f, 0x6585b920, 0x47edfc21, 0x04271057, 0x00000680,\r\n    0x4a1f0017, 0x394a0643, 0x11352a05, 0x34350026, 0x1e32023e, 0x08064802, 0xd9fe8023, 0x82a284d9, 0x06914960, 0x8907fd21, 0x05204a8a, 0x0e9cfd2b,\r\n    0x020e1212, 0x47011864, 0x068549dd, 0x8ecbfd21, 0x00002773, 0x80048004, 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0xfa423e51, 0x32533f3e, 0x69756856, 0xfec1ad2f, 0x522cc7fd, 0x1c092b30, 0x520f035a, 0xce826d6b, 0x0003002f, 0x067aff00, 0x00860500,\r\n    0x003e002b, 0x22128251, 0x82171632, 0x0e0722b6, 0x82a48301, 0x353726ce, 0x33363736, 0x74c48232, 0xd0820501, 0x22821720, 0x10821720, 0x10670320,\r\n    0x14152e08, 0x16370717, 0x16042012, 0x06021012, 0x083a8204, 0x26130535, 0x36123435, 0xa91acc03, 0x10110205, 0x85392f6e, 0x484c9062, 0x18470301,\r\n    0x0718061c, 0x08080f13, 0x22054532, 0x0c5f3844, 0x7f700f0a, 0x6464a8e9, 0x82fee9a8, 0x783d0806, 0x229ef24f, 0x17013201, 0xca7878ca, 0xc399e9fe,\r\n    0x885ffeaa, 0x02ca786c, 0x05095832, 0x272b210a, 0x922d3e35, 0x08576b70, 0x0316435b, 0x8814150d, 0x0a491507, 0x40490807, 0xfe073035, 0x8244864f,\r\n    0xcb7f2706, 0x684de9a5, 0x44836605, 0xfecefe2c, 0x5e78cae9, 0xb2950186, 0x598299d3, 0x09000022, 0x0026e982, 0x80050007, 0x06820300, 0x13000f33,\r\n    0x23001b00, 0x2b002700, 0x00002f00, 0x21352137, 0x74038211, 0x0b8a08aa, 0x73661220, 0x21112307, 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0x1415010e, 0x2de78917, 0x0909f9b5, 0x0e0d0988, 0x09f9f909, 0x0a820d0e, 0x118e0883, 0xb515fd27, 0x15532525,\r\n    0x2af08c17, 0x9a4a019a, 0x1d1c1314, 0x88251a1c, 0xdffd21ef, 0x5f824499, 0xb5265686, 0x25353625, 0xfc890353, 0x117a7a29, 0x212e1b06, 0x82002536,\r\n    0x000032fb, 0x00050008, 0x1a001200, 0x00002400, 0x16322101, 0x06a76f15, 0x4206c241, 0x21200786, 0x3d084963, 0xc0060001, 0x00ff261a, 0x00ff00fa,\r\n    0x1a801a26, 0x96400226, 0xd49696d4, 0x9fe15605, 0x0e8240fd, 0xfe221582, 0x1d820140, 0x27820420, 0xfe1a2623, 0x231d8316, 0xe19f4096, 0x80210b82,\r\n    0x066f4800, 0x82060021, 0x16002301, 0x75821900, 0x15330333, 0x15210721, 0x21010921, 0x21272135, 0x21033335, 0x2e0c8201, 0x00062313, 0xeefec0c0,\r\n    0xfe490137, 0x829bfe65, 0x01653d01, 0xeefe3749, 0x0001c0c0, 0x7a014301, 0x00fe4301, 0x0006d86c, 0x80c040fe, 0x03c0fcc0, 0x01220683, 0xd682fdc0,\r\n    0x7e82fb20, 0xdf826782, 0x6785ff20, 0x1f001724, 0x69822300, 0x1504323f, 0x07061411, 0x23061617, 0x3f262221, 0x35012e01, 0x33243411, 0x34363212,\r\n    0x14062226, 0x08fb8201, 0xb9400437, 0xb4fb0701, 0x161010d5, 0x1016e0fb, 0xfbb4d510, 0xf0b90701, 0xa07070a0, 0xfb000370, 0xbb000680, 0x8280fc85,\r\n    0x0fca05b8, 0xca0f2828, 0x0382b805, 0xfabb8580, 0x261e82c0, 0xd001a070, 0x82fe0002, 0x00002179, 0x85093b6a, 0x002b227b, 0x207f992f, 0x207f8a02,\r\n    0x2b8ba000, 0x5e5e84e2, 0x40025e84, 0xfe03e0fd, 0x01230a84, 0x96c0fd40, 0x82e02096, 0x845e2329, 0x9683c201, 0x0c8bfd20, 0x2808a483, 0xff000004,\r\n    0x0500078a, 0x00120076, 0x001c0015, 0x01000028, 0x23061411, 0x2e252722, 0x34113501, 0x17323336, 0x09171601, 0x82148202, 0x14012513, 0x01090700,\r\n    0x5d081485, 0x18195502, 0x2ffe1011, 0x13141d15, 0xff011e0e, 0x16024003, 0x6b04eafd, 0xfe17301c, 0xfd190247, 0x7afe2cff, 0x23114401, 0x1d020c0e,\r\n    0xfb5b0404, 0x0823196b, 0x172f0ae9, 0x1c147404, 0x0300ff0f, 0x019efc67, 0xfb46020a, 0x0d1f19e2, 0x03e503dc, 0x0247bffc, 0x1c0f027a, 0x02f2fe06,\r\n    0x53470200, 0x000b2308, 0x5d18000f, 0x21210e5f, 0x535d1811, 0x00fa210f, 0x0e495d18, 0xfaaa0431, 0x00000600, 0x54001800, 0xa40806ff, 0x7c00ff05,\r\n    0x3b0805a7, 0x0044002f, 0x01fc004d, 0x01120106, 0x0125011b, 0x013c0132, 0x01510147, 0x016c015e, 0x01b30177, 0x01d901c2, 0x02fe01e9, 0x0500000d,\r\n    0x0607010e, 0x36262726, 0x05163637, 0x1617011e, 0x0e820882, 0x84370621, 0x3435210b, 0x23850b83, 0x82343521, 0x0116261a, 0x1e072233, 0x055d4701,\r\n    0x30057547, 0x37263436, 0x3e07012e, 0x01011e02, 0x15160716, 0x2d518516, 0x010e2504, 0x37012e27, 0x37263736, 0x05871736, 0xdf4e3420, 0x35172205,\r\n    0x201b8222, 0x2c198227, 0x16023e37, 0x17163317, 0x013e1716, 0x216c8237, 0x4c823427, 0x36273785, 0x1e141716, 0x83161703, 0x82072042, 0x37362604,\r\n    0x2427042e, 0x272b8201, 0x033e3337, 0x013e013f, 0x16223582, 0x6f820706, 0x07061523, 0x82968206, 0x82362066, 0x8301201b, 0x161721bb, 0x06241883,\r\n    0x36071423, 0x15237385, 0x82361716, 0x22058214, 0x82071401, 0x836c8205, 0x831e8333, 0x07062a72, 0x17162722, 0x26363732, 0x82ac8205, 0x283e82f8,\r\n    0x26171617, 0x26313736, 0x82628227, 0x06372831, 0x0635010f, 0x82051617, 0x011e225f, 0x30b08337, 0x15062200, 0x36321614, 0x26033435, 0x16063507,\r\n    0x29178417, 0x013e0526, 0x06352726, 0xad820e23, 0x25011e22, 0x16211782, 0x342f8336, 0x07160706, 0x36170416, 0x37263724, 0x3d013e34, 0x012e1501,\r\n    0x20bb8227, 0x298c8227, 0x23080e27, 0x030e2706, 0x06820607, 0x11840620, 0x1b822620, 0x36031623, 0x22248235, 0x82010e26, 0x8217205b, 0x84888346,\r\n    0x06142335, 0xf6821615, 0x23070622, 0x17229382, 0x2d832504, 0x10823783, 0x25321522, 0x3723f582, 0x83353607, 0x37262258, 0x82078226, 0x3605237b,\r\n    0xd682012e, 0x85140721, 0xde012aa6, 0x19122608, 0x52010235, 0x39d4821b, 0x13260734, 0x02013519, 0x16161b53, 0x22570d39, 0x30874a2d, 0x72fa2f28,\r\n    0x0a85560d, 0x022eda09, 0x232901c9, 0x2636221b, 0x70051c34, 0x7070504f, 0x7cf363e0, 0x767d6f1b, 0x08f20251, 0x5b010713, 0x58303680, 0xfd51fd16,\r\n    0x315717c4, 0x0201bb56, 0x06081305, 0x071b0e19, 0x1d1c0b09, 0x1c170d1e, 0x14121a23, 0x5835070b, 0x0f09090b, 0x2622024e, 0x2e0d051c, 0x0a02030e,\r\n    0x0f0f0a29, 0x3e014417, 0x15201c71, 0x174a1008, 0x0203033a, 0x1b050704, 0x28323031, 0x663d2f7a, 0x2a148991, 0x0c3e2134, 0x35015302, 0x24553c62,\r\n    0x04070501, 0x03010202, 0x1249173a, 0x1c201507, 0x18473c6f, 0x2a0b110e, 0x10040109, 0x1c050d2c, 0x4f022226, 0x0c08090e, 0x070a3558, 0x1a121401,\r\n    0x0e171c23, 0x0b1b1a21, 0x0d1c080a, 0x09f5fe17, 0x1b041e52, 0x4e20141c, 0x430d1923, 0x03050d1e, 0x4a0f3338, 0x0b2a0e1e, 0x1e101615, 0x521ebef9,\r\n    0x1c132109, 0x441d281b, 0x2523190d, 0x0437330f, 0x3b0eba09, 0x2e2d2413, 0xd903191a, 0x03031108, 0x2c28110d, 0xe0fe1801, 0xe8a6a6e8, 0x6a6936a6,\r\n    0x1d0a0701, 0x04091f81, 0x08f2fe05, 0xd4020403, 0x06060402, 0xfe86220b, 0x39291098, 0x0303120f, 0xc245050a, 0x01842503, 0x01aca617, 0x03219b15,\r\n    0x42110201, 0x33381a0f, 0x0704051f, 0x0906020a, 0x10080c07, 0x6a041308, 0x1e0c0439, 0x03061c10, 0x360218b3, 0x080c2c2f, 0x1d3a0911, 0x11035101,\r\n    0x79292744, 0x82230558, 0x0d563336, 0xc5c30417, 0x0661a562, 0x091f0217, 0x130a2c0c, 0x13030201, 0x02140255, 0x4caefe65, 0x41080850, 0x01d0d040,\r\n    0x04a00401, 0x01130e18, 0x2a0f0f03, 0x021f090e, 0xb3cc0c10, 0x056002c6, 0x262a7858, 0x0a031145, 0x82363356, 0x0725108b, 0x16131909, 0x33040542,\r\n    0x2c0b8a15, 0x09411b58, 0x2e21230d, 0x5505056d, 0x080b8a22, 0x0f42049d, 0x231b2d08, 0x13172b32, 0x9469694a, 0x2d6dda69, 0x06493c43, 0xdcfa6d28,\r\n    0x11171f0b, 0x02467138, 0x192a2f02, 0x02302919, 0x16539b03, 0x0a0b1f12, 0x1d1d1609, 0x140e0a09, 0x0c081d0e, 0x0407051c, 0x0a02490f, 0x2b263545,\r\n    0x2511213e, 0x0512190a, 0x01040312, 0x060b0105, 0x04060328, 0x241f2102, 0x357e3870, 0x011d1710, 0x0e18101a, 0x2e020e03, 0x2e12041c, 0x0d49353a,\r\n    0x080d0f08, 0xfe7e030e, 0x0a8a54f7, 0x180e0313, 0x1c0e0e0f, 0x7e341118, 0x20237039, 0x020a0221, 0x820c0529, 0x03052147, 0xb7085182, 0x11260818,\r\n    0x29283f20, 0x02094635, 0x040f1831, 0x0c1c0507, 0x12101c09, 0x1c0a090d, 0x0308151e, 0x20191daf, 0x1d7b2564, 0x2a760413, 0x200d3a85, 0x65400e0e,\r\n    0x010a0f10, 0x44037c73, 0x20643186, 0x04121d19, 0x8b7b1d13, 0x853a0e1f, 0x100f062a, 0x41114164, 0x0e046f7c, 0x6b590113, 0x8d262703, 0x08071213,\r\n    0x023c8314, 0x74a58302, 0x75a5a575, 0x0226fe74, 0x761b0102, 0x0b010e07, 0xba434803, 0x13585804, 0x54140301, 0x020f0552, 0x19773bc8, 0x10120608,\r\n    0x82021d94, 0xc68d0d17, 0x99c23137, 0x0302150d, 0x01010103, 0x5a010702, 0x0627262a, 0x05310d08, 0x03050608, 0x69084482, 0x11140901, 0x02030b13,\r\n    0x3f391101, 0x0d2e0809, 0x06241d0d, 0x84fd0204, 0x7647100e, 0x6b350c0b, 0x02503536, 0x3fdc3c02, 0x343d7138, 0x09046188, 0x12020601, 0x0d0b1713,\r\n    0x2243530b, 0x931515cd, 0x03162331, 0x3c1c1503, 0x362f0180, 0x01212642, 0x11084c4d, 0x12141809, 0x08040504, 0x8c3b5ebe, 0x0c356b36, 0x1046770b,\r\n    0xbe82310e, 0x00005034, 0xff000003, 0x05010943, 0x000700bd, 0x003b000f, 0x99612400, 0x1e01300e, 0x33010c05, 0x0e041e32, 0x07060703, 0x822e053e,\r\n    0x24410806, 0xf405072e, 0x61618860, 0x6173fd88, 0x88606088, 0x6b395afd, 0xcdc38987, 0x39012701, 0x97d38bd8, 0x2a032d61, 0x4d7c6c47, 0x5f1d65b9,\r\n    0x2646605d, 0xfe9a4f0c, 0xdcfea8b1, 0x7382bddc, 0x2f214444, 0x8234832b, 0x083a823e, 0x3105612f, 0x334b593c, 0x050e1728, 0x2f20170a, 0x65514838,\r\n    0x5a9d416c, 0x665f7433, 0x333c5051, 0x0203101f, 0x33341e10, 0x37543b4a, 0x00000051, 0x82af8207, 0x00062104, 0x1f2aad82, 0x3f002b00, 0x67004b00,\r\n    0x19827700, 0x06042028, 0x16121002, 0x9b182004, 0x1f4d08c6, 0x7b202005, 0x133205d5, 0x14111532, 0x3522012b, 0x04333411, 0x14151632, 0x7d550706,\r\n    0x012e2908, 0x20023435, 0x02101204, 0x44823d82, 0x89181320, 0x36310931, 0x011d1632, 0x013b1614, 0x013d3632, 0x06202634, 0x0b826901, 0x36322132,\r\n    0xaefe2904, 0x84dfccfe, 0x3401df84, 0x34015201, 0xfd270983, 0x016c016d, 0x188ef04c, 0x380bb359, 0x20101072, 0x7b011010, 0x1d234b6a, 0x0e400e12,\r\n    0x51231d12, 0x6101a201, 0xce5f18ce, 0x84d22008, 0xba832216, 0x2e078483, 0xcedcfece, 0x1a266003, 0x261a80fc, 0x82031a26, 0xc0052505, 0xccfedf84,\r\n    0xc4206d8e, 0x0121638b, 0x2377844c, 0xfe104efd, 0xe0336b83, 0x354b4010, 0x72113a23, 0x0e12120e, 0x233a1172, 0x884b0335, 0x6101226d, 0x217d8201,\r\n    0xaf53eefe, 0x835d2305, 0x09855d83, 0xcece9226, 0x00028efc, 0xfe207483, 0x00210583, 0x05374b00, 0x05000922, 0x172c0983, 0x00002f00, 0x11211101,\r\n    0x23113301, 0x260e0a41, 0x14110135, 0x5c152306, 0x1e5907c0, 0x011d2f05, 0x80071632, 0x000780f9, 0x0e128080, 0x8b83c0f8, 0xfe820720, 0x4b000134,\r\n    0xf8425e35, 0x5e5e42c0, 0x42400742, 0x044b355e, 0x6a82fd00, 0x01c0fd23, 0x05d05780, 0x077ffc20, 0xfea02505, 0xa04b3580, 0x03202683, 0xa0212c84,\r\n    0x8c92824b, 0x881b2093, 0x16322293, 0x22829215, 0x90011915, 0x011121aa, 0x0220cf82, 0x858d5982, 0x0320a28e, 0x02239282, 0x8e354bc0, 0x60fd2182,\r\n    0x0121a38d, 0x258fc320, 0x00048003, 0x8f404b35, 0x00022289, 0x491f4105, 0x82000221, 0x00092700, 0x17000005, 0x39522b00, 0x0e2c4209, 0x2014a941,\r\n    0x20859d08, 0x249f4103, 0x00014d08, 0x0405ff00, 0x0000067b, 0x0100001c, 0x23060716, 0x06161321, 0x2606010f, 0x06010327, 0x26272223, 0x37341135,\r\n    0x17323336, 0x111f6d04, 0x82fe2a11, 0x18140ac9, 0x0b3019b1, 0x13c8febf, 0x280c0c1a, 0x1b0c0c28, 0x1eed0112, 0x24fe2827, 0x4b201682, 0x01211e82,\r\n    0x291b82c4, 0x052a1105, 0x05112ae0, 0x63830013, 0x80030032, 0x25000006, 0x20010000, 0x15331115, 0x21141123, 0x20290582, 0x23210627, 0x35203335,\r\n    0x21058211, 0x0b843411, 0x82361721, 0x40033719, 0x8080c0fe, 0x40404001, 0x7070f0fe, 0x4040f0fe, 0x80804001, 0x0782c0fe, 0x70701038, 0x05401001,\r\n    0x60fee080, 0xe0e0fd80, 0x80929280, 0x802002e0, 0x0a84a001, 0x20054e41, 0x06ff5700, 0x17001330, 0x1f001b00, 0x2f002b00, 0x3b003700, 0x7f824100,\r\n    0x33112325, 0x7d352111, 0x23210530, 0x24078211, 0x15052135, 0x28108233, 0x35113533, 0x35251523, 0x208c8233, 0x22a18221, 0x82051533, 0x2101210f,\r\n    0x8305084f, 0x83012007, 0x08152a0a, 0xfe808000, 0xfe00fb80, 0x28a18280, 0x01000580, 0x8000ff80, 0x201482f9, 0x20038206, 0x200785fb, 0x341582fe,\r\n    0x80fe80fc, 0x00fd8003, 0x80fd8002, 0x00ff0004, 0x800480fe, 0x223586fc, 0x82010004, 0x2102843d, 0x068300fa, 0x05820420, 0x0986fc20, 0x0100fd29,\r\n    0xfd000300, 0x82000280, 0x8230833c, 0x000a28d4, 0x0900ff00, 0x82000600, 0x072352cd, 0x3f003328, 0x47004300, 0xd58d5700, 0x1122db8d, 0xed821523,\r\n    0x0120e183, 0x2324e58b, 0x21253315, 0x0120ea89, 0x2120e982, 0x19240382, 0x21352301, 0x20062041, 0x20388233, 0x22eb8409, 0x83fe80fc, 0x22f085f2,\r\n    0x83018003, 0x23f584f7, 0xfa8000fd, 0x0520bd82, 0xfb220382, 0x05820380, 0x0382fc20, 0x80000223, 0x87068205, 0x80032132, 0x3b85cb83, 0x02203883,\r\n    0x50833f83, 0x0a842382, 0xfb808022, 0x03820a83, 0x03820220, 0xfd80fd22, 0x01210d84, 0x200d8200, 0x212786fe, 0x0b4e0000, 0x00112209, 0x55ef8218,\r\n    0xaa500846, 0x06223505, 0x0f062117, 0x04070601, 0x2860fc00, 0x05283838, 0xfe382840, 0x802b0982, 0x320f7d01, 0x015232b8, 0x8560fe20, 0x28382615,\r\n    0x483860fc, 0x23148252, 0x0000000f, 0x24096b73, 0x000f0006, 0x26598223, 0x3f361523, 0x41253601, 0x342405f6, 0x14110136, 0x0e755882, 0x82332009,\r\n    0x78053970, 0xb90c1df8, 0x01f2fe0c, 0x0300fb20, 0xc8013880, 0x1cb81c28, 0x00fc2860, 0x01237a87, 0x820af800, 0x039d2a21, 0x0100fb80, 0x03382820,\r\n    0x201b82a0, 0x20248260, 0x82848628, 0x06002b7a, 0x80ff0000, 0x80050009, 0xd3820b00, 0x4100272b, 0x64005400, 0x14000000, 0x90501806, 0x88362008,\r\n    0x3316250b, 0x23110516, 0x2705964f, 0x1f011e15, 0x35252001, 0x263a2782, 0x16173634, 0x012e3517, 0x0e26012f, 0x021e1402, 0x34253637, 0x3e352726,\r\n    0x06823501, 0x23262222, 0xbc7dc782, 0x074a0811, 0x08171f9f, 0x0a99990a, 0x1e0d1708, 0x8b0c0317, 0x010b038b, 0xe469fb17, 0x796c434c, 0x2a298835,\r\n    0xca024801, 0x7a6c6563, 0x63656c7a, 0x1c1c6830, 0x2c62b77f, 0x7fb7622c, 0x56490365, 0x52403942, 0x05120342, 0xeb0139fe, 0x48185f4a, 0x47080da2,\r\n    0x05253434, 0x05028c02, 0x042232af, 0x04018101, 0xfe3401e0, 0x3b493acc, 0x01100f70, 0x34712101, 0xba620807, 0x33070862, 0x020f0c70, 0x50280602,\r\n    0x50607460, 0x8e040628, 0x03054536, 0x372e4308, 0xfe010342, 0x36034902, 0x0c7f4818, 0x27410520, 0x00053108, 0x001a000b, 0x003e002e, 0x0e110100,\r\n    0x24161401, 0x2308e482, 0x10003611, 0x22230402, 0x3435022e, 0x04202412, 0x022e3401, 0x04222123, 0x12141502, 0x32213304, 0x1101023e, 0x080d7b47,\r\n    0x6a5a0332, 0x62028484, 0x016a6a84, 0xf2fe9d5b, 0x9dd9779f, 0x0e019d5d, 0x0e013e01, 0xb86f1c02, 0xd3fe83f3, 0xafd9feb0, 0xae2a01ae, 0xf5812d01,\r\n    0x58016fb8, 0x0b564b18, 0x02270127, 0xeabd29b5, 0x290282bd, 0x294afd29, 0xc2fed101, 0x4182f2fe, 0x9f77d939, 0x9d9d0e01, 0xf58b4cfe, 0xfea260a6,\r\n    0xfeabbad6, 0xa965aadb, 0x8c0603ec, 0x030021ce, 0x230cab49, 0x0500003b, 0x180e3048, 0x220f7957, 0x53231501, 0x14220876, 0x0e823b16, 0x3c090365,\r\n    0x0d138006, 0x130dc0fb, 0x40040d13, 0x5e80130d, 0x42c0fb42, 0x04425e5e, 0xfe5e4240, 0x211b8880, 0x1487a0a0, 0x26836020, 0x04213286, 0x242c894d,\r\n    0xa03e015e, 0x834683a0, 0x8346824c, 0x005e2340, 0xab830600, 0x82800821, 0x00022f06, 0x00350005, 0x0055003d, 0x0900006d, 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0x362b05c0, 0x27263637, 0x32353436, 0x8233013e, 0x03072712, 0x01171216, 0x2082022e, 0x0717a508, 0x07000706, 0xd9fed605, 0x41f5fe19, 0xfe523501,\r\n    0x5b1556a5, 0x02012c74, 0x34512747, 0x7d011a10, 0x16da1f2d, 0x261dd613, 0x3c0102a3, 0x6c211543, 0x183f6e20, 0x40015f44, 0x3e1393d5, 0x0dd52172,\r\n    0xb90107e5, 0x1a3b470e, 0x0101cc01, 0xf2fd3e8b, 0xb7026721, 0x85fffd31, 0xc1010101, 0x32ca1403, 0x26055673, 0x1c023208, 0xfc3b233a, 0x013d6490,\r\n    0x01272a9b, 0x024535e4, 0x022f0132, 0xef462e2e, 0x3795d644, 0x24070231, 0x31010106, 0xfe323e02, 0xfefd2146, 0x26f90311, 0x32010e31, 0x042c0204,\r\n    0x4b40fb8d, 0x2f05d74a, 0x00060007, 0x18000a00, 0x82007200, 0x00009200, 0x0808f144, 0x17163227, 0x07040e01, 0x25043e01, 0x022e0714, 0x14152223,\r\n    0x07010e17, 0x22232627, 0x06011f06, 0x3e272223, 0x23343502, 0x31138222, 0x3727012e, 0x26343536, 0x3526010f, 0x021e3734, 0x0c823233, 0x3e012f39,\r\n    0x16173701, 0x2f363233, 0x32333601, 0x14150617, 0x1e373233, 0x82071701, 0x3f162809, 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0x011f1614, 0x36070607, 0x1617013f, 0x36243233, 0x14012610, 0x2333d088, 0x35272622, 0x3e263626, 0x053e3702, 0x35022637, 0x82013e34, 0x011e21d7,\r\n    0xe92dd994, 0x9dfe68fe, 0x57828fd1, 0x982e181b, 0xb052197b, 0x09325a29, 0x6ab50222, 0x4b26f48c, 0x80014b6a, 0x5219ec8b, 0x3d0811c6, 0xfeae8bfe,\r\n    0xaf08abd9, 0x15080e43, 0x10040111, 0x0e030f04, 0x17350802, 0x28482e38, 0x96060159, 0x65aced82, 0x00edac65, 0xff000004, 0x05000409, 0x000300f7,\r\n    0x000a0006, 0x0900000d, 0x02821101, 0x01190122, 0x02240784, 0xfe000200, 0x05830182, 0x012f0b83, 0xfd270159, 0x03d8feb1, 0x01b1fd77, 0x839e0428,\r\n    0x4f02230b, 0x1583d9fe, 0x0000002d, 0xff520001, 0x05ad06c0, 0x82240040, 0x0106390c, 0x03222300, 0x23020326, 0x3e270722, 0x37363701, 0x12171636,\r\n    0x32331617, 0x14820a83, 0x05125108, 0x0aad0616, 0xb3febefe, 0x2c628ee5, 0x12554858, 0xa8184d6d, 0x5f559c2e, 0x162c1774, 0x67334137, 0x7a0d0865,\r\n    0x01784039, 0xfa03fb53, 0xfe61feec, 0xa0070151, 0x06014201, 0x9715624c, 0x09088a28, 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0x400110fd,\r\n    0x50707050, 0xf002c0fe, 0x02701010, 0x84048270, 0x07063f03, 0x01010103, 0x17230f87, 0x23172020, 0x0f0a110f, 0x0fd2100f, 0x850c0f0d, 0x07030101,\r\n    0x24847006, 0xfd101028, 0x00107090, 0x00820001, 0x0500092b, 0x006a0080, 0x14160100, 0x056e4907, 0x21013d28, 0x051e1716, 0xfb82013b, 0xe4483320,\r\n    0x23063005, 0x3d262221, 0x2e222301, 0x032e2705, 0x820e2123, 0x34262e0a, 0x16323336, 0x3e323317, 0x063e3702, 0x05d7663b, 0x2306142d, 0x23272622,\r\n    0x07040e22, 0x82210706, 0x08172140, 0x4a089f82, 0x0808c0fe, 0xfc100709, 0x102e25a6, 0x1f171f11, 0x12601120, 0x0e40010e, 0xfe0e1212, 0x60120ec0,\r\n    0x2e2c3a20, 0x1312271c, 0x2d2c1c17, 0x1698fe18, 0x966a588a, 0x8a586a96, 0x2d186816, 0x13171c2c, 0x2e1c2712, 0x6b203a2c, 0x833e6215, 0x623e25f4,\r\n    0x20116b15, 0x113b4782, 0x04252e10, 0x0210205a, 0x082608db, 0x0a0405c0, 0x6b3a8012, 0x203e2425, 0x87601024, 0x1232085c, 0x1b14600e, 0x274c2636,\r\n    0x49393529, 0x966c5422, 0x546c96d4, 0x35394922, 0x264c2729, 0x39141b36, 0x70a07047, 0x24103947, 0x25243e20, 0x12803a6b, 0x1b600b14, 0x0007240d,\r\n    0x82210011, 0x06142d12, 0x3311012b, 0x26100032, 0x33112123, 0xd4620984, 0x4f7e300e, 0x38fdfd38, 0x83b70201, 0xfdb44ffe, 0x59870282, 0x033012a3,\r\n    0x014e703e, 0x01f7fe0d, 0x80fcb804, 0x69010d01, 0x37123c59, 0xff000004, 0x050009d9, 0x00270027, 0x004d003a, 0x01000061, 0x06272634, 0x07bf4918,\r\n    0x35363723, 0x05ab5634, 0x16171628, 0x27220614, 0xa46a2326, 0x36322e05, 0x23061437, 0x35262221, 0x36373634, 0x32ac8224, 0x17011e17, 0x23060714,\r\n    0x012e2722, 0x27103637, 0x82013e26, 0x10242133, 0x35211288, 0x05945234, 0x0617c108, 0x0735446d, 0x18290710, 0x1c1f0c0c, 0xd27a170a, 0x36e2867b,\r\n    0x2c16506c, 0x694b1740, 0x6a96966a, 0x6f4f1604, 0xfb8ec999, 0xc8f0a9ea, 0x3e013e95, 0x5b01ebc3, 0xfa997417, 0x18291761, 0x120c1a13, 0x0c124747,\r\n    0x61123f34, 0x17860001, 0x1a131729, 0x6c6c120d, 0x1a1a0d12, 0xb601123e, 0x2d155f3b, 0x031c182f, 0x471e390a, 0x7ad17b48, 0x4e1c7992, 0x162c4017,\r\n    0x95d4954b, 0xc88e4e6f, 0xe499a9ef, 0xfee4b816, 0xbb19e7c3, 0x2190af79, 0x1a3f110d, 0x68020168, 0x0d243e1a, 0xfe448e1a, 0x0d22c718, 0xa41a3e12,\r\n    0x1aa2c3c2, 0x0c12113f, 0x0002001b, 0x0500ff24, 0x000006dc, 0x006e0009, 0x06140500, 0x3227f584, 0x010e2716, 0x82171415, 0x052e3af1, 0x033e3435,\r\n    0x15031e32, 0x011e0714, 0x3632011f, 0x042e3435, 0x2e272627, 0x20188303, 0x2e198433, 0x2223030e, 0x2e012a23, 0x012e3504, 0x8322012f, 0x1ec5083b,\r\n    0x081e1703, 0xb47edc05, 0x7eb47f7f, 0x219b73e9, 0xb86de992, 0x2336627b, 0x2d1c090c, 0x2c526a53, 0x1c17081b, 0x7328276c, 0x362d1296, 0x1c495d5e,\r\n    0x678e740f, 0x865b2929, 0xc8787ac7, 0x1e265a81, 0x112c362b, 0x1a130602, 0x1c2e2434, 0x25580f14, 0x2a634425, 0x7e44260a, 0x5d7d4c57, 0x13223049,\r\n    0x590d020a, 0x5a597f7f, 0x0fbf7f7f, 0x404a76af, 0x56432a4e, 0x0e335254, 0x33412f13, 0x3b2f2324, 0x2f220e27, 0x01021e1b, 0x2d1a5266, 0x2d32262c,\r\n    0x37070d22, 0x5e89725a, 0x6183904e, 0x6a523439, 0x492e3369, 0x0a0a1d2b, 0x57362612, 0x01131036, 0x254e3e01, 0x30362618, 0x39191d3b, 0x46374036,\r\n    0x00334936, 0x09877700, 0x1f000f24, 0x3d582b00, 0x75252011, 0x00200e23, 0x2d07947e, 0x02042024, 0xff0e12c0, 0x12120e00, 0x0582010e, 0x0d8d0120,\r\n    0xda7d8020, 0x6001230e, 0x2a834002, 0x52091452, 0x01210620, 0x1f9e18ff, 0x09cb490e, 0x17000b2b, 0x37002700, 0x20000000, 0x080d7f04, 0x3e200030,\r\n    0x012e1001, 0x10010e20, 0x26222516, 0xd0531135, 0x52152005, 0x32210c94, 0x210f8416, 0xd37e2f02, 0x9e01290d, 0x92fa2801, 0xd8fefa92, 0x01210582,\r\n    0x208f83ee, 0x849489c0, 0x8f05200a, 0xaefb23b8, 0x3588fa92, 0x0e124e22, 0xbf4ac695, 0x000f220c, 0x1149411b, 0x210b3941, 0xfc864004, 0x01214d84,\r\n    0x1b2b41c0, 0x41101f41, 0x1f4109b3, 0x181d4105, 0x1d413720, 0x089c4505, 0x201c0d41, 0x07ab536e, 0x410e1221, 0x03452a02, 0x0b21080d, 0x3d002500,\r\n    0x13250000, 0x23060716, 0x26272221, 0x13011337, 0x013e1321, 0x14152133, 0x3d363216, 0x25078801, 0x11251632, 0xa0840614, 0x06222623, 0x080b8715,\r\n    0x16203620, 0x0323dd06, 0xf91d1313, 0x13131d80, 0x5d062303, 0x5654f956, 0x01192403, 0x4b6a4b00, 0x04838001, 0x2419002a, 0x342683fe, 0x96d49626,\r\n    0xe13c0582, 0x80e13e01, 0x161cc7fe, 0x1c161515, 0x47033901, 0x0703f9fc, 0x35802118, 0x80354b4b, 0x21240585, 0x1a00ffa1, 0x08758f19, 0x9f220b87,\r\n    0x6777e1e1, 0x36068306, 0x00230015, 0x003b002f, 0x006d0049, 0x16320100, 0x012b0614, 0x82010e03, 0x272630c6, 0x26222303, 0x01333634, 0x0327013e,\r\n    0x6d0e012e, 0x25200566, 0x83061b48, 0x2f0b8cd8, 0x012e3613, 0x06030706, 0x32331716, 0x23030136, 0x3b21ff82, 0x263e8201, 0x15163221, 0x6d163233,\r\n    0x2b2105b2, 0x06824501, 0x06222323, 0x2ca58407, 0x4808730f, 0x2e00fb2e, 0x0f730848, 0x28bb8235, 0x231a6501, 0x29022002, 0x23058334, 0xa0011925,\r\n    0x0282eb82, 0x86800121, 0x20602507, 0x29342302, 0x232d2182, 0x2519051a, 0x845d7efb, 0x5a8c1365, 0x05af6ea7, 0x8c5aa729, 0x5d846513, 0x822d450b,\r\n    0x80fe3310, 0x2da7261a, 0x4b000345, 0x6afd4b6a, 0x2e3c3c2e, 0x0a829602, 0x02e0fc30, 0xa0011a29, 0x2904231a, 0x1960fe1a, 0x0b824022, 0x82262621,\r\n    0x821a200a, 0x200b8a05, 0x220b8215, 0x83230429, 0x02292a18, 0xfeda0422, 0x58b90164, 0x2724836f, 0x47fe586f, 0x382c9c01, 0x20080b83, 0x00020038,\r\n    0x0680ff21, 0x008005df, 0x004f0003, 0x23130100, 0x06070103, 0x21032123, 0x0f161732, 0x26098301, 0x22012b06, 0x82372627, 0x20098719, 0x250f8221,\r\n    0x3336013f, 0x09891321, 0x013b3622, 0x07233182, 0x87133303, 0x08418309, 0x40df0321, 0xfe0340fe, 0xfe180738, 0x370140b9, 0x040a0a0f, 0xfe1a0538,\r\n    0x180751b9, 0x090a10e0, 0x82fe4e03, 0x0fe12109, 0xc9200984, 0x29820683, 0x40470123, 0x840b82fe, 0x47012529, 0xe0190751, 0x09881f85, 0x09394783,\r\n    0x00010002, 0xf80100ff, 0x00ff18e0, 0xe00e0e0c, 0x18b8fe18, 0x01100c0c, 0x82078738, 0x18e0220c, 0x211b8501, 0x1b834801, 0x87c8fe21, 0x0c0c2207,\r\n    0x26008200, 0xff6b0004, 0x79950500, 0x470806af, 0x00250011, 0x07170100, 0x03071711, 0x03110309, 0x17010907, 0x02100001, 0x2e22020e, 0x12100202,\r\n    0x1e32023e, 0x94490302, 0x83949595, 0xcefed001, 0x30fe3201, 0x40015dff, 0x005dc0fe, 0x40cf02ff, 0xf6c1aa6f, 0x406faac1, 0x012d0887, 0x039594e3,\r\n    0xfc94958c, 0x01d00161, 0x29018232, 0x009dfdd0, 0xbffe5dff, 0x3082bffe, 0xfe700131, 0xc9c7fe5e, 0x7c31317c, 0x013901c9, 0x853901a2, 0x2796820b,\r\n    0x28000300, 0xd80300ff, 0x002f9788, 0x11273725, 0x09132737, 0x27011101, 0x82370109, 0x54022206, 0x080082ad, 0x6401202f, 0xd7fee5fd, 0xfe74016c,\r\n    0x29016c8c, 0xac711b02, 0xac6e01ac, 0xfef1fdac, 0x02e4fd9c, 0x6cd8fec7, 0x75017501, 0x02d8fe6c, 0x00e4fdc7, 0x086f4f05, 0x0f00072a, 0x29001700,\r\n    0x00003100, 0x52083952, 0x003a0651, 0x26200610, 0x13203610, 0x06010714, 0x2622012b, 0x01373435, 0x32013b36, 0x19860416, 0x4c000527, 0x684c4c68,\r\n    0x820382fd, 0x4c043402, 0xe1c2fee1, 0x813e01e1, 0x13e0fb0d, 0x261aa020, 0x8420040d, 0x60fd2107, 0xcc201986, 0x4c212e83, 0x22358403, 0x851ffe4c,\r\n    0x02e12c2e, 0xfa1214c0, 0x1a261a80, 0x82051214, 0x86bb2006, 0x00003116, 0x03000500, 0xfd0647ff, 0x0600b905, 0x10000a00, 0x1d3ba982, 0x09130000,\r\n    0x37012e01, 0x01012913, 0x21130131, 0x01323613, 0x07061613, 0x83310109, 0x1721080b, 0xfc180368, 0x070e129c, 0x02ce0165, 0xfdb6fe94, 0x32fec6f0,\r\n    0x053208c6, 0x0e076530, 0x039cfc12, 0x3f0e8418, 0xfc3e0308, 0x0d760209, 0x3401152b, 0x5b0609fc, 0x64029cfd, 0xfe85fd17, 0x0d2b15cc, 0xf7038afd,\r\n    0x17200d82, 0x080a6f53, 0x0300e035, 0x13000f00, 0x00003100, 0x23353301, 0x07063501, 0x17272606, 0x3237011e, 0x21352101, 0x16071405, 0x23041415,\r\n    0x06272622, 0x010e2722, 0x35242223, 0x53263734, 0x5f08056d, 0xa0800112, 0x684503a0, 0x60f9878b, 0x94f85801, 0x0228fe81, 0x0480fd80, 0xfe596380,\r\n    0xce7ab8fd, 0x134c133a, 0xb87ace3a, 0x6359fdfe, 0x019d01f0, 0xf09d01e6, 0xfde0c002, 0x02245cd4, 0x604b5f01, 0x01016150, 0xbbc0e07d, 0x9d7f66a5,\r\n    0x015869de, 0xde695801, 0xa5667f9d, 0x6101d1bb, 0x9ffecece, 0x0021a682, 0x08cf4109, 0x2807674d, 0x00280013, 0x002e002b, 0x23b1823e, 0x13352315,\r\n    0x01230382, 0x88352115, 0x34112703, 0x01012b26, 0xab820727, 0x1115062c, 0x21331614, 0x37013632, 0x02820521, 0x080ef67d, 0xfc03022c, 0xf203fcfc,\r\n    0x5501abfe, 0xa00260fd, 0x270360fd, 0xfe20080c, 0xfed2d286, 0x0c082086, 0xd804080c, 0xa9fc0c08, 0x026afeb9, 0x0482dd8b, 0x3e56e23a, 0x563e28fb,\r\n    0xd8043e56, 0x7102563e, 0xff008080, 0x01fe7f7f, 0x00018080, 0xfc210b85, 0x293183a4, 0xabab00ff, 0x080c0001, 0x438228fb, 0x965e0425, 0x89149696,\r\n    0x82562036, 0x570220d4, 0x1f2208bf, 0xc5823d00, 0xb25f2620, 0x1f062d05, 0x17031e01, 0x041e1716, 0x36371617, 0x02271383, 0x02052e01, 0x820c2027,\r\n    0x0e900817, 0x15060701, 0x0e012301, 0x03022e02, 0x8b386880, 0x592422d0, 0x3e27270a, 0x2c355865, 0x502c0409, 0x4b937374, 0x32010199, 0xcc4d1c35,\r\n    0x714c52fe, 0x2e3a3b53, 0x1101274b, 0x3501c101, 0x1e528ae9, 0x0d0d0e05, 0xfe684301, 0x688b16e7, 0x02ba95ac, 0xca52c4d0, 0x28111374, 0x2b1f1e10,\r\n    0x545e8465, 0x8a540811, 0x207582aa, 0x22030642, 0x013a1524, 0x3c7efe32, 0xdc989d82, 0x883201c6, 0xa8b17048, 0x77e3aae5, 0xfe175454, 0x021d01b9,\r\n    0x20020e18, 0x0520c882, 0x2f35c788, 0x47003700, 0x67005700, 0x2e000000, 0x20040701, 0x010e2625, 0x24cb8216, 0x010f020e, 0x37088206, 0x013f3233,\r\n    0x16333736, 0x3316011f, 0x013e3732, 0x022e012f, 0x36373627, 0x20079943, 0x0e606f04, 0xb3660020, 0x6c26200d, 0x3d080fc5, 0x2d0c6405, 0xfefbfe1a,\r\n    0x1afbfee8, 0x1a1b0c2d, 0x1b026dc2, 0x0a091c1a, 0x0e091916, 0x3608102c, 0x36112a11, 0x0e2c1008, 0x0a161909, 0x1b1a1c09, 0x1ac26d02, 0x6a4bb7fe,\r\n    0x026a4b4b, 0xa3186f8b, 0x01340c62, 0xbd05011e, 0xc8fe4bfe, 0x7acee4fe, 0x1c01ce7a, 0x1c013801, 0xc8200984, 0x0813ff4c, 0x1b34552a, 0x063e3e06,\r\n    0x062d341b, 0xde9e0c2e, 0x19154759, 0x29040a30, 0x78788b14, 0x0429148b, 0x1519300a, 0x9ede5947, 0xa3062e0c, 0x4b2b6d83, 0xfee2fe71, 0x6f6fbdfb,\r\n    0x840501bd, 0x24098369, 0xfece7a6c, 0x21708ee4, 0x494d30fe, 0x00003812, 0xff440003, 0x06bb0500, 0x002f0000, 0x00480037, 0x07160000, 0x4d010e03,\r\n    0x13260510, 0x14151607, 0x01532707, 0x08078205, 0x27013726, 0x012e0607, 0x3e013f36, 0x16011701, 0x010f1617, 0x26220225, 0x16323634, 0x37320114,\r\n    0x22230617, 0x3435012e, 0x7a080882, 0x05161415, 0x2c05447c, 0x06293d04, 0x03392c03, 0x94378f23, 0x91cd5b89, 0x78896686, 0x950801a4, 0x3a5821b5,\r\n    0x1aef2005, 0xe8011e44, 0x2b110c24, 0x297301cd, 0x94686894, 0x6adafc69, 0xbd928b5a, 0x7492fb94, 0x02cd3c8b, 0xfd2f46f6, 0x01382ad9, 0x012c4303,\r\n    0x7f7108ad, 0x65899cd8, 0x5cce9186, 0x011b728a, 0x1ea1572c, 0x1d584205, 0x120717d5, 0x2f15e5fe, 0x14e83243, 0x8368a901, 0xbefa2e46, 0x92748b3d,\r\n    0x94bc94fa, 0x916d588b, 0x4bd582cd, 0x0f28095b, 0x4e003e00, 0x00005a00, 0x4b09d05e, 0x01350548, 0x07020e14, 0x011d020e, 0x012b0614, 0x013d2622,\r\n    0x37033e34, 0x25cf823e, 0x07222326, 0xdc820706, 0x2e012f22, 0x18056462, 0x2618a287, 0x0e127003, 0x84120ea0, 0x00012804, 0x262b3d1e, 0x84171d20,\r\n    0x1523080d, 0x1d1f331b, 0x34572c35, 0x331d2738, 0x080b1009, 0x07040a6c, 0xdb81e37a, 0xedfcfeee, 0xab6666ab, 0x840401ed, 0x18012007, 0x210f58aa,\r\n    0x51875001, 0xe201122c, 0x1e3a5032, 0x1c141215, 0x6583200f, 0x3b234438, 0x0d102324, 0x2a1f2419, 0x3f141b3b, 0x0752060c, 0xb3c00a1a, 0x4e824301,\r\n    0xaa18568b, 0x0034108a, 0xff270004, 0x06590503, 0x00090000, 0x004f003e, 0x00000060, 0x2606214e, 0x14011415, 0x82272606, 0x010f26eb, 0x13011f06,\r\n    0x22fb8203, 0x83270607, 0x011b26fa, 0x0e161707, 0x08178202, 0x35032e23, 0x33361303, 0x16011732, 0x1607011f, 0x1f011e05, 0x16171601, 0x012e0607,\r\n    0x27262327, 0x15160103, 0x080c8414, 0x160126f9, 0x36013f36, 0x80ae0135, 0x5b805c5c, 0x433c8c01, 0x0791fe0e, 0x0703040e, 0xa1017a0b, 0x0d0f1943,\r\n    0x191d3532, 0x05c30203, 0x0a042355, 0x07071412, 0x0b111f13, 0x17d32e04, 0x01204b5a, 0x030707a8, 0x6dfe0701, 0x18185b2b, 0x2f0b0624, 0x09283e23,\r\n    0x7c020601, 0x031f9303, 0x06140b09, 0x03cbfe72, 0x0b030308, 0x415bc904, 0x405b5b40, 0x3223fd41, 0x01171623, 0x02070cb6, 0x8b0d0803, 0x37fe9efe,\r\n    0x061a2ac0, 0x3c0d191a, 0x5902111b, 0xdea4a001, 0x0d132418, 0x0c030201, 0x020f1814, 0x7d012b01, 0xf7fd2822, 0x01030c05, 0xe071a60d, 0x205d3738,\r\n    0x0c161b46, 0x09101320, 0xadfe5f01, 0x02050831, 0x0a290b05, 0x01e901ac, 0x09020204, 0x00000008, 0x00030007, 0x040009e3, 0x0002001c, 0x0023000b,\r\n    0x004b0031, 0x007f0065, 0x03330100, 0x2b263405, 0x32331101, 0x42130136, 0x212f0746, 0x21230607, 0x01372622, 0x32213336, 0x84100416, 0x1135220d,\r\n    0x310e8334, 0x030e1401, 0x033e2307, 0x2e34013f, 0x1e332703, 0x11a21f03, 0x01174d08, 0x0301abf8, 0x36606558, 0xfd6c5b34, 0x0e1301c2, 0xfe130ed8,\r\n    0x120a37dd, 0x1315f5fe, 0x092c020d, 0x0e4c0112, 0xfb3b0314, 0x0ef2fec7, 0x010e1414, 0x9801c80c, 0x3d1c0f01, 0x3926332b, 0x0101101a, 0x381a0e01,\r\n    0x3e292b26, 0xb902111d, 0x3e201782, 0x19201789, 0xb6201787, 0x38202f86, 0x17872f85, 0x1e02012e, 0x57a60901, 0x727cfe6a, 0x0cfdca01, 0x2c085d83,\r\n    0x240f513e, 0x0ef50211, 0x7efec614, 0x020e14dc, 0xfe140ef4, 0x6b240b64, 0x2d2b7761, 0x1b5b6977, 0x5b1d081b, 0x2f3b835c, 0x1a596778, 0x0817ae1a,\r\n    0x0004002b, 0x0500ff00, 0x00f20580, 0x005c004a, 0x0082006d, 0x2e340500, 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0x27222403, 0x8b260737, 0x34352503, 0x36271737, 0x3325038b, 0x37071732, 0x25038c16, 0x23240234, 0x574a0e22, 0x12242606, 0x01091113,\r\n    0x84018311, 0x08048306, 0x052a0525, 0x2713e0ec, 0x3f2cb1d6, 0x4f3d679d, 0x4c260e4f, 0x4a4e0e26, 0x3b9d6742, 0x27d6b231, 0x05ede013, 0x83e1ee05,\r\n    0x3d2e2a20, 0x4943679e, 0x27240d4d, 0x26218526, 0xb12e3d9e, 0x821525d5, 0x1e510821, 0x9ef3fe9d, 0x5c9dd877, 0x77d89d5c, 0x9d0d019e, 0xfd6ffd49,\r\n    0x0291026f, 0xfd3cfdc4, 0xfdc4053c, 0x0300fd00, 0x2d800200, 0x494e0e1f, 0x3d9e6744, 0x25d7b22f, 0x06f0e416, 0x13e2ee06, 0x2bb2d728, 0x45689e41,\r\n    0x2a0e4f48, 0x0e2a2322, 0x6843494f, 0x8221839f, 0x06ec3c7c, 0x13e1ed06, 0x2fb2d628, 0x3e689f3d, 0x1f0e4e4f, 0x0f01a02e, 0xda9d5d9d, 0x82da7778,\r\n    0x01260806, 0xfd1e020f, 0x0181fe02, 0x01fe027f, 0x01cbf97f, 0x0137039c, 0xfc65fe9b, 0xfc5b03c9, 0x0140fe80, 0x018003c0, 0x1b7100c0, 0x06a70805,\r\n    0x00000680, 0x00290014, 0x01000036, 0x22210721, 0x14111506, 0x33161716, 0x26222315, 0x36341135, 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0x07601f13, 0x3872c02e,\r\n    0x9c893968, 0x1d34547e, 0x06140319, 0x14262e0f, 0x4004846f, 0x05070539, 0x01130f11, 0x060c1806, 0x1ef08a13, 0x2b435031, 0x05874805, 0x2500192c,\r\n    0x00003100, 0x21273401, 0x406b3315, 0x49172008, 0x33230681, 0x19253632, 0x480a938d, 0x033c0b64, 0x96fe0695, 0x507d0cd9, 0x638c8c63, 0x6c683c5d,\r\n    0xe0e0a095, 0x01cba5a0, 0x6e6d6d59, 0x01210082, 0x0e424812, 0x21770232, 0x594c841f, 0x3b8fc68f, 0xfee16465, 0x77d2e1c2, 0x6e232682, 0x4876016e,\r\n    0x8e820f1d, 0xff250022, 0x20052f45, 0x380c8227, 0x06071411, 0x23242223, 0x23110722, 0x35012e11, 0x16323634, 0x07061415, 0x05315315, 0x32335008,\r\n    0x33013e37, 0x00061632, 0x49a4ae31, 0xa455e3fe, 0x4c3fa0ce, 0x4c80b680, 0x6399be3f, 0x34c30e63, 0x8a0b584d, 0x04261a14, 0x30b9fc00, 0x303b340e,\r\n    0x5805aefe, 0x5b447019, 0x445b8080, 0x2c441970, 0x1229020f, 0x00262602, 0x00000500, 0x830951ff, 0x00053e06, 0x00560039, 0x0094005c, 0x36321200,\r\n    0x05062226, 0x0727052e, 0x26272606, 0x2e013f36, 0x2a8f8202, 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0x5f2407d9, 0x08746c61, 0x20076b42, 0x31b78204, 0x656c056f, 0x096c6167, 0x68736164, 0x72616f62, 0xce420b64, 0x20298306,\r\n    0x200b860c, 0x3d0c8373, 0x6c6f6204, 0x69730774, 0x616d6574, 0x6d750870, 0x6c657262, 0x7005616c, 0x65747361, 0x84836c0a, 0x75625f33, 0x6508626c,\r\n    0x61686378, 0x0e65676e, 0x756f6c63, 0x24868464, 0x64616f6c, 0x420e850c, 0x072805a9, 0x72657375, 0x0b646d5f, 0x74323b82, 0x63736f68, 0x0865706f,\r\n    0x74697573, 0x65736163, 0x58826208, 0x06357183, 0x66666f63, 0x66046565, 0x0d646f6f, 0x656c6966, 0x7865745f, 0x28c28474, 0x6c697562, 0x676e6964,\r\n    0x223c8208, 0x82746970, 0x6d6121c0, 0x612c7d82, 0x0665636e, 0x6b64656d, 0x660b7469, 0x65829283, 0x74656a38, 0x65656204, 0x5f680672, 0x6e676973,\r\n    0x66306604, 0x6f641165, 0x4f826275, 0x0582a782, 0x66656c24, 0x118c1274, 0x3b837220, 0x128c0f20, 0x8d707521, 0x6f642434, 0x890a6e77, 0x850b203f,\r\n    0x2038840a, 0x210b8508, 0x1f867075, 0x072b2a83, 0x6b736564, 0x06706f74, 0x8370616c, 0x61742106, 0x74247f82, 0x626f6d0c, 0x7025d783, 0x656e6f68,\r\n    0x06ef420c, 0x616c622a, 0x710a6b6e, 0x65746f75, 0x8505ac45, 0x255a840a, 0x69707307, 0xcc826e6e, 0x05262b85, 0x6c706572, 0xb0430a79, 0x615f2405,\r\n    0x4510746c, 0x10830b02, 0x06450f20, 0x260f830a, 0x7078650a, 0x41646e61, 0x6c2006dd, 0x73218d82, 0x220c8365, 0x826d7305, 0x66052288, 0x39d68272,\r\n    0x68656d03, 0x6d616707, 0x64617065, 0x79656b08, 0x72616f62, 0x6c660864, 0x29836761, 0x08840e20, 0x65686337, 0x72656b63, 0x74086465, 0x696d7265,\r\n    0x046c616e, 0x65646f63, 0x82908409, 0x0f6c2126, 0x4408ef44, 0x0e230571, 0x46636f6c, 0x6121052c, 0x25648272, 0x6f726304, 0x32830970, 0x6f665f31,\r\n    0x75066b72, 0x6e696c6e, 0x325f046b, 0x460b3937, 0x0b2f0a59, 0x65707573, 0x72637372, 0x09747069, 0x85627573, 0x31268209, 0x700c3338, 0x6c7a7a75,\r\n    0x69705f65, 0x0a656365, 0x5083696d, 0x6e6f6824, 0x0a890e65, 0x666f5f2b, 0x68730666, 0x646c6569, 0x0768460e, 0x11348d85, 0x65726966, 0x7478655f,\r\n    0x75676e69, 0x65687369, 0x6f720672, 0x7428d082, 0x78616d06, 0x116e6463, 0x22077846, 0x47676973, 0x122005ba, 0x7225118c, 0x74686769, 0x21128c0f,\r\n    0x348d7075, 0x776f6436, 0x7468056e, 0x04356c6d, 0x33737363, 0x636e6106, 0x0a726f68, 0x42055545, 0x6c2f06c4, 0x7965736c, 0x6c651365, 0x7370696c,\r\n    0x465f7369, 0x11200990, 0xb4461388, 0x5f042a07, 0x09333033, 0x79616c70, 0x2294835f, 0x83697406, 0x48ed82af, 0x53830739, 0x2106f245, 0x1482696d,\r\n    0x656c0829, 0x5f6c6576, 0x850a7075, 0x20908308, 0x20b2820a, 0x05544863, 0x64650924, 0x4a847469, 0x31275982, 0x68730a32, 0x84657261, 0x63072a0f,\r\n    0x61706d6f, 0x63087373, 0x0520426f, 0x08870c20, 0x6f745f23, 0x082d8370, 0x65033726, 0x67037275, 0x75037062, 0x69036473, 0x6a03726e, 0x72037970,\r\n    0x6b036275, 0x62037772, 0x66046374, 0x09656c69, 0x2708b343, 0x726f7310, 0x79625f74, 0x7025a282, 0x65626168, 0x22448274, 0x88123932, 0x06315215,\r\n    0x16736522, 0x33821291, 0x870d7421, 0x726f2516, 0x11726564, 0x1f830d8c, 0x33214e82, 0x27048334, 0x6f790c35, 0x62757475, 0x0c86c886, 0x69780425,\r\n    0x8309676e, 0x88df8404, 0x6c703123, 0x64077961, 0x62706f72, 0x730d786f, 0x6b636174, 0x2207bc44, 0x826e6909, 0x7267390f, 0x66066d61, 0x6b63696c,\r\n    0x64610372, 0x3166046e, 0x620e3137, 0x75627469, 0x3b412982, 0x74062705, 0x6c626d75, 0x06850b72, 0x0f245e84, 0x676e6f6c, 0x2406da46, 0x6e776f64,\r\n    0x210f8a0d, 0x1d8b7075, 0x66656c24, 0x1d8a1074, 0x67697228, 0x77077468, 0x36826e69, 0x61077323, 0x279a826e, 0x6c056469, 0x78756e69, 0x2408a682,\r\n    0x6c626269, 0x6b730565, 0x0a657079, 0x72756f66, 0x61757173, 0x74066572, 0x6c6c6572, 0x6566066f, 0x656c616d, 0x08048304, 0x69670628, 0x70697474,\r\n    0x6e757303, 0x36335f04, 0x72610736, 0x76696863, 0x75620365, 0x6b760267, 0x69657705, 0x72066f62, 0x02826e65, 0x37222082, 0xfb840e32, 0xfc875f20,\r\n    0x34261383, 0x72726115, 0x3a4a776f, 0x615f2406, 0x835f746c, 0x241a83ad, 0x6f640e36, 0x83188a74, 0x0c382713, 0x656d6976, 0x93855f6f, 0x38221182,\r\n    0xd9460d30, 0x21a48405, 0x12836f5f, 0x04833220, 0x04833320, 0x04833420, 0x04833520, 0x04833620, 0x04833720, 0x04833820, 0x7507392d, 0x3146696e,\r\n    0x66043041, 0x82316131, 0x83392011, 0x33392134, 0x34200e83, 0x35200e83, 0x36200483, 0x37200483, 0x34830483, 0x04393925, 0x8430345f, 0x83622031,\r\n    0x22318209, 0x83333034, 0x85342009, 0x3142214d, 0x34820c83, 0x82303421, 0x30342134, 0x34213482, 0x21348330, 0x18823031, 0x1d833120, 0x83323121,\r\n    0x83332009, 0x83342004, 0x83352004, 0x83362004, 0x83372004, 0x20318304, 0x219b8631, 0x55853043, 0x82314321, 0x83322019, 0x33322137, 0x34200983,\r\n    0x35200483, 0x36200483, 0x37200483, 0x37830483, 0x69833220, 0x82303321, 0x3133210e, 0x32200483, 0x33200483, 0x9e860483, 0x50864420, 0x85314421,\r\n    0x84442058, 0x203a8321, 0x21728633, 0x19863544, 0x07863620, 0x3e823720, 0x43833420, 0x83343421, 0x83352009, 0x83362004, 0x83188404, 0x8634203a,\r\n    0x3045213a, 0x35211682, 0x20048331, 0x20048332, 0x20048333, 0x20048334, 0x20048335, 0x20048336, 0x83048337, 0x83352034, 0x303621aa, 0x36210e82,\r\n    0x20048331, 0x20048332, 0x86048333, 0x844620aa, 0x2534831b, 0x66043736, 0x1b846631, 0x37203483, 0x37211883, 0x212a8231, 0x04833237, 0x04833320,\r\n    0x04833420, 0x04833520, 0x2c833620, 0x09836320, 0x37206683, 0x38213183, 0x210e8230, 0x04833138, 0x04833220, 0x04833320, 0x38203183, 0x38213183,\r\n    0x200e8336, 0x83048337, 0x83382031, 0x30392131, 0x39210e82, 0x20048331, 0x20048332, 0x24048333, 0x32660434, 0x20188431, 0x84098336, 0x20318318,\r\n    0x27318239, 0x04303035, 0x3130355f, 0x32200483, 0x33200483, 0x34200483, 0x35200483, 0x36200483, 0x37200483, 0x31820483, 0x39303528, 0x6e657605,\r\n    0x0f827375, 0x83313121, 0x21328304, 0x09833331, 0x04833420, 0x04833520, 0x04833620, 0x04833720, 0x31203283, 0x32216483, 0x210e8230, 0x04833132,\r\n    0x04833220, 0x04833320, 0x04833420, 0x04833520, 0x04833620, 0x04833720, 0x32203183, 0x33213183, 0x210e8230, 0x04833133, 0x04833220, 0x04833320,\r\n    0x04833420, 0x04833520, 0x04833620, 0x04833720, 0x33203183, 0x34213183, 0x210e8230, 0x04833134, 0x04833220, 0x04833320, 0x04833420, 0x04833520,\r\n    0x04833620, 0x04833720, 0x34203183, 0x35213183, 0x210e8230, 0x04833135, 0x04833220, 0x04833320, 0x04833420, 0x04833520, 0x04833620, 0x04833720,\r\n    0x35203183, 0x36213183, 0x210e8230, 0x04833136, 0x04833220, 0x04833320, 0x04833420, 0x04833520, 0x04833620, 0x04833720, 0x36243183, 0x32660439,\r\n    0x04823182, 0x13823120, 0x83323721, 0x8333200e, 0x83342009, 0x83352004, 0x83362004, 0x83372004, 0x20318304, 0x21638337, 0x0e823038, 0x83313821,\r\n    0x83322004, 0x83332004, 0x83342004, 0x83352004, 0x83362004, 0x83372004, 0x20318304, 0x21318338, 0x0e823039, 0x83313921, 0x83322004, 0x83332004,\r\n    0x83342004, 0x83352004, 0x83362004, 0x83372004, 0x82382004, 0x65372881, 0x696e7507, 0x43383246, 0x32200551, 0x36216983, 0x21378230, 0x37823036,\r\n    0x42303621, 0x322105c5, 0x054e4338, 0x82383221, 0x3036213d, 0x36213d82, 0x216f8230, 0x6f823036, 0x30313627, 0x31365f04, 0x20048331, 0x20048332,\r\n    0x20048333, 0x20048334, 0x20048335, 0x20048336, 0x83048337, 0x83312031, 0x30322131, 0x32210e82, 0x20048331, 0x20048332, 0x20048333, 0x20048334,\r\n    0x20048335, 0x20048336, 0x83048337, 0x43322031, 0x32210596, 0x20a18641, 0x05f34341, 0x32413222, 0x4121b985, 0x86078633, 0x864120aa, 0x434120aa,\r\n    0x322205f9, 0x1f863741, 0x07863820, 0x41204f87, 0x42200f86, 0x43200786, 0x44200786, 0x45200786, 0x42210785, 0x20078630, 0x86078631, 0x86422077,\r\n    0x86422077, 0x86422077, 0x86422077, 0x86422077, 0x86422077, 0x86422077, 0x86422077, 0x86422077, 0x86422077, 0x86422077, 0x86422077, 0x06344577,\r\n    0x31433222, 0x43207785, 0x43207786, 0x43207786, 0x43207786, 0x43207786, 0x43207786, 0x43207786, 0x43207786, 0x43207786, 0x43207786, 0x43207786,\r\n    0x43207786, 0x43207786, 0x5b457786, 0x45322006, 0x3221065b, 0x20778644, 0x20778644, 0x45778644, 0x32210661, 0x20778644, 0x20778644, 0x20778644,\r\n    0x20778644, 0x20778644, 0x20778644, 0x20778644, 0x20778644, 0x21778644, 0xe7853045, 0x86314521, 0x20778607, 0x20778645, 0x20778645, 0x20ef8645,\r\n    0x25778645, 0x5f043745, 0x74863936, 0x74864520, 0x74864520, 0x74864520, 0x74864520, 0x74864520, 0x00454522, 0x01260084, 0x0200ffff, 0x0b820100,\r\n    0x03820e20, 0x03821820, 0x0f840020, 0xc2020122, 0x04201582, 0x83089b5a, 0xcc002421, 0x82cfa23d, 0xcb002c11, 0x00303c4f, 0xd4000000, 0x05b96831,\r\n    0xff9dfbfa, 0x000000cb,\r\n};\r\n"
  },
  {
    "path": "Overlay/FontAwesome.h",
    "content": "#pragma once\r\n\r\n#define FONT_ICON_FILE_NAME_FAL \"fa-light-300.ttf\"\r\n#define FONT_ICON_FILE_NAME_FAR \"fa-regular-400.ttf\"\r\n#define FONT_ICON_FILE_NAME_FAS \"fa-solid-900.ttf\"\r\n\r\n#define ICON_MIN_FA 0xe000\r\n#define ICON_MAX_FA 0xf8ff\r\n#define ICON_FA_ABACUS \"\\xef\\x99\\x80\"\t// U+f640\r\n#define ICON_FA_ACORN \"\\xef\\x9a\\xae\"\t// U+f6ae\r\n#define ICON_FA_AD \"\\xef\\x99\\x81\"\t// U+f641\r\n#define ICON_FA_ADDRESS_BOOK \"\\xef\\x8a\\xb9\"\t// U+f2b9\r\n#define ICON_FA_ADDRESS_CARD \"\\xef\\x8a\\xbb\"\t// U+f2bb\r\n#define ICON_FA_ADJUST \"\\xef\\x81\\x82\"\t// U+f042\r\n#define ICON_FA_AIR_CONDITIONER \"\\xef\\xa3\\xb4\"\t// U+f8f4\r\n#define ICON_FA_AIR_FRESHENER \"\\xef\\x97\\x90\"\t// U+f5d0\r\n#define ICON_FA_ALARM_CLOCK \"\\xef\\x8d\\x8e\"\t// U+f34e\r\n#define ICON_FA_ALARM_EXCLAMATION \"\\xef\\xa1\\x83\"\t// U+f843\r\n#define ICON_FA_ALARM_PLUS \"\\xef\\xa1\\x84\"\t// U+f844\r\n#define ICON_FA_ALARM_SNOOZE \"\\xef\\xa1\\x85\"\t// U+f845\r\n#define ICON_FA_ALBUM \"\\xef\\xa2\\x9f\"\t// U+f89f\r\n#define ICON_FA_ALBUM_COLLECTION \"\\xef\\xa2\\xa0\"\t// U+f8a0\r\n#define ICON_FA_ALICORN \"\\xef\\x9a\\xb0\"\t// U+f6b0\r\n#define ICON_FA_ALIEN \"\\xef\\xa3\\xb5\"\t// U+f8f5\r\n#define ICON_FA_ALIEN_MONSTER \"\\xef\\xa3\\xb6\"\t// U+f8f6\r\n#define ICON_FA_ALIGN_CENTER \"\\xef\\x80\\xb7\"\t// U+f037\r\n#define ICON_FA_ALIGN_JUSTIFY \"\\xef\\x80\\xb9\"\t// U+f039\r\n#define ICON_FA_ALIGN_LEFT \"\\xef\\x80\\xb6\"\t// U+f036\r\n#define ICON_FA_ALIGN_RIGHT \"\\xef\\x80\\xb8\"\t// U+f038\r\n#define ICON_FA_ALIGN_SLASH \"\\xef\\xa1\\x86\"\t// U+f846\r\n#define ICON_FA_ALLERGIES \"\\xef\\x91\\xa1\"\t// U+f461\r\n#define ICON_FA_AMBULANCE \"\\xef\\x83\\xb9\"\t// U+f0f9\r\n#define ICON_FA_AMERICAN_SIGN_LANGUAGE_INTERPRETING \"\\xef\\x8a\\xa3\"\t// U+f2a3\r\n#define ICON_FA_AMP_GUITAR \"\\xef\\xa2\\xa1\"\t// U+f8a1\r\n#define ICON_FA_ANALYTICS \"\\xef\\x99\\x83\"\t// U+f643\r\n#define ICON_FA_ANCHOR \"\\xef\\x84\\xbd\"\t// U+f13d\r\n#define ICON_FA_ANGEL \"\\xef\\x9d\\xb9\"\t// U+f779\r\n#define ICON_FA_ANGLE_DOUBLE_DOWN \"\\xef\\x84\\x83\"\t// U+f103\r\n#define ICON_FA_ANGLE_DOUBLE_LEFT \"\\xef\\x84\\x80\"\t// U+f100\r\n#define ICON_FA_ANGLE_DOUBLE_RIGHT \"\\xef\\x84\\x81\"\t// U+f101\r\n#define ICON_FA_ANGLE_DOUBLE_UP \"\\xef\\x84\\x82\"\t// U+f102\r\n#define ICON_FA_ANGLE_DOWN \"\\xef\\x84\\x87\"\t// U+f107\r\n#define ICON_FA_ANGLE_LEFT \"\\xef\\x84\\x84\"\t// U+f104\r\n#define ICON_FA_ANGLE_RIGHT \"\\xef\\x84\\x85\"\t// U+f105\r\n#define ICON_FA_ANGLE_UP \"\\xef\\x84\\x86\"\t// U+f106\r\n#define ICON_FA_ANGRY \"\\xef\\x95\\x96\"\t// U+f556\r\n#define ICON_FA_ANKH \"\\xef\\x99\\x84\"\t// U+f644\r\n#define ICON_FA_APPLE_ALT \"\\xef\\x97\\x91\"\t// U+f5d1\r\n#define ICON_FA_APPLE_CRATE \"\\xef\\x9a\\xb1\"\t// U+f6b1\r\n#define ICON_FA_ARCHIVE \"\\xef\\x86\\x87\"\t// U+f187\r\n#define ICON_FA_ARCHWAY \"\\xef\\x95\\x97\"\t// U+f557\r\n#define ICON_FA_ARROW_ALT_CIRCLE_DOWN \"\\xef\\x8d\\x98\"\t// U+f358\r\n#define ICON_FA_ARROW_ALT_CIRCLE_LEFT \"\\xef\\x8d\\x99\"\t// U+f359\r\n#define ICON_FA_ARROW_ALT_CIRCLE_RIGHT \"\\xef\\x8d\\x9a\"\t// U+f35a\r\n#define ICON_FA_ARROW_ALT_CIRCLE_UP \"\\xef\\x8d\\x9b\"\t// U+f35b\r\n#define ICON_FA_ARROW_ALT_DOWN \"\\xef\\x8d\\x94\"\t// U+f354\r\n#define ICON_FA_ARROW_ALT_FROM_BOTTOM \"\\xef\\x8d\\x86\"\t// U+f346\r\n#define ICON_FA_ARROW_ALT_FROM_LEFT \"\\xef\\x8d\\x87\"\t// U+f347\r\n#define ICON_FA_ARROW_ALT_FROM_RIGHT \"\\xef\\x8d\\x88\"\t// U+f348\r\n#define ICON_FA_ARROW_ALT_FROM_TOP \"\\xef\\x8d\\x89\"\t// U+f349\r\n#define ICON_FA_ARROW_ALT_LEFT \"\\xef\\x8d\\x95\"\t// U+f355\r\n#define ICON_FA_ARROW_ALT_RIGHT \"\\xef\\x8d\\x96\"\t// U+f356\r\n#define ICON_FA_ARROW_ALT_SQUARE_DOWN \"\\xef\\x8d\\x90\"\t// U+f350\r\n#define ICON_FA_ARROW_ALT_SQUARE_LEFT \"\\xef\\x8d\\x91\"\t// U+f351\r\n#define ICON_FA_ARROW_ALT_SQUARE_RIGHT \"\\xef\\x8d\\x92\"\t// U+f352\r\n#define ICON_FA_ARROW_ALT_SQUARE_UP \"\\xef\\x8d\\x93\"\t// U+f353\r\n#define ICON_FA_ARROW_ALT_TO_BOTTOM \"\\xef\\x8d\\x8a\"\t// U+f34a\r\n#define ICON_FA_ARROW_ALT_TO_LEFT \"\\xef\\x8d\\x8b\"\t// U+f34b\r\n#define ICON_FA_ARROW_ALT_TO_RIGHT \"\\xef\\x8d\\x8c\"\t// U+f34c\r\n#define ICON_FA_ARROW_ALT_TO_TOP \"\\xef\\x8d\\x8d\"\t// U+f34d\r\n#define ICON_FA_ARROW_ALT_UP \"\\xef\\x8d\\x97\"\t// U+f357\r\n#define ICON_FA_ARROW_CIRCLE_DOWN \"\\xef\\x82\\xab\"\t// U+f0ab\r\n#define ICON_FA_ARROW_CIRCLE_LEFT \"\\xef\\x82\\xa8\"\t// U+f0a8\r\n#define ICON_FA_ARROW_CIRCLE_RIGHT \"\\xef\\x82\\xa9\"\t// U+f0a9\r\n#define ICON_FA_ARROW_CIRCLE_UP \"\\xef\\x82\\xaa\"\t// U+f0aa\r\n#define ICON_FA_ARROW_DOWN \"\\xef\\x81\\xa3\"\t// U+f063\r\n#define ICON_FA_ARROW_FROM_BOTTOM \"\\xef\\x8d\\x82\"\t// U+f342\r\n#define ICON_FA_ARROW_FROM_LEFT \"\\xef\\x8d\\x83\"\t// U+f343\r\n#define ICON_FA_ARROW_FROM_RIGHT \"\\xef\\x8d\\x84\"\t// U+f344\r\n#define ICON_FA_ARROW_FROM_TOP \"\\xef\\x8d\\x85\"\t// U+f345\r\n#define ICON_FA_ARROW_LEFT \"\\xef\\x81\\xa0\"\t// U+f060\r\n#define ICON_FA_ARROW_RIGHT \"\\xef\\x81\\xa1\"\t// U+f061\r\n#define ICON_FA_ARROW_SQUARE_DOWN \"\\xef\\x8c\\xb9\"\t// U+f339\r\n#define ICON_FA_ARROW_SQUARE_LEFT \"\\xef\\x8c\\xba\"\t// U+f33a\r\n#define ICON_FA_ARROW_SQUARE_RIGHT \"\\xef\\x8c\\xbb\"\t// U+f33b\r\n#define ICON_FA_ARROW_SQUARE_UP \"\\xef\\x8c\\xbc\"\t// U+f33c\r\n#define ICON_FA_ARROW_TO_BOTTOM \"\\xef\\x8c\\xbd\"\t// U+f33d\r\n#define ICON_FA_ARROW_TO_LEFT \"\\xef\\x8c\\xbe\"\t// U+f33e\r\n#define ICON_FA_ARROW_TO_RIGHT \"\\xef\\x8d\\x80\"\t// U+f340\r\n#define ICON_FA_ARROW_TO_TOP \"\\xef\\x8d\\x81\"\t// U+f341\r\n#define ICON_FA_ARROW_UP \"\\xef\\x81\\xa2\"\t// U+f062\r\n#define ICON_FA_ARROWS \"\\xef\\x81\\x87\"\t// U+f047\r\n#define ICON_FA_ARROWS_ALT \"\\xef\\x82\\xb2\"\t// U+f0b2\r\n#define ICON_FA_ARROWS_ALT_H \"\\xef\\x8c\\xb7\"\t// U+f337\r\n#define ICON_FA_ARROWS_ALT_V \"\\xef\\x8c\\xb8\"\t// U+f338\r\n#define ICON_FA_ARROWS_H \"\\xef\\x81\\xbe\"\t// U+f07e\r\n#define ICON_FA_ARROWS_V \"\\xef\\x81\\xbd\"\t// U+f07d\r\n#define ICON_FA_ASSISTIVE_LISTENING_SYSTEMS \"\\xef\\x8a\\xa2\"\t// U+f2a2\r\n#define ICON_FA_ASTERISK \"\\xef\\x81\\xa9\"\t// U+f069\r\n#define ICON_FA_AT \"\\xef\\x87\\xba\"\t// U+f1fa\r\n#define ICON_FA_ATLAS \"\\xef\\x95\\x98\"\t// U+f558\r\n#define ICON_FA_ATOM \"\\xef\\x97\\x92\"\t// U+f5d2\r\n#define ICON_FA_ATOM_ALT \"\\xef\\x97\\x93\"\t// U+f5d3\r\n#define ICON_FA_AUDIO_DESCRIPTION \"\\xef\\x8a\\x9e\"\t// U+f29e\r\n#define ICON_FA_AWARD \"\\xef\\x95\\x99\"\t// U+f559\r\n#define ICON_FA_AXE \"\\xef\\x9a\\xb2\"\t// U+f6b2\r\n#define ICON_FA_AXE_BATTLE \"\\xef\\x9a\\xb3\"\t// U+f6b3\r\n#define ICON_FA_BABY \"\\xef\\x9d\\xbc\"\t// U+f77c\r\n#define ICON_FA_BABY_CARRIAGE \"\\xef\\x9d\\xbd\"\t// U+f77d\r\n#define ICON_FA_BACKPACK \"\\xef\\x97\\x94\"\t// U+f5d4\r\n#define ICON_FA_BACKSPACE \"\\xef\\x95\\x9a\"\t// U+f55a\r\n#define ICON_FA_BACKWARD \"\\xef\\x81\\x8a\"\t// U+f04a\r\n#define ICON_FA_BACON \"\\xef\\x9f\\xa5\"\t// U+f7e5\r\n#define ICON_FA_BACTERIA \"\\xee\\x81\\x99\"\t// U+e059\r\n#define ICON_FA_BACTERIUM \"\\xee\\x81\\x9a\"\t// U+e05a\r\n#define ICON_FA_BADGE \"\\xef\\x8c\\xb5\"\t// U+f335\r\n#define ICON_FA_BADGE_CHECK \"\\xef\\x8c\\xb6\"\t// U+f336\r\n#define ICON_FA_BADGE_DOLLAR \"\\xef\\x99\\x85\"\t// U+f645\r\n#define ICON_FA_BADGE_PERCENT \"\\xef\\x99\\x86\"\t// U+f646\r\n#define ICON_FA_BADGE_SHERIFF \"\\xef\\xa2\\xa2\"\t// U+f8a2\r\n#define ICON_FA_BADGER_HONEY \"\\xef\\x9a\\xb4\"\t// U+f6b4\r\n#define ICON_FA_BAGS_SHOPPING \"\\xef\\xa1\\x87\"\t// U+f847\r\n#define ICON_FA_BAHAI \"\\xef\\x99\\xa6\"\t// U+f666\r\n#define ICON_FA_BALANCE_SCALE \"\\xef\\x89\\x8e\"\t// U+f24e\r\n#define ICON_FA_BALANCE_SCALE_LEFT \"\\xef\\x94\\x95\"\t// U+f515\r\n#define ICON_FA_BALANCE_SCALE_RIGHT \"\\xef\\x94\\x96\"\t// U+f516\r\n#define ICON_FA_BALL_PILE \"\\xef\\x9d\\xbe\"\t// U+f77e\r\n#define ICON_FA_BALLOT \"\\xef\\x9c\\xb2\"\t// U+f732\r\n#define ICON_FA_BALLOT_CHECK \"\\xef\\x9c\\xb3\"\t// U+f733\r\n#define ICON_FA_BAN \"\\xef\\x81\\x9e\"\t// U+f05e\r\n#define ICON_FA_BAND_AID \"\\xef\\x91\\xa2\"\t// U+f462\r\n#define ICON_FA_BANJO \"\\xef\\xa2\\xa3\"\t// U+f8a3\r\n#define ICON_FA_BARCODE \"\\xef\\x80\\xaa\"\t// U+f02a\r\n#define ICON_FA_BARCODE_ALT \"\\xef\\x91\\xa3\"\t// U+f463\r\n#define ICON_FA_BARCODE_READ \"\\xef\\x91\\xa4\"\t// U+f464\r\n#define ICON_FA_BARCODE_SCAN \"\\xef\\x91\\xa5\"\t// U+f465\r\n#define ICON_FA_BARS \"\\xef\\x83\\x89\"\t// U+f0c9\r\n#define ICON_FA_BASEBALL \"\\xef\\x90\\xb2\"\t// U+f432\r\n#define ICON_FA_BASEBALL_BALL \"\\xef\\x90\\xb3\"\t// U+f433\r\n#define ICON_FA_BASKETBALL_BALL \"\\xef\\x90\\xb4\"\t// U+f434\r\n#define ICON_FA_BASKETBALL_HOOP \"\\xef\\x90\\xb5\"\t// U+f435\r\n#define ICON_FA_BAT \"\\xef\\x9a\\xb5\"\t// U+f6b5\r\n#define ICON_FA_BATH \"\\xef\\x8b\\x8d\"\t// U+f2cd\r\n#define ICON_FA_BATTERY_BOLT \"\\xef\\x8d\\xb6\"\t// U+f376\r\n#define ICON_FA_BATTERY_EMPTY \"\\xef\\x89\\x84\"\t// U+f244\r\n#define ICON_FA_BATTERY_FULL \"\\xef\\x89\\x80\"\t// U+f240\r\n#define ICON_FA_BATTERY_HALF \"\\xef\\x89\\x82\"\t// U+f242\r\n#define ICON_FA_BATTERY_QUARTER \"\\xef\\x89\\x83\"\t// U+f243\r\n#define ICON_FA_BATTERY_SLASH \"\\xef\\x8d\\xb7\"\t// U+f377\r\n#define ICON_FA_BATTERY_THREE_QUARTERS \"\\xef\\x89\\x81\"\t// U+f241\r\n#define ICON_FA_BED \"\\xef\\x88\\xb6\"\t// U+f236\r\n#define ICON_FA_BED_ALT \"\\xef\\xa3\\xb7\"\t// U+f8f7\r\n#define ICON_FA_BED_BUNK \"\\xef\\xa3\\xb8\"\t// U+f8f8\r\n#define ICON_FA_BED_EMPTY \"\\xef\\xa3\\xb9\"\t// U+f8f9\r\n#define ICON_FA_BEER \"\\xef\\x83\\xbc\"\t// U+f0fc\r\n#define ICON_FA_BELL \"\\xef\\x83\\xb3\"\t// U+f0f3\r\n#define ICON_FA_BELL_EXCLAMATION \"\\xef\\xa1\\x88\"\t// U+f848\r\n#define ICON_FA_BELL_ON \"\\xef\\xa3\\xba\"\t// U+f8fa\r\n#define ICON_FA_BELL_PLUS \"\\xef\\xa1\\x89\"\t// U+f849\r\n#define ICON_FA_BELL_SCHOOL \"\\xef\\x97\\x95\"\t// U+f5d5\r\n#define ICON_FA_BELL_SCHOOL_SLASH \"\\xef\\x97\\x96\"\t// U+f5d6\r\n#define ICON_FA_BELL_SLASH \"\\xef\\x87\\xb6\"\t// U+f1f6\r\n#define ICON_FA_BELLS \"\\xef\\x9d\\xbf\"\t// U+f77f\r\n#define ICON_FA_BETAMAX \"\\xef\\xa2\\xa4\"\t// U+f8a4\r\n#define ICON_FA_BEZIER_CURVE \"\\xef\\x95\\x9b\"\t// U+f55b\r\n#define ICON_FA_BIBLE \"\\xef\\x99\\x87\"\t// U+f647\r\n#define ICON_FA_BICYCLE \"\\xef\\x88\\x86\"\t// U+f206\r\n#define ICON_FA_BIKING \"\\xef\\xa1\\x8a\"\t// U+f84a\r\n#define ICON_FA_BIKING_MOUNTAIN \"\\xef\\xa1\\x8b\"\t// U+f84b\r\n#define ICON_FA_BINOCULARS \"\\xef\\x87\\xa5\"\t// U+f1e5\r\n#define ICON_FA_BIOHAZARD \"\\xef\\x9e\\x80\"\t// U+f780\r\n#define ICON_FA_BIRTHDAY_CAKE \"\\xef\\x87\\xbd\"\t// U+f1fd\r\n#define ICON_FA_BLANKET \"\\xef\\x92\\x98\"\t// U+f498\r\n#define ICON_FA_BLENDER \"\\xef\\x94\\x97\"\t// U+f517\r\n#define ICON_FA_BLENDER_PHONE \"\\xef\\x9a\\xb6\"\t// U+f6b6\r\n#define ICON_FA_BLIND \"\\xef\\x8a\\x9d\"\t// U+f29d\r\n#define ICON_FA_BLINDS \"\\xef\\xa3\\xbb\"\t// U+f8fb\r\n#define ICON_FA_BLINDS_OPEN \"\\xef\\xa3\\xbc\"\t// U+f8fc\r\n#define ICON_FA_BLINDS_RAISED \"\\xef\\xa3\\xbd\"\t// U+f8fd\r\n#define ICON_FA_BLOG \"\\xef\\x9e\\x81\"\t// U+f781\r\n#define ICON_FA_BOLD \"\\xef\\x80\\xb2\"\t// U+f032\r\n#define ICON_FA_BOLT \"\\xef\\x83\\xa7\"\t// U+f0e7\r\n#define ICON_FA_BOMB \"\\xef\\x87\\xa2\"\t// U+f1e2\r\n#define ICON_FA_BONE \"\\xef\\x97\\x97\"\t// U+f5d7\r\n#define ICON_FA_BONE_BREAK \"\\xef\\x97\\x98\"\t// U+f5d8\r\n#define ICON_FA_BONG \"\\xef\\x95\\x9c\"\t// U+f55c\r\n#define ICON_FA_BOOK \"\\xef\\x80\\xad\"\t// U+f02d\r\n#define ICON_FA_BOOK_ALT \"\\xef\\x97\\x99\"\t// U+f5d9\r\n#define ICON_FA_BOOK_DEAD \"\\xef\\x9a\\xb7\"\t// U+f6b7\r\n#define ICON_FA_BOOK_HEART \"\\xef\\x92\\x99\"\t// U+f499\r\n#define ICON_FA_BOOK_MEDICAL \"\\xef\\x9f\\xa6\"\t// U+f7e6\r\n#define ICON_FA_BOOK_OPEN \"\\xef\\x94\\x98\"\t// U+f518\r\n#define ICON_FA_BOOK_READER \"\\xef\\x97\\x9a\"\t// U+f5da\r\n#define ICON_FA_BOOK_SPELLS \"\\xef\\x9a\\xb8\"\t// U+f6b8\r\n#define ICON_FA_BOOK_USER \"\\xef\\x9f\\xa7\"\t// U+f7e7\r\n#define ICON_FA_BOOKMARK \"\\xef\\x80\\xae\"\t// U+f02e\r\n#define ICON_FA_BOOKS \"\\xef\\x97\\x9b\"\t// U+f5db\r\n#define ICON_FA_BOOKS_MEDICAL \"\\xef\\x9f\\xa8\"\t// U+f7e8\r\n#define ICON_FA_BOOMBOX \"\\xef\\xa2\\xa5\"\t// U+f8a5\r\n#define ICON_FA_BOOT \"\\xef\\x9e\\x82\"\t// U+f782\r\n#define ICON_FA_BOOTH_CURTAIN \"\\xef\\x9c\\xb4\"\t// U+f734\r\n#define ICON_FA_BORDER_ALL \"\\xef\\xa1\\x8c\"\t// U+f84c\r\n#define ICON_FA_BORDER_BOTTOM \"\\xef\\xa1\\x8d\"\t// U+f84d\r\n#define ICON_FA_BORDER_CENTER_H \"\\xef\\xa2\\x9c\"\t// U+f89c\r\n#define ICON_FA_BORDER_CENTER_V \"\\xef\\xa2\\x9d\"\t// U+f89d\r\n#define ICON_FA_BORDER_INNER \"\\xef\\xa1\\x8e\"\t// U+f84e\r\n#define ICON_FA_BORDER_LEFT \"\\xef\\xa1\\x8f\"\t// U+f84f\r\n#define ICON_FA_BORDER_NONE \"\\xef\\xa1\\x90\"\t// U+f850\r\n#define ICON_FA_BORDER_OUTER \"\\xef\\xa1\\x91\"\t// U+f851\r\n#define ICON_FA_BORDER_RIGHT \"\\xef\\xa1\\x92\"\t// U+f852\r\n#define ICON_FA_BORDER_STYLE \"\\xef\\xa1\\x93\"\t// U+f853\r\n#define ICON_FA_BORDER_STYLE_ALT \"\\xef\\xa1\\x94\"\t// U+f854\r\n#define ICON_FA_BORDER_TOP \"\\xef\\xa1\\x95\"\t// U+f855\r\n#define ICON_FA_BOW_ARROW \"\\xef\\x9a\\xb9\"\t// U+f6b9\r\n#define ICON_FA_BOWLING_BALL \"\\xef\\x90\\xb6\"\t// U+f436\r\n#define ICON_FA_BOWLING_PINS \"\\xef\\x90\\xb7\"\t// U+f437\r\n#define ICON_FA_BOX \"\\xef\\x91\\xa6\"\t// U+f466\r\n#define ICON_FA_BOX_ALT \"\\xef\\x92\\x9a\"\t// U+f49a\r\n#define ICON_FA_BOX_BALLOT \"\\xef\\x9c\\xb5\"\t// U+f735\r\n#define ICON_FA_BOX_CHECK \"\\xef\\x91\\xa7\"\t// U+f467\r\n#define ICON_FA_BOX_FRAGILE \"\\xef\\x92\\x9b\"\t// U+f49b\r\n#define ICON_FA_BOX_FULL \"\\xef\\x92\\x9c\"\t// U+f49c\r\n#define ICON_FA_BOX_HEART \"\\xef\\x92\\x9d\"\t// U+f49d\r\n#define ICON_FA_BOX_OPEN \"\\xef\\x92\\x9e\"\t// U+f49e\r\n#define ICON_FA_BOX_TISSUE \"\\xee\\x81\\x9b\"\t// U+e05b\r\n#define ICON_FA_BOX_UP \"\\xef\\x92\\x9f\"\t// U+f49f\r\n#define ICON_FA_BOX_USD \"\\xef\\x92\\xa0\"\t// U+f4a0\r\n#define ICON_FA_BOXES \"\\xef\\x91\\xa8\"\t// U+f468\r\n#define ICON_FA_BOXES_ALT \"\\xef\\x92\\xa1\"\t// U+f4a1\r\n#define ICON_FA_BOXING_GLOVE \"\\xef\\x90\\xb8\"\t// U+f438\r\n#define ICON_FA_BRACKETS \"\\xef\\x9f\\xa9\"\t// U+f7e9\r\n#define ICON_FA_BRACKETS_CURLY \"\\xef\\x9f\\xaa\"\t// U+f7ea\r\n#define ICON_FA_BRAILLE \"\\xef\\x8a\\xa1\"\t// U+f2a1\r\n#define ICON_FA_BRAIN \"\\xef\\x97\\x9c\"\t// U+f5dc\r\n#define ICON_FA_BREAD_LOAF \"\\xef\\x9f\\xab\"\t// U+f7eb\r\n#define ICON_FA_BREAD_SLICE \"\\xef\\x9f\\xac\"\t// U+f7ec\r\n#define ICON_FA_BRIEFCASE \"\\xef\\x82\\xb1\"\t// U+f0b1\r\n#define ICON_FA_BRIEFCASE_MEDICAL \"\\xef\\x91\\xa9\"\t// U+f469\r\n#define ICON_FA_BRING_FORWARD \"\\xef\\xa1\\x96\"\t// U+f856\r\n#define ICON_FA_BRING_FRONT \"\\xef\\xa1\\x97\"\t// U+f857\r\n#define ICON_FA_BROADCAST_TOWER \"\\xef\\x94\\x99\"\t// U+f519\r\n#define ICON_FA_BROOM \"\\xef\\x94\\x9a\"\t// U+f51a\r\n#define ICON_FA_BROWSER \"\\xef\\x8d\\xbe\"\t// U+f37e\r\n#define ICON_FA_BRUSH \"\\xef\\x95\\x9d\"\t// U+f55d\r\n#define ICON_FA_BUG \"\\xef\\x86\\x88\"\t// U+f188\r\n#define ICON_FA_BUILDING \"\\xef\\x86\\xad\"\t// U+f1ad\r\n#define ICON_FA_BULLHORN \"\\xef\\x82\\xa1\"\t// U+f0a1\r\n#define ICON_FA_BULLSEYE \"\\xef\\x85\\x80\"\t// U+f140\r\n#define ICON_FA_BULLSEYE_ARROW \"\\xef\\x99\\x88\"\t// U+f648\r\n#define ICON_FA_BULLSEYE_POINTER \"\\xef\\x99\\x89\"\t// U+f649\r\n#define ICON_FA_BURGER_SODA \"\\xef\\xa1\\x98\"\t// U+f858\r\n#define ICON_FA_BURN \"\\xef\\x91\\xaa\"\t// U+f46a\r\n#define ICON_FA_BURRITO \"\\xef\\x9f\\xad\"\t// U+f7ed\r\n#define ICON_FA_BUS \"\\xef\\x88\\x87\"\t// U+f207\r\n#define ICON_FA_BUS_ALT \"\\xef\\x95\\x9e\"\t// U+f55e\r\n#define ICON_FA_BUS_SCHOOL \"\\xef\\x97\\x9d\"\t// U+f5dd\r\n#define ICON_FA_BUSINESS_TIME \"\\xef\\x99\\x8a\"\t// U+f64a\r\n#define ICON_FA_CABINET_FILING \"\\xef\\x99\\x8b\"\t// U+f64b\r\n#define ICON_FA_CACTUS \"\\xef\\xa2\\xa7\"\t// U+f8a7\r\n#define ICON_FA_CALCULATOR \"\\xef\\x87\\xac\"\t// U+f1ec\r\n#define ICON_FA_CALCULATOR_ALT \"\\xef\\x99\\x8c\"\t// U+f64c\r\n#define ICON_FA_CALENDAR \"\\xef\\x84\\xb3\"\t// U+f133\r\n#define ICON_FA_CALENDAR_ALT \"\\xef\\x81\\xb3\"\t// U+f073\r\n#define ICON_FA_CALENDAR_CHECK \"\\xef\\x89\\xb4\"\t// U+f274\r\n#define ICON_FA_CALENDAR_DAY \"\\xef\\x9e\\x83\"\t// U+f783\r\n#define ICON_FA_CALENDAR_EDIT \"\\xef\\x8c\\xb3\"\t// U+f333\r\n#define ICON_FA_CALENDAR_EXCLAMATION \"\\xef\\x8c\\xb4\"\t// U+f334\r\n#define ICON_FA_CALENDAR_MINUS \"\\xef\\x89\\xb2\"\t// U+f272\r\n#define ICON_FA_CALENDAR_PLUS \"\\xef\\x89\\xb1\"\t// U+f271\r\n#define ICON_FA_CALENDAR_STAR \"\\xef\\x9c\\xb6\"\t// U+f736\r\n#define ICON_FA_CALENDAR_TIMES \"\\xef\\x89\\xb3\"\t// U+f273\r\n#define ICON_FA_CALENDAR_WEEK \"\\xef\\x9e\\x84\"\t// U+f784\r\n#define ICON_FA_CAMCORDER \"\\xef\\xa2\\xa8\"\t// U+f8a8\r\n#define ICON_FA_CAMERA \"\\xef\\x80\\xb0\"\t// U+f030\r\n#define ICON_FA_CAMERA_ALT \"\\xef\\x8c\\xb2\"\t// U+f332\r\n#define ICON_FA_CAMERA_HOME \"\\xef\\xa3\\xbe\"\t// U+f8fe\r\n#define ICON_FA_CAMERA_MOVIE \"\\xef\\xa2\\xa9\"\t// U+f8a9\r\n#define ICON_FA_CAMERA_POLAROID \"\\xef\\xa2\\xaa\"\t// U+f8aa\r\n#define ICON_FA_CAMERA_RETRO \"\\xef\\x82\\x83\"\t// U+f083\r\n#define ICON_FA_CAMPFIRE \"\\xef\\x9a\\xba\"\t// U+f6ba\r\n#define ICON_FA_CAMPGROUND \"\\xef\\x9a\\xbb\"\t// U+f6bb\r\n#define ICON_FA_CANDLE_HOLDER \"\\xef\\x9a\\xbc\"\t// U+f6bc\r\n#define ICON_FA_CANDY_CANE \"\\xef\\x9e\\x86\"\t// U+f786\r\n#define ICON_FA_CANDY_CORN \"\\xef\\x9a\\xbd\"\t// U+f6bd\r\n#define ICON_FA_CANNABIS \"\\xef\\x95\\x9f\"\t// U+f55f\r\n#define ICON_FA_CAPSULES \"\\xef\\x91\\xab\"\t// U+f46b\r\n#define ICON_FA_CAR \"\\xef\\x86\\xb9\"\t// U+f1b9\r\n#define ICON_FA_CAR_ALT \"\\xef\\x97\\x9e\"\t// U+f5de\r\n#define ICON_FA_CAR_BATTERY \"\\xef\\x97\\x9f\"\t// U+f5df\r\n#define ICON_FA_CAR_BUILDING \"\\xef\\xa1\\x99\"\t// U+f859\r\n#define ICON_FA_CAR_BUMP \"\\xef\\x97\\xa0\"\t// U+f5e0\r\n#define ICON_FA_CAR_BUS \"\\xef\\xa1\\x9a\"\t// U+f85a\r\n#define ICON_FA_CAR_CRASH \"\\xef\\x97\\xa1\"\t// U+f5e1\r\n#define ICON_FA_CAR_GARAGE \"\\xef\\x97\\xa2\"\t// U+f5e2\r\n#define ICON_FA_CAR_MECHANIC \"\\xef\\x97\\xa3\"\t// U+f5e3\r\n#define ICON_FA_CAR_SIDE \"\\xef\\x97\\xa4\"\t// U+f5e4\r\n#define ICON_FA_CAR_TILT \"\\xef\\x97\\xa5\"\t// U+f5e5\r\n#define ICON_FA_CAR_WASH \"\\xef\\x97\\xa6\"\t// U+f5e6\r\n#define ICON_FA_CARAVAN \"\\xef\\xa3\\xbf\"\t// U+f8ff\r\n#define ICON_FA_CARAVAN_ALT \"\\xee\\x80\\x80\"\t// U+e000\r\n#define ICON_FA_CARET_CIRCLE_DOWN \"\\xef\\x8c\\xad\"\t// U+f32d\r\n#define ICON_FA_CARET_CIRCLE_LEFT \"\\xef\\x8c\\xae\"\t// U+f32e\r\n#define ICON_FA_CARET_CIRCLE_RIGHT \"\\xef\\x8c\\xb0\"\t// U+f330\r\n#define ICON_FA_CARET_CIRCLE_UP \"\\xef\\x8c\\xb1\"\t// U+f331\r\n#define ICON_FA_CARET_DOWN \"\\xef\\x83\\x97\"\t// U+f0d7\r\n#define ICON_FA_CARET_LEFT \"\\xef\\x83\\x99\"\t// U+f0d9\r\n#define ICON_FA_CARET_RIGHT \"\\xef\\x83\\x9a\"\t// U+f0da\r\n#define ICON_FA_CARET_SQUARE_DOWN \"\\xef\\x85\\x90\"\t// U+f150\r\n#define ICON_FA_CARET_SQUARE_LEFT \"\\xef\\x86\\x91\"\t// U+f191\r\n#define ICON_FA_CARET_SQUARE_RIGHT \"\\xef\\x85\\x92\"\t// U+f152\r\n#define ICON_FA_CARET_SQUARE_UP \"\\xef\\x85\\x91\"\t// U+f151\r\n#define ICON_FA_CARET_UP \"\\xef\\x83\\x98\"\t// U+f0d8\r\n#define ICON_FA_CARROT \"\\xef\\x9e\\x87\"\t// U+f787\r\n#define ICON_FA_CARS \"\\xef\\xa1\\x9b\"\t// U+f85b\r\n#define ICON_FA_CART_ARROW_DOWN \"\\xef\\x88\\x98\"\t// U+f218\r\n#define ICON_FA_CART_PLUS \"\\xef\\x88\\x97\"\t// U+f217\r\n#define ICON_FA_CASH_REGISTER \"\\xef\\x9e\\x88\"\t// U+f788\r\n#define ICON_FA_CASSETTE_TAPE \"\\xef\\xa2\\xab\"\t// U+f8ab\r\n#define ICON_FA_CAT \"\\xef\\x9a\\xbe\"\t// U+f6be\r\n#define ICON_FA_CAT_SPACE \"\\xee\\x80\\x81\"\t// U+e001\r\n#define ICON_FA_CAULDRON \"\\xef\\x9a\\xbf\"\t// U+f6bf\r\n#define ICON_FA_CCTV \"\\xef\\xa2\\xac\"\t// U+f8ac\r\n#define ICON_FA_CERTIFICATE \"\\xef\\x82\\xa3\"\t// U+f0a3\r\n#define ICON_FA_CHAIR \"\\xef\\x9b\\x80\"\t// U+f6c0\r\n#define ICON_FA_CHAIR_OFFICE \"\\xef\\x9b\\x81\"\t// U+f6c1\r\n#define ICON_FA_CHALKBOARD \"\\xef\\x94\\x9b\"\t// U+f51b\r\n#define ICON_FA_CHALKBOARD_TEACHER \"\\xef\\x94\\x9c\"\t// U+f51c\r\n#define ICON_FA_CHARGING_STATION \"\\xef\\x97\\xa7\"\t// U+f5e7\r\n#define ICON_FA_CHART_AREA \"\\xef\\x87\\xbe\"\t// U+f1fe\r\n#define ICON_FA_CHART_BAR \"\\xef\\x82\\x80\"\t// U+f080\r\n#define ICON_FA_CHART_LINE \"\\xef\\x88\\x81\"\t// U+f201\r\n#define ICON_FA_CHART_LINE_DOWN \"\\xef\\x99\\x8d\"\t// U+f64d\r\n#define ICON_FA_CHART_NETWORK \"\\xef\\x9e\\x8a\"\t// U+f78a\r\n#define ICON_FA_CHART_PIE \"\\xef\\x88\\x80\"\t// U+f200\r\n#define ICON_FA_CHART_PIE_ALT \"\\xef\\x99\\x8e\"\t// U+f64e\r\n#define ICON_FA_CHART_SCATTER \"\\xef\\x9f\\xae\"\t// U+f7ee\r\n#define ICON_FA_CHECK \"\\xef\\x80\\x8c\"\t// U+f00c\r\n#define ICON_FA_CHECK_CIRCLE \"\\xef\\x81\\x98\"\t// U+f058\r\n#define ICON_FA_CHECK_DOUBLE \"\\xef\\x95\\xa0\"\t// U+f560\r\n#define ICON_FA_CHECK_SQUARE \"\\xef\\x85\\x8a\"\t// U+f14a\r\n#define ICON_FA_CHEESE \"\\xef\\x9f\\xaf\"\t// U+f7ef\r\n#define ICON_FA_CHEESE_SWISS \"\\xef\\x9f\\xb0\"\t// U+f7f0\r\n#define ICON_FA_CHEESEBURGER \"\\xef\\x9f\\xb1\"\t// U+f7f1\r\n#define ICON_FA_CHESS \"\\xef\\x90\\xb9\"\t// U+f439\r\n#define ICON_FA_CHESS_BISHOP \"\\xef\\x90\\xba\"\t// U+f43a\r\n#define ICON_FA_CHESS_BISHOP_ALT \"\\xef\\x90\\xbb\"\t// U+f43b\r\n#define ICON_FA_CHESS_BOARD \"\\xef\\x90\\xbc\"\t// U+f43c\r\n#define ICON_FA_CHESS_CLOCK \"\\xef\\x90\\xbd\"\t// U+f43d\r\n#define ICON_FA_CHESS_CLOCK_ALT \"\\xef\\x90\\xbe\"\t// U+f43e\r\n#define ICON_FA_CHESS_KING \"\\xef\\x90\\xbf\"\t// U+f43f\r\n#define ICON_FA_CHESS_KING_ALT \"\\xef\\x91\\x80\"\t// U+f440\r\n#define ICON_FA_CHESS_KNIGHT \"\\xef\\x91\\x81\"\t// U+f441\r\n#define ICON_FA_CHESS_KNIGHT_ALT \"\\xef\\x91\\x82\"\t// U+f442\r\n#define ICON_FA_CHESS_PAWN \"\\xef\\x91\\x83\"\t// U+f443\r\n#define ICON_FA_CHESS_PAWN_ALT \"\\xef\\x91\\x84\"\t// U+f444\r\n#define ICON_FA_CHESS_QUEEN \"\\xef\\x91\\x85\"\t// U+f445\r\n#define ICON_FA_CHESS_QUEEN_ALT \"\\xef\\x91\\x86\"\t// U+f446\r\n#define ICON_FA_CHESS_ROOK \"\\xef\\x91\\x87\"\t// U+f447\r\n#define ICON_FA_CHESS_ROOK_ALT \"\\xef\\x91\\x88\"\t// U+f448\r\n#define ICON_FA_CHEVRON_CIRCLE_DOWN \"\\xef\\x84\\xba\"\t// U+f13a\r\n#define ICON_FA_CHEVRON_CIRCLE_LEFT \"\\xef\\x84\\xb7\"\t// U+f137\r\n#define ICON_FA_CHEVRON_CIRCLE_RIGHT \"\\xef\\x84\\xb8\"\t// U+f138\r\n#define ICON_FA_CHEVRON_CIRCLE_UP \"\\xef\\x84\\xb9\"\t// U+f139\r\n#define ICON_FA_CHEVRON_DOUBLE_DOWN \"\\xef\\x8c\\xa2\"\t// U+f322\r\n#define ICON_FA_CHEVRON_DOUBLE_LEFT \"\\xef\\x8c\\xa3\"\t// U+f323\r\n#define ICON_FA_CHEVRON_DOUBLE_RIGHT \"\\xef\\x8c\\xa4\"\t// U+f324\r\n#define ICON_FA_CHEVRON_DOUBLE_UP \"\\xef\\x8c\\xa5\"\t// U+f325\r\n#define ICON_FA_CHEVRON_DOWN \"\\xef\\x81\\xb8\"\t// U+f078\r\n#define ICON_FA_CHEVRON_LEFT \"\\xef\\x81\\x93\"\t// U+f053\r\n#define ICON_FA_CHEVRON_RIGHT \"\\xef\\x81\\x94\"\t// U+f054\r\n#define ICON_FA_CHEVRON_SQUARE_DOWN \"\\xef\\x8c\\xa9\"\t// U+f329\r\n#define ICON_FA_CHEVRON_SQUARE_LEFT \"\\xef\\x8c\\xaa\"\t// U+f32a\r\n#define ICON_FA_CHEVRON_SQUARE_RIGHT \"\\xef\\x8c\\xab\"\t// U+f32b\r\n#define ICON_FA_CHEVRON_SQUARE_UP \"\\xef\\x8c\\xac\"\t// U+f32c\r\n#define ICON_FA_CHEVRON_UP \"\\xef\\x81\\xb7\"\t// U+f077\r\n#define ICON_FA_CHILD \"\\xef\\x86\\xae\"\t// U+f1ae\r\n#define ICON_FA_CHIMNEY \"\\xef\\x9e\\x8b\"\t// U+f78b\r\n#define ICON_FA_CHURCH \"\\xef\\x94\\x9d\"\t// U+f51d\r\n#define ICON_FA_CIRCLE \"\\xef\\x84\\x91\"\t// U+f111\r\n#define ICON_FA_CIRCLE_NOTCH \"\\xef\\x87\\x8e\"\t// U+f1ce\r\n#define ICON_FA_CITY \"\\xef\\x99\\x8f\"\t// U+f64f\r\n#define ICON_FA_CLARINET \"\\xef\\xa2\\xad\"\t// U+f8ad\r\n#define ICON_FA_CLAW_MARKS \"\\xef\\x9b\\x82\"\t// U+f6c2\r\n#define ICON_FA_CLINIC_MEDICAL \"\\xef\\x9f\\xb2\"\t// U+f7f2\r\n#define ICON_FA_CLIPBOARD \"\\xef\\x8c\\xa8\"\t// U+f328\r\n#define ICON_FA_CLIPBOARD_CHECK \"\\xef\\x91\\xac\"\t// U+f46c\r\n#define ICON_FA_CLIPBOARD_LIST \"\\xef\\x91\\xad\"\t// U+f46d\r\n#define ICON_FA_CLIPBOARD_LIST_CHECK \"\\xef\\x9c\\xb7\"\t// U+f737\r\n#define ICON_FA_CLIPBOARD_PRESCRIPTION \"\\xef\\x97\\xa8\"\t// U+f5e8\r\n#define ICON_FA_CLIPBOARD_USER \"\\xef\\x9f\\xb3\"\t// U+f7f3\r\n#define ICON_FA_CLOCK \"\\xef\\x80\\x97\"\t// U+f017\r\n#define ICON_FA_CLONE \"\\xef\\x89\\x8d\"\t// U+f24d\r\n#define ICON_FA_CLOSED_CAPTIONING \"\\xef\\x88\\x8a\"\t// U+f20a\r\n#define ICON_FA_CLOUD \"\\xef\\x83\\x82\"\t// U+f0c2\r\n#define ICON_FA_CLOUD_DOWNLOAD \"\\xef\\x83\\xad\"\t// U+f0ed\r\n#define ICON_FA_CLOUD_DOWNLOAD_ALT \"\\xef\\x8e\\x81\"\t// U+f381\r\n#define ICON_FA_CLOUD_DRIZZLE \"\\xef\\x9c\\xb8\"\t// U+f738\r\n#define ICON_FA_CLOUD_HAIL \"\\xef\\x9c\\xb9\"\t// U+f739\r\n#define ICON_FA_CLOUD_HAIL_MIXED \"\\xef\\x9c\\xba\"\t// U+f73a\r\n#define ICON_FA_CLOUD_MEATBALL \"\\xef\\x9c\\xbb\"\t// U+f73b\r\n#define ICON_FA_CLOUD_MOON \"\\xef\\x9b\\x83\"\t// U+f6c3\r\n#define ICON_FA_CLOUD_MOON_RAIN \"\\xef\\x9c\\xbc\"\t// U+f73c\r\n#define ICON_FA_CLOUD_MUSIC \"\\xef\\xa2\\xae\"\t// U+f8ae\r\n#define ICON_FA_CLOUD_RAIN \"\\xef\\x9c\\xbd\"\t// U+f73d\r\n#define ICON_FA_CLOUD_RAINBOW \"\\xef\\x9c\\xbe\"\t// U+f73e\r\n#define ICON_FA_CLOUD_SHOWERS \"\\xef\\x9c\\xbf\"\t// U+f73f\r\n#define ICON_FA_CLOUD_SHOWERS_HEAVY \"\\xef\\x9d\\x80\"\t// U+f740\r\n#define ICON_FA_CLOUD_SLEET \"\\xef\\x9d\\x81\"\t// U+f741\r\n#define ICON_FA_CLOUD_SNOW \"\\xef\\x9d\\x82\"\t// U+f742\r\n#define ICON_FA_CLOUD_SUN \"\\xef\\x9b\\x84\"\t// U+f6c4\r\n#define ICON_FA_CLOUD_SUN_RAIN \"\\xef\\x9d\\x83\"\t// U+f743\r\n#define ICON_FA_CLOUD_UPLOAD \"\\xef\\x83\\xae\"\t// U+f0ee\r\n#define ICON_FA_CLOUD_UPLOAD_ALT \"\\xef\\x8e\\x82\"\t// U+f382\r\n#define ICON_FA_CLOUDS \"\\xef\\x9d\\x84\"\t// U+f744\r\n#define ICON_FA_CLOUDS_MOON \"\\xef\\x9d\\x85\"\t// U+f745\r\n#define ICON_FA_CLOUDS_SUN \"\\xef\\x9d\\x86\"\t// U+f746\r\n#define ICON_FA_CLUB \"\\xef\\x8c\\xa7\"\t// U+f327\r\n#define ICON_FA_COCKTAIL \"\\xef\\x95\\xa1\"\t// U+f561\r\n#define ICON_FA_CODE \"\\xef\\x84\\xa1\"\t// U+f121\r\n#define ICON_FA_CODE_BRANCH \"\\xef\\x84\\xa6\"\t// U+f126\r\n#define ICON_FA_CODE_COMMIT \"\\xef\\x8e\\x86\"\t// U+f386\r\n#define ICON_FA_CODE_MERGE \"\\xef\\x8e\\x87\"\t// U+f387\r\n#define ICON_FA_COFFEE \"\\xef\\x83\\xb4\"\t// U+f0f4\r\n#define ICON_FA_COFFEE_POT \"\\xee\\x80\\x82\"\t// U+e002\r\n#define ICON_FA_COFFEE_TOGO \"\\xef\\x9b\\x85\"\t// U+f6c5\r\n#define ICON_FA_COFFIN \"\\xef\\x9b\\x86\"\t// U+f6c6\r\n#define ICON_FA_COFFIN_CROSS \"\\xee\\x81\\x91\"\t// U+e051\r\n#define ICON_FA_COG \"\\xef\\x80\\x93\"\t// U+f013\r\n#define ICON_FA_COGS \"\\xef\\x82\\x85\"\t// U+f085\r\n#define ICON_FA_COIN \"\\xef\\xa1\\x9c\"\t// U+f85c\r\n#define ICON_FA_COINS \"\\xef\\x94\\x9e\"\t// U+f51e\r\n#define ICON_FA_COLUMNS \"\\xef\\x83\\x9b\"\t// U+f0db\r\n#define ICON_FA_COMET \"\\xee\\x80\\x83\"\t// U+e003\r\n#define ICON_FA_COMMENT \"\\xef\\x81\\xb5\"\t// U+f075\r\n#define ICON_FA_COMMENT_ALT \"\\xef\\x89\\xba\"\t// U+f27a\r\n#define ICON_FA_COMMENT_ALT_CHECK \"\\xef\\x92\\xa2\"\t// U+f4a2\r\n#define ICON_FA_COMMENT_ALT_DOLLAR \"\\xef\\x99\\x90\"\t// U+f650\r\n#define ICON_FA_COMMENT_ALT_DOTS \"\\xef\\x92\\xa3\"\t// U+f4a3\r\n#define ICON_FA_COMMENT_ALT_EDIT \"\\xef\\x92\\xa4\"\t// U+f4a4\r\n#define ICON_FA_COMMENT_ALT_EXCLAMATION \"\\xef\\x92\\xa5\"\t// U+f4a5\r\n#define ICON_FA_COMMENT_ALT_LINES \"\\xef\\x92\\xa6\"\t// U+f4a6\r\n#define ICON_FA_COMMENT_ALT_MEDICAL \"\\xef\\x9f\\xb4\"\t// U+f7f4\r\n#define ICON_FA_COMMENT_ALT_MINUS \"\\xef\\x92\\xa7\"\t// U+f4a7\r\n#define ICON_FA_COMMENT_ALT_MUSIC \"\\xef\\xa2\\xaf\"\t// U+f8af\r\n#define ICON_FA_COMMENT_ALT_PLUS \"\\xef\\x92\\xa8\"\t// U+f4a8\r\n#define ICON_FA_COMMENT_ALT_SLASH \"\\xef\\x92\\xa9\"\t// U+f4a9\r\n#define ICON_FA_COMMENT_ALT_SMILE \"\\xef\\x92\\xaa\"\t// U+f4aa\r\n#define ICON_FA_COMMENT_ALT_TIMES \"\\xef\\x92\\xab\"\t// U+f4ab\r\n#define ICON_FA_COMMENT_CHECK \"\\xef\\x92\\xac\"\t// U+f4ac\r\n#define ICON_FA_COMMENT_DOLLAR \"\\xef\\x99\\x91\"\t// U+f651\r\n#define ICON_FA_COMMENT_DOTS \"\\xef\\x92\\xad\"\t// U+f4ad\r\n#define ICON_FA_COMMENT_EDIT \"\\xef\\x92\\xae\"\t// U+f4ae\r\n#define ICON_FA_COMMENT_EXCLAMATION \"\\xef\\x92\\xaf\"\t// U+f4af\r\n#define ICON_FA_COMMENT_LINES \"\\xef\\x92\\xb0\"\t// U+f4b0\r\n#define ICON_FA_COMMENT_MEDICAL \"\\xef\\x9f\\xb5\"\t// U+f7f5\r\n#define ICON_FA_COMMENT_MINUS \"\\xef\\x92\\xb1\"\t// U+f4b1\r\n#define ICON_FA_COMMENT_MUSIC \"\\xef\\xa2\\xb0\"\t// U+f8b0\r\n#define ICON_FA_COMMENT_PLUS \"\\xef\\x92\\xb2\"\t// U+f4b2\r\n#define ICON_FA_COMMENT_SLASH \"\\xef\\x92\\xb3\"\t// U+f4b3\r\n#define ICON_FA_COMMENT_SMILE \"\\xef\\x92\\xb4\"\t// U+f4b4\r\n#define ICON_FA_COMMENT_TIMES \"\\xef\\x92\\xb5\"\t// U+f4b5\r\n#define ICON_FA_COMMENTS \"\\xef\\x82\\x86\"\t// U+f086\r\n#define ICON_FA_COMMENTS_ALT \"\\xef\\x92\\xb6\"\t// U+f4b6\r\n#define ICON_FA_COMMENTS_ALT_DOLLAR \"\\xef\\x99\\x92\"\t// U+f652\r\n#define ICON_FA_COMMENTS_DOLLAR \"\\xef\\x99\\x93\"\t// U+f653\r\n#define ICON_FA_COMPACT_DISC \"\\xef\\x94\\x9f\"\t// U+f51f\r\n#define ICON_FA_COMPASS \"\\xef\\x85\\x8e\"\t// U+f14e\r\n#define ICON_FA_COMPASS_SLASH \"\\xef\\x97\\xa9\"\t// U+f5e9\r\n#define ICON_FA_COMPRESS \"\\xef\\x81\\xa6\"\t// U+f066\r\n#define ICON_FA_COMPRESS_ALT \"\\xef\\x90\\xa2\"\t// U+f422\r\n#define ICON_FA_COMPRESS_ARROWS_ALT \"\\xef\\x9e\\x8c\"\t// U+f78c\r\n#define ICON_FA_COMPRESS_WIDE \"\\xef\\x8c\\xa6\"\t// U+f326\r\n#define ICON_FA_COMPUTER_CLASSIC \"\\xef\\xa2\\xb1\"\t// U+f8b1\r\n#define ICON_FA_COMPUTER_SPEAKER \"\\xef\\xa2\\xb2\"\t// U+f8b2\r\n#define ICON_FA_CONCIERGE_BELL \"\\xef\\x95\\xa2\"\t// U+f562\r\n#define ICON_FA_CONSTRUCTION \"\\xef\\xa1\\x9d\"\t// U+f85d\r\n#define ICON_FA_CONTAINER_STORAGE \"\\xef\\x92\\xb7\"\t// U+f4b7\r\n#define ICON_FA_CONVEYOR_BELT \"\\xef\\x91\\xae\"\t// U+f46e\r\n#define ICON_FA_CONVEYOR_BELT_ALT \"\\xef\\x91\\xaf\"\t// U+f46f\r\n#define ICON_FA_COOKIE \"\\xef\\x95\\xa3\"\t// U+f563\r\n#define ICON_FA_COOKIE_BITE \"\\xef\\x95\\xa4\"\t// U+f564\r\n#define ICON_FA_COPY \"\\xef\\x83\\x85\"\t// U+f0c5\r\n#define ICON_FA_COPYRIGHT \"\\xef\\x87\\xb9\"\t// U+f1f9\r\n#define ICON_FA_CORN \"\\xef\\x9b\\x87\"\t// U+f6c7\r\n#define ICON_FA_COUCH \"\\xef\\x92\\xb8\"\t// U+f4b8\r\n#define ICON_FA_COW \"\\xef\\x9b\\x88\"\t// U+f6c8\r\n#define ICON_FA_COWBELL \"\\xef\\xa2\\xb3\"\t// U+f8b3\r\n#define ICON_FA_COWBELL_MORE \"\\xef\\xa2\\xb4\"\t// U+f8b4\r\n#define ICON_FA_CREDIT_CARD \"\\xef\\x82\\x9d\"\t// U+f09d\r\n#define ICON_FA_CREDIT_CARD_BLANK \"\\xef\\x8e\\x89\"\t// U+f389\r\n#define ICON_FA_CREDIT_CARD_FRONT \"\\xef\\x8e\\x8a\"\t// U+f38a\r\n#define ICON_FA_CRICKET \"\\xef\\x91\\x89\"\t// U+f449\r\n#define ICON_FA_CROISSANT \"\\xef\\x9f\\xb6\"\t// U+f7f6\r\n#define ICON_FA_CROP \"\\xef\\x84\\xa5\"\t// U+f125\r\n#define ICON_FA_CROP_ALT \"\\xef\\x95\\xa5\"\t// U+f565\r\n#define ICON_FA_CROSS \"\\xef\\x99\\x94\"\t// U+f654\r\n#define ICON_FA_CROSSHAIRS \"\\xef\\x81\\x9b\"\t// U+f05b\r\n#define ICON_FA_CROW \"\\xef\\x94\\xa0\"\t// U+f520\r\n#define ICON_FA_CROWN \"\\xef\\x94\\xa1\"\t// U+f521\r\n#define ICON_FA_CRUTCH \"\\xef\\x9f\\xb7\"\t// U+f7f7\r\n#define ICON_FA_CRUTCHES \"\\xef\\x9f\\xb8\"\t// U+f7f8\r\n#define ICON_FA_CUBE \"\\xef\\x86\\xb2\"\t// U+f1b2\r\n#define ICON_FA_CUBES \"\\xef\\x86\\xb3\"\t// U+f1b3\r\n#define ICON_FA_CURLING \"\\xef\\x91\\x8a\"\t// U+f44a\r\n#define ICON_FA_CUT \"\\xef\\x83\\x84\"\t// U+f0c4\r\n#define ICON_FA_DAGGER \"\\xef\\x9b\\x8b\"\t// U+f6cb\r\n#define ICON_FA_DATABASE \"\\xef\\x87\\x80\"\t// U+f1c0\r\n#define ICON_FA_DEAF \"\\xef\\x8a\\xa4\"\t// U+f2a4\r\n#define ICON_FA_DEBUG \"\\xef\\x9f\\xb9\"\t// U+f7f9\r\n#define ICON_FA_DEER \"\\xef\\x9e\\x8e\"\t// U+f78e\r\n#define ICON_FA_DEER_RUDOLPH \"\\xef\\x9e\\x8f\"\t// U+f78f\r\n#define ICON_FA_DEMOCRAT \"\\xef\\x9d\\x87\"\t// U+f747\r\n#define ICON_FA_DESKTOP \"\\xef\\x84\\x88\"\t// U+f108\r\n#define ICON_FA_DESKTOP_ALT \"\\xef\\x8e\\x90\"\t// U+f390\r\n#define ICON_FA_DEWPOINT \"\\xef\\x9d\\x88\"\t// U+f748\r\n#define ICON_FA_DHARMACHAKRA \"\\xef\\x99\\x95\"\t// U+f655\r\n#define ICON_FA_DIAGNOSES \"\\xef\\x91\\xb0\"\t// U+f470\r\n#define ICON_FA_DIAMOND \"\\xef\\x88\\x99\"\t// U+f219\r\n#define ICON_FA_DICE \"\\xef\\x94\\xa2\"\t// U+f522\r\n#define ICON_FA_DICE_D10 \"\\xef\\x9b\\x8d\"\t// U+f6cd\r\n#define ICON_FA_DICE_D12 \"\\xef\\x9b\\x8e\"\t// U+f6ce\r\n#define ICON_FA_DICE_D20 \"\\xef\\x9b\\x8f\"\t// U+f6cf\r\n#define ICON_FA_DICE_D4 \"\\xef\\x9b\\x90\"\t// U+f6d0\r\n#define ICON_FA_DICE_D6 \"\\xef\\x9b\\x91\"\t// U+f6d1\r\n#define ICON_FA_DICE_D8 \"\\xef\\x9b\\x92\"\t// U+f6d2\r\n#define ICON_FA_DICE_FIVE \"\\xef\\x94\\xa3\"\t// U+f523\r\n#define ICON_FA_DICE_FOUR \"\\xef\\x94\\xa4\"\t// U+f524\r\n#define ICON_FA_DICE_ONE \"\\xef\\x94\\xa5\"\t// U+f525\r\n#define ICON_FA_DICE_SIX \"\\xef\\x94\\xa6\"\t// U+f526\r\n#define ICON_FA_DICE_THREE \"\\xef\\x94\\xa7\"\t// U+f527\r\n#define ICON_FA_DICE_TWO \"\\xef\\x94\\xa8\"\t// U+f528\r\n#define ICON_FA_DIGGING \"\\xef\\xa1\\x9e\"\t// U+f85e\r\n#define ICON_FA_DIGITAL_TACHOGRAPH \"\\xef\\x95\\xa6\"\t// U+f566\r\n#define ICON_FA_DIPLOMA \"\\xef\\x97\\xaa\"\t// U+f5ea\r\n#define ICON_FA_DIRECTIONS \"\\xef\\x97\\xab\"\t// U+f5eb\r\n#define ICON_FA_DISC_DRIVE \"\\xef\\xa2\\xb5\"\t// U+f8b5\r\n#define ICON_FA_DISEASE \"\\xef\\x9f\\xba\"\t// U+f7fa\r\n#define ICON_FA_DIVIDE \"\\xef\\x94\\xa9\"\t// U+f529\r\n#define ICON_FA_DIZZY \"\\xef\\x95\\xa7\"\t// U+f567\r\n#define ICON_FA_DNA \"\\xef\\x91\\xb1\"\t// U+f471\r\n#define ICON_FA_DO_NOT_ENTER \"\\xef\\x97\\xac\"\t// U+f5ec\r\n#define ICON_FA_DOG \"\\xef\\x9b\\x93\"\t// U+f6d3\r\n#define ICON_FA_DOG_LEASHED \"\\xef\\x9b\\x94\"\t// U+f6d4\r\n#define ICON_FA_DOLLAR_SIGN \"\\xef\\x85\\x95\"\t// U+f155\r\n#define ICON_FA_DOLLY \"\\xef\\x91\\xb2\"\t// U+f472\r\n#define ICON_FA_DOLLY_EMPTY \"\\xef\\x91\\xb3\"\t// U+f473\r\n#define ICON_FA_DOLLY_FLATBED \"\\xef\\x91\\xb4\"\t// U+f474\r\n#define ICON_FA_DOLLY_FLATBED_ALT \"\\xef\\x91\\xb5\"\t// U+f475\r\n#define ICON_FA_DOLLY_FLATBED_EMPTY \"\\xef\\x91\\xb6\"\t// U+f476\r\n#define ICON_FA_DONATE \"\\xef\\x92\\xb9\"\t// U+f4b9\r\n#define ICON_FA_DOOR_CLOSED \"\\xef\\x94\\xaa\"\t// U+f52a\r\n#define ICON_FA_DOOR_OPEN \"\\xef\\x94\\xab\"\t// U+f52b\r\n#define ICON_FA_DOT_CIRCLE \"\\xef\\x86\\x92\"\t// U+f192\r\n#define ICON_FA_DOVE \"\\xef\\x92\\xba\"\t// U+f4ba\r\n#define ICON_FA_DOWNLOAD \"\\xef\\x80\\x99\"\t// U+f019\r\n#define ICON_FA_DRAFTING_COMPASS \"\\xef\\x95\\xa8\"\t// U+f568\r\n#define ICON_FA_DRAGON \"\\xef\\x9b\\x95\"\t// U+f6d5\r\n#define ICON_FA_DRAW_CIRCLE \"\\xef\\x97\\xad\"\t// U+f5ed\r\n#define ICON_FA_DRAW_POLYGON \"\\xef\\x97\\xae\"\t// U+f5ee\r\n#define ICON_FA_DRAW_SQUARE \"\\xef\\x97\\xaf\"\t// U+f5ef\r\n#define ICON_FA_DREIDEL \"\\xef\\x9e\\x92\"\t// U+f792\r\n#define ICON_FA_DRONE \"\\xef\\xa1\\x9f\"\t// U+f85f\r\n#define ICON_FA_DRONE_ALT \"\\xef\\xa1\\xa0\"\t// U+f860\r\n#define ICON_FA_DRUM \"\\xef\\x95\\xa9\"\t// U+f569\r\n#define ICON_FA_DRUM_STEELPAN \"\\xef\\x95\\xaa\"\t// U+f56a\r\n#define ICON_FA_DRUMSTICK \"\\xef\\x9b\\x96\"\t// U+f6d6\r\n#define ICON_FA_DRUMSTICK_BITE \"\\xef\\x9b\\x97\"\t// U+f6d7\r\n#define ICON_FA_DRYER \"\\xef\\xa1\\xa1\"\t// U+f861\r\n#define ICON_FA_DRYER_ALT \"\\xef\\xa1\\xa2\"\t// U+f862\r\n#define ICON_FA_DUCK \"\\xef\\x9b\\x98\"\t// U+f6d8\r\n#define ICON_FA_DUMBBELL \"\\xef\\x91\\x8b\"\t// U+f44b\r\n#define ICON_FA_DUMPSTER \"\\xef\\x9e\\x93\"\t// U+f793\r\n#define ICON_FA_DUMPSTER_FIRE \"\\xef\\x9e\\x94\"\t// U+f794\r\n#define ICON_FA_DUNGEON \"\\xef\\x9b\\x99\"\t// U+f6d9\r\n#define ICON_FA_EAR \"\\xef\\x97\\xb0\"\t// U+f5f0\r\n#define ICON_FA_EAR_MUFFS \"\\xef\\x9e\\x95\"\t// U+f795\r\n#define ICON_FA_ECLIPSE \"\\xef\\x9d\\x89\"\t// U+f749\r\n#define ICON_FA_ECLIPSE_ALT \"\\xef\\x9d\\x8a\"\t// U+f74a\r\n#define ICON_FA_EDIT \"\\xef\\x81\\x84\"\t// U+f044\r\n#define ICON_FA_EGG \"\\xef\\x9f\\xbb\"\t// U+f7fb\r\n#define ICON_FA_EGG_FRIED \"\\xef\\x9f\\xbc\"\t// U+f7fc\r\n#define ICON_FA_EJECT \"\\xef\\x81\\x92\"\t// U+f052\r\n#define ICON_FA_ELEPHANT \"\\xef\\x9b\\x9a\"\t// U+f6da\r\n#define ICON_FA_ELLIPSIS_H \"\\xef\\x85\\x81\"\t// U+f141\r\n#define ICON_FA_ELLIPSIS_H_ALT \"\\xef\\x8e\\x9b\"\t// U+f39b\r\n#define ICON_FA_ELLIPSIS_V \"\\xef\\x85\\x82\"\t// U+f142\r\n#define ICON_FA_ELLIPSIS_V_ALT \"\\xef\\x8e\\x9c\"\t// U+f39c\r\n#define ICON_FA_EMPTY_SET \"\\xef\\x99\\x96\"\t// U+f656\r\n#define ICON_FA_ENGINE_WARNING \"\\xef\\x97\\xb2\"\t// U+f5f2\r\n#define ICON_FA_ENVELOPE \"\\xef\\x83\\xa0\"\t// U+f0e0\r\n#define ICON_FA_ENVELOPE_OPEN \"\\xef\\x8a\\xb6\"\t// U+f2b6\r\n#define ICON_FA_ENVELOPE_OPEN_DOLLAR \"\\xef\\x99\\x97\"\t// U+f657\r\n#define ICON_FA_ENVELOPE_OPEN_TEXT \"\\xef\\x99\\x98\"\t// U+f658\r\n#define ICON_FA_ENVELOPE_SQUARE \"\\xef\\x86\\x99\"\t// U+f199\r\n#define ICON_FA_EQUALS \"\\xef\\x94\\xac\"\t// U+f52c\r\n#define ICON_FA_ERASER \"\\xef\\x84\\xad\"\t// U+f12d\r\n#define ICON_FA_ETHERNET \"\\xef\\x9e\\x96\"\t// U+f796\r\n#define ICON_FA_EURO_SIGN \"\\xef\\x85\\x93\"\t// U+f153\r\n#define ICON_FA_EXCHANGE \"\\xef\\x83\\xac\"\t// U+f0ec\r\n#define ICON_FA_EXCHANGE_ALT \"\\xef\\x8d\\xa2\"\t// U+f362\r\n#define ICON_FA_EXCLAMATION \"\\xef\\x84\\xaa\"\t// U+f12a\r\n#define ICON_FA_EXCLAMATION_CIRCLE \"\\xef\\x81\\xaa\"\t// U+f06a\r\n#define ICON_FA_EXCLAMATION_SQUARE \"\\xef\\x8c\\xa1\"\t// U+f321\r\n#define ICON_FA_EXCLAMATION_TRIANGLE \"\\xef\\x81\\xb1\"\t// U+f071\r\n#define ICON_FA_EXPAND \"\\xef\\x81\\xa5\"\t// U+f065\r\n#define ICON_FA_EXPAND_ALT \"\\xef\\x90\\xa4\"\t// U+f424\r\n#define ICON_FA_EXPAND_ARROWS \"\\xef\\x8c\\x9d\"\t// U+f31d\r\n#define ICON_FA_EXPAND_ARROWS_ALT \"\\xef\\x8c\\x9e\"\t// U+f31e\r\n#define ICON_FA_EXPAND_WIDE \"\\xef\\x8c\\xa0\"\t// U+f320\r\n#define ICON_FA_EXTERNAL_LINK \"\\xef\\x82\\x8e\"\t// U+f08e\r\n#define ICON_FA_EXTERNAL_LINK_ALT \"\\xef\\x8d\\x9d\"\t// U+f35d\r\n#define ICON_FA_EXTERNAL_LINK_SQUARE \"\\xef\\x85\\x8c\"\t// U+f14c\r\n#define ICON_FA_EXTERNAL_LINK_SQUARE_ALT \"\\xef\\x8d\\xa0\"\t// U+f360\r\n#define ICON_FA_EYE \"\\xef\\x81\\xae\"\t// U+f06e\r\n#define ICON_FA_EYE_DROPPER \"\\xef\\x87\\xbb\"\t// U+f1fb\r\n#define ICON_FA_EYE_EVIL \"\\xef\\x9b\\x9b\"\t// U+f6db\r\n#define ICON_FA_EYE_SLASH \"\\xef\\x81\\xb0\"\t// U+f070\r\n#define ICON_FA_FAN \"\\xef\\xa1\\xa3\"\t// U+f863\r\n#define ICON_FA_FAN_TABLE \"\\xee\\x80\\x84\"\t// U+e004\r\n#define ICON_FA_FARM \"\\xef\\xa1\\xa4\"\t// U+f864\r\n#define ICON_FA_FAST_BACKWARD \"\\xef\\x81\\x89\"\t// U+f049\r\n#define ICON_FA_FAST_FORWARD \"\\xef\\x81\\x90\"\t// U+f050\r\n#define ICON_FA_FAUCET \"\\xee\\x80\\x85\"\t// U+e005\r\n#define ICON_FA_FAUCET_DRIP \"\\xee\\x80\\x86\"\t// U+e006\r\n#define ICON_FA_FAX \"\\xef\\x86\\xac\"\t// U+f1ac\r\n#define ICON_FA_FEATHER \"\\xef\\x94\\xad\"\t// U+f52d\r\n#define ICON_FA_FEATHER_ALT \"\\xef\\x95\\xab\"\t// U+f56b\r\n#define ICON_FA_FEMALE \"\\xef\\x86\\x82\"\t// U+f182\r\n#define ICON_FA_FIELD_HOCKEY \"\\xef\\x91\\x8c\"\t// U+f44c\r\n#define ICON_FA_FIGHTER_JET \"\\xef\\x83\\xbb\"\t// U+f0fb\r\n#define ICON_FA_FILE \"\\xef\\x85\\x9b\"\t// U+f15b\r\n#define ICON_FA_FILE_ALT \"\\xef\\x85\\x9c\"\t// U+f15c\r\n#define ICON_FA_FILE_ARCHIVE \"\\xef\\x87\\x86\"\t// U+f1c6\r\n#define ICON_FA_FILE_AUDIO \"\\xef\\x87\\x87\"\t// U+f1c7\r\n#define ICON_FA_FILE_CERTIFICATE \"\\xef\\x97\\xb3\"\t// U+f5f3\r\n#define ICON_FA_FILE_CHART_LINE \"\\xef\\x99\\x99\"\t// U+f659\r\n#define ICON_FA_FILE_CHART_PIE \"\\xef\\x99\\x9a\"\t// U+f65a\r\n#define ICON_FA_FILE_CHECK \"\\xef\\x8c\\x96\"\t// U+f316\r\n#define ICON_FA_FILE_CODE \"\\xef\\x87\\x89\"\t// U+f1c9\r\n#define ICON_FA_FILE_CONTRACT \"\\xef\\x95\\xac\"\t// U+f56c\r\n#define ICON_FA_FILE_CSV \"\\xef\\x9b\\x9d\"\t// U+f6dd\r\n#define ICON_FA_FILE_DOWNLOAD \"\\xef\\x95\\xad\"\t// U+f56d\r\n#define ICON_FA_FILE_EDIT \"\\xef\\x8c\\x9c\"\t// U+f31c\r\n#define ICON_FA_FILE_EXCEL \"\\xef\\x87\\x83\"\t// U+f1c3\r\n#define ICON_FA_FILE_EXCLAMATION \"\\xef\\x8c\\x9a\"\t// U+f31a\r\n#define ICON_FA_FILE_EXPORT \"\\xef\\x95\\xae\"\t// U+f56e\r\n#define ICON_FA_FILE_IMAGE \"\\xef\\x87\\x85\"\t// U+f1c5\r\n#define ICON_FA_FILE_IMPORT \"\\xef\\x95\\xaf\"\t// U+f56f\r\n#define ICON_FA_FILE_INVOICE \"\\xef\\x95\\xb0\"\t// U+f570\r\n#define ICON_FA_FILE_INVOICE_DOLLAR \"\\xef\\x95\\xb1\"\t// U+f571\r\n#define ICON_FA_FILE_MEDICAL \"\\xef\\x91\\xb7\"\t// U+f477\r\n#define ICON_FA_FILE_MEDICAL_ALT \"\\xef\\x91\\xb8\"\t// U+f478\r\n#define ICON_FA_FILE_MINUS \"\\xef\\x8c\\x98\"\t// U+f318\r\n#define ICON_FA_FILE_MUSIC \"\\xef\\xa2\\xb6\"\t// U+f8b6\r\n#define ICON_FA_FILE_PDF \"\\xef\\x87\\x81\"\t// U+f1c1\r\n#define ICON_FA_FILE_PLUS \"\\xef\\x8c\\x99\"\t// U+f319\r\n#define ICON_FA_FILE_POWERPOINT \"\\xef\\x87\\x84\"\t// U+f1c4\r\n#define ICON_FA_FILE_PRESCRIPTION \"\\xef\\x95\\xb2\"\t// U+f572\r\n#define ICON_FA_FILE_SEARCH \"\\xef\\xa1\\xa5\"\t// U+f865\r\n#define ICON_FA_FILE_SIGNATURE \"\\xef\\x95\\xb3\"\t// U+f573\r\n#define ICON_FA_FILE_SPREADSHEET \"\\xef\\x99\\x9b\"\t// U+f65b\r\n#define ICON_FA_FILE_TIMES \"\\xef\\x8c\\x97\"\t// U+f317\r\n#define ICON_FA_FILE_UPLOAD \"\\xef\\x95\\xb4\"\t// U+f574\r\n#define ICON_FA_FILE_USER \"\\xef\\x99\\x9c\"\t// U+f65c\r\n#define ICON_FA_FILE_VIDEO \"\\xef\\x87\\x88\"\t// U+f1c8\r\n#define ICON_FA_FILE_WORD \"\\xef\\x87\\x82\"\t// U+f1c2\r\n#define ICON_FA_FILES_MEDICAL \"\\xef\\x9f\\xbd\"\t// U+f7fd\r\n#define ICON_FA_FILL \"\\xef\\x95\\xb5\"\t// U+f575\r\n#define ICON_FA_FILL_DRIP \"\\xef\\x95\\xb6\"\t// U+f576\r\n#define ICON_FA_FILM \"\\xef\\x80\\x88\"\t// U+f008\r\n#define ICON_FA_FILM_ALT \"\\xef\\x8e\\xa0\"\t// U+f3a0\r\n#define ICON_FA_FILM_CANISTER \"\\xef\\xa2\\xb7\"\t// U+f8b7\r\n#define ICON_FA_FILTER \"\\xef\\x82\\xb0\"\t// U+f0b0\r\n#define ICON_FA_FINGERPRINT \"\\xef\\x95\\xb7\"\t// U+f577\r\n#define ICON_FA_FIRE \"\\xef\\x81\\xad\"\t// U+f06d\r\n#define ICON_FA_FIRE_ALT \"\\xef\\x9f\\xa4\"\t// U+f7e4\r\n#define ICON_FA_FIRE_EXTINGUISHER \"\\xef\\x84\\xb4\"\t// U+f134\r\n#define ICON_FA_FIRE_SMOKE \"\\xef\\x9d\\x8b\"\t// U+f74b\r\n#define ICON_FA_FIREPLACE \"\\xef\\x9e\\x9a\"\t// U+f79a\r\n#define ICON_FA_FIRST_AID \"\\xef\\x91\\xb9\"\t// U+f479\r\n#define ICON_FA_FISH \"\\xef\\x95\\xb8\"\t// U+f578\r\n#define ICON_FA_FISH_COOKED \"\\xef\\x9f\\xbe\"\t// U+f7fe\r\n#define ICON_FA_FIST_RAISED \"\\xef\\x9b\\x9e\"\t// U+f6de\r\n#define ICON_FA_FLAG \"\\xef\\x80\\xa4\"\t// U+f024\r\n#define ICON_FA_FLAG_ALT \"\\xef\\x9d\\x8c\"\t// U+f74c\r\n#define ICON_FA_FLAG_CHECKERED \"\\xef\\x84\\x9e\"\t// U+f11e\r\n#define ICON_FA_FLAG_USA \"\\xef\\x9d\\x8d\"\t// U+f74d\r\n#define ICON_FA_FLAME \"\\xef\\x9b\\x9f\"\t// U+f6df\r\n#define ICON_FA_FLASHLIGHT \"\\xef\\xa2\\xb8\"\t// U+f8b8\r\n#define ICON_FA_FLASK \"\\xef\\x83\\x83\"\t// U+f0c3\r\n#define ICON_FA_FLASK_POISON \"\\xef\\x9b\\xa0\"\t// U+f6e0\r\n#define ICON_FA_FLASK_POTION \"\\xef\\x9b\\xa1\"\t// U+f6e1\r\n#define ICON_FA_FLOWER \"\\xef\\x9f\\xbf\"\t// U+f7ff\r\n#define ICON_FA_FLOWER_DAFFODIL \"\\xef\\xa0\\x80\"\t// U+f800\r\n#define ICON_FA_FLOWER_TULIP \"\\xef\\xa0\\x81\"\t// U+f801\r\n#define ICON_FA_FLUSHED \"\\xef\\x95\\xb9\"\t// U+f579\r\n#define ICON_FA_FLUTE \"\\xef\\xa2\\xb9\"\t// U+f8b9\r\n#define ICON_FA_FLUX_CAPACITOR \"\\xef\\xa2\\xba\"\t// U+f8ba\r\n#define ICON_FA_FOG \"\\xef\\x9d\\x8e\"\t// U+f74e\r\n#define ICON_FA_FOLDER \"\\xef\\x81\\xbb\"\t// U+f07b\r\n#define ICON_FA_FOLDER_DOWNLOAD \"\\xee\\x81\\x93\"\t// U+e053\r\n#define ICON_FA_FOLDER_MINUS \"\\xef\\x99\\x9d\"\t// U+f65d\r\n#define ICON_FA_FOLDER_OPEN \"\\xef\\x81\\xbc\"\t// U+f07c\r\n#define ICON_FA_FOLDER_PLUS \"\\xef\\x99\\x9e\"\t// U+f65e\r\n#define ICON_FA_FOLDER_TIMES \"\\xef\\x99\\x9f\"\t// U+f65f\r\n#define ICON_FA_FOLDER_TREE \"\\xef\\xa0\\x82\"\t// U+f802\r\n#define ICON_FA_FOLDER_UPLOAD \"\\xee\\x81\\x94\"\t// U+e054\r\n#define ICON_FA_FOLDERS \"\\xef\\x99\\xa0\"\t// U+f660\r\n#define ICON_FA_FONT \"\\xef\\x80\\xb1\"\t// U+f031\r\n#define ICON_FA_FONT_AWESOME_LOGO_FULL \"\\xef\\x93\\xa6\"\t// U+f4e6\r\n#define ICON_FA_FONT_CASE \"\\xef\\xa1\\xa6\"\t// U+f866\r\n#define ICON_FA_FOOTBALL_BALL \"\\xef\\x91\\x8e\"\t// U+f44e\r\n#define ICON_FA_FOOTBALL_HELMET \"\\xef\\x91\\x8f\"\t// U+f44f\r\n#define ICON_FA_FORKLIFT \"\\xef\\x91\\xba\"\t// U+f47a\r\n#define ICON_FA_FORWARD \"\\xef\\x81\\x8e\"\t// U+f04e\r\n#define ICON_FA_FRAGILE \"\\xef\\x92\\xbb\"\t// U+f4bb\r\n#define ICON_FA_FRENCH_FRIES \"\\xef\\xa0\\x83\"\t// U+f803\r\n#define ICON_FA_FROG \"\\xef\\x94\\xae\"\t// U+f52e\r\n#define ICON_FA_FROSTY_HEAD \"\\xef\\x9e\\x9b\"\t// U+f79b\r\n#define ICON_FA_FROWN \"\\xef\\x84\\x99\"\t// U+f119\r\n#define ICON_FA_FROWN_OPEN \"\\xef\\x95\\xba\"\t// U+f57a\r\n#define ICON_FA_FUNCTION \"\\xef\\x99\\xa1\"\t// U+f661\r\n#define ICON_FA_FUNNEL_DOLLAR \"\\xef\\x99\\xa2\"\t// U+f662\r\n#define ICON_FA_FUTBOL \"\\xef\\x87\\xa3\"\t// U+f1e3\r\n#define ICON_FA_GALAXY \"\\xee\\x80\\x88\"\t// U+e008\r\n#define ICON_FA_GAME_BOARD \"\\xef\\xa1\\xa7\"\t// U+f867\r\n#define ICON_FA_GAME_BOARD_ALT \"\\xef\\xa1\\xa8\"\t// U+f868\r\n#define ICON_FA_GAME_CONSOLE_HANDHELD \"\\xef\\xa2\\xbb\"\t// U+f8bb\r\n#define ICON_FA_GAMEPAD \"\\xef\\x84\\x9b\"\t// U+f11b\r\n#define ICON_FA_GAMEPAD_ALT \"\\xef\\xa2\\xbc\"\t// U+f8bc\r\n#define ICON_FA_GARAGE \"\\xee\\x80\\x89\"\t// U+e009\r\n#define ICON_FA_GARAGE_CAR \"\\xee\\x80\\x8a\"\t// U+e00a\r\n#define ICON_FA_GARAGE_OPEN \"\\xee\\x80\\x8b\"\t// U+e00b\r\n#define ICON_FA_GAS_PUMP \"\\xef\\x94\\xaf\"\t// U+f52f\r\n#define ICON_FA_GAS_PUMP_SLASH \"\\xef\\x97\\xb4\"\t// U+f5f4\r\n#define ICON_FA_GAVEL \"\\xef\\x83\\xa3\"\t// U+f0e3\r\n#define ICON_FA_GEM \"\\xef\\x8e\\xa5\"\t// U+f3a5\r\n#define ICON_FA_GENDERLESS \"\\xef\\x88\\xad\"\t// U+f22d\r\n#define ICON_FA_GHOST \"\\xef\\x9b\\xa2\"\t// U+f6e2\r\n#define ICON_FA_GIFT \"\\xef\\x81\\xab\"\t// U+f06b\r\n#define ICON_FA_GIFT_CARD \"\\xef\\x99\\xa3\"\t// U+f663\r\n#define ICON_FA_GIFTS \"\\xef\\x9e\\x9c\"\t// U+f79c\r\n#define ICON_FA_GINGERBREAD_MAN \"\\xef\\x9e\\x9d\"\t// U+f79d\r\n#define ICON_FA_GLASS \"\\xef\\xa0\\x84\"\t// U+f804\r\n#define ICON_FA_GLASS_CHAMPAGNE \"\\xef\\x9e\\x9e\"\t// U+f79e\r\n#define ICON_FA_GLASS_CHEERS \"\\xef\\x9e\\x9f\"\t// U+f79f\r\n#define ICON_FA_GLASS_CITRUS \"\\xef\\xa1\\xa9\"\t// U+f869\r\n#define ICON_FA_GLASS_MARTINI \"\\xef\\x80\\x80\"\t// U+f000\r\n#define ICON_FA_GLASS_MARTINI_ALT \"\\xef\\x95\\xbb\"\t// U+f57b\r\n#define ICON_FA_GLASS_WHISKEY \"\\xef\\x9e\\xa0\"\t// U+f7a0\r\n#define ICON_FA_GLASS_WHISKEY_ROCKS \"\\xef\\x9e\\xa1\"\t// U+f7a1\r\n#define ICON_FA_GLASSES \"\\xef\\x94\\xb0\"\t// U+f530\r\n#define ICON_FA_GLASSES_ALT \"\\xef\\x97\\xb5\"\t// U+f5f5\r\n#define ICON_FA_GLOBE \"\\xef\\x82\\xac\"\t// U+f0ac\r\n#define ICON_FA_GLOBE_AFRICA \"\\xef\\x95\\xbc\"\t// U+f57c\r\n#define ICON_FA_GLOBE_AMERICAS \"\\xef\\x95\\xbd\"\t// U+f57d\r\n#define ICON_FA_GLOBE_ASIA \"\\xef\\x95\\xbe\"\t// U+f57e\r\n#define ICON_FA_GLOBE_EUROPE \"\\xef\\x9e\\xa2\"\t// U+f7a2\r\n#define ICON_FA_GLOBE_SNOW \"\\xef\\x9e\\xa3\"\t// U+f7a3\r\n#define ICON_FA_GLOBE_STAND \"\\xef\\x97\\xb6\"\t// U+f5f6\r\n#define ICON_FA_GOLF_BALL \"\\xef\\x91\\x90\"\t// U+f450\r\n#define ICON_FA_GOLF_CLUB \"\\xef\\x91\\x91\"\t// U+f451\r\n#define ICON_FA_GOPURAM \"\\xef\\x99\\xa4\"\t// U+f664\r\n#define ICON_FA_GRADUATION_CAP \"\\xef\\x86\\x9d\"\t// U+f19d\r\n#define ICON_FA_GRAMOPHONE \"\\xef\\xa2\\xbd\"\t// U+f8bd\r\n#define ICON_FA_GREATER_THAN \"\\xef\\x94\\xb1\"\t// U+f531\r\n#define ICON_FA_GREATER_THAN_EQUAL \"\\xef\\x94\\xb2\"\t// U+f532\r\n#define ICON_FA_GRIMACE \"\\xef\\x95\\xbf\"\t// U+f57f\r\n#define ICON_FA_GRIN \"\\xef\\x96\\x80\"\t// U+f580\r\n#define ICON_FA_GRIN_ALT \"\\xef\\x96\\x81\"\t// U+f581\r\n#define ICON_FA_GRIN_BEAM \"\\xef\\x96\\x82\"\t// U+f582\r\n#define ICON_FA_GRIN_BEAM_SWEAT \"\\xef\\x96\\x83\"\t// U+f583\r\n#define ICON_FA_GRIN_HEARTS \"\\xef\\x96\\x84\"\t// U+f584\r\n#define ICON_FA_GRIN_SQUINT \"\\xef\\x96\\x85\"\t// U+f585\r\n#define ICON_FA_GRIN_SQUINT_TEARS \"\\xef\\x96\\x86\"\t// U+f586\r\n#define ICON_FA_GRIN_STARS \"\\xef\\x96\\x87\"\t// U+f587\r\n#define ICON_FA_GRIN_TEARS \"\\xef\\x96\\x88\"\t// U+f588\r\n#define ICON_FA_GRIN_TONGUE \"\\xef\\x96\\x89\"\t// U+f589\r\n#define ICON_FA_GRIN_TONGUE_SQUINT \"\\xef\\x96\\x8a\"\t// U+f58a\r\n#define ICON_FA_GRIN_TONGUE_WINK \"\\xef\\x96\\x8b\"\t// U+f58b\r\n#define ICON_FA_GRIN_WINK \"\\xef\\x96\\x8c\"\t// U+f58c\r\n#define ICON_FA_GRIP_HORIZONTAL \"\\xef\\x96\\x8d\"\t// U+f58d\r\n#define ICON_FA_GRIP_LINES \"\\xef\\x9e\\xa4\"\t// U+f7a4\r\n#define ICON_FA_GRIP_LINES_VERTICAL \"\\xef\\x9e\\xa5\"\t// U+f7a5\r\n#define ICON_FA_GRIP_VERTICAL \"\\xef\\x96\\x8e\"\t// U+f58e\r\n#define ICON_FA_GUITAR \"\\xef\\x9e\\xa6\"\t// U+f7a6\r\n#define ICON_FA_GUITAR_ELECTRIC \"\\xef\\xa2\\xbe\"\t// U+f8be\r\n#define ICON_FA_GUITARS \"\\xef\\xa2\\xbf\"\t// U+f8bf\r\n#define ICON_FA_H_SQUARE \"\\xef\\x83\\xbd\"\t// U+f0fd\r\n#define ICON_FA_H1 \"\\xef\\x8c\\x93\"\t// U+f313\r\n#define ICON_FA_H2 \"\\xef\\x8c\\x94\"\t// U+f314\r\n#define ICON_FA_H3 \"\\xef\\x8c\\x95\"\t// U+f315\r\n#define ICON_FA_H4 \"\\xef\\xa1\\xaa\"\t// U+f86a\r\n#define ICON_FA_HAMBURGER \"\\xef\\xa0\\x85\"\t// U+f805\r\n#define ICON_FA_HAMMER \"\\xef\\x9b\\xa3\"\t// U+f6e3\r\n#define ICON_FA_HAMMER_WAR \"\\xef\\x9b\\xa4\"\t// U+f6e4\r\n#define ICON_FA_HAMSA \"\\xef\\x99\\xa5\"\t// U+f665\r\n#define ICON_FA_HAND_HEART \"\\xef\\x92\\xbc\"\t// U+f4bc\r\n#define ICON_FA_HAND_HOLDING \"\\xef\\x92\\xbd\"\t// U+f4bd\r\n#define ICON_FA_HAND_HOLDING_BOX \"\\xef\\x91\\xbb\"\t// U+f47b\r\n#define ICON_FA_HAND_HOLDING_HEART \"\\xef\\x92\\xbe\"\t// U+f4be\r\n#define ICON_FA_HAND_HOLDING_MAGIC \"\\xef\\x9b\\xa5\"\t// U+f6e5\r\n#define ICON_FA_HAND_HOLDING_MEDICAL \"\\xee\\x81\\x9c\"\t// U+e05c\r\n#define ICON_FA_HAND_HOLDING_SEEDLING \"\\xef\\x92\\xbf\"\t// U+f4bf\r\n#define ICON_FA_HAND_HOLDING_USD \"\\xef\\x93\\x80\"\t// U+f4c0\r\n#define ICON_FA_HAND_HOLDING_WATER \"\\xef\\x93\\x81\"\t// U+f4c1\r\n#define ICON_FA_HAND_LIZARD \"\\xef\\x89\\x98\"\t// U+f258\r\n#define ICON_FA_HAND_MIDDLE_FINGER \"\\xef\\xa0\\x86\"\t// U+f806\r\n#define ICON_FA_HAND_PAPER \"\\xef\\x89\\x96\"\t// U+f256\r\n#define ICON_FA_HAND_PEACE \"\\xef\\x89\\x9b\"\t// U+f25b\r\n#define ICON_FA_HAND_POINT_DOWN \"\\xef\\x82\\xa7\"\t// U+f0a7\r\n#define ICON_FA_HAND_POINT_LEFT \"\\xef\\x82\\xa5\"\t// U+f0a5\r\n#define ICON_FA_HAND_POINT_RIGHT \"\\xef\\x82\\xa4\"\t// U+f0a4\r\n#define ICON_FA_HAND_POINT_UP \"\\xef\\x82\\xa6\"\t// U+f0a6\r\n#define ICON_FA_HAND_POINTER \"\\xef\\x89\\x9a\"\t// U+f25a\r\n#define ICON_FA_HAND_RECEIVING \"\\xef\\x91\\xbc\"\t// U+f47c\r\n#define ICON_FA_HAND_ROCK \"\\xef\\x89\\x95\"\t// U+f255\r\n#define ICON_FA_HAND_SCISSORS \"\\xef\\x89\\x97\"\t// U+f257\r\n#define ICON_FA_HAND_SPARKLES \"\\xee\\x81\\x9d\"\t// U+e05d\r\n#define ICON_FA_HAND_SPOCK \"\\xef\\x89\\x99\"\t// U+f259\r\n#define ICON_FA_HANDS \"\\xef\\x93\\x82\"\t// U+f4c2\r\n#define ICON_FA_HANDS_HEART \"\\xef\\x93\\x83\"\t// U+f4c3\r\n#define ICON_FA_HANDS_HELPING \"\\xef\\x93\\x84\"\t// U+f4c4\r\n#define ICON_FA_HANDS_USD \"\\xef\\x93\\x85\"\t// U+f4c5\r\n#define ICON_FA_HANDS_WASH \"\\xee\\x81\\x9e\"\t// U+e05e\r\n#define ICON_FA_HANDSHAKE \"\\xef\\x8a\\xb5\"\t// U+f2b5\r\n#define ICON_FA_HANDSHAKE_ALT \"\\xef\\x93\\x86\"\t// U+f4c6\r\n#define ICON_FA_HANDSHAKE_ALT_SLASH \"\\xee\\x81\\x9f\"\t// U+e05f\r\n#define ICON_FA_HANDSHAKE_SLASH \"\\xee\\x81\\xa0\"\t// U+e060\r\n#define ICON_FA_HANUKIAH \"\\xef\\x9b\\xa6\"\t// U+f6e6\r\n#define ICON_FA_HARD_HAT \"\\xef\\xa0\\x87\"\t// U+f807\r\n#define ICON_FA_HASHTAG \"\\xef\\x8a\\x92\"\t// U+f292\r\n#define ICON_FA_HAT_CHEF \"\\xef\\xa1\\xab\"\t// U+f86b\r\n#define ICON_FA_HAT_COWBOY \"\\xef\\xa3\\x80\"\t// U+f8c0\r\n#define ICON_FA_HAT_COWBOY_SIDE \"\\xef\\xa3\\x81\"\t// U+f8c1\r\n#define ICON_FA_HAT_SANTA \"\\xef\\x9e\\xa7\"\t// U+f7a7\r\n#define ICON_FA_HAT_WINTER \"\\xef\\x9e\\xa8\"\t// U+f7a8\r\n#define ICON_FA_HAT_WITCH \"\\xef\\x9b\\xa7\"\t// U+f6e7\r\n#define ICON_FA_HAT_WIZARD \"\\xef\\x9b\\xa8\"\t// U+f6e8\r\n#define ICON_FA_HDD \"\\xef\\x82\\xa0\"\t// U+f0a0\r\n#define ICON_FA_HEAD_SIDE \"\\xef\\x9b\\xa9\"\t// U+f6e9\r\n#define ICON_FA_HEAD_SIDE_BRAIN \"\\xef\\xa0\\x88\"\t// U+f808\r\n#define ICON_FA_HEAD_SIDE_COUGH \"\\xee\\x81\\xa1\"\t// U+e061\r\n#define ICON_FA_HEAD_SIDE_COUGH_SLASH \"\\xee\\x81\\xa2\"\t// U+e062\r\n#define ICON_FA_HEAD_SIDE_HEADPHONES \"\\xef\\xa3\\x82\"\t// U+f8c2\r\n#define ICON_FA_HEAD_SIDE_MASK \"\\xee\\x81\\xa3\"\t// U+e063\r\n#define ICON_FA_HEAD_SIDE_MEDICAL \"\\xef\\xa0\\x89\"\t// U+f809\r\n#define ICON_FA_HEAD_SIDE_VIRUS \"\\xee\\x81\\xa4\"\t// U+e064\r\n#define ICON_FA_HEAD_VR \"\\xef\\x9b\\xaa\"\t// U+f6ea\r\n#define ICON_FA_HEADING \"\\xef\\x87\\x9c\"\t// U+f1dc\r\n#define ICON_FA_HEADPHONES \"\\xef\\x80\\xa5\"\t// U+f025\r\n#define ICON_FA_HEADPHONES_ALT \"\\xef\\x96\\x8f\"\t// U+f58f\r\n#define ICON_FA_HEADSET \"\\xef\\x96\\x90\"\t// U+f590\r\n#define ICON_FA_HEART \"\\xef\\x80\\x84\"\t// U+f004\r\n#define ICON_FA_HEART_BROKEN \"\\xef\\x9e\\xa9\"\t// U+f7a9\r\n#define ICON_FA_HEART_CIRCLE \"\\xef\\x93\\x87\"\t// U+f4c7\r\n#define ICON_FA_HEART_RATE \"\\xef\\x97\\xb8\"\t// U+f5f8\r\n#define ICON_FA_HEART_SQUARE \"\\xef\\x93\\x88\"\t// U+f4c8\r\n#define ICON_FA_HEARTBEAT \"\\xef\\x88\\x9e\"\t// U+f21e\r\n#define ICON_FA_HEAT \"\\xee\\x80\\x8c\"\t// U+e00c\r\n#define ICON_FA_HELICOPTER \"\\xef\\x94\\xb3\"\t// U+f533\r\n#define ICON_FA_HELMET_BATTLE \"\\xef\\x9b\\xab\"\t// U+f6eb\r\n#define ICON_FA_HEXAGON \"\\xef\\x8c\\x92\"\t// U+f312\r\n#define ICON_FA_HIGHLIGHTER \"\\xef\\x96\\x91\"\t// U+f591\r\n#define ICON_FA_HIKING \"\\xef\\x9b\\xac\"\t// U+f6ec\r\n#define ICON_FA_HIPPO \"\\xef\\x9b\\xad\"\t// U+f6ed\r\n#define ICON_FA_HISTORY \"\\xef\\x87\\x9a\"\t// U+f1da\r\n#define ICON_FA_HOCKEY_MASK \"\\xef\\x9b\\xae\"\t// U+f6ee\r\n#define ICON_FA_HOCKEY_PUCK \"\\xef\\x91\\x93\"\t// U+f453\r\n#define ICON_FA_HOCKEY_STICKS \"\\xef\\x91\\x94\"\t// U+f454\r\n#define ICON_FA_HOLLY_BERRY \"\\xef\\x9e\\xaa\"\t// U+f7aa\r\n#define ICON_FA_HOME \"\\xef\\x80\\x95\"\t// U+f015\r\n#define ICON_FA_HOME_ALT \"\\xef\\xa0\\x8a\"\t// U+f80a\r\n#define ICON_FA_HOME_HEART \"\\xef\\x93\\x89\"\t// U+f4c9\r\n#define ICON_FA_HOME_LG \"\\xef\\xa0\\x8b\"\t// U+f80b\r\n#define ICON_FA_HOME_LG_ALT \"\\xef\\xa0\\x8c\"\t// U+f80c\r\n#define ICON_FA_HOOD_CLOAK \"\\xef\\x9b\\xaf\"\t// U+f6ef\r\n#define ICON_FA_HORIZONTAL_RULE \"\\xef\\xa1\\xac\"\t// U+f86c\r\n#define ICON_FA_HORSE \"\\xef\\x9b\\xb0\"\t// U+f6f0\r\n#define ICON_FA_HORSE_HEAD \"\\xef\\x9e\\xab\"\t// U+f7ab\r\n#define ICON_FA_HORSE_SADDLE \"\\xef\\xa3\\x83\"\t// U+f8c3\r\n#define ICON_FA_HOSPITAL \"\\xef\\x83\\xb8\"\t// U+f0f8\r\n#define ICON_FA_HOSPITAL_ALT \"\\xef\\x91\\xbd\"\t// U+f47d\r\n#define ICON_FA_HOSPITAL_SYMBOL \"\\xef\\x91\\xbe\"\t// U+f47e\r\n#define ICON_FA_HOSPITAL_USER \"\\xef\\xa0\\x8d\"\t// U+f80d\r\n#define ICON_FA_HOSPITALS \"\\xef\\xa0\\x8e\"\t// U+f80e\r\n#define ICON_FA_HOT_TUB \"\\xef\\x96\\x93\"\t// U+f593\r\n#define ICON_FA_HOTDOG \"\\xef\\xa0\\x8f\"\t// U+f80f\r\n#define ICON_FA_HOTEL \"\\xef\\x96\\x94\"\t// U+f594\r\n#define ICON_FA_HOURGLASS \"\\xef\\x89\\x94\"\t// U+f254\r\n#define ICON_FA_HOURGLASS_END \"\\xef\\x89\\x93\"\t// U+f253\r\n#define ICON_FA_HOURGLASS_HALF \"\\xef\\x89\\x92\"\t// U+f252\r\n#define ICON_FA_HOURGLASS_START \"\\xef\\x89\\x91\"\t// U+f251\r\n#define ICON_FA_HOUSE \"\\xee\\x80\\x8d\"\t// U+e00d\r\n#define ICON_FA_HOUSE_DAMAGE \"\\xef\\x9b\\xb1\"\t// U+f6f1\r\n#define ICON_FA_HOUSE_DAY \"\\xee\\x80\\x8e\"\t// U+e00e\r\n#define ICON_FA_HOUSE_FLOOD \"\\xef\\x9d\\x8f\"\t// U+f74f\r\n#define ICON_FA_HOUSE_LEAVE \"\\xee\\x80\\x8f\"\t// U+e00f\r\n#define ICON_FA_HOUSE_NIGHT \"\\xee\\x80\\x90\"\t// U+e010\r\n#define ICON_FA_HOUSE_RETURN \"\\xee\\x80\\x91\"\t// U+e011\r\n#define ICON_FA_HOUSE_SIGNAL \"\\xee\\x80\\x92\"\t// U+e012\r\n#define ICON_FA_HOUSE_USER \"\\xee\\x81\\xa5\"\t// U+e065\r\n#define ICON_FA_HRYVNIA \"\\xef\\x9b\\xb2\"\t// U+f6f2\r\n#define ICON_FA_HUMIDITY \"\\xef\\x9d\\x90\"\t// U+f750\r\n#define ICON_FA_HURRICANE \"\\xef\\x9d\\x91\"\t// U+f751\r\n#define ICON_FA_I_CURSOR \"\\xef\\x89\\x86\"\t// U+f246\r\n#define ICON_FA_ICE_CREAM \"\\xef\\xa0\\x90\"\t// U+f810\r\n#define ICON_FA_ICE_SKATE \"\\xef\\x9e\\xac\"\t// U+f7ac\r\n#define ICON_FA_ICICLES \"\\xef\\x9e\\xad\"\t// U+f7ad\r\n#define ICON_FA_ICONS \"\\xef\\xa1\\xad\"\t// U+f86d\r\n#define ICON_FA_ICONS_ALT \"\\xef\\xa1\\xae\"\t// U+f86e\r\n#define ICON_FA_ID_BADGE \"\\xef\\x8b\\x81\"\t// U+f2c1\r\n#define ICON_FA_ID_CARD \"\\xef\\x8b\\x82\"\t// U+f2c2\r\n#define ICON_FA_ID_CARD_ALT \"\\xef\\x91\\xbf\"\t// U+f47f\r\n#define ICON_FA_IGLOO \"\\xef\\x9e\\xae\"\t// U+f7ae\r\n#define ICON_FA_IMAGE \"\\xef\\x80\\xbe\"\t// U+f03e\r\n#define ICON_FA_IMAGE_POLAROID \"\\xef\\xa3\\x84\"\t// U+f8c4\r\n#define ICON_FA_IMAGES \"\\xef\\x8c\\x82\"\t// U+f302\r\n#define ICON_FA_INBOX \"\\xef\\x80\\x9c\"\t// U+f01c\r\n#define ICON_FA_INBOX_IN \"\\xef\\x8c\\x90\"\t// U+f310\r\n#define ICON_FA_INBOX_OUT \"\\xef\\x8c\\x91\"\t// U+f311\r\n#define ICON_FA_INDENT \"\\xef\\x80\\xbc\"\t// U+f03c\r\n#define ICON_FA_INDUSTRY \"\\xef\\x89\\xb5\"\t// U+f275\r\n#define ICON_FA_INDUSTRY_ALT \"\\xef\\x8e\\xb3\"\t// U+f3b3\r\n#define ICON_FA_INFINITY \"\\xef\\x94\\xb4\"\t// U+f534\r\n#define ICON_FA_INFO \"\\xef\\x84\\xa9\"\t// U+f129\r\n#define ICON_FA_INFO_CIRCLE \"\\xef\\x81\\x9a\"\t// U+f05a\r\n#define ICON_FA_INFO_SQUARE \"\\xef\\x8c\\x8f\"\t// U+f30f\r\n#define ICON_FA_INHALER \"\\xef\\x97\\xb9\"\t// U+f5f9\r\n#define ICON_FA_INTEGRAL \"\\xef\\x99\\xa7\"\t// U+f667\r\n#define ICON_FA_INTERSECTION \"\\xef\\x99\\xa8\"\t// U+f668\r\n#define ICON_FA_INVENTORY \"\\xef\\x92\\x80\"\t// U+f480\r\n#define ICON_FA_ISLAND_TROPICAL \"\\xef\\xa0\\x91\"\t// U+f811\r\n#define ICON_FA_ITALIC \"\\xef\\x80\\xb3\"\t// U+f033\r\n#define ICON_FA_JACK_O_LANTERN \"\\xef\\x8c\\x8e\"\t// U+f30e\r\n#define ICON_FA_JEDI \"\\xef\\x99\\xa9\"\t// U+f669\r\n#define ICON_FA_JOINT \"\\xef\\x96\\x95\"\t// U+f595\r\n#define ICON_FA_JOURNAL_WHILLS \"\\xef\\x99\\xaa\"\t// U+f66a\r\n#define ICON_FA_JOYSTICK \"\\xef\\xa3\\x85\"\t// U+f8c5\r\n#define ICON_FA_JUG \"\\xef\\xa3\\x86\"\t// U+f8c6\r\n#define ICON_FA_KAABA \"\\xef\\x99\\xab\"\t// U+f66b\r\n#define ICON_FA_KAZOO \"\\xef\\xa3\\x87\"\t// U+f8c7\r\n#define ICON_FA_KERNING \"\\xef\\xa1\\xaf\"\t// U+f86f\r\n#define ICON_FA_KEY \"\\xef\\x82\\x84\"\t// U+f084\r\n#define ICON_FA_KEY_SKELETON \"\\xef\\x9b\\xb3\"\t// U+f6f3\r\n#define ICON_FA_KEYBOARD \"\\xef\\x84\\x9c\"\t// U+f11c\r\n#define ICON_FA_KEYNOTE \"\\xef\\x99\\xac\"\t// U+f66c\r\n#define ICON_FA_KHANDA \"\\xef\\x99\\xad\"\t// U+f66d\r\n#define ICON_FA_KIDNEYS \"\\xef\\x97\\xbb\"\t// U+f5fb\r\n#define ICON_FA_KISS \"\\xef\\x96\\x96\"\t// U+f596\r\n#define ICON_FA_KISS_BEAM \"\\xef\\x96\\x97\"\t// U+f597\r\n#define ICON_FA_KISS_WINK_HEART \"\\xef\\x96\\x98\"\t// U+f598\r\n#define ICON_FA_KITE \"\\xef\\x9b\\xb4\"\t// U+f6f4\r\n#define ICON_FA_KIWI_BIRD \"\\xef\\x94\\xb5\"\t// U+f535\r\n#define ICON_FA_KNIFE_KITCHEN \"\\xef\\x9b\\xb5\"\t// U+f6f5\r\n#define ICON_FA_LAMBDA \"\\xef\\x99\\xae\"\t// U+f66e\r\n#define ICON_FA_LAMP \"\\xef\\x93\\x8a\"\t// U+f4ca\r\n#define ICON_FA_LAMP_DESK \"\\xee\\x80\\x94\"\t// U+e014\r\n#define ICON_FA_LAMP_FLOOR \"\\xee\\x80\\x95\"\t// U+e015\r\n#define ICON_FA_LANDMARK \"\\xef\\x99\\xaf\"\t// U+f66f\r\n#define ICON_FA_LANDMARK_ALT \"\\xef\\x9d\\x92\"\t// U+f752\r\n#define ICON_FA_LANGUAGE \"\\xef\\x86\\xab\"\t// U+f1ab\r\n#define ICON_FA_LAPTOP \"\\xef\\x84\\x89\"\t// U+f109\r\n#define ICON_FA_LAPTOP_CODE \"\\xef\\x97\\xbc\"\t// U+f5fc\r\n#define ICON_FA_LAPTOP_HOUSE \"\\xee\\x81\\xa6\"\t// U+e066\r\n#define ICON_FA_LAPTOP_MEDICAL \"\\xef\\xa0\\x92\"\t// U+f812\r\n#define ICON_FA_LASSO \"\\xef\\xa3\\x88\"\t// U+f8c8\r\n#define ICON_FA_LAUGH \"\\xef\\x96\\x99\"\t// U+f599\r\n#define ICON_FA_LAUGH_BEAM \"\\xef\\x96\\x9a\"\t// U+f59a\r\n#define ICON_FA_LAUGH_SQUINT \"\\xef\\x96\\x9b\"\t// U+f59b\r\n#define ICON_FA_LAUGH_WINK \"\\xef\\x96\\x9c\"\t// U+f59c\r\n#define ICON_FA_LAYER_GROUP \"\\xef\\x97\\xbd\"\t// U+f5fd\r\n#define ICON_FA_LAYER_MINUS \"\\xef\\x97\\xbe\"\t// U+f5fe\r\n#define ICON_FA_LAYER_PLUS \"\\xef\\x97\\xbf\"\t// U+f5ff\r\n#define ICON_FA_LEAF \"\\xef\\x81\\xac\"\t// U+f06c\r\n#define ICON_FA_LEAF_HEART \"\\xef\\x93\\x8b\"\t// U+f4cb\r\n#define ICON_FA_LEAF_MAPLE \"\\xef\\x9b\\xb6\"\t// U+f6f6\r\n#define ICON_FA_LEAF_OAK \"\\xef\\x9b\\xb7\"\t// U+f6f7\r\n#define ICON_FA_LEMON \"\\xef\\x82\\x94\"\t// U+f094\r\n#define ICON_FA_LESS_THAN \"\\xef\\x94\\xb6\"\t// U+f536\r\n#define ICON_FA_LESS_THAN_EQUAL \"\\xef\\x94\\xb7\"\t// U+f537\r\n#define ICON_FA_LEVEL_DOWN \"\\xef\\x85\\x89\"\t// U+f149\r\n#define ICON_FA_LEVEL_DOWN_ALT \"\\xef\\x8e\\xbe\"\t// U+f3be\r\n#define ICON_FA_LEVEL_UP \"\\xef\\x85\\x88\"\t// U+f148\r\n#define ICON_FA_LEVEL_UP_ALT \"\\xef\\x8e\\xbf\"\t// U+f3bf\r\n#define ICON_FA_LIFE_RING \"\\xef\\x87\\x8d\"\t// U+f1cd\r\n#define ICON_FA_LIGHT_CEILING \"\\xee\\x80\\x96\"\t// U+e016\r\n#define ICON_FA_LIGHT_SWITCH \"\\xee\\x80\\x97\"\t// U+e017\r\n#define ICON_FA_LIGHT_SWITCH_OFF \"\\xee\\x80\\x98\"\t// U+e018\r\n#define ICON_FA_LIGHT_SWITCH_ON \"\\xee\\x80\\x99\"\t// U+e019\r\n#define ICON_FA_LIGHTBULB \"\\xef\\x83\\xab\"\t// U+f0eb\r\n#define ICON_FA_LIGHTBULB_DOLLAR \"\\xef\\x99\\xb0\"\t// U+f670\r\n#define ICON_FA_LIGHTBULB_EXCLAMATION \"\\xef\\x99\\xb1\"\t// U+f671\r\n#define ICON_FA_LIGHTBULB_ON \"\\xef\\x99\\xb2\"\t// U+f672\r\n#define ICON_FA_LIGHTBULB_SLASH \"\\xef\\x99\\xb3\"\t// U+f673\r\n#define ICON_FA_LIGHTS_HOLIDAY \"\\xef\\x9e\\xb2\"\t// U+f7b2\r\n#define ICON_FA_LINE_COLUMNS \"\\xef\\xa1\\xb0\"\t// U+f870\r\n#define ICON_FA_LINE_HEIGHT \"\\xef\\xa1\\xb1\"\t// U+f871\r\n#define ICON_FA_LINK \"\\xef\\x83\\x81\"\t// U+f0c1\r\n#define ICON_FA_LIPS \"\\xef\\x98\\x80\"\t// U+f600\r\n#define ICON_FA_LIRA_SIGN \"\\xef\\x86\\x95\"\t// U+f195\r\n#define ICON_FA_LIST \"\\xef\\x80\\xba\"\t// U+f03a\r\n#define ICON_FA_LIST_ALT \"\\xef\\x80\\xa2\"\t// U+f022\r\n#define ICON_FA_LIST_MUSIC \"\\xef\\xa3\\x89\"\t// U+f8c9\r\n#define ICON_FA_LIST_OL \"\\xef\\x83\\x8b\"\t// U+f0cb\r\n#define ICON_FA_LIST_UL \"\\xef\\x83\\x8a\"\t// U+f0ca\r\n#define ICON_FA_LOCATION \"\\xef\\x98\\x81\"\t// U+f601\r\n#define ICON_FA_LOCATION_ARROW \"\\xef\\x84\\xa4\"\t// U+f124\r\n#define ICON_FA_LOCATION_CIRCLE \"\\xef\\x98\\x82\"\t// U+f602\r\n#define ICON_FA_LOCATION_SLASH \"\\xef\\x98\\x83\"\t// U+f603\r\n#define ICON_FA_LOCK \"\\xef\\x80\\xa3\"\t// U+f023\r\n#define ICON_FA_LOCK_ALT \"\\xef\\x8c\\x8d\"\t// U+f30d\r\n#define ICON_FA_LOCK_OPEN \"\\xef\\x8f\\x81\"\t// U+f3c1\r\n#define ICON_FA_LOCK_OPEN_ALT \"\\xef\\x8f\\x82\"\t// U+f3c2\r\n#define ICON_FA_LONG_ARROW_ALT_DOWN \"\\xef\\x8c\\x89\"\t// U+f309\r\n#define ICON_FA_LONG_ARROW_ALT_LEFT \"\\xef\\x8c\\x8a\"\t// U+f30a\r\n#define ICON_FA_LONG_ARROW_ALT_RIGHT \"\\xef\\x8c\\x8b\"\t// U+f30b\r\n#define ICON_FA_LONG_ARROW_ALT_UP \"\\xef\\x8c\\x8c\"\t// U+f30c\r\n#define ICON_FA_LONG_ARROW_DOWN \"\\xef\\x85\\xb5\"\t// U+f175\r\n#define ICON_FA_LONG_ARROW_LEFT \"\\xef\\x85\\xb7\"\t// U+f177\r\n#define ICON_FA_LONG_ARROW_RIGHT \"\\xef\\x85\\xb8\"\t// U+f178\r\n#define ICON_FA_LONG_ARROW_UP \"\\xef\\x85\\xb6\"\t// U+f176\r\n#define ICON_FA_LOVESEAT \"\\xef\\x93\\x8c\"\t// U+f4cc\r\n#define ICON_FA_LOW_VISION \"\\xef\\x8a\\xa8\"\t// U+f2a8\r\n#define ICON_FA_LUCHADOR \"\\xef\\x91\\x95\"\t// U+f455\r\n#define ICON_FA_LUGGAGE_CART \"\\xef\\x96\\x9d\"\t// U+f59d\r\n#define ICON_FA_LUNGS \"\\xef\\x98\\x84\"\t// U+f604\r\n#define ICON_FA_LUNGS_VIRUS \"\\xee\\x81\\xa7\"\t// U+e067\r\n#define ICON_FA_MACE \"\\xef\\x9b\\xb8\"\t// U+f6f8\r\n#define ICON_FA_MAGIC \"\\xef\\x83\\x90\"\t// U+f0d0\r\n#define ICON_FA_MAGNET \"\\xef\\x81\\xb6\"\t// U+f076\r\n#define ICON_FA_MAIL_BULK \"\\xef\\x99\\xb4\"\t// U+f674\r\n#define ICON_FA_MAILBOX \"\\xef\\xa0\\x93\"\t// U+f813\r\n#define ICON_FA_MALE \"\\xef\\x86\\x83\"\t// U+f183\r\n#define ICON_FA_MANDOLIN \"\\xef\\x9b\\xb9\"\t// U+f6f9\r\n#define ICON_FA_MAP \"\\xef\\x89\\xb9\"\t// U+f279\r\n#define ICON_FA_MAP_MARKED \"\\xef\\x96\\x9f\"\t// U+f59f\r\n#define ICON_FA_MAP_MARKED_ALT \"\\xef\\x96\\xa0\"\t// U+f5a0\r\n#define ICON_FA_MAP_MARKER \"\\xef\\x81\\x81\"\t// U+f041\r\n#define ICON_FA_MAP_MARKER_ALT \"\\xef\\x8f\\x85\"\t// U+f3c5\r\n#define ICON_FA_MAP_MARKER_ALT_SLASH \"\\xef\\x98\\x85\"\t// U+f605\r\n#define ICON_FA_MAP_MARKER_CHECK \"\\xef\\x98\\x86\"\t// U+f606\r\n#define ICON_FA_MAP_MARKER_EDIT \"\\xef\\x98\\x87\"\t// U+f607\r\n#define ICON_FA_MAP_MARKER_EXCLAMATION \"\\xef\\x98\\x88\"\t// U+f608\r\n#define ICON_FA_MAP_MARKER_MINUS \"\\xef\\x98\\x89\"\t// U+f609\r\n#define ICON_FA_MAP_MARKER_PLUS \"\\xef\\x98\\x8a\"\t// U+f60a\r\n#define ICON_FA_MAP_MARKER_QUESTION \"\\xef\\x98\\x8b\"\t// U+f60b\r\n#define ICON_FA_MAP_MARKER_SLASH \"\\xef\\x98\\x8c\"\t// U+f60c\r\n#define ICON_FA_MAP_MARKER_SMILE \"\\xef\\x98\\x8d\"\t// U+f60d\r\n#define ICON_FA_MAP_MARKER_TIMES \"\\xef\\x98\\x8e\"\t// U+f60e\r\n#define ICON_FA_MAP_PIN \"\\xef\\x89\\xb6\"\t// U+f276\r\n#define ICON_FA_MAP_SIGNS \"\\xef\\x89\\xb7\"\t// U+f277\r\n#define ICON_FA_MARKER \"\\xef\\x96\\xa1\"\t// U+f5a1\r\n#define ICON_FA_MARS \"\\xef\\x88\\xa2\"\t// U+f222\r\n#define ICON_FA_MARS_DOUBLE \"\\xef\\x88\\xa7\"\t// U+f227\r\n#define ICON_FA_MARS_STROKE \"\\xef\\x88\\xa9\"\t// U+f229\r\n#define ICON_FA_MARS_STROKE_H \"\\xef\\x88\\xab\"\t// U+f22b\r\n#define ICON_FA_MARS_STROKE_V \"\\xef\\x88\\xaa\"\t// U+f22a\r\n#define ICON_FA_MASK \"\\xef\\x9b\\xba\"\t// U+f6fa\r\n#define ICON_FA_MEAT \"\\xef\\xa0\\x94\"\t// U+f814\r\n#define ICON_FA_MEDAL \"\\xef\\x96\\xa2\"\t// U+f5a2\r\n#define ICON_FA_MEDKIT \"\\xef\\x83\\xba\"\t// U+f0fa\r\n#define ICON_FA_MEGAPHONE \"\\xef\\x99\\xb5\"\t// U+f675\r\n#define ICON_FA_MEH \"\\xef\\x84\\x9a\"\t// U+f11a\r\n#define ICON_FA_MEH_BLANK \"\\xef\\x96\\xa4\"\t// U+f5a4\r\n#define ICON_FA_MEH_ROLLING_EYES \"\\xef\\x96\\xa5\"\t// U+f5a5\r\n#define ICON_FA_MEMORY \"\\xef\\x94\\xb8\"\t// U+f538\r\n#define ICON_FA_MENORAH \"\\xef\\x99\\xb6\"\t// U+f676\r\n#define ICON_FA_MERCURY \"\\xef\\x88\\xa3\"\t// U+f223\r\n#define ICON_FA_METEOR \"\\xef\\x9d\\x93\"\t// U+f753\r\n#define ICON_FA_MICROCHIP \"\\xef\\x8b\\x9b\"\t// U+f2db\r\n#define ICON_FA_MICROPHONE \"\\xef\\x84\\xb0\"\t// U+f130\r\n#define ICON_FA_MICROPHONE_ALT \"\\xef\\x8f\\x89\"\t// U+f3c9\r\n#define ICON_FA_MICROPHONE_ALT_SLASH \"\\xef\\x94\\xb9\"\t// U+f539\r\n#define ICON_FA_MICROPHONE_SLASH \"\\xef\\x84\\xb1\"\t// U+f131\r\n#define ICON_FA_MICROPHONE_STAND \"\\xef\\xa3\\x8b\"\t// U+f8cb\r\n#define ICON_FA_MICROSCOPE \"\\xef\\x98\\x90\"\t// U+f610\r\n#define ICON_FA_MICROWAVE \"\\xee\\x80\\x9b\"\t// U+e01b\r\n#define ICON_FA_MIND_SHARE \"\\xef\\x99\\xb7\"\t// U+f677\r\n#define ICON_FA_MINUS \"\\xef\\x81\\xa8\"\t// U+f068\r\n#define ICON_FA_MINUS_CIRCLE \"\\xef\\x81\\x96\"\t// U+f056\r\n#define ICON_FA_MINUS_HEXAGON \"\\xef\\x8c\\x87\"\t// U+f307\r\n#define ICON_FA_MINUS_OCTAGON \"\\xef\\x8c\\x88\"\t// U+f308\r\n#define ICON_FA_MINUS_SQUARE \"\\xef\\x85\\x86\"\t// U+f146\r\n#define ICON_FA_MISTLETOE \"\\xef\\x9e\\xb4\"\t// U+f7b4\r\n#define ICON_FA_MITTEN \"\\xef\\x9e\\xb5\"\t// U+f7b5\r\n#define ICON_FA_MOBILE \"\\xef\\x84\\x8b\"\t// U+f10b\r\n#define ICON_FA_MOBILE_ALT \"\\xef\\x8f\\x8d\"\t// U+f3cd\r\n#define ICON_FA_MOBILE_ANDROID \"\\xef\\x8f\\x8e\"\t// U+f3ce\r\n#define ICON_FA_MOBILE_ANDROID_ALT \"\\xef\\x8f\\x8f\"\t// U+f3cf\r\n#define ICON_FA_MONEY_BILL \"\\xef\\x83\\x96\"\t// U+f0d6\r\n#define ICON_FA_MONEY_BILL_ALT \"\\xef\\x8f\\x91\"\t// U+f3d1\r\n#define ICON_FA_MONEY_BILL_WAVE \"\\xef\\x94\\xba\"\t// U+f53a\r\n#define ICON_FA_MONEY_BILL_WAVE_ALT \"\\xef\\x94\\xbb\"\t// U+f53b\r\n#define ICON_FA_MONEY_CHECK \"\\xef\\x94\\xbc\"\t// U+f53c\r\n#define ICON_FA_MONEY_CHECK_ALT \"\\xef\\x94\\xbd\"\t// U+f53d\r\n#define ICON_FA_MONEY_CHECK_EDIT \"\\xef\\xa1\\xb2\"\t// U+f872\r\n#define ICON_FA_MONEY_CHECK_EDIT_ALT \"\\xef\\xa1\\xb3\"\t// U+f873\r\n#define ICON_FA_MONITOR_HEART_RATE \"\\xef\\x98\\x91\"\t// U+f611\r\n#define ICON_FA_MONKEY \"\\xef\\x9b\\xbb\"\t// U+f6fb\r\n#define ICON_FA_MONUMENT \"\\xef\\x96\\xa6\"\t// U+f5a6\r\n#define ICON_FA_MOON \"\\xef\\x86\\x86\"\t// U+f186\r\n#define ICON_FA_MOON_CLOUD \"\\xef\\x9d\\x94\"\t// U+f754\r\n#define ICON_FA_MOON_STARS \"\\xef\\x9d\\x95\"\t// U+f755\r\n#define ICON_FA_MORTAR_PESTLE \"\\xef\\x96\\xa7\"\t// U+f5a7\r\n#define ICON_FA_MOSQUE \"\\xef\\x99\\xb8\"\t// U+f678\r\n#define ICON_FA_MOTORCYCLE \"\\xef\\x88\\x9c\"\t// U+f21c\r\n#define ICON_FA_MOUNTAIN \"\\xef\\x9b\\xbc\"\t// U+f6fc\r\n#define ICON_FA_MOUNTAINS \"\\xef\\x9b\\xbd\"\t// U+f6fd\r\n#define ICON_FA_MOUSE \"\\xef\\xa3\\x8c\"\t// U+f8cc\r\n#define ICON_FA_MOUSE_ALT \"\\xef\\xa3\\x8d\"\t// U+f8cd\r\n#define ICON_FA_MOUSE_POINTER \"\\xef\\x89\\x85\"\t// U+f245\r\n#define ICON_FA_MP3_PLAYER \"\\xef\\xa3\\x8e\"\t// U+f8ce\r\n#define ICON_FA_MUG \"\\xef\\xa1\\xb4\"\t// U+f874\r\n#define ICON_FA_MUG_HOT \"\\xef\\x9e\\xb6\"\t// U+f7b6\r\n#define ICON_FA_MUG_MARSHMALLOWS \"\\xef\\x9e\\xb7\"\t// U+f7b7\r\n#define ICON_FA_MUG_TEA \"\\xef\\xa1\\xb5\"\t// U+f875\r\n#define ICON_FA_MUSIC \"\\xef\\x80\\x81\"\t// U+f001\r\n#define ICON_FA_MUSIC_ALT \"\\xef\\xa3\\x8f\"\t// U+f8cf\r\n#define ICON_FA_MUSIC_ALT_SLASH \"\\xef\\xa3\\x90\"\t// U+f8d0\r\n#define ICON_FA_MUSIC_SLASH \"\\xef\\xa3\\x91\"\t// U+f8d1\r\n#define ICON_FA_NARWHAL \"\\xef\\x9b\\xbe\"\t// U+f6fe\r\n#define ICON_FA_NETWORK_WIRED \"\\xef\\x9b\\xbf\"\t// U+f6ff\r\n#define ICON_FA_NEUTER \"\\xef\\x88\\xac\"\t// U+f22c\r\n#define ICON_FA_NEWSPAPER \"\\xef\\x87\\xaa\"\t// U+f1ea\r\n#define ICON_FA_NOT_EQUAL \"\\xef\\x94\\xbe\"\t// U+f53e\r\n#define ICON_FA_NOTES_MEDICAL \"\\xef\\x92\\x81\"\t// U+f481\r\n#define ICON_FA_OBJECT_GROUP \"\\xef\\x89\\x87\"\t// U+f247\r\n#define ICON_FA_OBJECT_UNGROUP \"\\xef\\x89\\x88\"\t// U+f248\r\n#define ICON_FA_OCTAGON \"\\xef\\x8c\\x86\"\t// U+f306\r\n#define ICON_FA_OIL_CAN \"\\xef\\x98\\x93\"\t// U+f613\r\n#define ICON_FA_OIL_TEMP \"\\xef\\x98\\x94\"\t// U+f614\r\n#define ICON_FA_OM \"\\xef\\x99\\xb9\"\t// U+f679\r\n#define ICON_FA_OMEGA \"\\xef\\x99\\xba\"\t// U+f67a\r\n#define ICON_FA_ORNAMENT \"\\xef\\x9e\\xb8\"\t// U+f7b8\r\n#define ICON_FA_OTTER \"\\xef\\x9c\\x80\"\t// U+f700\r\n#define ICON_FA_OUTDENT \"\\xef\\x80\\xbb\"\t// U+f03b\r\n#define ICON_FA_OUTLET \"\\xee\\x80\\x9c\"\t// U+e01c\r\n#define ICON_FA_OVEN \"\\xee\\x80\\x9d\"\t// U+e01d\r\n#define ICON_FA_OVERLINE \"\\xef\\xa1\\xb6\"\t// U+f876\r\n#define ICON_FA_PAGE_BREAK \"\\xef\\xa1\\xb7\"\t// U+f877\r\n#define ICON_FA_PAGER \"\\xef\\xa0\\x95\"\t// U+f815\r\n#define ICON_FA_PAINT_BRUSH \"\\xef\\x87\\xbc\"\t// U+f1fc\r\n#define ICON_FA_PAINT_BRUSH_ALT \"\\xef\\x96\\xa9\"\t// U+f5a9\r\n#define ICON_FA_PAINT_ROLLER \"\\xef\\x96\\xaa\"\t// U+f5aa\r\n#define ICON_FA_PALETTE \"\\xef\\x94\\xbf\"\t// U+f53f\r\n#define ICON_FA_PALLET \"\\xef\\x92\\x82\"\t// U+f482\r\n#define ICON_FA_PALLET_ALT \"\\xef\\x92\\x83\"\t// U+f483\r\n#define ICON_FA_PAPER_PLANE \"\\xef\\x87\\x98\"\t// U+f1d8\r\n#define ICON_FA_PAPERCLIP \"\\xef\\x83\\x86\"\t// U+f0c6\r\n#define ICON_FA_PARACHUTE_BOX \"\\xef\\x93\\x8d\"\t// U+f4cd\r\n#define ICON_FA_PARAGRAPH \"\\xef\\x87\\x9d\"\t// U+f1dd\r\n#define ICON_FA_PARAGRAPH_RTL \"\\xef\\xa1\\xb8\"\t// U+f878\r\n#define ICON_FA_PARKING \"\\xef\\x95\\x80\"\t// U+f540\r\n#define ICON_FA_PARKING_CIRCLE \"\\xef\\x98\\x95\"\t// U+f615\r\n#define ICON_FA_PARKING_CIRCLE_SLASH \"\\xef\\x98\\x96\"\t// U+f616\r\n#define ICON_FA_PARKING_SLASH \"\\xef\\x98\\x97\"\t// U+f617\r\n#define ICON_FA_PASSPORT \"\\xef\\x96\\xab\"\t// U+f5ab\r\n#define ICON_FA_PASTAFARIANISM \"\\xef\\x99\\xbb\"\t// U+f67b\r\n#define ICON_FA_PASTE \"\\xef\\x83\\xaa\"\t// U+f0ea\r\n#define ICON_FA_PAUSE \"\\xef\\x81\\x8c\"\t// U+f04c\r\n#define ICON_FA_PAUSE_CIRCLE \"\\xef\\x8a\\x8b\"\t// U+f28b\r\n#define ICON_FA_PAW \"\\xef\\x86\\xb0\"\t// U+f1b0\r\n#define ICON_FA_PAW_ALT \"\\xef\\x9c\\x81\"\t// U+f701\r\n#define ICON_FA_PAW_CLAWS \"\\xef\\x9c\\x82\"\t// U+f702\r\n#define ICON_FA_PEACE \"\\xef\\x99\\xbc\"\t// U+f67c\r\n#define ICON_FA_PEGASUS \"\\xef\\x9c\\x83\"\t// U+f703\r\n#define ICON_FA_PEN \"\\xef\\x8c\\x84\"\t// U+f304\r\n#define ICON_FA_PEN_ALT \"\\xef\\x8c\\x85\"\t// U+f305\r\n#define ICON_FA_PEN_FANCY \"\\xef\\x96\\xac\"\t// U+f5ac\r\n#define ICON_FA_PEN_NIB \"\\xef\\x96\\xad\"\t// U+f5ad\r\n#define ICON_FA_PEN_SQUARE \"\\xef\\x85\\x8b\"\t// U+f14b\r\n#define ICON_FA_PENCIL \"\\xef\\x81\\x80\"\t// U+f040\r\n#define ICON_FA_PENCIL_ALT \"\\xef\\x8c\\x83\"\t// U+f303\r\n#define ICON_FA_PENCIL_PAINTBRUSH \"\\xef\\x98\\x98\"\t// U+f618\r\n#define ICON_FA_PENCIL_RULER \"\\xef\\x96\\xae\"\t// U+f5ae\r\n#define ICON_FA_PENNANT \"\\xef\\x91\\x96\"\t// U+f456\r\n#define ICON_FA_PEOPLE_ARROWS \"\\xee\\x81\\xa8\"\t// U+e068\r\n#define ICON_FA_PEOPLE_CARRY \"\\xef\\x93\\x8e\"\t// U+f4ce\r\n#define ICON_FA_PEPPER_HOT \"\\xef\\xa0\\x96\"\t// U+f816\r\n#define ICON_FA_PERCENT \"\\xef\\x8a\\x95\"\t// U+f295\r\n#define ICON_FA_PERCENTAGE \"\\xef\\x95\\x81\"\t// U+f541\r\n#define ICON_FA_PERSON_BOOTH \"\\xef\\x9d\\x96\"\t// U+f756\r\n#define ICON_FA_PERSON_CARRY \"\\xef\\x93\\x8f\"\t// U+f4cf\r\n#define ICON_FA_PERSON_DOLLY \"\\xef\\x93\\x90\"\t// U+f4d0\r\n#define ICON_FA_PERSON_DOLLY_EMPTY \"\\xef\\x93\\x91\"\t// U+f4d1\r\n#define ICON_FA_PERSON_SIGN \"\\xef\\x9d\\x97\"\t// U+f757\r\n#define ICON_FA_PHONE \"\\xef\\x82\\x95\"\t// U+f095\r\n#define ICON_FA_PHONE_ALT \"\\xef\\xa1\\xb9\"\t// U+f879\r\n#define ICON_FA_PHONE_LAPTOP \"\\xef\\xa1\\xba\"\t// U+f87a\r\n#define ICON_FA_PHONE_OFFICE \"\\xef\\x99\\xbd\"\t// U+f67d\r\n#define ICON_FA_PHONE_PLUS \"\\xef\\x93\\x92\"\t// U+f4d2\r\n#define ICON_FA_PHONE_ROTARY \"\\xef\\xa3\\x93\"\t// U+f8d3\r\n#define ICON_FA_PHONE_SLASH \"\\xef\\x8f\\x9d\"\t// U+f3dd\r\n#define ICON_FA_PHONE_SQUARE \"\\xef\\x82\\x98\"\t// U+f098\r\n#define ICON_FA_PHONE_SQUARE_ALT \"\\xef\\xa1\\xbb\"\t// U+f87b\r\n#define ICON_FA_PHONE_VOLUME \"\\xef\\x8a\\xa0\"\t// U+f2a0\r\n#define ICON_FA_PHOTO_VIDEO \"\\xef\\xa1\\xbc\"\t// U+f87c\r\n#define ICON_FA_PI \"\\xef\\x99\\xbe\"\t// U+f67e\r\n#define ICON_FA_PIANO \"\\xef\\xa3\\x94\"\t// U+f8d4\r\n#define ICON_FA_PIANO_KEYBOARD \"\\xef\\xa3\\x95\"\t// U+f8d5\r\n#define ICON_FA_PIE \"\\xef\\x9c\\x85\"\t// U+f705\r\n#define ICON_FA_PIG \"\\xef\\x9c\\x86\"\t// U+f706\r\n#define ICON_FA_PIGGY_BANK \"\\xef\\x93\\x93\"\t// U+f4d3\r\n#define ICON_FA_PILLS \"\\xef\\x92\\x84\"\t// U+f484\r\n#define ICON_FA_PIZZA \"\\xef\\xa0\\x97\"\t// U+f817\r\n#define ICON_FA_PIZZA_SLICE \"\\xef\\xa0\\x98\"\t// U+f818\r\n#define ICON_FA_PLACE_OF_WORSHIP \"\\xef\\x99\\xbf\"\t// U+f67f\r\n#define ICON_FA_PLANE \"\\xef\\x81\\xb2\"\t// U+f072\r\n#define ICON_FA_PLANE_ALT \"\\xef\\x8f\\x9e\"\t// U+f3de\r\n#define ICON_FA_PLANE_ARRIVAL \"\\xef\\x96\\xaf\"\t// U+f5af\r\n#define ICON_FA_PLANE_DEPARTURE \"\\xef\\x96\\xb0\"\t// U+f5b0\r\n#define ICON_FA_PLANE_SLASH \"\\xee\\x81\\xa9\"\t// U+e069\r\n#define ICON_FA_PLANET_MOON \"\\xee\\x80\\x9f\"\t// U+e01f\r\n#define ICON_FA_PLANET_RINGED \"\\xee\\x80\\xa0\"\t// U+e020\r\n#define ICON_FA_PLAY \"\\xef\\x81\\x8b\"\t// U+f04b\r\n#define ICON_FA_PLAY_CIRCLE \"\\xef\\x85\\x84\"\t// U+f144\r\n#define ICON_FA_PLUG \"\\xef\\x87\\xa6\"\t// U+f1e6\r\n#define ICON_FA_PLUS \"\\xef\\x81\\xa7\"\t// U+f067\r\n#define ICON_FA_PLUS_CIRCLE \"\\xef\\x81\\x95\"\t// U+f055\r\n#define ICON_FA_PLUS_HEXAGON \"\\xef\\x8c\\x80\"\t// U+f300\r\n#define ICON_FA_PLUS_OCTAGON \"\\xef\\x8c\\x81\"\t// U+f301\r\n#define ICON_FA_PLUS_SQUARE \"\\xef\\x83\\xbe\"\t// U+f0fe\r\n#define ICON_FA_PODCAST \"\\xef\\x8b\\x8e\"\t// U+f2ce\r\n#define ICON_FA_PODIUM \"\\xef\\x9a\\x80\"\t// U+f680\r\n#define ICON_FA_PODIUM_STAR \"\\xef\\x9d\\x98\"\t// U+f758\r\n#define ICON_FA_POLICE_BOX \"\\xee\\x80\\xa1\"\t// U+e021\r\n#define ICON_FA_POLL \"\\xef\\x9a\\x81\"\t// U+f681\r\n#define ICON_FA_POLL_H \"\\xef\\x9a\\x82\"\t// U+f682\r\n#define ICON_FA_POLL_PEOPLE \"\\xef\\x9d\\x99\"\t// U+f759\r\n#define ICON_FA_POO \"\\xef\\x8b\\xbe\"\t// U+f2fe\r\n#define ICON_FA_POO_STORM \"\\xef\\x9d\\x9a\"\t// U+f75a\r\n#define ICON_FA_POOP \"\\xef\\x98\\x99\"\t// U+f619\r\n#define ICON_FA_POPCORN \"\\xef\\xa0\\x99\"\t// U+f819\r\n#define ICON_FA_PORTAL_ENTER \"\\xee\\x80\\xa2\"\t// U+e022\r\n#define ICON_FA_PORTAL_EXIT \"\\xee\\x80\\xa3\"\t// U+e023\r\n#define ICON_FA_PORTRAIT \"\\xef\\x8f\\xa0\"\t// U+f3e0\r\n#define ICON_FA_POUND_SIGN \"\\xef\\x85\\x94\"\t// U+f154\r\n#define ICON_FA_POWER_OFF \"\\xef\\x80\\x91\"\t// U+f011\r\n#define ICON_FA_PRAY \"\\xef\\x9a\\x83\"\t// U+f683\r\n#define ICON_FA_PRAYING_HANDS \"\\xef\\x9a\\x84\"\t// U+f684\r\n#define ICON_FA_PRESCRIPTION \"\\xef\\x96\\xb1\"\t// U+f5b1\r\n#define ICON_FA_PRESCRIPTION_BOTTLE \"\\xef\\x92\\x85\"\t// U+f485\r\n#define ICON_FA_PRESCRIPTION_BOTTLE_ALT \"\\xef\\x92\\x86\"\t// U+f486\r\n#define ICON_FA_PRESENTATION \"\\xef\\x9a\\x85\"\t// U+f685\r\n#define ICON_FA_PRINT \"\\xef\\x80\\xaf\"\t// U+f02f\r\n#define ICON_FA_PRINT_SEARCH \"\\xef\\xa0\\x9a\"\t// U+f81a\r\n#define ICON_FA_PRINT_SLASH \"\\xef\\x9a\\x86\"\t// U+f686\r\n#define ICON_FA_PROCEDURES \"\\xef\\x92\\x87\"\t// U+f487\r\n#define ICON_FA_PROJECT_DIAGRAM \"\\xef\\x95\\x82\"\t// U+f542\r\n#define ICON_FA_PROJECTOR \"\\xef\\xa3\\x96\"\t// U+f8d6\r\n#define ICON_FA_PUMP_MEDICAL \"\\xee\\x81\\xaa\"\t// U+e06a\r\n#define ICON_FA_PUMP_SOAP \"\\xee\\x81\\xab\"\t// U+e06b\r\n#define ICON_FA_PUMPKIN \"\\xef\\x9c\\x87\"\t// U+f707\r\n#define ICON_FA_PUZZLE_PIECE \"\\xef\\x84\\xae\"\t// U+f12e\r\n#define ICON_FA_QRCODE \"\\xef\\x80\\xa9\"\t// U+f029\r\n#define ICON_FA_QUESTION \"\\xef\\x84\\xa8\"\t// U+f128\r\n#define ICON_FA_QUESTION_CIRCLE \"\\xef\\x81\\x99\"\t// U+f059\r\n#define ICON_FA_QUESTION_SQUARE \"\\xef\\x8b\\xbd\"\t// U+f2fd\r\n#define ICON_FA_QUIDDITCH \"\\xef\\x91\\x98\"\t// U+f458\r\n#define ICON_FA_QUOTE_LEFT \"\\xef\\x84\\x8d\"\t// U+f10d\r\n#define ICON_FA_QUOTE_RIGHT \"\\xef\\x84\\x8e\"\t// U+f10e\r\n#define ICON_FA_QURAN \"\\xef\\x9a\\x87\"\t// U+f687\r\n#define ICON_FA_RABBIT \"\\xef\\x9c\\x88\"\t// U+f708\r\n#define ICON_FA_RABBIT_FAST \"\\xef\\x9c\\x89\"\t// U+f709\r\n#define ICON_FA_RACQUET \"\\xef\\x91\\x9a\"\t// U+f45a\r\n#define ICON_FA_RADAR \"\\xee\\x80\\xa4\"\t// U+e024\r\n#define ICON_FA_RADIATION \"\\xef\\x9e\\xb9\"\t// U+f7b9\r\n#define ICON_FA_RADIATION_ALT \"\\xef\\x9e\\xba\"\t// U+f7ba\r\n#define ICON_FA_RADIO \"\\xef\\xa3\\x97\"\t// U+f8d7\r\n#define ICON_FA_RADIO_ALT \"\\xef\\xa3\\x98\"\t// U+f8d8\r\n#define ICON_FA_RAINBOW \"\\xef\\x9d\\x9b\"\t// U+f75b\r\n#define ICON_FA_RAINDROPS \"\\xef\\x9d\\x9c\"\t// U+f75c\r\n#define ICON_FA_RAM \"\\xef\\x9c\\x8a\"\t// U+f70a\r\n#define ICON_FA_RAMP_LOADING \"\\xef\\x93\\x94\"\t// U+f4d4\r\n#define ICON_FA_RANDOM \"\\xef\\x81\\xb4\"\t// U+f074\r\n#define ICON_FA_RAYGUN \"\\xee\\x80\\xa5\"\t// U+e025\r\n#define ICON_FA_RECEIPT \"\\xef\\x95\\x83\"\t// U+f543\r\n#define ICON_FA_RECORD_VINYL \"\\xef\\xa3\\x99\"\t// U+f8d9\r\n#define ICON_FA_RECTANGLE_LANDSCAPE \"\\xef\\x8b\\xba\"\t// U+f2fa\r\n#define ICON_FA_RECTANGLE_PORTRAIT \"\\xef\\x8b\\xbb\"\t// U+f2fb\r\n#define ICON_FA_RECTANGLE_WIDE \"\\xef\\x8b\\xbc\"\t// U+f2fc\r\n#define ICON_FA_RECYCLE \"\\xef\\x86\\xb8\"\t// U+f1b8\r\n#define ICON_FA_REDO \"\\xef\\x80\\x9e\"\t// U+f01e\r\n#define ICON_FA_REDO_ALT \"\\xef\\x8b\\xb9\"\t// U+f2f9\r\n#define ICON_FA_REFRIGERATOR \"\\xee\\x80\\xa6\"\t// U+e026\r\n#define ICON_FA_REGISTERED \"\\xef\\x89\\x9d\"\t// U+f25d\r\n#define ICON_FA_REMOVE_FORMAT \"\\xef\\xa1\\xbd\"\t// U+f87d\r\n#define ICON_FA_REPEAT \"\\xef\\x8d\\xa3\"\t// U+f363\r\n#define ICON_FA_REPEAT_1 \"\\xef\\x8d\\xa5\"\t// U+f365\r\n#define ICON_FA_REPEAT_1_ALT \"\\xef\\x8d\\xa6\"\t// U+f366\r\n#define ICON_FA_REPEAT_ALT \"\\xef\\x8d\\xa4\"\t// U+f364\r\n#define ICON_FA_REPLY \"\\xef\\x8f\\xa5\"\t// U+f3e5\r\n#define ICON_FA_REPLY_ALL \"\\xef\\x84\\xa2\"\t// U+f122\r\n#define ICON_FA_REPUBLICAN \"\\xef\\x9d\\x9e\"\t// U+f75e\r\n#define ICON_FA_RESTROOM \"\\xef\\x9e\\xbd\"\t// U+f7bd\r\n#define ICON_FA_RETWEET \"\\xef\\x81\\xb9\"\t// U+f079\r\n#define ICON_FA_RETWEET_ALT \"\\xef\\x8d\\xa1\"\t// U+f361\r\n#define ICON_FA_RIBBON \"\\xef\\x93\\x96\"\t// U+f4d6\r\n#define ICON_FA_RING \"\\xef\\x9c\\x8b\"\t// U+f70b\r\n#define ICON_FA_RINGS_WEDDING \"\\xef\\xa0\\x9b\"\t// U+f81b\r\n#define ICON_FA_ROAD \"\\xef\\x80\\x98\"\t// U+f018\r\n#define ICON_FA_ROBOT \"\\xef\\x95\\x84\"\t// U+f544\r\n#define ICON_FA_ROCKET \"\\xef\\x84\\xb5\"\t// U+f135\r\n#define ICON_FA_ROCKET_LAUNCH \"\\xee\\x80\\xa7\"\t// U+e027\r\n#define ICON_FA_ROUTE \"\\xef\\x93\\x97\"\t// U+f4d7\r\n#define ICON_FA_ROUTE_HIGHWAY \"\\xef\\x98\\x9a\"\t// U+f61a\r\n#define ICON_FA_ROUTE_INTERSTATE \"\\xef\\x98\\x9b\"\t// U+f61b\r\n#define ICON_FA_ROUTER \"\\xef\\xa3\\x9a\"\t// U+f8da\r\n#define ICON_FA_RSS \"\\xef\\x82\\x9e\"\t// U+f09e\r\n#define ICON_FA_RSS_SQUARE \"\\xef\\x85\\x83\"\t// U+f143\r\n#define ICON_FA_RUBLE_SIGN \"\\xef\\x85\\x98\"\t// U+f158\r\n#define ICON_FA_RULER \"\\xef\\x95\\x85\"\t// U+f545\r\n#define ICON_FA_RULER_COMBINED \"\\xef\\x95\\x86\"\t// U+f546\r\n#define ICON_FA_RULER_HORIZONTAL \"\\xef\\x95\\x87\"\t// U+f547\r\n#define ICON_FA_RULER_TRIANGLE \"\\xef\\x98\\x9c\"\t// U+f61c\r\n#define ICON_FA_RULER_VERTICAL \"\\xef\\x95\\x88\"\t// U+f548\r\n#define ICON_FA_RUNNING \"\\xef\\x9c\\x8c\"\t// U+f70c\r\n#define ICON_FA_RUPEE_SIGN \"\\xef\\x85\\x96\"\t// U+f156\r\n#define ICON_FA_RV \"\\xef\\x9e\\xbe\"\t// U+f7be\r\n#define ICON_FA_SACK \"\\xef\\xa0\\x9c\"\t// U+f81c\r\n#define ICON_FA_SACK_DOLLAR \"\\xef\\xa0\\x9d\"\t// U+f81d\r\n#define ICON_FA_SAD_CRY \"\\xef\\x96\\xb3\"\t// U+f5b3\r\n#define ICON_FA_SAD_TEAR \"\\xef\\x96\\xb4\"\t// U+f5b4\r\n#define ICON_FA_SALAD \"\\xef\\xa0\\x9e\"\t// U+f81e\r\n#define ICON_FA_SANDWICH \"\\xef\\xa0\\x9f\"\t// U+f81f\r\n#define ICON_FA_SATELLITE \"\\xef\\x9e\\xbf\"\t// U+f7bf\r\n#define ICON_FA_SATELLITE_DISH \"\\xef\\x9f\\x80\"\t// U+f7c0\r\n#define ICON_FA_SAUSAGE \"\\xef\\xa0\\xa0\"\t// U+f820\r\n#define ICON_FA_SAVE \"\\xef\\x83\\x87\"\t// U+f0c7\r\n#define ICON_FA_SAX_HOT \"\\xef\\xa3\\x9b\"\t// U+f8db\r\n#define ICON_FA_SAXOPHONE \"\\xef\\xa3\\x9c\"\t// U+f8dc\r\n#define ICON_FA_SCALPEL \"\\xef\\x98\\x9d\"\t// U+f61d\r\n#define ICON_FA_SCALPEL_PATH \"\\xef\\x98\\x9e\"\t// U+f61e\r\n#define ICON_FA_SCANNER \"\\xef\\x92\\x88\"\t// U+f488\r\n#define ICON_FA_SCANNER_IMAGE \"\\xef\\xa3\\xb3\"\t// U+f8f3\r\n#define ICON_FA_SCANNER_KEYBOARD \"\\xef\\x92\\x89\"\t// U+f489\r\n#define ICON_FA_SCANNER_TOUCHSCREEN \"\\xef\\x92\\x8a\"\t// U+f48a\r\n#define ICON_FA_SCARECROW \"\\xef\\x9c\\x8d\"\t// U+f70d\r\n#define ICON_FA_SCARF \"\\xef\\x9f\\x81\"\t// U+f7c1\r\n#define ICON_FA_SCHOOL \"\\xef\\x95\\x89\"\t// U+f549\r\n#define ICON_FA_SCREWDRIVER \"\\xef\\x95\\x8a\"\t// U+f54a\r\n#define ICON_FA_SCROLL \"\\xef\\x9c\\x8e\"\t// U+f70e\r\n#define ICON_FA_SCROLL_OLD \"\\xef\\x9c\\x8f\"\t// U+f70f\r\n#define ICON_FA_SCRUBBER \"\\xef\\x8b\\xb8\"\t// U+f2f8\r\n#define ICON_FA_SCYTHE \"\\xef\\x9c\\x90\"\t// U+f710\r\n#define ICON_FA_SD_CARD \"\\xef\\x9f\\x82\"\t// U+f7c2\r\n#define ICON_FA_SEARCH \"\\xef\\x80\\x82\"\t// U+f002\r\n#define ICON_FA_SEARCH_DOLLAR \"\\xef\\x9a\\x88\"\t// U+f688\r\n#define ICON_FA_SEARCH_LOCATION \"\\xef\\x9a\\x89\"\t// U+f689\r\n#define ICON_FA_SEARCH_MINUS \"\\xef\\x80\\x90\"\t// U+f010\r\n#define ICON_FA_SEARCH_PLUS \"\\xef\\x80\\x8e\"\t// U+f00e\r\n#define ICON_FA_SEEDLING \"\\xef\\x93\\x98\"\t// U+f4d8\r\n#define ICON_FA_SEND_BACK \"\\xef\\xa1\\xbe\"\t// U+f87e\r\n#define ICON_FA_SEND_BACKWARD \"\\xef\\xa1\\xbf\"\t// U+f87f\r\n#define ICON_FA_SENSOR \"\\xee\\x80\\xa8\"\t// U+e028\r\n#define ICON_FA_SENSOR_ALERT \"\\xee\\x80\\xa9\"\t// U+e029\r\n#define ICON_FA_SENSOR_FIRE \"\\xee\\x80\\xaa\"\t// U+e02a\r\n#define ICON_FA_SENSOR_ON \"\\xee\\x80\\xab\"\t// U+e02b\r\n#define ICON_FA_SENSOR_SMOKE \"\\xee\\x80\\xac\"\t// U+e02c\r\n#define ICON_FA_SERVER \"\\xef\\x88\\xb3\"\t// U+f233\r\n#define ICON_FA_SHAPES \"\\xef\\x98\\x9f\"\t// U+f61f\r\n#define ICON_FA_SHARE \"\\xef\\x81\\xa4\"\t// U+f064\r\n#define ICON_FA_SHARE_ALL \"\\xef\\x8d\\xa7\"\t// U+f367\r\n#define ICON_FA_SHARE_ALT \"\\xef\\x87\\xa0\"\t// U+f1e0\r\n#define ICON_FA_SHARE_ALT_SQUARE \"\\xef\\x87\\xa1\"\t// U+f1e1\r\n#define ICON_FA_SHARE_SQUARE \"\\xef\\x85\\x8d\"\t// U+f14d\r\n#define ICON_FA_SHEEP \"\\xef\\x9c\\x91\"\t// U+f711\r\n#define ICON_FA_SHEKEL_SIGN \"\\xef\\x88\\x8b\"\t// U+f20b\r\n#define ICON_FA_SHIELD \"\\xef\\x84\\xb2\"\t// U+f132\r\n#define ICON_FA_SHIELD_ALT \"\\xef\\x8f\\xad\"\t// U+f3ed\r\n#define ICON_FA_SHIELD_CHECK \"\\xef\\x8b\\xb7\"\t// U+f2f7\r\n#define ICON_FA_SHIELD_CROSS \"\\xef\\x9c\\x92\"\t// U+f712\r\n#define ICON_FA_SHIELD_VIRUS \"\\xee\\x81\\xac\"\t// U+e06c\r\n#define ICON_FA_SHIP \"\\xef\\x88\\x9a\"\t// U+f21a\r\n#define ICON_FA_SHIPPING_FAST \"\\xef\\x92\\x8b\"\t// U+f48b\r\n#define ICON_FA_SHIPPING_TIMED \"\\xef\\x92\\x8c\"\t// U+f48c\r\n#define ICON_FA_SHISH_KEBAB \"\\xef\\xa0\\xa1\"\t// U+f821\r\n#define ICON_FA_SHOE_PRINTS \"\\xef\\x95\\x8b\"\t// U+f54b\r\n#define ICON_FA_SHOPPING_BAG \"\\xef\\x8a\\x90\"\t// U+f290\r\n#define ICON_FA_SHOPPING_BASKET \"\\xef\\x8a\\x91\"\t// U+f291\r\n#define ICON_FA_SHOPPING_CART \"\\xef\\x81\\xba\"\t// U+f07a\r\n#define ICON_FA_SHOVEL \"\\xef\\x9c\\x93\"\t// U+f713\r\n#define ICON_FA_SHOVEL_SNOW \"\\xef\\x9f\\x83\"\t// U+f7c3\r\n#define ICON_FA_SHOWER \"\\xef\\x8b\\x8c\"\t// U+f2cc\r\n#define ICON_FA_SHREDDER \"\\xef\\x9a\\x8a\"\t// U+f68a\r\n#define ICON_FA_SHUTTLE_VAN \"\\xef\\x96\\xb6\"\t// U+f5b6\r\n#define ICON_FA_SHUTTLECOCK \"\\xef\\x91\\x9b\"\t// U+f45b\r\n#define ICON_FA_SICKLE \"\\xef\\xa0\\xa2\"\t// U+f822\r\n#define ICON_FA_SIGMA \"\\xef\\x9a\\x8b\"\t// U+f68b\r\n#define ICON_FA_SIGN \"\\xef\\x93\\x99\"\t// U+f4d9\r\n#define ICON_FA_SIGN_IN \"\\xef\\x82\\x90\"\t// U+f090\r\n#define ICON_FA_SIGN_IN_ALT \"\\xef\\x8b\\xb6\"\t// U+f2f6\r\n#define ICON_FA_SIGN_LANGUAGE \"\\xef\\x8a\\xa7\"\t// U+f2a7\r\n#define ICON_FA_SIGN_OUT \"\\xef\\x82\\x8b\"\t// U+f08b\r\n#define ICON_FA_SIGN_OUT_ALT \"\\xef\\x8b\\xb5\"\t// U+f2f5\r\n#define ICON_FA_SIGNAL \"\\xef\\x80\\x92\"\t// U+f012\r\n#define ICON_FA_SIGNAL_1 \"\\xef\\x9a\\x8c\"\t// U+f68c\r\n#define ICON_FA_SIGNAL_2 \"\\xef\\x9a\\x8d\"\t// U+f68d\r\n#define ICON_FA_SIGNAL_3 \"\\xef\\x9a\\x8e\"\t// U+f68e\r\n#define ICON_FA_SIGNAL_4 \"\\xef\\x9a\\x8f\"\t// U+f68f\r\n#define ICON_FA_SIGNAL_ALT \"\\xef\\x9a\\x90\"\t// U+f690\r\n#define ICON_FA_SIGNAL_ALT_1 \"\\xef\\x9a\\x91\"\t// U+f691\r\n#define ICON_FA_SIGNAL_ALT_2 \"\\xef\\x9a\\x92\"\t// U+f692\r\n#define ICON_FA_SIGNAL_ALT_3 \"\\xef\\x9a\\x93\"\t// U+f693\r\n#define ICON_FA_SIGNAL_ALT_SLASH \"\\xef\\x9a\\x94\"\t// U+f694\r\n#define ICON_FA_SIGNAL_SLASH \"\\xef\\x9a\\x95\"\t// U+f695\r\n#define ICON_FA_SIGNAL_STREAM \"\\xef\\xa3\\x9d\"\t// U+f8dd\r\n#define ICON_FA_SIGNATURE \"\\xef\\x96\\xb7\"\t// U+f5b7\r\n#define ICON_FA_SIM_CARD \"\\xef\\x9f\\x84\"\t// U+f7c4\r\n#define ICON_FA_SINK \"\\xee\\x81\\xad\"\t// U+e06d\r\n#define ICON_FA_SIREN \"\\xee\\x80\\xad\"\t// U+e02d\r\n#define ICON_FA_SIREN_ON \"\\xee\\x80\\xae\"\t// U+e02e\r\n#define ICON_FA_SITEMAP \"\\xef\\x83\\xa8\"\t// U+f0e8\r\n#define ICON_FA_SKATING \"\\xef\\x9f\\x85\"\t// U+f7c5\r\n#define ICON_FA_SKELETON \"\\xef\\x98\\xa0\"\t// U+f620\r\n#define ICON_FA_SKI_JUMP \"\\xef\\x9f\\x87\"\t// U+f7c7\r\n#define ICON_FA_SKI_LIFT \"\\xef\\x9f\\x88\"\t// U+f7c8\r\n#define ICON_FA_SKIING \"\\xef\\x9f\\x89\"\t// U+f7c9\r\n#define ICON_FA_SKIING_NORDIC \"\\xef\\x9f\\x8a\"\t// U+f7ca\r\n#define ICON_FA_SKULL \"\\xef\\x95\\x8c\"\t// U+f54c\r\n#define ICON_FA_SKULL_COW \"\\xef\\xa3\\x9e\"\t// U+f8de\r\n#define ICON_FA_SKULL_CROSSBONES \"\\xef\\x9c\\x94\"\t// U+f714\r\n#define ICON_FA_SLASH \"\\xef\\x9c\\x95\"\t// U+f715\r\n#define ICON_FA_SLEDDING \"\\xef\\x9f\\x8b\"\t// U+f7cb\r\n#define ICON_FA_SLEIGH \"\\xef\\x9f\\x8c\"\t// U+f7cc\r\n#define ICON_FA_SLIDERS_H \"\\xef\\x87\\x9e\"\t// U+f1de\r\n#define ICON_FA_SLIDERS_H_SQUARE \"\\xef\\x8f\\xb0\"\t// U+f3f0\r\n#define ICON_FA_SLIDERS_V \"\\xef\\x8f\\xb1\"\t// U+f3f1\r\n#define ICON_FA_SLIDERS_V_SQUARE \"\\xef\\x8f\\xb2\"\t// U+f3f2\r\n#define ICON_FA_SMILE \"\\xef\\x84\\x98\"\t// U+f118\r\n#define ICON_FA_SMILE_BEAM \"\\xef\\x96\\xb8\"\t// U+f5b8\r\n#define ICON_FA_SMILE_PLUS \"\\xef\\x96\\xb9\"\t// U+f5b9\r\n#define ICON_FA_SMILE_WINK \"\\xef\\x93\\x9a\"\t// U+f4da\r\n#define ICON_FA_SMOG \"\\xef\\x9d\\x9f\"\t// U+f75f\r\n#define ICON_FA_SMOKE \"\\xef\\x9d\\xa0\"\t// U+f760\r\n#define ICON_FA_SMOKING \"\\xef\\x92\\x8d\"\t// U+f48d\r\n#define ICON_FA_SMOKING_BAN \"\\xef\\x95\\x8d\"\t// U+f54d\r\n#define ICON_FA_SMS \"\\xef\\x9f\\x8d\"\t// U+f7cd\r\n#define ICON_FA_SNAKE \"\\xef\\x9c\\x96\"\t// U+f716\r\n#define ICON_FA_SNOOZE \"\\xef\\xa2\\x80\"\t// U+f880\r\n#define ICON_FA_SNOW_BLOWING \"\\xef\\x9d\\xa1\"\t// U+f761\r\n#define ICON_FA_SNOWBOARDING \"\\xef\\x9f\\x8e\"\t// U+f7ce\r\n#define ICON_FA_SNOWFLAKE \"\\xef\\x8b\\x9c\"\t// U+f2dc\r\n#define ICON_FA_SNOWFLAKES \"\\xef\\x9f\\x8f\"\t// U+f7cf\r\n#define ICON_FA_SNOWMAN \"\\xef\\x9f\\x90\"\t// U+f7d0\r\n#define ICON_FA_SNOWMOBILE \"\\xef\\x9f\\x91\"\t// U+f7d1\r\n#define ICON_FA_SNOWPLOW \"\\xef\\x9f\\x92\"\t// U+f7d2\r\n#define ICON_FA_SOAP \"\\xee\\x81\\xae\"\t// U+e06e\r\n#define ICON_FA_SOCKS \"\\xef\\x9a\\x96\"\t// U+f696\r\n#define ICON_FA_SOLAR_PANEL \"\\xef\\x96\\xba\"\t// U+f5ba\r\n#define ICON_FA_SOLAR_SYSTEM \"\\xee\\x80\\xaf\"\t// U+e02f\r\n#define ICON_FA_SORT \"\\xef\\x83\\x9c\"\t// U+f0dc\r\n#define ICON_FA_SORT_ALPHA_DOWN \"\\xef\\x85\\x9d\"\t// U+f15d\r\n#define ICON_FA_SORT_ALPHA_DOWN_ALT \"\\xef\\xa2\\x81\"\t// U+f881\r\n#define ICON_FA_SORT_ALPHA_UP \"\\xef\\x85\\x9e\"\t// U+f15e\r\n#define ICON_FA_SORT_ALPHA_UP_ALT \"\\xef\\xa2\\x82\"\t// U+f882\r\n#define ICON_FA_SORT_ALT \"\\xef\\xa2\\x83\"\t// U+f883\r\n#define ICON_FA_SORT_AMOUNT_DOWN \"\\xef\\x85\\xa0\"\t// U+f160\r\n#define ICON_FA_SORT_AMOUNT_DOWN_ALT \"\\xef\\xa2\\x84\"\t// U+f884\r\n#define ICON_FA_SORT_AMOUNT_UP \"\\xef\\x85\\xa1\"\t// U+f161\r\n#define ICON_FA_SORT_AMOUNT_UP_ALT \"\\xef\\xa2\\x85\"\t// U+f885\r\n#define ICON_FA_SORT_CIRCLE \"\\xee\\x80\\xb0\"\t// U+e030\r\n#define ICON_FA_SORT_CIRCLE_DOWN \"\\xee\\x80\\xb1\"\t// U+e031\r\n#define ICON_FA_SORT_CIRCLE_UP \"\\xee\\x80\\xb2\"\t// U+e032\r\n#define ICON_FA_SORT_DOWN \"\\xef\\x83\\x9d\"\t// U+f0dd\r\n#define ICON_FA_SORT_NUMERIC_DOWN \"\\xef\\x85\\xa2\"\t// U+f162\r\n#define ICON_FA_SORT_NUMERIC_DOWN_ALT \"\\xef\\xa2\\x86\"\t// U+f886\r\n#define ICON_FA_SORT_NUMERIC_UP \"\\xef\\x85\\xa3\"\t// U+f163\r\n#define ICON_FA_SORT_NUMERIC_UP_ALT \"\\xef\\xa2\\x87\"\t// U+f887\r\n#define ICON_FA_SORT_SHAPES_DOWN \"\\xef\\xa2\\x88\"\t// U+f888\r\n#define ICON_FA_SORT_SHAPES_DOWN_ALT \"\\xef\\xa2\\x89\"\t// U+f889\r\n#define ICON_FA_SORT_SHAPES_UP \"\\xef\\xa2\\x8a\"\t// U+f88a\r\n#define ICON_FA_SORT_SHAPES_UP_ALT \"\\xef\\xa2\\x8b\"\t// U+f88b\r\n#define ICON_FA_SORT_SIZE_DOWN \"\\xef\\xa2\\x8c\"\t// U+f88c\r\n#define ICON_FA_SORT_SIZE_DOWN_ALT \"\\xef\\xa2\\x8d\"\t// U+f88d\r\n#define ICON_FA_SORT_SIZE_UP \"\\xef\\xa2\\x8e\"\t// U+f88e\r\n#define ICON_FA_SORT_SIZE_UP_ALT \"\\xef\\xa2\\x8f\"\t// U+f88f\r\n#define ICON_FA_SORT_UP \"\\xef\\x83\\x9e\"\t// U+f0de\r\n#define ICON_FA_SOUP \"\\xef\\xa0\\xa3\"\t// U+f823\r\n#define ICON_FA_SPA \"\\xef\\x96\\xbb\"\t// U+f5bb\r\n#define ICON_FA_SPACE_SHUTTLE \"\\xef\\x86\\x97\"\t// U+f197\r\n#define ICON_FA_SPACE_STATION_MOON \"\\xee\\x80\\xb3\"\t// U+e033\r\n#define ICON_FA_SPACE_STATION_MOON_ALT \"\\xee\\x80\\xb4\"\t// U+e034\r\n#define ICON_FA_SPADE \"\\xef\\x8b\\xb4\"\t// U+f2f4\r\n#define ICON_FA_SPARKLES \"\\xef\\xa2\\x90\"\t// U+f890\r\n#define ICON_FA_SPEAKER \"\\xef\\xa3\\x9f\"\t// U+f8df\r\n#define ICON_FA_SPEAKERS \"\\xef\\xa3\\xa0\"\t// U+f8e0\r\n#define ICON_FA_SPELL_CHECK \"\\xef\\xa2\\x91\"\t// U+f891\r\n#define ICON_FA_SPIDER \"\\xef\\x9c\\x97\"\t// U+f717\r\n#define ICON_FA_SPIDER_BLACK_WIDOW \"\\xef\\x9c\\x98\"\t// U+f718\r\n#define ICON_FA_SPIDER_WEB \"\\xef\\x9c\\x99\"\t// U+f719\r\n#define ICON_FA_SPINNER \"\\xef\\x84\\x90\"\t// U+f110\r\n#define ICON_FA_SPINNER_THIRD \"\\xef\\x8f\\xb4\"\t// U+f3f4\r\n#define ICON_FA_SPLOTCH \"\\xef\\x96\\xbc\"\t// U+f5bc\r\n#define ICON_FA_SPRAY_CAN \"\\xef\\x96\\xbd\"\t// U+f5bd\r\n#define ICON_FA_SPRINKLER \"\\xee\\x80\\xb5\"\t// U+e035\r\n#define ICON_FA_SQUARE \"\\xef\\x83\\x88\"\t// U+f0c8\r\n#define ICON_FA_SQUARE_FULL \"\\xef\\x91\\x9c\"\t// U+f45c\r\n#define ICON_FA_SQUARE_ROOT \"\\xef\\x9a\\x97\"\t// U+f697\r\n#define ICON_FA_SQUARE_ROOT_ALT \"\\xef\\x9a\\x98\"\t// U+f698\r\n#define ICON_FA_SQUIRREL \"\\xef\\x9c\\x9a\"\t// U+f71a\r\n#define ICON_FA_STAFF \"\\xef\\x9c\\x9b\"\t// U+f71b\r\n#define ICON_FA_STAMP \"\\xef\\x96\\xbf\"\t// U+f5bf\r\n#define ICON_FA_STAR \"\\xef\\x80\\x85\"\t// U+f005\r\n#define ICON_FA_STAR_AND_CRESCENT \"\\xef\\x9a\\x99\"\t// U+f699\r\n#define ICON_FA_STAR_CHRISTMAS \"\\xef\\x9f\\x94\"\t// U+f7d4\r\n#define ICON_FA_STAR_EXCLAMATION \"\\xef\\x8b\\xb3\"\t// U+f2f3\r\n#define ICON_FA_STAR_HALF \"\\xef\\x82\\x89\"\t// U+f089\r\n#define ICON_FA_STAR_HALF_ALT \"\\xef\\x97\\x80\"\t// U+f5c0\r\n#define ICON_FA_STAR_OF_DAVID \"\\xef\\x9a\\x9a\"\t// U+f69a\r\n#define ICON_FA_STAR_OF_LIFE \"\\xef\\x98\\xa1\"\t// U+f621\r\n#define ICON_FA_STAR_SHOOTING \"\\xee\\x80\\xb6\"\t// U+e036\r\n#define ICON_FA_STARFIGHTER \"\\xee\\x80\\xb7\"\t// U+e037\r\n#define ICON_FA_STARFIGHTER_ALT \"\\xee\\x80\\xb8\"\t// U+e038\r\n#define ICON_FA_STARS \"\\xef\\x9d\\xa2\"\t// U+f762\r\n#define ICON_FA_STARSHIP \"\\xee\\x80\\xb9\"\t// U+e039\r\n#define ICON_FA_STARSHIP_FREIGHTER \"\\xee\\x80\\xba\"\t// U+e03a\r\n#define ICON_FA_STEAK \"\\xef\\xa0\\xa4\"\t// U+f824\r\n#define ICON_FA_STEERING_WHEEL \"\\xef\\x98\\xa2\"\t// U+f622\r\n#define ICON_FA_STEP_BACKWARD \"\\xef\\x81\\x88\"\t// U+f048\r\n#define ICON_FA_STEP_FORWARD \"\\xef\\x81\\x91\"\t// U+f051\r\n#define ICON_FA_STETHOSCOPE \"\\xef\\x83\\xb1\"\t// U+f0f1\r\n#define ICON_FA_STICKY_NOTE \"\\xef\\x89\\x89\"\t// U+f249\r\n#define ICON_FA_STOCKING \"\\xef\\x9f\\x95\"\t// U+f7d5\r\n#define ICON_FA_STOMACH \"\\xef\\x98\\xa3\"\t// U+f623\r\n#define ICON_FA_STOP \"\\xef\\x81\\x8d\"\t// U+f04d\r\n#define ICON_FA_STOP_CIRCLE \"\\xef\\x8a\\x8d\"\t// U+f28d\r\n#define ICON_FA_STOPWATCH \"\\xef\\x8b\\xb2\"\t// U+f2f2\r\n#define ICON_FA_STOPWATCH_20 \"\\xee\\x81\\xaf\"\t// U+e06f\r\n#define ICON_FA_STORE \"\\xef\\x95\\x8e\"\t// U+f54e\r\n#define ICON_FA_STORE_ALT \"\\xef\\x95\\x8f\"\t// U+f54f\r\n#define ICON_FA_STORE_ALT_SLASH \"\\xee\\x81\\xb0\"\t// U+e070\r\n#define ICON_FA_STORE_SLASH \"\\xee\\x81\\xb1\"\t// U+e071\r\n#define ICON_FA_STREAM \"\\xef\\x95\\x90\"\t// U+f550\r\n#define ICON_FA_STREET_VIEW \"\\xef\\x88\\x9d\"\t// U+f21d\r\n#define ICON_FA_STRETCHER \"\\xef\\xa0\\xa5\"\t// U+f825\r\n#define ICON_FA_STRIKETHROUGH \"\\xef\\x83\\x8c\"\t// U+f0cc\r\n#define ICON_FA_STROOPWAFEL \"\\xef\\x95\\x91\"\t// U+f551\r\n#define ICON_FA_SUBSCRIPT \"\\xef\\x84\\xac\"\t// U+f12c\r\n#define ICON_FA_SUBWAY \"\\xef\\x88\\xb9\"\t// U+f239\r\n#define ICON_FA_SUITCASE \"\\xef\\x83\\xb2\"\t// U+f0f2\r\n#define ICON_FA_SUITCASE_ROLLING \"\\xef\\x97\\x81\"\t// U+f5c1\r\n#define ICON_FA_SUN \"\\xef\\x86\\x85\"\t// U+f185\r\n#define ICON_FA_SUN_CLOUD \"\\xef\\x9d\\xa3\"\t// U+f763\r\n#define ICON_FA_SUN_DUST \"\\xef\\x9d\\xa4\"\t// U+f764\r\n#define ICON_FA_SUN_HAZE \"\\xef\\x9d\\xa5\"\t// U+f765\r\n#define ICON_FA_SUNGLASSES \"\\xef\\xa2\\x92\"\t// U+f892\r\n#define ICON_FA_SUNRISE \"\\xef\\x9d\\xa6\"\t// U+f766\r\n#define ICON_FA_SUNSET \"\\xef\\x9d\\xa7\"\t// U+f767\r\n#define ICON_FA_SUPERSCRIPT \"\\xef\\x84\\xab\"\t// U+f12b\r\n#define ICON_FA_SURPRISE \"\\xef\\x97\\x82\"\t// U+f5c2\r\n#define ICON_FA_SWATCHBOOK \"\\xef\\x97\\x83\"\t// U+f5c3\r\n#define ICON_FA_SWIMMER \"\\xef\\x97\\x84\"\t// U+f5c4\r\n#define ICON_FA_SWIMMING_POOL \"\\xef\\x97\\x85\"\t// U+f5c5\r\n#define ICON_FA_SWORD \"\\xef\\x9c\\x9c\"\t// U+f71c\r\n#define ICON_FA_SWORD_LASER \"\\xee\\x80\\xbb\"\t// U+e03b\r\n#define ICON_FA_SWORD_LASER_ALT \"\\xee\\x80\\xbc\"\t// U+e03c\r\n#define ICON_FA_SWORDS \"\\xef\\x9c\\x9d\"\t// U+f71d\r\n#define ICON_FA_SWORDS_LASER \"\\xee\\x80\\xbd\"\t// U+e03d\r\n#define ICON_FA_SYNAGOGUE \"\\xef\\x9a\\x9b\"\t// U+f69b\r\n#define ICON_FA_SYNC \"\\xef\\x80\\xa1\"\t// U+f021\r\n#define ICON_FA_SYNC_ALT \"\\xef\\x8b\\xb1\"\t// U+f2f1\r\n#define ICON_FA_SYRINGE \"\\xef\\x92\\x8e\"\t// U+f48e\r\n#define ICON_FA_TABLE \"\\xef\\x83\\x8e\"\t// U+f0ce\r\n#define ICON_FA_TABLE_TENNIS \"\\xef\\x91\\x9d\"\t// U+f45d\r\n#define ICON_FA_TABLET \"\\xef\\x84\\x8a\"\t// U+f10a\r\n#define ICON_FA_TABLET_ALT \"\\xef\\x8f\\xba\"\t// U+f3fa\r\n#define ICON_FA_TABLET_ANDROID \"\\xef\\x8f\\xbb\"\t// U+f3fb\r\n#define ICON_FA_TABLET_ANDROID_ALT \"\\xef\\x8f\\xbc\"\t// U+f3fc\r\n#define ICON_FA_TABLET_RUGGED \"\\xef\\x92\\x8f\"\t// U+f48f\r\n#define ICON_FA_TABLETS \"\\xef\\x92\\x90\"\t// U+f490\r\n#define ICON_FA_TACHOMETER \"\\xef\\x83\\xa4\"\t// U+f0e4\r\n#define ICON_FA_TACHOMETER_ALT \"\\xef\\x8f\\xbd\"\t// U+f3fd\r\n#define ICON_FA_TACHOMETER_ALT_AVERAGE \"\\xef\\x98\\xa4\"\t// U+f624\r\n#define ICON_FA_TACHOMETER_ALT_FAST \"\\xef\\x98\\xa5\"\t// U+f625\r\n#define ICON_FA_TACHOMETER_ALT_FASTEST \"\\xef\\x98\\xa6\"\t// U+f626\r\n#define ICON_FA_TACHOMETER_ALT_SLOW \"\\xef\\x98\\xa7\"\t// U+f627\r\n#define ICON_FA_TACHOMETER_ALT_SLOWEST \"\\xef\\x98\\xa8\"\t// U+f628\r\n#define ICON_FA_TACHOMETER_AVERAGE \"\\xef\\x98\\xa9\"\t// U+f629\r\n#define ICON_FA_TACHOMETER_FAST \"\\xef\\x98\\xaa\"\t// U+f62a\r\n#define ICON_FA_TACHOMETER_FASTEST \"\\xef\\x98\\xab\"\t// U+f62b\r\n#define ICON_FA_TACHOMETER_SLOW \"\\xef\\x98\\xac\"\t// U+f62c\r\n#define ICON_FA_TACHOMETER_SLOWEST \"\\xef\\x98\\xad\"\t// U+f62d\r\n#define ICON_FA_TACO \"\\xef\\xa0\\xa6\"\t// U+f826\r\n#define ICON_FA_TAG \"\\xef\\x80\\xab\"\t// U+f02b\r\n#define ICON_FA_TAGS \"\\xef\\x80\\xac\"\t// U+f02c\r\n#define ICON_FA_TALLY \"\\xef\\x9a\\x9c\"\t// U+f69c\r\n#define ICON_FA_TANAKH \"\\xef\\xa0\\xa7\"\t// U+f827\r\n#define ICON_FA_TAPE \"\\xef\\x93\\x9b\"\t// U+f4db\r\n#define ICON_FA_TASKS \"\\xef\\x82\\xae\"\t// U+f0ae\r\n#define ICON_FA_TASKS_ALT \"\\xef\\xa0\\xa8\"\t// U+f828\r\n#define ICON_FA_TAXI \"\\xef\\x86\\xba\"\t// U+f1ba\r\n#define ICON_FA_TEETH \"\\xef\\x98\\xae\"\t// U+f62e\r\n#define ICON_FA_TEETH_OPEN \"\\xef\\x98\\xaf\"\t// U+f62f\r\n#define ICON_FA_TELESCOPE \"\\xee\\x80\\xbe\"\t// U+e03e\r\n#define ICON_FA_TEMPERATURE_DOWN \"\\xee\\x80\\xbf\"\t// U+e03f\r\n#define ICON_FA_TEMPERATURE_FRIGID \"\\xef\\x9d\\xa8\"\t// U+f768\r\n#define ICON_FA_TEMPERATURE_HIGH \"\\xef\\x9d\\xa9\"\t// U+f769\r\n#define ICON_FA_TEMPERATURE_HOT \"\\xef\\x9d\\xaa\"\t// U+f76a\r\n#define ICON_FA_TEMPERATURE_LOW \"\\xef\\x9d\\xab\"\t// U+f76b\r\n#define ICON_FA_TEMPERATURE_UP \"\\xee\\x81\\x80\"\t// U+e040\r\n#define ICON_FA_TENGE \"\\xef\\x9f\\x97\"\t// U+f7d7\r\n#define ICON_FA_TENNIS_BALL \"\\xef\\x91\\x9e\"\t// U+f45e\r\n#define ICON_FA_TERMINAL \"\\xef\\x84\\xa0\"\t// U+f120\r\n#define ICON_FA_TEXT \"\\xef\\xa2\\x93\"\t// U+f893\r\n#define ICON_FA_TEXT_HEIGHT \"\\xef\\x80\\xb4\"\t// U+f034\r\n#define ICON_FA_TEXT_SIZE \"\\xef\\xa2\\x94\"\t// U+f894\r\n#define ICON_FA_TEXT_WIDTH \"\\xef\\x80\\xb5\"\t// U+f035\r\n#define ICON_FA_TH \"\\xef\\x80\\x8a\"\t// U+f00a\r\n#define ICON_FA_TH_LARGE \"\\xef\\x80\\x89\"\t// U+f009\r\n#define ICON_FA_TH_LIST \"\\xef\\x80\\x8b\"\t// U+f00b\r\n#define ICON_FA_THEATER_MASKS \"\\xef\\x98\\xb0\"\t// U+f630\r\n#define ICON_FA_THERMOMETER \"\\xef\\x92\\x91\"\t// U+f491\r\n#define ICON_FA_THERMOMETER_EMPTY \"\\xef\\x8b\\x8b\"\t// U+f2cb\r\n#define ICON_FA_THERMOMETER_FULL \"\\xef\\x8b\\x87\"\t// U+f2c7\r\n#define ICON_FA_THERMOMETER_HALF \"\\xef\\x8b\\x89\"\t// U+f2c9\r\n#define ICON_FA_THERMOMETER_QUARTER \"\\xef\\x8b\\x8a\"\t// U+f2ca\r\n#define ICON_FA_THERMOMETER_THREE_QUARTERS \"\\xef\\x8b\\x88\"\t// U+f2c8\r\n#define ICON_FA_THETA \"\\xef\\x9a\\x9e\"\t// U+f69e\r\n#define ICON_FA_THUMBS_DOWN \"\\xef\\x85\\xa5\"\t// U+f165\r\n#define ICON_FA_THUMBS_UP \"\\xef\\x85\\xa4\"\t// U+f164\r\n#define ICON_FA_THUMBTACK \"\\xef\\x82\\x8d\"\t// U+f08d\r\n#define ICON_FA_THUNDERSTORM \"\\xef\\x9d\\xac\"\t// U+f76c\r\n#define ICON_FA_THUNDERSTORM_MOON \"\\xef\\x9d\\xad\"\t// U+f76d\r\n#define ICON_FA_THUNDERSTORM_SUN \"\\xef\\x9d\\xae\"\t// U+f76e\r\n#define ICON_FA_TICKET \"\\xef\\x85\\x85\"\t// U+f145\r\n#define ICON_FA_TICKET_ALT \"\\xef\\x8f\\xbf\"\t// U+f3ff\r\n#define ICON_FA_TILDE \"\\xef\\x9a\\x9f\"\t// U+f69f\r\n#define ICON_FA_TIMES \"\\xef\\x80\\x8d\"\t// U+f00d\r\n#define ICON_FA_TIMES_CIRCLE \"\\xef\\x81\\x97\"\t// U+f057\r\n#define ICON_FA_TIMES_HEXAGON \"\\xef\\x8b\\xae\"\t// U+f2ee\r\n#define ICON_FA_TIMES_OCTAGON \"\\xef\\x8b\\xb0\"\t// U+f2f0\r\n#define ICON_FA_TIMES_SQUARE \"\\xef\\x8b\\x93\"\t// U+f2d3\r\n#define ICON_FA_TINT \"\\xef\\x81\\x83\"\t// U+f043\r\n#define ICON_FA_TINT_SLASH \"\\xef\\x97\\x87\"\t// U+f5c7\r\n#define ICON_FA_TIRE \"\\xef\\x98\\xb1\"\t// U+f631\r\n#define ICON_FA_TIRE_FLAT \"\\xef\\x98\\xb2\"\t// U+f632\r\n#define ICON_FA_TIRE_PRESSURE_WARNING \"\\xef\\x98\\xb3\"\t// U+f633\r\n#define ICON_FA_TIRE_RUGGED \"\\xef\\x98\\xb4\"\t// U+f634\r\n#define ICON_FA_TIRED \"\\xef\\x97\\x88\"\t// U+f5c8\r\n#define ICON_FA_TOGGLE_OFF \"\\xef\\x88\\x84\"\t// U+f204\r\n#define ICON_FA_TOGGLE_ON \"\\xef\\x88\\x85\"\t// U+f205\r\n#define ICON_FA_TOILET \"\\xef\\x9f\\x98\"\t// U+f7d8\r\n#define ICON_FA_TOILET_PAPER \"\\xef\\x9c\\x9e\"\t// U+f71e\r\n#define ICON_FA_TOILET_PAPER_ALT \"\\xef\\x9c\\x9f\"\t// U+f71f\r\n#define ICON_FA_TOILET_PAPER_SLASH \"\\xee\\x81\\xb2\"\t// U+e072\r\n#define ICON_FA_TOMBSTONE \"\\xef\\x9c\\xa0\"\t// U+f720\r\n#define ICON_FA_TOMBSTONE_ALT \"\\xef\\x9c\\xa1\"\t// U+f721\r\n#define ICON_FA_TOOLBOX \"\\xef\\x95\\x92\"\t// U+f552\r\n#define ICON_FA_TOOLS \"\\xef\\x9f\\x99\"\t// U+f7d9\r\n#define ICON_FA_TOOTH \"\\xef\\x97\\x89\"\t// U+f5c9\r\n#define ICON_FA_TOOTHBRUSH \"\\xef\\x98\\xb5\"\t// U+f635\r\n#define ICON_FA_TORAH \"\\xef\\x9a\\xa0\"\t// U+f6a0\r\n#define ICON_FA_TORII_GATE \"\\xef\\x9a\\xa1\"\t// U+f6a1\r\n#define ICON_FA_TORNADO \"\\xef\\x9d\\xaf\"\t// U+f76f\r\n#define ICON_FA_TRACTOR \"\\xef\\x9c\\xa2\"\t// U+f722\r\n#define ICON_FA_TRADEMARK \"\\xef\\x89\\x9c\"\t// U+f25c\r\n#define ICON_FA_TRAFFIC_CONE \"\\xef\\x98\\xb6\"\t// U+f636\r\n#define ICON_FA_TRAFFIC_LIGHT \"\\xef\\x98\\xb7\"\t// U+f637\r\n#define ICON_FA_TRAFFIC_LIGHT_GO \"\\xef\\x98\\xb8\"\t// U+f638\r\n#define ICON_FA_TRAFFIC_LIGHT_SLOW \"\\xef\\x98\\xb9\"\t// U+f639\r\n#define ICON_FA_TRAFFIC_LIGHT_STOP \"\\xef\\x98\\xba\"\t// U+f63a\r\n#define ICON_FA_TRAILER \"\\xee\\x81\\x81\"\t// U+e041\r\n#define ICON_FA_TRAIN \"\\xef\\x88\\xb8\"\t// U+f238\r\n#define ICON_FA_TRAM \"\\xef\\x9f\\x9a\"\t// U+f7da\r\n#define ICON_FA_TRANSGENDER \"\\xef\\x88\\xa4\"\t// U+f224\r\n#define ICON_FA_TRANSGENDER_ALT \"\\xef\\x88\\xa5\"\t// U+f225\r\n#define ICON_FA_TRANSPORTER \"\\xee\\x81\\x82\"\t// U+e042\r\n#define ICON_FA_TRANSPORTER_1 \"\\xee\\x81\\x83\"\t// U+e043\r\n#define ICON_FA_TRANSPORTER_2 \"\\xee\\x81\\x84\"\t// U+e044\r\n#define ICON_FA_TRANSPORTER_3 \"\\xee\\x81\\x85\"\t// U+e045\r\n#define ICON_FA_TRANSPORTER_EMPTY \"\\xee\\x81\\x86\"\t// U+e046\r\n#define ICON_FA_TRASH \"\\xef\\x87\\xb8\"\t// U+f1f8\r\n#define ICON_FA_TRASH_ALT \"\\xef\\x8b\\xad\"\t// U+f2ed\r\n#define ICON_FA_TRASH_RESTORE \"\\xef\\xa0\\xa9\"\t// U+f829\r\n#define ICON_FA_TRASH_RESTORE_ALT \"\\xef\\xa0\\xaa\"\t// U+f82a\r\n#define ICON_FA_TRASH_UNDO \"\\xef\\xa2\\x95\"\t// U+f895\r\n#define ICON_FA_TRASH_UNDO_ALT \"\\xef\\xa2\\x96\"\t// U+f896\r\n#define ICON_FA_TREASURE_CHEST \"\\xef\\x9c\\xa3\"\t// U+f723\r\n#define ICON_FA_TREE \"\\xef\\x86\\xbb\"\t// U+f1bb\r\n#define ICON_FA_TREE_ALT \"\\xef\\x90\\x80\"\t// U+f400\r\n#define ICON_FA_TREE_CHRISTMAS \"\\xef\\x9f\\x9b\"\t// U+f7db\r\n#define ICON_FA_TREE_DECORATED \"\\xef\\x9f\\x9c\"\t// U+f7dc\r\n#define ICON_FA_TREE_LARGE \"\\xef\\x9f\\x9d\"\t// U+f7dd\r\n#define ICON_FA_TREE_PALM \"\\xef\\xa0\\xab\"\t// U+f82b\r\n#define ICON_FA_TREES \"\\xef\\x9c\\xa4\"\t// U+f724\r\n#define ICON_FA_TRIANGLE \"\\xef\\x8b\\xac\"\t// U+f2ec\r\n#define ICON_FA_TRIANGLE_MUSIC \"\\xef\\xa3\\xa2\"\t// U+f8e2\r\n#define ICON_FA_TROPHY \"\\xef\\x82\\x91\"\t// U+f091\r\n#define ICON_FA_TROPHY_ALT \"\\xef\\x8b\\xab\"\t// U+f2eb\r\n#define ICON_FA_TRUCK \"\\xef\\x83\\x91\"\t// U+f0d1\r\n#define ICON_FA_TRUCK_CONTAINER \"\\xef\\x93\\x9c\"\t// U+f4dc\r\n#define ICON_FA_TRUCK_COUCH \"\\xef\\x93\\x9d\"\t// U+f4dd\r\n#define ICON_FA_TRUCK_LOADING \"\\xef\\x93\\x9e\"\t// U+f4de\r\n#define ICON_FA_TRUCK_MONSTER \"\\xef\\x98\\xbb\"\t// U+f63b\r\n#define ICON_FA_TRUCK_MOVING \"\\xef\\x93\\x9f\"\t// U+f4df\r\n#define ICON_FA_TRUCK_PICKUP \"\\xef\\x98\\xbc\"\t// U+f63c\r\n#define ICON_FA_TRUCK_PLOW \"\\xef\\x9f\\x9e\"\t// U+f7de\r\n#define ICON_FA_TRUCK_RAMP \"\\xef\\x93\\xa0\"\t// U+f4e0\r\n#define ICON_FA_TRUMPET \"\\xef\\xa3\\xa3\"\t// U+f8e3\r\n#define ICON_FA_TSHIRT \"\\xef\\x95\\x93\"\t// U+f553\r\n#define ICON_FA_TTY \"\\xef\\x87\\xa4\"\t// U+f1e4\r\n#define ICON_FA_TURKEY \"\\xef\\x9c\\xa5\"\t// U+f725\r\n#define ICON_FA_TURNTABLE \"\\xef\\xa3\\xa4\"\t// U+f8e4\r\n#define ICON_FA_TURTLE \"\\xef\\x9c\\xa6\"\t// U+f726\r\n#define ICON_FA_TV \"\\xef\\x89\\xac\"\t// U+f26c\r\n#define ICON_FA_TV_ALT \"\\xef\\xa3\\xa5\"\t// U+f8e5\r\n#define ICON_FA_TV_MUSIC \"\\xef\\xa3\\xa6\"\t// U+f8e6\r\n#define ICON_FA_TV_RETRO \"\\xef\\x90\\x81\"\t// U+f401\r\n#define ICON_FA_TYPEWRITER \"\\xef\\xa3\\xa7\"\t// U+f8e7\r\n#define ICON_FA_UFO \"\\xee\\x81\\x87\"\t// U+e047\r\n#define ICON_FA_UFO_BEAM \"\\xee\\x81\\x88\"\t// U+e048\r\n#define ICON_FA_UMBRELLA \"\\xef\\x83\\xa9\"\t// U+f0e9\r\n#define ICON_FA_UMBRELLA_BEACH \"\\xef\\x97\\x8a\"\t// U+f5ca\r\n#define ICON_FA_UNDERLINE \"\\xef\\x83\\x8d\"\t// U+f0cd\r\n#define ICON_FA_UNDO \"\\xef\\x83\\xa2\"\t// U+f0e2\r\n#define ICON_FA_UNDO_ALT \"\\xef\\x8b\\xaa\"\t// U+f2ea\r\n#define ICON_FA_UNICORN \"\\xef\\x9c\\xa7\"\t// U+f727\r\n#define ICON_FA_UNION \"\\xef\\x9a\\xa2\"\t// U+f6a2\r\n#define ICON_FA_UNIVERSAL_ACCESS \"\\xef\\x8a\\x9a\"\t// U+f29a\r\n#define ICON_FA_UNIVERSITY \"\\xef\\x86\\x9c\"\t// U+f19c\r\n#define ICON_FA_UNLINK \"\\xef\\x84\\xa7\"\t// U+f127\r\n#define ICON_FA_UNLOCK \"\\xef\\x82\\x9c\"\t// U+f09c\r\n#define ICON_FA_UNLOCK_ALT \"\\xef\\x84\\xbe\"\t// U+f13e\r\n#define ICON_FA_UPLOAD \"\\xef\\x82\\x93\"\t// U+f093\r\n#define ICON_FA_USB_DRIVE \"\\xef\\xa3\\xa9\"\t// U+f8e9\r\n#define ICON_FA_USD_CIRCLE \"\\xef\\x8b\\xa8\"\t// U+f2e8\r\n#define ICON_FA_USD_SQUARE \"\\xef\\x8b\\xa9\"\t// U+f2e9\r\n#define ICON_FA_USER \"\\xef\\x80\\x87\"\t// U+f007\r\n#define ICON_FA_USER_ALIEN \"\\xee\\x81\\x8a\"\t// U+e04a\r\n#define ICON_FA_USER_ALT \"\\xef\\x90\\x86\"\t// U+f406\r\n#define ICON_FA_USER_ALT_SLASH \"\\xef\\x93\\xba\"\t// U+f4fa\r\n#define ICON_FA_USER_ASTRONAUT \"\\xef\\x93\\xbb\"\t// U+f4fb\r\n#define ICON_FA_USER_CHART \"\\xef\\x9a\\xa3\"\t// U+f6a3\r\n#define ICON_FA_USER_CHECK \"\\xef\\x93\\xbc\"\t// U+f4fc\r\n#define ICON_FA_USER_CIRCLE \"\\xef\\x8a\\xbd\"\t// U+f2bd\r\n#define ICON_FA_USER_CLOCK \"\\xef\\x93\\xbd\"\t// U+f4fd\r\n#define ICON_FA_USER_COG \"\\xef\\x93\\xbe\"\t// U+f4fe\r\n#define ICON_FA_USER_COWBOY \"\\xef\\xa3\\xaa\"\t// U+f8ea\r\n#define ICON_FA_USER_CROWN \"\\xef\\x9a\\xa4\"\t// U+f6a4\r\n#define ICON_FA_USER_EDIT \"\\xef\\x93\\xbf\"\t// U+f4ff\r\n#define ICON_FA_USER_FRIENDS \"\\xef\\x94\\x80\"\t// U+f500\r\n#define ICON_FA_USER_GRADUATE \"\\xef\\x94\\x81\"\t// U+f501\r\n#define ICON_FA_USER_HARD_HAT \"\\xef\\xa0\\xac\"\t// U+f82c\r\n#define ICON_FA_USER_HEADSET \"\\xef\\xa0\\xad\"\t// U+f82d\r\n#define ICON_FA_USER_INJURED \"\\xef\\x9c\\xa8\"\t// U+f728\r\n#define ICON_FA_USER_LOCK \"\\xef\\x94\\x82\"\t// U+f502\r\n#define ICON_FA_USER_MD \"\\xef\\x83\\xb0\"\t// U+f0f0\r\n#define ICON_FA_USER_MD_CHAT \"\\xef\\xa0\\xae\"\t// U+f82e\r\n#define ICON_FA_USER_MINUS \"\\xef\\x94\\x83\"\t// U+f503\r\n#define ICON_FA_USER_MUSIC \"\\xef\\xa3\\xab\"\t// U+f8eb\r\n#define ICON_FA_USER_NINJA \"\\xef\\x94\\x84\"\t// U+f504\r\n#define ICON_FA_USER_NURSE \"\\xef\\xa0\\xaf\"\t// U+f82f\r\n#define ICON_FA_USER_PLUS \"\\xef\\x88\\xb4\"\t// U+f234\r\n#define ICON_FA_USER_ROBOT \"\\xee\\x81\\x8b\"\t// U+e04b\r\n#define ICON_FA_USER_SECRET \"\\xef\\x88\\x9b\"\t// U+f21b\r\n#define ICON_FA_USER_SHIELD \"\\xef\\x94\\x85\"\t// U+f505\r\n#define ICON_FA_USER_SLASH \"\\xef\\x94\\x86\"\t// U+f506\r\n#define ICON_FA_USER_TAG \"\\xef\\x94\\x87\"\t// U+f507\r\n#define ICON_FA_USER_TIE \"\\xef\\x94\\x88\"\t// U+f508\r\n#define ICON_FA_USER_TIMES \"\\xef\\x88\\xb5\"\t// U+f235\r\n#define ICON_FA_USER_UNLOCK \"\\xee\\x81\\x98\"\t// U+e058\r\n#define ICON_FA_USER_VISOR \"\\xee\\x81\\x8c\"\t// U+e04c\r\n#define ICON_FA_USERS \"\\xef\\x83\\x80\"\t// U+f0c0\r\n#define ICON_FA_USERS_CLASS \"\\xef\\x98\\xbd\"\t// U+f63d\r\n#define ICON_FA_USERS_COG \"\\xef\\x94\\x89\"\t// U+f509\r\n#define ICON_FA_USERS_CROWN \"\\xef\\x9a\\xa5\"\t// U+f6a5\r\n#define ICON_FA_USERS_MEDICAL \"\\xef\\xa0\\xb0\"\t// U+f830\r\n#define ICON_FA_USERS_SLASH \"\\xee\\x81\\xb3\"\t// U+e073\r\n#define ICON_FA_UTENSIL_FORK \"\\xef\\x8b\\xa3\"\t// U+f2e3\r\n#define ICON_FA_UTENSIL_KNIFE \"\\xef\\x8b\\xa4\"\t// U+f2e4\r\n#define ICON_FA_UTENSIL_SPOON \"\\xef\\x8b\\xa5\"\t// U+f2e5\r\n#define ICON_FA_UTENSILS \"\\xef\\x8b\\xa7\"\t// U+f2e7\r\n#define ICON_FA_UTENSILS_ALT \"\\xef\\x8b\\xa6\"\t// U+f2e6\r\n#define ICON_FA_VACUUM \"\\xee\\x81\\x8d\"\t// U+e04d\r\n#define ICON_FA_VACUUM_ROBOT \"\\xee\\x81\\x8e\"\t// U+e04e\r\n#define ICON_FA_VALUE_ABSOLUTE \"\\xef\\x9a\\xa6\"\t// U+f6a6\r\n#define ICON_FA_VECTOR_SQUARE \"\\xef\\x97\\x8b\"\t// U+f5cb\r\n#define ICON_FA_VENUS \"\\xef\\x88\\xa1\"\t// U+f221\r\n#define ICON_FA_VENUS_DOUBLE \"\\xef\\x88\\xa6\"\t// U+f226\r\n#define ICON_FA_VENUS_MARS \"\\xef\\x88\\xa8\"\t// U+f228\r\n#define ICON_FA_VEST \"\\xee\\x82\\x85\"\t// U+e085\r\n#define ICON_FA_VEST_PATCHES \"\\xee\\x82\\x86\"\t// U+e086\r\n#define ICON_FA_VHS \"\\xef\\xa3\\xac\"\t// U+f8ec\r\n#define ICON_FA_VIAL \"\\xef\\x92\\x92\"\t// U+f492\r\n#define ICON_FA_VIALS \"\\xef\\x92\\x93\"\t// U+f493\r\n#define ICON_FA_VIDEO \"\\xef\\x80\\xbd\"\t// U+f03d\r\n#define ICON_FA_VIDEO_PLUS \"\\xef\\x93\\xa1\"\t// U+f4e1\r\n#define ICON_FA_VIDEO_SLASH \"\\xef\\x93\\xa2\"\t// U+f4e2\r\n#define ICON_FA_VIHARA \"\\xef\\x9a\\xa7\"\t// U+f6a7\r\n#define ICON_FA_VIOLIN \"\\xef\\xa3\\xad\"\t// U+f8ed\r\n#define ICON_FA_VIRUS \"\\xee\\x81\\xb4\"\t// U+e074\r\n#define ICON_FA_VIRUS_SLASH \"\\xee\\x81\\xb5\"\t// U+e075\r\n#define ICON_FA_VIRUSES \"\\xee\\x81\\xb6\"\t// U+e076\r\n#define ICON_FA_VOICEMAIL \"\\xef\\xa2\\x97\"\t// U+f897\r\n#define ICON_FA_VOLCANO \"\\xef\\x9d\\xb0\"\t// U+f770\r\n#define ICON_FA_VOLLEYBALL_BALL \"\\xef\\x91\\x9f\"\t// U+f45f\r\n#define ICON_FA_VOLUME \"\\xef\\x9a\\xa8\"\t// U+f6a8\r\n#define ICON_FA_VOLUME_DOWN \"\\xef\\x80\\xa7\"\t// U+f027\r\n#define ICON_FA_VOLUME_MUTE \"\\xef\\x9a\\xa9\"\t// U+f6a9\r\n#define ICON_FA_VOLUME_OFF \"\\xef\\x80\\xa6\"\t// U+f026\r\n#define ICON_FA_VOLUME_SLASH \"\\xef\\x8b\\xa2\"\t// U+f2e2\r\n#define ICON_FA_VOLUME_UP \"\\xef\\x80\\xa8\"\t// U+f028\r\n#define ICON_FA_VOTE_NAY \"\\xef\\x9d\\xb1\"\t// U+f771\r\n#define ICON_FA_VOTE_YEA \"\\xef\\x9d\\xb2\"\t// U+f772\r\n#define ICON_FA_VR_CARDBOARD \"\\xef\\x9c\\xa9\"\t// U+f729\r\n#define ICON_FA_WAGON_COVERED \"\\xef\\xa3\\xae\"\t// U+f8ee\r\n#define ICON_FA_WALKER \"\\xef\\xa0\\xb1\"\t// U+f831\r\n#define ICON_FA_WALKIE_TALKIE \"\\xef\\xa3\\xaf\"\t// U+f8ef\r\n#define ICON_FA_WALKING \"\\xef\\x95\\x94\"\t// U+f554\r\n#define ICON_FA_WALLET \"\\xef\\x95\\x95\"\t// U+f555\r\n#define ICON_FA_WAND \"\\xef\\x9c\\xaa\"\t// U+f72a\r\n#define ICON_FA_WAND_MAGIC \"\\xef\\x9c\\xab\"\t// U+f72b\r\n#define ICON_FA_WAREHOUSE \"\\xef\\x92\\x94\"\t// U+f494\r\n#define ICON_FA_WAREHOUSE_ALT \"\\xef\\x92\\x95\"\t// U+f495\r\n#define ICON_FA_WASHER \"\\xef\\xa2\\x98\"\t// U+f898\r\n#define ICON_FA_WATCH \"\\xef\\x8b\\xa1\"\t// U+f2e1\r\n#define ICON_FA_WATCH_CALCULATOR \"\\xef\\xa3\\xb0\"\t// U+f8f0\r\n#define ICON_FA_WATCH_FITNESS \"\\xef\\x98\\xbe\"\t// U+f63e\r\n#define ICON_FA_WATER \"\\xef\\x9d\\xb3\"\t// U+f773\r\n#define ICON_FA_WATER_LOWER \"\\xef\\x9d\\xb4\"\t// U+f774\r\n#define ICON_FA_WATER_RISE \"\\xef\\x9d\\xb5\"\t// U+f775\r\n#define ICON_FA_WAVE_SINE \"\\xef\\xa2\\x99\"\t// U+f899\r\n#define ICON_FA_WAVE_SQUARE \"\\xef\\xa0\\xbe\"\t// U+f83e\r\n#define ICON_FA_WAVE_TRIANGLE \"\\xef\\xa2\\x9a\"\t// U+f89a\r\n#define ICON_FA_WAVEFORM \"\\xef\\xa3\\xb1\"\t// U+f8f1\r\n#define ICON_FA_WAVEFORM_PATH \"\\xef\\xa3\\xb2\"\t// U+f8f2\r\n#define ICON_FA_WEBCAM \"\\xef\\xa0\\xb2\"\t// U+f832\r\n#define ICON_FA_WEBCAM_SLASH \"\\xef\\xa0\\xb3\"\t// U+f833\r\n#define ICON_FA_WEIGHT \"\\xef\\x92\\x96\"\t// U+f496\r\n#define ICON_FA_WEIGHT_HANGING \"\\xef\\x97\\x8d\"\t// U+f5cd\r\n#define ICON_FA_WHALE \"\\xef\\x9c\\xac\"\t// U+f72c\r\n#define ICON_FA_WHEAT \"\\xef\\x9c\\xad\"\t// U+f72d\r\n#define ICON_FA_WHEELCHAIR \"\\xef\\x86\\x93\"\t// U+f193\r\n#define ICON_FA_WHISTLE \"\\xef\\x91\\xa0\"\t// U+f460\r\n#define ICON_FA_WIFI \"\\xef\\x87\\xab\"\t// U+f1eb\r\n#define ICON_FA_WIFI_1 \"\\xef\\x9a\\xaa\"\t// U+f6aa\r\n#define ICON_FA_WIFI_2 \"\\xef\\x9a\\xab\"\t// U+f6ab\r\n#define ICON_FA_WIFI_SLASH \"\\xef\\x9a\\xac\"\t// U+f6ac\r\n#define ICON_FA_WIND \"\\xef\\x9c\\xae\"\t// U+f72e\r\n#define ICON_FA_WIND_TURBINE \"\\xef\\xa2\\x9b\"\t// U+f89b\r\n#define ICON_FA_WIND_WARNING \"\\xef\\x9d\\xb6\"\t// U+f776\r\n#define ICON_FA_WINDOW \"\\xef\\x90\\x8e\"\t// U+f40e\r\n#define ICON_FA_WINDOW_ALT \"\\xef\\x90\\x8f\"\t// U+f40f\r\n#define ICON_FA_WINDOW_CLOSE \"\\xef\\x90\\x90\"\t// U+f410\r\n#define ICON_FA_WINDOW_FRAME \"\\xee\\x81\\x8f\"\t// U+e04f\r\n#define ICON_FA_WINDOW_FRAME_OPEN \"\\xee\\x81\\x90\"\t// U+e050\r\n#define ICON_FA_WINDOW_MAXIMIZE \"\\xef\\x8b\\x90\"\t// U+f2d0\r\n#define ICON_FA_WINDOW_MINIMIZE \"\\xef\\x8b\\x91\"\t// U+f2d1\r\n#define ICON_FA_WINDOW_RESTORE \"\\xef\\x8b\\x92\"\t// U+f2d2\r\n#define ICON_FA_WINDSOCK \"\\xef\\x9d\\xb7\"\t// U+f777\r\n#define ICON_FA_WINE_BOTTLE \"\\xef\\x9c\\xaf\"\t// U+f72f\r\n#define ICON_FA_WINE_GLASS \"\\xef\\x93\\xa3\"\t// U+f4e3\r\n#define ICON_FA_WINE_GLASS_ALT \"\\xef\\x97\\x8e\"\t// U+f5ce\r\n#define ICON_FA_WON_SIGN \"\\xef\\x85\\x99\"\t// U+f159\r\n#define ICON_FA_WREATH \"\\xef\\x9f\\xa2\"\t// U+f7e2\r\n#define ICON_FA_WRENCH \"\\xef\\x82\\xad\"\t// U+f0ad\r\n#define ICON_FA_X_RAY \"\\xef\\x92\\x97\"\t// U+f497\r\n#define ICON_FA_YEN_SIGN \"\\xef\\x85\\x97\"\t// U+f157\r\n#define ICON_FA_YIN_YANG \"\\xef\\x9a\\xad\"\t// U+f6ad"
  },
  {
    "path": "Overlay/GUI.hpp",
    "content": "// Externals\n#pragma once\n#include <chrono>\n#include <cstddef>\n#include <string>\n#include <thread>\n#include <GLFW/glfw3.h>\n#include <GL/gl.h>\n#include \"../imgui/imgui.h\"\n#include \"../imgui/imconfig.h\"\n#include \"../imgui/imgui_impl_glfw.h\"\n#include \"../imgui/imgui_impl_opengl3.h\"\n#include \"../imgui/imgui_internal.h\"\n#include \"FontAwesome.h\"\n#define IMGUI_DEFINE_MATH_OPERATORS\n\n// Internals\n#include \"Font.hpp\"\n#include \"../Utils/InputManager.hpp\"\n#include \"../Utils/Config.hpp\"\n#include \"../Utils/Features.hpp\"\n#include \"../Features/Legitbot.hpp\"\n#include \"AdvancedGUI.hpp\"\n#include \"Overlay.hpp\"\n#include \"../Core/LocalPlayer.hpp\"\n\nstruct Menu\n{\n\tbool ShowMenu = true;\n\tImVec4 DetailColor = ImVec4(0.25f, 0.25f, 0.25f, 1.00f);\n\tImVec4 ButtonColor = ImVec4(0.25f, 0.25f, 0.25f, 1.00f);\n\tImVec4 CheckboxColor = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);\n\tImVec4 TextColor = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);\n\tImVec4 SelectedColor = ImVec4(1.00f, 0.00f, 0.00f, 1.00f);\n\n\tImGuiWindowFlags WindowFlags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_NoTitleBar;\n\tImGuiColorEditFlags ColorEditFlags = ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs;\n\n\tint WindowWidth = 1000; // 1000 // 950 // 1000\n\tint WindowHeight = 495; // 600 // 450 // 648\n\n\t//bool TeamGamemode = true;\n\n\tenum MenuTabs\n\t{\n\t\tLegitbot,\n\t\tRagebot,\n\t\tFlickbot,\n\t\tTriggerbot,\n\t\tGlow,\n\t\tESP,\n\t\tMisc,\n\t\tSettings,\n\t\tConfig\n\t};\n\n\tint SelectedLegitbotSubTab = 0;\t  // 6\n\tint SelectedRagebotSubTab = 0;\t  // 1\n\tint SelectedFlickbotSubTab = 0;\t  // 2\n\tint SelectedTriggerbotSubTab = 0; // 2\n\tint SelectedGlowSubTab = 0;\t\t  // 2\n\tint SelectedESPSubTabLeft = 0;\t  // 3\n\tint SelectedESPSubTabRight = 0;\t  // 4\n\tint SelectedMiscSubTab = 0;\t\t  // 4\n\tint SelectedSettingsSubTab = 0;\t  // 2\n\tint SelectedConfigSubTab = 0;\t  // 1\n\n\tMenuTabs CurrentTab = MenuTabs::Legitbot;\n\n\t// Icons\n\tImFont* IconFont = nullptr;\n\n\tLocalPlayer* Myself;\n\tAdvancedGUI* Advanced;\n\n\tMenu(LocalPlayer* Myself, AdvancedGUI* Advanced) {\n\t\tthis->Myself = Myself;\n\t\tthis->Advanced = Advanced;\n\t}\n\n\t// Padding between controls\n\tconst void Space(bool NoSeparator = false) {\n\t\tImGui::Spacing();\n\t\tif (!NoSeparator) {\n\t\t\tImGui::Spacing();\n\t\t\tImGui::Separator();\n\t\t}\n\t\tImGui::Spacing();\n\t\tImGui::Spacing();\n\t}\n\n\t// Two Spacings In One! Who Would've Thought!\n\tconst void DoubleSpacing() {\n\t\tImGui::Spacing();\n\t\tImGui::Spacing();\n\t}\n\n\t// Ok, Three Spacings In One Is Pushing It.\n\tconst void TripleSpacing() {\n\t\tImGui::Spacing();\n\t\tImGui::Spacing();\n\t\tImGui::Spacing();\n\t}\n\n\t// Help Marker\n\tconst void DrawHelpMarker(const char* desc) {\n\t\tImGui::SameLine(ImGui::GetWindowWidth() - 50);\n\t\tImGui::TextDisabled(\"[?]\");\n\t\tif (ImGui::IsItemHovered()) {\n\t\t\tImGui::BeginTooltip();\n\t\t\tImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);\n\t\t\tImGui::TextUnformatted(desc);\n\t\t\tImGui::PopTextWrapPos();\n\t\t\tImGui::EndTooltip();\n\t\t}\n\t}\n\n\t// Help Marker\n\tstatic void Helper(const char* desc) {\n\n\t\tImGui::SameLine(0.f, 5.f);\n\t\tImGui::Text(\"(?)\");\n\t\tif (ImGui::IsItemHovered()) {\n\t\t\tImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(4, 4));\n\t\t\tImGui::BeginTooltip();\n\t\t\tImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);\n\t\t\tImGui::Text(desc);\n\t\t\tImGui::PopTextWrapPos();\n\t\t\tImGui::EndTooltip();\n\t\t\tImGui::PopStyleVar();\n\t\t}\n\t}\n\n\tvoid ComboBox(const char* label, const char* desc, int* current_item, const char* items_separated_by_zeros, int height_in_items) {\n\t\tImGui::Spacing();\n\t\tImGui::SameLine(15);\n\t\tImGui::TextColored(ImColor(255, 255, 255, 255), label);\n\n\t\tImGui::Spacing();\n\t\tImGui::SameLine(15);\n\t\tImGui::TextColored(ImColor(97, 97, 97, 255), desc);\n\t\tImGui::ComboBox(label, current_item, items_separated_by_zeros, height_in_items);\n\t\tImGui::Spacing();\n\t}\n\n\tvoid MultiCombo(const char* label, bool variable[], const char* labels[], int count) {\n\t\tImGuiContext& g = *GImGui;\n\n\t\tstd::string preview = \"None\";\n\n\t\tfor (auto i = 0, j = 0; i < count; i++) {\n\t\t\tif (variable[i]) {\n\t\t\t\tif (j)\n\t\t\t\t\tpreview += (\", \") + (std::string)labels[i];\n\t\t\t\telse\n\t\t\t\t\tpreview = labels[i];\n\n\t\t\t\tj++;\n\t\t\t}\n\t\t}\n\n\t\tif (ImGui::BeginCombo(label, preview.c_str(), count)) // draw start\n\t\t{\n\t\t\tfor (auto i = 0; i < count; i++)\n\t\t\t\tImGui::Selectable(labels[i], &variable[i], ImGuiSelectableFlags_DontClosePopups);\n\t\t\tImGui::EndCombo();\n\t\t}\n\n\t\tpreview = (\"None\"); // reset preview to use later\n\t}\n\n\t// Render GUI Tabs\n\tvoid RenderLegitbot(Overlay OverlayWindow) {\n\t\tImVec2 TabSize;\n\t\tTabSize = ImGui::GetWindowSize();\n\t\tImGui::SetCursorPos(ImVec2(0, 0));\n\t\tImGui::BeginChild(\"workzone\", ImVec2(0, 0), false, ImGuiWindowFlags_NoScrollbar);\n\t\tImGui::BeginGroup();\n\t\tImGui::Spacing();\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\"  AIMBOT\", 0 == SelectedLegitbotSubTab, ImVec2(111, 25)))\n\t\t\tSelectedLegitbotSubTab = 0;\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\"ADVANCED##AIMBOT\", 1 == SelectedLegitbotSubTab, ImVec2(111, 25)))\n\t\t\tSelectedLegitbotSubTab = 1;\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\" WEAPONS##AIMBOT\", 2 == SelectedLegitbotSubTab, ImVec2(111, 25)))\n\t\t\tSelectedLegitbotSubTab = 2;\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\" VISUALS##AIMBOT\", 3 == SelectedLegitbotSubTab, ImVec2(111, 25)))\n\t\t\tSelectedLegitbotSubTab = 3;\n\t\t/*ImGui::SameLine();\n\t\t// Add Vertical Separator Line\n\t\tImVec2 C = ImGui::GetWindowPos();\n\t\tconst ImVec2 Point1 = ImVec2(TabSize.x / 1.77 + 6.5f + C.x, 32 + C.y);\n\t\tconst ImVec2 Point2 = ImVec2(TabSize.x / 1.77 + 6.5f + C.x, C.y);\n\t\tImVec4 SeperatorColor = ImVec4(1.00f, 0.00f, 0.00f, 1.00f);\n\t\tImGui::GetWindowDrawList()->AddLine(Point1, Point2, ImGui::ColorConvertFloat4ToU32(SeperatorColor), 1.0f);*/\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\" RCS\", 4 == SelectedLegitbotSubTab, ImVec2(111, 25)))\n\t\t\tSelectedLegitbotSubTab = 4;\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\"ADVANCED##RCS\", 5 == SelectedLegitbotSubTab, ImVec2(111, 25)))\n\t\t\tSelectedLegitbotSubTab = 5;\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\" WEAPONS##RCS\", 6 == SelectedLegitbotSubTab, ImVec2(111, 25)))\n\t\t\tSelectedLegitbotSubTab = 6;\n\t\tImGui::EndGroup();\n\n\t\tImGui::SetCursorPos({ 15, 35 });\n\n\t\tImGui::BeginChild(\"workzone\", ImVec2(WindowWidth - 186, WindowHeight - 90), false, ImGuiWindowFlags_NoScrollbar);\n\n\t\tImGui::Separator();\n\t\tDoubleSpacing();\n\n\t\tif (SelectedLegitbotSubTab == 0) {\n\t\t\tImGui::BeginChildFrame(1, ImVec2(WindowWidth - 220, 135), true);\n\t\t\t{\n\t\t\t\tImGui::Spacing();\n\t\t\t\tImGui::Text(\"Aimbot\");\n\t\t\t\tImGui::Checkbox(\"Enabled\", &Features::Aimbot::AimbotEnabled);\n\t\t\t\tif (Features::Aimbot::AimbotEnabled) {\n\t\t\t\t\tconst char* AimbotModeIndex[] = { \"Cubic Bezier [xap-client]\", \"Linear [Grinder]\", \"Cubic Bezier 2 [Nika]\" };\n\t\t\t\t\tImGui::ComboBox(\"Aimbot Method\", &Features::Aimbot::AimbotMode, AimbotModeIndex, IM_ARRAYSIZE(AimbotModeIndex));\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"What Aimbot Method You Would Like.\\nYou may find Grinder To Be More Legit/Smooth.\");\n\t\t\t\t\tconst char* InputMethodIndex[] = { \"Mouse\", \"Memory (Controller Supported)\" };\n\t\t\t\t\tImGui::ComboBox(\"Input Method\", &Features::Aimbot::InputMethod, InputMethodIndex, IM_ARRAYSIZE(InputMethodIndex));\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"What Input Method The Aimbot Will Use.\\nYou Can Use Controller Method With KBM, But I Recommend Mouse.\\nNote: Controller Input Method Requires Low Processing Speed To Work Well (Below 10-15ms).\");\n\t\t\t\t}\n\t\t\t\tImGui::EndChildFrame();\n\t\t\t}\n\n\t\t\tif (Features::Aimbot::AimbotEnabled && Features::Aimbot::AimbotMode == 0 or Features::Aimbot::AimbotMode == 2 && !Features::Aimbot::AdvancedAim) {\n\t\t\t\tImGui::Columns(2, nullptr, false);\n\t\t\t\tImGui::BeginChildFrame(2, ImVec2(WindowWidth - 613, 93), true);\n\t\t\t\t{\n\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\tImGui::Text(\"Selected Hitbox\");\n\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair\", &Features::Aimbot::ClosestHitbox);\n\t\t\t\t\tif (!Features::Aimbot::ClosestHitbox) {\n\t\t\t\t\t\tconst char* HitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\tint HitboxTypeIndex = static_cast<int>(Features::AimbotHitboxes::Hitbox);\n\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type\", &HitboxTypeIndex, HitboxTypes, IM_ARRAYSIZE(HitboxTypes));\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(HitboxTypeIndex);\n\t\t\t\t\t}\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\n\t\t\t\tImGui::BeginChildFrame(3, ImVec2(WindowWidth - 613, 190), true);\n\t\t\t\t{\n\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\tconst char* BindMethodIndex[] = { \"Memory\", \"Keybinds\" };\n\t\t\t\t\tImGui::ComboBox(\"Aim Bind Method\", &Features::Aimbot::BindMethod, BindMethodIndex, IM_ARRAYSIZE(BindMethodIndex));\n\t\t\t\t\tif (!Features::Aimbot::AdvancedAim) {\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire and OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire\", &Features::Aimbot::OnFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS\", &Features::Aimbot::OnADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint AimBind = static_cast<int>(Features::AimbotBinds::AimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##Aimbot\", &AimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::AimBind = static_cast<InputKeyType>(AimBind);\n\t\t\t\t\t\t\tint ExtraBind = static_cast<int>(Features::AimbotBinds::ExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##Aimbot\", &ExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::ExtraBind = static_cast<InputKeyType>(ExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tImGui::Text(\"Aim Conditions\");\n\t\t\t\t\t\tImGui::Checkbox(\"Team Check##Aimbot\", &Features::Aimbot::TeamCheck);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Disable this if doing 1v1s in the firing range.\\nMay not work with Grinder Aim Method.\");\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0 or Features::Aimbot::AimbotMode == 2) { // xap-client\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"Visibility Check\", &Features::Aimbot::VisCheck);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Aims At Only Visible Enemies.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::Checkbox(\"Spectator Check\", &Features::Aimbot::SpectatorCheck);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Disables Aimbot When Being Spectated.\");\n\t\t\t\t\t\tif (Features::Aimbot::SpectatorCheck) {\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"Spectator Notifier\", &Features::Aimbot::SpectatorNotifier);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Notifies You When You Are Being Spectated & That Aimbot Is Disabled.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::Text(\"Targeting Options\");\n\t\t\t\t\t\tImGui::Checkbox(\"Allow Target Switching\", &Features::Aimbot::TargetSwitching);\n\t\t\t\t\t\tconst char* PriorityIndex[] = { \"Closest To Crosshair\", \"Closest To LocalPlayer\", \"Both\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Target Priority\", &Features::Aimbot::Priority, PriorityIndex, IM_ARRAYSIZE(PriorityIndex));\n\t\t\t\t\t\tDoubleSpacing();\n\t\t\t\t\t}\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\n\t\t\t\tif (!Features::Aimbot::AdvancedAim && Features::Aimbot::AimbotMode == 0 or Features::Aimbot::AimbotMode == 2) { // Cubic Bezier [xap-client]\n\t\t\t\t\tImGui::BeginChildFrame(4, ImVec2(WindowWidth - 613, 169), true);\n\t\t\t\t\t{\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t\tconst char* SmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::SmoothingMethod, SmoothingMethodIndex, IM_ARRAYSIZE(SmoothingMethodIndex));\n\n\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) // Mouse Only\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Speed\", &Features::Aimbot::Speed, 1, 100, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Speed of the Aim-Assist\\nHigher = Faster\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::SmoothingMethod == 0) // Static\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing\", &Features::Aimbot::HipfireSmooth, 0, 0.999, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing for the Aim-Assist whilst hipfiring.\\nHigher = Smoother\");\n\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing\", &Features::Aimbot::ADSSmooth, 0, 0.999, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing for the Aim-Assist whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 2) {\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##Test\", &Features::Aimbot::MouseHipfireSmoothing, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing for the Aim-Assist whilst hipfiring.\\nHigher = Smoother\");\n\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##Test\", &Features::Aimbot::MouseADSSmoothing, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing for the Aim-Assist whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::SmoothingMethod == 1) // Random\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Minimum Hipfire Smoothing\", &Features::Aimbot::MinHipfireSmooth, 0, 0.999, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing for the Aim-Assist whilst hipfiring.\\nHigher = Smoother\");\n\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Maximum Hipfire Smoothing\", &Features::Aimbot::MaxHipfireSmooth, 0, 0.999, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing for the Aim-Assist whilst hipfiring.\\nHigher = Smoother\");\n\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Minimum ADS Smoothing\", &Features::Aimbot::MinADSSmooth, 0, 0.999, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing for the Aim-Assist whilst ADS.\\nHigher = Smoother\");\n\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Maximum ADS Smoothing\", &Features::Aimbot::MaxADSSmooth, 0, 0.999, \"%.3f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing for the Aim-Assist whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 2) {\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Minimum Hipfire Smoothing##Test\", &Features::Aimbot::MinMouseHipfireSmoothing, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing for the Aim-Assist whilst hipfiring.\\nHigher = Smoother\");\n\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Maximum Hipfire Smoothing##Test\", &Features::Aimbot::MaxMouseHipfireSmoothing, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing for the Aim-Assist whilst hipfiring.\\nHigher = Smoother\");\n\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Minimum ADS Smoothing##Test\", &Features::Aimbot::MinMouseADSSmoothing, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing for the Aim-Assist whilst ADS.\\nHigher = Smoother\");\n\n\t\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Maximum ADS Smoothing##Test\", &Features::Aimbot::MaxMouseADSSmoothing, 1, 1000, \"%.0f\");\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing for the Aim-Assist whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::AimbotMode == 2) {\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Distance Smoothing##Test\", &Features::Aimbot::MouseExtraSmoothing, 1, 9999, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Aimbot::InputMethod == 0) { // Mouse Only\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone\", &Features::Aimbot::Deadzone, 0, 10, \"%.03f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::MainSliderInt(\"Delay\", &Features::Aimbot::Delay, 1, 50);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Delay time for the aimbot smoothing.\\n\");\n\n\t\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t\t}\n\n\t\t\t\t\tImGui::NextColumn();\n\n\t\t\t\t\tImGui::BeginChildFrame(5, ImVec2(WindowWidth - 630, 93), true);\n\t\t\t\t\t{\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t\tImGui::Text(\"Prediction\");\n\t\t\t\t\t\tImGui::Checkbox(\"Predict Movement\", &Features::Aimbot::PredictMovement);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Predict target's movement\");\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::Checkbox(\"Predict Bullet Drop\", &Features::Aimbot::PredictBulletDrop);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Predict weapon's bullet drop\");\n\n\t\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t\t}\n\n\t\t\t\t\tImGui::BeginChildFrame(6, ImVec2(WindowWidth - 630, 190), true);\n\t\t\t\t\t{\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Aimbot::FOV, 1, 90, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale\", &Features::Aimbot::ZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\n\t\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t\t}\n\n\t\t\t\t\tImGui::BeginChildFrame(7, ImVec2(WindowWidth - 630, 169), true);\n\t\t\t\t\t{\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::AdvancedMinDistance1, 1, 500, \"%.0f\"); // Ignore advanced, will work for both advanced and simple aimbot\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Min distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::AdvancedMaxDistance1, 1, 500, \"%.0f\"); // Ignore advanced, will work for both advanced and simple aimbot\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Max distance for Aim-Assist to work\");\n\t\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t\t}\n\t\t\t\t\tImGui::Spacing();\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (Features::Aimbot::AimbotEnabled && Features::Aimbot::AimbotMode == 1 && !Features::Aimbot::AdvancedAim && Features::Aimbot::InputMethod == 0) {\n\t\t\t\tImGui::Columns(2, nullptr, false);\n\t\t\t\tImGui::BeginChildFrame(3, ImVec2(WindowWidth - 613, 217), true);\n\t\t\t\t{\n\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\tconst char* BindMethodIndex[] = { \"Memory\", \"Keybinds\" };\n\t\t\t\t\tImGui::ComboBox(\"Aim Bind Method\", &Features::Aimbot::BindMethod, BindMethodIndex, IM_ARRAYSIZE(BindMethodIndex));\n\t\t\t\t\tif (!Features::Aimbot::AdvancedAim) {\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 0) { // OnFire and OnADS\n\t\t\t\t\t\t\tImGui::Checkbox(\"On Fire\", &Features::Aimbot::OnFire);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"On ADS\", &Features::Aimbot::OnADS);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Features::Aimbot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\t\tint AimBind = static_cast<int>(Features::AimbotBinds::AimBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##Aimbot\", &AimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::AimBind = static_cast<InputKeyType>(AimBind);\n\t\t\t\t\t\t\tint ExtraBind = static_cast<int>(Features::AimbotBinds::ExtraBind);\n\t\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##Aimbot\", &ExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\t\tFeatures::AimbotBinds::ExtraBind = static_cast<InputKeyType>(ExtraBind);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tImGui::Text(\"Aim Conditions\");\n\t\t\t\t\t\tImGui::Checkbox(\"Team Check##Aimbot\", &Features::Aimbot::TeamCheck);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Disable this if doing 1v1s in the firing range.\\nMay not work with Grinder Aim Method.\");\n\t\t\t\t\t\tImGui::Checkbox(\"Spectator Check\", &Features::Aimbot::SpectatorCheck);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Disables Aimbot When Being Spectated.\");\n\t\t\t\t\t\tif (Features::Aimbot::SpectatorCheck) {\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"Spectator Notifier\", &Features::Aimbot::SpectatorNotifier);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Notifies You When You Are Being Spectated & That Aimbot Is Disabled.\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\n\t\t\t\tImGui::BeginChildFrame(4, ImVec2(WindowWidth - 613, 217), true);\n\t\t\t\t{\n\t\t\t\t\tImGui::Spacing();\n\n\t\t\t\t\tconst char* SmoothingMethodIndex[] = { \"Static\", \"Random\" };\n\t\t\t\t\tImGui::ComboBox(\"Smoothing Method\", &Features::Aimbot::SmoothingMethod, SmoothingMethodIndex, IM_ARRAYSIZE(SmoothingMethodIndex));\n\n\t\t\t\t\tif (Features::Aimbot::SmoothingMethod == 0) // Static\n\t\t\t\t\t{\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##Grinder\", &Features::Aimbot::HipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##Grinder\", &Features::Aimbot::ADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing Of The Aim-Assist Longbow Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Aimbot::SmoothingMethod == 1) // Random\n\t\t\t\t\t{\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min Hipfire Smoothing##Grinder\", &Features::Aimbot::MinHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist Whilst Hipfiring.\\nHigher = Smoother\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max Hipfire Smoothing##Grinder\", &Features::Aimbot::MaxHipfireSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist Whilst Hipfiring.\\nHigher = Smoother\");\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Min ADS Smoothing##Grinder\", &Features::Aimbot::MinADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Minimum Smoothing Of The Aim-Assist Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Max ADS Smoothing##Grinder\", &Features::Aimbot::MaxADSSmooth1, 1, 1000, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Smoothing Of The Aim-Assist Whilst ADS.\\nHigher = Smoother\");\n\t\t\t\t\t}\n\n\t\t\t\t\tImGui::MainSliderFloat(\"Extra Smoothing##Grinder\", &Features::Aimbot::ExtraSmoothing, 1, 9999, \"%.0f\");\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Increases the smoothing depending on the distance of the player.\");\n\t\t\t\t\tImGui::MainSliderFloat(\"Deadzone##Grinder\", &Features::Aimbot::Deadzone, 0, 10, \"%.03f\");\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"If the aimbot is close enough then the aimbot will stop trying to get any closer.\\n If you have very low smoothing then you might want to up this to prevent 'shaking'.\");\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\n\t\t\t\tImGui::NextColumn();\n\n\t\t\t\tImGui::BeginChildFrame(6, ImVec2(WindowWidth - 630, 217), true);\n\t\t\t\t{\n\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\tImGui::MainSliderFloat(\"FOV##Grinder\", &Features::Aimbot::FOV1, 1, 90, \"%.0f\");\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Field of View.\");\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\n\t\t\t\tImGui::BeginChildFrame(7, ImVec2(WindowWidth - 630, 217), true);\n\t\t\t\t{\n\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\tImGui::MainSliderFloat(\"Min Distance\", &Features::Aimbot::AdvancedMinDistance1, 1, 500, \"%.0f\"); // Ignore advanced, will work for both advanced and simple aimbot\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Min distance for Aim-Assist to work\");\n\t\t\t\t\tImGui::MainSliderFloat(\"Max Distance\", &Features::Aimbot::AdvancedMaxDistance1, 1, 500, \"%.0f\"); // Ignore advanced, will work for both advanced and simple aimbot\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Max distance for Aim-Assist to work\");\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t\tImGui::Spacing();\n\t\t\t}\n\n\t\t\tif (Features::Aimbot::AimbotEnabled && Features::Aimbot::AimbotMode == 1 && Features::Aimbot::InputMethod == 1) {\n\t\t\t\tImGui::Text(\"Selected Input Method Is Not Compatible With Selected Aimbot Method, Please Switch Aimbot Method Or Input Method.\");\n\t\t\t}\n\n\t\t\tif (Features::Aimbot::AimbotEnabled && Features::Aimbot::AdvancedAim) {\n\t\t\t\tImGui::Text(\"Advanced Aim Is Enabled, Use The Advanced Tab.\");\n\t\t\t}\n\t\t}\n\n\t\tif (SelectedLegitbotSubTab == 1) {\n\t\t\tAdvanced->AdvancedAimbotTab(Myself->WeaponIndex);\n\t\t}\n\n\t\tif (SelectedLegitbotSubTab == 2) {\n\t\t\tif (Features::Aimbot::AimbotEnabled) {\n\t\t\t\tImGui::Spacing();\n\t\t\t\tImGui::Columns(3, \"##aimbotSelection\", false);\n\t\t\t\tif (ImGui::BeginChildFrame(11, ImVec2({ 264, 188 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.990, 0.768, 0.039, 1.00f), \"Light\");\n\t\t\t\t\tImGui::Checkbox(\"P2020##Aimbot\", &Features::Aimbot::P2020);\n\t\t\t\t\tImGui::Checkbox(\"RE-45 Auto##Aimbot\", &Features::Aimbot::RE45);\n\t\t\t\t\tImGui::Checkbox(\"Alternator SMG##Aimbot\", &Features::Aimbot::Alternator);\n\t\t\t\t\tImGui::Checkbox(\"R-99 SMG##Aimbot\", &Features::Aimbot::R99);\n\t\t\t\t\tImGui::Checkbox(\"R-301 Carbine##Aimbot\", &Features::Aimbot::R301);\n\t\t\t\t\tImGui::Checkbox(\"M600 Spitfire##Aimbot\", &Features::Aimbot::Spitfire);\n\t\t\t\t\tImGui::Checkbox(\"G7 Scout##Aimbot\", &Features::Aimbot::G7);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t\tif (ImGui::BeginChildFrame(12, ImVec2({ 264, 188 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.990, 0.761, 1.00f), \"Heavy\");\n\t\t\t\t\tImGui::Checkbox(\"VK-47 Flatline##Aimbot\", &Features::Aimbot::Flatline);\n\t\t\t\t\tImGui::Checkbox(\"Prowler Burst SMG##Aimbot\", &Features::Aimbot::Prowler);\n\t\t\t\t\tImGui::Checkbox(\"Hemlock Burst AR##Aimbot\", &Features::Aimbot::Hemlock);\n\t\t\t\t\tImGui::Checkbox(\"30-30 Repeater##Aimbot\", &Features::Aimbot::Repeater);\n\t\t\t\t\tImGui::Checkbox(\"Rampage LMG##Aimbot\", &Features::Aimbot::Rampage);\n\t\t\t\t\tImGui::Checkbox(\"C.A.R SMG##Aimbot\", &Features::Aimbot::CARSMG);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\n\t\t\t\tImGui::NextColumn();\n\n\t\t\t\tif (ImGui::BeginChildFrame(13, ImVec2({ 264, 188 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0, 0.99, 0, 1.00f), \"Energy\");\n\t\t\t\t\tImGui::Checkbox(\"Havoc Rifle##Aimbot\", &Features::Aimbot::Havoc);\n\t\t\t\t\tImGui::Checkbox(\"Devotion LMG##Aimbot\", &Features::Aimbot::Devotion);\n\t\t\t\t\tImGui::Checkbox(\"L-Star EMG##Aimbot\", &Features::Aimbot::LSTAR);\n\t\t\t\t\tImGui::Checkbox(\"Triple-Take##Aimbot\", &Features::Aimbot::TripleTake);\n\t\t\t\t\tImGui::Checkbox(\"Volt##Aimbot\", &Features::Aimbot::Volt);\n\t\t\t\t\tImGui::Checkbox(\"Nemesis Burst AR##Aimbot\", &Features::Aimbot::Nemesis);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t\tif (ImGui::BeginChildFrame(14, ImVec2({ 264, 188 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0, 0, 1.00f), \"Shotguns\");\n\t\t\t\t\tImGui::Checkbox(\"Mozambique##Aimbot\", &Features::Aimbot::Mozambique);\n\t\t\t\t\tImGui::Checkbox(\"Peacekeeper##Aimbot\", &Features::Aimbot::Peacekeeper);\n\t\t\t\t\tImGui::Checkbox(\"Mastiff##Aimbot\", &Features::Aimbot::Mastiff);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\n\t\t\t\tImGui::NextColumn();\n\n\t\t\t\tif (ImGui::BeginChildFrame(15, ImVec2({ 237, 188 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.337, 0.990, 1.00f), \"Snipers\");\n\t\t\t\t\tImGui::Checkbox(\"Longbow DMR##Aimbot\", &Features::Aimbot::Longbow);\n\t\t\t\t\tImGui::Checkbox(\"Charge Rifle##Aimbot\", &Features::Aimbot::ChargeRifle);\n\t\t\t\t\tImGui::Checkbox(\"Sentinel##Aimbot\", &Features::Aimbot::Sentinel);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\n\t\t\t\tif (ImGui::BeginChildFrame(16, ImVec2({ 237, 188 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0.530, 0.945, 1.00f), \"Legendary\");\n\t\t\t\t\tImGui::Checkbox(\"Wingman##Aimbot\", &Features::Aimbot::Wingman);\n\t\t\t\t\tImGui::Checkbox(\"EVA-8 Auto##Aimbot\", &Features::Aimbot::EVA8);\n\t\t\t\t\tImGui::Checkbox(\"Kraber .50-CAL Sniper##Aimbot\", &Features::Aimbot::Kraber);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t\tImGui::NextColumn();\n\t\t\t}\n\t\t\tif (!Features::Aimbot::AimbotEnabled) {\n\t\t\t\tImGui::Text(\"Aimbot Is Disabled!\");\n\t\t\t}\n\t\t}\n\n\t\tif (SelectedLegitbotSubTab == 3) {\n\t\t\tif (Features::Aimbot::AimbotEnabled) {\n\t\t\t\tImGui::BeginChildFrame(69, ImVec2(WindowWidth - 220, 130), true);\n\t\t\t\t{\n\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\tif (Features::Aimbot::AimbotMode == 0 or Features::Aimbot::AimbotMode == 2) {\n\t\t\t\t\t\tImGui::Text(\"FOV Circle\");\n\t\t\t\t\t\tImGui::Checkbox(\"Draw FOV Circle\", &Features::Sense::DrawFOVCircle);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Draw A FOV Circle.\\nDoes Not Draw If Aimbot Mode == Grinder.\");\n\t\t\t\t\t\tImGui::Checkbox(\"Draw Filled FOV Circle\", &Features::Sense::DrawFilledFOVCircle);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Draw A Filled FOV Circle.\\nDoes Not Draw If Aimbot Mode == Grinder.\");\n\t\t\t\t\t\tif (Features::Sense::DrawFOVCircle or Features::Sense::DrawFilledFOVCircle) {\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"FOV Circle Thickness\", &Features::Sense::FOVThickness, 1, 10, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Changes the FOV Circle's thickness\\n Recomended: 1-2\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Game's FOV\", &Features::Sense::GameFOV, 70, 120, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Your current FOV in Settings\");\n\t\t\t\t\t\t\tif (Features::Sense::DrawFOVCircle) {\n\t\t\t\t\t\t\t\tImGui::ColorEdit4(\"FOV Circle\", Features::Colors::FOVColor, ColorEditFlags);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (Features::Sense::DrawFilledFOVCircle) {\n\t\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\t\tImGui::ColorEdit4(\"Filled FOV Circle\", Features::Colors::FilledFOVColor, ColorEditFlags);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t} else if (Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::Text(\"Selected Aimbot Mode Does Not Support Aimbot Visuals!\");\n\t\t\t\t\t}\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\n\t\t\t\tif (Features::Aimbot::AimbotMode == 0 or Features::Aimbot::AimbotMode == 2) {\n\t\t\t\t\tImGui::Columns(2, nullptr, false);\n\n\t\t\t\t\tImGui::BeginChildFrame(420, ImVec2(WindowWidth - 613, WindowHeight - 245), true);\n\t\t\t\t\t{\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t\tImGui::Text(\"Target Visuals\");\n\t\t\t\t\t\tImGui::Checkbox(\"Draw Target Line\", &Features::Sense::DrawTargetLine);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Draw A Line From The Center Of The Screen To The CurrentTarget.\");\n\t\t\t\t\t\tImGui::Checkbox(\"Draw Target Dot\", &Features::Sense::DrawTargetDot);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Draw A Dot On The CurrentTarget.\");\n\t\t\t\t\t\tImGui::Checkbox(\"Draw Target Box\", &Features::Sense::DrawTargetBox);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Draw A Box On The CurrentTarget.\");\n\t\t\t\t\t\tif (Features::Sense::DrawTargetLine or Features::Sense::DrawTargetDot or Features::Sense::DrawTargetBox) {\n\t\t\t\t\t\t\tconst char* TargetVisualsModeIndex[] = { \"Current Target\", \"Best Target\" };\n\t\t\t\t\t\t\tImGui::ComboBox(\"Target Mode\", &Features::Sense::TargetMode, TargetVisualsModeIndex, IM_ARRAYSIZE(TargetVisualsModeIndex));\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"When The Target Visuals Will Be Drawn.\\nCurrent Target = Aimbot Target\");\n\n\t\t\t\t\t\t\tif ((Features::Sense::DrawTargetBox && Features::Sense::TargetBoxMode == 0) or Features::Sense::DrawTargetLine or Features::Sense::DrawTargetDot) {\n\t\t\t\t\t\t\t\tconst char* TargetVisualsBoneIndex[] = { \"Aimbot Selected Bone\", \"Custom\" };\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Target Bone Mode\", &Features::Sense::TargetBoneMode, TargetVisualsBoneIndex, IM_ARRAYSIZE(TargetVisualsBoneIndex));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Where The Target Visuals Will Draw To On The Target.\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Sense::TargetBoneMode == 1) {\n\t\t\t\t\t\t\t\tconst char* HitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\t\t\tint HitboxTypeIndex = static_cast<int>(Features::Sense::TargetHitbox);\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Selected Bone\", &HitboxTypeIndex, HitboxTypes, IM_ARRAYSIZE(HitboxTypes));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Which Bone The Target Line/Dot/Box Will Be Drawn To/On.\");\n\t\t\t\t\t\t\t\tFeatures::Sense::TargetHitbox = static_cast<HitboxType>(HitboxTypeIndex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Sense::DrawTargetLine) {\n\t\t\t\t\t\t\tImGui::MainSliderInt(\"Target Line Thickness\", &Features::Sense::TargetLineThickness, 1, 10);\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Target Line Color\", Features::Colors::TargetLineColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (Features::Sense::TargetMode == 1) {\n\t\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\t\tImGui::ColorEdit4(\"Target Line Locked Color\", Features::Colors::TargetLineLockedColor, ColorEditFlags);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Sense::DrawTargetDot) {\n\t\t\t\t\t\t\tImGui::MainSliderInt(\"Target Dot Radius\", &Features::Sense::TargetDotRadius, 100, 2500);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Size (Radius) Of The Target Dot.\\nRecommended: 1000-1500\");\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Target Dot Color\", Features::Colors::TargetDotColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (Features::Sense::TargetMode == 1) {\n\t\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\t\tImGui::ColorEdit4(\"Target Dot Locked Color\", Features::Colors::TargetDotLockedColor, ColorEditFlags);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Sense::DrawTargetBox) {\n\t\t\t\t\t\t\tconst char* TargetBoxModeIndex[] = { \"Custom Box\", \"ESP Box\" };\n\t\t\t\t\t\t\tImGui::ComboBox(\"Target Box Mode\", &Features::Sense::TargetBoxMode, TargetBoxModeIndex, IM_ARRAYSIZE(TargetBoxModeIndex));\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"What Kind Of Box Will Be Drawn.\\nESP Box = ESP Box In The ESP Tab\");\n\n\t\t\t\t\t\t\tif (Features::Sense::TargetBoxMode == 0) {\n\t\t\t\t\t\t\t\tImGui::MainSliderInt(\"Target Box Size\", &Features::Sense::TargetBoxSize, 1, 20);\n\t\t\t\t\t\t\t\tImGui::MainSliderInt(\"Target Box Thickness\", &Features::Sense::TargetBoxThickness, 1, 20);\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Target Box Color\", Features::Colors::TargetBoxColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (Features::Sense::TargetMode == 1) {\n\t\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\t\tImGui::ColorEdit4(\"Target Box Locked Color\", Features::Colors::TargetBoxLockedColor, ColorEditFlags);\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Sense::TargetBoxMode == 1) {\n\t\t\t\t\t\t\t\tImGui::Text(\"Go To ESP->Box ESP To Configure The Target Box!\");\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t\t}\n\n\t\t\t\t\tImGui::NextColumn(); // Right\n\n\t\t\t\t\tImGui::BeginChildFrame(421, ImVec2(WindowWidth - 630, WindowHeight - 245), true);\n\t\t\t\t\t{\n\t\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\t\tImGui::Text(\"Target Information\");\n\t\t\t\t\t\tImGui::Checkbox(\"Draw Target Information\", &Features::Sense::DrawTargetInfo);\n\t\t\t\t\t\tif (Features::Sense::DrawTargetInfo) {\n\t\t\t\t\t\t\tconst char* TargetInfoPos[] = { \"1\", \"2\", \"3\", \"4\", \"5\" };\n\n\t\t\t\t\t\t\tconst char* TargetVisualsModeIndex[] = { \"Current Target\", \"Best Target\" };\n\t\t\t\t\t\t\tImGui::ComboBox(\"Target Mode\", &Features::Sense::TargetMode, TargetVisualsModeIndex, IM_ARRAYSIZE(TargetVisualsModeIndex));\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"When The Target Visuals Will Be Drawn.\\nCurrent Target = Aimbot Target\");\n\n\t\t\t\t\t\t\tImGui::Checkbox(\"Draw Target Name\", &Features::Sense::DrawTargetInfoName);\n\t\t\t\t\t\t\tif (Features::Sense::DrawTargetInfoName) {\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Target Name Position\", &Features::Sense::TargetInfoNamePos, TargetInfoPos, IM_ARRAYSIZE(TargetInfoPos));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Where The Name Text Will Be Drawn.\");\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tImGui::Checkbox(\"Draw Target Legend\", &Features::Sense::DrawTargetInfoLegend);\n\t\t\t\t\t\t\tif (Features::Sense::DrawTargetInfoLegend) {\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Target Legend Position\", &Features::Sense::TargetInfoLegendPos, TargetInfoPos, IM_ARRAYSIZE(TargetInfoPos));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Where The Legend Text Will Be Drawn.\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Sense::DrawTargetInfoName && Features::Sense::DrawTargetInfoLegend) {\n\t\t\t\t\t\t\t\tconst char* TargetInfoDisplayMode[] = { \"Name First, Legend Second\", \"Legend First, Name Second\" };\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Target Display Mode\", &Features::Sense::TargetInfoDisplayMode, TargetInfoDisplayMode, IM_ARRAYSIZE(TargetInfoDisplayMode));\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Sense::DrawTargetInfoName && Features::Sense::DrawTargetInfoLegend && Features::Sense::TargetInfoDisplayMode == 0) {\n\t\t\t\t\t\t\t\tFeatures::Sense::TargetInfoNamePos = 0;\n\t\t\t\t\t\t\t\tFeatures::Sense::TargetInfoLegendPos = 1;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (Features::Sense::DrawTargetInfoName && Features::Sense::DrawTargetInfoLegend && Features::Sense::TargetInfoDisplayMode == 1) {\n\t\t\t\t\t\t\t\tFeatures::Sense::TargetInfoNamePos = 1;\n\t\t\t\t\t\t\t\tFeatures::Sense::TargetInfoLegendPos = 0;\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Features::Sense::DrawTargetInfoName or Features::Sense::DrawTargetInfoLegend) {\n\t\t\t\t\t\t\t\tImGui::Checkbox(\"Draw Target Team ID\", &Features::Sense::DrawTargetInfoTeamID);\n\t\t\t\t\t\t\t\tImGui::Checkbox(\"Draw Target Distance\", &Features::Sense::DrawTargetInfoDistance);\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::Checkbox(\"Draw Target Weapon\", &Features::Sense::DrawTargetInfoWeapon);\n\t\t\t\t\t\t\tif (Features::Sense::DrawTargetInfoWeapon) {\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Target Weapon Position\", &Features::Sense::TargetInfoWeaponPos, TargetInfoPos, IM_ARRAYSIZE(TargetInfoPos));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Where The Weapon Text Will Be Drawn.\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::Checkbox(\"Draw Target Health\", &Features::Sense::DrawTargetInfoHealth);\n\t\t\t\t\t\t\tif (Features::Sense::DrawTargetInfoHealth) {\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Target Health Position\", &Features::Sense::TargetInfoHealthPos, TargetInfoPos, IM_ARRAYSIZE(TargetInfoPos));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Where The Health Text Will Be Drawn.\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::Checkbox(\"Draw Target Shield\", &Features::Sense::DrawTargetInfoShield);\n\t\t\t\t\t\t\tif (Features::Sense::DrawTargetInfoShield) {\n\t\t\t\t\t\t\t\tImGui::ComboBox(\"Target Shield Position\", &Features::Sense::TargetInfoShieldPos, TargetInfoPos, IM_ARRAYSIZE(TargetInfoPos));\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Where The Shield Text Will Be Drawn.\");\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tImGui::MainSliderInt(\"Target Info Offset\", &Features::Sense::TargetInfoOffset, 0, 50);\n\n\t\t\t\t\t\t\tint ScreenWidth;\n\t\t\t\t\t\t\tint ScreenHeight;\n\t\t\t\t\t\t\tOverlayWindow.GetScreenResolution(ScreenWidth, ScreenHeight);\n\t\t\t\t\t\t\tImGui::MainSliderInt(\"Information Window X\", &Features::Sense::TargetInfoPosX, 0, ScreenWidth);\n\t\t\t\t\t\t\tImGui::MainSliderInt(\"Information Window Y\", &Features::Sense::TargetInfoPosY, 0, ScreenHeight);\n\t\t\t\t\t\t\tif (ImGui::Button(\"Auto Set Position##TargetInfo\", ImVec2(125, 25))) {\n\t\t\t\t\t\t\t\tint AutoWidth = ScreenWidth / 2;\n\t\t\t\t\t\t\t\tint AutoHeight = (ScreenHeight / 2) + 80;\n\t\t\t\t\t\t\t\tFeatures::Sense::TargetInfoPosX = AutoWidth;\n\t\t\t\t\t\t\t\tFeatures::Sense::TargetInfoPosY = AutoHeight;\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tconst char* TargetInfoColorMode[] = { \"Simple\", \"Advanced\" };\n\t\t\t\t\t\t\tImGui::ComboBox(\"Target Info Color Mode\", &Features::Sense::TargetInfoColorMode, TargetInfoColorMode, IM_ARRAYSIZE(TargetInfoColorMode));\n\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Target Info Color\", Features::Colors::TargetInfoColor, ColorEditFlags);\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Target Info Locked Color\", Features::Colors::TargetInfoLockedColor, ColorEditFlags);\n\n\t\t\t\t\t\t\t/*static bool multi_num[4] = { true, true, true, false };\n\t\t\t\t\t\t\tconst char* multi_items[4] = { \"Body\", \"Neck\", \"Spin\", \"Legs\" };\n\t\t\t\t\t\t\tMultiCombo(\"Body Overlay\", multi_num, multi_items, 4);*/\n\t\t\t\t\t\t}\n\t\t\t\t\t\tDoubleSpacing();\n\n\t\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else if (!Features::Aimbot::AimbotEnabled) {\n\t\t\t\tImGui::Text(\"Aimbot Is Disabled!\");\n\t\t\t}\n\n\t\t\tImGui::NextColumn(); //\n\t\t}\n\n\t\tif (SelectedLegitbotSubTab == 4) {\n\t\t\tImGui::BeginChildFrame(17, ImVec2(WindowWidth - 220, 93), true);\n\t\t\t{\n\t\t\t\tImGui::Spacing();\n\t\t\t\tImGui::Text(\"RCS - Recoil Control\");\n\t\t\t\tImGui::Checkbox(\"Enabled\", &Features::RCS::RCSEnabled);\n\t\t\t\tif (Features::RCS::RCSEnabled) {\n\t\t\t\t\tconst char* RCSModeIndex[] = { \"Standalone\", \"Combined\" };\n\t\t\t\t\tImGui::ComboBox(\"RCS Method\", &Features::RCS::RCSMode, RCSModeIndex, IM_ARRAYSIZE(RCSModeIndex));\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"What RCS Method You Would Like.\\nStandalone Provideds Legit & Customizable Settings.\\nCombined Works Alongside Aimbot And Provides Better Recoil Control (Aimbot Must Be Enabled & Aimbot Mode = Cubic Bezier (xap-client)!)\\nIf Aimbot Input Method Is Set To Controller, Only Combined Will Work!\");\n\t\t\t\t}\n\t\t\t\tImGui::EndChildFrame();\n\t\t\t}\n\n\t\t\tif (Features::RCS::RCSEnabled && !Features::RCS::AdvancedRCS) {\n\t\t\t\tImGui::BeginChildFrame(18, ImVec2(WindowWidth - 220, 131), true);\n\t\t\t\t{\n\t\t\t\t\tImGui::Spacing();\n\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && Features::Aimbot::AimbotMode == 1) {\n\t\t\t\t\t\tImGui::Text(\"Selected Aimbot Mode Is Incompatible With Combined RCS! Switch To Standalone!\");\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::RCS::RCSMode == 1 && Features::Aimbot::AimbotMode == 2) {\n\t\t\t\t\t\tImGui::Text(\"Selected Aimbot Mode Is Incompatible With Combined RCS! Switch To Standalone!\");\n\t\t\t\t\t}\n\n\t\t\t\t\telse {\n\n\t\t\t\t\t\tImGui::Text(\"Conditions\");\n\t\t\t\t\t\tImGui::Checkbox(\"On ADS Only?\", &Features::RCS::OnADS);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Toggle when the RCS will take control\\nEnabled = Only when aiming.\\nDisabled = Always.\");\n\t\t\t\t\t\tImGui::Text(\"Intensity\");\n\t\t\t\t\t\tif (Features::RCS::RCSMode == 0) {\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch\", &Features::RCS::PitchPower, 1, 50, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Pitch Power\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw\", &Features::RCS::YawPower, 1, 50, \"%.1f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Yaw Power\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::RCS::RCSMode == 1 && Features::Aimbot::AimbotMode == 0) {\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Pitch Reduction %\", &Features::RCS::PitchReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Horizontal Recoil That Will Be Reduced.\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Yaw Reduction %\", &Features::RCS::YawReduction, 0, 100, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Percentage Of Yaw Recoil That Will Be Reduced.\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (Features::RCS::RCSEnabled && Features::RCS::AdvancedRCS) {\n\t\t\t\tImGui::Text(\"Advanced RCS Enabled, Use The Advanced RCS Tab.\");\n\t\t\t}\n\t\t}\n\n\t\tif (SelectedLegitbotSubTab == 5) {\n\t\t\tAdvanced->AdvancedRCSTab(Myself->WeaponIndex);\n\t\t}\n\n\t\tif (SelectedLegitbotSubTab == 6) {\n\t\t\tif (!Features::RCS::RCSEnabled) {\n\t\t\t\tImGui::Spacing();\n\t\t\t\tImGui::Columns(3, \"##weaponselection\", false);\n\t\t\t\tif (ImGui::BeginChildFrame(7, ImVec2({ 95, 20 }), true)) {\n\t\t\t\t\tImGui::Text(\"RCS Is Disabled.\");\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (Features::RCS::RCSEnabled) {\n\t\t\t\tImGui::Spacing();\n\t\t\t\tImGui::Columns(3, \"##rcsSelection\", false);\n\t\t\t\tif (ImGui::BeginChildFrame(7, ImVec2({ 264, 188 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.990, 0.768, 0.039, 1.00f), \"Light\");\n\t\t\t\t\tImGui::Checkbox(\"P2020##RCS\", &Features::RCS::P2020);\n\t\t\t\t\tImGui::Checkbox(\"RE-45 Auto##RCS\", &Features::RCS::RE45);\n\t\t\t\t\tImGui::Checkbox(\"Alternator SMG##RCS\", &Features::RCS::Alternator);\n\t\t\t\t\tImGui::Checkbox(\"R-99 SMG##RCS\", &Features::RCS::R99);\n\t\t\t\t\tImGui::Checkbox(\"R-301 Carbine##RCS\", &Features::RCS::R301);\n\t\t\t\t\tImGui::Checkbox(\"M600 Spitfire##RCS\", &Features::RCS::Spitfire);\n\t\t\t\t\tImGui::Checkbox(\"G7 Scout##RCS\", &Features::RCS::G7);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t\tif (ImGui::BeginChildFrame(8, ImVec2({ 264, 188 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.990, 0.761, 1.00f), \"Heavy\");\n\t\t\t\t\tImGui::Checkbox(\"VK-47 Flatline##RCS\", &Features::RCS::Flatline);\n\t\t\t\t\tImGui::Checkbox(\"Prowler Burst SMG##RCS\", &Features::RCS::Prowler);\n\t\t\t\t\tImGui::Checkbox(\"Hemlock Burst AR##RCS\", &Features::RCS::Hemlock);\n\t\t\t\t\tImGui::Checkbox(\"30-30 Repeater##RCS\", &Features::RCS::Repeater);\n\t\t\t\t\tImGui::Checkbox(\"Rampage LMG##RCS\", &Features::RCS::Rampage);\n\t\t\t\t\tImGui::Checkbox(\"C.A.R SMG##RCS\", &Features::RCS::CARSMG);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\n\t\t\t\tImGui::NextColumn();\n\n\t\t\t\tif (ImGui::BeginChildFrame(9, ImVec2({ 264, 188 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0, 0.99, 0, 1.00f), \"Energy\");\n\t\t\t\t\tImGui::Checkbox(\"Havoc Rifle##RCS\", &Features::RCS::Havoc);\n\t\t\t\t\tImGui::Checkbox(\"Devotion LMG##RCS\", &Features::RCS::Devotion);\n\t\t\t\t\tImGui::Checkbox(\"L-Star EMG##RCS\", &Features::RCS::LSTAR);\n\t\t\t\t\tImGui::Checkbox(\"Triple-Take##RCS\", &Features::RCS::TripleTake);\n\t\t\t\t\tImGui::Checkbox(\"Volt##RCS\", &Features::RCS::Volt);\n\t\t\t\t\tImGui::Checkbox(\"Nemesis Burst AR##RCS\", &Features::RCS::Nemesis);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t\tif (ImGui::BeginChildFrame(10, ImVec2({ 264, 188 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0, 0, 1.00f), \"Shotguns\");\n\t\t\t\t\tImGui::Checkbox(\"Mozambique##RCS\", &Features::RCS::Mozambique);\n\t\t\t\t\tImGui::Checkbox(\"Peacekeeper##RCS\", &Features::RCS::Peacekeeper);\n\t\t\t\t\tImGui::Checkbox(\"Mastiff##RCS\", &Features::RCS::Mastiff);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\n\t\t\t\tImGui::NextColumn();\n\n\t\t\t\tif (ImGui::BeginChildFrame(11, ImVec2({ 237, 188 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.337, 0.990, 1.00f), \"Snipers\");\n\t\t\t\t\tImGui::Checkbox(\"Longbow DMR##RCS\", &Features::RCS::Longbow);\n\t\t\t\t\tImGui::Checkbox(\"Charge Rifle##RCS\", &Features::RCS::ChargeRifle);\n\t\t\t\t\tImGui::Checkbox(\"Sentinel##RCS\", &Features::RCS::Sentinel);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t\tif (ImGui::BeginChildFrame(12, ImVec2({ 237, 188 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0.530, 0.945, 1.00f), \"Legendary\");\n\t\t\t\t\tImGui::Checkbox(\"Wingman##RCS\", &Features::RCS::Wingman);\n\t\t\t\t\tImGui::Checkbox(\"EVA-8 Auto##RCS\", &Features::RCS::EVA8);\n\t\t\t\t\tImGui::Checkbox(\"Kraber .50-CAL Sniper##RCS\", &Features::RCS::Kraber);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t\tImGui::NextColumn();\n\t\t\t}\n\t\t}\n\n\t\tImGui::EndChild();\n\t\tImGui::EndChild();\n\t}\n\n\tvoid RenderRagebot() {\n\t\tImVec2 TabSize;\n\t\tTabSize = ImGui::GetWindowSize();\n\t\tImGui::SetCursorPos(ImVec2(0, 0));\n\t\tImGui::BeginChild(\"workzone\", ImVec2(0, 0), false, ImGuiWindowFlags_NoScrollbar);\n\t\tImGui::BeginGroup();\n\t\tImGui::Spacing();\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\"RAGE##Rage\", 0 == SelectedRagebotSubTab, ImVec2(205, 25)))\n\t\t\tSelectedRagebotSubTab = 0;\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\"WEAPONS##Rage\", 1 == SelectedRagebotSubTab, ImVec2(205, 25)))\n\t\t\tSelectedRagebotSubTab = 1;\n\t\tImGui::EndGroup();\n\n\t\tImGui::SetCursorPos({ 15, 35 });\n\n\t\tImGui::BeginChild(\"workzone\", ImVec2(WindowWidth - 186, WindowHeight - 90), false, ImGuiWindowFlags_NoScrollbar);\n\n\t\tImGui::Separator();\n\t\tDoubleSpacing();\n\n\t\tif (SelectedRagebotSubTab == 0) {\n\t\t\tImGui::Columns(2, nullptr, false);\n\t\t\tImGui::BeginChildFrame(2, ImVec2(WindowWidth - 613, WindowHeight - 110), true);\n\t\t\t{\n\t\t\t\tImGui::Spacing();\n\t\t\t\tImGui::Text(\"Ragebot\");\n\t\t\t\tImGui::Checkbox(\"Enabled##RageAimbot\", &Features::Ragebot::RageAimbot);\n\t\t\t\tif (Features::Ragebot::RageAimbot) {\n\t\t\t\t\tconst char* AimMethodIndex[] = { \"Memory\", \"Mouse\" };\n\t\t\t\t\tImGui::ComboBox(\"Aim Method##RageAimbot\", &Features::Ragebot::AimMethod, AimMethodIndex, IM_ARRAYSIZE(AimMethodIndex));\n\n\t\t\t\t\tImGui::Text(\"Selected Hitbox\");\n\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##RageAimbot\", &Features::Ragebot::ClosestHitbox);\n\t\t\t\t\tif (!Features::Ragebot::ClosestHitbox) {\n\t\t\t\t\t\tconst char* HitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\tint HitboxTypeIndex = static_cast<int>(Features::Ragebot::Hitbox);\n\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##RageAimbot\", &HitboxTypeIndex, HitboxTypes, IM_ARRAYSIZE(HitboxTypes));\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\tFeatures::Ragebot::Hitbox = static_cast<HitboxType>(HitboxTypeIndex);\n\t\t\t\t\t}\n\t\t\t\t\tconst char* BindMethodIndex[] = { \"Memory\", \"Keybinds\", \"Auto\" };\n\t\t\t\t\tImGui::ComboBox(\"Aim Bind Method##RageAimbot\", &Features::Ragebot::BindMethod, BindMethodIndex, IM_ARRAYSIZE(BindMethodIndex));\n\t\t\t\t\tif (Features::Ragebot::BindMethod == 0) { // OnFire and OnADS\n\t\t\t\t\t\tImGui::Checkbox(\"On Fire##RageAimbot\", &Features::Ragebot::OnFire);\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::Checkbox(\"On ADS##RageAimbot\", &Features::Ragebot::OnADS);\n\t\t\t\t\t}\n\t\t\t\t\tif (Features::Ragebot::BindMethod == 1) { // Keybinds\n\t\t\t\t\t\tint AimBind = static_cast<int>(Features::Ragebot::AimBind);\n\t\t\t\t\t\tImGui::ComboBox(\"Aim Bind##RageAimbot\", &AimBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\tFeatures::Ragebot::AimBind = static_cast<InputKeyType>(AimBind);\n\t\t\t\t\t\tint ExtraBind = static_cast<int>(Features::Ragebot::ExtraBind);\n\t\t\t\t\t\tImGui::ComboBox(\"Extra Bind##Aimbot\", &ExtraBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\tFeatures::Ragebot::ExtraBind = static_cast<InputKeyType>(ExtraBind);\n\t\t\t\t\t}\n\n\t\t\t\t\tImGui::Text(\"Aim Conditions\");\n\t\t\t\t\tImGui::Checkbox(\"Team Check##RageAimbot\", &Features::Ragebot::TeamCheck);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Disable this if doing 1v1s in the firing range.\\nMay not work with Grinder Aim Method.\");\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::Checkbox(\"Visibility Check##RageAimbot\", &Features::Ragebot::VisCheck);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Aims At Only Visible Enemies.\");\n\n\t\t\t\t\tImGui::Text(\"Priority\");\n\t\t\t\t\tconst char* PriorityIndex[] = { \"Closest To Crosshair\", \"Closest To You\" };\n\t\t\t\t\tImGui::ComboBox(\"Target Priority##RageAimbot\", &Features::Ragebot::Priority, PriorityIndex, IM_ARRAYSIZE(PriorityIndex));\n\n\t\t\t\t\tImGui::Text(\"Automation\");\n\t\t\t\t\tImGui::Checkbox(\"Auto Shoot\", &Features::Ragebot::AutoShoot);\n\n\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##RageAimbot\", &Features::Ragebot::HipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing for the Aim-Assist whilst hipfiring.\\nHigher = Smoother\");\n\n\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##RageAimbot\", &Features::Ragebot::ADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing for the Aim-Assist whilst ADS.\\nHigher = Smoother\");\n\n\t\t\t\t\tImGui::MainSliderInt(\"Delay##RageAimbot\", &Features::Ragebot::Delay, 1, 50);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Delay time for the aimbot smoothing.\");\n\n\t\t\t\t\tImGui::Text(\"Prediction\");\n\t\t\t\t\tImGui::Checkbox(\"Predict Movement##RageAimbot\", &Features::Ragebot::PredictMovement);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Predict target's movement\");\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::Checkbox(\"Predict Bullet Drop##RageAimbot\", &Features::Ragebot::PredictBulletDrop);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Predict weapon's bullet drop\");\n\t\t\t\t\tImGui::MainSliderFloat(\"Preditcion Amount\", &Features::Ragebot::PreditcionAmount, 1, 500, \"%.0f\");\n\n\t\t\t\t\tImGui::MainSliderFloat(\"FOV\", &Features::Ragebot::FOV, 1, 90, \"%.0f\");\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale\", &Features::Ragebot::ZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\n\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Max Distance\", &Features::Ragebot::HipfireDistance, 1, 500, \"%.0f\");\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Hipfire distance for Aim-Assist to work\");\n\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Max Distance\", &Features::Ragebot::ZoomDistance, 1, 500, \"%.0f\");\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Maximum ADS Distance for Aim-Assist to work\");\n\t\t\t\t\tDoubleSpacing();\n\t\t\t\t}\n\t\t\t\tImGui::EndChildFrame();\n\t\t\t}\n\t\t\tImGui::NextColumn();\n\t\t\tif (Features::Ragebot::RageAimbot) {\n\t\t\t\tImGui::BeginChildFrame(3, ImVec2(WindowWidth - 630, WindowHeight - 110), true);\n\t\t\t\t{\n\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\tImGui::Text(\"RCS\");\n\t\t\t\t\tImGui::Checkbox(\"Enabled##RageRCS\", &Features::Ragebot::RageRCS);\n\t\t\t\t\tif (Features::Ragebot::RageRCS) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Recoil Reduction##RageRCS\", &Features::Ragebot::RecoilRate, 1, 100, \"%.1f\");\n\t\t\t\t\t}\n\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (SelectedRagebotSubTab == 1) {\n\t\t\tif (Features::Ragebot::RageAimbot) {\n\t\t\t\tImGui::Spacing();\n\t\t\t\tImGui::Columns(3, \"##ragebotSelection\", false);\n\t\t\t\tif (ImGui::BeginChildFrame(11, ImVec2({ 264, 188 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.990, 0.768, 0.039, 1.00f), \"Light\");\n\t\t\t\t\tImGui::Checkbox(\"P2020##Ragebot\", &Features::Ragebot::P2020);\n\t\t\t\t\tImGui::Checkbox(\"RE-45 Auto##Ragebot\", &Features::Ragebot::RE45);\n\t\t\t\t\tImGui::Checkbox(\"Alternator SMG##Ragebot\", &Features::Ragebot::Alternator);\n\t\t\t\t\tImGui::Checkbox(\"R-99 SMG##Ragebot\", &Features::Ragebot::R99);\n\t\t\t\t\tImGui::Checkbox(\"R-301 Carbine##Ragebot\", &Features::Ragebot::R301);\n\t\t\t\t\tImGui::Checkbox(\"M600 Spitfire##Ragebot\", &Features::Ragebot::Spitfire);\n\t\t\t\t\tImGui::Checkbox(\"G7 Scout##Ragebot\", &Features::Ragebot::G7);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t\tif (ImGui::BeginChildFrame(12, ImVec2({ 264, 188 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.990, 0.761, 1.00f), \"Heavy\");\n\t\t\t\t\tImGui::Checkbox(\"VK-47 Flatline##Ragebot\", &Features::Ragebot::Flatline);\n\t\t\t\t\tImGui::Checkbox(\"Prowler Burst SMG##Ragebot\", &Features::Ragebot::Prowler);\n\t\t\t\t\tImGui::Checkbox(\"Hemlock Burst AR##Ragebot\", &Features::Ragebot::Hemlock);\n\t\t\t\t\tImGui::Checkbox(\"30-30 Repeater##Ragebot\", &Features::Ragebot::Repeater);\n\t\t\t\t\tImGui::Checkbox(\"Rampage LMG##Ragebot\", &Features::Ragebot::Rampage);\n\t\t\t\t\tImGui::Checkbox(\"C.A.R SMG##Ragebot\", &Features::Ragebot::CARSMG);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\n\t\t\t\tImGui::NextColumn();\n\n\t\t\t\tif (ImGui::BeginChildFrame(13, ImVec2({ 264, 188 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0, 0.99, 0, 1.00f), \"Energy\");\n\t\t\t\t\tImGui::Checkbox(\"Havoc Rifle##Ragebot\", &Features::Ragebot::Havoc);\n\t\t\t\t\tImGui::Checkbox(\"Devotion LMG##Ragebot\", &Features::Ragebot::Devotion);\n\t\t\t\t\tImGui::Checkbox(\"L-Star EMG##Ragebot\", &Features::Ragebot::LSTAR);\n\t\t\t\t\tImGui::Checkbox(\"Triple-Take##Ragebot\", &Features::Ragebot::TripleTake);\n\t\t\t\t\tImGui::Checkbox(\"Volt##Ragebot\", &Features::Ragebot::Volt);\n\t\t\t\t\tImGui::Checkbox(\"Nemesis Burst AR##Ragebot\", &Features::Ragebot::Nemesis);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t\tif (ImGui::BeginChildFrame(14, ImVec2({ 264, 188 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0, 0, 1.00f), \"Shotguns\");\n\t\t\t\t\tImGui::Checkbox(\"Mozambique##Ragebot\", &Features::Ragebot::Mozambique);\n\t\t\t\t\tImGui::Checkbox(\"Peacekeeper##Ragebot\", &Features::Ragebot::Peacekeeper);\n\t\t\t\t\tImGui::Checkbox(\"Mastiff##Ragebot\", &Features::Ragebot::Mastiff);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\n\t\t\t\tImGui::NextColumn();\n\n\t\t\t\tif (ImGui::BeginChildFrame(15, ImVec2({ 237, 188 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.337, 0.990, 1.00f), \"Snipers\");\n\t\t\t\t\tImGui::Checkbox(\"Longbow DMR##Ragebot\", &Features::Ragebot::Longbow);\n\t\t\t\t\tImGui::Checkbox(\"Charge Rifle##Ragebot\", &Features::Ragebot::ChargeRifle);\n\t\t\t\t\tImGui::Checkbox(\"Sentinel##Ragebot\", &Features::Ragebot::Sentinel);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\n\t\t\t\tif (ImGui::BeginChildFrame(16, ImVec2({ 237, 188 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0.530, 0.945, 1.00f), \"Legendary\");\n\t\t\t\t\tImGui::Checkbox(\"Wingman##Ragebot\", &Features::Ragebot::Wingman);\n\t\t\t\t\tImGui::Checkbox(\"EVA-8 Auto##Ragebot\", &Features::Ragebot::EVA8);\n\t\t\t\t\tImGui::Checkbox(\"Kraber .50-CAL Sniper##Ragebot\", &Features::Ragebot::Kraber);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t\tImGui::NextColumn();\n\t\t\t}\n\t\t\tif (!Features::Ragebot::RageAimbot) {\n\t\t\t\tImGui::Text(\"Ragebot Is Disabled!\");\n\t\t\t}\n\t\t}\n\n\t\tImGui::EndChild();\n\t\tImGui::EndChild();\n\t}\n\n\t//---------------------------------------------------------------------- Flickbot UI ----------------------------------------------------------------------\n\n\tvoid RenderFlickbot() {\n\t\tImVec2 TabSize;\n\t\tTabSize = ImGui::GetWindowSize();\n\t\tImGui::SetCursorPos(ImVec2(0, 0));\n\t\tImGui::BeginChild(\"workzone\", ImVec2(0, 0), false, ImGuiWindowFlags_NoScrollbar);\n\t\tImGui::BeginGroup();\n\t\tImGui::Spacing();\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\"FLICKBOT##Flickbot\", 0 == SelectedFlickbotSubTab, ImVec2(205, 25)))\n\t\t\tSelectedFlickbotSubTab = 0;\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\"WEAPONS##Flickbot\", 1 == SelectedFlickbotSubTab, ImVec2(205, 25)))\n\t\t\tSelectedFlickbotSubTab = 1;\n\t\tImGui::EndGroup();\n\n\t\tImGui::SetCursorPos({ 15, 35 });\n\n\t\tImGui::BeginChild(\"workzone\", ImVec2(WindowWidth - 186, WindowHeight - 90), false, ImGuiWindowFlags_NoScrollbar);\n\n\t\tImGui::Separator();\n\t\tDoubleSpacing();\n\n\t\tif (SelectedFlickbotSubTab == 0) {\n\t\t\tImGui::BeginChildFrame(2, ImVec2(WindowWidth - 220, WindowHeight - 110), true);\n\t\t\t{\n\t\t\t\tImGui::Spacing();\n\t\t\t\tImGui::Text(\"Flickbot\");\n\t\t\t\tImGui::Checkbox(\"Enabled##Flickbot\", &Features::Flickbot::Flickbot);\n\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\tImGui::SetTooltip(\"Flick Crosshair To Players.\\nHIGHLY recommended to use if you are: \\nSemi-rage / Rage Cheating\\nClose To The Targeted Player\\nUsing A Shotgun\");\n\t\t\t\tif (Features::Flickbot::Flickbot) {\n\t\t\t\t\tconst char* FlickbotMethodIndex[] = { \"Mouse\", \"Memory\" };\n\t\t\t\t\tImGui::ComboBox(\"Flickbot Method##Flickbot\", &Features::Flickbot::FlickbotMethod, FlickbotMethodIndex, IM_ARRAYSIZE(FlickbotMethodIndex));\n\t\t\t\t\tImGui::Text(\"Selected Hitbox\");\n\t\t\t\t\tImGui::Checkbox(\"Closest To Crosshair##Flickbot\", &Features::Flickbot::ClosestHitbox);\n\t\t\t\t\tif (!Features::Flickbot::ClosestHitbox) {\n\t\t\t\t\t\tconst char* HitboxTypes[] = { \"Head\", \"Neck\", \"Upper Chest\", \"Lower Chest\", \"Stomach\", \"Hip\" };\n\t\t\t\t\t\tint HitboxTypeIndex = static_cast<int>(Features::Flickbot::Hitbox);\n\t\t\t\t\t\tImGui::ComboBox(\"Hitbox Type##Flickbot\", &HitboxTypeIndex, HitboxTypes, IM_ARRAYSIZE(HitboxTypes));\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Which bone the aimbot will aim at.\");\n\t\t\t\t\t\tFeatures::Flickbot::Hitbox = static_cast<HitboxType>(HitboxTypeIndex);\n\t\t\t\t\t}\n\n\t\t\t\t\tint FlickBind = static_cast<int>(Features::Flickbot::FlickBind);\n\t\t\t\t\tImGui::ComboBox(\"Flick Bind##Flickbot\", &FlickBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\tFeatures::Flickbot::FlickBind = static_cast<InputKeyType>(FlickBind);\n\n\t\t\t\t\tImGui::Text(\"Flickbot Configurator\");\n\t\t\t\t\tImGui::Checkbox(\"Auto Shoot\", &Features::Flickbot::AutoShoot);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Automatically Shoots When Flicking Onto Target.\\nI Recommend Using Triggerbot Instead Of This.\");\n\t\t\t\t\tif (Features::Flickbot::AutoShoot) {\n\t\t\t\t\t\tImGui::MainSliderInt(\"Auto Shoot Delay##Flickbot\", &Features::Flickbot::AutoShootDelay, 0, 500);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Delay Between Flicking To Target And Shooting.\\nLow Value Recommended.\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Flickbot::AutoShoot or Features::Triggerbot::Enabled) {\n\t\t\t\t\t\tImGui::Checkbox(\"Flickback\", &Features::Flickbot::FlickBack);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"After Flicking To Target, Your Camera Will Flick Back To Your Original Position.\\nHIGHLY recommend NOT using this if you are legit cheating or if you have a high FOV set.\\nOnly Works If Triggerbot Or Auto Shoot Is Enabled!\");\n\t\t\t\t\t\tif (Features::Flickbot::FlickBack) {\n\t\t\t\t\t\t\tImGui::MainSliderInt(\"Flickback Delay##Flickbot\", &Features::Flickbot::FlickBackDelay, 0, 500);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Delay Between Flicking From Target Back To Original Camera Position.\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Smoothing##Flickbot\", &Features::Flickbot::HipfireSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing for the Flickbot whilst hipfiring.\\nHigher = Smoother\");\n\n\t\t\t\t\tImGui::MainSliderFloat(\"ADS Smoothing##Flickbot\", &Features::Flickbot::ADSSmooth, 0, 0.99, \"%.3f\");\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Smoothing for the Flickbot whilst ADS.\\nHigher = Smoother\");\n\n\t\t\t\t\tImGui::Text(\"Prediction\");\n\t\t\t\t\tImGui::Checkbox(\"Predict Movement##Flickbot\", &Features::Flickbot::PredictMovement);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Predict target's movement\");\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::Checkbox(\"Predict Bullet Drop##Flickbot\", &Features::Flickbot::PredictBulletDrop);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Predict weapon's bullet drop\");\n\n\t\t\t\t\tImGui::MainSliderFloat(\"FOV##Flickbot\", &Features::Flickbot::FOV, 1, 90, \"%.0f\");\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Field of View\");\n\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Scale##Flickbot\", &Features::Flickbot::ZoomScale, 0, 5, \"%.1f\");\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Field of View For Scopes\");\n\n\t\t\t\t\tImGui::MainSliderFloat(\"Hipfire Max Distance##Flickbot\", &Features::Flickbot::HipfireDistance, 1, 500, \"%.0f\");\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Maximum Hipfire distance for Flickbot to work\");\n\t\t\t\t\tImGui::MainSliderFloat(\"Zoom Max Distance##Flickbot\", &Features::Flickbot::ZoomDistance, 1, 500, \"%.0f\");\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Maximum ADS Distance for Flickbot to work\");\n\t\t\t\t\tDoubleSpacing();\n\t\t\t\t}\n\t\t\t\tImGui::EndChildFrame();\n\t\t\t}\n\t\t\tImGui::NextColumn();\n\t\t}\n\n\t\tif (SelectedFlickbotSubTab == 1) {\n\t\t\tif (!Features::Flickbot::Flickbot) {\n\t\t\t\tImGui::Text(\"Flickbot Is Disabled!\");\n\t\t\t}\n\n\t\t\tif (Features::Flickbot::Flickbot) {\n\t\t\t\tImGui::Spacing();\n\t\t\t\tImGui::Columns(3, \"##FlickbotSelection\", false);\n\t\t\t\tif (ImGui::BeginChildFrame(7, ImVec2({ 264, 188 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.990, 0.768, 0.039, 1.00f), \"Light\");\n\t\t\t\t\tImGui::Checkbox(\"P2020##Flickbot\", &Features::Flickbot::P2020);\n\t\t\t\t\tImGui::Checkbox(\"RE-45 Auto##Flickbot\", &Features::Flickbot::RE45);\n\t\t\t\t\tImGui::Checkbox(\"Alternator SMG##Flickbot\", &Features::Flickbot::Alternator);\n\t\t\t\t\tImGui::Checkbox(\"R-99 SMG##Flickbot\", &Features::Flickbot::R99);\n\t\t\t\t\tImGui::Checkbox(\"R-301 Carbine##Flickbot\", &Features::Flickbot::R301);\n\t\t\t\t\tImGui::Checkbox(\"M600 Spitfire##Flickbot\", &Features::Flickbot::Spitfire);\n\t\t\t\t\tImGui::Checkbox(\"G7 Scout##Flickbot\", &Features::Flickbot::G7);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t\tif (ImGui::BeginChildFrame(8, ImVec2({ 264, 188 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.990, 0.761, 1.00f), \"Heavy\");\n\t\t\t\t\tImGui::Checkbox(\"VK-47 Flatline##Flickbot\", &Features::Flickbot::Flatline);\n\t\t\t\t\tImGui::Checkbox(\"Prowler Burst SMG##Flickbot\", &Features::Flickbot::Prowler);\n\t\t\t\t\tImGui::Checkbox(\"Hemlock Burst AR##Flickbot\", &Features::Flickbot::Hemlock);\n\t\t\t\t\tImGui::Checkbox(\"30-30 Repeater##Flickbot\", &Features::Flickbot::Repeater);\n\t\t\t\t\tImGui::Checkbox(\"Rampage LMG##Flickbot\", &Features::Flickbot::Rampage);\n\t\t\t\t\tImGui::Checkbox(\"C.A.R SMG##Flickbot\", &Features::Flickbot::CARSMG);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\n\t\t\t\tImGui::NextColumn();\n\n\t\t\t\tif (ImGui::BeginChildFrame(9, ImVec2({ 264, 188 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0, 0.99, 0, 1.00f), \"Energy\");\n\t\t\t\t\tImGui::Checkbox(\"Havoc Rifle##Flickbot\", &Features::Flickbot::Havoc);\n\t\t\t\t\tImGui::Checkbox(\"Devotion LMG##Flickbot\", &Features::Flickbot::Devotion);\n\t\t\t\t\tImGui::Checkbox(\"L-Star EMG##Flickbot\", &Features::Flickbot::LSTAR);\n\t\t\t\t\tImGui::Checkbox(\"Triple-Take##Flickbot\", &Features::Flickbot::TripleTake);\n\t\t\t\t\tImGui::Checkbox(\"Volt##Flickbot\", &Features::Flickbot::Volt);\n\t\t\t\t\tImGui::Checkbox(\"Nemesis Burst AR##Flickbot\", &Features::Flickbot::Nemesis);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t\tif (ImGui::BeginChildFrame(10, ImVec2({ 264, 188 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0, 0, 1.00f), \"Shotguns\");\n\t\t\t\t\tImGui::Checkbox(\"Mozambique##Flickbot\", &Features::Flickbot::Mozambique);\n\t\t\t\t\tImGui::Checkbox(\"Peacekeeper##Flickbot\", &Features::Flickbot::Peacekeeper);\n\t\t\t\t\tImGui::Checkbox(\"Mastiff##Flickbot\", &Features::Flickbot::Mastiff);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\n\t\t\t\tImGui::NextColumn();\n\n\t\t\t\tif (ImGui::BeginChildFrame(11, ImVec2({ 237, 188 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.337, 0.990, 1.00f), \"Snipers\");\n\t\t\t\t\tImGui::Checkbox(\"Longbow DMR##Flickbot\", &Features::Flickbot::Longbow);\n\t\t\t\t\tImGui::Checkbox(\"Charge Rifle##Flickbot\", &Features::Flickbot::ChargeRifle);\n\t\t\t\t\tImGui::Checkbox(\"Sentinel##Flickbot\", &Features::Flickbot::Sentinel);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t\tif (ImGui::BeginChildFrame(12, ImVec2({ 237, 188 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0.530, 0.945, 1.00f), \"Legendary\");\n\t\t\t\t\tImGui::Checkbox(\"Wingman##Flickbot\", &Features::Flickbot::Wingman);\n\t\t\t\t\tImGui::Checkbox(\"EVA-8 Auto##Flickbot\", &Features::Flickbot::EVA8);\n\t\t\t\t\tImGui::Checkbox(\"Kraber .50-CAL Sniper##Flickbot\", &Features::Flickbot::Kraber);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t\tImGui::NextColumn();\n\t\t\t}\n\t\t}\n\n\t\tImGui::EndChild();\n\t\tImGui::EndChild();\n\t}\n\n\t//---------------------------------------------------------------------- Triggerbot UI ----------------------------------------------------------------------\n\n\tvoid RenderTriggerbot() {\n\t\tImGui::SetCursorPos(ImVec2(0, 0));\n\t\tImGui::BeginChild(\"workzone\", ImVec2(0, 0), false, ImGuiWindowFlags_NoScrollbar);\n\t\tImGui::BeginGroup();\n\t\tImGui::Spacing();\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\"TRIGGERBOT\", 0 == SelectedTriggerbotSubTab, ImVec2(205, 25)))\n\t\t\tSelectedTriggerbotSubTab = 0;\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\"ADVANCED\", 1 == SelectedTriggerbotSubTab, ImVec2(205, 25)))\n\t\t\tSelectedTriggerbotSubTab = 1;\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\"WEAPONS\", 2 == SelectedTriggerbotSubTab, ImVec2(205, 25)))\n\t\t\tSelectedTriggerbotSubTab = 2;\n\t\tImGui::EndGroup();\n\n\t\tImGui::SetCursorPos({ 15, 35 });\n\n\t\tImGui::BeginChild(\"workzone\", ImVec2(WindowWidth - 186, WindowHeight - 90), false, ImGuiWindowFlags_NoScrollbar);\n\n\t\tImGui::Separator();\n\t\tDoubleSpacing();\n\n\t\tif (SelectedTriggerbotSubTab == 0) {\n\t\t\tImGui::BeginChildFrame(1, ImVec2(WindowWidth - 220, 43), true);\n\t\t\t{\n\t\t\t\tImGui::Text(\"Triggerbot\");\n\t\t\t\tImGui::Checkbox(\"Enabled\", &Features::Triggerbot::Enabled);\n\t\t\t\tImGui::EndChildFrame();\n\t\t\t}\n\n\t\t\tif (Features::Triggerbot::Enabled && !Features::Triggerbot::AdvancedTriggerbot) {\n\t\t\t\tImGui::BeginChildFrame(2, ImVec2(WindowWidth - 220, 182), true);\n\t\t\t\t{\n\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\tconst char* AttackMethodIndex[] = { \"Mouse\", \"Memory\" };\n\t\t\t\t\tImGui::ComboBox(\"Attack Method\", &Features::Triggerbot::AttackMethod, AttackMethodIndex, IM_ARRAYSIZE(AttackMethodIndex));\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"How Triggerbot Will Input A Click/Attack\\nMemory Delay Is More Accurate Than Mouse\\nBoth Support Controller\");\n\t\t\t\t\tconst char* BindMethodIndex[] = { \"Memory\", \"Keybind\" };\n\t\t\t\t\tImGui::ComboBox(\"Bind Method\", &Features::Triggerbot::BindMethod, BindMethodIndex, IM_ARRAYSIZE(BindMethodIndex));\n\t\t\t\t\tif (Features::Triggerbot::BindMethod == 0) {\n\t\t\t\t\t\tImGui::Checkbox(\"On ADS Only?\", &Features::Triggerbot::OnADS);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Fire only when ADS\");\n\t\t\t\t\t\tif (Features::Triggerbot::OnADS) {\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"Always On For Shotguns\", &Features::Triggerbot::HipfireShotguns);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Overrides The Triggerbot Condition (OnADS?) For Shotguns Only.\\nSimple Terms: Other Guns Require ADS, Shotguns Will Not.\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Triggerbot::BindMethod == 1) {\n\t\t\t\t\t\tint TriggerBind = static_cast<int>(Features::Triggerbot::TriggerBind);\n\t\t\t\t\t\tImGui::ComboBox(\"Triggerbot Bind\", &TriggerBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\t\tFeatures::Triggerbot::TriggerBind = static_cast<InputKeyType>(TriggerBind);\n\t\t\t\t\t}\n\n\t\t\t\t\tImGui::MainSliderInt(\"Triggerbot Delay\", &Features::Triggerbot::Delay, 0, 150);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Triggerbot's Delay Time\\nNote: Not Perfect!\\nProcessing Time Affects This, Don't Test Settings In The Firing Range!\");\n\t\t\t\t\tImGui::MainSliderFloat(\"Triggerbot Range\", &Features::Triggerbot::Range, 0, 1000, \"%.0f\");\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Triggerbot's activation range\");\n\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (Features::Triggerbot::Enabled && Features::Triggerbot::AdvancedTriggerbot) {\n\t\t\t\tImGui::Text(\"Advanced Triggerbot Is Enabled!\");\n\t\t\t}\n\t\t}\n\n\t\tif (SelectedTriggerbotSubTab == 1) {\n\t\t\tAdvanced->AdvancedTriggerbotTab(Myself->WeaponIndex);\n\t\t}\n\n\t\tif (SelectedTriggerbotSubTab == 2) {\n\t\t\tif (!Features::Triggerbot::Enabled) {\n\t\t\t\tImGui::Text(\"Triggerbot Is Disabled!\");\n\t\t\t}\n\n\t\t\tif (Features::Triggerbot::Enabled) {\n\t\t\t\tImGui::Spacing();\n\t\t\t\tImGui::Columns(3, \"##triggerbotSelection\", false);\n\t\t\t\tif (ImGui::BeginChildFrame(7, ImVec2({ 264, 240 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.990, 0.768, 0.039, 1.00f), \"Light\");\n\t\t\t\t\tImGui::Checkbox(\"P2020##Triggerbot\", &Features::Triggerbot::P2020);\n\t\t\t\t\tImGui::Checkbox(\"RE-45 Auto##Triggerbot\", &Features::Triggerbot::RE45);\n\t\t\t\t\tImGui::Checkbox(\"Alternator SMG##Triggerbot\", &Features::Triggerbot::Alternator);\n\t\t\t\t\tImGui::Checkbox(\"R-99 SMG##Triggerbot\", &Features::Triggerbot::R99);\n\t\t\t\t\tImGui::Checkbox(\"R-301 Carbine##Triggerbot\", &Features::Triggerbot::R301);\n\t\t\t\t\tImGui::Checkbox(\"M600 Spitfire##Triggerbot\", &Features::Triggerbot::Spitfire);\n\t\t\t\t\tImGui::Checkbox(\"G7 Scout##Triggerbot\", &Features::Triggerbot::G7);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t\tif (ImGui::BeginChildFrame(8, ImVec2({ 264, 240 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.990, 0.761, 1.00f), \"Heavy\");\n\t\t\t\t\tImGui::Checkbox(\"VK-47 Flatline##Triggerbot\", &Features::Triggerbot::Flatline);\n\t\t\t\t\tImGui::Checkbox(\"Prowler Burst SMG##Triggerbot\", &Features::Triggerbot::Prowler);\n\t\t\t\t\tImGui::Checkbox(\"Hemlock Burst AR##Triggerbot\", &Features::Triggerbot::Hemlock);\n\t\t\t\t\tImGui::Checkbox(\"30-30 Repeater##Triggerbot\", &Features::Triggerbot::Repeater);\n\t\t\t\t\tImGui::Checkbox(\"Rampage LMG##Triggerbot\", &Features::Triggerbot::Rampage);\n\t\t\t\t\tImGui::Checkbox(\"C.A.R SMG##Triggerbot\", &Features::Triggerbot::CARSMG);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\n\t\t\t\tImGui::NextColumn();\n\n\t\t\t\tif (ImGui::BeginChildFrame(9, ImVec2({ 264, 240 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0, 0.99, 0, 1.00f), \"Energy\");\n\t\t\t\t\tImGui::Checkbox(\"Havoc Rifle##Triggerbot\", &Features::Triggerbot::Havoc);\n\t\t\t\t\tImGui::Checkbox(\"Devotion LMG##Triggerbot\", &Features::Triggerbot::Devotion);\n\t\t\t\t\tImGui::Checkbox(\"L-Star EMG##Triggerbot\", &Features::Triggerbot::LSTAR);\n\t\t\t\t\tImGui::Checkbox(\"Triple-Take##Triggerbot\", &Features::Triggerbot::TripleTake);\n\t\t\t\t\tImGui::Checkbox(\"Volt##Triggerbot\", &Features::Triggerbot::Volt);\n\t\t\t\t\tImGui::Checkbox(\"Nemesis Burst AR##Triggerbot\", &Features::Triggerbot::Nemesis);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t\tif (ImGui::BeginChildFrame(10, ImVec2({ 264, 240 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0, 0, 1.00f), \"Shotguns\");\n\t\t\t\t\tImGui::Checkbox(\"Mozambique##Triggerbot\", &Features::Triggerbot::Mozambique);\n\t\t\t\t\tImGui::Checkbox(\"Peacekeeper##Triggerbot\", &Features::Triggerbot::Peacekeeper);\n\t\t\t\t\tImGui::Checkbox(\"Mastiff##Triggerbot\", &Features::Triggerbot::Mastiff);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\n\t\t\t\tImGui::NextColumn();\n\n\t\t\t\tif (ImGui::BeginChildFrame(11, ImVec2({ 237, 240 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.337, 0.990, 1.00f), \"Snipers\");\n\t\t\t\t\tImGui::Checkbox(\"Longbow DMR##Triggerbot\", &Features::Triggerbot::Longbow);\n\t\t\t\t\tImGui::Checkbox(\"Charge Rifle##Triggerbot\", &Features::Triggerbot::ChargeRifle);\n\t\t\t\t\tImGui::Checkbox(\"Sentinel##Triggerbot\", &Features::Triggerbot::Sentinel);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t\tif (ImGui::BeginChildFrame(12, ImVec2({ 237, 240 }), true)) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0.530, 0.945, 1.00f), \"Legendary\");\n\t\t\t\t\tImGui::Checkbox(\"Wingman##Triggerbot\", &Features::Triggerbot::Wingman);\n\t\t\t\t\tImGui::Checkbox(\"EVA-8 Auto##Triggerbot\", &Features::Triggerbot::EVA8);\n\t\t\t\t\tImGui::Checkbox(\"Kraber .50-CAL Sniper##Triggerbot\", &Features::Triggerbot::Kraber);\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t\tImGui::NextColumn();\n\t\t\t}\n\t\t}\n\t\tImGui::EndChild();\n\t\tImGui::EndChild();\n\t}\n\n\t//---------------------------------------------------------------------- Glow UI ----------------------------------------------------------------------\n\n\tvoid RenderGlow() {\n\t\tImGui::SetCursorPos(ImVec2(0, 0));\n\t\tImGui::BeginChild(\"workzone\", ImVec2(0, 0), false, ImGuiWindowFlags_NoScrollbar);\n\t\tImGui::BeginGroup();\n\t\tImGui::Spacing();\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\"PLAYER\", 0 == SelectedGlowSubTab, ImVec2(205, 25)))\n\t\t\tSelectedGlowSubTab = 0;\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\"ITEM\", 1 == SelectedGlowSubTab, ImVec2(205, 25)))\n\t\t\tSelectedGlowSubTab = 1;\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\"VIEWMODEl\", 2 == SelectedGlowSubTab, ImVec2(205, 25)))\n\t\t\tSelectedGlowSubTab = 2;\n\t\tImGui::EndGroup();\n\n\t\tImGui::SetCursorPos({ 15, 35 });\n\n\t\tImGui::BeginChild(\"workzone\", ImVec2(WindowWidth - 186, WindowHeight - 90), false, ImGuiWindowFlags_NoScrollbar);\n\n\t\tImGui::Separator();\n\t\tDoubleSpacing();\n\n\t\tif (SelectedGlowSubTab == 0) {\n\t\t\tImGui::BeginChildFrame(1, ImVec2(WindowWidth - 220, 83), true);\n\t\t\t{\n\t\t\t\tImGui::Spacing();\n\t\t\t\tImGui::Text(\"Glow\");\n\t\t\t\tImGui::Checkbox(\"Player Glow\", &Features::Glow::NewGlow);\n\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\tImGui::SetTooltip(\"Toggle Player Glow.\");\n\t\t\t\tif (Features::Glow::NewGlow) {\n\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\tImGui::Checkbox(\"Knocked Check\", &Features::Glow::KnockedCheck);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Will Also Glow Knocked Players\");\n\t\t\t\t\tImGui::MainSliderFloat(\"Glow Max Distance\", &Features::Glow::GlowMaxDistance, 0, 1000, \"%.0f\");\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Only those in range will glow\");\n\t\t\t\t}\n\t\t\t\tImGui::EndChildFrame();\n\t\t\t}\n\n\t\t\tif (Features::Glow::NewGlow) {\n\t\t\t\tImGui::Columns(2, \"Player Glow Column\", false);\n\t\t\t\tImGui::BeginChildFrame(2, ImVec2(WindowWidth - 613, WindowHeight - 198), true);\n\t\t\t\t{\n\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\tImGui::Text(\"Settings\");\n\t\t\t\t\tImGui::MainSliderInt(\"Border Thickness##Glow\", &Features::Glow::GlowRadius, 32, 200);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"How Thick The Border Is Around A Player.\");\n\n\t\t\t\t\tconst char* GlowBodyStyleIndex[] = { \"None\", \"Pink\", \"Pink Visible Only\", \"Pulsing 1\", \"Pulsing Line Invisible Only\", \"Dark Pulsing Line\", \"Sharp Pulsing Visible\", \"Sharp Pulsing\", \"Pulsing Red Line\", \"Fast Pulsing Invisible Only\", \"Pulsing Up Visible Only\", \"Solid Pulsing\", \"Solid Pulsing 2\", \"Bright\", \"Bright 2\", \"Light\", \"Light Solid\", \"Red Pulsing Visible Only\", \"Wave\", \"Shaded Visible\", \"Wireframe\", \"Wireframe Visible Only\", \"Black\", \"Black Visible Only\" };\n\t\t\t\t\tImGui::ComboBox(\"Body Style\", &Features::Glow::BodyStyle, GlowBodyStyleIndex, IM_ARRAYSIZE(GlowBodyStyleIndex));\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Changes The Player's Body Style.\");\n\n\t\t\t\t\tconst char* GlowOutlineStyleIndex[] = { \"None\", \"Bright\", \"Bright Invisible Only\", \"Dark\", \"Pink\", \"White\", \"Gold Flashing\", \"Gold\", \"Brown\", \"Wave\", \"Red Visible Only\", \"Red Bright\", \"Heartbeat Visible Only\", \"Green Invisible Only\", \"Visible Only\", \"Bright Orange\", \"Red 2\" };\n\t\t\t\t\tImGui::ComboBox(\"Outline Style\", &Features::Glow::OutlineStyle, GlowOutlineStyleIndex, IM_ARRAYSIZE(GlowOutlineStyleIndex));\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Changes The Player's Outline Style.\");\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\n\t\t\t\tImGui::NextColumn(); // Right\n\n\t\t\t\tImGui::BeginChildFrame(3, ImVec2(WindowWidth - 630, WindowHeight - 198), true);\n\t\t\t\t{\n\t\t\t\t\tImGui::Spacing();\n\t\t\t\t\tconst char* GlowColorModeIndex[] = { \"Shield Based\", \"Custom Color\" };\n\t\t\t\t\tImGui::ComboBox(\"Color Mode\", &Features::Glow::GlowColorMode, GlowColorModeIndex, IM_ARRAYSIZE(GlowColorModeIndex));\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"What Color The Glow Will Be.\\nShield Based = What Shield The Player Has\\nCustom Color = Whatever Color You Want.\");\n\n\t\t\t\t\tif (Features::Glow::GlowColorMode == 0) {\n\t\t\t\t\t\tconst char* GlowShieldModeIndex[] = { \"Current Shield\", \"Max Shield\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Shield Mode\", &Features::Glow::GlowColorShieldMode, GlowShieldModeIndex, IM_ARRAYSIZE(GlowShieldModeIndex));\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"What Color The Glow Will Change To\\nCurrent Shield = Player's Current Shield Points\\nMax Shield = Player's Max Shield Points.\");\n\t\t\t\t\t\tImGui::ColorEdit3(\"Red Shield##GlowColor\", Features::Colors::Enemy::RedShieldColor, ColorEditFlags);\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::ColorEdit3(\"Purple Shield##GlowColor\", Features::Colors::Enemy::PurpleShieldColor, ColorEditFlags);\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::ColorEdit3(\"Blue Shield##GlowColor\", Features::Colors::Enemy::BlueShieldColor, ColorEditFlags);\n\t\t\t\t\t\tImGui::ColorEdit3(\"Grey Shield##GlowColor\", Features::Colors::Enemy::GreyShieldColor, ColorEditFlags);\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Glow::GlowColorMode == 0) {\n\t\t\t\t\t\tImGui::ColorEdit3(\"Low HP Color##GlowColor\", Features::Colors::Enemy::LowGlowColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"What Color The Glow Will Change To When The Player Has No Shield.\");\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Glow::GlowColorMode == 1) {\n\t\t\t\t\t\tImGui::ColorEdit3(\"Invisible Color##GlowColor\", Features::Colors::Enemy::InvisibleGlowColor, ColorEditFlags);\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t}\n\n\t\t\t\t\tImGui::ColorEdit3(\"Visible Color##GlowColor\", Features::Colors::Enemy::VisibleGlowColor, ColorEditFlags);\n\t\t\t\t\tif (!Features::Glow::KnockedCheck) {\n\t\t\t\t\t\tif (Features::Glow::GlowColorMode == 1) {\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tImGui::ColorEdit3(\"Knocked Color##GlowColor\", Features::Colors::Enemy::KnockedGlowColor, ColorEditFlags);\n\t\t\t\t\t}\n\t\t\t\t\tImGui::EndChildFrame();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (SelectedGlowSubTab == 1) {\n\t\t\tImGui::BeginChildFrame(2, ImVec2(WindowWidth - 220, WindowHeight - 110), true);\n\t\t\t{\n\t\t\t\tImGui::Spacing();\n\t\t\t\tImGui::Text(\"Item Glow\");\n\t\t\t\tImGui::Checkbox(\"Enabled##Item\", &Features::Glow::Item::ItemGlow);\n\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\tImGui::SetTooltip(\"Items Will Glow Through Walls.\\nIncludes Deathboxes.\");\n\t\t\t\tif (Features::Glow::Item::ItemGlow) {\n\t\t\t\t\tconst char* ItemGlowBodyStyleIndex[] = { \"Clear\", \"Light\", \"Solid\", \"Light To Dark Fade\" };\n\t\t\t\t\tImGui::ComboBox(\"Inside Style\", &Features::Glow::Item::SelectedInsideStyle, ItemGlowBodyStyleIndex, IM_ARRAYSIZE(ItemGlowBodyStyleIndex));\n\t\t\t\t\tconst char* ItemGlowOutlineIndex[] = { \"None\", \"Light 1\", \"Light 2\", \"Solid\", \"Gold\", \"Orange\", \"Pulsing\", \"Light Red (Visible Only)\", \"Red\", \"Fading (Visible Only)\", \"Soft\", \"Visible Only\" };\n\t\t\t\t\tImGui::ComboBox(\"Outline Style\", &Features::Glow::Item::SelectedOutlineStyle, ItemGlowOutlineIndex, IM_ARRAYSIZE(ItemGlowOutlineIndex));\n\t\t\t\t\tImGui::MainSliderInt(\"Glow Thickness\", &Features::Glow::Item::ItemGlowThickness, 0, 250);\n\t\t\t\t}\n\n\t\t\t\tImGui::EndChildFrame();\n\t\t\t}\n\t\t}\n\n\t\tif (SelectedGlowSubTab == 2) {\n\t\t\tImGui::BeginChildFrame(2, ImVec2(WindowWidth - 220, WindowHeight - 110), true);\n\t\t\t{\n\t\t\t\tImGui::Spacing();\n\t\t\t\tImGui::Text(\"Viewmodel Glow\");\n\t\t\t\tImGui::Checkbox(\"Enabled\", &Features::Glow::ViewModelGlow);\n\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\tImGui::SetTooltip(\"Toggle ViewModel Glow.\");\n\t\t\t\tif (Features::Glow::ViewModelGlow) {\n\t\t\t\t\tconst char* ViewmodelGlowIndex[] = { \"Cyan Outline\", \"Light Red Outline\", \"White Outline\", \"Orange Outline\", \"Yellow Outline\", \"Solid Green\", \"Solid Orange\", \"Solid Yellow\", \"Solid Yellow Pulsing\", \"Solid Purple\", \"Solid Light Blue\", \"Solid Light Grey\", \"Solid White\", \"Solid Cyan\", \"Solid Hot Pink\", \"Solid Light Yellow\", \"Solid Light Orange\", \"Solid Light Green\", \"Solid Black\", \"Chrome\" };\n\t\t\t\t\tImGui::ComboBox(\"Selected Color\", &Features::Glow::ViewModelGlowCombo, ViewmodelGlowIndex, IM_ARRAYSIZE(ViewmodelGlowIndex));\n\t\t\t\t}\n\n\t\t\t\tImGui::EndChildFrame();\n\t\t\t}\n\t\t}\n\t\tImGui::EndChild();\n\t\tImGui::EndChild();\n\t}\n\n\t//---------------------------------------------------------------------- ESP UI ----------------------------------------------------------------------\n\n\tvoid RenderESP(Overlay OverlayWindow) {\n\t\tImVec2 TabSize;\n\t\tTabSize = ImGui::GetWindowSize();\n\t\tImGui::SetCursorPos(ImVec2(0, 0));\n\t\tImGui::BeginChild(\"workzone\", ImVec2(0, 0), false, ImGuiWindowFlags_NoScrollbar);\n\t\tImGui::BeginGroup();\n\t\tImGui::Spacing();\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\"PLAYER\", 0 == SelectedESPSubTabLeft, ImVec2(135, 25)))\n\t\t\tSelectedESPSubTabLeft = 0;\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\"TEAM\", 1 == SelectedESPSubTabLeft, ImVec2(135, 25)))\n\t\t\tSelectedESPSubTabLeft = 1;\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\"SETTINGS\", 2 == SelectedESPSubTabLeft, ImVec2(135, 25)))\n\t\t\tSelectedESPSubTabLeft = 2;\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\"COLORS\", 0 == SelectedESPSubTabRight, ImVec2(92, 25)))\n\t\t\tSelectedESPSubTabRight = 0;\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\"RADAR\", 1 == SelectedESPSubTabRight, ImVec2(92, 25)))\n\t\t\tSelectedESPSubTabRight = 1;\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\"CROSSHAIR\", 2 == SelectedESPSubTabRight, ImVec2(92, 25)))\n\t\t\tSelectedESPSubTabRight = 2;\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\"OTHER\", 3 == SelectedESPSubTabRight, ImVec2(92, 25)))\n\t\t\tSelectedESPSubTabRight = 3;\n\t\tImGui::EndGroup();\n\n\t\tImGui::SetCursorPos({ 15, 35 });\n\n\t\tImGui::BeginChild(\"workzone\", ImVec2(WindowWidth - 186, WindowHeight - 90), false, ImGuiWindowFlags_NoScrollbar);\n\n\t\tImGui::Separator();\n\t\tDoubleSpacing();\n\t\tImGui::Columns(2, \"ESP Columns\", false);\n\t\tImGui::BeginChildFrame(1, ImVec2(WindowWidth - 613, WindowHeight - 110), true);\n\t\t{\n\t\t\tImGui::Spacing();\n\t\t\tif (SelectedESPSubTabLeft == 0) {\n\t\t\t\tImGui::Text(\"Player ESP\");\n\t\t\t\tImGui::Checkbox(\"Draw Players\", &Features::Sense::Enemy::DrawEnemy);\n\n\t\t\t\tif (Features::Sense::Enemy::DrawEnemy) {\n\t\t\t\t\tImGui::Text(\"Boxes\");\n\t\t\t\t\tImGui::Checkbox(\"Draw Boxes\", &Features::Sense::Enemy::DrawBoxes);\n\t\t\t\t\tif (Features::Sense::Enemy::DrawBoxes) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::Checkbox(\"Box Outline\", &Features::Sense::Enemy::BoxOutline);\n\t\t\t\t\t\tconst char* BoxTypeIndex[] = { \"2D\", \"2D Filled\", \"2D Corners\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Box Type\", &Features::Sense::Enemy::BoxType, BoxTypeIndex, IM_ARRAYSIZE(BoxTypeIndex));\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Box Thickness\", &Features::Sense::Enemy::BoxThickness, 1, 10, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Changes the thickness of the boxes\");\n\t\t\t\t\t}\n\n\t\t\t\t\tImGui::Text(\"Tracers\");\n\t\t\t\t\tImGui::Checkbox(\"Draw Tracers\", &Features::Sense::Enemy::DrawTracers);\n\t\t\t\t\tif (Features::Sense::Enemy::DrawTracers) {\n\t\t\t\t\t\tconst char* TracerPos[] = { \"Top\", \"Crosshair\", \"Bottom\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Tracer Position\", &Features::Sense::Enemy::TracerPosition, TracerPos, IM_ARRAYSIZE(TracerPos));\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Where tracers will be drawn from.\");\n\t\t\t\t\t\tconst char* TracerBones[] = { \"Top\", \"Bottom\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Tracer Bone\", &Features::Sense::Enemy::TracerBone, TracerBones, IM_ARRAYSIZE(TracerBones));\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Where tracers will be drawn to.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Tracer Thickness\", &Features::Sense::Enemy::TracerThickness, 1, 10, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Changes the thickness of the tracers\");\n\t\t\t\t\t}\n\n\t\t\t\t\tImGui::Text(\"Skeleton\");\n\t\t\t\t\tImGui::Checkbox(\"Draw Skeleton\", &Features::Sense::Enemy::DrawSkeleton);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Draw the enemies skeletons (Spooky)\");\n\t\t\t\t\tif (Features::Sense::Enemy::DrawSkeleton) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::Checkbox(\"Skeleton Outline\", &Features::Sense::Enemy::SkeletonOutline);\n\t\t\t\t\t\tconst char* SkeletonDetail[] = { \"Detailed\", \"Simple\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Skeleton Detail\", &Features::Sense::Enemy::SkeletonDetail, SkeletonDetail, IM_ARRAYSIZE(SkeletonDetail));\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"How Detailed The Skeleton Is.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Skeleton Thickness\", &Features::Sense::Enemy::SkeletonThickness, 1, 10, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Changes the thickness of the bones\");\n\t\t\t\t\t}\n\n\t\t\t\t\tImGui::Text(\"Head Circle\");\n\t\t\t\t\tImGui::Checkbox(\"Draw Head Circle\", &Features::Sense::Enemy::DrawHeadCircle);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Draw the enemies Head\");\n\t\t\t\t\tif (Features::Sense::Enemy::DrawHeadCircle) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::Checkbox(\"Head Circle Outline\", &Features::Sense::Enemy::HeadCircleOutline);\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Head Circle Thickness\", &Features::Sense::Enemy::HeadCircleThickness, 1, 10, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Changes the thickness of the Circle\");\n\t\t\t\t\t}\n\n\t\t\t\t\tImGui::Text(\"Info Bars\");\n\t\t\t\t\tImGui::Checkbox(\"Draw Bars\", &Features::Sense::Enemy::DrawBars);\n\t\t\t\t\tif (Features::Sense::Enemy::DrawBars) {\n\t\t\t\t\t\tconst char* BarStyleIndex[] = { \"Side\", \"Top\", \"Seer\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Bar Style\", &Features::Sense::Enemy::BarStyle, BarStyleIndex, IM_ARRAYSIZE(BarStyleIndex));\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"What Style Of Health + Shield Bar Will Be.\\nSeer = Seer's Ability.\");\n\n\t\t\t\t\t\tif (!Features::Sense::Enemy::BarStyle == 2) {\n\t\t\t\t\t\t\tFeatures::Sense::Enemy::DrawSeer = false;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Sense::Enemy::BarStyle == 0 or Features::Sense::Enemy::BarStyle == 1) {\n\t\t\t\t\t\t\tImGui::Checkbox(\"Draw Health Bar\", &Features::Sense::Enemy::HealthBar);\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::Checkbox(\"Draw Shield Bar\", &Features::Sense::Enemy::ShieldBar);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t/*if (Features::Sense::Enemy::BarStyle == 0 or Features::Sense::Enemy::BarStyle == 1) {\n\t\t\t\t\t\t\tconst char* BarModeIndex[] = { \"Health Only\", \"Shield Only\", \"Health & Shield\" };\n\t\t\t\t\t\t\tImGui::ComboBox(\"Bar Mode\", &Features::Sense::Enemy::BarMode, BarModeIndex, IM_ARRAYSIZE(BarModeIndex));\n\t\t\t\t\t\t}*/\n\n\t\t\t\t\t\tif (Features::Sense::Enemy::BarStyle == 2) { // Seer\n\t\t\t\t\t\t\tImGui::Checkbox(\"Draw Seer\", &Features::Sense::Enemy::DrawSeer);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Draw Seer's abilitiy (Show Health & Armor) on enemies\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Sense::Enemy::BarStyle == 1) { // Top\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Bar Height\", &Features::Sense::Enemy::BarHeight, 5, 20, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Height of the enemy bar\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Bar Width\", &Features::Sense::Enemy::BarWidth, 10, 125, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Width of the enemy bar\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Sense::Enemy::BarStyle == 1) { // Top\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Bar Thickness\", &Features::Sense::Enemy::BarThickness, 1, 10, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Thickness of the health/shield bar\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tImGui::Text(\"Player Info\");\n\t\t\t\t\tImGui::Checkbox(\"Draw Names\", &Features::Sense::Enemy::DrawNames);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Show enemies names.\");\n\n\t\t\t\t\tImGui::Checkbox(\"Draw Distance\", &Features::Sense::Enemy::DrawDistance);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Show how far away the enemies are\");\n\n\t\t\t\t\tImGui::Checkbox(\"Draw Legend\", &Features::Sense::Enemy::DrawLegend);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Show What Legend The Enemy Is Playing As.\");\n\n\t\t\t\t\tImGui::Checkbox(\"Draw Weapon\", &Features::Sense::Enemy::DrawWeapon);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Show what weapon an enemy is currently holding.\");\n\n\t\t\t\t\tImGui::Checkbox(\"Draw Status\", &Features::Sense::Enemy::DrawStatus);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Draw enemies current health and armor\");\n\t\t\t\t\tif (Features::Sense::Enemy::DrawStatus) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::Checkbox(\"Show Max Values\", &Features::Sense::Enemy::ShowMaxStatusValues);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Adds their max health and max armor at the end.\");\n\t\t\t\t\t}\n\n\t\t\t\t\tDoubleSpacing();\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (SelectedESPSubTabLeft == 1) {\n\t\t\t\tImGui::Text(\"Team ESP\");\n\t\t\t\tImGui::Checkbox(\"Draw Teammates\", &Features::Sense::Teammate::DrawTeam);\n\n\t\t\t\tif (Features::Sense::Teammate::DrawTeam) {\n\t\t\t\t\tImGui::Text(\"Boxes\");\n\t\t\t\t\tImGui::Checkbox(\"Draw Boxes\", &Features::Sense::Teammate::DrawBoxes);\n\t\t\t\t\tif (Features::Sense::Teammate::DrawBoxes) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::Checkbox(\"Box Outline\", &Features::Sense::Teammate::BoxOutline);\n\t\t\t\t\t\tconst char* BoxTypeIndex[] = { \"2D\", \"2D Filled\", \"2D Corners\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Box Type\", &Features::Sense::Teammate::BoxType, BoxTypeIndex, IM_ARRAYSIZE(BoxTypeIndex));\n\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Box Thickness\", &Features::Sense::Teammate::BoxThickness, 1, 10, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Changes the thickness of the boxes\");\n\t\t\t\t\t}\n\n\t\t\t\t\tImGui::Text(\"Tracers\");\n\t\t\t\t\tImGui::Checkbox(\"Draw Tracers\", &Features::Sense::Teammate::DrawTracers);\n\t\t\t\t\tif (Features::Sense::Teammate::DrawTracers) {\n\t\t\t\t\t\tconst char* TracerPos[] = { \"Top\", \"Crosshair\", \"Bottom\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Tracer Position\", &Features::Sense::Teammate::TracerPosition, TracerPos, IM_ARRAYSIZE(TracerPos));\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Where tracers will be drawn from.\");\n\t\t\t\t\t\tconst char* TracerBones[] = { \"Top\", \"Bottom\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Tracer Bone\", &Features::Sense::Teammate::TracerBone, TracerBones, IM_ARRAYSIZE(TracerBones));\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Where tracers will be drawn to.\");\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Tracer Thickness\", &Features::Sense::Teammate::TracerThickness, 1, 10, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Changes the thickness of the tracers\");\n\t\t\t\t\t}\n\n\t\t\t\t\tImGui::Text(\"Skeleton\");\n\t\t\t\t\tImGui::Checkbox(\"Draw Skeleton\", &Features::Sense::Teammate::DrawSkeleton);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Draw the teammates skeletons (Spooky)\");\n\t\t\t\t\tif (Features::Sense::Teammate::DrawSkeleton) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::Checkbox(\"Skeleton Outline\", &Features::Sense::Teammate::SkeletonOutline);\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Skeleton Thickness\", &Features::Sense::Teammate::SkeletonThickness, 1, 10, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Changes the thickness of the bones\");\n\t\t\t\t\t}\n\n\t\t\t\t\tImGui::Text(\"Head Circle\");\n\t\t\t\t\tImGui::Checkbox(\"Draw Head Circle\", &Features::Sense::Teammate::DrawHeadCircle);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Draw the enemies Head\");\n\t\t\t\t\tif (Features::Sense::Teammate::DrawHeadCircle) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::Checkbox(\"Head Circle Outline\", &Features::Sense::Teammate::HeadCircleOutline);\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Head Circle Thickness\", &Features::Sense::Teammate::HeadCircleThickness, 1, 10, \"%.0f\");\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Changes the thickness of the Circle\");\n\t\t\t\t\t}\n\n\t\t\t\t\tImGui::Text(\"Info Bars\");\n\t\t\t\t\tImGui::Checkbox(\"Draw Bars\", &Features::Sense::Teammate::DrawBars);\n\t\t\t\t\tif (Features::Sense::Teammate::DrawBars) {\n\t\t\t\t\t\tconst char* BarStyleIndex[] = { \"Side\", \"Top\", \"Seer\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Bar Style\", &Features::Sense::Teammate::BarStyle, BarStyleIndex, IM_ARRAYSIZE(BarStyleIndex));\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Where AND What Style Of Health + Shield Bar Will Be.\\nSeer = Seer's Ability.\");\n\n\t\t\t\t\t\tif (!Features::Sense::Teammate::BarStyle == 2) {\n\t\t\t\t\t\t\tFeatures::Sense::Teammate::DrawSeer = false;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Sense::Teammate::BarStyle == 0 or Features::Sense::Teammate::BarStyle == 1) {\n\t\t\t\t\t\t\tconst char* BarModeIndex[] = { \"Health Only\", \"Shield Only\", \"Health & Shield\" };\n\t\t\t\t\t\t\tImGui::ComboBox(\"Bar Mode\", &Features::Sense::Teammate::BarMode, BarModeIndex, IM_ARRAYSIZE(BarModeIndex));\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Sense::Teammate::BarStyle == 2) { // Seer\n\t\t\t\t\t\t\tImGui::Checkbox(\"Draw Seer\", &Features::Sense::Teammate::DrawSeer);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Draw Seer's abilitiy (Show Health & Armor) on enemies\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Sense::Teammate::BarStyle == 1) { // Top\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Bar Height\", &Features::Sense::Teammate::BarHeight, 5, 20, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Height of the Teammate bar\");\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Bar Width\", &Features::Sense::Teammate::BarWidth, 10, 125, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Width of the Teammate bar\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Sense::Teammate::BarStyle == 1) { // Top\n\t\t\t\t\t\t\tImGui::MainSliderFloat(\"Bar Thickness\", &Features::Sense::Teammate::BarThickness, 1, 10, \"%.0f\");\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Thickness of the health/shield bar\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tImGui::Text(\"Player Info\");\n\t\t\t\t\tImGui::Checkbox(\"Draw Names\", &Features::Sense::Teammate::DrawNames);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Show enemies names.\");\n\n\t\t\t\t\tImGui::Checkbox(\"Draw Distance\", &Features::Sense::Teammate::DrawDistance);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Show how far away the enemies are\");\n\n\t\t\t\t\tImGui::Checkbox(\"Draw Legend\", &Features::Sense::Teammate::DrawLegend);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Show What Legend The Teammate Is Playing As.\");\n\n\t\t\t\t\tImGui::Checkbox(\"Draw Weapon\", &Features::Sense::Teammate::DrawWeapon);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Show what weapon an Teammate is currently holding.\");\n\n\t\t\t\t\tImGui::Checkbox(\"Draw Status\", &Features::Sense::Teammate::DrawStatus);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Draw enemies current health and armor\");\n\t\t\t\t\tif (Features::Sense::Teammate::DrawStatus) {\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::Checkbox(\"Show Max Values\", &Features::Sense::Teammate::ShowMaxStatusValues);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Adds their max health and max armor at the end.\");\n\t\t\t\t\t}\n\n\t\t\t\t\tDoubleSpacing();\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (SelectedESPSubTabLeft == 2) {\n\t\t\t\tImGui::Spacing();\n\t\t\t\tImGui::Text(\"Settings\");\n\t\t\t\tImGui::Checkbox(\"Knocked Check\", &Features::Sense::KnockedCheck);\n\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\tImGui::SetTooltip(\"Draw's ESP On Knocked Players\");\n\t\t\t\tImGui::SameLine();\n\t\t\t\tImGui::Checkbox(\"Visibility Check\", &Features::Sense::VisibilityCheck);\n\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\tImGui::SetTooltip(\"Draw's ESP ONLY On Visible Players\");\n\n\t\t\t\tImGui::MainSliderFloat(\"ESP Max Distance\", &Features::Sense::ESPMaxDistance, 0, 1000, \"%.0f\");\n\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\tImGui::SetTooltip(\"Only those in range will be shown.\");\n\t\t\t\tImGui::Checkbox(\"Text Outline\", &Features::Sense::TextOutline);\n\n\t\t\t\tImGui::Text(\"Position Changer\");\n\t\t\t\tconst char* PositionIndex[] = { \"Top 1\", \"Top 2\", \"Bottom 1\", \"Bottom 2\", \"Bottom 3\" };\n\t\t\t\tImGui::ComboBox(\"Name Position\", &Features::Sense::Positions::NamePosition, PositionIndex, IM_ARRAYSIZE(PositionIndex));\n\t\t\t\tImGui::ComboBox(\"Distance Position\", &Features::Sense::Positions::DistancePosition, PositionIndex, IM_ARRAYSIZE(PositionIndex));\n\t\t\t\tImGui::ComboBox(\"Legend Position\", &Features::Sense::Positions::LegendPosition, PositionIndex, IM_ARRAYSIZE(PositionIndex));\n\t\t\t\tImGui::ComboBox(\"Weapon Position\", &Features::Sense::Positions::WeaponPosition, PositionIndex, IM_ARRAYSIZE(PositionIndex));\n\t\t\t\tImGui::ComboBox(\"Status Position\", &Features::Sense::Positions::StatusPosition, PositionIndex, IM_ARRAYSIZE(PositionIndex));\n\t\t\t}\n\n\t\t\tImGui::EndChildFrame();\n\t\t}\n\n\t\tImGui::NextColumn();\n\n\t\tImGui::BeginChildFrame(2, ImVec2(WindowWidth - 630, WindowHeight - 110), true);\n\t\t{\n\t\t\tif (SelectedESPSubTabRight == 0) {\n\t\t\t\tImGui::Spacing();\n\t\t\t\tif (SelectedESPSubTabLeft == 0 or SelectedESPSubTabLeft == 2) {\n\t\t\t\t\tImGui::Text(\"Colors - Players\");\n\t\t\t\t\tif (Features::Sense::Enemy::DrawBoxes) {\n\t\t\t\t\t\tImGui::Text(\"Boxes\");\n\t\t\t\t\t\tImGui::ColorEdit4(\"Visible##EnemyBoxColor\", Features::Colors::Enemy::VisibleBoxColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Box Visible Color\");\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::ColorEdit4(\"Invisible##EnemyBoxColor\", Features::Colors::Enemy::InvisibleBoxColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Box Invisible Color\");\n\t\t\t\t\t\tif (!Features::Sense::KnockedCheck) {\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Knocked##EnemyBoxColor\", Features::Colors::Enemy::KnockedBoxColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Box Knocked Color\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Sense::Enemy::BoxType == 1) {\n\t\t\t\t\t\t\t//ImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Filled Visible##Enemy\", Features::Colors::Enemy::VisibleFilledBoxColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Filled Box Visible Color\");\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Filled Invisible##Enemy\", Features::Colors::Enemy::InvisibleFilledBoxColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Filled Box Invisible Color\");\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Filled Knocked##Enemy\", Features::Colors::Enemy::KnockedFilledBoxColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Filled Box Knocked Color\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Sense::Enemy::DrawTracers) {\n\t\t\t\t\t\tImGui::Text(\"Tracers\");\n\t\t\t\t\t\tImGui::ColorEdit4(\"Visible##EnemyTracer\", Features::Colors::Enemy::VisibleTracerColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Tracer Visible Color\");\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::ColorEdit4(\"Invisible##EnemyTracer\", Features::Colors::Enemy::InvisibleTracerColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Tracer Invisible Color\");\n\t\t\t\t\t\tif (!Features::Sense::KnockedCheck) {\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Knocked##EnemyTracer\", Features::Colors::Enemy::KnockedTracerColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Tracer Knocked Color\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Sense::Enemy::DrawSkeleton) {\n\t\t\t\t\t\tImGui::Text(\"Skeleton\");\n\t\t\t\t\t\tImGui::ColorEdit4(\"Visible##EnemySkeletonColor\", Features::Colors::Enemy::VisibleSkeletonColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Skeleton Visible Color\");\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::ColorEdit4(\"Invisible##EnemySkeletonColor\", Features::Colors::Enemy::InvisibleSkeletonColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Skeleton Invisible Color\");\n\t\t\t\t\t\tif (!Features::Sense::KnockedCheck) {\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Knocked##EnemySkeletonColor\", Features::Colors::Enemy::KnockedSkeletonColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Skeleton Knocked Color\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Sense::Enemy::DrawHeadCircle) {\n\t\t\t\t\t\tImGui::Text(\"Head Circle\");\n\t\t\t\t\t\tImGui::ColorEdit4(\"Visible##EnemyHeadCircleColor\", Features::Colors::Enemy::VisibleHeadCircleColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Head Circle Visible Color\");\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::ColorEdit4(\"Invisible##EnemyHeadCircleColor\", Features::Colors::Enemy::InvisibleHeadCircleColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Head Circle Invisible Color\");\n\t\t\t\t\t\tif (!Features::Sense::KnockedCheck) {\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Knocked##EnemyHeadCircleColor\", Features::Colors::Enemy::KnockedHeadCircleColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Head Circle Knocked Color\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Sense::Enemy::DrawBars) {\n\t\t\t\t\t\tif (Features::Sense::Enemy::BarMode == 0 or Features::Sense::Enemy::BarMode == 1) {\n\t\t\t\t\t\t\tImGui::Text(\"Info Bars\");\n\t\t\t\t\t\t\tconst char* BarColorModeIndex[] = { \"Max Shield\", \"Current Shield\" };\n\t\t\t\t\t\t\tImGui::ComboBox(\"Bar Color\", &Features::Sense::Enemy::BarColorMode, BarColorModeIndex, IM_ARRAYSIZE(BarColorModeIndex));\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"What Color The Shield Bar Will Be.\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Sense::Enemy::DrawNames) {\n\t\t\t\t\t\tImGui::Text(\"Names\");\n\t\t\t\t\t\tImGui::ColorEdit4(\"Visible##EnemyNameColor\", Features::Colors::Enemy::VisibleNameColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Name Visible Color\");\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::ColorEdit4(\"Invisible##EnemyNameColor\", Features::Colors::Enemy::InvisibleNameColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Name Invisible Color\");\n\t\t\t\t\t\tif (!Features::Sense::KnockedCheck) {\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Knocked##EnemyNameColor\", Features::Colors::Enemy::KnockedNameColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Name Knocked Color\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Sense::Enemy::DrawDistance) {\n\t\t\t\t\t\tImGui::Text(\"Distance\");\n\t\t\t\t\t\tImGui::ColorEdit4(\"Visible##EnemyDistanceColor\", Features::Colors::Enemy::VisibleDistanceColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Distance Visible Color\");\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::ColorEdit4(\"Invisible##EnemyDistanceColor\", Features::Colors::Enemy::InvisibleDistanceColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Distance Invisible Color\");\n\t\t\t\t\t\tif (!Features::Sense::KnockedCheck) {\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Knocked##EnemyDistanceColor\", Features::Colors::Enemy::KnockedDistanceColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Distance Knocked Color\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Sense::Enemy::DrawLegend) {\n\t\t\t\t\t\tImGui::Text(\"Legend\");\n\t\t\t\t\t\tImGui::ColorEdit4(\"Visible##EnemyLegendColor\", Features::Colors::Enemy::VisibleLegendColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Legend Visible Color\");\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::ColorEdit4(\"Invisible##EnemyLegendColor\", Features::Colors::Enemy::InvisibleLegendColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Legend Invisible Color\");\n\t\t\t\t\t\tif (!Features::Sense::KnockedCheck) {\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Knocked##EnemyLegendColor\", Features::Colors::Enemy::KnockedLegendColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Legend Knocked Color\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Sense::Enemy::DrawWeapon) {\n\t\t\t\t\t\tImGui::Text(\"Weapon\");\n\t\t\t\t\t\tconst char* WeaponColorModeIndex[] = { \"Single Color\", \"Multiple Colors\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Weapon Color Mode\", &Features::Colors::WeaponColorMode, WeaponColorModeIndex, IM_ARRAYSIZE(WeaponColorModeIndex));\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Changes The Weapon Text Color To The Ammo Type Of The Weapon.\");\n\n\t\t\t\t\t\tif (Features::Colors::WeaponColorMode == 0) {\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Visible##EnemyWeaponColor\", Features::Colors::Enemy::VisibleWeaponColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Weapon Visible Color\");\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Invisible##EnemyWeaponColor\", Features::Colors::Enemy::InvisibleWeaponColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Weapon Invisible Color\");\n\t\t\t\t\t\t\tif (!Features::Sense::KnockedCheck) {\n\t\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\t\tImGui::ColorEdit4(\"Knocked##EnemyWeaponColor\", Features::Colors::Enemy::KnockedWeaponColor, ColorEditFlags);\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Weapon Knocked Color\");\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Colors::WeaponColorMode == 1) {\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Light##ESPEnemyWeaponColor\", Features::Colors::Enemy::LightWeaponColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Light Weapon Color\");\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Heavy##ESPEnemyWeaponColor\", Features::Colors::Enemy::HeavyWeaponColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Heavy Weapon Color\");\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Energy##ESPEnemyWeaponColor\", Features::Colors::Enemy::EnergyWeaponColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Energy Weapon Color\");\n\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Shotguns##ESPEnemyWeaponColor\", Features::Colors::Enemy::ShotgunWeaponColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Shotgun Color\");\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Snipers##ESPEnemyWeaponColor\", Features::Colors::Enemy::SniperWeaponColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Sniper Color\");\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Legendary##ESPEnemyWeaponColor\", Features::Colors::Enemy::LegendaryWeaponColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Legendary Weapon Color\");\n\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Throwables##ESPEnemyWeapon\", Features::Colors::Enemy::ThrowableWeaponColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Throwable Color\");\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Melee##ESPEnemyWeapon\", Features::Colors::Enemy::MeleeWeaponColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Melee Color\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (SelectedESPSubTabLeft == 1) {\n\t\t\t\t\tImGui::Text(\"Colors - Teammates\");\n\t\t\t\t\tif (Features::Sense::Teammate::DrawBoxes) {\n\t\t\t\t\t\tImGui::Text(\"Boxes\");\n\t\t\t\t\t\tImGui::ColorEdit4(\"Visible##TeammateBoxColor\", Features::Colors::Teammate::VisibleBoxColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Box Visible Color\");\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::ColorEdit4(\"Invisible##TeammateBoxColor\", Features::Colors::Teammate::InvisibleBoxColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Box Invisible Color\");\n\t\t\t\t\t\tif (!Features::Sense::KnockedCheck) {\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Knocked##TeammateBoxColor\", Features::Colors::Teammate::KnockedBoxColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Box Knocked Color\");\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Sense::Teammate::BoxType == 1) {\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Filled Visible##Teammate\", Features::Colors::Teammate::VisibleFilledBoxColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Filled Box Visible Color\");\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Filled Invisible##Teammate\", Features::Colors::Teammate::InvisibleFilledBoxColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Filled Box Invisible Color\");\n\t\t\t\t\t\t\tif (!Features::Sense::KnockedCheck) {\n\t\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\t\tImGui::ColorEdit4(\"Filled Knocked##Teammate\", Features::Colors::Teammate::KnockedFilledBoxColor, ColorEditFlags);\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Filled Box Knocked Color\");\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Sense::Teammate::DrawTracers) {\n\t\t\t\t\t\tImGui::Text(\"Tracers\");\n\t\t\t\t\t\tImGui::ColorEdit4(\"Visible##TeammateTracer\", Features::Colors::Teammate::VisibleTracerColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Tracer Visible Color\");\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::ColorEdit4(\"Invisible##TeammateTracer\", Features::Colors::Teammate::InvisibleTracerColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Tracer Invisible Color\");\n\t\t\t\t\t\tif (!Features::Sense::KnockedCheck) {\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Knocked##TeammateTracer\", Features::Colors::Teammate::KnockedTracerColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Tracer Knocked Color\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Sense::Teammate::DrawSkeleton) {\n\t\t\t\t\t\tImGui::Text(\"Skeleton\");\n\t\t\t\t\t\tImGui::ColorEdit4(\"Visible##TeammateSkeletonColor\", Features::Colors::Teammate::VisibleSkeletonColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Skeleton Visible Color\");\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::ColorEdit4(\"Invisible##TeammateSkeletonColor\", Features::Colors::Teammate::InvisibleSkeletonColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Skeleton Invisible Color\");\n\t\t\t\t\t\tif (!Features::Sense::KnockedCheck) {\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Knocked##TeammateSkeletonColor\", Features::Colors::Teammate::KnockedSkeletonColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Skeleton Knocked Color\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Sense::Teammate::DrawHeadCircle) {\n\t\t\t\t\t\tImGui::Text(\"Head Circle\");\n\t\t\t\t\t\tImGui::ColorEdit4(\"Visible##TeammateHeadCircleColor\", Features::Colors::Teammate::VisibleHeadCircleColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Head Circle Visible Color\");\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::ColorEdit4(\"Invisible##TeammateHeadCircleColor\", Features::Colors::Teammate::InvisibleHeadCircleColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Head Circle Invisible Color\");\n\t\t\t\t\t\tif (!Features::Sense::KnockedCheck) {\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Knocked##TeammateHeadCircleColor\", Features::Colors::Teammate::KnockedHeadCircleColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Head Circle Knocked Color\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Sense::Teammate::DrawBars) {\n\t\t\t\t\t\tif (Features::Sense::Teammate::BarMode == 0 or Features::Sense::Teammate::BarMode == 1) {\n\t\t\t\t\t\t\tImGui::Text(\"Info Bars\");\n\t\t\t\t\t\t\tconst char* BarColorModeIndex[] = { \"Max Shield\", \"Current Shield\" };\n\t\t\t\t\t\t\tImGui::ComboBox(\"Bar Color\", &Features::Sense::Teammate::BarColorMode, BarColorModeIndex, IM_ARRAYSIZE(BarColorModeIndex));\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"What Color The Shield Bar Will Be.\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Sense::Teammate::DrawNames) {\n\t\t\t\t\t\tImGui::Text(\"Names\");\n\t\t\t\t\t\tImGui::ColorEdit4(\"Visible##TeammateNameColor\", Features::Colors::Teammate::VisibleNameColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Name Visible Color\");\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::ColorEdit4(\"Invisible##TeammateNameColor\", Features::Colors::Teammate::InvisibleNameColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Name Invisible Color\");\n\t\t\t\t\t\tif (!Features::Sense::KnockedCheck) {\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Knocked##TeammateNameColor\", Features::Colors::Teammate::KnockedNameColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Name Knocked Color\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Sense::Teammate::DrawDistance) {\n\t\t\t\t\t\tImGui::Text(\"Distance\");\n\t\t\t\t\t\tImGui::ColorEdit4(\"Visible##TeammateDistanceColor\", Features::Colors::Teammate::VisibleDistanceColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Distance Visible Color\");\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::ColorEdit4(\"Invisible##TeammateDistanceColor\", Features::Colors::Teammate::InvisibleDistanceColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Distance Invisible Color\");\n\t\t\t\t\t\tif (!Features::Sense::KnockedCheck) {\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Knocked##TeammateDistanceColor\", Features::Colors::Teammate::KnockedDistanceColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Distance Knocked Color\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Sense::Teammate::DrawLegend) {\n\t\t\t\t\t\tImGui::Text(\"Legend\");\n\t\t\t\t\t\tImGui::ColorEdit4(\"Visible##TeammateLegendColor\", Features::Colors::Teammate::VisibleLegendColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Legend Visible Color\");\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\tImGui::ColorEdit4(\"Invisible##TeammateLegendColor\", Features::Colors::Teammate::InvisibleLegendColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Legend Invisible Color\");\n\t\t\t\t\t\tif (!Features::Sense::KnockedCheck) {\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Knocked##TeammateLegendColor\", Features::Colors::Teammate::KnockedLegendColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Legend Knocked Color\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Sense::Teammate::DrawWeapon) {\n\t\t\t\t\t\tImGui::Text(\"Weapon\");\n\t\t\t\t\t\tconst char* WeaponColorModeIndex[] = { \"Single Color\", \"Multiple Colors\" };\n\t\t\t\t\t\tImGui::ComboBox(\"Weapon Color Mode\", &Features::Colors::WeaponColorMode, WeaponColorModeIndex, IM_ARRAYSIZE(WeaponColorModeIndex));\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"Changes The Weapon Text Color To The Ammo Type Of The Weapon.\");\n\n\t\t\t\t\t\tif (Features::Colors::WeaponColorMode == 0) {\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Visible##TeammateWeaponColor\", Features::Colors::Teammate::VisibleWeaponColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Weapon Visible Color\");\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Invisible##TeammateWeaponColor\", Features::Colors::Teammate::InvisibleWeaponColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Weapon Invisible Color\");\n\t\t\t\t\t\t\tif (!Features::Sense::KnockedCheck) {\n\t\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\t\tImGui::ColorEdit4(\"Knocked##TeammateWeaponColor\", Features::Colors::Teammate::KnockedWeaponColor, ColorEditFlags);\n\t\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Weapon Knocked Color\");\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Features::Colors::WeaponColorMode == 1) {\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Light##ESPTeammateWeaponColor\", Features::Colors::Teammate::LightWeaponColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Light Weapon Color\");\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Heavy##ESPTeammateWeaponColor\", Features::Colors::Teammate::HeavyWeaponColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Heavy Weapon Color\");\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Energy##ESPTeammateWeaponColor\", Features::Colors::Teammate::EnergyWeaponColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Energy Weapon Color\");\n\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Shotguns##ESPTeammateWeaponColor\", Features::Colors::Teammate::ShotgunWeaponColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Shotgun Color\");\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Snipers##ESPTeammateWeaponColor\", Features::Colors::Teammate::SniperWeaponColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Sniper Color\");\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Legendary##ESPTeammateWeaponColor\", Features::Colors::Teammate::LegendaryWeaponColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Legendary Weapon Color\");\n\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Throwables##ESPTeammateWeapon\", Features::Colors::Teammate::ThrowableWeaponColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Throwable Color\");\n\t\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t\t\tImGui::ColorEdit4(\"Melee##ESPTeammateWeapon\", Features::Colors::Teammate::MeleeWeaponColor, ColorEditFlags);\n\t\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\t\tImGui::SetTooltip(\"Melee Color\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (SelectedESPSubTabRight == 1) {\n\t\t\t\tImGui::Spacing();\n\t\t\t\tImGui::Text(\"Mini Map\");\n\t\t\t\tImGui::Checkbox(\"Enabled##MiniMap\", &Features::Radar::MiniMap);\n\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\tImGui::SetTooltip(\"Toggle a mini map radar\");\n\t\t\t\tif (Features::Radar::MiniMap) {\n\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0, 0, 0.99), \"May not be on-point.\");\n\t\t\t\t\tImGui::Separator();\n\t\t\t\t\tImGui::Text(\"Range\");\n\t\t\t\t\tImGui::MainSliderFloat(\"Mini Map Radar Range\", &Features::Radar::MiniMapRange, 1, 200, \"%.0f\");\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Mini Map range from 0 to 200.\");\n\n\t\t\t\t\tImGui::Text(\"Radar Settings\");\n\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0, 0, 0.99), \"Turn on Mini Map Guides and allign with your player's arrow on the in-game minimap.\");\n\t\t\t\t\tImGui::MainSliderInt(\"Mini Map Width\", &Features::Radar::MiniMapScaleX, 0, 2560);\n\t\t\t\t\tImGui::MainSliderInt(\"Mini Map Height\", &Features::Radar::MiniMapScaleY, 0, 1440);\n\t\t\t\t\tImGui::Checkbox(\"Mini Map Guides\", &Features::Radar::MiniMapGuides);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Toggle the mini map guides.\");\n\t\t\t\t\tImGui::MainSliderFloat(\"Radar Window Rounding\", &Features::Radar::RadarRounding, 0, 30, \"%0.1f\");\n\n\t\t\t\t\tImGui::Text(\"Enemy Identifier\");\n\t\t\t\t\tconst char* EnemyIdentifierIndex[] = { \"Arrowhead\", \"Circle\" };\n\t\t\t\t\tImGui::ComboBox(\"Selected Enemy Identifier\", &Features::Radar::EnemyIdentifier, EnemyIdentifierIndex, IM_ARRAYSIZE(EnemyIdentifierIndex));\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"What Shape The Enemy Will Be On The Radar\");\n\t\t\t\t\tImGui::MainSliderInt(\"Enemy Identifier Size\", &Features::Radar::IdentifierSize, 0, 10);\n\t\t\t\t\tImGui::Checkbox(\"Draw Enemy View Angles\", &Features::Radar::EnemyViewAngles);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Draw A Line Showing The Direction (View Angle) The Enemy Is Looking\");\n\t\t\t\t\tif (Features::Radar::EnemyViewAngles) {\n\t\t\t\t\t\tImGui::MainSliderFloat(\"Enemy View Angles Length\", &Features::Radar::EnemyViewAnglesLength, 1, 100, \"%0.f\");\n\t\t\t\t\t\tImGui::ColorEdit4(\"View Angle Line Color##Radar\", Features::Radar::EnemyViewAnglesColor, ColorEditFlags);\n\t\t\t\t\t}\n\t\t\t\t\tImGui::ColorEdit4(\"Background Color##Radar\", Features::Radar::BackgroundColor, ColorEditFlags);\n\t\t\t\t}\n\n\t\t\t\tImGui::Text(\"ALGS Style Map\");\n\t\t\t\tImGui::Checkbox(\"Enabled##BigMap\", &Features::Radar::BigMap);\n\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\tImGui::SetTooltip(\"Toggle the ALGS Style Map.\");\n\t\t\t\tif (Features::Radar::BigMap) {\n\t\t\t\t\tint BigMapBind = static_cast<int>(Features::Radar::BigMapBind);\n\t\t\t\t\tImGui::ComboBox(\"Bind##BigMap\", &BigMapBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Bind For ALGS Map\");\n\t\t\t\t\tFeatures::Radar::BigMapBind = static_cast<InputKeyType>(BigMapBind);\n\t\t\t\t\tImGui::TextColored(ImVec4(0.99, 0, 0, 0.99), \"Make sure to close out of the in-game map before activating or you will crash!\");\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (SelectedESPSubTabRight == 2) {\n\t\t\t\tImGui::Spacing();\n\t\t\t\tImGui::Text(\"Crosshair\");\n\t\t\t\tImGui::Checkbox(\"Draw Crosshair\", &Features::Sense::DrawCrosshair);\n\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\tImGui::SetTooltip(\"Draws a crosshair\");\n\t\t\t\tif (Features::Sense::DrawCrosshair) {\n\t\t\t\t\tImGui::MainSliderFloat(\"Crosshair Size\", &Features::Sense::CrosshairSize, 0, 1000, \"%.0f\");\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Changes the size of the crosshair\");\n\t\t\t\t\tImGui::MainSliderFloat(\"Crosshair Thickness\", &Features::Sense::CrosshairThickness, 1, 50, \"%.0f\");\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Changes the Crosshair's thickness\");\n\t\t\t\t\tImGui::ColorEdit4(\"Crosshair Color\", Features::Colors::CrosshairColor, ColorEditFlags);\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (SelectedESPSubTabRight == 3) {\n\t\t\t\tImGui::Spacing();\n\t\t\t\tImGui::Text(\"Spectator List\");\n\t\t\t\tImGui::Checkbox(\"Draw Spectator List\", &Features::Sense::ShowSpectators);\n\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\tImGui::SetTooltip(\"Show Spectators\");\n\n\t\t\t\tImGui::Text(\"Watermark\");\n\t\t\t\tImGui::Checkbox(\"Draw Watermark\", &Features::Watermark::Watermark);\n\t\t\t\tif (Features::Watermark::Watermark) {\n\t\t\t\t\tImGui::Text(\"Watermark Settings\");\n\t\t\t\t\tImGui::Checkbox(\"Display Name\", &Features::Watermark::Name);\n\t\t\t\t\tif (Features::Watermark::Name) {\n\t\t\t\t\t\tImGui::ColorEdit4(\"Name Color\", Features::Watermark::NameColor, ColorEditFlags);\n\t\t\t\t\t}\n\t\t\t\t\tImGui::Checkbox(\"Display Spectators Number\", &Features::Watermark::Spectators);\n\t\t\t\t\tImGui::Checkbox(\"Display Processing Speed\", &Features::Watermark::ProcessingSpeed);\n\t\t\t\t\tImGui::Checkbox(\"Display Game FPS\", &Features::Watermark::GameFPS);\n\t\t\t\t}\n\n\t\t\t\tImGui::Text(\"Warning Text\");\n\t\t\t\tImGui::Checkbox(\"Draw Spectator Warning\", &Features::Sense::DrawSpectatorWarning);\n\t\t\t\tImGui::Checkbox(\"Draw Visible Warning\", &Features::Sense::DrawVisibleWarning);\n\t\t\t\tif (Features::Sense::DrawSpectatorWarning or Features::Sense::DrawVisibleWarning) {\n\t\t\t\t\tImGui::Checkbox(\"Warning Text Outline\", &Features::Sense::WarningTextOutline);\n\t\t\t\t\tint ScreenWidth;\n\t\t\t\t\tint ScreenHeight;\n\t\t\t\t\tOverlayWindow.GetScreenResolution(ScreenWidth, ScreenHeight);\n\t\t\t\t\tImGui::MainSliderInt(\"Warning Text Position X\", &Features::Sense::WarningTextX, 0, ScreenWidth);\n\t\t\t\t\tImGui::MainSliderInt(\"Warning Text Position Y\", &Features::Sense::WarningTextY, 0, ScreenHeight);\n\t\t\t\t\tif (ImGui::Button(\"Auto Set Position\", ImVec2(125, 25))) {\n\t\t\t\t\t\tint AutoWidth = ScreenWidth / 2;\n\t\t\t\t\t\tint AutoHeight = (ScreenHeight / 2) + 80;\n\t\t\t\t\t\tFeatures::Sense::WarningTextX = AutoWidth;\n\t\t\t\t\t\tFeatures::Sense::WarningTextY = AutoHeight;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Sense::DrawSpectatorWarning) {\n\t\t\t\t\t\tImGui::ColorEdit4(\"Spectator Warning\", Features::Colors::SpectatorWarningColor, ColorEditFlags);\n\t\t\t\t\t\tImGui::SameLine();\n\t\t\t\t\t}\n\n\t\t\t\t\tif (Features::Sense::DrawVisibleWarning) {\n\t\t\t\t\t\tImGui::ColorEdit4(\"Visible Warning\", Features::Colors::VisibleWarningColor, ColorEditFlags);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tImGui::EndChildFrame();\n\t\t}\n\t\tImGui::EndChild();\n\t\tImGui::EndChild();\n\t}\n\n\tvoid RenderMisc() {\n\t\tImGui::SetCursorPos(ImVec2(15, 15));\n\t\tImGui::BeginChild(\"workzone\", ImVec2(0, 0), false, ImGuiWindowFlags_NoScrollbar);\n\t\tImGui::Spacing();\n\t\tImGui::SameLine();\n\n\t\tImGui::Columns(2, nullptr, false);\n\t\tImGui::Text(\"Movement\");\n\t\tImGui::BeginChildFrame(1, ImVec2((WindowWidth - 225) / 2, (WindowHeight - 115) / 2), true);\n\t\t{\n\t\t\tImGui::Spacing();\n\t\t\tImGui::Text(\"Movement\");\n\t\t\tImGui::Checkbox(\"SuperGlide\", &Features::Misc::SuperGlide);\n\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\tImGui::SetTooltip(\"Hold spacebar whilst climbing over a wall/object to gain extra speed\\nNote: Will Not Always Succeed!\");\n\t\t\tif (Features::Misc::SuperGlide) {\n\t\t\t\tconst char* SuperGlideModeIndex[] = { \"Manual\", \"Automatic\" };\n\t\t\t\tImGui::ComboBox(\"SuperGlide Mode\", &Features::Misc::SuperGlideMode, SuperGlideModeIndex, IM_ARRAYSIZE(SuperGlideModeIndex));\n\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\tImGui::SetTooltip(\"SuperGlide Mode.\\nManual: Requires Space To Be Held Down (Keyboard Only)\\nAutomatic: Automatically SuperGlides Over Any Wall/Surface (Supports Controller)\");\n\n\t\t\t\tconst char* SuperGlideFPSIndex[] = { \"75\", \"144\", \"240\" };\n\t\t\t\tImGui::ComboBox(\"SuperGlide FPS\", &Features::Misc::SuperGlideFPS, SuperGlideFPSIndex, IM_ARRAYSIZE(SuperGlideFPSIndex));\n\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\tImGui::SetTooltip(\"Set this to your average in-game FPS to make SuperGlide more accurate!\");\n\t\t\t}\n\n\t\t\tImGui::Checkbox(\"BHop\", &Features::Misc::BHop);\n\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\tImGui::SetTooltip(\"Bouncy!\\nActivates Whilst Holding A Selected Keybind & Space.\");\n\t\t\tif (Features::Misc::BHop) {\n\t\t\t\tint BHopBind = static_cast<int>(Features::Misc::BHopBind);\n\t\t\t\tImGui::ComboBox(\"Bind##BHop\", &BHopBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\tImGui::SetTooltip(\"Bind For BHop.\\nHold The Selected Key To Toggle BHop, You Will Still Need To Hold Space.\");\n\t\t\t\tFeatures::Misc::BHopBind = static_cast<InputKeyType>(BHopBind);\n\t\t\t\tImGui::MainSliderInt(\"BHop Delay\", &Features::Misc::BHopDelay, 1, 200);\n\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\tImGui::SetTooltip(\"Delay Between Inputting Space.\");\n\t\t\t}\n\n\t\t\tImGui::Checkbox(\"Auto Wall Jump\", &Features::Misc::WallJump);\n\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\tImGui::SetTooltip(\"Automatically Jump From A Wall Using A Key Bind.\");\n\t\t\tif (Features::Misc::WallJump) {\n\t\t\t\tint WallJumpBind = static_cast<int>(Features::Misc::WallJumpBind);\n\t\t\t\tImGui::ComboBox(\"Wall Jump Bind\", &WallJumpBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\tImGui::SetTooltip(\"Bind For Auto Wall Jump.\\nYou Must Let Go Of Forward (W) Before Pressing!.\");\n\t\t\t\tFeatures::Misc::WallJumpBind = static_cast<InputKeyType>(WallJumpBind);\n\t\t\t}\n\t\t\t\n\t\t\tImGui::Checkbox(\"Auto Tap Strafe\", &Features::Misc::AutoTapStrafe);\n\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\tImGui::SetTooltip(\"Automatic Tap Strafe.\\nUseful In The Air/For Superglides\");\n\n\t\t\tDoubleSpacing();\n\n\t\t\tImGui::EndChildFrame();\n\t\t}\n\n\t\tImGui::Text(\"Camera\");\n\t\tImGui::BeginChildFrame(2, ImVec2((WindowWidth - 225) / 2, (WindowHeight - 115) / 2), true);\n\t\t{\n\t\t\tImGui::Spacing();\n\t\t\tImGui::Text(\"Camera\");\n\t\t\tImGui::Checkbox(\"Quick Turn\", &Features::Misc::QuickTurn);\n\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\tImGui::SetTooltip(\"Quickly Turn Your Camera.\\nDoes Not Have Smoothing!\");\n\t\t\tif (Features::Misc::QuickTurn) {\n\t\t\t\tint QuickTurnBind = static_cast<int>(Features::Misc::QuickTurnBind);\n\t\t\t\tImGui::ComboBox(\"QuickTurn Bind\", &QuickTurnBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\tFeatures::Misc::QuickTurnBind = static_cast<InputKeyType>(QuickTurnBind);\n\t\t\t\tImGui::MainSliderInt(\"QuickTurn Angle\", &Features::Misc::QuickTurnAngle, 1, 360);\n\t\t\t}\n\n\t\t\tImGui::EndChildFrame();\n\t\t}\n\n\t\tImGui::NextColumn();\n\n\t\tImGui::Text(\"Weapon\");\n\t\tImGui::BeginChildFrame(3, ImVec2((WindowWidth - 225) / 2, (WindowHeight - 115) / 2), true);\n\t\t{\n\t\t\tImGui::Spacing();\n\t\t\tImGui::Text(\"Rapid Fire\");\n\t\t\tImGui::Checkbox(\"Enable Rapid Fire\", &Features::Misc::RapidFire);\n\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\tImGui::SetTooltip(\"Turns Semi-Automatic + Slow Firing Weapons Automatic.\");\n\t\t\tif (Features::Misc::RapidFire) {\n\t\t\t\tImGui::MainSliderInt(\"Rapid Fire Delay\", &Features::Misc::RapidFireDelay, 25, 200);\n\t\t\t\tint RapidFireBind = static_cast<int>(Features::Misc::RapidFireBind);\n\t\t\t\tImGui::ComboBox(\"Rapid Fire Bind\", &RapidFireBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\tFeatures::Misc::RapidFireBind = static_cast<InputKeyType>(RapidFireBind);\n\n\t\t\t\tImGui::TextColored(ImVec4(0.990, 0.768, 0.039, 1.00f), \"Light\");\n\t\t\t\tImGui::Checkbox(\"P2020##Misc\", &Features::Misc::RapidP2020);\n\t\t\t\tImGui::SameLine();\n\t\t\t\tImGui::Checkbox(\"R-301 Carbine##Misc\", &Features::Misc::RapidR301);\n\t\t\t\tImGui::SameLine();\n\t\t\t\tImGui::Checkbox(\"G7 Scout##Misc\", &Features::Misc::RapidG7);\n\n\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.990, 0.761, 1.00f), \"Heavy\");\n\t\t\t\tImGui::Checkbox(\"VK-47 Flatline##Misc\", &Features::Misc::RapidFlatline);\n\t\t\t\tImGui::SameLine();\n\t\t\t\tImGui::Checkbox(\"Prowler Burst SMG##Misc\", &Features::Misc::RapidProwler);\n\t\t\t\tImGui::SameLine();\n\t\t\t\tImGui::Checkbox(\"Hemlock Burst AR##Misc\", &Features::Misc::RapidHemlock);\n\n\t\t\t\tImGui::TextColored(ImVec4(0, 0.99, 0, 1.00f), \"Energy\");\n\t\t\t\tImGui::Checkbox(\"Nemesis Burst AR##Misc\", &Features::Misc::RapidNemesis);\n\n\t\t\t\tImGui::TextColored(ImVec4(0.99, 0, 0, 1.00f), \"Shotguns\");\n\t\t\t\tImGui::Checkbox(\"Mozambique##Misc\", &Features::Misc::RapidMozambique);\n\n\t\t\t\tImGui::TextColored(ImVec4(0.99, 0.530, 0.945, 1.00f), \"Legendary\");\n\t\t\t\tImGui::Checkbox(\"Wingman##Misc\", &Features::Misc::RapidWingman);\n\t\t\t\tImGui::SameLine();\n\t\t\t\tImGui::Checkbox(\"EVA-8 Auto##Misc\", &Features::Misc::RapidEVA8);\n\t\t\t}\n\t\t\tDoubleSpacing();\n\t\t\tImGui::EndChildFrame();\n\t\t}\n\n\t\tImGui::Text(\"Skin Changer\");\n\t\tImGui::BeginChildFrame(5, ImVec2((WindowWidth - 225) / 2, (WindowHeight - 115) / 2), true);\n\t\t{\n\t\t\tImGui::Spacing();\n\t\t\tImGui::Text(\"Skin Changer\");\n\t\t\tImGui::Checkbox(\"Enabled\", &Features::Misc::SkinChanger);\n\t\t\tif (Features::Misc::SkinChanger) {\n\t\t\t\tImGui::TextColored(ImVec4(0.990, 0.768, 0.039, 1.00f), \"Light\");\n\t\t\t\tImGui::MainSliderInt(\"P2020\", &Features::Misc::SkinP2020, 0, 10);\n\t\t\t\tImGui::MainSliderInt(\"RE-45 Auto\", &Features::Misc::SkinRE45, 0, 16);\n\t\t\t\tImGui::MainSliderInt(\"Alternator SMG\", &Features::Misc::SkinALTERNATOR, 0, 16);\n\t\t\t\tImGui::MainSliderInt(\"R-99 SMG\", &Features::Misc::SkinR99, 0, 16);\n\t\t\t\tImGui::MainSliderInt(\"R-301 Carbine\", &Features::Misc::SkinR301, 0, 18);\n\t\t\t\tImGui::MainSliderInt(\"M600 Spitfire\", &Features::Misc::SkinSPITFIRE, 0, 16);\n\t\t\t\tImGui::MainSliderInt(\"G7 Scout\", &Features::Misc::SkinG7, 0, 21);\n\n\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.990, 0.761, 1.00f), \"Heavy\");\n\t\t\t\tImGui::MainSliderInt(\"VK-47 Flatline\", &Features::Misc::SkinFLATLINE, 0, 20);\n\t\t\t\tImGui::MainSliderInt(\"Hemlock Burst AR\", &Features::Misc::SkinHEMLOCK, 0, 18);\n\t\t\t\tImGui::MainSliderInt(\"Prowler Burst SMG\", &Features::Misc::SkinPROWLER, 0, 11);\n\t\t\t\tImGui::MainSliderInt(\"30-30 Repeater\", &Features::Misc::SkinREPEATER, 0, 11);\n\t\t\t\tImGui::MainSliderInt(\"Rampage LMG\", &Features::Misc::SkinRAMPAGE, 0, 11);\n\t\t\t\tImGui::MainSliderInt(\"C.A.R SMG\", &Features::Misc::SkinCAR, 0, 11);\n\n\t\t\t\tImGui::TextColored(ImVec4(0, 0.99, 0, 1.00f), \"Energy\");\n\t\t\t\tImGui::MainSliderInt(\"Havoc Rifle\", &Features::Misc::SkinHAVOC, 0, 14);\n\t\t\t\tImGui::MainSliderInt(\"L-Star EMG\", &Features::Misc::SkinLSTAR, 0, 11);\n\t\t\t\tImGui::MainSliderInt(\"Triple-Take\", &Features::Misc::SkinTRIPLETAKE, 0, 11);\n\t\t\t\tImGui::MainSliderInt(\"Volt\", &Features::Misc::SkinVOLT, 0, 14);\n\t\t\t\tImGui::MainSliderInt(\"Nemesis Burst AR\", &Features::Misc::SkinNEMESIS, 0, 9);\n\n\t\t\t\tImGui::TextColored(ImVec4(0.99, 0, 0, 1.00f), \"Shotguns\");\n\t\t\t\tImGui::MainSliderInt(\"Mozambique\", &Features::Misc::SkinMOZAMBIQUE, 0, 11);\n\t\t\t\tImGui::MainSliderInt(\"Peacekeeper\", &Features::Misc::SkinPEACEKEEPER, 0, 16);\n\t\t\t\tImGui::MainSliderInt(\"Mastiff\", &Features::Misc::SkinMASTIFF, 0, 11);\n\n\t\t\t\tImGui::TextColored(ImVec4(0.00990, 0.337, 0.990, 1.00f), \"Snipers\");\n\t\t\t\tImGui::MainSliderInt(\"Wingman\", &Features::Misc::SkinWINGMAN, 0, 11);\n\t\t\t\tImGui::MainSliderInt(\"Longbow DMR\", &Features::Misc::SkinLONGBOW, 0, 11);\n\t\t\t\tImGui::MainSliderInt(\"Charge Rifle\", &Features::Misc::SkinCHARGE_RIFLE, 0, 11);\n\t\t\t\tImGui::MainSliderInt(\"Sentinel\", &Features::Misc::SkinSENTINEL, 0, 10);\n\n\t\t\t\tImGui::TextColored(ImVec4(0.99, 0.530, 0.945, 1.00f), \"Legendary\");\n\t\t\t\tImGui::MainSliderInt(\"EVA-8 Auto\", &Features::Misc::SkinEVA8, 0, 11);\n\t\t\t\tImGui::MainSliderInt(\"Devotion LMG\", &Features::Misc::SkinDEVOTION, 0, 11);\n\t\t\t\tImGui::MainSliderInt(\"Bocek Compound Bow\", &Features::Misc::SkinBOCEK, 0, 11);\n\t\t\t\tImGui::MainSliderInt(\"Kraber .50-CAL Sniper\", &Features::Misc::SkinKRABER, 0, 11);\n\n\t\t\t\tDoubleSpacing();\n\t\t\t}\n\n\t\t\tImGui::EndChildFrame();\n\t\t}\n\n\t\tImGui::EndChild();\n\t}\n\n\tvoid RenderSettings() {\n\t\tImVec2 TabSize;\n\t\tTabSize = ImGui::GetWindowSize();\n\t\tImGui::SetCursorPos(ImVec2(0, 0));\n\t\tImGui::BeginChild(\"workzone\", ImVec2(0, 0), false, ImGuiWindowFlags_NoScrollbar);\n\t\tImGui::BeginGroup();\n\t\tImGui::Spacing();\n\t\tImGui::SameLine();\n\t\tif (ImGui::SubTab(\"SETTINGS\", 0 == SelectedSettingsSubTab, ImVec2(205, 25)))\n\t\t\tSelectedSettingsSubTab = 0;\n\t\tImGui::EndGroup();\n\n\t\tImGui::SetCursorPos({ 15, 35 });\n\n\t\tImGui::BeginChild(\"workzone\", ImVec2(WindowWidth - 186, WindowHeight - 90), false, ImGuiWindowFlags_NoScrollbar);\n\n\t\tImGui::Separator();\n\t\tDoubleSpacing();\n\n\t\tif (SelectedSettingsSubTab == 0) {\n\t\t\tImGui::BeginChildFrame(1, ImVec2(WindowWidth - 220, WindowHeight - 110), true);\n\t\t\t{\n\t\t\t\tImGui::Spacing();\n\t\t\t\tImGui::Text(\"Menu Settings\");\n\n\t\t\t\tint MenuBind = static_cast<int>(Features::Settings::MenuBind);\n\t\t\t\tImGui::ComboBox(\"Menu Bind\", &MenuBind, InputKeyTypeNames, IM_ARRAYSIZE(InputKeyTypeNames));\n\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\tImGui::SetTooltip(\"Key Bind For Opening The Menu\");\n\t\t\t\tFeatures::Settings::MenuBind = static_cast<InputKeyType>(MenuBind);\n\n\t\t\t\tImGui::Text(\"Overlay Settings\");\n\t\t\t\tImGui::Checkbox(\"Enable Overlay\", &Features::Settings::OverlayEnabled);\n\n\t\t\t\tif (Features::Settings::OverlayEnabled) {\n\t\t\t\t\tImGui::Checkbox(\"Enable ESP\", &Features::Settings::ESPEnabled);\n\t\t\t\t\tImGui::Checkbox(\"Anti Aliased Lines\", &Features::Settings::AntiAliasedLines);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"Smoothes Out ESP Features\\nDisabled Looks More Pixelated Than Enabled\");\n\t\t\t\t\tImGui::Checkbox(\"Draw Keybind Notifier\", &Features::Settings::ShowKeybinds);\n\t\t\t\t\tif (Features::Settings::ShowKeybinds) {\n\t\t\t\t\t\tImGui::ColorEdit4(\"Keybind Color\", Features::Settings::KeybindColor, ColorEditFlags);\n\t\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\t\tImGui::SetTooltip(\"The Color Of The Text Indicating When A Key Is Active\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t/*ImGui::Checkbox(\"Dead Check\", &Features::Settings::DeadCheck);\n\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\tImGui::SetTooltip(\"Displays Glow & ESP If You Are Dead/Spectating\");*/\n\n\t\t\t\tImGui::Checkbox(\"FPS Cap\", &Features::Settings::FPSCap);\n\t\t\t\tif (Features::Settings::FPSCap) {\n\t\t\t\t\tImGui::MainSliderInt(\"Max FPS\", &Features::Settings::CappedFPS, 30, 999);\n\t\t\t\t}\n\n\t\t\t\t/*if (ImGui::Button(\"Close Cheat\", ImVec2(100, 20))) {\n\t\t\t\t\tstd::cout << \"Closing Cheat!\" << std::endl;\n\t\t\t\t\texit(0);\n\t\t\t\t}*/\n\t\t\t\t// Removed this since it doesn't delete the temp binary if the run.sh script is executed\n\n\t\t\t\t// Dev\n\t\t\t\tSpace();\n\t\t\t\tImGui::Text(\"Dev Options\");\n\t\t\t\tImGui::Checkbox(\"Enable Dev Options\", &Features::Dev::Enabled);\n\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\tImGui::SetTooltip(\"For Experimenting/Development/Updating\");\n\t\t\t\tif (Features::Dev::Enabled) {\n\t\t\t\t\tImGui::Checkbox(\"Draw Local Player Weapon IDs\", &Features::Dev::LocalWeapon);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"For Updating Weapons.hpp\");\n\t\t\t\t\tImGui::Checkbox(\"Draw Player Weapon IDs\", &Features::Dev::EnemyWeapon);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"For Updating/Testing Weapons.hpp\");\n\t\t\t\t\tImGui::Checkbox(\"Draw Player Bone Ids\", &Features::Dev::SkeletonIDs);\n\t\t\t\t\tif (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))\n\t\t\t\t\t\tImGui::SetTooltip(\"For Finding Bone IDs\\nHitboxType.hpp\\nNOTE: ID VARIES DEPENDING ON THE MODEL/LEGEND\");\n\t\t\t\t\tif (Features::Dev::SkeletonIDs) {\n\t\t\t\t\t\tImGui::MainSliderInt(\"Bone Index Range\", &Features::Dev::BoneRange, 0, 250);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tImGui::EndChildFrame();\n\t\t\t}\n\t\t}\n\n\t\tImGui::EndChild();\n\t\tImGui::EndChild();\n\t}\n\n\tconst void SetStyle() { // Testing - duplicated for some reason....\n\t\t// Style\n\t\tfloat Alpha = 1.0f;\n\t\tfloat DisabledAlpha = 1.0f;\n\t\tfloat TabMinWidthForCloseButton = 0.0f;\n\t\tfloat ColumnsMinSpacing = 6.0f;\n\t\tImVec2 WindowPadding = ImVec2(8.00f, 8.00f);\n\t\tImVec2 FramePadding = ImVec2(5.00f, 2.00f);\n\t\tImVec2 CellPadding = ImVec2(6.00f, 6.00f);\n\t\tImVec2 ItemSpacing = ImVec2(6.00f, 6.00f);\n\t\tImVec2 ItemInnerSpacing = ImVec2(6.00f, 6.00f);\n\t\tImVec2 TouchExtraPadding = ImVec2(0.00f, 0.00f);\n\t\tImVec2 SelectableTextAlign = ImVec2(0.0f, 0.0f);\n\t\tImVec2 ButtonTextAlign = ImVec2(0.5f, 0.5f);\n\t\tImVec2 WindowTitleAlign = ImVec2(0.5f, 0.5f);\n\t\tImVec2 WindowMinSize = ImVec2(20.0f, 20.0f);\n\t\tint IndentSpacing = 25;\n\t\tint ScrollbarSize = 0;\n\t\tint GrabMinSize = 10;\n\t\tint WindowBorderSize = 1;\n\t\tint ChildBorderSize = 1;\n\t\tint PopupBorderSize = 1;\n\t\tint FrameBorderSize = 1;\n\t\tint TabBorderSize = 1;\n\t\tint WindowRounding = 7;\n\t\tint ChildRounding = 4;\n\t\tint FrameRounding = 4;\n\t\tint PopupRounding = 4;\n\t\tint ScrollbarRounding = 9;\n\t\tint GrabRounding = 3;\n\t\tint LogSliderDeadzone = 4;\n\t\tint TabRounding = 4;\n\n\t\tWindowPadding = ImVec2(12.0f, 12.0f);\n\t\tWindowRounding = 11.5f;\n\t\tWindowBorderSize = 0.0f;\n\t\tWindowMinSize = ImVec2(20.0f, 20.0f);\n\t\tWindowTitleAlign = ImVec2(0.5f, 0.5f);\n\t\tChildRounding = 11.0f;\n\t\tChildBorderSize = 1.0f;\n\t\tPopupRounding = 0.0f;\n\t\tPopupBorderSize = 1.0f;\n\t\tFramePadding = ImVec2(12.0f, 3.0f);\n\t\tFrameRounding = 11.89999961853027f;\n\t\tFrameBorderSize = 1.0f;\n\t\tItemSpacing = ImVec2(4.300000223734863f, 5.5f);\n\t\tItemInnerSpacing = ImVec2(7.099999904632568f, 1.799999952316284f);\n\t\tCellPadding = ImVec2(12.10000038146973f, 9.199999809265137f);\n\t\tIndentSpacing = 0.0f;\n\t\tColumnsMinSpacing = 4.900000095367432f;\n\t\tScrollbarSize = 11.60000038146973f;\n\t\tScrollbarRounding = 0.0f;\n\t\tGrabMinSize = 3.700000047683716f;\n\t\tGrabRounding = 20.0f;\n\t\tTabRounding = 0.0f;\n\t\tTabBorderSize = 0.0f;\n\t\tTabMinWidthForCloseButton = 0.0f;\n\n\t\t// Colors\n\t\tImVec4 Text = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);\n\t\tImVec4 TextDisabled = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);\n\t\tImVec4 WindowBg = ImVec4(0.10f, 0.10f, 0.10f, 1.00f);\n\t\tImVec4 ChildBg = ImVec4(0.19f, 0.19f, 0.19f, 0.20);\n\t\tImVec4 PopupBg = ImVec4(0.10f, 0.10f, 0.10f, 1.00f);\n\t\tImVec4 Border = ImVec4(1.00f, 0.00f, 0.00f, 1.00f);\n\t\tImVec4 BorderShadow = ImVec4(0.00f, 0.00f, 0.00f, 0.24f);\n\t\tImVec4 FrameBg = ImVec4(0.10f, 0.10f, 0.10f, 1.00f);\n\t\tImVec4 FrameBgHovered = ImVec4(0.19f, 0.19f, 0.19f, 0.20);\n\t\tImVec4 FrameBgActive = ImVec4(0.10f, 0.10f, 0.10f, 1.00f);\n\t\tImVec4 TitleBg = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);\n\t\tImVec4 TitleBgActive = ImVec4(0.06f, 0.06f, 0.06f, 1.00f);\n\t\tImVec4 TitleBgCollapsed = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);\n\t\tImVec4 MenuBarBg = ImVec4(0.14f, 0.14f, 0.14f, 1.00f);\n\t\tImVec4 ScrollbarBg = ImVec4(0.05f, 0.05f, 0.05f, 0.00f);\n\t\tImVec4 ScrollbarGrab = ImVec4(0.34f, 0.34f, 0.34f, 0.54f);\n\t\tImVec4 ScrollbarGrabHovered = ImVec4(0.40f, 0.40f, 0.40f, 0.54f);\n\t\tImVec4 ScrollbarGrabActive = ImVec4(0.56f, 0.56f, 0.56f, 0.54f);\n\t\tImVec4 CheckMark = ImVec4(0.33f, 0.67f, 0.86f, 1.00f);\n\t\tImVec4 SliderGrab = ImVec4(0.34f, 0.34f, 0.34f, 0.54f);\n\t\tImVec4 SliderGrabActive = ImVec4(0.56f, 0.56f, 0.56f, 0.54f);\n\t\tImVec4 Button = ImVec4(0.05f, 0.05f, 0.05f, 0.54f);\n\t\tImVec4 ButtonHovered = ImVec4(0.19f, 0.19f, 0.19f, 0.54f);\n\t\tImVec4 ButtonActive = ImVec4(0.20f, 0.22f, 0.23f, 1.00f);\n\t\tImVec4 Header = ImVec4(0.00f, 0.00f, 0.00f, 0.52f);\n\t\tImVec4 HeaderHovered = ImVec4(0.00f, 0.00f, 0.00f, 0.36f);\n\t\tImVec4 HeaderActive = ImVec4(0.20f, 0.22f, 0.23f, 0.33f);\n\t\tImVec4 Separator = ImVec4(0.03f, 0.66f, 0.90f, 1.00f);\n\t\tImVec4 SeparatorHovered = ImVec4(0.03f, 0.66f, 0.90f, 1.00f);\n\t\tImVec4 SeparatorActive = ImVec4(0.03f, 0.66f, 0.90f, 1.00f);\n\t\tImVec4 ResizeGrip = ImVec4(0.28f, 0.28f, 0.28f, 0.29f);\n\t\tImVec4 ResizeGripHovered = ImVec4(0.44f, 0.44f, 0.44f, 0.29f);\n\t\tImVec4 ResizeGripActive = ImVec4(0.40f, 0.44f, 0.47f, 1.00f);\n\t\tImVec4 Tab = ImVec4(0.00f, 0.00f, 0.00f, 0.52f);\n\t\tImVec4 TabHovered = ImVec4(0.14f, 0.14f, 0.14f, 1.00f);\n\t\tImVec4 TabActive = ImVec4(0.20f, 0.20f, 0.20f, 0.36f);\n\t\tImVec4 TabUnfocused = ImVec4(0.00f, 0.00f, 0.00f, 0.52f);\n\t\tImVec4 TabUnfocusedActive = ImVec4(0.14f, 0.14f, 0.14f, 1.00f);\n\t\tImVec4 PlotLines = ImVec4(1.00f, 0.00f, 0.00f, 1.00f);\n\t\tImVec4 PlotLinesHovered = ImVec4(1.00f, 0.00f, 0.00f, 1.00f);\n\t\tImVec4 PlotHistogram = ImVec4(1.00f, 0.00f, 0.00f, 1.00f);\n\t\tImVec4 PlotHistogramHovered = ImVec4(1.00f, 0.00f, 0.00f, 1.00f);\n\t\tImVec4 TableHeaderBg = ImVec4(0.00f, 0.00f, 0.00f, 0.52f);\n\t\tImVec4 TableBorderStrong = ImVec4(0.00f, 0.00f, 0.00f, 0.52f);\n\t\tImVec4 TableBorderLight = ImVec4(0.28f, 0.28f, 0.28f, 0.29f);\n\t\tImVec4 TableRowBg = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n\t\tImVec4 TableRowBgAlt = ImVec4(1.00f, 1.00f, 1.00f, 0.06f);\n\t\tImVec4 TextSelectedBg = ImVec4(0.20f, 0.22f, 0.23f, 1.00f);\n\t\tImVec4 DragDropTarget = ImVec4(0.33f, 0.67f, 0.86f, 1.00f);\n\t\tImVec4 NavHighlight = ImVec4(1.00f, 0.00f, 0.00f, 1.00f);\n\t\tImVec4 NavWindowingHighlight = ImVec4(1.00f, 0.00f, 0.00f, 0.70f);\n\t\tImVec4 NavWindowingDimBg = ImVec4(1.00f, 0.00f, 0.00f, 0.20f);\n\t\tImVec4 ModalWindowDimBg = ImVec4(1.00f, 0.00f, 0.00f, 0.35f);\n\n\t\tText = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);\n\t\tTextDisabled = ImVec4(0.27f, 0.31f, 0.45f, 1.0f);\n\t\tWindowBg = ImVec4(0.07f, 0.08f, 0.10f, 1.0f);\n\t\tChildBg = ImVec4(0.09f, 0.10f, 0.11f, 1.0f);\n\t\tPopupBg = ImVec4(0.07f, 0.08f, 0.10f, 1.0f);\n\t\tBorder = ImVec4(1.00f, 0.00f, 0.00f, 1.00f);\n\t\tBorderShadow = ImVec4(0.07f, 0.08f, 0.10f, 1.0f);\n\t\tFrameBg = ImVec4(0.07f, 0.08f, 0.10f, 1.0f);\n\t\tFrameBgHovered = ImVec4(0.09f, 0.10f, 0.11f, 1.0f);\n\t\tFrameBgActive = ImVec4(0.07f, 0.08f, 0.10f, 1.0f);\n\t\tTitleBg = ImVec4(0.04f, 0.05f, 0.07f, 1.0f);\n\t\tTitleBgActive = ImVec4(0.047f, 0.05f, 0.07f, 1.0f);\n\t\tTitleBgCollapsed = ImVec4(0.07f, 0.08f, 0.10f, 1.0f);\n\t\tMenuBarBg = ImVec4(0.09f, 0.10f, 0.12f, 1.0f);\n\t\tScrollbarBg = ImVec4(0.04f, 0.05f, 0.07f, 0.0f);\n\t\tScrollbarGrab = ImVec4(0.11f, 0.13f, 0.14f, 0.0f);\n\t\tScrollbarGrabHovered = ImVec4(0.15f, 0.16f, 0.19f, 0.0f);\n\t\tScrollbarGrabActive = ImVec4(0.11f, 0.13f, 0.14f, 0.0f);\n\t\tCheckMark = ImVec4(0.07f, 0.08f, 0.10f, 1.0f);\n\t\tSliderGrab = ImVec4(0.97f, 1.0f, 0.49f, 1.0f);\n\t\tSliderGrabActive = ImVec4(1.0f, 0.79f, 0.49f, 1.0f);\n\t\tButton = ImVec4(0.11f, 0.13f, 0.14f, 1.0f);\n\t\tButtonHovered = ImVec4(0.18f, 0.18f, 0.19f, 1.0f);\n\t\tButtonActive = ImVec4(0.15f, 0.15f, 0.15f, 1.0f);\n\t\tHeader = ImVec4(0.14f, 0.16f, 0.20f, 1.0f);\n\t\tHeaderHovered = ImVec4(0.10f, 0.10f, 0.10f, 1.0f);\n\t\tHeaderActive = ImVec4(0.07f, 0.08f, 0.10f, 1.0f);\n\t\tSeparator = ImVec4(1.00f, 0.00f, 0.00f, 1.00f);\n\t\tSeparatorHovered = ImVec4(1.00f, 0.00f, 0.00f, 1.00f);\n\t\tSeparatorActive = ImVec4(1.00f, 0.00f, 0.00f, 1.00f);\n\t\tResizeGrip = ImVec4(0.14f, 0.14f, 0.14f, 1.0f);\n\t\tResizeGripHovered = ImVec4(0.97f, 1.0f, 0.49f, 1.0f);\n\t\tResizeGripActive = ImVec4(0.99f, 1.0f, 0.99f, 1.0f);\n\t\tTab = ImVec4(0.07f, 0.08f, 0.10f, 1.0f);\n\t\tTabHovered = ImVec4(0.11f, 0.13f, 0.14f, 1.0f);\n\t\tTabActive = ImVec4(0.11f, 0.13f, 0.14f, 1.0f);\n\t\tTabUnfocused = ImVec4(0.07f, 0.08f, 0.10f, 1.0f);\n\t\tTabUnfocusedActive = ImVec4(0.12f, 0.27f, 0.57f, 1.0f);\n\t\tPlotLines = ImVec4(0.52f, 0.60f, 0.70f, 1.0f);\n\t\tPlotLinesHovered = ImVec4(0.03f, 0.98f, 0.98f, 1.0f);\n\t\tPlotHistogram = ImVec4(0.88f, 0.79f, 0.56f, 1.0f);\n\t\tPlotHistogramHovered = ImVec4(0.95f, 0.95f, 0.95f, 1.0f);\n\t\tTableHeaderBg = ImVec4(0.04f, 0.05f, 0.07f, 1.0f);\n\t\tTableBorderStrong = ImVec4(0.04f, 0.05f, 0.07f, 1.0f);\n\t\tTableBorderLight = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\tTableRowBg = ImVec4(0.11f, 0.13f, 0.14f, 1.0f);\n\t\tTableRowBgAlt = ImVec4(0.09f, 0.10f, 0.12f, 1.0f);\n\t\tTextSelectedBg = ImVec4(0.93f, 0.93f, 0.93f, 1.0f);\n\t\tDragDropTarget = ImVec4(0.49f, 0.51f, 1.0f, 1.0f);\n\t\tNavHighlight = ImVec4(0.26f, 0.28f, 1.0f, 1.0f);\n\t\tNavWindowingHighlight = ImVec4(0.49f, 0.51f, 1.0f, 1.0f);\n\t\tNavWindowingDimBg = ImVec4(0.19f, 0.17f, 0.54f, 0.50f);\n\t\tModalWindowDimBg = ImVec4(0.19f, 0.17f, 0.54f, 0.50f);\n\n\t\tImGuiStyle& style = ImGui::GetStyle();\n\t\tstyle.SliderThickness = 0.2f;\n\t\tstyle.SliderContrast = 0.5f;\n\t\tstyle.SliderValuePos = ImVec2(0.5f, 0.5f);\n\t\tstyle.WindowPadding = ImVec2(0.000000f, 0.000000f);\n\t\tstyle.FramePadding = ImVec2(0.000000f, 3.000000f);\n\t\tstyle.ItemSpacing = ImVec2(8.000000f, 4.000000f);\n\t\tstyle.ItemInnerSpacing = ImVec2(4.000000f, 4.000000f);\n\t\tstyle.IndentSpacing = 21.000000f;\n\t\tstyle.ScrollbarSize = 0.000000f;\n\t\tstyle.GrabMinSize = 5.000000f;\n\t\tstyle.WindowBorderSize = 5.000000f;\n\t\tstyle.ChildBorderSize = 5.000000f;\n\t\tstyle.PopupBorderSize = 5.000000f;\n\t\tstyle.FrameBorderSize = 5.000000f;\n\t\tstyle.WindowRounding = 11.000000f;\n\t\tstyle.ChildRounding = 11.000000f;\n\t\tstyle.FrameRounding = 11.000000f;\n\t\tstyle.PopupRounding = 0.000000f;\n\t\tstyle.ScrollbarRounding = 0.000000f;\n\t\tstyle.WindowTitleAlign = ImVec2(0.000000f, 0.500000f);\n\t\tstyle.ButtonTextAlign = ImVec2(0.500000f, 0.500000f);\n\t\tstyle.SelectableTextAlign = ImVec2(0.500000f, 0.500000f);\n\n\t\tstyle.Alpha = Alpha;\n\t\tstyle.DisabledAlpha = DisabledAlpha;\n\t\tstyle.WindowMinSize = WindowMinSize;\n\t\tstyle.WindowTitleAlign = WindowTitleAlign;\n\t\tstyle.WindowPadding = WindowPadding;\n\t\tstyle.FramePadding = FramePadding;\n\t\tstyle.CellPadding = CellPadding;\n\t\tstyle.ItemSpacing = ItemSpacing;\n\t\tstyle.ItemInnerSpacing = ItemInnerSpacing;\n\t\tstyle.TouchExtraPadding = TouchExtraPadding;\n\t\tstyle.IndentSpacing = IndentSpacing;\n\t\tstyle.ScrollbarSize = ScrollbarSize;\n\t\tstyle.GrabMinSize = GrabMinSize;\n\t\tstyle.WindowBorderSize = WindowBorderSize;\n\t\tstyle.ChildBorderSize = ChildBorderSize;\n\t\tstyle.PopupBorderSize = PopupBorderSize;\n\t\tstyle.FrameBorderSize = FrameBorderSize;\n\t\tstyle.TabBorderSize = TabBorderSize;\n\t\tstyle.WindowRounding = WindowRounding;\n\t\tstyle.ChildRounding = ChildRounding;\n\t\tstyle.FrameRounding = FrameRounding;\n\t\tstyle.PopupRounding = PopupRounding;\n\t\tstyle.ScrollbarRounding = ScrollbarRounding;\n\t\tstyle.GrabRounding = GrabRounding;\n\t\tstyle.LogSliderDeadzone = LogSliderDeadzone;\n\t\tstyle.TabRounding = TabRounding;\n\t\tstyle.TabMinWidthForCloseButton = TabMinWidthForCloseButton;\n\t\tstyle.ButtonTextAlign = ButtonTextAlign;\n\t\t// style.AntiAliasedLines = false;\n\n\t\tstyle.Colors[ImGuiCol_Text] = Text;\n\t\tstyle.Colors[ImGuiCol_TextDisabled] = TextDisabled;\n\t\tstyle.Colors[ImGuiCol_WindowBg] = WindowBg;\n\t\tstyle.Colors[ImGuiCol_ChildBg] = ChildBg;\n\t\tstyle.Colors[ImGuiCol_PopupBg] = PopupBg;\n\t\tstyle.Colors[ImGuiCol_Border] = Border;\n\t\tstyle.Colors[ImGuiCol_BorderShadow] = BorderShadow;\n\t\tstyle.Colors[ImGuiCol_FrameBg] = FrameBg;\n\t\tstyle.Colors[ImGuiCol_FrameBgHovered] = FrameBgHovered;\n\t\tstyle.Colors[ImGuiCol_FrameBgActive] = FrameBgActive;\n\t\tstyle.Colors[ImGuiCol_TitleBg] = TitleBg;\n\t\tstyle.Colors[ImGuiCol_TitleBgActive] = TitleBgActive;\n\t\tstyle.Colors[ImGuiCol_TitleBgCollapsed] = TitleBgCollapsed;\n\t\tstyle.Colors[ImGuiCol_MenuBarBg] = MenuBarBg;\n\t\tstyle.Colors[ImGuiCol_ScrollbarBg] = ScrollbarBg;\n\t\tstyle.Colors[ImGuiCol_ScrollbarGrab] = ScrollbarGrab;\n\t\tstyle.Colors[ImGuiCol_ScrollbarGrabHovered] = ScrollbarGrabHovered;\n\t\tstyle.Colors[ImGuiCol_ScrollbarGrabActive] = ScrollbarGrabActive;\n\t\tstyle.Colors[ImGuiCol_CheckMark] = CheckMark;\n\t\tstyle.Colors[ImGuiCol_SliderGrab] = SliderGrab;\n\t\tstyle.Colors[ImGuiCol_SliderGrabActive] = SliderGrabActive;\n\t\tstyle.Colors[ImGuiCol_Button] = Button;\n\t\tstyle.Colors[ImGuiCol_ButtonHovered] = ButtonHovered;\n\t\tstyle.Colors[ImGuiCol_ButtonActive] = ButtonActive;\n\t\tstyle.Colors[ImGuiCol_Header] = Header;\n\t\tstyle.Colors[ImGuiCol_HeaderHovered] = HeaderHovered;\n\t\tstyle.Colors[ImGuiCol_HeaderActive] = HeaderActive;\n\t\tstyle.Colors[ImGuiCol_Separator] = Separator;\n\t\tstyle.Colors[ImGuiCol_SeparatorHovered] = SeparatorHovered;\n\t\tstyle.Colors[ImGuiCol_SeparatorActive] = SeparatorActive;\n\t\tstyle.Colors[ImGuiCol_ResizeGrip] = ResizeGrip;\n\t\tstyle.Colors[ImGuiCol_ResizeGripHovered] = ResizeGripHovered;\n\t\tstyle.Colors[ImGuiCol_ResizeGripActive] = ResizeGripActive;\n\t\tstyle.Colors[ImGuiCol_Tab] = Tab;\n\t\tstyle.Colors[ImGuiCol_TabHovered] = TabHovered;\n\t\tstyle.Colors[ImGuiCol_TabActive] = TabActive;\n\t\tstyle.Colors[ImGuiCol_TabUnfocused] = TabUnfocused;\n\t\tstyle.Colors[ImGuiCol_TabUnfocusedActive] = TabUnfocusedActive;\n\t\tstyle.Colors[ImGuiCol_PlotLines] = PlotLines;\n\t\tstyle.Colors[ImGuiCol_PlotLinesHovered] = PlotLinesHovered;\n\t\tstyle.Colors[ImGuiCol_PlotHistogram] = PlotHistogram;\n\t\tstyle.Colors[ImGuiCol_PlotHistogramHovered] = PlotHistogramHovered;\n\t\tstyle.Colors[ImGuiCol_TableHeaderBg] = TableHeaderBg;\n\t\tstyle.Colors[ImGuiCol_TableBorderStrong] = TableBorderStrong;\n\t\tstyle.Colors[ImGuiCol_TableBorderLight] = TableBorderLight;\n\t\tstyle.Colors[ImGuiCol_TableRowBg] = TableRowBg;\n\t\tstyle.Colors[ImGuiCol_TableRowBgAlt] = TableRowBgAlt;\n\t\tstyle.Colors[ImGuiCol_TextSelectedBg] = TextSelectedBg;\n\t\tstyle.Colors[ImGuiCol_DragDropTarget] = DragDropTarget;\n\t\tstyle.Colors[ImGuiCol_NavHighlight] = NavHighlight;\n\t\tstyle.Colors[ImGuiCol_NavWindowingHighlight] = NavWindowingHighlight;\n\t\tstyle.Colors[ImGuiCol_NavWindowingDimBg] = NavWindowingDimBg;\n\t\tstyle.Colors[ImGuiCol_ModalWindowDimBg] = ModalWindowDimBg;\n\t}\n};\n"
  },
  {
    "path": "Overlay/Overlay.hpp",
    "content": "// Externals\n#pragma once\n#include <chrono>\n#include <thread>\n#include <string>\n#include <stdio.h>\n#include <time.h>\n#include <random>\n#include <GLFW/glfw3.h>\n#include <GL/gl.h>\n#define GLFW_EXPOSE_NATIVE_X11\n#include \"../imgui/imgui.h\"\n#include \"../imgui/imgui_impl_glfw.h\"\n#include \"../imgui/imgui_impl_opengl3.h\"\n\n// Internals\n#include \"Font.hpp\"\n#include \"FontAwesome.cpp\"\n#include \"FontAwesome.h\"\n#include \"../Utils/InputManager.hpp\"\n#include \"Utils/Config.hpp\"\n#include \"../Utils/Features.hpp\"\n\nclass Overlay\n{\nprivate:\n    GLFWwindow* OverlayWindow = nullptr;\n    const GLFWvidmode* vidMode = nullptr;\n    int ScreenWidth;\n    int ScreenHeight;\n    int ScreenPosX;\n    int ScreenPosY;\n\n    void GrabScreenSize() {\n        GLFWmonitor* primaryMonitor = glfwGetPrimaryMonitor();\n        vidMode = glfwGetVideoMode(primaryMonitor);\n        glfwGetMonitorPos(primaryMonitor, &ScreenPosX, &ScreenPosY);\n        ScreenWidth = vidMode->width;\n        ScreenHeight = vidMode->height;\n    }\n\n    static std::string RandomString(std::string::size_type length) {\n        static auto& chrs = \"0123456789\"\n            \"abcdefghijklmnopqrstuvwxyz\"\n            \"ABCDEFGHIJKLMNOPQRSTUVWXYZ\";\n\n        thread_local static std::mt19937 rg{ std::random_device{}() };\n        thread_local static std::uniform_int_distribution<std::string::size_type> pick(0, sizeof(chrs) - 2);\n\n        std::string s;\n\n        s.reserve(length);\n\n        while (length--)\n            s += chrs[pick(rg)];\n\n        return s;\n    }\n\n    static int RandomInt(int min, int max) {\n        srand(time(NULL)); //seeding for the first time only!\n        return min + rand() % ((max + 1) - min);\n    }\n\n    static void GLFWErrorCallback(int error, const char* description) {\n        fprintf(stderr, \"GLFW Error %d: %s\\n\", error, description);\n    }\n\n    long long CurrentEpochMilliseconds() {\n        auto currentTime = std::chrono::system_clock::now();\n        auto duration = currentTime.time_since_epoch();\n        return std::chrono::duration_cast<std::chrono::milliseconds>(duration).count();\n    }\n\n    static ImWchar* GetFontGlyphRanges() noexcept {\n        static ImVector<ImWchar> ranges;\n        if (ranges.empty()) {\n            ImFontGlyphRangesBuilder builder;\n            constexpr ImWchar baseRanges[] = {\n                0x0100, 0x024F, // Latin Extended-A + Latin Extended-B\n                0x0300, 0x03FF, // Combining Diacritical Marks + Greek/Coptic\n                0x0600, 0x06FF, // Arabic\n                0x0E00, 0x0E7F, // Thai\n                0 };\n            builder.AddRanges(baseRanges);\n            builder.AddRanges(ImGui::GetIO().Fonts->GetGlyphRangesCyrillic());\n            builder.AddRanges(ImGui::GetIO().Fonts->GetGlyphRangesDefault());\n            builder.AddRanges(ImGui::GetIO().Fonts->GetGlyphRangesJapanese());\n            builder.AddRanges(ImGui::GetIO().Fonts->GetGlyphRangesChineseSimplifiedCommon());\n            // ★龍王™\n            builder.AddChar(u'\\u2605'); // ★\n            builder.AddChar(u'\\u9F8D'); // 龍\n            builder.AddChar(u'\\u738B'); // 王\n            builder.AddChar(u'\\u2122'); // ™\n            builder.BuildRanges(&ranges);\n        }\n        return ranges.Data;\n    }\n\npublic:\n    int ProcessingTime;\n    long long StartTime;\n    int SleepTime;\n    int TimeLeftToSleep;\n\n    bool InitializeOverlay() {\n        glfwSetErrorCallback(GLFWErrorCallback);\n        if (!glfwInit()) {\n            return false;\n        }\n\n        GrabScreenSize();\n\n        glfwDefaultWindowHints();\n\n        glfwWindowHint(GLFW_DECORATED, GLFW_FALSE);\n        glfwWindowHint(GLFW_FLOATING, GLFW_TRUE);\n        glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);\n        glfwWindowHint(GLFW_FOCUS_ON_SHOW, GLFW_FALSE);\n        glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE);\n        glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE);\n        glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE);\n        glfwWindowHint(GLFW_REFRESH_RATE, GLFW_DONT_CARE);\n\n        OverlayWindow = glfwCreateWindow(ScreenWidth, ScreenHeight, RandomString(RandomInt(10, 20)).c_str(), nullptr, nullptr);\n\n        CaptureInput(true);\n        glfwMakeContextCurrent(OverlayWindow);\n\n        glfwSetWindowPos(OverlayWindow, ScreenPosX, ScreenPosY);\n\n        InitializeUI();\n\n        glfwShowWindow(OverlayWindow);\n        glfwSwapInterval(0);\n\n        return true;\n    }\n\n    // Icons\n    ImFont* IconFont = nullptr;\n\n    void InitializeUI() {\n        IMGUI_CHECKVERSION();\n        ImGui::CreateContext();\n\n        ImFontConfig cfg;\n        /*cfg.OversampleH = cfg.OversampleV = 1;\n        cfg.PixelSnapH = true;\n        cfg.SizePixels = 13.0f;\n        cfg.GlyphOffset = {1.0f, -1.0f};*/\n        cfg.OversampleH = cfg.OversampleV = 1;\n        cfg.PixelSnapH = false;\n        cfg.SizePixels = 13.0f; // 13.0f\n        cfg.GlyphOffset = { 0.0f, 0.0f };\n        ImGuiIO& io = ImGui::GetIO();\n        (void)io;\n        io.Fonts->AddFontFromMemoryCompressedTTF(_compressedFontData, _compressedFontSize, cfg.SizePixels, &cfg, GetFontGlyphRanges());\n\n        // Icons\n        static const ImWchar icon_ranges[]{ 0xf000, 0xf3ff, 0 };\n        ImFontConfig IconConfig;\n        IconConfig.MergeMode = true;\n        IconConfig.PixelSnapH = false;\n        IconConfig.OversampleH = 3;\n        IconConfig.OversampleV = 3;\n        IconConfig.GlyphOffset = { 0.0f, 4.5f };\n        IconFont = io.Fonts->AddFontFromMemoryCompressedTTF(font_awesome_data, font_awesome_size, 23.1f, &IconConfig, icon_ranges);\n\n        ImGui_ImplGlfw_InitForOpenGL(OverlayWindow, true);\n        ImGui_ImplOpenGL3_Init(\"#version 330 core\");\n    }\n\n    static bool AlignedButton(const char* label, float alignment = 0.5f) {\n        ImGuiStyle& style = ImGui::GetStyle();\n\n        float size = ImGui::CalcTextSize(label).x + style.FramePadding.x * 2.0f;\n        float avail = ImGui::GetContentRegionAvail().x;\n\n        float off = (avail - size) * alignment;\n        if (off > 0.0f)\n            ImGui::SetCursorPosX(ImGui::GetCursorPosX() + off);\n\n        return ImGui::Button(label);\n    }\n\n    void DestroyOverlay() {\n        ImGui_ImplOpenGL3_Shutdown();\n        ImGui_ImplGlfw_Shutdown();\n        ImGui::DestroyContext();\n\n        if (OverlayWindow != nullptr) {\n            glfwDestroyWindow(OverlayWindow);\n        }\n\n        glfwTerminate();\n    }\n\n    void CaptureInput(bool capture) {\n        glfwSetWindowAttrib(OverlayWindow, GLFW_MOUSE_PASSTHROUGH, capture ? GLFW_FALSE : GLFW_TRUE);\n    }\n\n    void FocusOverlay() {\n        glfwFocusWindow(OverlayWindow);\n    }\n\n    void Start(bool (*Update)(), void (*RenderUI)()) {\n        while (!glfwWindowShouldClose(OverlayWindow)) {\n            StartTime = CurrentEpochMilliseconds();\n            glfwPollEvents();\n            glViewport(0, 0, ScreenWidth, ScreenHeight);\n            glClearColor(0, 0, 0, 0);\n            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\n            glMatrixMode(GL_PROJECTION);\n            glLoadIdentity();\n            glOrtho(0, ScreenWidth, ScreenHeight, 0, -1, 1);\n\n            // Update\n            if (Update != nullptr) {\n                Update();\n            }\n\n            ImGui_ImplOpenGL3_NewFrame();\n            ImGui_ImplGlfw_NewFrame();\n            ImGui::NewFrame();\n\n            // Render\n            if (RenderUI != nullptr) {\n                RenderUI();\n            }\n\n            // Render ImGui and swap buffers\n            ImGui::Render();\n            ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());\n            glfwSwapBuffers(OverlayWindow);\n\n            ProcessingTime = static_cast<int>(CurrentEpochMilliseconds() - StartTime);\n            SleepTime = 1000 / vidMode->refreshRate; // 165 = ~6ms, 144 = ~7ms, 60 = ~16ms\n            if (!Features::Settings::FPSCap)\n                TimeLeftToSleep = std::max(0, SleepTime - ProcessingTime);\n\n            if (Features::Settings::FPSCap)\n                TimeLeftToSleep = 1000 / Features::Settings::CappedFPS;\n\n            std::this_thread::sleep_for(std::chrono::milliseconds(TimeLeftToSleep));\n        }\n\n        DestroyOverlay();\n    }\n\n    void GetScreenResolution(int& Width, int& Height) const {\n        Width = ScreenWidth;\n        Height = ScreenHeight;\n    }\n\n    const std::string currentDateTime(int Option) // 1 for Date And Time, 2 For Date Only, 3 for Time Only\n    {\n        time_t now = time(0);\n        struct tm tstruct;\n        char buf[80];\n        tstruct = *localtime(&now);\n\n        if (Option == 1) // Date and Time\n        {\n            strftime(buf, sizeof(buf), \"%Y-%m-%d %X\", &tstruct);\n        } else if (Option == 2) // Date Only\n        {\n            strftime(buf, sizeof(buf), \"%Y-%m-%d\", &tstruct);\n        } else if (Option == 3) // Time Only\n        {\n            strftime(buf, sizeof(buf), \"%X\", &tstruct);\n        }\n\n        return buf;\n    }\n};\n"
  },
  {
    "path": "Overlay/Renderer.hpp",
    "content": "#pragma once\n#include <GL/gl.h>\n#include <cstring>\n#include <string>\n#include <GLFW/glfw3.h>\n#include <vector>\n#include <cmath>\n#include <algorithm>\n#include \"../imgui/imgui.h\"\n#include \"../Utils/Color.hpp\"\n#include \"../Utils/Features.hpp\"\n#include \"../Math/Vector2D.hpp\"\n#include \"../Math/Vector4D.hpp\"\n#include \"../Core/LocalPlayer.hpp\"\n#include \"../Core/Player.hpp\"\n\nclass Renderer\n{\npublic:\n    static void DrawText(ImDrawList* canvas, const Vector2D& pos, const char* text, ImColor color, bool outline, bool centered, bool adjustHeight) {\n        const auto textColor = color;\n        const auto outlineColor = ImColor(0, 0, 0);\n\n        const auto textSize = ImGui::CalcTextSize(text);\n        const auto horizontalOffset = centered ? textSize.x / 2 : 0.0f;\n        const auto verticalOffset = adjustHeight ? textSize.y : 0.0f;\n\n        if (outline) {\n            canvas->AddText({ pos.x - horizontalOffset, pos.y - verticalOffset - 1 }, outlineColor, text);\n            canvas->AddText({ pos.x - horizontalOffset, pos.y - verticalOffset + 1 }, outlineColor, text);\n            canvas->AddText({ pos.x - horizontalOffset - 1, pos.y - verticalOffset }, outlineColor, text);\n            canvas->AddText({ pos.x - horizontalOffset + 1, pos.y - verticalOffset }, outlineColor, text);\n        }\n\n        canvas->AddText({ pos.x - horizontalOffset, pos.y - verticalOffset }, textColor, text);\n    }\n\n    static void DrawString(ImDrawList* canvas, float fontSize, const Vector2D& vec, const ImColor& col, bool bCenter, bool stroke, const char* pText, ...) {\n        va_list va_alist;\n        char buf[1024] = { 0 };\n        va_start(va_alist, pText);\n        vsnprintf(buf, sizeof(buf), pText, va_alist);\n        va_end(va_alist);\n        std::string text = pText;\n        Vector2D drawPos = vec;\n        if (bCenter) {\n            ImVec2 textSize = ImGui::CalcTextSize(text.c_str());\n            drawPos.x = vec.x - textSize.x / 2;\n            drawPos.y = vec.y - textSize.y;\n        }\n\n        if (stroke) {\n            canvas->AddText(ImGui::GetFont(), fontSize, ImVec2(drawPos.x + 1, drawPos.y + 1), ImGui::ColorConvertFloat4ToU32(ImVec4(0, 0, 0, 1)), text.c_str());\n            canvas->AddText(ImGui::GetFont(), fontSize, ImVec2(drawPos.x - 1, drawPos.y - 1), ImGui::ColorConvertFloat4ToU32(ImVec4(0, 0, 0, 1)), text.c_str());\n            canvas->AddText(ImGui::GetFont(), fontSize, ImVec2(drawPos.x + 1, drawPos.y - 1), ImGui::ColorConvertFloat4ToU32(ImVec4(0, 0, 0, 1)), text.c_str());\n            canvas->AddText(ImGui::GetFont(), fontSize, ImVec2(drawPos.x - 1, drawPos.y + 1), ImGui::ColorConvertFloat4ToU32(ImVec4(0, 0, 0, 1)), text.c_str());\n        }\n        canvas->AddText(ImGui::GetFont(), fontSize, ImVec2(drawPos.x, drawPos.y), col, text.c_str());\n    }\n\n    static void DrawCircle(ImDrawList* canvas, const Vector2D& pos, float radius, int segments, const ImColor& color, float thickness) {\n        canvas->AddCircle(ImVec2(pos.x, pos.y), radius, color, segments, thickness);\n    }\n\n    static void DrawCircleFilled(ImDrawList* canvas, const Vector2D& pos, float radius, int segments, const ImColor& color) {\n        canvas->AddCircleFilled(ImVec2(pos.x, pos.y), radius, color, segments);\n    }\n\n    static void DrawLine(ImDrawList* canvas, const Vector2D& start, const Vector2D& end, float thickness, const ImColor& color) {\n        canvas->AddLine((const ImVec2&)start, (const ImVec2&)end, ImColor(color), thickness);\n    }\n\n    static void DrawQuadFilled(ImDrawList* canvas, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, ImColor color) {\n        canvas->AddQuadFilled(p1, p2, p3, p4, color);\n    }\n\n    static void DrawHexagon(ImDrawList* canvas, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p5, const ImVec2& p6, ImU32 col, float thickness) {\n        canvas->AddHexagon(p1, p2, p3, p4, p5, p6, col, thickness);\n    }\n\n    static void DrawHexagonFilled(ImDrawList* canvas, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p5, const ImVec2& p6, ImU32 col) {\n        canvas->AddHexagonFilled(p1, p2, p3, p4, p5, p6, col);\n    }\n\n    // Bar Style 1\n    static void drawRectangleOutline(Vector2D position, Vector2D size, Color color, float lineWidth) {\n\n        glLineWidth(lineWidth);\n        glColor3f(color.r, color.g, color.b);\n\n        glBegin(GL_LINE_LOOP);\n        glVertex2f(position.x, position.y);\n        glVertex2f(position.x + size.x, position.y);\n        glVertex2f(position.x + size.x, position.y + size.y);\n        glVertex2f(position.x, position.y + size.y);\n        glEnd();\n\n        glLineWidth(1.0f);\n    }\n\n    static void drawFilledRectagle(Vector2D position, Vector2D size, Color color) {\n\n        glColor3f(color.r, color.g, color.b);\n        glBegin(GL_QUADS);\n        glVertex2f(position.x, position.y);\n        glVertex2f(position.x + size.x, position.y);\n        glVertex2f(position.x + size.x, position.y + size.y);\n        glVertex2f(position.x, position.y + size.y);\n        glEnd();\n    }\n\n    static void drawBorderedFillRectangle(Vector2D position, Vector2D size, Color fillColor, Color borderColor, float lineWidth, float fill) {\n        drawFilledRectagle(position, Vector2D(size.x, size.y), Color(0, 0, 0));\n        drawFilledRectagle(position, Vector2D(size.x * fill, size.y), fillColor);\n        drawRectangleOutline(position, size, borderColor, lineWidth);\n    }\n\n    static void DrawCorneredBox(ImDrawList* canvas, float X, float Y, float W, float H, ImColor color, float thickness) {\n        float lineW = (W / 4);\n        float lineH = (H / 5.5);\n        float lineT = -thickness;\n        // Corners\n        DrawLine(canvas, Vector2D(X, Y + thickness / 2), Vector2D(X, Y + lineH), thickness, color); // bot right vert\n        DrawLine(canvas, Vector2D(X + thickness / 2, Y), Vector2D(X + lineW, Y), thickness, color);\n        DrawLine(canvas, Vector2D(X + W - lineW, Y), Vector2D(X + W - thickness / 2, Y), thickness, color); // bot left hor\n        DrawLine(canvas, Vector2D(X + W, Y + thickness / 2), Vector2D(X + W, Y + lineH), thickness, color);\n        DrawLine(canvas, Vector2D(X, Y + H - lineH), Vector2D(X, Y + H - (thickness / 2)), thickness, color); // top right vert\n        DrawLine(canvas, Vector2D(X + thickness / 2, Y + H), Vector2D(X + lineW, Y + H), thickness, color);\n        DrawLine(canvas, Vector2D(X + W - lineW, Y + H), Vector2D(X + W - thickness / 2, Y + H), thickness, color); // top left hor\n        DrawLine(canvas, Vector2D(X + W, Y + H - lineH), Vector2D(X + W, Y + H - (thickness / 2)), thickness, color);\n        /*if (Outline) {\n            ImColor Black = ImColor(0, 0, 0);\n            DrawLine(canvas,Vector2D(X - lineT, Y - lineT +thickness/2), Vector2D(X - lineT, Y + lineH), thickness , Black); //bot right vert\n            DrawLine(canvas,Vector2D(X - lineT +thickness/2, Y - lineT), Vector2D(X + lineW, Y - lineT), thickness , Black);\n            DrawLine(canvas,Vector2D(X + W - lineW, Y - lineT), Vector2D(X + W - (thickness/ 2) + lineT, Y - lineT), thickness , Black); //bot left hor\n            DrawLine(canvas,Vector2D(X + W + lineT, Y - lineT +thickness/2), Vector2D(X + W + lineT, Y + lineH), thickness , Black);\n            DrawLine(canvas,Vector2D(X - lineT, Y + H - lineH), Vector2D(X - lineT, Y + H -(thickness/2) + lineT ), thickness , Black); //top right vert\n            DrawLine(canvas,Vector2D(X +thickness/2 - lineT, Y + H + lineT), Vector2D(X + lineW, Y + H + lineT), thickness , Black); //top right hor\n            DrawLine(canvas,Vector2D(X + W - lineW, Y + H + lineT), Vector2D(X + W - (thickness/ 2) + lineT , Y + H + lineT), thickness , Black); //top left hor\n            DrawLine(canvas,Vector2D(X + W + lineT, Y + H - lineH), Vector2D(X + W + lineT, Y + H + lineT - (thickness/ 2)), thickness , Black);\n        }*/\n    }\n\n    // Features\n\n    // DrawBox\n    static void Draw2DBox(ImDrawList* canvas, int Type, int Style, bool Outline, Vector2D& foot, const Vector2D& head, const ImColor& color2D, const ImColor& Filledcolor, float thickness) {\n        // Type = 2D, 2D Filled\n        // Style = 1 or 2, idk what to call them (for now)\n        if (Type == 0) { // 2D Box\n            if (Style == 0) {\n                float height = head.y - foot.y;\n                float width = height / 2.0f;\n                if (Outline) {\n                    canvas->AddRect(ImVec2(foot.x - (width / 2), foot.y), ImVec2(head.x + (width / 2), head.y + (height * 0.2)), ImColor(0, 0, 0), 0.0f, 0, thickness + 1);\n                }\n                canvas->AddRect(ImVec2(foot.x - (width / 2), foot.y), ImVec2(head.x + (width / 2), head.y + (height * 0.2)), color2D, 0.0f, 0, thickness);\n            }\n            if (Style == 1) {\n                float Height = (head.y - foot.y);\n                Vector2D rectTop = Vector2D(head.x - Height / 3, head.y);\n                Vector2D rectBottom = Vector2D(foot.x + Height / 3, foot.y);\n                if (Outline) {\n                    canvas->AddRect(ImVec2(rectBottom.x, rectBottom.y), ImVec2(rectTop.x, rectTop.y + (Height * 0.2)), ImColor(0, 0, 0), 0.0f, 0, thickness + 1);\n                }\n                canvas->AddRect(ImVec2(rectBottom.x, rectBottom.y), ImVec2(rectTop.x, rectTop.y + (Height * 0.2)), color2D, 0.0f, 0, thickness);\n            }\n        }\n        if (Type == 1) { // 2D Box + 2D Filled Box\n            if (Style == 0) {\n                float height = head.y - foot.y;\n                float width = height / 2.0f;\n                if (Outline) {\n                    canvas->AddRect(ImVec2(foot.x - (width / 2), foot.y), ImVec2(head.x + (width / 2), head.y + (height * 0.2)), ImColor(0, 0, 0), 0.0f, 0, thickness + 1);\n                }\n                canvas->AddRect(ImVec2(foot.x - (width / 2), foot.y), ImVec2(head.x + (width / 2), head.y + (height * 0.2)), color2D, 0.0f, 0, thickness);\n                canvas->AddRectFilled(ImVec2(foot.x - (width / 2), foot.y), ImVec2(head.x + (width / 2), head.y + (height * 0.2)), Filledcolor, 0.0f, 0);\n            }\n            if (Style == 1) {\n                float Height = (head.y - foot.y);\n                Vector2D rectTop = Vector2D(head.x - Height / 3, head.y);\n                Vector2D rectBottom = Vector2D(foot.x + Height / 3, foot.y);\n                if (Outline) {\n                    canvas->AddRect(ImVec2(rectBottom.x, rectBottom.y), ImVec2(rectTop.x, rectTop.y + (Height * 0.2)), ImColor(0, 0, 0), 0.0f, 0, thickness + 1);\n                }\n                canvas->AddRect(ImVec2(rectBottom.x, rectBottom.y), ImVec2(rectTop.x, rectTop.y + (Height * 0.2)), color2D, 0.0f, 0, thickness);\n                canvas->AddRectFilled(ImVec2(rectBottom.x, rectBottom.y), ImVec2(rectTop.x, rectTop.y + (Height * 0.2)), Filledcolor, thickness);\n            }\n        }\n        if (Type == 2) { // 2D Corners\n            float height = head.y - foot.y;\n            float width = height / 2.0f;\n            float x = foot.x - (width / 2.f);\n            \n            if (Outline) {\n                Renderer::DrawCorneredBox(canvas, x, foot.y, width, height + (height * 0.2), ImColor(0, 0, 0), thickness + 1);\n            }\n            Renderer::DrawCorneredBox(canvas, x, foot.y, width, height + (height * 0.2), color2D, thickness);\n        }\n    }\n\n    static void DrawRectFilled(ImDrawList* canvas, float x, float y, float x2, float y2, ImColor color, float rounding, int rounding_corners_flags) {\n        canvas->AddRectFilled(ImVec2(x, y), ImVec2(x2, y2), color, rounding, rounding_corners_flags);\n    }\n\n    static void DrawProgressBar(ImDrawList* canvas, float x, float y, float w, float h, int value, int v_max, ImColor barColor) {\n        DrawRectFilled(canvas, x, y, x + w, y - ((h / float(v_max)) * (float)value), barColor, 0.0f, 0);\n        canvas->AddRect(ImVec2(x - 1, y - 1), ImVec2(x + w + 1, y - h + 1), ImColor(0, 0, 0), 0, 1);\n    }\n\n    static void Draw2DBarTest(ImDrawList* canvas, bool DrawHealth, bool DrawShield, int BarStyle, int ColorMode, Vector2D& Foot, Vector2D& Head, int health, int maxHealth, int shield, int maxShield, float thickness, float thickness2, float BarWidth, float BarHeight) {\n        // Shield Color\n        ImColor shieldBarColor;\n        if (ColorMode == 0) { // MaxShield\n            if (maxShield == 50) { // white\n                shieldBarColor = ImColor(168, 168, 168, 255);\n            } else if (maxShield == 75) { // blue\n                shieldBarColor = ImColor(39, 178, 255, 255);\n            } else if (maxShield == 100) { // purple\n                shieldBarColor = ImColor(206, 59, 255, 255);\n            } else if (maxShield == 125) { // red\n                shieldBarColor = ImColor(219, 2, 2, 255);\n            }\n        }\n\n        if (ColorMode == 1) { // Current Shield\n            if (shield <= 50) { // white\n                shieldBarColor = ImColor(168, 168, 168, 255);\n            } else if (shield <= 75) { // blue\n                shieldBarColor = ImColor(39, 178, 255, 255);\n            } else if (shield <= 100) { // purple\n                shieldBarColor = ImColor(206, 59, 255, 255);\n            } else if (shield <= 125) { // red\n                shieldBarColor = ImColor(219, 2, 2, 255);\n            }\n        }\n\n        if (BarStyle == 0) { // Sides\n            float height = Head.y - Foot.y;\n            float width = height / 2.f;\n            float width2 = width / 10;\n            if (width2 < 2.f)\n                width2 = 2.;\n            if (width2 > 3)\n                width2 = 3.;\n\n            float entityHeight = Foot.y - Head.y;\n            float boxLeft = Foot.x - entityHeight / 3;\n            float boxRight = Head.x + entityHeight / 3;\n            float barPercentWidth = thickness2;\n            float barPixelWidth = barPercentWidth * (boxRight - boxLeft);\n            float barHeight = entityHeight * (health / 100.0f);\n            Vector2D barTop = Vector2D(boxLeft - barPixelWidth, Foot.y - barHeight);\n            Vector2D barBottom = Vector2D(boxLeft, Foot.y);\n\n            if (DrawHealth)\n                Renderer::DrawProgressBar(canvas, barBottom.x - 3.5f, barBottom.y, width2, barBottom.y - Head.y + (entityHeight * 0.2), health, 100, ImColor(0, 255, 0));\n            if (DrawShield)\n                Renderer::DrawProgressBar(canvas, barBottom.x - 7.0f, barBottom.y, width2, barBottom.y - Head.y + (entityHeight * 0.2), shield, maxShield, shieldBarColor);\n        }\n        if (BarStyle == 1) { // Top\n            float height = BarHeight; // 8.0f\n            float entityHeight = Foot.y - Head.y;\n            float width = BarWidth;   // 80.0f\n            Vector2D rectPosition = Vector2D(Foot.x - width / 2, Head.y - (entityHeight * 0.2) - 20.0f);\n            Vector2D size = Vector2D(width, height);\n\n            if (DrawHealth) {\n                // HealthBar\n                float fill = (float)health / (float)maxHealth;\n                Renderer::drawBorderedFillRectangle(rectPosition, size, Color::lerp(Color(1.0, 0.0, 0.0), Color(0.0, 1.0, 0.0), fill), Color(), thickness, fill);\n            }\n            if (DrawShield) {\n                // ShieldBar\n                float fillAP = (float)shield / (float)maxShield;\n                if (maxShield == 125) { // Red Shield\n                    Renderer::drawBorderedFillRectangle(Vector2D(rectPosition.x, rectPosition.y - (height + 3)), size, Color::lerp(Color(1.0, 0.0, 0.0), Color(1.0, 0.0, 0.0), fillAP), Color(), thickness, fillAP);\n                }\n                if (maxShield == 100) { // Purple Shield\n                    Renderer::drawBorderedFillRectangle(Vector2D(rectPosition.x, rectPosition.y - (height + 3)), size, Color::lerp(Color(0.501, 0.00, 0.970), Color(0.501, 0.00, 0.970), fillAP), Color(), thickness, fillAP);\n                }\n                if (maxShield == 75) { // Blue Shield\n                    Renderer::drawBorderedFillRectangle(Vector2D(rectPosition.x, rectPosition.y - (height + 3)), size, Color::lerp(Color(0.0297, 0.734, 0.990), Color(0.0297, 0.734, 0.990), fillAP), Color(), thickness, fillAP);\n                }\n                if (maxShield == 50) { // Grey Shield\n                    Renderer::drawBorderedFillRectangle(Vector2D(rectPosition.x, rectPosition.y - (height + 3)), size, Color::lerp(Color(0.707, 0.702, 0.700), Color(0.707, 0.702, 0.700), fillAP), Color(), thickness, fillAP);\n                }\n            }\n        }\n    }\n\n    // Draw 2D Bars\n    static void Draw2DBar(ImDrawList* canvas, int BarMode, int BarStyle, int ColorMode, Vector2D& Foot, Vector2D& Head, /*Vector2D& AboveHead, */int health, int maxHealth, int shield, int maxShield, float thickness, float thickness2, float BarWidth, float BarHeight) {\n        // Pre-Stuff\n        // Shield Color\n        ImColor shieldBarColor;\n        if (ColorMode == 0) { // MaxShield\n            if (maxShield == 50) { // white\n                shieldBarColor = ImColor(168, 168, 168, 255);\n            } else if (maxShield == 75) { // blue\n                shieldBarColor = ImColor(39, 178, 255, 255);\n            } else if (maxShield == 100) { // purple\n                shieldBarColor = ImColor(206, 59, 255, 255);\n            } else if (maxShield == 125) { // red\n                shieldBarColor = ImColor(219, 2, 2, 255);\n            }\n        }\n\n        if (ColorMode == 1) { // Current Shield\n            if (shield <= 50) { // white\n                shieldBarColor = ImColor(168, 168, 168, 255);\n            } else if (shield <= 75) { // blue\n                shieldBarColor = ImColor(39, 178, 255, 255);\n            } else if (shield <= 100) { // purple\n                shieldBarColor = ImColor(206, 59, 255, 255);\n            } else if (shield <= 125) { // red\n                shieldBarColor = ImColor(219, 2, 2, 255);\n            }\n        }\n\n        // Bars\n        if (BarMode == 0) { // Health Only\n            if (BarStyle == 0) { // Side Bar\n                float height = Head.y - Foot.y;\n                float width = height / 2.f;\n                float width2 = width / 10;\n                if (width2 < 2.f)\n                    width2 = 2.;\n                if (width2 > 3)\n                    width2 = 3.;\n\n                float entityHeight = Foot.y - Head.y;\n                float boxLeft = Foot.x - entityHeight / 3;\n                float boxRight = Head.x + entityHeight / 3;\n                float barPercentWidth = thickness2;\n                float barPixelWidth = barPercentWidth * (boxRight - boxLeft);\n                float barHeight = entityHeight * (health / 100.0f);\n                Vector2D barTop = Vector2D(boxLeft - barPixelWidth, Foot.y - barHeight);\n                Vector2D barBottom = Vector2D(boxLeft, Foot.y);\n\n                Renderer::DrawProgressBar(canvas, barBottom.x - 3.5f /* + (width / 2) - width2*/, barBottom.y, width2, barBottom.y - Head.y + (entityHeight * 0.2), health, 100, ImColor(0, 255, 0));\n            }\n            if (BarStyle == 1) { // Top Bar\n                /*float height = BarHeight; // 8.0f\n                float width = BarWidth;   // 80.0f\n                Vector2D rectPosition = Vector2D(Foot.x - width / 2, AboveHead.y - 10.0f);\n                Vector2D size = Vector2D(width, height);\n\n                // HealthBar\n                float fill = (float)health / (float)maxHealth;\n                Renderer::drawBorderedFillRectangle(rectPosition, size, Color::lerp(Color(1.0, 0.0, 0.0), Color(0.0, 1.0, 0.0), fill), Color(), thickness, fill);*/\n            }\n        }\n        if (BarMode == 1) { // Shield Only\n            if (BarStyle == 0) { // Side Bar\n                float height = Head.y - Foot.y;\n                float width = height / 2.f;\n                float width2 = width / 10;\n                if (width2 < 2.f)\n                    width2 = 2.;\n                if (width2 > 3)\n                    width2 = 3.;\n\n                float entityHeight = Foot.y - Head.y;\n                float boxLeft = Foot.x - entityHeight / 3;\n                float boxRight = Head.x + entityHeight / 3;\n                float barPercentWidth = thickness2;\n                float barPixelWidth = barPercentWidth * (boxRight - boxLeft);\n                float barHeight = entityHeight * (health / 100.0f);\n                Vector2D barTop = Vector2D(boxLeft - barPixelWidth, Foot.y - barHeight);\n                Vector2D barBottom = Vector2D(boxLeft, Foot.y);\n\n                Renderer::DrawProgressBar(canvas, barBottom.x - 3.5f /* + (width / 2) - width2*/, barBottom.y, width2, barBottom.y - Head.y + (entityHeight * 0.2), shield, maxShield, shieldBarColor);\n            }\n            if (BarStyle == 1) { // Top Bar\n                /*float height = BarHeight; // 8.0f\n                float width = BarWidth;   // 80.0f\n                Vector2D rectPosition = Vector2D(Foot.x - width / 2, AboveHead.y - 10.0f);\n                Vector2D size = Vector2D(width, height);\n\n                // ShieldBar\n                float fill = (float)shield / (float)maxShield;\n                if (maxShield == 125) { // Red Shield\n                    Renderer::drawBorderedFillRectangle(Vector2D(rectPosition.x, rectPosition.y - (height + 3)), size, Color::lerp(Color(1.0, 0.0, 0.0), Color(1.0, 0.0, 0.0), fill), Color(), thickness, fill);\n                }\n                if (maxShield == 100) { // Purple Shield\n                    Renderer::drawBorderedFillRectangle(Vector2D(rectPosition.x, rectPosition.y - (height + 3)), size, Color::lerp(Color(0.501, 0.00, 0.970), Color(0.501, 0.00, 0.970), fill), Color(), thickness, fill);\n                }\n                if (maxShield == 75) { // Blue Shield\n                    Renderer::drawBorderedFillRectangle(Vector2D(rectPosition.x, rectPosition.y - (height + 3)), size, Color::lerp(Color(0.0297, 0.734, 0.990), Color(0.0297, 0.734, 0.990), fill), Color(), thickness, fill);\n                }\n                if (maxShield == 50) { // Grey Shield\n                    Renderer::drawBorderedFillRectangle(Vector2D(rectPosition.x, rectPosition.y - (height + 3)), size, Color::lerp(Color(0.707, 0.702, 0.700), Color(0.707, 0.702, 0.700), fill), Color(), thickness, fill);\n                }*/\n            }\n        }\n\n        if (BarMode == 2) { // Health & Shield\n            if (BarStyle == 0) { // Side Bar\n                float height = Head.y - Foot.y;\n                float width = height / 2.f;\n                float width2 = width / 10;\n                if (width2 < 2.f)\n                    width2 = 2.;\n                if (width2 > 3)\n                    width2 = 3.;\n\n                float entityHeight = Foot.y - Head.y;\n                float boxLeft = Foot.x - entityHeight / 3;\n                float boxRight = Head.x + entityHeight / 3;\n                float barPercentWidth = thickness2;\n                float barPixelWidth = barPercentWidth * (boxRight - boxLeft);\n                float barHeight = entityHeight * (health / 100.0f);\n                Vector2D barTop = Vector2D(boxLeft - barPixelWidth, Foot.y - barHeight);\n                Vector2D barBottom = Vector2D(boxLeft, Foot.y);\n\n                Renderer::DrawProgressBar(canvas, barBottom.x - 3.5f /* + (width / 2) - width2*/, barBottom.y, width2, barBottom.y - Head.y + (entityHeight * 0.2), health, 100, ImColor(0, 255, 0));\n                Renderer::DrawProgressBar(canvas, barBottom.x - 8.5f /* + (width / 2) - width2*/, barBottom.y, width2, barBottom.y - Head.y + (entityHeight * 0.2), shield, maxShield, shieldBarColor);\n            }\n\n            if (BarStyle == 1) { // Top Bar\n                /*float height = BarHeight; // 8.0f\n                float width = BarWidth;   // 80.0f\n                Vector2D rectPosition = Vector2D(Foot.x - width / 2, Head.y - 10.0f);\n                Vector2D size = Vector2D(width, height);\n\n                // HealthBar\n                float fillHP = (float)health / (float)maxHealth;\n                Renderer::drawBorderedFillRectangle(rectPosition, size, Color::lerp(Color(1.0, 0.0, 0.0), Color(0.0, 1.0, 0.0), fillHP), Color(), thickness, fillHP);\n\n                // ShieldBar\n                float fillAP = (float)shield / (float)maxShield;\n                if (maxShield == 125) { // Red Shield\n                    Renderer::drawBorderedFillRectangle(Vector2D(rectPosition.x, rectPosition.y - (height + 3)), size, Color::lerp(Color(1.0, 0.0, 0.0), Color(1.0, 0.0, 0.0), fillAP), Color(), thickness, fillAP);\n                }\n                if (maxShield == 100) { // Purple Shield\n                    Renderer::drawBorderedFillRectangle(Vector2D(rectPosition.x, rectPosition.y - (height + 3)), size, Color::lerp(Color(0.501, 0.00, 0.970), Color(0.501, 0.00, 0.970), fillAP), Color(), thickness, fillAP);\n                }\n                if (maxShield == 75) { // Blue Shield\n                    Renderer::drawBorderedFillRectangle(Vector2D(rectPosition.x, rectPosition.y - (height + 3)), size, Color::lerp(Color(0.0297, 0.734, 0.990), Color(0.0297, 0.734, 0.990), fillAP), Color(), thickness, fillAP);\n                }\n                if (maxShield == 50) { // Grey Shield\n                    Renderer::drawBorderedFillRectangle(Vector2D(rectPosition.x, rectPosition.y - (height + 3)), size, Color::lerp(Color(0.707, 0.702, 0.700), Color(0.707, 0.702, 0.700), fillAP), Color(), thickness, fillAP);\n                }*/\n            }\n        }\n    }\n\n    static void DrawSeer(ImDrawList* Canvas, float x, float y, int shield, int max_shield, int health) {\n        int bg_offset = 3;\n        int bar_width = 158;\n        float max_health = 100.0f;\n        float shield_step = 25.0f;\n        ImVec2 bg1(x - bar_width / 2 - bg_offset, y);\n        ImVec2 bg2(bg1.x - 10, bg1.y - 16);\n        ImVec2 bg3(bg2.x + 5, bg2.y - 7);\n        ImVec2 bg4(bg3.x + bar_width + bg_offset, bg3.y);\n        ImVec2 bg5(bg4.x + 11, bg4.y + 18);\n        ImVec2 bg6(x + bar_width / 2 + bg_offset, y);\n        Renderer::DrawHexagonFilled(Canvas, bg1, bg2, bg3, bg4, bg5, bg6, ImColor(0, 0, 0, 120));\n\n        ImVec2 h1(bg1.x + 3, bg1.y - 4);\n        ImVec2 h2(h1.x - 5, h1.y - 8);\n        ImVec2 h3(h2.x + (float)health / max_health * bar_width, h2.y);\n        ImVec2 h4(h1.x + (float)health / max_health * bar_width, h1.y);\n        ImVec2 h3m(h2.x + bar_width, h2.y);\n        ImVec2 h4m(h1.x + bar_width, h1.y);\n        Renderer::DrawQuadFilled(Canvas, h1, h2, h3m, h4m, ImColor(10, 10, 30, 60));\n        Renderer::DrawQuadFilled(Canvas, h1, h2, h3, h4, ImColor(255, 255, 255, 255));\n\n        // Shield\n        ImColor shieldCracked(97, 97, 97);\n        ImColor shieldCrackedDark(67, 67, 67);\n\n        ImColor shieldCol;\n        ImColor shieldColDark;\n        if (max_shield == 50) { // white\n            shieldCol = ImColor(247, 247, 247);\n            shieldColDark = ImColor(164, 164, 164);\n        } else if (max_shield == 75) { // blue\n            shieldCol = ImColor(39, 178, 255);\n            shieldColDark = ImColor(27, 120, 210);\n        } else if (max_shield == 100) { // purple\n            shieldCol = ImColor(206, 59, 255);\n            shieldColDark = ImColor(136, 36, 220);\n        } else if (max_shield == 125) { // red\n            shieldCol = ImColor(219, 2, 2);\n            shieldColDark = ImColor(219, 2, 2);\n        } else {\n            shieldCol = ImColor(247, 247, 247);\n            shieldColDark = ImColor(164, 164, 164);\n        }\n\n        int shield_25 = 30;\n        int shield_tmp = shield;\n        int shield1 = 0;\n        int shield2 = 0;\n        int shield3 = 0;\n        int shield4 = 0;\n        int shield5 = 0;\n        if (shield_tmp > 25) {\n            shield1 = 25;\n            shield_tmp -= 25;\n            if (shield_tmp > 25) {\n                shield2 = 25;\n                shield_tmp -= 25;\n                if (shield_tmp > 25) {\n                    shield3 = 25;\n                    shield_tmp -= 25;\n                    if (shield_tmp > 25) {\n                        shield4 = 25;\n                        shield_tmp -= 25;\n                        shield5 = shield_tmp;\n                    } else {\n                        shield4 = shield_tmp;\n                    }\n                } else {\n                    shield3 = shield_tmp;\n                }\n            } else {\n                shield2 = shield_tmp;\n            }\n        } else {\n            shield1 = shield_tmp;\n        }\n\n        ImVec2 s1(h2.x - 1, h2.y - 2);\n        ImVec2 s2(s1.x - 3, s1.y - 5);\n        ImVec2 s3(s2.x + shield1 / shield_step * shield_25, s2.y);\n        ImVec2 s4(s1.x + shield1 / shield_step * shield_25, s1.y);\n        ImVec2 s3m(s2.x + shield_25, s2.y);\n        ImVec2 s4m(s1.x + shield_25, s1.y);\n\n        ImVec2 ss1(s4m.x + 2, s1.y);\n        ImVec2 ss2(s3m.x + 2, s2.y);\n        ImVec2 ss3(ss2.x + shield2 / shield_step * shield_25, s2.y);\n        ImVec2 ss4(ss1.x + shield2 / shield_step * shield_25, s1.y);\n        ImVec2 ss3m(ss2.x + shield_25, s2.y);\n        ImVec2 ss4m(ss1.x + shield_25, s1.y);\n\n        ImVec2 sss1(ss4m.x + 2, s1.y);\n        ImVec2 sss2(ss3m.x + 2, s2.y);\n        ImVec2 sss3(sss2.x + shield3 / shield_step * shield_25, s2.y);\n        ImVec2 sss4(sss1.x + shield3 / shield_step * shield_25, s1.y);\n        ImVec2 sss3m(sss2.x + shield_25, s2.y);\n        ImVec2 sss4m(sss1.x + shield_25, s1.y);\n\n        ImVec2 ssss1(sss4m.x + 2, s1.y);\n        ImVec2 ssss2(sss3m.x + 2, s2.y);\n        ImVec2 ssss3(ssss2.x + shield4 / shield_step * shield_25, s2.y);\n        ImVec2 ssss4(ssss1.x + shield4 / shield_step * shield_25, s1.y);\n        ImVec2 ssss3m(ssss2.x + shield_25, s2.y);\n        ImVec2 ssss4m(ssss1.x + shield_25, s1.y);\n\n        ImVec2 sssss1(ssss4m.x + 2, s1.y);\n        ImVec2 sssss2(ssss3m.x + 2, s2.y);\n        ImVec2 sssss3(sssss2.x + shield5 / shield_step * shield_25, s2.y);\n        ImVec2 sssss4(sssss1.x + shield5 / shield_step * shield_25, s1.y);\n        ImVec2 sssss3m(sssss2.x + shield_25, s2.y);\n        ImVec2 sssss4m(sssss1.x + shield_25, s1.y);\n        if (max_shield == 50) {\n            if (shield <= 25) {\n                if (shield < 25) {\n                    Renderer::DrawQuadFilled(Canvas, s1, s2, s3m, s4m, shieldCracked);\n                    Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3m, ss4m, shieldCracked);\n                }\n                if (shield != 0)\n                    Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);\n            } else if (shield <= 50) {\n                Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);\n                if (shield != 50) {\n                    Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3m, ss4m, shieldCracked);\n                }\n                if (shield != 0)\n                    Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3, ss4, shieldCol);\n            }\n        } else if (max_shield == 75) {\n            if (shield <= 25) {\n                if (shield < 25) {\n                    Renderer::DrawQuadFilled(Canvas, s1, s2, s3m, s4m, shieldCracked);\n                    Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3m, ss4m, shieldCracked);\n                    Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3m, sss4m, shieldCracked);\n                }\n                if (shield != 0)\n                    Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);\n            } else if (shield <= 50) {\n                Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);\n                if (shield < 50) {\n                    Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3m, ss4m, shieldCracked);\n                    Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3m, sss4m, shieldCracked);\n                }\n                if (shield != 0)\n                    Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3, ss4, shieldCol);\n            } else if (shield <= 75) {\n                Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);\n                Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3, ss4, shieldCol);\n                if (shield < 75) {\n                    Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3m, sss4m, shieldCracked);\n                }\n                if (shield != 0)\n                    Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3, sss4, shieldCol);\n            }\n        } else if (max_shield == 100) {\n            if (shield <= 25) {\n                if (shield < 25) {\n                    Renderer::DrawQuadFilled(Canvas, s1, s2, s3m, s4m, shieldCracked);\n                    Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3m, ss4m, shieldCracked);\n                    Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3m, sss4m, shieldCracked);\n                    Renderer::DrawQuadFilled(Canvas, ssss1, ssss2, ssss3m, ssss4m, shieldCracked);\n                }\n                if (shield != 0)\n                    Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);\n            } else if (shield <= 50) {\n                Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);\n                if (shield < 50) {\n                    Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3m, ss4m, shieldCracked);\n                    Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3m, sss4m, shieldCracked);\n                    Renderer::DrawQuadFilled(Canvas, ssss1, ssss2, ssss3m, ssss4m, shieldCracked);\n                }\n                if (shield != 0)\n                    Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3, ss4, shieldCol);\n            } else if (shield <= 75) {\n                Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);\n                Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3, ss4, shieldCol);\n                if (shield < 75) {\n                    Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3m, sss4m, shieldCracked);\n                    Renderer::DrawQuadFilled(Canvas, ssss1, ssss2, ssss3m, ssss4m, shieldCracked);\n                }\n                if (shield != 0)\n                    Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3, sss4, shieldCol);\n            } else if (shield <= 100) {\n                Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);\n                Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3, ss4, shieldCol);\n                Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3, sss4, shieldCol);\n                if (shield < 100) {\n                    Renderer::DrawQuadFilled(Canvas, ssss1, ssss2, ssss3m, ssss4m, shieldCracked);\n                }\n                if (shield != 0)\n                    Renderer::DrawQuadFilled(Canvas, ssss1, ssss2, ssss3, ssss4, shieldCol);\n            }\n        } else if (max_shield == 125) {\n            if (shield <= 25) {\n                if (shield < 25) {\n                    Renderer::DrawQuadFilled(Canvas, s1, s2, s3m, s4m, shieldCracked);\n                    Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3m, ss4m, shieldCracked);\n                    Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3m, sss4m, shieldCracked);\n                    Renderer::DrawQuadFilled(Canvas, ssss1, ssss2, ssss3m, ssss4m, shieldCracked);\n                    Renderer::DrawQuadFilled(Canvas, sssss1, sssss2, sssss3m, sssss4m, shieldCracked);\n                }\n                if (shield != 0)\n                    Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);\n            } else if (shield <= 50) {\n                Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);\n                if (shield < 50) {\n                    Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3m, ss4m, shieldCracked);\n                    Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3m, sss4m, shieldCracked);\n                    Renderer::DrawQuadFilled(Canvas, ssss1, ssss2, ssss3m, ssss4m, shieldCracked);\n                    Renderer::DrawQuadFilled(Canvas, sssss1, sssss2, sssss3m, sssss4m, shieldCracked);\n                }\n                if (shield != 0)\n                    Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3, ss4, shieldCol);\n            } else if (shield <= 75) {\n                Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);\n                Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3, ss4, shieldCol);\n                if (shield < 75) {\n                    Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3m, sss4m, shieldCracked);\n                    Renderer::DrawQuadFilled(Canvas, ssss1, ssss2, ssss3m, ssss4m, shieldCracked);\n                    Renderer::DrawQuadFilled(Canvas, sssss1, sssss2, sssss3m, sssss4m, shieldCracked);\n                }\n                if (shield != 0)\n                    Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3, sss4, shieldCol);\n            } else if (shield <= 100) {\n                Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);\n                Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3, ss4, shieldCol);\n                Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3, sss4, shieldCol);\n                if (shield < 100) {\n                    Renderer::DrawQuadFilled(Canvas, ssss1, ssss2, ssss3m, ssss4m, shieldCracked);\n                    Renderer::DrawQuadFilled(Canvas, sssss1, sssss2, sssss3m, sssss4m, shieldCracked);\n                }\n                if (shield != 0)\n                    Renderer::DrawQuadFilled(Canvas, ssss1, ssss2, ssss3, ssss4, shieldCol);\n            } else if (shield <= 125) {\n                Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);\n                Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3, ss4, shieldCol);\n                Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3, sss4, shieldCol);\n                Renderer::DrawQuadFilled(Canvas, ssss1, ssss2, ssss3, ssss4, shieldCol);\n                if (shield < 125) {\n                    Renderer::DrawQuadFilled(Canvas, sssss1, sssss2, sssss3m, sssss4m, shieldCracked);\n                }\n                if (shield != 0)\n                    Renderer::DrawQuadFilled(Canvas, sssss1, sssss2, sssss3, sssss4, shieldCol);\n            }\n        }\n    }\n\n    static Vector3D RotatePoint(Vector3D EntityPos, Vector3D LocalPlayerPos, int posX, int posY, int sizeX, int sizeY, float angle, float zoom, bool* viewCheck) {\n        float r_1, r_2;\n        float x_1, y_1;\n\n        r_1 = -(EntityPos.y - LocalPlayerPos.y);\n        r_2 = EntityPos.x - LocalPlayerPos.x;\n\n        float yawToRadian = angle * (float)(M_PI / 180.0F);\n        x_1 = (float)(r_2 * (float)cos((double)(yawToRadian)) - r_1 * sin((double)(yawToRadian))) / 20;\n        y_1 = (float)(r_2 * (float)sin((double)(yawToRadian)) + r_1 * cos((double)(yawToRadian))) / 20;\n\n        *viewCheck = y_1 < 0;\n\n        x_1 *= zoom;\n        y_1 *= zoom;\n\n        int sizX = sizeX / 2;\n        int sizY = sizeY / 2;\n\n        x_1 += sizX;\n        y_1 += sizY;\n\n        if (x_1 < 5)\n            x_1 = 5;\n\n        if (x_1 > sizeX - 5)\n            x_1 = sizeX - 5;\n\n        if (y_1 < 5)\n            y_1 = 5;\n\n        if (y_1 > sizeY - 5)\n            y_1 = sizeY - 5;\n\n        x_1 += posX;\n        y_1 += posY;\n\n        return Vector3D(x_1, y_1, 0);\n    }\n\n    static void TeamMiniMap_Circle(int x, int y, int radius, int teamID, float targetyaw, int dotSize, int outlineSize) {\n        ImColor teamColors[60] = {\n            ImColor(255, 182, 193, 242), // Light Pink\n            ImColor(255, 105, 180, 242), // Hot Pink\n            ImColor(255, 192, 203, 242), // Pink\n            ImColor(255, 20, 147, 242),  // Deep Pink\n            ImColor(255, 160, 122, 242), // Light Salmon\n            ImColor(255, 127, 80, 242),  // Coral\n            ImColor(255, 99, 71, 242),   // Tomato\n            ImColor(255, 69, 0, 242),    // Orange Red\n            ImColor(255, 140, 0, 242),   // Dark Orange\n            ImColor(255, 165, 0, 242),   // Orange\n            ImColor(255, 215, 0, 242),   // Gold\n            ImColor(255, 255, 0, 242),   // Yellow\n            ImColor(240, 230, 140, 242), // Khaki\n            ImColor(238, 232, 170, 242), // Pale Goldenrod\n            ImColor(189, 183, 107, 242), // Dark Khaki\n            ImColor(173, 255, 47, 242),  // Green Yellow\n            ImColor(127, 255, 0, 242),   // Chartreuse\n            ImColor(124, 252, 0, 242),   // Lawn Green\n            ImColor(0, 255, 0, 242),     // Lime\n            ImColor(50, 205, 50, 242),   // Lime Green\n            ImColor(144, 238, 144, 242), // Light Green\n            ImColor(152, 251, 152, 242), // Pale Green\n            ImColor(0, 255, 127, 242),   // Spring Green\n            ImColor(60, 179, 113, 242),  // Medium Sea Green\n            ImColor(32, 178, 170, 242),  // Light Sea Green\n            ImColor(0, 255, 255, 242),   // Cyan\n            ImColor(0, 206, 209, 242),   // Dark Turquoise\n            ImColor(64, 224, 208, 242),  // Turquoise\n            ImColor(72, 209, 204, 242),  // Medium Turquoise\n            ImColor(175, 238, 238, 242), // Pale Turquoise\n            ImColor(127, 255, 212, 242), // Aquamarine\n            ImColor(176, 224, 230, 242), // Powder Blue\n            ImColor(173, 216, 230, 242), // Light Blue\n            ImColor(135, 206, 235, 242), // Sky Blue\n            ImColor(135, 206, 250, 242), // Light Sky Blue\n            ImColor(0, 191, 255, 242),   // Deep Sky Blue\n            ImColor(30, 144, 255, 242),  // Dodger Blue\n            ImColor(70, 130, 180, 242),  // Steel Blue\n            ImColor(100, 149, 237, 242), // Cornflower Blue\n            ImColor(65, 105, 225, 242),  // Royal Blue\n            ImColor(138, 43, 226, 242),  // Blue Violet\n            ImColor(75, 0, 130, 242),    // Indigo\n            ImColor(153, 50, 204, 242),  // Dark Orchid\n            ImColor(186, 85, 211, 242),  // Medium Orchid\n            ImColor(221, 160, 221, 242), // Plum\n            ImColor(238, 130, 238, 242), // Violet\n            ImColor(218, 112, 214, 242), // Orchid\n            ImColor(255, 0, 255, 242),   // Magenta\n            ImColor(255, 20, 147, 242),  // Deep Pink\n            ImColor(219, 112, 147, 242), // Pale Violet Red\n            ImColor(255, 105, 180, 242), // Hot Pink\n            ImColor(255, 182, 193, 242), // Light Pink\n            ImColor(250, 128, 114, 242), // Salmon\n            ImColor(233, 150, 122, 242), // Dark Salmon\n            ImColor(240, 128, 128, 242)  // Light Coral\n        };\n        auto colOutline = ImGui::ColorConvertFloat4ToU32(ImVec4(0.0, 0.0, 0.0, 1.0));\n        ImVec2 center(x, y);\n        // ImGui::GetWindowDrawList()->AddCircleFilled(center, radius, ImGui::ColorConvertFloat4ToU32(ImVec4(0.99, 0, 0, 0.99)));\n        // ImGui::GetWindowDrawList()->AddCircle(center, radius, colOutline, 12, radius);\n        if (teamID == 97)\n            ImGui::GetWindowDrawList()->AddCircleFilled(center, radius, ImColor(255, 55, 0));\n        else\n            ImGui::GetWindowDrawList()->AddCircleFilled(center, radius, teamColors[teamID]);\n        ImGui::GetWindowDrawList()->AddCircle(center, outlineSize, colOutline, 12, radius);\n\n        // Draw a line pointing in the direction of each player's aim\n        /*const int numPlayers = 3;\n        for (int i = 0; i < numPlayers; i++) {\n            float angle = (360.0 - targetyaw) * (M_PI / 180.0); // Replace this with the actual yaw of the player, then convert it to radians.\n            ImVec2 endpoint(center.x + radius * cos(angle), center.y + radius * sin(angle));\n            ImGui::GetWindowDrawList()->AddLine(center, endpoint, colOutline);\n        }*/\n    }\n\n    static void TeamMiniMap_ViewAngles(int x, int y, int radius, float targetyaw, float lineLength, const ImColor& lineColor) {\n        // Draw a line pointing in the direction of each player's aim\n        ImVec2 center(x, y);\n        const int numPlayers = 3;\n        for (int i = 0; i < numPlayers; i++) {\n            float angle = (360.0 - targetyaw) * (M_PI / 180.0); // Replace this with the actual yaw of the player, then convert it to radians.\n            ImVec2 endpoint(center.x + radius * cos(angle) + lineLength, center.y + radius * sin(angle) + lineLength);\n            ImGui::GetWindowDrawList()->AddLine(center, endpoint, lineColor);\n        }\n    }\n\n    static void TeamMiniMap_Arrow(int x, int y, int size, int teamID, float targetyaw) {\n        ImColor teamColors[60] = {\n            ImColor(255, 182, 193, 242), // Light Pink\n            ImColor(255, 105, 180, 242), // Hot Pink\n            ImColor(255, 192, 203, 242), // Pink\n            ImColor(255, 20, 147, 242),  // Deep Pink\n            ImColor(255, 160, 122, 242), // Light Salmon\n            ImColor(255, 127, 80, 242),  // Coral\n            ImColor(255, 99, 71, 242),   // Tomato\n            ImColor(255, 69, 0, 242),    // Orange Red\n            ImColor(255, 140, 0, 242),   // Dark Orange\n            ImColor(255, 165, 0, 242),   // Orange\n            ImColor(255, 215, 0, 242),   // Gold\n            ImColor(255, 255, 0, 242),   // Yellow\n            ImColor(240, 230, 140, 242), // Khaki\n            ImColor(238, 232, 170, 242), // Pale Goldenrod\n            ImColor(189, 183, 107, 242), // Dark Khaki\n            ImColor(173, 255, 47, 242),  // Green Yellow\n            ImColor(127, 255, 0, 242),   // Chartreuse\n            ImColor(124, 252, 0, 242),   // Lawn Green\n            ImColor(0, 255, 0, 242),     // Lime\n            ImColor(50, 205, 50, 242),   // Lime Green\n            ImColor(144, 238, 144, 242), // Light Green\n            ImColor(152, 251, 152, 242), // Pale Green\n            ImColor(0, 255, 127, 242),   // Spring Green\n            ImColor(60, 179, 113, 242),  // Medium Sea Green\n            ImColor(32, 178, 170, 242),  // Light Sea Green\n            ImColor(0, 255, 255, 242),   // Cyan\n            ImColor(0, 206, 209, 242),   // Dark Turquoise\n            ImColor(64, 224, 208, 242),  // Turquoise\n            ImColor(72, 209, 204, 242),  // Medium Turquoise\n            ImColor(175, 238, 238, 242), // Pale Turquoise\n            ImColor(127, 255, 212, 242), // Aquamarine\n            ImColor(176, 224, 230, 242), // Powder Blue\n            ImColor(173, 216, 230, 242), // Light Blue\n            ImColor(135, 206, 235, 242), // Sky Blue\n            ImColor(135, 206, 250, 242), // Light Sky Blue\n            ImColor(0, 191, 255, 242),   // Deep Sky Blue\n            ImColor(30, 144, 255, 242),  // Dodger Blue\n            ImColor(70, 130, 180, 242),  // Steel Blue\n            ImColor(100, 149, 237, 242), // Cornflower Blue\n            ImColor(65, 105, 225, 242),  // Royal Blue\n            ImColor(138, 43, 226, 242),  // Blue Violet\n            ImColor(75, 0, 130, 242),    // Indigo\n            ImColor(153, 50, 204, 242),  // Dark Orchid\n            ImColor(186, 85, 211, 242),  // Medium Orchid\n            ImColor(221, 160, 221, 242), // Plum\n            ImColor(238, 130, 238, 242), // Violet\n            ImColor(218, 112, 214, 242), // Orchid\n            ImColor(255, 0, 255, 242),   // Magenta\n            ImColor(255, 20, 147, 242),  // Deep Pink\n            ImColor(219, 112, 147, 242), // Pale Violet Red\n            ImColor(255, 105, 180, 242), // Hot Pink\n            ImColor(255, 182, 193, 242), // Light Pink\n            ImColor(250, 128, 114, 242), // Salmon\n            ImColor(233, 150, 122, 242), // Dark Salmon\n            ImColor(240, 128, 128, 242)  // Light Coral\n        };\n\n        ImVec2 center(x, y);\n        ImVec2 points[4];\n\n        float angle0 = ((360.0 - targetyaw)) * (M_PI / 180.0);\n        float angle1 = ((360.0 - targetyaw + 135)) * (M_PI / 180.0);\n        float angle2 = ((360.0 - targetyaw + 180)) * (M_PI / 180.0); // special point\n        float angle3 = ((360.0 - targetyaw - 135)) * (M_PI / 180.0);\n\n        points[0] = ImVec2(center.x + size * cos(angle0), center.y + size * sin(angle0));\n        points[1] = ImVec2(center.x + size * cos(angle1), center.y + size * sin(angle1));\n        points[2] = ImVec2(center.x + size / 4 * cos(angle2), center.y + size / 4 * sin(angle2));\n        points[3] = ImVec2(center.x + size * cos(angle3), center.y + size * sin(angle3));\n        if (teamID == 97) // Dummy\n            ImGui::GetWindowDrawList()->AddConvexPolyFilled(points, 4, ImColor(255, 55, 0));\n        else\n            ImGui::GetWindowDrawList()->AddConvexPolyFilled(points, 4, teamColors[teamID]);\n        //ImGui::GetWindowDrawList()->AddPolyline(points, 4, ImColor(0, 0, 0, 242), true, 1.0f);\n    }\n};\n"
  },
  {
    "path": "README.md",
    "content": "# zap-client [Apex External Cheat For Linux]\n\n# Important Info\nRepo and cheat itself is no longer being updated/maintained by me due to focusing on next cheat. This is to prepare for said cheat release. You can find my next cheat on: \nhttps://www.unknowncheats.me/forum/apex-legends/\nAnd the zap-client thread:\nhttps://www.unknowncheats.me/forum/apex-legends/628823-zap-client-legitbot-ragebot-glow-esp.html\n**Thanks for all the support!**\n\n# Core Info\n**Updated to Game Version v3.0.76.22 (Season 22) (06.08.24)**\n\nBy **Gerosity**\n\nAll credits to original owners\n\nInstructions are down below\n\n**Never cheat on a main account, its not worth it**\n\n# This Cheat Is Now Being Sold Online. Don't Buy It\n\n# Information\n\n<details>\n<summary><b>Feature List (Outdated)</b></summary>\n\n    Legitbot - Aimbot, RCS, Visuals\n    Ragebot - Aimbot, RCS\n    Flickbot\n    Triggerbot\n    Glow - Player, Viewmodel & Item\n    ESP - Enemy & Teammate, Spectator List, Crosshair, Radar\n    Misc - Movement, Camera (Quick Turn), Rapid Fire (For Semi-Auto & Burst Weapons), Skin Changer (Basic, not to be confused with a model changer)\n    Settings - Disable Overlay, Disable ESP, FPS Cap\n    Configs - Custom Configs, Premade Configs\n\n</details>\n\n<details>\n<summary><b>Changelog</b></summary>\n\n    06.08.24\n    Updated Offsets To Season 22 (Game Version v3.0.76.22)\n    \n    23.07.24\n    Updated Offsets To Latest Version (Game Version v3.0.75.30)\n\n    25.06.24 - Version 1.1.4\n    Updated Offsets To Latest Version (Game Version v3.0.72.12)\n    \n    01.06.24 - Version 1.1.3\n    Legitbot:\n        - Added Spectator Check (Disables Aimbot When Being Spectated)\n            - Added Spectator Notifier\n    Glow:\n        - Fixed Item Glow\n    Sense:\n        - Separated Health Bar & Shield Bar\n        - Added Skeleton Detail (Detailed Or Simple)\n        - Optimized And Cleaned Up File - Credits To hir0xygen\n        - Spectator List & Watermark Can be Moved Anywhere Now\n    Radar:\n        - Radar Can Be Moved Anywhere\n        - Added Two Different Identifiers - Circle & Arrowhead\n        - Identifier Colors Are Now Based On Team IDs\n        - Separated Identifiers And View Angle Lines\n        - Radar Settings (Background, Rounding, etc)\n    Misc:\n        - Added Wall Jump - Credits To BoheSama\n        - Added Tap Strafe (?) - Credits To BoheSama/chettoy/apexsky\n    Settings:\n        - Added Custom Menu Bind\n        - Added Keybind Notifier\n        - Added Dev Options (For Experimenting/Development/Updating)\n            - Draw Local Player Weapon IDs (For Updating Weapons.hpp)\n            - Draw Player Weapon IDs (For Updating/Testing Weapons.hpp)\n            - Draw Player Bone IDs (For Finding Bone IDs - HitboxType.hpp)\n    Configs:\n        - Added Default Configs (Loads A Selected Config On Cheat Initialization)\n    Other:\n        - Improved Performance In Firing Range (20+ms -> 15ms)\n        - Optimizations By Adding Read Delays For Info That Isn't Required - Credits To hir0xygen\n\n    22.05.24 - Version 1.1.2\n    - Updated To The Latest Version - Game Version v3.0.70.55\n    - Going To \"Begin\" On A Full Rewrite/Brand New Cheat - Hoping For Optimization,\n    Cleaner & Smoother GUI, Item ESP, And A Less Shitty Cheat Overall\n    \n    10.05.24 - Version 1.1.1\n    - Updated offsets to latest version (Game Version v3.0.68.50)\n    - Fixed Item Glow Crashes (I think...)\n    - Fixed Spectator List (Might get patched sooner or later)\n\n    07.05.24 - Version 1.1.0 - Season 21 Update\n    Updated offsets to latest version (Game Version v3.0.67.34)\n    \n    Legitbot:\n        - Added Target Visuals (Draw Line, Dot & Box On/To Aimbot Current or Best Target)\n        - Added Target Information (Draw Information About Aimbot Current or Best Target)\n        - Fixed Standalone RCS\n    Triggerbot:\n        - Added Attack Methods (Mouse or Memory, Both Support Controller, Memory has not been thoroughly tested)\n        - Added Triggerbot Delay (Note: Processing Speed Affects This, Its Not Perfect & Depending On Attack Method, It Will Be Different)\n    Glow:\n        - Fixed Glow Max Distance (Now ACTUALLY works)\n        - Added Knocked Check & Knocked Color\n        - Fixed Glow Sheild Based Color Mode\n        - Fixed Custom Item Glow (?)\n    Sense:\n        - Added Knocked Check & Knocked Color\n        - Added Box, Skeleton & Head Circle Outlines\n        - Re-designed Watermark And Spectator List (Still Patched) (Credits: hir0xy)\n        - Fixed Position Changer\n    Misc:\n        - Added Superglide Modes (Manual Or Automatic, Automatic Supports Controller)\n        - Re-designed Misc Tab (Credits: hir0xy)\n    Settings:\n        - Overlay Now Runs At An Uncapped Refresh Rate\n        - If FPS Cap Is Disabled, Cheat Will Run At Refresh Rate (Recommened)\n        - Added Toggle For Anti Aliased Lines - For ESP\n        - Added Dead Check - Displays ESP & Glow If You Are Dead/Spectating\n    Configs:\n        - Added Premade Configs (Note: Not Perfect & Should Be Used As A Base For Creating Your Own\n        Legit Config, Fine Tune To Your Liking!)\n    Other:\n        - Added Version Check (Can Be Skipped) (Credits: hir0xy)\n        - Fixed A Couple Error Messages (Credits: hir0xy)\n        - Optimizations (Untested) & Cleaner Code  (Credits: hir0xy)\n        - Fixed Overlay Errors (Credits: hir0xy)\n    \n    22.04.24 - Version 1.0.6.1\n    Updated offsets to latest version (Game Version v3.0.65.42)\n    Busy atm but will eventually start working on a better and more optimised version of this\n\n    8.04.24 - Version 1.0.6\n    Updated offsets to latest version (Game Version v3.0.63.32)\n\n    1.04.24\n    Updated offsets to latest version (Game version v3.0.62.30)\n\n    30.03.24 - Version 1.0.5\n    Legitbot:\n        New Aimbot Mode (An old xap-client smoothing method), testing for now\n        Smoothing Modes (Static and randomised) (For randomised I recommend setting the values close together!)\n    Ragebot:\n        Fixes\n    Flickbot:\n        Fixes\n    Misc:\n        SuperGlide FPS (Set it to your in-game FPS, 75 is probably the best)\n    Settings:\n        Removed Gamemode Toggle - It now automatically switches based on what \n        gamemode your playing\n    Other:\n        Randomised Overlay Name now actually works\n        Added a run.sh script which randomises the zapclient binary and hides PID once \n        executed - use this instead of ./zapclient\n\n    26.03.24 - Version 1.0.3\n    Updated to latest game version (Game Version v3.0.62.29)\n\n    24.03.24 - Version 1.0.2\n    \n    Complete GUI Overhaul\n    Fixed issues with aimbot & triggerbot\n    Added Ragebot, Flickbot, Viewmodel Glow, Glow Customizations, ESP Features, BHop, QuickTurn, RapidFire, Overlay Settings\n    Bunch a stuff that I cant remember all at once\n</details>\n\n<details>\n<summary><b>Video Previews</b></summary>\n    \n**Menu Preview - Version 1.0.0:**\n\n[![Menu](https://img.youtube.com/vi/VBnAyOhTSIs/0.jpg)](https://www.youtube.com/watch?v=VBnAyOhTSIs)\n\n**Release - Version 1.0.0:**\n\n[![Release - Version 1.0.0](https://img.youtube.com/vi/vCsmewJlgk0/0.jpg)](https://www.youtube.com/watch?v=vCsmewJlgk0)\n\n**Update - Version 1.1.0:**\n\n[![Update - Version 1.1.0](https://img.youtube.com/vi/YyiQNBgrV1Q/0.jpg)](https://www.youtube.com/watch?v=YyiQNBgrV1Q)\n</details>\n\n# Other Repositories:\nhttps://github.com/Gerosity/zap-client-Read-Only-   - A read memory only version\n\nhttps://github.com/Gerosity/Apex-Protection         - A protection guide, not fully tested but its not like its going to hurt using it\n\n# Before Installation\n**Install Linux**\n\n    Not hard at all, use Google & YouTube. Search \"How to dual boot Linux and windows\"\n    NOTE: It is recommened to use GNOME or Cinnamon as your desktop environment. KDE Plasma is known not to allow the overlay to be drawn above the game.\n    Other desktop environments may work\n\n**Install Steam & Apex**\n  \n    Use YouTube & Google for this.\n    if upon opening apex you get a black screen and it does not open, follow this: https://www.unknowncheats.me/forum/4012140-post13.html\n\n# Installation\n**1 Install dependencies**\n<details>\n<summary><b>Debian dependencies</b></summary>\n    \n    sudo apt-get install -y libudev-dev\n    sudo apt install cmake xorg-dev libglu1-mesa-dev libxrandr-dev libxinerama-dev libxcursor-dev libxi-dev\n    sudo apt install -y libudev-dev libglu1-mesa-dev libxkbcommon-dev libwayland-dev git cmake g++ gcc libinput-dev libsoil-dev\n    sudo apt-get install build-essential\n    sudo apt-get install libx11-dev\n    sudo apt-get install libxtst-dev\n\n</details>\n<details>\n<summary><b>Arch dependencies - Look through the UC thread for any more information</b></summary>\n    \n    sudo pacman -Sy libudev0 cmake xorg-server git base-devel libx11 libxtst\n\n</details>\n\n**2.Build glfw**\n\n    git clone https://github.com/glfw/glfw.git\n    cd glfw\n    mkdir build\n    cd build\n    cmake ..\n    make\n    sudo make install\n\n**3. Exit the terminal and re-open it (So that you dont build the cheat directly into the GLFW build folder, wont work otherwise)**\n\n**4. Clone repo**\n\n    git clone https://github.com/Gerosity/zap-client.git\n    cd zap-client\n\n**5. Build & Run**\n\n    mkdir build\n    cd build\n    cmake ..\n    make\n    chmod +x run.sh\n    ./run.sh\n\n**6. Press Insert to toggle the Menu (You can only interact with the Menu and the game when the menu is active).**\n**Note: You will need to alt+tab between the cheat overlay and apex.**\n\n# Credits:\n    https://github.com/Nexilist/xap-client - for the base, massive credits to them\n    https://github.com/arturzxc/grinder - alternate aimbot mode, most of the misc features\n    https://github.com/Braziliana/T_TApe - custom config system\n    https://www.unknowncheats.me/forum/apex-legends/ - A TON of help, offsets, many additional features & more\n    wafflesgaming - aimbot help, Extra ESP Features such as 2D Corners\n    0xAgartha & ghostrazzor - run.sh script (Randomises zapclient binary & Hides PID before execution)\n    hir0xy - Version Checker, Overlay Fixes, Cleaner GUI & optimizations here and there\n\n"
  },
  {
    "path": "Utils/Color.hpp",
    "content": "#pragma once\n#include <algorithm>\n#include <cmath>\nstruct Color1 {\n    float red;\n    float green;\n    float blue;\n\n    bool operator==(const Color1& other) const {\n        return (red == other.red) && (green == other.green) && (blue == other.blue);\n    }\n\n    bool operator!=(const Color1& other) const {\n        return !(*this == other);\n    }\n};\n\nstruct Color {\n\n    static const int size;\n\n    float r;\n    float g;\n    float b;\n\n    Color() : r(1.0f), g(1.0f), b(1.0f) {}\n\n    Color(float r, float g, float b) : r(r), g(g), b(b) {\n        clamp();\n    }\n\n    Color operator*(const float& scalar) const {\n        return Color(r * scalar, g * scalar, b * scalar).clamp();\n    }\n\n    Color& operator*=(const float& scalar) {\n        r *= scalar;\n        g *= scalar;\n        b *= scalar;\n        return clamp();\n    }\n\n    Color operator+(const Color& other) const {\n        return Color(r + other.r, g + other.g, b + other.b).clamp();\n    }\n\n    static Color lerp(Color startColor, Color endColor, float t) {\n        t = std::clamp(t, 0.0f, 1.0f);\n\n        startColor *= (1.0f - t);\n        endColor *= t;\n        auto result = startColor + endColor;\n\n        return result.clamp();\n    }\n\n    Color& clamp() {\n        r = std::clamp(r, 0.0f, 1.0f);\n        g = std::clamp(g, 0.0f, 1.0f);\n        b = std::clamp(b, 0.0f, 1.0f);\n        return *this;\n    }\n\n\n    bool operator==(const Color& other) const {\n        return r == other.r &&\n            g == other.g &&\n            b == other.b;\n    }\n\n    Color& roundColor() {\n        r = round(r * 100) / 100;\n        g = round(g * 100) / 100;\n        b = round(b * 100) / 100;\n        return *this;\n    }\n};\n\nconst int Color::size = 3;\n"
  },
  {
    "path": "Utils/Config.hpp",
    "content": "#pragma once\n#include <string>\n#include <fstream>\n#include <iostream>\n#include \"IniReader.h\"\n#include \"../imgui/imgui.h\"\n#include \"../imgui/imgui_impl_glfw.h\"\n#include \"../imgui/imgui_impl_opengl3.h\"\n\nconstexpr char ConfigFile[] = \"config.ini\";\n\n#define WriteSection(key) \\\n\tconf << \"[\" #key \"]\"  \\\n\t\t << \"\\n\";\n#define WritePair(section, key) \\\n\tconf << #key \" = \" << Config::section::key << \"\\n\";\n#define WriteSectionEnd() conf << \"\\n\";\n#define WriteComment(msg) conf << \"; \" << msg << '\\n';\n\n#define ReadBool(section, key) \\\n\tConfig::section::key = reader.GetBoolean(#section, #key, Config::section::key);\n#define ReadFloat(section, key) \\\n\tConfig::section::key = reader.GetFloat(#section, #key, Config::section::key);\n#define ReadInt(section, key) \\\n\tConfig::section::key = reader.GetInteger(#section, #key, Config::section::key);\n\nnamespace Config\n{\n\tnamespace Settings\n\t{\n\t\tint MenuBind = 53;\n\t\tbool ESPEnabled = true;\n\t\tbool DeadCheck = false;\n\t\tbool OverlayEnabled = true;\n\t\tbool AntiAliasedLines = true;\n\t\tbool FPSCap = false;\n\t\tint CappedFPS = 144;\n\t\tbool ShowKeybinds = false;\n\t\tfloat KeybindColorR = 0.99;\n\t\tfloat KeybindColorG = 0;\n\t\tfloat KeybindColorB = 0;\n\t\tfloat KeybindColorA = 0.99;\n\t};\n\n\tnamespace AimbotHitboxes\n\t{\n\t\tint Hitbox = 2;\n\n\t\t// Advanced Hitboxes\n\t\tint P2020Hitbox = 2;\n\t\tint RE45Hitbox = 2;\n\t\tint AlternatorHitbox = 2;\n\t\tint R99Hitbox = 2;\n\t\tint R301Hitbox = 2;\n\t\tint SpitfireHitbox = 2;\n\t\tint G7Hitbox = 2;\n\t\tint FlatlineHitbox = 2;\n\t\tint HemlockHitbox = 2;\n\t\tint RepeaterHitbox = 2;\n\t\tint RampageHitbox = 2;\n\t\tint CARSMGHitbox = 2;\n\t\tint HavocHitbox = 2;\n\t\tint DevotionHitbox = 2;\n\t\tint LSTARHitbox = 2;\n\t\tint TripleTakeHitbox = 2;\n\t\tint VoltHitbox = 2;\n\t\tint NemesisHitbox = 2;\n\t\tint MozambiqueHitbox = 2;\n\t\tint EVA8Hitbox = 2;\n\t\tint PeacekeeperHitbox = 2;\n\t\tint MastiffHitbox = 2;\n\t\tint LongbowHitbox = 2;\n\t\tint ChargeRifleHitbox = 2;\n\t\tint SentinelHitbox = 2;\n\t\tint WingmanHitbox = 2;\n\t\tint ProwlerHitbox = 2;\n\t\tint BocekHitbox = 2;\n\t\tint KraberHitbox = 2;\n\t\tint ThrowingKnifeHitbox = 2;\n\t};\n\n\tnamespace AimbotBinds\n\t{\n\t\tint AimBind = 56;\n\t\tint ExtraBind = 57;\n\n\t\t// Advanced Binds\n\t\tint P2020AimBind = 56;\n\t\tint P2020ExtraBind = 0;\n\t\tint RE45AimBind = 56;\n\t\tint RE45ExtraBind = 0;\n\t\tint AlternatorAimBind = 56;\n\t\tint AlternatorExtraBind = 0;\n\t\tint R99AimBind = 56;\n\t\tint R99ExtraBind = 0;\n\t\tint R301AimBind = 56;\n\t\tint R301ExtraBind = 0;\n\t\tint SpitfireAimBind = 56;\n\t\tint SpitfireExtraBind = 0;\n\t\tint G7AimBind = 56;\n\t\tint G7ExtraBind = 57;\n\n\t\tint FlatlineAimBind = 56;\n\t\tint FlatlineExtraBind = 0;\n\t\tint HemlockAimBind = 56;\n\t\tint HemlockExtraBind = 0;\n\t\tint RepeaterAimBind = 56;\n\t\tint RepeaterExtraBind = 57;\n\t\tint RampageAimBind = 56;\n\t\tint RampageExtraBind = 0;\n\t\tint CARSMGAimBind = 56;\n\t\tint CARSMGExtraBind = 0;\n\n\t\tint HavocAimBind = 56;\n\t\tint HavocExtraBind = 0;\n\t\tint DevotionAimBind = 56;\n\t\tint DevotionExtraBind = 0;\n\t\tint LSTARAimBind = 56;\n\t\tint LSTARExtraBind = 0;\n\t\tint TripleTakeAimBind = 56;\n\t\tint TripleTakeExtraBind = 57;\n\t\tint VoltAimBind = 56;\n\t\tint VoltExtraBind = 0;\n\t\tint NemesisAimBind = 56;\n\t\tint NemesisExtraBind = 0;\n\n\t\tint MozambiqueAimBind = 56;\n\t\tint MozambiqueExtraBind = 57;\n\t\tint EVA8AimBind = 56;\n\t\tint EVA8ExtraBind = 57;\n\t\tint PeacekeeperAimBind = 56;\n\t\tint PeacekeeperExtraBind = 57;\n\t\tint MastiffAimBind = 56;\n\t\tint MastiffExtraBind = 57;\n\n\t\tint LongbowAimBind = 56;\n\t\tint LongbowExtraBind = 57;\n\t\tint ChargeRifleAimBind = 56;\n\t\tint ChargeRifleExtraBind = 57;\n\t\tint SentinelAimBind = 56;\n\t\tint SentinelExtraBind = 57;\n\n\t\tint WingmanAimBind = 56;\n\t\tint WingmanExtraBind = 0;\n\t\tint ProwlerAimBind = 56;\n\t\tint ProwlerExtraBind = 0;\n\t\tint BocekAimBind = 56;\n\t\tint BocekExtraBind = 57;\n\t\tint KraberAimBind = 56;\n\t\tint KraberExtraBind = 57;\n\t\tint ThrowingKnifeAimBind = 56;\n\t\tint ThrowingKnifeExtraBind = 0;\n\t}\n\n\tnamespace Aimbot\n\t{\n\t\tbool AimbotEnabled = false;\n        int BindMethod = 0;\n        int AimbotMode = 0; // Cubic Beizer (xap-client) or Grinder (Possibly linear?) or [New] Cubic Beizer (Testing)\n        int InputMethod = 0; // MoveMouse or Controller (Write To ViewAngles)\n\n        bool ClosestHitbox = false;\n\n\t\tbool SpectatorCheck = false;\n        bool SpectatorNotifier = true;\n\n        bool OnFire = true;\n        bool OnADS = true;\n        bool VisCheck = true;\n        bool TeamCheck = true;\n        bool TargetSwitching = true;\n        int Priority = 0;\n\n        bool PredictMovement = true;\n        bool PredictBulletDrop = true;\n\n        float FinalDistance = 0;\n        float Smooth = 0.9;\n\n        float Speed = 16;\n        int SmoothingMethod = 0; // 0 = Static, 1 = Random\n\n        float HipfireSmooth = 0.9;\n        float ADSSmooth = 0.99;\n        float MinHipfireSmooth = 0.9;\n        float MaxHipfireSmooth = 0.99;\n        float MinADSSmooth = 0.9;\n        float MaxADSSmooth = 0.99;\n\n        //AimMode 3 (Testing)\n        float MouseHipfireSmoothing = 300;\n        float MouseADSSmoothing = 350;\n        float MouseExtraSmoothing = 5000;\n        float MinMouseHipfireSmoothing = 300;\n        float MaxMouseHipfireSmoothing = 315;\n        float MinMouseADSSmoothing = 350;\n        float MaxMouseADSSmoothing = 360;\n\n        int Delay = 10;\n        float FOV = 15;\n        float ZoomScale = 3.3;\n        float MinDistance = 1;\n        float HipfireDistance = 60;\n        float ZoomDistance = 160;\n        \n        //AimMode 2\n        float HipfireSmooth1 = 250;\n        float ADSSmooth1 = 230;\n        float MinHipfireSmooth1 = 250;\n        float MaxHipfireSmooth1 = 300;\n        float MinADSSmooth1 = 290;\n        float MaxADSSmooth1 = 325;\n        float ExtraSmoothing = 1000;\n        float Deadzone = 0.5;\n        float FOV1 = 10;\n        float MinDistance2 = 1;\n        float MaxDistance2 = 200;\n\n\t\t// Weapon Toggles\n\t\t// Light\n\t\tbool P2020 = true;\n\t\tbool RE45 = true;\n\t\tbool Alternator = true;\n\t\tbool R99 = true;\n\t\tbool R301 = true;\n\t\tbool Spitfire = true;\n\t\tbool G7 = true;\n\n\t\t// Heavy\n\t\tbool Flatline = true;\n\t\tbool Hemlock = true;\n\t\tbool Repeater = true;\n\t\tbool Rampage = true;\n\t\tbool CARSMG = true;\n\n\t\t// Energy\n\t\tbool Havoc = true;\n\t\tbool Devotion = true;\n\t\tbool LSTAR = true;\n\t\tbool TripleTake = true;\n\t\tbool Volt = true;\n\t\tbool Nemesis = true;\n\n\t\t// Shotgun\n\t\tbool Mozambique = true;\n\t\tbool EVA8 = true;\n\t\tbool Peacekeeper = true;\n\t\tbool Mastiff = true;\n\n\t\t// Snipers\n\t\tbool Longbow = true;\n\t\tbool ChargeRifle = true;\n\t\tbool Sentinel = true;\n\n\t\t// Legendary\n\t\tbool Wingman = true;\n\t\tbool Prowler = true;\n\t\tbool Bocek = true;\n\t\tbool Kraber = true;\n\t\tbool Knife = true;\n\n\t\t//---------------Advanced---------------//\n        bool AdvancedAim = false;\n        bool AdvancedFire = true;\n        bool AdvancedADS = false;\n        int AdvancedSmoothingMethod = 0; // 0 = Static, 1 = Random\n        //Aimbot Mode 0 - xap-client\n        bool AdvancedClosestHitbox = true;\n        float AdvancedHitbox = 2;\n        float AdvancedSpeed = 20;\n        float AdvancedSmooth = 0.99;\n        float AdvancedHipfireSmooth = 0.99;\n        float AdvancedADSSmooth = 0.99;\n        float AdvancedMinHipfireSmooth = 0.98;\n        float AdvancedMaxHipfireSmooth = 0.99;\n        float AdvancedMinADSSmooth = 0.98;\n        float AdvancedMaxADSSmooth = 0.99;\n        //Aimbot Mode 1 - Grinder\n        float AdvancedHipfireSmooth1 = 250;\n        float AdvancedADSSmooth1 = 275;\n        float AdvancedMinHipfireSmooth1 = 0.98;\n        float AdvancedMaxHipfireSmooth1 = 0.99;\n        float AdvancedMinADSSmooth1 = 0.98;\n        float AdvancedMaxADSSmooth1 = 0.99;\n        float AdvancedExtraSmooth1 = 5000;\n        float AdvancedFOV1 = 10;\n        float AdvancedDeadzone = 0.5;\n        float AdvancedMinDistance1 = 1;\n        float AdvancedMaxDistance1 = 200;\n\n\t\t// Advanced OnFire & OnADS - Aimbot Mode 0 & 1 - xap-client & grinder\n\t\tbool P2020Fire = true;\n\t\tbool P2020ADS = false;\n\t\tbool RE45Fire = true;\n\t\tbool RE45ADS = false;\n\t\tbool AlternatorFire = true;\n\t\tbool AlternatorADS = false;\n\t\tbool R99Fire = true;\n\t\tbool R99ADS = false;\n\t\tbool R301Fire = true;\n\t\tbool R301ADS = false;\n\t\tbool SpitfireFire = true;\n\t\tbool SpitfireADS = false;\n\t\tbool G7Fire = true;\n\t\tbool G7ADS = false;\n\t\tbool FlatlineFire = true;\n\t\tbool FlatlineADS = false;\n\t\tbool HemlockFire = true;\n\t\tbool HemlockADS = false;\n\t\tbool RepeaterFire = true;\n\t\tbool RepeaterADS = false;\n\t\tbool RampageFire = true;\n\t\tbool RampageADS = false;\n\t\tbool CARSMGFire = true;\n\t\tbool CARSMGADS = false;\n\t\tbool HavocFire = true;\n\t\tbool HavocADS = false;\n\t\tbool DevotionFire = true;\n\t\tbool DevotionADS = false;\n\t\tbool LSTARFire = true;\n\t\tbool LSTARADS = false;\n\t\tbool TripleTakeFire = true;\n\t\tbool TripleTakeADS = false;\n\t\tbool VoltFire = true;\n\t\tbool VoltADS = false;\n\t\tbool NemesisFire = true;\n\t\tbool NemesisADS = false;\n\t\tbool MozambiqueFire = true;\n\t\tbool MozambiqueADS = false;\n\t\tbool EVA8Fire = true;\n\t\tbool EVA8ADS = false;\n\t\tbool PeacekeeperFire = true;\n\t\tbool PeacekeeperADS = false;\n\t\tbool MastiffFire = true;\n\t\tbool MastiffADS = false;\n\t\tbool LongbowFire = true;\n\t\tbool LongbowADS = false;\n\t\tbool ChargeRifleFire = true;\n\t\tbool ChargeRifleADS = false;\n\t\tbool SentinelFire = true;\n\t\tbool SentinelADS = false;\n\t\tbool WingmanFire = true;\n\t\tbool WingmanADS = false;\n\t\tbool ProwlerFire = true;\n\t\tbool ProwlerADS = false;\n\t\tbool KraberFire = true;\n\t\tbool KraberADS = false;\n\t\tbool BocekFire = true;\n\t\tbool BocekADS = false;\n\t\tbool ThrowingKnifeFire = true;\n\t\tbool ThrowingKnifeADS = false;\n\n\t\t//Advanced Speed, Smooth + Hitbox - Aimbot Mode 0 - xap-client\n        bool P2020ClosestHitbox = true;\n        float P2020Hitbox = 2;\n        float P2020Speed = 10;\n        float P2020HipfireSmooth = 0.99;\n        float P2020ADSSmooth = 0.99;\n        int P2020SmoothingMethod = 0;\n        float P2020MinHipfireSmooth = 0.98;\n        float P2020MaxHipfireSmooth = 0.99;\n        float P2020MinADSSmooth = 0.98;\n        float P2020MaxADSSmooth = 0.99;\n        float P2020FOV = 10;\n        float P2020ZoomScale = 3.0;\n        bool RE45ClosestHitbox = true;\n        float RE45Hitbox = 2;\n        float RE45Speed = 0.99;\n        float RE45HipfireSmooth = 10;\n        float RE45ADSSmooth = 0.99;\n        int RE45SmoothingMethod = 0;\n        float RE45MinHipfireSmooth = 0.98;\n        float RE45MaxHipfireSmooth = 0.99;\n        float RE45MinADSSmooth = 0.98;\n        float RE45MaxADSSmooth = 0.99;\n        float RE45FOV = 10;\n        float RE45ZoomScale = 3.0;\n        bool AlternatorClosestHitbox = true;\n        float AlternatorHitbox = 2;\n        float AlternatorSpeed = 10;\n        float AlternatorHipfireSmooth = 0.99;\n        float AlternatorADSSmooth = 0.99;\n        int AlternatorSmoothingMethod = 0;\n        float AlternatorMinHipfireSmooth = 0.98;\n        float AlternatorMaxHipfireSmooth = 0.99;\n        float AlternatorMinADSSmooth = 0.98;\n        float AlternatorMaxADSSmooth = 0.99;\n        float AlternatorFOV = 10;\n        float AlternatorZoomScale = 3.0;\n        bool R99ClosestHitbox = true;\n        float R99Hitbox = 2;\n        float R99Speed = 10;\n        float R99HipfireSmooth = 0.99;\n        float R99ADSSmooth = 0.99;\n        int R99SmoothingMethod = 0;\n        float R99MinHipfireSmooth = 0.98;\n        float R99MaxHipfireSmooth = 0.99;\n        float R99MinADSSmooth = 0.98;\n        float R99MaxADSSmooth = 0.99;\n        float R99FOV = 10;\n        float R99ZoomScale = 3.0;\n        bool R301ClosestHitbox = true;\n        float R301Hitbox = 2;\n        float R301Speed = 10;\n        float R301HipfireSmooth = 0.99;\n        float R301ADSSmooth = 0.99;\n        int R301SmoothingMethod = 0;\n        float R301MinHipfireSmooth = 0.98;\n        float R301MaxHipfireSmooth = 0.99;\n        float R301MinADSSmooth = 0.98;\n        float R301MaxADSSmooth = 0.99;\n        float R301FOV = 10;\n        float R301ZoomScale = 3.0;\n        bool SpitfireClosestHitbox = true;\n        float SpitfireHitbox = 2;\n        float SpitfireSpeed = 10;\n        float SpitfireHipfireSmooth = 0.99;\n        float SpitfireADSSmooth = 0.99;\n        int SpitfireSmoothingMethod = 0;\n        float SpitfireMinHipfireSmooth = 0.98;\n        float SpitfireMaxHipfireSmooth = 0.99;\n        float SpitfireMinADSSmooth = 0.98;\n        float SpitfireMaxADSSmooth = 0.99;\n        float SpitfireFOV = 10;\n        float SpitfireZoomScale = 3.0;\n        bool G7ClosestHitbox = true;\n        float G7Hitbox = 2;\n        float G7Speed = 10;\n        float G7HipfireSmooth = 0.99;\n        float G7ADSSmooth = 0.99;\n        int G7SmoothingMethod = 0;\n        float G7MinHipfireSmooth = 0.98;\n        float G7MaxHipfireSmooth = 0.99;\n        float G7MinADSSmooth = 0.98;\n        float G7MaxADSSmooth = 0.99;\n        float G7FOV = 10;\n        float G7ZoomScale = 3.0;\n        //Heavy\n        bool FlatlineClosestHitbox = true;\n        float FlatlineHitbox = 2;\n        float FlatlineSpeed = 10;\n        float FlatlineHipfireSmooth = 0.99;\n        float FlatlineADSSmooth = 0.99;\n        int FlatlineSmoothingMethod = 0;\n        float FlatlineMinHipfireSmooth = 0.98;\n        float FlatlineMaxHipfireSmooth = 0.99;\n        float FlatlineMinADSSmooth = 0.98;\n        float FlatlineMaxADSSmooth = 0.99;\n        float FlatlineFOV = 10;\n        float FlatlineZoomScale = 3.0;\n        bool HemlockClosestHitbox = true;\n        float HemlockHitbox = 2;\n        float HemlockSpeed = 10;\n        float HemlockHipfireSmooth = 0.99;\n        float HemlockADSSmooth = 0.99;\n        int HemlockSmoothingMethod = 0;\n        float HemlockMinHipfireSmooth = 0.98;\n        float HemlockMaxHipfireSmooth = 0.99;\n        float HemlockMinADSSmooth = 0.98;\n        float HemlockMaxADSSmooth = 0.99;\n        float HemlockFOV = 10;\n        float HemlockZoomScale = 3.0;\n        bool RepeaterClosestHitbox = true;\n        float RepeaterHitbox = 2;\n        float RepeaterSpeed = 10;\n        float RepeaterHipfireSmooth = 0.99;\n        float RepeaterADSSmooth = 0.99;\n        int RepeaterSmoothingMethod = 0;\n        float RepeaterMinHipfireSmooth = 0.98;\n        float RepeaterMaxHipfireSmooth = 0.99;\n        float RepeaterMinADSSmooth = 0.98;\n        float RepeaterMaxADSSmooth = 0.99;\n        float RepeaterFOV = 10;\n        float RepeaterZoomScale = 3.0;\n        bool RampageClosestHitbox = true;\n        float RampageHitbox = 2;\n        float RampageSpeed = 10;\n        float RampageHipfireSmooth = 0.99;\n        float RampageADSSmooth = 0.99;\n        int RampageSmoothingMethod = 0;\n        float RampageMinHipfireSmooth = 0.98;\n        float RampageMaxHipfireSmooth = 0.99;\n        float RampageMinADSSmooth = 0.98;\n        float RampageMaxADSSmooth = 0.99;\n        float RampageFOV = 10;\n        float RampageZoomScale = 3.0;\n        bool CARSMGClosestHitbox = true;\n        float CARSMGHitbox = 2;\n        float CARSMGSpeed = 10;\n        float CARSMGHipfireSmooth = 0.99;\n        float CARSMGADSSmooth = 0.99;\n        int CARSMGSmoothingMethod = 0;\n        float CARSMGMinHipfireSmooth = 0.98;\n        float CARSMGMaxHipfireSmooth = 0.99;\n        float CARSMGMinADSSmooth = 0.98;\n        float CARSMGMaxADSSmooth = 0.99;\n        float CARSMGFOV = 10;\n        float CARSMGZoomScale = 3.0;\n        //Energy\n        bool HavocClosestHitbox = true;\n        float HavocHitbox = 2;\n        float HavocSpeed = 10;\n        float HavocHipfireSmooth = 0.99;\n        float HavocADSSmooth = 0.99;\n        int HavocSmoothingMethod = 0;\n        float HavocMinHipfireSmooth = 0.98;\n        float HavocMaxHipfireSmooth = 0.99;\n        float HavocMinADSSmooth = 0.98;\n        float HavocMaxADSSmooth = 0.99;\n        float HavocFOV = 10;\n        float HavocZoomScale = 3.0;\n        bool DevotionClosestHitbox = true;\n        float DevotionHitbox = 2;\n        float DevotionSpeed = 10;\n        float DevotionHipfireSmooth = 0.99;\n        float DevotionADSSmooth = 0.99;\n        int DevotionSmoothingMethod = 0;\n        float DevotionMinHipfireSmooth = 0.98;\n        float DevotionMaxHipfireSmooth = 0.99;\n        float DevotionMinADSSmooth = 0.98;\n        float DevotionMaxADSSmooth = 0.99;\n        float DevotionFOV = 10;\n        float DevotionZoomScale = 3.0;\n        bool LSTARClosestHitbox = true;\n        float LSTARHitbox = 2;\n        float LSTARSpeed = 10;\n        float LSTARHipfireSmooth = 0.99;\n        float LSTARADSSmooth = 0.99;\n        int LSTARSmoothingMethod = 0;\n        float LSTARMinHipfireSmooth = 0.98;\n        float LSTARMaxHipfireSmooth = 0.99;\n        float LSTARMinADSSmooth = 0.98;\n        float LSTARMaxADSSmooth = 0.99;\n        float LSTARFOV = 10;\n        float LSTARZoomScale = 3.0;\n        bool TripleTakeClosestHitbox = true;\n        float TripleTakeHitbox = 2;\n        float TripleTakeSpeed = 10;\n        float TripleTakeHipfireSmooth = 0.99;\n        float TripleTakeADSSmooth = 0.99;\n        int TripleTakeSmoothingMethod = 0;\n        float TripleTakeMinHipfireSmooth = 0.98;\n        float TripleTakeMaxHipfireSmooth = 0.99;\n        float TripleTakeMinADSSmooth = 0.98;\n        float TripleTakeMaxADSSmooth = 0.99;\n        float TripleTakeFOV = 10;\n        float TripleTakeZoomScale = 3.0;\n        bool VoltClosestHitbox = true;\n        float VoltHitbox = 2;\n        float VoltSpeed = 10;\n        float VoltHipfireSmooth = 0.99;\n        float VoltADSSmooth = 0.99;\n        int VoltSmoothingMethod = 0;\n        float VoltMinHipfireSmooth = 0.98;\n        float VoltMaxHipfireSmooth = 0.99;\n        float VoltMinADSSmooth = 0.98;\n        float VoltMaxADSSmooth = 0.99;\n        float VoltFOV = 10;\n        float VoltZoomScale = 3.0;\n        bool NemesisClosestHitbox = true;\n        float NemesisHitbox = 2;\n        float NemesisSpeed = 10;\n        float NemesisHipfireSmooth = 0.99;\n        float NemesisADSSmooth = 0.99;\n        int NemesisSmoothingMethod = 0;\n        float NemesisMinHipfireSmooth = 0.98;\n        float NemesisMaxHipfireSmooth = 0.99;\n        float NemesisMinADSSmooth = 0.98;\n        float NemesisMaxADSSmooth = 0.99;\n        float NemesisFOV = 10;\n        float NemesisZoomScale = 3.0;\n        //Shotguns\n        bool MozambiqueClosestHitbox = true;\n        float MozambiqueHitbox = 2;\n        float MozambiqueSpeed = 10;\n        float MozambiqueHipfireSmooth = 0.99;\n        float MozambiqueADSSmooth = 0.99;\n        int MozambiqueSmoothingMethod = 0;\n        float MozambiqueMinHipfireSmooth = 0.98;\n        float MozambiqueMaxHipfireSmooth = 0.99;\n        float MozambiqueMinADSSmooth = 0.98;\n        float MozambiqueMaxADSSmooth = 0.99;\n        float MozambiqueFOV = 10;\n        float MozambiqueZoomScale = 3.0;\n        bool EVA8ClosestHitbox = true;\n        float EVA8Hitbox = 2;\n        float EVA8Speed = 10;\n        float EVA8HipfireSmooth = 0.99;\n        float EVA8ADSSmooth = 0.99;\n        int EVA8SmoothingMethod = 0;\n        float EVA8MinHipfireSmooth = 0.98;\n        float EVA8MaxHipfireSmooth = 0.99;\n        float EVA8MinADSSmooth = 0.98;\n        float EVA8MaxADSSmooth = 0.99;\n        float EVA8FOV = 10;\n        float EVA8ZoomScale = 3.0;\n        bool PeacekeeperClosestHitbox = true;\n        float PeacekeeperHitbox = 2;\n        float PeacekeeperSpeed = 10;\n        float PeacekeeperHipfireSmooth = 0.99;\n        float PeacekeeperADSSmooth = 0.99;\n        int PeacekeeperSmoothingMethod = 0;\n        float PeacekeeperMinHipfireSmooth = 0.98;\n        float PeacekeeperMaxHipfireSmooth = 0.99;\n        float PeacekeeperMinADSSmooth = 0.98;\n        float PeacekeeperMaxADSSmooth = 0.99;\n        float PeacekeeperFOV = 10;\n        float PeacekeeperZoomScale = 3.0;\n        bool MastiffClosestHitbox = true;\n        float MastiffHitbox = 2;\n        float MastiffSpeed = 10;\n        float MastiffHipfireSmooth = 0.99;\n        float MastiffADSSmooth = 0.99;\n        int MastiffSmoothingMethod = 0;\n        float MastiffMinHipfireSmooth = 0.98;\n        float MastiffMaxHipfireSmooth = 0.99;\n        float MastiffMinADSSmooth = 0.98;\n        float MastiffMaxADSSmooth = 0.99;\n        float MastiffFOV = 10;\n        float MastiffZoomScale = 3.0;\n        //Snipers\n        bool LongbowClosestHitbox = true;\n        float LongbowHitbox = 2;\n        float LongbowSpeed = 10;\n        float LongbowHipfireSmooth = 0.99;\n        float LongbowADSSmooth = 0.99;\n        int LongbowSmoothingMethod = 0;\n        float LongbowMinHipfireSmooth = 0.98;\n        float LongbowMaxHipfireSmooth = 0.99;\n        float LongbowMinADSSmooth = 0.98;\n        float LongbowMaxADSSmooth = 0.99;\n        float LongbowFOV = 10;\n        float LongbowZoomScale = 3.0;\n        bool ChargeRifleClosestHitbox = true;\n        float ChargeRifleHitbox = 2;\n        float ChargeRifleSpeed = 10;\n        float ChargeRifleHipfireSmooth = 0.99;\n        float ChargeRifleADSSmooth = 0.99;\n        int ChargeRifleSmoothingMethod = 0;\n        float ChargeRifleMinHipfireSmooth = 0.98;\n        float ChargeRifleMaxHipfireSmooth = 0.99;\n        float ChargeRifleMinADSSmooth = 0.98;\n        float ChargeRifleMaxADSSmooth = 0.99;\n        float ChargeRifleFOV = 10;\n        float ChargeRifleZoomScale = 3.0;\n        bool SentinelClosestHitbox = true;\n        float SentinelHitbox = 2;\n        float SentinelSpeed = 10;\n        float SentinelHipfireSmooth = 0.99;\n        float SentinelADSSmooth = 0.99;\n        int SentinelSmoothingMethod = 0;\n        float SentinelMinHipfireSmooth = 0.98;\n        float SentinelMaxHipfireSmooth = 0.99;\n        float SentinelMinADSSmooth = 0.98;\n        float SentinelMaxADSSmooth = 0.99;\n        float SentinelFOV = 10;\n        float SentinelZoomScale = 3.0;\n        //Legendary\n        bool WingmanClosestHitbox = true;\n        float WingmanHitbox = 2;\n        float WingmanSpeed = 10;\n        float WingmanHipfireSmooth = 0.99;\n        float WingmanADSSmooth = 0.99;\n        int WingmanSmoothingMethod = 0;\n        float WingmanMinHipfireSmooth = 0.98;\n        float WingmanMaxHipfireSmooth = 0.99;\n        float WingmanMinADSSmooth = 0.98;\n        float WingmanMaxADSSmooth = 0.99;\n        float WingmanFOV = 10;\n        float WingmanZoomScale = 3.0;\n        bool ProwlerClosestHitbox = true;\n        float ProwlerHitbox = 2;\n        float ProwlerSpeed = 10;\n        float ProwlerHipfireSmooth = 0.99;\n        float ProwlerADSSmooth = 0.99;\n        int ProwlerSmoothingMethod = 0;\n        float ProwlerMinHipfireSmooth = 0.98;\n        float ProwlerMaxHipfireSmooth = 0.99;\n        float ProwlerMinADSSmooth = 0.98;\n        float ProwlerMaxADSSmooth = 0.99;\n        float ProwlerFOV = 10;\n        float ProwlerZoomScale = 3.0;\n        bool KraberClosestHitbox = true;\n        float KraberHitbox = 2;\n        float KraberSpeed = 10;\n        float KraberHipfireSmooth = 0.99;\n        float KraberADSSmooth = 0.99;\n        int KraberSmoothingMethod = 0;\n        float KraberMinHipfireSmooth = 0.98;\n        float KraberMaxHipfireSmooth = 0.99;\n        float KraberMinADSSmooth = 0.98;\n        float KraberMaxADSSmooth = 0.99;\n        float KraberFOV = 10;\n        float KraberZoomScale = 3.0;\n        bool BocekClosestHitbox = true;\n        float BocekHitbox = 2;\n        float BocekSpeed = 10;\n        float BocekHipfireSmooth = 0.99;\n        float BocekADSSmooth = 0.99;\n        int BocekSmoothingMethod = 0;\n        float BocekMinHipfireSmooth = 0.98;\n        float BocekMaxHipfireSmooth = 0.99;\n        float BocekMinADSSmooth = 0.98;\n        float BocekMaxADSSmooth = 0.99;\n        float BocekFOV = 10;\n        float BocekZoomScale = 3.0;\n        bool ThrowingKnifeClosestHitbox = true;\n        float ThrowingKnifeHitbox = 2;\n        float ThrowingKnifeSpeed = 10;\n        float ThrowingKnifeHipfireSmooth = 0.99;\n        float ThrowingKnifeADSSmooth = 0.99;\n        int ThrowingKnifeSmoothingMethod = 0;\n        float ThrowingKnifeMinHipfireSmooth = 0.98;\n        float ThrowingKnifeMaxHipfireSmooth = 0.99;\n        float ThrowingKnifeMinADSSmooth = 0.98;\n        float ThrowingKnifeMaxADSSmooth = 0.99;\n        float ThrowingKnifeFOV = 10;\n        float ThrowingKnifeZoomScale = 3.0;\n        \n        //Advanced Smooth - Aimbot Mode 1 - Grinder\n        float P2020HipfireSmooth1 = 250;\n        float P2020ADSSmooth1 = 275;\n        float P2020MinHipfireSmooth1 = 250;\n        float P2020MaxHipfireSmooth1 = 275;\n        float P2020MinADSSmooth1 = 275;\n        float P2020MaxADSSmooth1 = 300;\n        float P2020ExtraSmooth1 = 5000;\n        float P2020Deadzone = 0.5;\n        float P2020FOV1 = 10;\n        float P2020MinDistance1 = 1;\n        float P2020MaxDistance1 = 200;\n        float RE45HipfireSmooth1 = 250;\n        float RE45ADSSmooth1 = 275;\n        float RE45MinHipfireSmooth1 = 250;\n        float RE45MaxHipfireSmooth1 = 275;\n        float RE45MinADSSmooth1 = 275;\n        float RE45MaxADSSmooth1 = 300;\n        float RE45ExtraSmooth1 = 5000;\n        float RE45Deadzone = 0.5;\n        float RE45FOV1 = 10;\n        float RE45MinDistance1 = 1;\n        float RE45MaxDistance1 = 200;\n        float AlternatorHipfireSmooth1 = 250;\n        float AlternatorADSSmooth1 = 275;\n        float AlternatorMinHipfireSmooth1 = 250;\n        float AlternatorMaxHipfireSmooth1 = 275;\n        float AlternatorMinADSSmooth1 = 275;\n        float AlternatorMaxADSSmooth1 = 300;\n        float AlternatorExtraSmooth1 = 5000;\n        float AlternatorDeadzone = 0.5;\n        float AlternatorFOV1 = 10;\n        float AlternatorMinDistance1 = 1;\n        float AlternatorMaxDistance1 = 200;\n        float R99HipfireSmooth1 = 250;\n        float R99ADSSmooth1 = 275;\n        float R99MinHipfireSmooth1 = 250;\n        float R99MaxHipfireSmooth1 = 275;\n        float R99MinADSSmooth1 = 275;\n        float R99MaxADSSmooth1 = 300;\n        float R99ExtraSmooth1 = 5000;\n        float R99Deadzone = 0.5;\n        float R99FOV1 = 10;\n        float R99MinDistance1 = 1;\n        float R99MaxDistance1 = 200;\n        float R301HipfireSmooth1 = 250;\n        float R301ADSSmooth1 = 275;\n        float R301MinHipfireSmooth1 = 250;\n        float R301MaxHipfireSmooth1 = 275;\n        float R301MinADSSmooth1 = 275;\n        float R301MaxADSSmooth1 = 300;\n        float R301ExtraSmooth1 = 5000;\n        float R301Deadzone = 0.5;\n        float R301FOV1 = 10;\n        float R301MinDistance1 = 1;\n        float R301MaxDistance1 = 200;\n        float SpitfireHipfireSmooth1 = 250;\n        float SpitfireADSSmooth1 = 275;\n        float SpitfireMinHipfireSmooth1 = 250;\n        float SpitfireMaxHipfireSmooth1 = 275;\n        float SpitfireMinADSSmooth1 = 275;\n        float SpitfireMaxADSSmooth1 = 300;\n        float SpitfireExtraSmooth1 = 5000;\n        float SpitfireDeadzone = 0.5;\n        float SpitfireFOV1 = 10;\n        float SpitfireMinDistance1 = 1;\n        float SpitfireMaxDistance1 = 200;\n        float G7HipfireSmooth1 = 250;\n        float G7ADSSmooth1 = 275;\n        float G7MinHipfireSmooth1 = 250;\n        float G7MaxHipfireSmooth1 = 275;\n        float G7MinADSSmooth1 = 275;\n        float G7MaxADSSmooth1 = 300;\n        float G7ExtraSmooth1 = 5000;\n        float G7Deadzone = 0.5;\n        float G7FOV1 = 10;\n        float G7MinDistance1 = 1;\n        float G7MaxDistance1 = 200;\n        \n        float FlatlineHipfireSmooth1 = 250;\n        float FlatlineADSSmooth1 = 275;\n        float FlatlineMinHipfireSmooth1 = 250;\n        float FlatlineMaxHipfireSmooth1 = 275;\n        float FlatlineMinADSSmooth1 = 275;\n        float FlatlineMaxADSSmooth1 = 300;\n        float FlatlineExtraSmooth1 = 5000;\n        float FlatlineDeadzone = 0.5;\n        float FlatlineFOV1 = 10;\n        float FlatlineMinDistance1 = 1;\n        float FlatlineMaxDistance1 = 200;\n        float HemlockHipfireSmooth1 = 250;\n        float HemlockADSSmooth1 = 275;\n        float HemlockMinHipfireSmooth1 = 250;\n        float HemlockMaxHipfireSmooth1 = 275;\n        float HemlockMinADSSmooth1 = 275;\n        float HemlockMaxADSSmooth1 = 300;\n        float HemlockExtraSmooth1 = 5000;\n        float HemlockDeadzone = 0.5;\n        float HemlockFOV1 = 10;\n        float HemlockMinDistance1 = 1;\n        float HemlockMaxDistance1 = 200;\n        float RepeaterHipfireSmooth1 = 250;\n        float RepeaterADSSmooth1 = 275;\n        float RepeaterMinHipfireSmooth1 = 250;\n        float RepeaterMaxHipfireSmooth1 = 275;\n        float RepeaterMinADSSmooth1 = 275;\n        float RepeaterMaxADSSmooth1 = 300;\n        float RepeaterExtraSmooth1 = 5000;\n        float RepeaterDeadzone = 0.5;\n        float RepeaterFOV1 = 10;\n        float RepeaterMinDistance1 = 1;\n        float RepeaterMaxDistance1 = 200;\n        float RampageHipfireSmooth1 = 250;\n        float RampageMinHipfireSmooth1 = 250;\n        float RampageMaxHipfireSmooth1 = 275;\n        float RampageMinADSSmooth1 = 275;\n        float RampageMaxADSSmooth1 = 300;\n        float RampageADSSmooth1 = 275;\n        float RampageExtraSmooth1 = 5000;\n        float RampageDeadzone = 0.5;\n        float RampageFOV1 = 10;\n        float RampageMinDistance1 = 1;\n        float RampageMaxDistance1 = 200;\n        float CARSMGHipfireSmooth1 = 250;\n        float CARSMGADSSmooth1 = 275;\n        float CARSMGMinHipfireSmooth1 = 250;\n        float CARSMGMaxHipfireSmooth1 = 275;\n        float CARSMGMinADSSmooth1 = 275;\n        float CARSMGMaxADSSmooth1 = 300;\n        float CARSMGExtraSmooth1 = 5000;\n        float CARSMGDeadzone = 0.5;\n        float CARSMGFOV1 = 10;\n        float CARSMGMinDistance1 = 1;\n        float CARSMGMaxDistance1 = 200;\n        \n        float HavocHipfireSmooth1 = 250;\n        float HavocADSSmooth1 = 275;\n        float HavocMinHipfireSmooth1 = 250;\n        float HavocMaxHipfireSmooth1 = 275;\n        float HavocMinADSSmooth1 = 275;\n        float HavocMaxADSSmooth1 = 300;\n        float HavocExtraSmooth1 = 5000;\n        float HavocDeadzone = 0.5;\n        float HavocFOV1 = 10;\n        float HavocMinDistance1 = 1;\n        float HavocMaxDistance1 = 200;\n        float DevotionHipfireSmooth1 = 250;\n        float DevotionADSSmooth1 = 275;\n        float DevotionMinHipfireSmooth1 = 250;\n        float DevotionMaxHipfireSmooth1 = 275;\n        float DevotionMinADSSmooth1 = 275;\n        float DevotionMaxADSSmooth1 = 300;\n        float DevotionExtraSmooth1 = 5000;\n        float DevotionDeadzone = 0.5;\n        float DevotionFOV1 = 10;\n        float DevotionMinDistance1 = 1;\n        float DevotionMaxDistance1 = 200;\n        float LSTARHipfireSmooth1 = 250;\n        float LSTARADSSmooth1 = 275;\n        float LSTARMinHipfireSmooth1 = 250;\n        float LSTARMaxHipfireSmooth1 = 275;\n        float LSTARMinADSSmooth1 = 275;\n        float LSTARMaxADSSmooth1 = 300;\n        float LSTARExtraSmooth1 = 5000;\n        float LSTARDeadzone = 0.5;\n        float LSTARFOV1 = 10;\n        float LSTARMinDistance1 = 1;\n        float LSTARMaxDistance1 = 200;\n        float TripleTakeHipfireSmooth1 = 250;\n        float TripleTakeADSSmooth1 = 275;\n        float TripleTakeMinHipfireSmooth1 = 250;\n        float TripleTakeMaxHipfireSmooth1 = 275;\n        float TripleTakeMinADSSmooth1 = 275;\n        float TripleTakeMaxADSSmooth1 = 300;\n        float TripleTakeExtraSmooth1 = 5000;\n        float TripleTakeDeadzone = 0.5;\n        float TripleTakeFOV1 = 10;\n        float TripleTakeMinDistance1 = 1;\n        float TripleTakeMaxDistance1 = 200;\n        float VoltHipfireSmooth1 = 250;\n        float VoltADSSmooth1 = 275;\n        float VoltMinHipfireSmooth1 = 250;\n        float VoltMaxHipfireSmooth1 = 275;\n        float VoltMinADSSmooth1 = 275;\n        float VoltMaxADSSmooth1 = 300;\n        float VoltExtraSmooth1 = 5000;\n        float VoltDeadzone = 0.5;\n        float VoltFOV1 = 10;\n        float VoltMinDistance1 = 1;\n        float VoltMaxDistance1 = 200;\n        float NemesisHipfireSmooth1 = 250;\n        float NemesisADSSmooth1 = 275;\n        float NemesisMinHipfireSmooth1 = 250;\n        float NemesisMaxHipfireSmooth1 = 275;\n        float NemesisMinADSSmooth1 = 275;\n        float NemesisMaxADSSmooth1 = 300;\n        float NemesisExtraSmooth1 = 5000;\n        float NemesisDeadzone = 0.5;\n        float NemesisFOV1 = 10;\n        float NemesisMinDistance1 = 1;\n        float NemesisMaxDistance1 = 200;\n        \n        float MozambiqueHipfireSmooth1 = 250;\n        float MozambiqueADSSmooth1 = 275;\n        float MozambiqueMinHipfireSmooth1 = 250;\n        float MozambiqueMaxHipfireSmooth1 = 275;\n        float MozambiqueMinADSSmooth1 = 275;\n        float MozambiqueMaxADSSmooth1 = 300;\n        float MozambiqueExtraSmooth1 = 5000;\n        float MozambiqueDeadzone = 0.5;\n        float MozambiqueFOV1 = 10;\n        float MozambiqueMinDistance1 = 1;\n        float MozambiqueMaxDistance1 = 200;\n        float EVA8HipfireSmooth1 = 250;\n        float EVA8ADSSmooth1 = 275;\n        float EVA8MinHipfireSmooth1 = 250;\n        float EVA8MaxHipfireSmooth1 = 275;\n        float EVA8MinADSSmooth1 = 275;\n        float EVA8MaxADSSmooth1 = 300;\n        float EVA8ExtraSmooth1 = 5000;\n        float EVA8Deadzone = 0.5;\n        float EVA8FOV1 = 10;\n        float EVA8MinDistance1 = 1;\n        float EVA8MaxDistance1 = 200;\n        float PeacekeeperHipfireSmooth1 = 250;\n        float PeacekeeperADSSmooth1 = 275;\n        float PeacekeeperMinHipfireSmooth1 = 250;\n        float PeacekeeperMaxHipfireSmooth1 = 275;\n        float PeacekeeperMinADSSmooth1 = 275;\n        float PeacekeeperMaxADSSmooth1 = 300;\n        float PeacekeeperExtraSmooth1 = 5000;\n        float PeacekeeperDeadzone = 0.5;\n        float PeacekeeperFOV1 = 10;\n        float PeacekeeperMinDistance1 = 1;\n        float PeacekeeperMaxDistance1 = 200;\n        float MastiffHipfireSmooth1 = 250;\n        float MastiffADSSmooth1 = 275;\n        float MastiffMinHipfireSmooth1 = 250;\n        float MastiffMaxHipfireSmooth1 = 275;\n        float MastiffMinADSSmooth1 = 275;\n        float MastiffMaxADSSmooth1 = 300;\n        float MastiffExtraSmooth1 = 5000;\n        float MastiffDeadzone = 0.5;\n        float MastiffFOV1 = 10;\n        float MastiffMinDistance1 = 1;\n        float MastiffMaxDistance1 = 200;\n        \n        float LongbowHipfireSmooth1 = 250;\n        float LongbowADSSmooth1 = 275;\n        float LongbowMinHipfireSmooth1 = 250;\n        float LongbowMaxHipfireSmooth1 = 275;\n        float LongbowMinADSSmooth1 = 275;\n        float LongbowMaxADSSmooth1 = 300;\n        float LongbowExtraSmooth1 = 5000;\n        float LongbowDeadzone = 0.5;\n        float LongbowFOV1 = 10;\n        float LongbowMinDistance1 = 1;\n        float LongbowMaxDistance1 = 200;\n        float ChargeRifleHipfireSmooth1 = 250;\n        float ChargeRifleADSSmooth1 = 275;\n        float ChargeRifleMinHipfireSmooth1 = 250;\n        float ChargeRifleMaxHipfireSmooth1 = 275;\n        float ChargeRifleMinADSSmooth1 = 275;\n        float ChargeRifleMaxADSSmooth1 = 300;\n        float ChargeRifleExtraSmooth1 = 5000;\n        float ChargeRifleDeadzone = 0.5;\n        float ChargeRifleFOV1 = 10;\n        float ChargeRifleMinDistance1 = 1;\n        float ChargeRifleMaxDistance1 = 200;\n        float SentinelHipfireSmooth1 = 250;\n        float SentinelADSSmooth1 = 275;\n        float SentinelMinHipfireSmooth1 = 250;\n        float SentinelMaxHipfireSmooth1 = 275;\n        float SentinelMinADSSmooth1 = 275;\n        float SentinelMaxADSSmooth1 = 300;\n        float SentinelExtraSmooth1 = 5000;\n        float SentinelDeadzone = 0.5;\n        float SentinelFOV1 = 10;\n        float SentinelMinDistance1 = 1;\n        float SentinelMaxDistance1 = 200;\n        \n        float WingmanHipfireSmooth1 = 250;\n        float WingmanADSSmooth1 = 275;\n        float WingmanMinHipfireSmooth1 = 250;\n        float WingmanMaxHipfireSmooth1 = 275;\n        float WingmanMinADSSmooth1 = 275;\n        float WingmanMaxADSSmooth1 = 300;\n        float WingmanExtraSmooth1 = 5000;\n        float WingmanDeadzone = 0.5;\n        float WingmanFOV1 = 10;\n        float WingmanMinDistance1 = 1;\n        float WingmanMaxDistance1 = 200;\n        float ProwlerHipfireSmooth1 = 250;\n        float ProwlerADSSmooth1 = 275;\n        float ProwlerMinHipfireSmooth1 = 250;\n        float ProwlerMaxHipfireSmooth1 = 275;\n        float ProwlerMinADSSmooth1 = 275;\n        float ProwlerMaxADSSmooth1 = 300;\n        float ProwlerExtraSmooth1 = 5000;\n        float ProwlerDeadzone = 0.5;\n        float ProwlerFOV1 = 10;\n        float ProwlerMinDistance1 = 1;\n        float ProwlerMaxDistance1 = 200;\n        float BocekHipfireSmooth1 = 250;\n        float BocekADSSmooth1 = 275;\n        float BocekMinHipfireSmooth1 = 250;\n        float BocekMaxHipfireSmooth1 = 275;\n        float BocekMinADSSmooth1 = 275;\n        float BocekMaxADSSmooth1 = 300;\n        float BocekExtraSmooth1 = 5000;\n        float BocekDeadzone = 0.5;\n        float BocekFOV1 = 10;\n        float BocekMinDistance1 = 1;\n        float BocekMaxDistance1 = 200;\n        float KraberHipfireSmooth1 = 250;\n        float KraberADSSmooth1 = 275;\n        float KraberMinHipfireSmooth1 = 250;\n        float KraberMaxHipfireSmooth1 = 275;\n        float KraberMinADSSmooth1 = 275;\n        float KraberMaxADSSmooth1 = 300;\n        float KraberExtraSmooth1 = 5000;\n        float KraberDeadzone = 0.5;\n        float KraberFOV1 = 10;\n        float KraberMinDistance1 = 1;\n        float KraberMaxDistance1 = 200;\n        float ThrowingKnifeHipfireSmooth1 = 250;\n        float ThrowingKnifeADSSmooth1 = 275;\n        float ThrowingKnifeMinHipfireSmooth1 = 250;\n        float ThrowingKnifeMaxHipfireSmooth1 = 275;\n        float ThrowingKnifeMinADSSmooth1 = 275;\n        float ThrowingKnifeMaxADSSmooth1 = 300;\n        float ThrowingKnifeExtraSmooth1 = 5000;\n        float ThrowingKnifeDeadzone = 0.5;\n        float ThrowingKnifeFOV1 = 10;\n        float ThrowingKnifeMinDistance1 = 1;    \n        float ThrowingKnifeMaxDistance1 = 200;\n\t};\n\n\tnamespace Ragebot\n\t{\n\t\tbool RagebotEnabled = false;\n\n\t\tbool RageAimbot = false;\n\t\tint AimMethod = 0;\n\t\tbool ClosestHitbox = false;\n\t\tint Hitbox = 0;\n\t\tint BindMethod = 0;\n\t\tbool OnFire = true;\n\t\tbool OnADS = true;\n\t\tint AimBind = 56;\n\t\tint ExtraBind = 57;\n\t\tbool VisCheck = true;\n\t\tbool TeamCheck = true;\n\t\tint Priority = 0;\n\t\tbool AutoShoot = false;\n\t\tbool PredictMovement = true;\n\t\tbool PredictBulletDrop = true;\n\t\tfloat PreditcionAmount = 255;\n\t\tfloat FinalDistance = 0;\n\t\tfloat Speed = 1;\n\t\tfloat Smooth = 0.9;\n\t\tfloat HipfireSmooth = 0.9;\n\t\tfloat ADSSmooth = 0.99;\n\t\tfloat SmoothDistance = 100;\n\t\tint Delay = 10;\n\t\tfloat FOV = 10;\n\t\tfloat ZoomScale = 3.0;\n\t\tfloat MinDistance = 1;\n\t\tfloat HipfireDistance = 60;\n\t\tfloat ZoomDistance = 160;\n\n\t\t// Weapon Toggles\n\t\t// Light\n\t\tbool P2020 = true;\n\t\tbool RE45 = true;\n\t\tbool Alternator = true;\n\t\tbool R99 = true;\n\t\tbool R301 = true;\n\t\tbool Spitfire = true;\n\t\tbool G7 = true;\n\n\t\t// Heavy\n\t\tbool Flatline = true;\n\t\tbool Hemlock = true;\n\t\tbool Repeater = true;\n\t\tbool Rampage = true;\n\t\tbool CARSMG = true;\n\n\t\t// Energy\n\t\tbool Havoc = true;\n\t\tbool Devotion = true;\n\t\tbool LSTAR = true;\n\t\tbool TripleTake = true;\n\t\tbool Volt = true;\n\t\tbool Nemesis = true;\n\n\t\t// Shotgun\n\t\tbool Mozambique = true;\n\t\tbool EVA8 = true;\n\t\tbool Peacekeeper = true;\n\t\tbool Mastiff = true;\n\n\t\t// Snipers\n\t\tbool Longbow = true;\n\t\tbool ChargeRifle = true;\n\t\tbool Sentinel = true;\n\n\t\t// Legendary\n\t\tbool Wingman = true;\n\t\tbool Prowler = true;\n\t\tbool Bocek = true;\n\t\tbool Kraber = true;\n\t\tbool Knife = true;\n\n\t\tbool RageRCS = true;\n\t\tfloat RecoilRate = 100.0f;\n\t};\n\n\tnamespace Flickbot\n\t{\n\t\tbool Flickbot = false;\n\t\tint FlickbotMethod = 0; // 0 = Mouse, 1 = Memory\n\t\tint FlickBind = 34;\n\t\tbool ClosestHitbox = false;\n\t\tint Hitbox = 2;\n\t\tint Priority = 0;\n\t\tbool AutoShoot = true;\n\t\tint AutoShootDelay = 16;\n\t\tbool FlickBack = false;\n\t\tint FlickBackDelay = 16;\n\t\tfloat FlickBackSmoothing = 0.001;\n\t\tbool PredictMovement = true;\n\t\tbool PredictBulletDrop = true;\n\t\tbool TeamCheck = true;\n\t\tfloat PreditcionAmount = 255;\n\t\tfloat FinalDistance = 0;\n\t\tfloat HipfireSmooth = 0.9;\n\t\tfloat ADSSmooth = 0.99;\n\t\tfloat SmoothDistance = 100;\n\t\tint Delay = 10;\n\t\tfloat FOV = 10;\n\t\tfloat ZoomScale = 3.0;\n\t\tfloat MinDistance = 1;\n\t\tfloat HipfireDistance = 60;\n\t\tfloat ZoomDistance = 160;\n\n\t\tfloat Smooth = 0.9;\n\t\tfloat FlickBackSmooth = 0.9;\n\n\t\t// Weapon Toggles\n\t\t// Light\n\t\tbool P2020 = false;\n\t\tbool RE45 = false;\n\t\tbool Alternator = false;\n\t\tbool R99 = false;\n\t\tbool R301 = false;\n\t\tbool Spitfire = false;\n\t\tbool G7 = false;\n\n\t\t// Heavy\n\t\tbool Flatline = false;\n\t\tbool Hemlock = false;\n\t\tbool Repeater = false;\n\t\tbool Rampage = false;\n\t\tbool CARSMG = false;\n\n\t\t// Energy\n\t\tbool Havoc = false;\n\t\tbool Devotion = false;\n\t\tbool LSTAR = false;\n\t\tbool TripleTake = false;\n\t\tbool Volt = false;\n\t\tbool Nemesis = false;\n\n\t\t// Shotgun\n\t\tbool Mozambique = true;\n\t\tbool EVA8 = true;\n\t\tbool Peacekeeper = true;\n\t\tbool Mastiff = true;\n\n\t\t// Snipers\n\t\tbool Longbow = false;\n\t\tbool ChargeRifle = false;\n\t\tbool Sentinel = false;\n\n\t\t// Legendary\n\t\tbool Wingman = true;\n\t\tbool Prowler = false;\n\t\tbool Bocek = false;\n\t\tbool Kraber = false;\n\t\tbool Knife = false;\n\t};\n\n\tnamespace RCS\n\t{\n\t\tbool RCSEnabled = false;\n\t\tint RCSMode = 0;\n\n\t\tbool OnADS = true;\n\n\t\tfloat PitchPower = 3;\n\t\tfloat YawPower = 3;\n\t\tfloat PitchReduction = 50;\n\t\tfloat YawReduction = 50;\n\n\t\t// Weapon Toggles\n\t\t// Light\n\t\tbool P2020 = true;\n\t\tbool RE45 = true;\n\t\tbool Alternator = true;\n\t\tbool R99 = true;\n\t\tbool R301 = true;\n\t\tbool Spitfire = true;\n\t\tbool G7 = true;\n\n\t\t// Heavy\n\t\tbool Flatline = true;\n\t\tbool Hemlock = true;\n\t\tbool Repeater = true;\n\t\tbool Rampage = true;\n\t\tbool CARSMG = true;\n\n\t\t// Energy\n\t\tbool Havoc = true;\n\t\tbool Devotion = true;\n\t\tbool LSTAR = true;\n\t\tbool TripleTake = true;\n\t\tbool Volt = true;\n\t\tbool Nemesis = true;\n\n\t\t// Shotgun\n\t\tbool Mozambique = true;\n\t\tbool EVA8 = true;\n\t\tbool Peacekeeper = true;\n\t\tbool Mastiff = true;\n\n\t\t// Snipers\n\t\tbool Longbow = true;\n\t\tbool ChargeRifle = true;\n\t\tbool Sentinel = true;\n\n\t\t// Legendary\n\t\tbool Wingman = true; // Emotional damage!\n\t\tbool Prowler = true;\n\t\tbool Kraber = false;\n\n\t\t//---------------Advanced---------------//\n\t\tbool AdvancedRCS = false;\n\t\tfloat AdvancedPitchPower = 10;\n\t\tfloat AdvancedYawPower = 10;\n\t\tfloat AdvancedPitchReduction = 25;\n\t\tfloat AdvancedYawReduction = 25;\n\n\t\t// Weapons\n\t\t// Light\n\t\tfloat P2020Pitch = 10;\n\t\tfloat P2020Yaw = 10;\n\t\tfloat P2020PitchReduction = 25;\n\t\tfloat P2020YawReduction = 25;\n\t\tfloat RE45Pitch = 10;\n\t\tfloat RE45Yaw = 10;\n\t\tfloat RE45PitchReduction = 25;\n\t\tfloat RE45YawReduction = 25;\n\t\tfloat AlternatorPitch = 10;\n\t\tfloat AlternatorYaw = 10;\n\t\tfloat AlternatorPitchReduction = 25;\n\t\tfloat AlternatorYawReduction = 25;\n\t\tfloat R99Pitch = 10;\n\t\tfloat R99Yaw = 10;\n\t\tfloat R99PitchReduction = 25;\n\t\tfloat R99YawReduction = 25;\n\t\tfloat R301Pitch = 10;\n\t\tfloat R301Yaw = 10;\n\t\tfloat R301PitchReduction = 25;\n\t\tfloat R301YawReduction = 25;\n\t\tfloat SpitfirePitch = 10;\n\t\tfloat SpitfireYaw = 10;\n\t\tfloat SpitfirePitchReduction = 25;\n\t\tfloat SpitfireYawReduction = 25;\n\t\tfloat G7Pitch = 10;\n\t\tfloat G7Yaw = 10;\n\t\tfloat G7PitchReduction = 25;\n\t\tfloat G7YawReduction = 25;\n\t\t// Heavy\n\t\tfloat FlatlinePitch = 10;\n\t\tfloat FlatlineYaw = 10;\n\t\tfloat FlatlinePitchReduction = 25;\n\t\tfloat FlatlineYawReduction = 25;\n\t\tfloat HemlockPitch = 10;\n\t\tfloat HemlockYaw = 10;\n\t\tfloat HemlockPitchReduction = 25;\n\t\tfloat HemlockYawReduction = 25;\n\t\tfloat RepeaterPitch = 10;\n\t\tfloat RepeaterYaw = 10;\n\t\tfloat RepeaterPitchReduction = 25;\n\t\tfloat RepeaterYawReduction = 25;\n\t\tfloat RampagePitch = 10;\n\t\tfloat RampageYaw = 10;\n\t\tfloat RampagePitchReduction = 25;\n\t\tfloat RampageYawReduction = 25;\n\t\tfloat CARSMGPitch = 10;\n\t\tfloat CARSMGYaw = 10;\n\t\tfloat CARSMGPitchReduction = 25;\n\t\tfloat CARSMGYawReduction = 25;\n\t\t// Energy\n\t\tfloat HavocPitch = 10;\n\t\tfloat HavocYaw = 10;\n\t\tfloat HavocPitchReduction = 25;\n\t\tfloat HavocYawReduction = 25;\n\t\tfloat DevotionPitch = 10;\n\t\tfloat DevotionYaw = 10;\n\t\tfloat DevotionPitchReduction = 25;\n\t\tfloat DevotionYawReduction = 25;\n\t\tfloat LSTARPitch = 10;\n\t\tfloat LSTARYaw = 10;\n\t\tfloat LSTARPitchReduction = 25;\n\t\tfloat LSTARYawReduction = 25;\n\t\tfloat TripleTakePitch = 10;\n\t\tfloat TripleTakeYaw = 10;\n\t\tfloat TripleTakePitchReduction = 25;\n\t\tfloat TripleTakeYawReduction = 25;\n\t\tfloat VoltPitch = 10;\n\t\tfloat VoltYaw = 10;\n\t\tfloat VoltPitchReduction = 25;\n\t\tfloat VoltYawReduction = 25;\n\t\tfloat NemesisPitch = 10;\n\t\tfloat NemesisYaw = 10;\n\t\tfloat NemesisPitchReduction = 25;\n\t\tfloat NemesisYawReduction = 25;\n\t\t// Shotguns\n\t\tfloat MozambiquePitch = 10;\n\t\tfloat MozambiqueYaw = 10;\n\t\tfloat MozambiquePitchReduction = 25;\n\t\tfloat MozambiqueYawReduction = 25;\n\t\tfloat EVA8Pitch = 10;\n\t\tfloat EVA8Yaw = 10;\n\t\tfloat EVA8PitchReduction = 25;\n\t\tfloat EVA8YawReduction = 25;\n\t\tfloat PeacekeeperPitch = 10;\n\t\tfloat PeacekeeperYaw = 10;\n\t\tfloat PeacekeeperPitchReduction = 25;\n\t\tfloat PeacekeeperYawReduction = 25;\n\t\tfloat MastiffPitch = 10;\n\t\tfloat MastiffYaw = 10;\n\t\tfloat MastiffPitchReduction = 25;\n\t\tfloat MastiffYawReduction = 25;\n\t\t// Snipers\n\t\tfloat LongbowPitch = 10;\n\t\tfloat LongbowYaw = 10;\n\t\tfloat LongbowPitchReduction = 25;\n\t\tfloat LongbowYawReduction = 25;\n\t\tfloat ChargeRiflePitch = 10;\n\t\tfloat ChargeRifleYaw = 10;\n\t\tfloat ChargeRiflePitchReduction = 25;\n\t\tfloat ChargeRifleYawReduction = 25;\n\t\tfloat SentinelPitch = 10;\n\t\tfloat SentinelYaw = 10;\n\t\tfloat SentinelPitchReduction = 25;\n\t\tfloat SentinelYawReduction = 25;\n\t\t// Legendary\n\t\tfloat WingmanPitch = 10;\n\t\tfloat WingmanYaw = 10;\n\t\tfloat WingmanPitchReduction = 25;\n\t\tfloat WingmanYawReduction = 25;\n\t\tfloat ProwlerPitch = 10;\n\t\tfloat ProwlerYaw = 10;\n\t\tfloat ProwlerPitchReduction = 25;\n\t\tfloat ProwlerYawReduction = 25;\n\t\tfloat KraberPitch = 10;\n\t\tfloat KraberYaw = 10;\n\t\tfloat KraberPitchReduction = 25;\n\t\tfloat KraberYawReduction = 25;\n\t};\n\n\tnamespace Triggerbot\n\t{\n\t\tbool Enabled = false;\n\t\tint BindMethod = 0;\n\t\tint AttackMethod = 1; // 0 = Mouse, 1 = Memory\n\t\tint TriggerBind = 57;\n\t\tbool OnADS = true;\n\t\tbool HipfireShotguns = false;\n\t\tint Delay = 40;\n\t\tfloat Range = 200;\n\n\t\t// Weapon Toggles\n\n\t\t// Light\n\t\tbool P2020 = false;\n\t\tbool RE45 = false;\n\t\tbool Alternator = false;\n\t\tbool R99 = false;\n\t\tbool R301 = false;\n\t\tbool Spitfire = false;\n\t\tbool G7 = true;\n\n\t\t// Heavy\n\t\tbool Flatline = false;\n\t\tbool Hemlock = false;\n\t\tbool Repeater = true;\n\t\tbool Rampage = false;\n\t\tbool CARSMG = false;\n\n\t\t// Energy\n\t\tbool Havoc = false;\n\t\tbool Devotion = false;\n\t\tbool LSTAR = false;\n\t\tbool TripleTake = true;\n\t\tbool Volt = false;\n\t\tbool Nemesis = false;\n\n\t\t// Shotgun\n\t\tbool Mozambique = true;\n\t\tbool EVA8 = true;\n\t\tbool Peacekeeper = true;\n\t\tbool Mastiff = true;\n\n\t\t// Snipers\n\t\tbool Longbow = true;\n\t\tbool ChargeRifle = true;\n\t\tbool Sentinel = true;\n\n\t\t// Legendary\n\t\tbool Wingman = true;\n\t\tbool Prowler = false;\n\t\tbool Bocek = true;\n\t\tbool Kraber = true;\n\t\tbool Knife = true;\n\n\t\t// Advanced Triggerbot\n\t\tbool AdvancedTriggerbot = false;\n\n\t\tfloat P2020Range = 150;\n\t\tfloat RE45Range = 150;\n\t\tfloat AlternatorRange = 150;\n\t\tfloat R99Range = 150;\n\t\tfloat R301Range = 150;\n\t\tfloat SpitfireRange = 150;\n\t\tfloat G7Range = 150;\n\n\t\tfloat FlatlineRange = 150;\n\t\tfloat HemlockRange = 150;\n\t\tfloat ProwlerRange = 150;\n\t\tfloat RepeaterRange = 150;\n\t\tfloat RampageRange = 150;\n\t\tfloat CARSMGRange = 150;\n\n\t\tfloat HavocRange = 150;\n\t\tfloat DevotionRange = 150;\n\t\tfloat LSTARRange = 150;\n\t\tfloat TripleTakeRange = 150;\n\t\tfloat VoltRange = 150;\n\t\tfloat NemesisRange = 150;\n\n\t\tfloat MozambiqueRange = 150;\n\t\tfloat PeacekeeperRange = 150;\n\t\tfloat MastiffRange = 150;\n\n\t\tfloat LongbowRange = 150;\n\t\tfloat ChargeRifleRange = 150;\n\t\tfloat SentinelRange = 150;\n\n\t\tfloat WingmanRange = 150;\n\t\tfloat EVA8Range = 150;\n\t\tfloat BocekRange = 150;\n\t\tfloat KraberRange = 150;\n\t\tfloat ThrowingKnifeRange = 150;\n\t};\n\n\tnamespace Glow\n\t{\n\t\t// Glow\n\t\tbool NewGlow = false;\n\t\tbool KnockedCheck = false;\n\t\tfloat GlowMaxDistance = 200;\n\n\t\tint GlowColorMode = 1;\n\t\tint GlowColorShieldMode = 0;\n\t\tint GlowRadius = 64;\n\t\tint InsideFunction = 2;\t   // Leave\n\t\tint OutlineFunction = 125; // Leave\n\t\tint BodyStyle = 15;\n\t\tint OutlineStyle = 1;\n\n\t\tbool ViewModelGlow = false;\n\t\tstatic int ViewModelGlowSetting = 65;\n\t\tstatic int ViewModelGlowCombo;\n\t};\n\n\tnamespace ItemGlow\n\t{\n\t\tbool ItemGlow = false;\n\t\tbool Common = true;\n\t\tbool Rare = true;\n\t\tbool Epic = true;\n\t\tbool Gold = true;\n\t\tbool Legendary = true;\n\t\tbool Weapons = false;\n\t\tbool Ammo = false;\n\t\tbool Deathbox = true;\n\n\t\tint ItemGlowThickness = 35;\n\n\t\tint SelectedInsideStyle = 2;\n\t\tint SelectedOutlineStyle = 3;\n\t};\n\n\tnamespace Sense\n\t{\n\t\tbool Enabled = false;\n\n\t\t// Aimbot\n\t\tbool DrawFOVCircle = true;\n\t\tbool DrawFilledFOVCircle = false;\n\t\tfloat FOVThickness = 1.0;\n\t\tfloat GameFOV = 120;\n\n\t\tbool DrawTargetLine = false;\n        bool DrawTargetDot = false;\n        bool DrawTargetBox = false;\n        int TargetMode = 0; // 0 = Aimbot Target, 1 = Best Target\n        int TargetBoneMode = 0; // 0 = Aimbot Settings, 1 = Custom\n        int TargetSelectedBone = 0;\n        int TargetBone = 0;\n        int TargetHitbox = 0;\n        int TargetLineThickness = 1;\n        int TargetDotRadius = 1500;\n        int TargetBoxMode = 0;\n        int TargetBoxThickness = 1;\n        int TargetBoxSize = 4;\n\n\t\tbool DrawTargetInfo = false;\n        int TargetInfoDisplayMode = 0;\n        bool DrawTargetInfoName = false;\n        int TargetInfoNamePos = 0;\n        bool DrawTargetInfoLegend = false;\n        int TargetInfoLegendPos = 1;\n        bool DrawTargetInfoTeamID = false;\n        bool DrawTargetInfoDistance = false;\n        bool DrawTargetInfoWeapon = false;\n        int TargetInfoWeaponPos = 2;\n        bool DrawTargetInfoHealth = false;\n        int TargetInfoHealthPos = 3;\n        bool DrawTargetInfoShield = false;\n        int TargetInfoShieldPos = 4;\n        int TargetInfoColorMode = 0; // 0 = Simple, 1 = Custom\n        int TargetInfoPosX = 0;\n        int TargetInfoPosY = 0;\n        int TargetInfoOffset = 15;\n\n\t\t// Other\n\t\tbool DrawCrosshair = true;\n\t\tfloat CrosshairSize = 7.0;\n\t\tfloat CrosshairThickness = 1.0;\n\n\t\tbool ShowSpectators = true;\n\n\t\tbool DrawSpectatorWarning = false;\n\t\tbool DrawVisibleWarning = false;\n\t\tbool WarningTextOutline = true;\n\t\tint WarningTextX;\n\t\tint WarningTextY;\n\t\t// Settings\n\t\tbool TextOutline = true;\n\t\tbool VisibilityCheck = false;\n\t\tbool KnockedCheck = false;\n\t\tfloat ESPMaxDistance = 200;\n\n\t};\n\n\tnamespace SenseEnemy\n\t{\n\t\tbool DrawEnemy = true;\n\n\t\tbool DrawBoxes = true;\n\t\tbool BoxOutline = true;\n\t\tint BoxType = 0;\n\t\tint BoxStyle = 1;\n\t\tfloat BoxThickness = 1.0;\n\n\t\tbool DrawSkeleton = true;\n\t\tbool SkeletonOutline = false;\n\t\tint SkeletonDetail = 0; // 0 = Detailed, 1 = Simple\n\t\tfloat SkeletonThickness = 1.0;\n\t\tbool DrawHeadCircle = true;\n\t\tbool HeadCircleOutline = false;\n\t\tfloat HeadCircleThickness = 1.0;\n\n\t\tbool DrawBars = true;\n\t\tbool HealthBar = true;\n\t\tbool ShieldBar = true;\n\t\tint BarMode = 2;\n\t\tint BarStyle = 0;\n\t\tfloat BarThickness = 1.0f;\n\t\tfloat BarThickness2 = 1.05f;\n\t\tfloat BarHeight = 5.0f;\n\t\tfloat BarWidth = 60.0f;\n\t\tint BarColorMode = 0;\n\n\t\tint WeaponColorType = 1;\n\t\tbool DrawDistance = true;\n\n\t\tint TracerPosition = 0;\n\t\tint TracerBone = 0;\n\t\tbool DrawTracers = false;\n\t\tfloat TracerThickness = 2.0;\n\t\tbool DrawNames = true;\n\t\tbool DrawSeer = false;\n\t\tbool DrawStatus = false;\n\t\tbool DrawWeapon = true;\n\t\tbool DrawLegend = true;\n\t\tbool ShowMaxStatusValues = true;\n\t};\n\n\tnamespace SenseTeammate\n\t{\n\t\tbool DrawTeam = false;\n\t\tbool DrawBoxes = true;\n\t\tbool BoxOutline = true;\n\t\tint BoxType = 0;\n\t\tint BoxStyle = 0;\n\t\tfloat BoxThickness = 1.0;\n\n\t\tbool DrawSkeleton = true;\n\t\tbool SkeletonOutline = false;\n\t\tint SkeletonDetail = 0; // 0 = Detailed, 1 = Simple\n\t\tfloat SkeletonThickness = 1.0;\n\t\tbool DrawHeadCircle = true;\n\t\tbool HeadCircleOutline = false;\n\t\tfloat HeadCircleThickness = 1.0;\n\n\t\tbool DrawBars = true;\n\t\tbool HealthBar = true;\n\t\tbool ShieldBar = true;\n\t\tint BarMode = 0;\n\t\tint BarStyle = 0;\n\t\tfloat BarThickness = 1.0f;\n\t\tfloat BarThickness2 = 0.05f;\n\t\tfloat BarHeight = 5.0f;\n\t\tfloat BarWidth = 60.0f;\n\t\tint BarColorMode = 0;\n\t\tbool BarBackground = false;\n\n\t\tint WeaponColorType = 1;\n\t\tbool DrawDistance = true;\n\n\t\tint TracerPosition = 0;\n\t\tint TracerBone = 0;\n\t\tbool DrawTracers = true;\n\t\tfloat TracerThickness = 2.0;\n\t\tbool DrawNames = true;\n\t\tbool DrawSeer = false;\n\t\tbool DrawStatus = true;\n\t\tbool DrawWeapon = false;\n\t\tbool DrawLegend = false;\n\t\tbool ShowMaxStatusValues = true;\n\t};\n\n\tnamespace SensePositions\n\t{\n\t\t// 0 = Top 1, 1 = Top 2, 2 = Bottom 1, 3 = Bottom 2, 4 = Bottom 3\n\t\tint NamePosition = 0;\n\t\tint DistancePosition = 0;\n\t\tint LegendPosition = 2;\n\t\tint WeaponPosition = 3;\n\t\tint StatusPosition = 4;\n\t};\n\n\tnamespace Radar\n\t{\n\t\tbool MiniMap = false;\n        float MiniMapRange = 200;\n        int MiniMapScaleX = 215;\n        int MiniMapScaleY = 215;\n        bool MiniMapGuides = true;\n\n        int IdentifierSize = 7;\n        int MiniMapBlackBGSize = 0;\n        int EnemyIdentifier = 1;\n        bool EnemyViewAngles = true;\n        float EnemyViewAnglesLength = 5.0f;\n\t\tfloat RadarRounding = 15.0f;\n        \n        bool BigMap = false;\n\t\tint BigMapBind = 21;\n\t\t\n\t\tfloat CircleColorR = 0.99;\n\t\tfloat CircleColorG = 0;\n\t\tfloat CircleColorB = 0;\n\t\tfloat CircleColorA = 0.99;\n\t\tfloat BackgroundColorR = 0;\n\t\tfloat BackgroundColorG = 0;\n\t\tfloat BackgroundColorB = 0;\n\t\tfloat BackgroundColorA = 0.1;\n\t};\n\n\tnamespace Misc\n\t{\n\t\tbool SuperGlide = true;\n\t\tint SuperGlideMode = 0;\n\t\tint SuperGlideFPS = 1; // 0 = 75, 1 = 144, 2 = 240\n\n\t\tbool QuickTurn = false;\n\t\tint QuickTurnAngle = 180;\n\t\tint QuickTurnBind = 58;\n\n\t\tbool BHop = false;\n\t\tint BHopDelay = 25;\n\t\tint BHopBind = 34;\n\n\t\tbool WallJump = false;\n\t\tint WallJumpBind = 34;\n\n\t\tbool AutoTapStrafe = false;\n\n\t\tbool RapidFire = false;\n\t\tint RapidFireDelay = 75;\n\t\tint RapidFireBind = 34;\n\n\t\t// Rapid Fire Weapon Toggles\n\t\t// Light\n\t\tbool RapidP2020 = true;\n\t\tbool RapidR301 = true;\n\t\tbool RapidG7 = true;\n\t\t// Heavy\n\t\tbool RapidFlatline = true;\n\t\tbool RapidHemlock = true;\n\t\tbool RapidProwler = true;\n\t\t// Energy\n\t\tbool RapidNemesis = true;\n\t\t// Shotgun\n\t\tbool RapidMozambique = true;\n\t\tbool RapidEVA8 = true;\n\t\t// Legendary\n\t\tbool RapidWingman = true;\n\n\t\tbool SkinChanger = false;\n\t\t// Weapon IDs\n\t\t// Light\n\t\tint SkinP2020 = 1;\n\t\tint SkinRE45 = 1;\n\t\tint SkinALTERNATOR = 1;\n\t\tint SkinR99 = 1;\n\t\tint SkinR301 = 1;\n\t\tint SkinSPITFIRE = 1;\n\t\tint SkinG7 = 1;\n\n\t\t// Heavy\n\t\tint SkinFLATLINE = 1;\n\t\tint SkinHEMLOCK = 1;\n\t\tint SkinREPEATER = 1;\n\t\tint SkinRAMPAGE = 1;\n\t\tint SkinCAR = 1;\n\n\t\t// Energy\n\t\tint SkinHAVOC = 1;\n\t\tint SkinDEVOTION = 1;\n\t\tint SkinLSTAR = 1;\n\t\tint SkinTRIPLETAKE = 1;\n\t\tint SkinVOLT = 1;\n\t\tint SkinNEMESIS = 1;\n\n\t\t// Shotgun\n\t\tint SkinMOZAMBIQUE = 1;\n\t\tint SkinEVA8 = 1;\n\t\tint SkinPEACEKEEPER = 1;\n\t\tint SkinMASTIFF = 1;\n\n\t\t// Snipers\n\t\tint SkinLONGBOW = 1;\n\t\tint SkinCHARGE_RIFLE = 1;\n\t\tint SkinSENTINEL = 1;\n\n\t\t// Legendary\n\t\tint SkinWINGMAN = 1;\n\t\tint SkinPROWLER = 1;\n\t\tint SkinBOCEK = 1;\n\t\tint SkinKRABER = 1;\n\t};\n\n\tnamespace Colors\n\t{\n\t\tint WeaponColorMode = 0;\n\n\t\t// Aimbot\n\t\tfloat TargetLineColorR = 0.99;\n\t\tfloat TargetLineColorG = 0.99;\n\t\tfloat TargetLineColorB = 0.99;\n\t\tfloat TargetLineColorA = 0.99;\n\t\tfloat TargetLineLockedColorR = 0.99;\n\t\tfloat TargetLineLockedColorG = 0;\n\t\tfloat TargetLineLockedColorB = 0;\n\t\tfloat TargetLineLockedColorA = 0.99;\n\t\tfloat TargetDotColorR = 0.99;\n\t\tfloat TargetDotColorG = 0.99;\n\t\tfloat TargetDotColorB = 0.99;\n\t\tfloat TargetDotColorA = 0.99;\n\t\tfloat TargetDotLockedColorR = 0.99;\n\t\tfloat TargetDotLockedColorG = 0;\n\t\tfloat TargetDotLockedColorB = 0;\n\t\tfloat TargetDotLockedColorA = 0.99;\n\t\tfloat TargetBoxColorR = 0.99;\n\t\tfloat TargetBoxColorG = 0.99;\n\t\tfloat TargetBoxColorB = 0.99;\n\t\tfloat TargetBoxColorA = 0.99;\n\t\tfloat TargetBoxLockedColorR = 0.99;\n\t\tfloat TargetBoxLockedColorG = 0;\n\t\tfloat TargetBoxLockedColorB = 0;\n\t\tfloat TargetBoxLockedColorA = 0.99;\n\t\t\n\t\tfloat TargetInfoColorR = 0.99;\n\t\tfloat TargetInfoColorG = 0.99;\n\t\tfloat TargetInfoColorB = 0.99;\n\t\tfloat TargetInfoColorA = 0.99;\n\t\tfloat TargetInfoLockedColorR = 0.99;\n\t\tfloat TargetInfoLockedColorB = 0;\n\t\tfloat TargetInfoLockedColorG = 0;\n\t\tfloat TargetInfoLockedColorA = 0.99;\n\n\t\tfloat FOVColorR = 0.99;\n\t\tfloat FOVColorG = 0.99;\n\t\tfloat FOVColorB = 0.99;\n\t\tfloat FOVColorA = 0.99;\n\n\t\tfloat FilledFOVColorR = 0;\n\t\tfloat FilledFOVColorG = 0;\n\t\tfloat FilledFOVColorB = 0;\n\t\tfloat FilledFOVColorA = 0.11;\n\n\t\tfloat CrosshairColorR = 0.99;\n\t\tfloat CrosshairColorG = 0.99;\n\t\tfloat CrosshairColorB = 0.99;\n\t\tfloat CrosshairColorA = 0.99;\n\n\t\tfloat SpectatorWarningColorR = 0.99;\n\t\tfloat SpectatorWarningColorG = 0;\n\t\tfloat SpectatorWarningColorB = 0;\n\t\tfloat SpectatorWarningColorA = 0.99;\n\n\t\tfloat VisibleWarningColorR = 0;\n\t\tfloat VisibleWarningColorG = 0.99;\n\t\tfloat VisibleWarningColorB = 0;\n\t\tfloat VisibleWarningColorA = 0.99;\n\n\t\t// Watermark\n\t\tfloat NameColorR = 0.4;\n\t\tfloat NameColorG = 0.99;\n\t\tfloat NameColorB = 0.343;\n\t\tfloat NameColorA = 0.99;\n\n\t};\n\n\tnamespace EnemyColors\n\t{\n\t\t// ESP\n\t\tfloat InvisibleBoxColorR = 0.99;\n\t\tfloat InvisibleBoxColorG = 0;\n\t\tfloat InvisibleBoxColorB = 0;\n\t\tfloat InvisibleBoxColorA = 0.99;\n\t\tfloat VisibleBoxColorR = 0;\n\t\tfloat VisibleBoxColorG = 0.99;\n\t\tfloat VisibleBoxColorB = 0;\n\t\tfloat VisibleBoxColorA = 0.99;\n\t\tfloat KnockedBoxColorR = 0.99;\n\t\tfloat KnockedBoxColorG = 0.67;\n\t\tfloat KnockedBoxColorB = 0.12;\n\t\tfloat KnockedBoxColorA = 0.99;\n\t\t\n\t\tfloat InvisibleFilledBoxColorR = 0.99;\n\t\tfloat InvisibleFilledBoxColorG = 0;\n\t\tfloat InvisibleFilledBoxColorB = 0;\n\t\tfloat InvisibleFilledBoxColorA = 0.99;\n\t\tfloat VisibleFilledBoxColorR = 0;\n\t\tfloat VisibleFilledBoxColorG = 0.99;\n\t\tfloat VisibleFilledBoxColorB = 0;\n\t\tfloat VisibleFilledBoxColorA = 0.99;\n\t\tfloat KnockedFilledBoxColorR = 0.99;\n\t\tfloat KnockedFilledBoxColorG = 0.67;\n\t\tfloat KnockedFilledBoxColorB = 0.12;\n\t\tfloat KnockedFilledBoxColorA = 0.99;\n\n\t\tfloat InvisibleTracerColorR = 0.99;\n\t\tfloat InvisibleTracerColorG = 0;\n\t\tfloat InvisibleTracerColorB = 0;\n\t\tfloat InvisibleTracerColorA = 0.99;\n\t\tfloat VisibleTracerColorR = 0;\n\t\tfloat VisibleTracerColorG = 0.99;\n\t\tfloat VisibleTracerColorB = 0;\n\t\tfloat VisibleTracerColorA = 0.99;\n\t\tfloat KnockedTracerColorR = 0.99;\n\t\tfloat KnockedTracerColorG = 0.67;\n\t\tfloat KnockedTracerColorB = 0.12;\n\t\tfloat KnockedTracerColorA = 0.99;\n\n\t\tfloat InvisibleSkeletonColorR = 0.99;\n\t\tfloat InvisibleSkeletonColorG = 0;\n\t\tfloat InvisibleSkeletonColorB = 0;\n\t\tfloat InvisibleSkeletonColorA = 0.99;\n\t\tfloat VisibleSkeletonColorR = 0;\n\t\tfloat VisibleSkeletonColorG = 0.99;\n\t\tfloat VisibleSkeletonColorB = 0;\n\t\tfloat VisibleSkeletonColorA = 0.99;\n\t\tfloat KnockedSkeletonColorR = 0.99;\n\t\tfloat KnockedSkeletonColorG = 0.67;\n\t\tfloat KnockedSkeletonColorB = 0.12;\n\t\tfloat KnockedSkeletonColorA = 0.99;\n\n\t\tfloat InvisibleHeadCircleColorR = 0.99;\n\t\tfloat InvisibleHeadCircleColorG = 0;\n\t\tfloat InvisibleHeadCircleColorB = 0;\n\t\tfloat InvisibleHeadCircleColorA = 0.99;\n\t\tfloat VisibleHeadCircleColorR = 0;\n\t\tfloat VisibleHeadCircleColorG = 0.99;\n\t\tfloat VisibleHeadCircleColorB = 0;\n\t\tfloat VisibleHeadCircleColorA = 0.99;\n\t\tfloat KnockedHeadCircleColorR = 0.99;\n\t\tfloat KnockedHeadCircleColorG = 0.67;\n\t\tfloat KnockedHeadCircleColorB = 0.12;\n\t\tfloat KnockedHeadCircleColorA = 0.99;\n\n\t\tfloat InvisibleNameColorR = 0.99;\n\t\tfloat InvisibleNameColorG = 0;\n\t\tfloat InvisibleNameColorB = 0;\n\t\tfloat InvisibleNameColorA = 0.99;\n\t\tfloat VisibleNameColorR = 0;\n\t\tfloat VisibleNameColorG = 0.99;\n\t\tfloat VisibleNameColorB = 0;\n\t\tfloat VisibleNameColorA = 0.99;\n\t\tfloat KnockedNameColorR = 0.99;\n\t\tfloat KnockedNameColorG = 0.67;\n\t\tfloat KnockedNameColorB = 0.12;\n\t\tfloat KnockedNameColorA = 0.99;\n\n\t\tfloat InvisibleDistanceColorR = 0.99;\n\t\tfloat InvisibleDistanceColorG = 0;\n\t\tfloat InvisibleDistanceColorB = 0;\n\t\tfloat InvisibleDistanceColorA = 0.99;\n\t\tfloat VisibleDistanceColorR = 0;\n\t\tfloat VisibleDistanceColorG = 0.99;\n\t\tfloat VisibleDistanceColorB = 0;\n\t\tfloat VisibleDistanceColorA = 0.99;\n\t\tfloat KnockedDistanceColorR = 0.99;\n\t\tfloat KnockedDistanceColorG = 0.67;\n\t\tfloat KnockedDistanceColorB = 0.12;\n\t\tfloat KnockedDistanceColorA = 0.99;\n\n\t\tfloat InvisibleLegendColorR = 0.99;\n\t\tfloat InvisibleLegendColorG = 0;\n\t\tfloat InvisibleLegendColorB = 0;\n\t\tfloat InvisibleLegendColorA = 0.99;\n\t\tfloat VisibleLegendColorR = 0;\n\t\tfloat VisibleLegendColorG = 0.99;\n\t\tfloat VisibleLegendColorB = 0;\n\t\tfloat VisibleLegendColorA = 0.99;\n\t\tfloat KnockedLegendColorR = 0.99;\n\t\tfloat KnockedLegendColorG = 0.67;\n\t\tfloat KnockedLegendColorB = 0.12;\n\t\tfloat KnockedLegendColorA = 0.99;\n\n\t\t// Bar\n\t\tint BarColorMode = 2;\n\t\t// WeaponESP Colors\n\t\tfloat InvisibleWeaponColorR = 0.99;\n\t\tfloat InvisibleWeaponColorG = 0;\n\t\tfloat InvisibleWeaponColorB = 0;\n\t\tfloat InvisibleWeaponColorA = 0.99;\n\t\tfloat VisibleWeaponColorR = 0;\n\t\tfloat VisibleWeaponColorG = 0.99;\n\t\tfloat VisibleWeaponColorB = 0;\n\t\tfloat VisibleWeaponColorA = 0.99;\n\t\tfloat KnockedWeaponColorR = 0.99;\n\t\tfloat KnockedWeaponColorG = 0.67;\n\t\tfloat KnockedWeaponColorB = 0.12;\n\t\tfloat KnockedWeaponColorA = 0.99;\n\t\t// Multiple\n\t\tfloat LightWeaponColorR = 0.990;\n\t\tfloat LightWeaponColorG = 0.768;\n\t\tfloat LightWeaponColorB = 0.039;\n\t\tfloat LightWeaponColorA = 0.99;\n\t\tfloat HeavyWeaponColorR = 0.00990;\n\t\tfloat HeavyWeaponColorG = 0.990;\n\t\tfloat HeavyWeaponColorB = 0.761;\n\t\tfloat HeavyWeaponColorA = 0.99;\n\t\tfloat EnergyWeaponColorR = 0;\n\t\tfloat EnergyWeaponColorG = 0.99;\n\t\tfloat EnergyWeaponColorB = 0;\n\t\tfloat EnergyWeaponColorA = 0.99;\n\t\tfloat ShotgunWeaponColorR = 0.99;\n\t\tfloat ShotgunWeaponColorG = 0;\n\t\tfloat ShotgunWeaponColorB = 0;\n\t\tfloat ShotgunWeaponColorA = 0.99;\n\t\tfloat SniperWeaponColorR = 0.00990;\n\t\tfloat SniperWeaponColorG = 0.337;\n\t\tfloat SniperWeaponColorB = 0.990;\n\t\tfloat SniperWeaponColorA = 0.99;\n\t\tfloat LegendaryWeaponColorR = 0.99;\n\t\tfloat LegendaryWeaponColorG = 0.530;\n\t\tfloat LegendaryWeaponColorB = 0.945;\n\t\tfloat LegendaryWeaponColorA = 0.99;\n\t\tfloat MeleeWeaponColorR = 0.99;\n\t\tfloat MeleeWeaponColorG = 0.99;\n\t\tfloat MeleeWeaponColorB = 0.99;\n\t\tfloat MeleeWeaponColorA = 0.99;\n\t\tfloat ThrowableWeaponColorR = 0.990;\n\t\tfloat ThrowableWeaponColorG = 0.974;\n\t\tfloat ThrowableWeaponColorB = 0.0495;\n\t\tfloat ThrowableWeaponColorA = 0.99;\n\n\t\t// Glow\n\t\tfloat InvisibleGlowColorR = 1;\n\t\tfloat InvisibleGlowColorG = 0;\n\t\tfloat InvisibleGlowColorB = 0;\n\t\tfloat VisibleGlowColorR = 0;\n\t\tfloat VisibleGlowColorG = 1;\n\t\tfloat VisibleGlowColorB = 0;\n\t\tfloat KnockedGlowColorR = 0.99;\n\t\tfloat KnockedGlowColorG = 0.67;\n\t\tfloat KnockedGlowColorB = 0.12;\n\n\t\tfloat RedShieldColorR = 1;\n\t\tfloat RedShieldColorG = 0;\n\t\tfloat RedShieldColorB = 0;\n\t\tfloat PurpleShieldColorR = 0.5;\n\t\tfloat PurpleShieldColorG = 0;\n\t\tfloat PurpleShieldColorB = 0.5;\n\t\tfloat BlueShieldColorR = 0;\n\t\tfloat BlueShieldColorG = 0.5;\n\t\tfloat BlueShieldColorB = 1;\n\t\tfloat GreyShieldColorR = 0.540;\n\t\tfloat GreyShieldColorG = 0.545;\n\t\tfloat GreyShieldColorB = 0.545;\n\t\tfloat LowGlowColorR = 1;\n\t\tfloat LowGlowColorG = 1;\n\t\tfloat LowGlowColorB = 0;\n\t};\n\n\tnamespace TeammateColors\n\t{\n\t\t// ESP\n\t\tfloat InvisibleBoxColorR = 0.99;\n\t\tfloat InvisibleBoxColorG = 0;\n\t\tfloat InvisibleBoxColorB = 0;\n\t\tfloat InvisibleBoxColorA = 0.99;\n\t\tfloat VisibleBoxColorR = 0;\n\t\tfloat VisibleBoxColorG = 0.99;\n\t\tfloat VisibleBoxColorB = 0;\n\t\tfloat VisibleBoxColorA = 0.99;\n\t\tfloat KnockedBoxColorR = 0.99;\n\t\tfloat KnockedBoxColorG = 0.67;\n\t\tfloat KnockedBoxColorB = 0.12;\n\t\tfloat KnockedBoxColorA = 0.99;\n\t\t\n\t\tfloat InvisibleFilledBoxColorR = 0.99;\n\t\tfloat InvisibleFilledBoxColorG = 0;\n\t\tfloat InvisibleFilledBoxColorB = 0;\n\t\tfloat InvisibleFilledBoxColorA = 0.99;\n\t\tfloat VisibleFilledBoxColorR = 0;\n\t\tfloat VisibleFilledBoxColorG = 0.99;\n\t\tfloat VisibleFilledBoxColorB = 0;\n\t\tfloat VisibleFilledBoxColorA = 0.99;\n\t\tfloat KnockedFilledBoxColorR = 0.99;\n\t\tfloat KnockedFilledBoxColorG = 0.67;\n\t\tfloat KnockedFilledBoxColorB = 0.12;\n\t\tfloat KnockedFilledBoxColorA = 0.99;\n\n\t\tfloat InvisibleTracerColorR = 0.99;\n\t\tfloat InvisibleTracerColorG = 0;\n\t\tfloat InvisibleTracerColorB = 0;\n\t\tfloat InvisibleTracerColorA = 0.99;\n\t\tfloat VisibleTracerColorR = 0;\n\t\tfloat VisibleTracerColorG = 0.99;\n\t\tfloat VisibleTracerColorB = 0;\n\t\tfloat VisibleTracerColorA = 0.99;\n\t\tfloat KnockedTracerColorR = 0.99;\n\t\tfloat KnockedTracerColorG = 0.67;\n\t\tfloat KnockedTracerColorB = 0.12;\n\t\tfloat KnockedTracerColorA = 0.99;\n\n\t\tfloat InvisibleSkeletonColorR = 0.99;\n\t\tfloat InvisibleSkeletonColorG = 0;\n\t\tfloat InvisibleSkeletonColorB = 0;\n\t\tfloat InvisibleSkeletonColorA = 0.99;\n\t\tfloat VisibleSkeletonColorR = 0;\n\t\tfloat VisibleSkeletonColorG = 0.99;\n\t\tfloat VisibleSkeletonColorB = 0;\n\t\tfloat VisibleSkeletonColorA = 0.99;\n\t\tfloat KnockedSkeletonColorR = 0.99;\n\t\tfloat KnockedSkeletonColorG = 0.67;\n\t\tfloat KnockedSkeletonColorB = 0.12;\n\t\tfloat KnockedSkeletonColorA = 0.99;\n\n\t\tfloat InvisibleHeadCircleColorR = 0.99;\n\t\tfloat InvisibleHeadCircleColorG = 0;\n\t\tfloat InvisibleHeadCircleColorB = 0;\n\t\tfloat InvisibleHeadCircleColorA = 0.99;\n\t\tfloat VisibleHeadCircleColorR = 0;\n\t\tfloat VisibleHeadCircleColorG = 0.99;\n\t\tfloat VisibleHeadCircleColorB = 0;\n\t\tfloat VisibleHeadCircleColorA = 0.99;\n\t\tfloat KnockedHeadCircleColorR = 0.99;\n\t\tfloat KnockedHeadCircleColorG = 0.67;\n\t\tfloat KnockedHeadCircleColorB = 0.12;\n\t\tfloat KnockedHeadCircleColorA = 0.99;\n\n\t\tfloat InvisibleNameColorR = 0.99;\n\t\tfloat InvisibleNameColorG = 0;\n\t\tfloat InvisibleNameColorB = 0;\n\t\tfloat InvisibleNameColorA = 0.99;\n\t\tfloat VisibleNameColorR = 0;\n\t\tfloat VisibleNameColorG = 0.99;\n\t\tfloat VisibleNameColorB = 0;\n\t\tfloat VisibleNameColorA = 0.99;\n\t\tfloat KnockedNameColorR = 0.99;\n\t\tfloat KnockedNameColorG = 0.67;\n\t\tfloat KnockedNameColorB = 0.12;\n\t\tfloat KnockedNameColorA = 0.99;\n\n\t\tfloat InvisibleDistanceColorR = 0.99;\n\t\tfloat InvisibleDistanceColorG = 0;\n\t\tfloat InvisibleDistanceColorB = 0;\n\t\tfloat InvisibleDistanceColorA = 0.99;\n\t\tfloat VisibleDistanceColorR = 0;\n\t\tfloat VisibleDistanceColorG = 0.99;\n\t\tfloat VisibleDistanceColorB = 0;\n\t\tfloat VisibleDistanceColorA = 0.99;\n\t\tfloat KnockedDistanceColorR = 0.99;\n\t\tfloat KnockedDistanceColorG = 0.67;\n\t\tfloat KnockedDistanceColorB = 0.12;\n\t\tfloat KnockedDistanceColorA = 0.99;\n\n\t\tfloat InvisibleLegendColorR = 0.99;\n\t\tfloat InvisibleLegendColorG = 0;\n\t\tfloat InvisibleLegendColorB = 0;\n\t\tfloat InvisibleLegendColorA = 0.99;\n\t\tfloat VisibleLegendColorR = 0;\n\t\tfloat VisibleLegendColorG = 0.99;\n\t\tfloat VisibleLegendColorB = 0;\n\t\tfloat VisibleLegendColorA = 0.99;\n\t\tfloat KnockedLegendColorR = 0.99;\n\t\tfloat KnockedLegendColorG = 0.67;\n\t\tfloat KnockedLegendColorB = 0.12;\n\t\tfloat KnockedLegendColorA = 0.99;\n\n\t\t// Bar\n\t\tint BarColorMode = 2;\n\t\t// WeaponESP Colors\n\t\tfloat InvisibleWeaponColorR = 0.99;\n\t\tfloat InvisibleWeaponColorG = 0;\n\t\tfloat InvisibleWeaponColorB = 0;\n\t\tfloat InvisibleWeaponColorA = 0.99;\n\t\tfloat VisibleWeaponColorR = 0;\n\t\tfloat VisibleWeaponColorG = 0.99;\n\t\tfloat VisibleWeaponColorB = 0;\n\t\tfloat VisibleWeaponColorA = 0.99;\n\t\tfloat KnockedWeaponColorR = 0.99;\n\t\tfloat KnockedWeaponColorG = 0.67;\n\t\tfloat KnockedWeaponColorB = 0.12;\n\t\tfloat KnockedWeaponColorA = 0.99;\n\t\t// Multiple\n\t\tfloat LightWeaponColorR = 0.990;\n\t\tfloat LightWeaponColorG = 0.768;\n\t\tfloat LightWeaponColorB = 0.039;\n\t\tfloat LightWeaponColorA = 0.99;\n\t\tfloat HeavyWeaponColorR = 0.00990;\n\t\tfloat HeavyWeaponColorG = 0.990;\n\t\tfloat HeavyWeaponColorB = 0.761;\n\t\tfloat HeavyWeaponColorA = 0.99;\n\t\tfloat EnergyWeaponColorR = 0;\n\t\tfloat EnergyWeaponColorG = 0.99;\n\t\tfloat EnergyWeaponColorB = 0;\n\t\tfloat EnergyWeaponColorA = 0.99;\n\t\tfloat ShotgunWeaponColorR = 0.99;\n\t\tfloat ShotgunWeaponColorG = 0;\n\t\tfloat ShotgunWeaponColorB = 0;\n\t\tfloat ShotgunWeaponColorA = 0.99;\n\t\tfloat SniperWeaponColorR = 0.00990;\n\t\tfloat SniperWeaponColorG = 0.337;\n\t\tfloat SniperWeaponColorB = 0.990;\n\t\tfloat SniperWeaponColorA = 0.99;\n\t\tfloat LegendaryWeaponColorR = 0.99;\n\t\tfloat LegendaryWeaponColorG = 0.530;\n\t\tfloat LegendaryWeaponColorB = 0.945;\n\t\tfloat LegendaryWeaponColorA = 0.99;\n\t\tfloat MeleeWeaponColorR = 0.99;\n\t\tfloat MeleeWeaponColorG = 0.99;\n\t\tfloat MeleeWeaponColorB = 0.99;\n\t\tfloat MeleeWeaponColorA = 0.99;\n\t\tfloat ThrowableWeaponColorR = 0.990;\n\t\tfloat ThrowableWeaponColorG = 0.974;\n\t\tfloat ThrowableWeaponColorB = 0.0495;\n\t\tfloat ThrowableWeaponColorA = 0.99;\n\t};\n\n\tnamespace Watermark\n\t{\n\t\tbool Watermark = true;\n\t\tint WatermarkPosition = 0;\n\t\tbool Name = true;\n\t\tbool ProcessingSpeed = true;\n\t\tbool GameFPS = true;\n\t\tbool Spectators = true;\n\n\t};\n};"
  },
  {
    "path": "Utils/ConfigManager.hpp",
    "content": "#pragma once\n#include <fstream>\n#include <string>\n#include <unistd.h>\n#include <atomic>\n#include <vector>\n#include <chrono>\n#include <thread>\n#include <sstream>\n#include <sys/uio.h>\n#include <math.h>\n#include <cmath>\n#include <cstring>\n#include <unordered_map>\n#include <random>\n#include <sys/stat.h>\n#include <algorithm>\n#include <cctype>\n#include <GLFW/glfw3.h>\n#include <X11/Xlib.h>\n#include <X11/Xutil.h>\n#include <X11/extensions/XInput2.h>\n\n#include \"../Utils/Memory.hpp\"\n#include \"../Utils/XDisplay.hpp\"\n#include \"../Utils/Conversion.hpp\"\n#include \"../Utils/Config.hpp\"\n#include \"../Utils/Features.hpp\"\n#include \"../Utils/HitboxType.hpp\"\n#include \"../Utils/InputManager.hpp\"\n#include \"../Utils/InputTypes.hpp\"\n\n#include \"Features/Legitbot.hpp\"\n#include \"Features/Ragebot.hpp\"\n#include \"Features/Sense.hpp\"\n#include \"Features/Radar.hpp\"\n#include \"Features/Flickbot.hpp\"\n#include \"Features/Triggerbot.hpp\"\n#include \"Features/Misc.hpp\"\n#include \"Features/Glow.hpp\"\n\n// UI //\n#include \"../imgui/imgui.h\"\n#include \"../imgui/imgui_impl_glfw.h\"\n#include \"../imgui/imgui_impl_opengl3.h\"\n\n#define WriteSection(key) \\\n\tconf << \"[\" #key \"]\"  \\\n\t\t << \"\\n\";\n#define WritePair(section, key) \\\n\tconf << #key \" = \" << Config::section::key << \"\\n\";\n#define WriteSectionEnd() conf << \"\\n\";\n#define WriteComment(msg) conf << \"; \" << msg << '\\n';\n\n#define ReadBool(section, key) \\\n\tConfig::section::key = reader.GetBoolean(#section, #key, Config::section::key);\n#define ReadFloat(section, key) \\\n\tConfig::section::key = reader.GetFloat(#section, #key, Config::section::key);\n#define ReadInt(section, key) \\\n\tConfig::section::key = reader.GetInteger(#section, #key, Config::section::key);\n\nstruct ConfigManager\n{\n\tstd::vector<std::string> configFiles;\n\tchar configName[64] = { 0 };\n\tint selectedConfig = 0;\n\n\tLegitbot* Legit;\n\tRagebot* Rage;\n\tFlickbot* Flick;\n\tTriggerbot* Trigger;\n\tGlow* GlowESP;\n\tSense* ESP;\n\tRadar* MapRadar;\n\tMisc* MiscTab;\n\n\tConfigManager(Legitbot* Legit, Ragebot* Rage, Flickbot* Flick, Triggerbot* Trigger, Glow* GlowESP, Sense* ESP, Radar* MapRadar, Misc* MiscTab) {\n\t\tthis->Legit = Legit;\n\t\tthis->Rage = Rage;\n\t\tthis->Flick = Flick;\n\t\tthis->Trigger = Trigger;\n\t\tthis->GlowESP = GlowESP;\n\t\tthis->ESP = ESP;\n\t\tthis->MapRadar = MapRadar;\n\t\tthis->MiscTab = MiscTab;\n\t}\n\n\tvoid SetDefaultConfig() {\n\t\tstd::ofstream Default;\n\t\tDefault.open(\"settings.txt\");\n\t\tDefault << configName;\n\t\tDefault.close();\n\t\tstd::cout << \"Set \" << configName << \" As The Default Config!\" << std::endl;\n\t}\n\n\tstd::string ReadDefaultConfig() {\n\t\tstd::ifstream Default;\n\t\tDefault.open(\"settings.txt\");\n\t\tstd::string DefaultConfigName;\n\t\tgetline(Default, DefaultConfigName);\n\t\tDefault.close();\n\t\treturn DefaultConfigName;\n\t}\n\n\tvoid LoadDefaultConfig() {\n\t\tstd::ifstream Default;\n\t\tDefault.open(\"settings.txt\");\n\t\tstd::string DefaultConfigName;\n\t\tgetline(Default, DefaultConfigName);\n\t\tDefault.close();\n\n\t\tstrcpy(configName, DefaultConfigName.c_str());\n\t\tLoadConfig();\n\t}\n\n\tvoid RenderConfigs() {\n\t\tImGui::InputText(\"Config\", configName, 64);\n\n\t\tImGui::SameLine();\n\t\tif (ImGui::Button(\"Save\")) {\n\t\t\tSaveConfig();\n\t\t\tLoadConfigs();\n\t\t}\n\n\t\tImGui::SameLine();\n\n\t\tif (ImGui::Button(\"Load\")) {\n\t\t\tLoadConfig();\n\t\t}\n\n\t\tImGui::BeginListBox(\"##Configs\", ImVec2(600, 300));\n\t\t{\n\t\t\tint n = 0;\n\t\t\tfor (auto config : configFiles) {\n\t\t\t\tconst bool is_selected = (selectedConfig == n);\n\t\t\t\tif (ImGui::Selectable(config.c_str(), is_selected)) {\n\t\t\t\t\tselectedConfig = n;\n\t\t\t\t\tstrcpy(configName, config.c_str());\n\t\t\t\t}\n\n\t\t\t\tif (is_selected) {\n\t\t\t\t\tImGui::SetItemDefaultFocus();\n\t\t\t\t}\n\t\t\t\tn++;\n\t\t\t}\n\n\t\t\tImGui::EndListBox();\n\t\t}\n\n\t\tif (ImGui::Button(\"Set Default Config\")) {\n\t\t\tSetDefaultConfig();\n\t\t}\n\t\tImGui::SameLine();\n\t\tstd::string Current = \"Current Default Config: \" + ReadDefaultConfig();\n\t\tImGui::Text(Current.c_str());\n\n\t\tImGui::Spacing();\n\t\tImGui::Text(\"Note: The Pre-made Configs Are Examples Of Legit Configs, They Have NOT Been Fully Tested!\");\n\t\tImGui::Text(\"They Should Be Used As A Starting Point For Creating Your Own Legit Config! Fine-Tune Them To Your Liking!\");\n\t}\n\n\tvoid LoadConfigs() // List Configs For The ListBox\n\t{\n\t\tstd::string configDirectory = \"Configs\";\n\t\tconfigFiles.clear();\n\t\tfor (const auto& entry : std::filesystem::directory_iterator(configDirectory)) {\n\t\t\tif (entry.is_regular_file() && entry.path().extension() == \".ini\") {\n\t\t\t\tconfigFiles.push_back(entry.path().stem().string());\n\t\t\t}\n\t\t}\n\t}\n\n\tvoid UpdateConfig() {\n\t\tstd::string ConfigName = \"Configs/\" + std::string(configName) + \".ini\";\n\t\tstd::ofstream conf(ConfigName);\n\t\tif (conf.is_open()) {\n\t\t\tWriteSection(Aimbot);\n\t\t\tWritePair(Aimbot, AimbotEnabled);\n\t\t\tWritePair(Aimbot, BindMethod);\n\t\t\tWritePair(Aimbot, AimbotMode);\t// Cubic Beizer (xap-client) or Grinder (Possibly linear?)\n\t\t\tWritePair(Aimbot, InputMethod); // MoveMouse or Controller (Write To ViewAngles)\n\n\t\t\tWritePair(Aimbot, ClosestHitbox);\n\n\t\t\tWritePair(Aimbot, SpectatorCheck);\n\t\t\tWritePair(Aimbot, SpectatorNotifier);\n\n\t\t\tWritePair(Aimbot, OnFire);\n\t\t\tWritePair(Aimbot, OnADS);\n\t\t\tWritePair(Aimbot, VisCheck);\n\t\t\tWritePair(Aimbot, TeamCheck);\n\t\t\tWritePair(Aimbot, TargetSwitching);\n\t\t\tWritePair(Aimbot, Priority);\n\n\t\t\tWritePair(Aimbot, PredictMovement);\n\t\t\tWritePair(Aimbot, PredictBulletDrop);\n\n\t\t\tWritePair(Aimbot, FinalDistance);\n\t\t\tWritePair(Aimbot, Smooth);\n\n\t\t\tWritePair(Aimbot, Speed);\n\t\t\tWritePair(Aimbot, SmoothingMethod);\n\n\t\t\tWritePair(Aimbot, HipfireSmooth);\n\t\t\tWritePair(Aimbot, ADSSmooth);\n\t\t\tWritePair(Aimbot, MinHipfireSmooth);\n\t\t\tWritePair(Aimbot, MaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, MinADSSmooth);\n\t\t\tWritePair(Aimbot, MaxADSSmooth);\n\n\t\t\tWritePair(Aimbot, MouseHipfireSmoothing);\n\t\t\tWritePair(Aimbot, MouseADSSmoothing);\n\t\t\tWritePair(Aimbot, MouseExtraSmoothing);\n\t\t\tWritePair(Aimbot, MinMouseHipfireSmoothing);\n\t\t\tWritePair(Aimbot, MaxMouseHipfireSmoothing);\n\t\t\tWritePair(Aimbot, MinMouseADSSmoothing);\n\t\t\tWritePair(Aimbot, MaxMouseADSSmoothing);\n\n\t\t\tWritePair(Aimbot, Delay);\n\t\t\tWritePair(Aimbot, FOV);\n\t\t\tWritePair(Aimbot, ZoomScale);\n\t\t\tWritePair(Aimbot, MinDistance);\n\t\t\tWritePair(Aimbot, HipfireDistance);\n\t\t\tWritePair(Aimbot, ZoomDistance);\n\n\t\t\t// AimMode 2\n\t\t\tWritePair(Aimbot, HipfireSmooth1);\n\t\t\tWritePair(Aimbot, ADSSmooth1);\n\t\t\tWritePair(Aimbot, ExtraSmoothing);\n\t\t\tWritePair(Aimbot, Deadzone);\n\t\t\tWritePair(Aimbot, FOV1);\n\t\t\tWritePair(Aimbot, MinDistance2);\n\t\t\tWritePair(Aimbot, MaxDistance2);\n\n\t\t\t// Weapon Toggles\n\t\t\t// Light\n\t\t\tWritePair(Aimbot, P2020);\n\t\t\tWritePair(Aimbot, RE45);\n\t\t\tWritePair(Aimbot, Alternator);\n\t\t\tWritePair(Aimbot, R99);\n\t\t\tWritePair(Aimbot, R301);\n\t\t\tWritePair(Aimbot, Spitfire);\n\t\t\tWritePair(Aimbot, G7);\n\n\t\t\t// Heavy\n\t\t\tWritePair(Aimbot, Flatline);\n\t\t\tWritePair(Aimbot, Hemlock);\n\t\t\tWritePair(Aimbot, Repeater);\n\t\t\tWritePair(Aimbot, Rampage);\n\t\t\tWritePair(Aimbot, CARSMG);\n\n\t\t\t// Energy\n\t\t\tWritePair(Aimbot, Havoc);\n\t\t\tWritePair(Aimbot, Devotion);\n\t\t\tWritePair(Aimbot, LSTAR);\n\t\t\tWritePair(Aimbot, TripleTake);\n\t\t\tWritePair(Aimbot, Volt);\n\t\t\tWritePair(Aimbot, Nemesis);\n\n\t\t\t// Shotgun\n\t\t\tWritePair(Aimbot, Mozambique);\n\t\t\tWritePair(Aimbot, EVA8);\n\t\t\tWritePair(Aimbot, Peacekeeper);\n\t\t\tWritePair(Aimbot, Mastiff);\n\n\t\t\t// Snipers\n\t\t\tWritePair(Aimbot, Longbow);\n\t\t\tWritePair(Aimbot, ChargeRifle);\n\t\t\tWritePair(Aimbot, Sentinel);\n\n\t\t\t// Legendary\n\t\t\tWritePair(Aimbot, Wingman);\n\t\t\tWritePair(Aimbot, Prowler);\n\t\t\tWritePair(Aimbot, Bocek);\n\t\t\tWritePair(Aimbot, Kraber);\n\t\t\tWritePair(Aimbot, Knife);\n\n\t\t\t//---------------Advanced---------------//\n\t\t\tWritePair(Aimbot, AdvancedAim);\n\t\t\tWritePair(Aimbot, AdvancedFire);\n\t\t\tWritePair(Aimbot, AdvancedADS);\n\t\t\tWritePair(Aimbot, AdvancedSmoothingMethod);\n\t\t\t// Aimbot Mode 0 - xap-client\n\t\t\tWritePair(Aimbot, AdvancedClosestHitbox);\n\t\t\tWritePair(Aimbot, AdvancedHitbox);\n\t\t\tWritePair(Aimbot, AdvancedSpeed);\n\t\t\tWritePair(Aimbot, AdvancedSmooth);\n\t\t\tWritePair(Aimbot, AdvancedHipfireSmooth);\n\t\t\tWritePair(Aimbot, AdvancedADSSmooth);\n\t\t\tWritePair(Aimbot, AdvancedMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, AdvancedMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, AdvancedMinADSSmooth);\n\t\t\tWritePair(Aimbot, AdvancedMaxADSSmooth);\n\t\t\t// Aimbot Mode 1 - Grinder\n\t\t\tWritePair(Aimbot, AdvancedHipfireSmooth1);\n\t\t\tWritePair(Aimbot, AdvancedADSSmooth1);\n\t\t\tWritePair(Aimbot, AdvancedMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, AdvancedMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, AdvancedMinADSSmooth1);\n\t\t\tWritePair(Aimbot, AdvancedMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, AdvancedExtraSmooth1);\n\t\t\tWritePair(Aimbot, AdvancedFOV1);\n\t\t\tWritePair(Aimbot, AdvancedDeadzone);\n\t\t\tWritePair(Aimbot, AdvancedMinDistance1);\n\t\t\tWritePair(Aimbot, AdvancedMaxDistance1);\n\n\t\t\t// Advanced OnFire & OnADS - Aimbot Mode 0 & 1 - xap-client & grinder\n\t\t\tWritePair(Aimbot, P2020Fire);\n\t\t\tWritePair(Aimbot, P2020ADS);\n\t\t\tWritePair(Aimbot, RE45Fire);\n\t\t\tWritePair(Aimbot, RE45ADS);\n\t\t\tWritePair(Aimbot, AlternatorFire);\n\t\t\tWritePair(Aimbot, AlternatorADS);\n\t\t\tWritePair(Aimbot, R99Fire);\n\t\t\tWritePair(Aimbot, R99ADS);\n\t\t\tWritePair(Aimbot, R301Fire);\n\t\t\tWritePair(Aimbot, R301ADS);\n\t\t\tWritePair(Aimbot, SpitfireFire);\n\t\t\tWritePair(Aimbot, SpitfireADS);\n\t\t\tWritePair(Aimbot, G7Fire);\n\t\t\tWritePair(Aimbot, G7ADS);\n\t\t\tWritePair(Aimbot, FlatlineFire);\n\t\t\tWritePair(Aimbot, FlatlineADS);\n\t\t\tWritePair(Aimbot, HemlockFire);\n\t\t\tWritePair(Aimbot, HemlockADS);\n\t\t\tWritePair(Aimbot, RepeaterFire);\n\t\t\tWritePair(Aimbot, RepeaterADS);\n\t\t\tWritePair(Aimbot, RampageFire);\n\t\t\tWritePair(Aimbot, RampageADS);\n\t\t\tWritePair(Aimbot, CARSMGFire);\n\t\t\tWritePair(Aimbot, CARSMGADS);\n\t\t\tWritePair(Aimbot, HavocFire);\n\t\t\tWritePair(Aimbot, HavocADS);\n\t\t\tWritePair(Aimbot, DevotionFire);\n\t\t\tWritePair(Aimbot, DevotionADS);\n\t\t\tWritePair(Aimbot, LSTARFire);\n\t\t\tWritePair(Aimbot, LSTARADS);\n\t\t\tWritePair(Aimbot, TripleTakeFire);\n\t\t\tWritePair(Aimbot, TripleTakeADS);\n\t\t\tWritePair(Aimbot, VoltFire);\n\t\t\tWritePair(Aimbot, VoltADS);\n\t\t\tWritePair(Aimbot, NemesisFire);\n\t\t\tWritePair(Aimbot, NemesisADS);\n\t\t\tWritePair(Aimbot, MozambiqueFire);\n\t\t\tWritePair(Aimbot, MozambiqueADS);\n\t\t\tWritePair(Aimbot, EVA8Fire);\n\t\t\tWritePair(Aimbot, EVA8ADS);\n\t\t\tWritePair(Aimbot, PeacekeeperFire);\n\t\t\tWritePair(Aimbot, PeacekeeperADS);\n\t\t\tWritePair(Aimbot, MastiffFire);\n\t\t\tWritePair(Aimbot, MastiffADS);\n\t\t\tWritePair(Aimbot, LongbowFire);\n\t\t\tWritePair(Aimbot, LongbowADS);\n\t\t\tWritePair(Aimbot, ChargeRifleFire);\n\t\t\tWritePair(Aimbot, ChargeRifleADS);\n\t\t\tWritePair(Aimbot, SentinelFire);\n\t\t\tWritePair(Aimbot, SentinelADS);\n\t\t\tWritePair(Aimbot, WingmanFire);\n\t\t\tWritePair(Aimbot, WingmanADS);\n\t\t\tWritePair(Aimbot, ProwlerFire);\n\t\t\tWritePair(Aimbot, ProwlerADS);\n\t\t\tWritePair(Aimbot, KraberFire);\n\t\t\tWritePair(Aimbot, KraberADS);\n\t\t\tWritePair(Aimbot, BocekFire);\n\t\t\tWritePair(Aimbot, BocekADS);\n\t\t\tWritePair(Aimbot, ThrowingKnifeFire);\n\t\t\tWritePair(Aimbot, ThrowingKnifeADS);\n\n\t\t\t// Advanced Speed, Smooth + Hitbox - Aimbot Mode 0 - xap-client\n\t\t\tWritePair(Aimbot, P2020ClosestHitbox);\n\t\t\tWritePair(Aimbot, P2020Hitbox);\n\t\t\tWritePair(Aimbot, P2020Speed);\n\t\t\tWritePair(Aimbot, P2020HipfireSmooth);\n\t\t\tWritePair(Aimbot, P2020ADSSmooth);\n\t\t\tWritePair(Aimbot, P2020SmoothingMethod);\n\t\t\tWritePair(Aimbot, P2020MinHipfireSmooth);\n\t\t\tWritePair(Aimbot, P2020MaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, P2020MinADSSmooth);\n\t\t\tWritePair(Aimbot, P2020MaxADSSmooth);\n\t\t\tWritePair(Aimbot, P2020FOV);\n\t\t\tWritePair(Aimbot, P2020ZoomScale);\n\t\t\tWritePair(Aimbot, RE45ClosestHitbox);\n\t\t\tWritePair(Aimbot, RE45Hitbox);\n\t\t\tWritePair(Aimbot, RE45Speed);\n\t\t\tWritePair(Aimbot, RE45HipfireSmooth);\n\t\t\tWritePair(Aimbot, RE45ADSSmooth);\n\t\t\tWritePair(Aimbot, RE45SmoothingMethod);\n\t\t\tWritePair(Aimbot, RE45MinHipfireSmooth);\n\t\t\tWritePair(Aimbot, RE45MaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, RE45MinADSSmooth);\n\t\t\tWritePair(Aimbot, RE45MaxADSSmooth);\n\t\t\tWritePair(Aimbot, RE45FOV);\n\t\t\tWritePair(Aimbot, RE45ZoomScale);\n\t\t\tWritePair(Aimbot, AlternatorClosestHitbox);\n\t\t\tWritePair(Aimbot, AlternatorHitbox);\n\t\t\tWritePair(Aimbot, AlternatorSpeed);\n\t\t\tWritePair(Aimbot, AlternatorHipfireSmooth);\n\t\t\tWritePair(Aimbot, AlternatorADSSmooth);\n\t\t\tWritePair(Aimbot, AlternatorSmoothingMethod);\n\t\t\tWritePair(Aimbot, AlternatorMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, AlternatorMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, AlternatorMinADSSmooth);\n\t\t\tWritePair(Aimbot, AlternatorMaxADSSmooth);\n\t\t\tWritePair(Aimbot, AlternatorFOV);\n\t\t\tWritePair(Aimbot, AlternatorZoomScale);\n\t\t\tWritePair(Aimbot, R99ClosestHitbox);\n\t\t\tWritePair(Aimbot, R99Hitbox);\n\t\t\tWritePair(Aimbot, R99Speed);\n\t\t\tWritePair(Aimbot, R99HipfireSmooth);\n\t\t\tWritePair(Aimbot, R99ADSSmooth);\n\t\t\tWritePair(Aimbot, R99SmoothingMethod);\n\t\t\tWritePair(Aimbot, R99MinHipfireSmooth);\n\t\t\tWritePair(Aimbot, R99MaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, R99MinADSSmooth);\n\t\t\tWritePair(Aimbot, R99MaxADSSmooth);\n\t\t\tWritePair(Aimbot, R99FOV);\n\t\t\tWritePair(Aimbot, R99ZoomScale);\n\t\t\tWritePair(Aimbot, R301ClosestHitbox);\n\t\t\tWritePair(Aimbot, R301Hitbox);\n\t\t\tWritePair(Aimbot, R301Speed);\n\t\t\tWritePair(Aimbot, R301HipfireSmooth);\n\t\t\tWritePair(Aimbot, R301ADSSmooth);\n\t\t\tWritePair(Aimbot, R301SmoothingMethod);\n\t\t\tWritePair(Aimbot, R301MinHipfireSmooth);\n\t\t\tWritePair(Aimbot, R301MaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, R301MinADSSmooth);\n\t\t\tWritePair(Aimbot, R301MaxADSSmooth);\n\t\t\tWritePair(Aimbot, R301FOV);\n\t\t\tWritePair(Aimbot, R301ZoomScale);\n\t\t\tWritePair(Aimbot, SpitfireClosestHitbox);\n\t\t\tWritePair(Aimbot, SpitfireHitbox);\n\t\t\tWritePair(Aimbot, SpitfireSpeed);\n\t\t\tWritePair(Aimbot, SpitfireHipfireSmooth);\n\t\t\tWritePair(Aimbot, SpitfireADSSmooth);\n\t\t\tWritePair(Aimbot, SpitfireSmoothingMethod);\n\t\t\tWritePair(Aimbot, SpitfireMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, SpitfireMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, SpitfireMinADSSmooth);\n\t\t\tWritePair(Aimbot, SpitfireMaxADSSmooth);\n\t\t\tWritePair(Aimbot, SpitfireFOV);\n\t\t\tWritePair(Aimbot, SpitfireZoomScale);\n\t\t\tWritePair(Aimbot, G7ClosestHitbox);\n\t\t\tWritePair(Aimbot, G7Hitbox);\n\t\t\tWritePair(Aimbot, G7Speed);\n\t\t\tWritePair(Aimbot, G7HipfireSmooth);\n\t\t\tWritePair(Aimbot, G7ADSSmooth);\n\t\t\tWritePair(Aimbot, G7SmoothingMethod);\n\t\t\tWritePair(Aimbot, G7MinHipfireSmooth);\n\t\t\tWritePair(Aimbot, G7MaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, G7MinADSSmooth);\n\t\t\tWritePair(Aimbot, G7MaxADSSmooth);\n\t\t\tWritePair(Aimbot, G7FOV);\n\t\t\tWritePair(Aimbot, G7ZoomScale);\n\t\t\t// Heavy\n\t\t\tWritePair(Aimbot, FlatlineClosestHitbox);\n\t\t\tWritePair(Aimbot, FlatlineHitbox);\n\t\t\tWritePair(Aimbot, FlatlineSpeed);\n\t\t\tWritePair(Aimbot, FlatlineHipfireSmooth);\n\t\t\tWritePair(Aimbot, FlatlineADSSmooth);\n\t\t\tWritePair(Aimbot, FlatlineSmoothingMethod);\n\t\t\tWritePair(Aimbot, FlatlineMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, FlatlineMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, FlatlineMinADSSmooth);\n\t\t\tWritePair(Aimbot, FlatlineMaxADSSmooth);\n\t\t\tWritePair(Aimbot, FlatlineFOV);\n\t\t\tWritePair(Aimbot, FlatlineZoomScale);\n\t\t\tWritePair(Aimbot, HemlockClosestHitbox);\n\t\t\tWritePair(Aimbot, HemlockHitbox);\n\t\t\tWritePair(Aimbot, HemlockSpeed);\n\t\t\tWritePair(Aimbot, HemlockHipfireSmooth);\n\t\t\tWritePair(Aimbot, HemlockADSSmooth);\n\t\t\tWritePair(Aimbot, HemlockSmoothingMethod);\n\t\t\tWritePair(Aimbot, HemlockMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, HemlockMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, HemlockMinADSSmooth);\n\t\t\tWritePair(Aimbot, HemlockMaxADSSmooth);\n\t\t\tWritePair(Aimbot, HemlockFOV);\n\t\t\tWritePair(Aimbot, HemlockZoomScale);\n\t\t\tWritePair(Aimbot, RepeaterClosestHitbox);\n\t\t\tWritePair(Aimbot, RepeaterHitbox);\n\t\t\tWritePair(Aimbot, RepeaterSpeed);\n\t\t\tWritePair(Aimbot, RepeaterHipfireSmooth);\n\t\t\tWritePair(Aimbot, RepeaterADSSmooth);\n\t\t\tWritePair(Aimbot, RepeaterSmoothingMethod);\n\t\t\tWritePair(Aimbot, RepeaterMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, RepeaterMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, RepeaterMinADSSmooth);\n\t\t\tWritePair(Aimbot, RepeaterMaxADSSmooth);\n\t\t\tWritePair(Aimbot, RepeaterFOV);\n\t\t\tWritePair(Aimbot, RepeaterZoomScale);\n\t\t\tWritePair(Aimbot, RampageClosestHitbox);\n\t\t\tWritePair(Aimbot, RampageHitbox);\n\t\t\tWritePair(Aimbot, RampageSpeed);\n\t\t\tWritePair(Aimbot, RampageHipfireSmooth);\n\t\t\tWritePair(Aimbot, RampageADSSmooth);\n\t\t\tWritePair(Aimbot, RampageSmoothingMethod);\n\t\t\tWritePair(Aimbot, RampageMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, RampageMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, RampageMinADSSmooth);\n\t\t\tWritePair(Aimbot, RampageMaxADSSmooth);\n\t\t\tWritePair(Aimbot, RampageFOV);\n\t\t\tWritePair(Aimbot, RampageZoomScale);\n\t\t\tWritePair(Aimbot, CARSMGClosestHitbox);\n\t\t\tWritePair(Aimbot, CARSMGHitbox);\n\t\t\tWritePair(Aimbot, CARSMGSpeed);\n\t\t\tWritePair(Aimbot, CARSMGHipfireSmooth);\n\t\t\tWritePair(Aimbot, CARSMGADSSmooth);\n\t\t\tWritePair(Aimbot, CARSMGSmoothingMethod);\n\t\t\tWritePair(Aimbot, CARSMGMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, CARSMGMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, CARSMGMinADSSmooth);\n\t\t\tWritePair(Aimbot, CARSMGMaxADSSmooth);\n\t\t\tWritePair(Aimbot, CARSMGFOV);\n\t\t\tWritePair(Aimbot, CARSMGZoomScale);\n\t\t\t// Energy\n\t\t\tWritePair(Aimbot, HavocClosestHitbox);\n\t\t\tWritePair(Aimbot, HavocHitbox);\n\t\t\tWritePair(Aimbot, HavocSpeed);\n\t\t\tWritePair(Aimbot, HavocHipfireSmooth);\n\t\t\tWritePair(Aimbot, HavocADSSmooth);\n\t\t\tWritePair(Aimbot, HavocSmoothingMethod);\n\t\t\tWritePair(Aimbot, HavocMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, HavocMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, HavocMinADSSmooth);\n\t\t\tWritePair(Aimbot, HavocMaxADSSmooth);\n\t\t\tWritePair(Aimbot, HavocFOV);\n\t\t\tWritePair(Aimbot, HavocZoomScale);\n\t\t\tWritePair(Aimbot, DevotionClosestHitbox);\n\t\t\tWritePair(Aimbot, DevotionHitbox);\n\t\t\tWritePair(Aimbot, DevotionSpeed);\n\t\t\tWritePair(Aimbot, DevotionHipfireSmooth);\n\t\t\tWritePair(Aimbot, DevotionADSSmooth);\n\t\t\tWritePair(Aimbot, DevotionSmoothingMethod);\n\t\t\tWritePair(Aimbot, DevotionMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, DevotionMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, DevotionMinADSSmooth);\n\t\t\tWritePair(Aimbot, DevotionMaxADSSmooth);\n\t\t\tWritePair(Aimbot, DevotionFOV);\n\t\t\tWritePair(Aimbot, DevotionZoomScale);\n\t\t\tWritePair(Aimbot, LSTARClosestHitbox);\n\t\t\tWritePair(Aimbot, LSTARHitbox);\n\t\t\tWritePair(Aimbot, LSTARSpeed);\n\t\t\tWritePair(Aimbot, LSTARHipfireSmooth);\n\t\t\tWritePair(Aimbot, LSTARADSSmooth);\n\t\t\tWritePair(Aimbot, LSTARSmoothingMethod);\n\t\t\tWritePair(Aimbot, LSTARMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, LSTARMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, LSTARMinADSSmooth);\n\t\t\tWritePair(Aimbot, LSTARMaxADSSmooth);\n\t\t\tWritePair(Aimbot, LSTARFOV);\n\t\t\tWritePair(Aimbot, LSTARZoomScale);\n\t\t\tWritePair(Aimbot, TripleTakeClosestHitbox);\n\t\t\tWritePair(Aimbot, TripleTakeHitbox);\n\t\t\tWritePair(Aimbot, TripleTakeSpeed);\n\t\t\tWritePair(Aimbot, TripleTakeHipfireSmooth);\n\t\t\tWritePair(Aimbot, TripleTakeADSSmooth);\n\t\t\tWritePair(Aimbot, TripleTakeSmoothingMethod);\n\t\t\tWritePair(Aimbot, TripleTakeMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, TripleTakeMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, TripleTakeMinADSSmooth);\n\t\t\tWritePair(Aimbot, TripleTakeMaxADSSmooth);\n\t\t\tWritePair(Aimbot, TripleTakeFOV);\n\t\t\tWritePair(Aimbot, TripleTakeZoomScale);\n\t\t\tWritePair(Aimbot, VoltClosestHitbox);\n\t\t\tWritePair(Aimbot, VoltHitbox);\n\t\t\tWritePair(Aimbot, VoltSpeed);\n\t\t\tWritePair(Aimbot, VoltHipfireSmooth);\n\t\t\tWritePair(Aimbot, VoltADSSmooth);\n\t\t\tWritePair(Aimbot, VoltSmoothingMethod);\n\t\t\tWritePair(Aimbot, VoltMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, VoltMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, VoltMinADSSmooth);\n\t\t\tWritePair(Aimbot, VoltMaxADSSmooth);\n\t\t\tWritePair(Aimbot, VoltFOV);\n\t\t\tWritePair(Aimbot, VoltZoomScale);\n\t\t\tWritePair(Aimbot, NemesisClosestHitbox);\n\t\t\tWritePair(Aimbot, NemesisHitbox);\n\t\t\tWritePair(Aimbot, NemesisSpeed);\n\t\t\tWritePair(Aimbot, NemesisHipfireSmooth);\n\t\t\tWritePair(Aimbot, NemesisADSSmooth);\n\t\t\tWritePair(Aimbot, NemesisSmoothingMethod);\n\t\t\tWritePair(Aimbot, NemesisMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, NemesisMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, NemesisMinADSSmooth);\n\t\t\tWritePair(Aimbot, NemesisMaxADSSmooth);\n\t\t\tWritePair(Aimbot, NemesisFOV);\n\t\t\tWritePair(Aimbot, NemesisZoomScale);\n\t\t\t// Shotguns\n\t\t\tWritePair(Aimbot, MozambiqueClosestHitbox);\n\t\t\tWritePair(Aimbot, MozambiqueHitbox);\n\t\t\tWritePair(Aimbot, MozambiqueSpeed);\n\t\t\tWritePair(Aimbot, MozambiqueHipfireSmooth);\n\t\t\tWritePair(Aimbot, MozambiqueADSSmooth);\n\t\t\tWritePair(Aimbot, MozambiqueSmoothingMethod);\n\t\t\tWritePair(Aimbot, MozambiqueMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, MozambiqueMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, MozambiqueMinADSSmooth);\n\t\t\tWritePair(Aimbot, MozambiqueMaxADSSmooth);\n\t\t\tWritePair(Aimbot, MozambiqueFOV);\n\t\t\tWritePair(Aimbot, MozambiqueZoomScale);\n\t\t\tWritePair(Aimbot, EVA8ClosestHitbox);\n\t\t\tWritePair(Aimbot, EVA8Hitbox);\n\t\t\tWritePair(Aimbot, EVA8Speed);\n\t\t\tWritePair(Aimbot, EVA8HipfireSmooth);\n\t\t\tWritePair(Aimbot, EVA8ADSSmooth);\n\t\t\tWritePair(Aimbot, EVA8SmoothingMethod);\n\t\t\tWritePair(Aimbot, EVA8MinHipfireSmooth);\n\t\t\tWritePair(Aimbot, EVA8MaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, EVA8MinADSSmooth);\n\t\t\tWritePair(Aimbot, EVA8MaxADSSmooth);\n\t\t\tWritePair(Aimbot, EVA8FOV);\n\t\t\tWritePair(Aimbot, EVA8ZoomScale);\n\t\t\tWritePair(Aimbot, PeacekeeperClosestHitbox);\n\t\t\tWritePair(Aimbot, PeacekeeperHitbox);\n\t\t\tWritePair(Aimbot, PeacekeeperSpeed);\n\t\t\tWritePair(Aimbot, PeacekeeperHipfireSmooth);\n\t\t\tWritePair(Aimbot, PeacekeeperADSSmooth);\n\t\t\tWritePair(Aimbot, PeacekeeperSmoothingMethod);\n\t\t\tWritePair(Aimbot, PeacekeeperMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, PeacekeeperMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, PeacekeeperMinADSSmooth);\n\t\t\tWritePair(Aimbot, PeacekeeperMaxADSSmooth);\n\t\t\tWritePair(Aimbot, PeacekeeperFOV);\n\t\t\tWritePair(Aimbot, PeacekeeperZoomScale);\n\t\t\tWritePair(Aimbot, MastiffClosestHitbox);\n\t\t\tWritePair(Aimbot, MastiffHitbox);\n\t\t\tWritePair(Aimbot, MastiffSpeed);\n\t\t\tWritePair(Aimbot, MastiffHipfireSmooth);\n\t\t\tWritePair(Aimbot, MastiffADSSmooth);\n\t\t\tWritePair(Aimbot, MastiffSmoothingMethod);\n\t\t\tWritePair(Aimbot, MastiffMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, MastiffMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, MastiffMinADSSmooth);\n\t\t\tWritePair(Aimbot, MastiffMaxADSSmooth);\n\t\t\tWritePair(Aimbot, MastiffFOV);\n\t\t\tWritePair(Aimbot, MastiffZoomScale);\n\t\t\t// Snipers\n\t\t\tWritePair(Aimbot, LongbowClosestHitbox);\n\t\t\tWritePair(Aimbot, LongbowHitbox);\n\t\t\tWritePair(Aimbot, LongbowSpeed);\n\t\t\tWritePair(Aimbot, LongbowHipfireSmooth);\n\t\t\tWritePair(Aimbot, LongbowADSSmooth);\n\t\t\tWritePair(Aimbot, LongbowSmoothingMethod);\n\t\t\tWritePair(Aimbot, LongbowMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, LongbowMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, LongbowMinADSSmooth);\n\t\t\tWritePair(Aimbot, LongbowMaxADSSmooth);\n\t\t\tWritePair(Aimbot, LongbowFOV);\n\t\t\tWritePair(Aimbot, LongbowZoomScale);\n\t\t\tWritePair(Aimbot, ChargeRifleClosestHitbox);\n\t\t\tWritePair(Aimbot, ChargeRifleHitbox);\n\t\t\tWritePair(Aimbot, ChargeRifleSpeed);\n\t\t\tWritePair(Aimbot, ChargeRifleHipfireSmooth);\n\t\t\tWritePair(Aimbot, ChargeRifleADSSmooth);\n\t\t\tWritePair(Aimbot, ChargeRifleSmoothingMethod);\n\t\t\tWritePair(Aimbot, ChargeRifleMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, ChargeRifleMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, ChargeRifleMinADSSmooth);\n\t\t\tWritePair(Aimbot, ChargeRifleMaxADSSmooth);\n\t\t\tWritePair(Aimbot, ChargeRifleFOV);\n\t\t\tWritePair(Aimbot, ChargeRifleZoomScale);\n\t\t\tWritePair(Aimbot, SentinelClosestHitbox);\n\t\t\tWritePair(Aimbot, SentinelHitbox);\n\t\t\tWritePair(Aimbot, SentinelSpeed);\n\t\t\tWritePair(Aimbot, SentinelHipfireSmooth);\n\t\t\tWritePair(Aimbot, SentinelADSSmooth);\n\t\t\tWritePair(Aimbot, SentinelSmoothingMethod);\n\t\t\tWritePair(Aimbot, SentinelMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, SentinelMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, SentinelMinADSSmooth);\n\t\t\tWritePair(Aimbot, SentinelMaxADSSmooth);\n\t\t\tWritePair(Aimbot, SentinelFOV);\n\t\t\tWritePair(Aimbot, SentinelZoomScale);\n\t\t\t// Legendary\n\t\t\tWritePair(Aimbot, WingmanClosestHitbox);\n\t\t\tWritePair(Aimbot, WingmanHitbox);\n\t\t\tWritePair(Aimbot, WingmanSpeed);\n\t\t\tWritePair(Aimbot, WingmanHipfireSmooth);\n\t\t\tWritePair(Aimbot, WingmanADSSmooth);\n\t\t\tWritePair(Aimbot, WingmanSmoothingMethod);\n\t\t\tWritePair(Aimbot, WingmanMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, WingmanMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, WingmanMinADSSmooth);\n\t\t\tWritePair(Aimbot, WingmanMaxADSSmooth);\n\t\t\tWritePair(Aimbot, WingmanFOV);\n\t\t\tWritePair(Aimbot, WingmanZoomScale);\n\t\t\tWritePair(Aimbot, ProwlerClosestHitbox);\n\t\t\tWritePair(Aimbot, ProwlerHitbox);\n\t\t\tWritePair(Aimbot, ProwlerSpeed);\n\t\t\tWritePair(Aimbot, ProwlerHipfireSmooth);\n\t\t\tWritePair(Aimbot, ProwlerADSSmooth);\n\t\t\tWritePair(Aimbot, ProwlerSmoothingMethod);\n\t\t\tWritePair(Aimbot, ProwlerMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, ProwlerMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, ProwlerMinADSSmooth);\n\t\t\tWritePair(Aimbot, ProwlerMaxADSSmooth);\n\t\t\tWritePair(Aimbot, ProwlerFOV);\n\t\t\tWritePair(Aimbot, ProwlerZoomScale);\n\t\t\tWritePair(Aimbot, KraberClosestHitbox);\n\t\t\tWritePair(Aimbot, KraberHitbox);\n\t\t\tWritePair(Aimbot, KraberSpeed);\n\t\t\tWritePair(Aimbot, KraberHipfireSmooth);\n\t\t\tWritePair(Aimbot, KraberADSSmooth);\n\t\t\tWritePair(Aimbot, KraberSmoothingMethod);\n\t\t\tWritePair(Aimbot, KraberMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, KraberMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, KraberMinADSSmooth);\n\t\t\tWritePair(Aimbot, KraberMaxADSSmooth);\n\t\t\tWritePair(Aimbot, KraberFOV);\n\t\t\tWritePair(Aimbot, KraberZoomScale);\n\t\t\tWritePair(Aimbot, BocekClosestHitbox);\n\t\t\tWritePair(Aimbot, BocekHitbox);\n\t\t\tWritePair(Aimbot, BocekSpeed);\n\t\t\tWritePair(Aimbot, BocekHipfireSmooth);\n\t\t\tWritePair(Aimbot, BocekADSSmooth);\n\t\t\tWritePair(Aimbot, BocekSmoothingMethod);\n\t\t\tWritePair(Aimbot, BocekMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, BocekMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, BocekMinADSSmooth);\n\t\t\tWritePair(Aimbot, BocekMaxADSSmooth);\n\t\t\tWritePair(Aimbot, BocekFOV);\n\t\t\tWritePair(Aimbot, BocekZoomScale);\n\t\t\tWritePair(Aimbot, ThrowingKnifeClosestHitbox);\n\t\t\tWritePair(Aimbot, ThrowingKnifeHitbox);\n\t\t\tWritePair(Aimbot, ThrowingKnifeSpeed);\n\t\t\tWritePair(Aimbot, ThrowingKnifeHipfireSmooth);\n\t\t\tWritePair(Aimbot, ThrowingKnifeADSSmooth);\n\t\t\tWritePair(Aimbot, ThrowingKnifeSmoothingMethod);\n\t\t\tWritePair(Aimbot, ThrowingKnifeMinHipfireSmooth);\n\t\t\tWritePair(Aimbot, ThrowingKnifeMaxHipfireSmooth);\n\t\t\tWritePair(Aimbot, ThrowingKnifeMinADSSmooth);\n\t\t\tWritePair(Aimbot, ThrowingKnifeMaxADSSmooth);\n\t\t\tWritePair(Aimbot, ThrowingKnifeFOV);\n\t\t\tWritePair(Aimbot, ThrowingKnifeZoomScale);\n\n\t\t\t// Advanced Smooth - Aimbot Mode 1 - Grinder\n\t\t\tWritePair(Aimbot, P2020HipfireSmooth1);\n\t\t\tWritePair(Aimbot, P2020ADSSmooth1);\n\t\t\tWritePair(Aimbot, P2020MinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, P2020MaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, P2020MinADSSmooth1);\n\t\t\tWritePair(Aimbot, P2020MaxADSSmooth1);\n\t\t\tWritePair(Aimbot, P2020ExtraSmooth1);\n\t\t\tWritePair(Aimbot, P2020Deadzone);\n\t\t\tWritePair(Aimbot, P2020FOV1);\n\t\t\tWritePair(Aimbot, P2020MinDistance1);\n\t\t\tWritePair(Aimbot, P2020MaxDistance1);\n\t\t\tWritePair(Aimbot, RE45HipfireSmooth1);\n\t\t\tWritePair(Aimbot, RE45ADSSmooth1);\n\t\t\tWritePair(Aimbot, RE45MinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, RE45MaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, RE45MinADSSmooth1);\n\t\t\tWritePair(Aimbot, RE45MaxADSSmooth1);\n\t\t\tWritePair(Aimbot, RE45ExtraSmooth1);\n\t\t\tWritePair(Aimbot, RE45Deadzone);\n\t\t\tWritePair(Aimbot, RE45FOV1);\n\t\t\tWritePair(Aimbot, RE45MinDistance1);\n\t\t\tWritePair(Aimbot, RE45MaxDistance1);\n\t\t\tWritePair(Aimbot, AlternatorHipfireSmooth1);\n\t\t\tWritePair(Aimbot, AlternatorADSSmooth1);\n\t\t\tWritePair(Aimbot, AlternatorMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, AlternatorMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, AlternatorMinADSSmooth1);\n\t\t\tWritePair(Aimbot, AlternatorMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, AlternatorExtraSmooth1);\n\t\t\tWritePair(Aimbot, AlternatorDeadzone);\n\t\t\tWritePair(Aimbot, AlternatorFOV1);\n\t\t\tWritePair(Aimbot, AlternatorMinDistance1);\n\t\t\tWritePair(Aimbot, AlternatorMaxDistance1);\n\t\t\tWritePair(Aimbot, R99HipfireSmooth1);\n\t\t\tWritePair(Aimbot, R99ADSSmooth1);\n\t\t\tWritePair(Aimbot, R99MinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, R99MaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, R99MinADSSmooth1);\n\t\t\tWritePair(Aimbot, R99MaxADSSmooth1);\n\t\t\tWritePair(Aimbot, R99ExtraSmooth1);\n\t\t\tWritePair(Aimbot, R99Deadzone);\n\t\t\tWritePair(Aimbot, R99FOV1);\n\t\t\tWritePair(Aimbot, R99MinDistance1);\n\t\t\tWritePair(Aimbot, R99MaxDistance1);\n\t\t\tWritePair(Aimbot, R301HipfireSmooth1);\n\t\t\tWritePair(Aimbot, R301ADSSmooth1);\n\t\t\tWritePair(Aimbot, R301MinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, R301MaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, R301MinADSSmooth1);\n\t\t\tWritePair(Aimbot, R301MaxADSSmooth1);\n\t\t\tWritePair(Aimbot, R301ExtraSmooth1);\n\t\t\tWritePair(Aimbot, R301Deadzone);\n\t\t\tWritePair(Aimbot, R301FOV1);\n\t\t\tWritePair(Aimbot, R301MinDistance1);\n\t\t\tWritePair(Aimbot, R301MaxDistance1);\n\t\t\tWritePair(Aimbot, SpitfireHipfireSmooth1);\n\t\t\tWritePair(Aimbot, SpitfireADSSmooth1);\n\t\t\tWritePair(Aimbot, SpitfireMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, SpitfireMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, SpitfireMinADSSmooth1);\n\t\t\tWritePair(Aimbot, SpitfireMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, SpitfireExtraSmooth1);\n\t\t\tWritePair(Aimbot, SpitfireDeadzone);\n\t\t\tWritePair(Aimbot, SpitfireFOV1);\n\t\t\tWritePair(Aimbot, SpitfireMinDistance1);\n\t\t\tWritePair(Aimbot, SpitfireMaxDistance1);\n\t\t\tWritePair(Aimbot, G7HipfireSmooth1);\n\t\t\tWritePair(Aimbot, G7ADSSmooth1);\n\t\t\tWritePair(Aimbot, G7MinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, G7MaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, G7MinADSSmooth1);\n\t\t\tWritePair(Aimbot, G7MaxADSSmooth1);\n\t\t\tWritePair(Aimbot, G7ExtraSmooth1);\n\t\t\tWritePair(Aimbot, G7Deadzone);\n\t\t\tWritePair(Aimbot, G7FOV1);\n\t\t\tWritePair(Aimbot, G7MinDistance1);\n\t\t\tWritePair(Aimbot, G7MaxDistance1);\n\n\t\t\tWritePair(Aimbot, FlatlineHipfireSmooth1);\n\t\t\tWritePair(Aimbot, FlatlineADSSmooth1);\n\t\t\tWritePair(Aimbot, FlatlineMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, FlatlineMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, FlatlineMinADSSmooth1);\n\t\t\tWritePair(Aimbot, FlatlineMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, FlatlineExtraSmooth1);\n\t\t\tWritePair(Aimbot, FlatlineDeadzone);\n\t\t\tWritePair(Aimbot, FlatlineFOV1);\n\t\t\tWritePair(Aimbot, FlatlineMinDistance1);\n\t\t\tWritePair(Aimbot, FlatlineMaxDistance1);\n\t\t\tWritePair(Aimbot, HemlockHipfireSmooth1);\n\t\t\tWritePair(Aimbot, HemlockADSSmooth1);\n\t\t\tWritePair(Aimbot, HemlockMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, HemlockMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, HemlockMinADSSmooth1);\n\t\t\tWritePair(Aimbot, HemlockMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, HemlockExtraSmooth1);\n\t\t\tWritePair(Aimbot, HemlockDeadzone);\n\t\t\tWritePair(Aimbot, HemlockFOV1);\n\t\t\tWritePair(Aimbot, HemlockMinDistance1);\n\t\t\tWritePair(Aimbot, HemlockMaxDistance1);\n\t\t\tWritePair(Aimbot, RepeaterHipfireSmooth1);\n\t\t\tWritePair(Aimbot, RepeaterADSSmooth1);\n\t\t\tWritePair(Aimbot, RepeaterMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, RepeaterMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, RepeaterMinADSSmooth1);\n\t\t\tWritePair(Aimbot, RepeaterMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, RepeaterExtraSmooth1);\n\t\t\tWritePair(Aimbot, RepeaterDeadzone);\n\t\t\tWritePair(Aimbot, RepeaterFOV1);\n\t\t\tWritePair(Aimbot, RepeaterMinDistance1);\n\t\t\tWritePair(Aimbot, RepeaterMaxDistance1);\n\t\t\tWritePair(Aimbot, RampageHipfireSmooth1);\n\t\t\tWritePair(Aimbot, RampageMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, RampageMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, RampageMinADSSmooth1);\n\t\t\tWritePair(Aimbot, RampageMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, RampageADSSmooth1);\n\t\t\tWritePair(Aimbot, RampageExtraSmooth1);\n\t\t\tWritePair(Aimbot, RampageDeadzone);\n\t\t\tWritePair(Aimbot, RampageFOV1);\n\t\t\tWritePair(Aimbot, RampageMinDistance1);\n\t\t\tWritePair(Aimbot, RampageMaxDistance1);\n\t\t\tWritePair(Aimbot, CARSMGHipfireSmooth1);\n\t\t\tWritePair(Aimbot, CARSMGADSSmooth1);\n\t\t\tWritePair(Aimbot, CARSMGMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, CARSMGMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, CARSMGMinADSSmooth1);\n\t\t\tWritePair(Aimbot, CARSMGMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, CARSMGExtraSmooth1);\n\t\t\tWritePair(Aimbot, CARSMGDeadzone);\n\t\t\tWritePair(Aimbot, CARSMGFOV1);\n\t\t\tWritePair(Aimbot, CARSMGMinDistance1);\n\t\t\tWritePair(Aimbot, CARSMGMaxDistance1);\n\n\t\t\tWritePair(Aimbot, HavocHipfireSmooth1);\n\t\t\tWritePair(Aimbot, HavocADSSmooth1);\n\t\t\tWritePair(Aimbot, HavocMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, HavocMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, HavocMinADSSmooth1);\n\t\t\tWritePair(Aimbot, HavocMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, HavocExtraSmooth1);\n\t\t\tWritePair(Aimbot, HavocDeadzone);\n\t\t\tWritePair(Aimbot, HavocFOV1);\n\t\t\tWritePair(Aimbot, HavocMinDistance1);\n\t\t\tWritePair(Aimbot, HavocMaxDistance1);\n\t\t\tWritePair(Aimbot, DevotionHipfireSmooth1);\n\t\t\tWritePair(Aimbot, DevotionADSSmooth1);\n\t\t\tWritePair(Aimbot, DevotionMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, DevotionMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, DevotionMinADSSmooth1);\n\t\t\tWritePair(Aimbot, DevotionMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, DevotionExtraSmooth1);\n\t\t\tWritePair(Aimbot, DevotionDeadzone);\n\t\t\tWritePair(Aimbot, DevotionFOV1);\n\t\t\tWritePair(Aimbot, DevotionMinDistance1);\n\t\t\tWritePair(Aimbot, DevotionMaxDistance1);\n\t\t\tWritePair(Aimbot, LSTARHipfireSmooth1);\n\t\t\tWritePair(Aimbot, LSTARADSSmooth1);\n\t\t\tWritePair(Aimbot, LSTARMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, LSTARMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, LSTARMinADSSmooth1);\n\t\t\tWritePair(Aimbot, LSTARMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, LSTARExtraSmooth1);\n\t\t\tWritePair(Aimbot, LSTARDeadzone);\n\t\t\tWritePair(Aimbot, LSTARFOV1);\n\t\t\tWritePair(Aimbot, LSTARMinDistance1);\n\t\t\tWritePair(Aimbot, LSTARMaxDistance1);\n\t\t\tWritePair(Aimbot, TripleTakeHipfireSmooth1);\n\t\t\tWritePair(Aimbot, TripleTakeADSSmooth1);\n\t\t\tWritePair(Aimbot, TripleTakeMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, TripleTakeMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, TripleTakeMinADSSmooth1);\n\t\t\tWritePair(Aimbot, TripleTakeMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, TripleTakeExtraSmooth1);\n\t\t\tWritePair(Aimbot, TripleTakeDeadzone);\n\t\t\tWritePair(Aimbot, TripleTakeFOV1);\n\t\t\tWritePair(Aimbot, TripleTakeMinDistance1);\n\t\t\tWritePair(Aimbot, TripleTakeMaxDistance1);\n\t\t\tWritePair(Aimbot, VoltHipfireSmooth1);\n\t\t\tWritePair(Aimbot, VoltADSSmooth1);\n\t\t\tWritePair(Aimbot, VoltMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, VoltMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, VoltMinADSSmooth1);\n\t\t\tWritePair(Aimbot, VoltMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, VoltExtraSmooth1);\n\t\t\tWritePair(Aimbot, VoltDeadzone);\n\t\t\tWritePair(Aimbot, VoltFOV1);\n\t\t\tWritePair(Aimbot, VoltMinDistance1);\n\t\t\tWritePair(Aimbot, VoltMaxDistance1);\n\t\t\tWritePair(Aimbot, NemesisHipfireSmooth1);\n\t\t\tWritePair(Aimbot, NemesisADSSmooth1);\n\t\t\tWritePair(Aimbot, NemesisMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, NemesisMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, NemesisMinADSSmooth1);\n\t\t\tWritePair(Aimbot, NemesisMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, NemesisExtraSmooth1);\n\t\t\tWritePair(Aimbot, NemesisDeadzone);\n\t\t\tWritePair(Aimbot, NemesisFOV1);\n\t\t\tWritePair(Aimbot, NemesisMinDistance1);\n\t\t\tWritePair(Aimbot, NemesisMaxDistance1);\n\n\t\t\tWritePair(Aimbot, MozambiqueHipfireSmooth1);\n\t\t\tWritePair(Aimbot, MozambiqueADSSmooth1);\n\t\t\tWritePair(Aimbot, MozambiqueMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, MozambiqueMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, MozambiqueMinADSSmooth1);\n\t\t\tWritePair(Aimbot, MozambiqueMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, MozambiqueExtraSmooth1);\n\t\t\tWritePair(Aimbot, MozambiqueDeadzone);\n\t\t\tWritePair(Aimbot, MozambiqueFOV1);\n\t\t\tWritePair(Aimbot, MozambiqueMinDistance1);\n\t\t\tWritePair(Aimbot, MozambiqueMaxDistance1);\n\t\t\tWritePair(Aimbot, EVA8HipfireSmooth1);\n\t\t\tWritePair(Aimbot, EVA8ADSSmooth1);\n\t\t\tWritePair(Aimbot, EVA8MinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, EVA8MaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, EVA8MinADSSmooth1);\n\t\t\tWritePair(Aimbot, EVA8MaxADSSmooth1);\n\t\t\tWritePair(Aimbot, EVA8ExtraSmooth1);\n\t\t\tWritePair(Aimbot, EVA8Deadzone);\n\t\t\tWritePair(Aimbot, EVA8FOV1);\n\t\t\tWritePair(Aimbot, EVA8MinDistance1);\n\t\t\tWritePair(Aimbot, EVA8MaxDistance1);\n\t\t\tWritePair(Aimbot, PeacekeeperHipfireSmooth1);\n\t\t\tWritePair(Aimbot, PeacekeeperADSSmooth1);\n\t\t\tWritePair(Aimbot, PeacekeeperMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, PeacekeeperMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, PeacekeeperMinADSSmooth1);\n\t\t\tWritePair(Aimbot, PeacekeeperMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, PeacekeeperExtraSmooth1);\n\t\t\tWritePair(Aimbot, PeacekeeperDeadzone);\n\t\t\tWritePair(Aimbot, PeacekeeperFOV1);\n\t\t\tWritePair(Aimbot, PeacekeeperMinDistance1);\n\t\t\tWritePair(Aimbot, PeacekeeperMaxDistance1);\n\t\t\tWritePair(Aimbot, MastiffHipfireSmooth1);\n\t\t\tWritePair(Aimbot, MastiffADSSmooth1);\n\t\t\tWritePair(Aimbot, MastiffMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, MastiffMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, MastiffMinADSSmooth1);\n\t\t\tWritePair(Aimbot, MastiffMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, MastiffExtraSmooth1);\n\t\t\tWritePair(Aimbot, MastiffDeadzone);\n\t\t\tWritePair(Aimbot, MastiffFOV1);\n\t\t\tWritePair(Aimbot, MastiffMinDistance1);\n\t\t\tWritePair(Aimbot, MastiffMaxDistance1);\n\n\t\t\tWritePair(Aimbot, LongbowHipfireSmooth1);\n\t\t\tWritePair(Aimbot, LongbowADSSmooth1);\n\t\t\tWritePair(Aimbot, LongbowMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, LongbowMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, LongbowMinADSSmooth1);\n\t\t\tWritePair(Aimbot, LongbowMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, LongbowExtraSmooth1);\n\t\t\tWritePair(Aimbot, LongbowDeadzone);\n\t\t\tWritePair(Aimbot, LongbowFOV1);\n\t\t\tWritePair(Aimbot, LongbowMinDistance1);\n\t\t\tWritePair(Aimbot, LongbowMaxDistance1);\n\t\t\tWritePair(Aimbot, ChargeRifleHipfireSmooth1);\n\t\t\tWritePair(Aimbot, ChargeRifleADSSmooth1);\n\t\t\tWritePair(Aimbot, ChargeRifleMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, ChargeRifleMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, ChargeRifleMinADSSmooth1);\n\t\t\tWritePair(Aimbot, ChargeRifleMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, ChargeRifleExtraSmooth1);\n\t\t\tWritePair(Aimbot, ChargeRifleDeadzone);\n\t\t\tWritePair(Aimbot, ChargeRifleFOV1);\n\t\t\tWritePair(Aimbot, ChargeRifleMinDistance1);\n\t\t\tWritePair(Aimbot, ChargeRifleMaxDistance1);\n\t\t\tWritePair(Aimbot, SentinelHipfireSmooth1);\n\t\t\tWritePair(Aimbot, SentinelADSSmooth1);\n\t\t\tWritePair(Aimbot, SentinelMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, SentinelMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, SentinelMinADSSmooth1);\n\t\t\tWritePair(Aimbot, SentinelMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, SentinelExtraSmooth1);\n\t\t\tWritePair(Aimbot, SentinelDeadzone);\n\t\t\tWritePair(Aimbot, SentinelFOV1);\n\t\t\tWritePair(Aimbot, SentinelMinDistance1);\n\t\t\tWritePair(Aimbot, SentinelMaxDistance1);\n\n\t\t\tWritePair(Aimbot, WingmanHipfireSmooth1);\n\t\t\tWritePair(Aimbot, WingmanADSSmooth1);\n\t\t\tWritePair(Aimbot, WingmanMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, WingmanMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, WingmanMinADSSmooth1);\n\t\t\tWritePair(Aimbot, WingmanMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, WingmanExtraSmooth1);\n\t\t\tWritePair(Aimbot, WingmanDeadzone);\n\t\t\tWritePair(Aimbot, WingmanFOV1);\n\t\t\tWritePair(Aimbot, WingmanMinDistance1);\n\t\t\tWritePair(Aimbot, WingmanMaxDistance1);\n\t\t\tWritePair(Aimbot, ProwlerHipfireSmooth1);\n\t\t\tWritePair(Aimbot, ProwlerADSSmooth1);\n\t\t\tWritePair(Aimbot, ProwlerMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, ProwlerMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, ProwlerMinADSSmooth1);\n\t\t\tWritePair(Aimbot, ProwlerMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, ProwlerExtraSmooth1);\n\t\t\tWritePair(Aimbot, ProwlerDeadzone);\n\t\t\tWritePair(Aimbot, ProwlerFOV1);\n\t\t\tWritePair(Aimbot, ProwlerMinDistance1);\n\t\t\tWritePair(Aimbot, ProwlerMaxDistance1);\n\t\t\tWritePair(Aimbot, BocekHipfireSmooth1);\n\t\t\tWritePair(Aimbot, BocekADSSmooth1);\n\t\t\tWritePair(Aimbot, BocekMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, BocekMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, BocekMinADSSmooth1);\n\t\t\tWritePair(Aimbot, BocekMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, BocekExtraSmooth1);\n\t\t\tWritePair(Aimbot, BocekDeadzone);\n\t\t\tWritePair(Aimbot, BocekFOV1);\n\t\t\tWritePair(Aimbot, BocekMinDistance1);\n\t\t\tWritePair(Aimbot, BocekMaxDistance1);\n\t\t\tWritePair(Aimbot, KraberHipfireSmooth1);\n\t\t\tWritePair(Aimbot, KraberADSSmooth1);\n\t\t\tWritePair(Aimbot, KraberMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, KraberMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, KraberMinADSSmooth1);\n\t\t\tWritePair(Aimbot, KraberMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, KraberExtraSmooth1);\n\t\t\tWritePair(Aimbot, KraberDeadzone);\n\t\t\tWritePair(Aimbot, KraberFOV1);\n\t\t\tWritePair(Aimbot, KraberMinDistance1);\n\t\t\tWritePair(Aimbot, KraberMaxDistance1);\n\t\t\tWritePair(Aimbot, ThrowingKnifeHipfireSmooth1);\n\t\t\tWritePair(Aimbot, ThrowingKnifeADSSmooth1);\n\t\t\tWritePair(Aimbot, ThrowingKnifeMinHipfireSmooth1);\n\t\t\tWritePair(Aimbot, ThrowingKnifeMaxHipfireSmooth1);\n\t\t\tWritePair(Aimbot, ThrowingKnifeMinADSSmooth1);\n\t\t\tWritePair(Aimbot, ThrowingKnifeMaxADSSmooth1);\n\t\t\tWritePair(Aimbot, ThrowingKnifeExtraSmooth1);\n\t\t\tWritePair(Aimbot, ThrowingKnifeDeadzone);\n\t\t\tWritePair(Aimbot, ThrowingKnifeFOV1);\n\t\t\tWritePair(Aimbot, ThrowingKnifeMinDistance1);\n\t\t\tWritePair(Aimbot, ThrowingKnifeMaxDistance1);\n\t\t\tWriteSectionEnd();\n\n\t\t\tWriteSection(AimbotBinds);\n\t\t\tWritePair(AimbotBinds, AimBind);\n\t\t\tWritePair(AimbotBinds, ExtraBind);\n\t\t\t// Advanced Binds\n\t\t\tWritePair(AimbotBinds, P2020AimBind);\n\t\t\tWritePair(AimbotBinds, P2020ExtraBind);\n\t\t\tWritePair(AimbotBinds, RE45AimBind);\n\t\t\tWritePair(AimbotBinds, RE45ExtraBind);\n\t\t\tWritePair(AimbotBinds, AlternatorAimBind);\n\t\t\tWritePair(AimbotBinds, AlternatorExtraBind);\n\t\t\tWritePair(AimbotBinds, R99AimBind);\n\t\t\tWritePair(AimbotBinds, R99ExtraBind);\n\t\t\tWritePair(AimbotBinds, R301AimBind);\n\t\t\tWritePair(AimbotBinds, R301ExtraBind);\n\t\t\tWritePair(AimbotBinds, SpitfireAimBind);\n\t\t\tWritePair(AimbotBinds, SpitfireExtraBind);\n\t\t\tWritePair(AimbotBinds, G7AimBind);\n\t\t\tWritePair(AimbotBinds, G7ExtraBind);\n\t\t\tWritePair(AimbotBinds, FlatlineAimBind);\n\t\t\tWritePair(AimbotBinds, FlatlineExtraBind);\n\t\t\tWritePair(AimbotBinds, HemlockAimBind);\n\t\t\tWritePair(AimbotBinds, HemlockExtraBind);\n\t\t\tWritePair(AimbotBinds, RepeaterAimBind);\n\t\t\tWritePair(AimbotBinds, RepeaterExtraBind);\n\t\t\tWritePair(AimbotBinds, RampageAimBind);\n\t\t\tWritePair(AimbotBinds, RampageExtraBind);\n\t\t\tWritePair(AimbotBinds, CARSMGAimBind);\n\t\t\tWritePair(AimbotBinds, CARSMGExtraBind);\n\t\t\tWritePair(AimbotBinds, HavocAimBind);\n\t\t\tWritePair(AimbotBinds, HavocExtraBind);\n\t\t\tWritePair(AimbotBinds, DevotionAimBind);\n\t\t\tWritePair(AimbotBinds, DevotionExtraBind);\n\t\t\tWritePair(AimbotBinds, LSTARAimBind);\n\t\t\tWritePair(AimbotBinds, LSTARExtraBind);\n\t\t\tWritePair(AimbotBinds, TripleTakeAimBind);\n\t\t\tWritePair(AimbotBinds, TripleTakeExtraBind);\n\t\t\tWritePair(AimbotBinds, VoltAimBind);\n\t\t\tWritePair(AimbotBinds, VoltExtraBind);\n\t\t\tWritePair(AimbotBinds, NemesisAimBind);\n\t\t\tWritePair(AimbotBinds, NemesisExtraBind);\n\t\t\tWritePair(AimbotBinds, MozambiqueAimBind);\n\t\t\tWritePair(AimbotBinds, MozambiqueExtraBind);\n\t\t\tWritePair(AimbotBinds, EVA8AimBind);\n\t\t\tWritePair(AimbotBinds, EVA8ExtraBind);\n\t\t\tWritePair(AimbotBinds, PeacekeeperAimBind);\n\t\t\tWritePair(AimbotBinds, PeacekeeperExtraBind);\n\t\t\tWritePair(AimbotBinds, MastiffAimBind);\n\t\t\tWritePair(AimbotBinds, MastiffExtraBind);\n\t\t\tWritePair(AimbotBinds, LongbowAimBind);\n\t\t\tWritePair(AimbotBinds, LongbowExtraBind);\n\t\t\tWritePair(AimbotBinds, ChargeRifleAimBind);\n\t\t\tWritePair(AimbotBinds, ChargeRifleExtraBind);\n\t\t\tWritePair(AimbotBinds, SentinelAimBind);\n\t\t\tWritePair(AimbotBinds, SentinelExtraBind);\n\t\t\tWritePair(AimbotBinds, WingmanAimBind);\n\t\t\tWritePair(AimbotBinds, WingmanExtraBind);\n\t\t\tWritePair(AimbotBinds, ProwlerAimBind);\n\t\t\tWritePair(AimbotBinds, ProwlerExtraBind);\n\t\t\tWritePair(AimbotBinds, BocekAimBind);\n\t\t\tWritePair(AimbotBinds, BocekExtraBind);\n\t\t\tWritePair(AimbotBinds, KraberAimBind);\n\t\t\tWritePair(AimbotBinds, KraberExtraBind);\n\t\t\tWritePair(AimbotBinds, ThrowingKnifeAimBind);\n\t\t\tWritePair(AimbotBinds, ThrowingKnifeExtraBind);\n\t\t\tWriteSectionEnd();\n\n\t\t\tWriteSection(AimbotHitboxes);\n\t\t\tWritePair(AimbotHitboxes, Hitbox);\n\t\t\t// Advanced Hitboxes\n\t\t\tWritePair(AimbotHitboxes, P2020Hitbox);\n\t\t\tWritePair(AimbotHitboxes, RE45Hitbox);\n\t\t\tWritePair(AimbotHitboxes, AlternatorHitbox);\n\t\t\tWritePair(AimbotHitboxes, R99Hitbox);\n\t\t\tWritePair(AimbotHitboxes, R301Hitbox);\n\t\t\tWritePair(AimbotHitboxes, SpitfireHitbox);\n\t\t\tWritePair(AimbotHitboxes, G7Hitbox);\n\t\t\tWritePair(AimbotHitboxes, FlatlineHitbox);\n\t\t\tWritePair(AimbotHitboxes, HemlockHitbox);\n\t\t\tWritePair(AimbotHitboxes, RepeaterHitbox);\n\t\t\tWritePair(AimbotHitboxes, RampageHitbox);\n\t\t\tWritePair(AimbotHitboxes, CARSMGHitbox);\n\t\t\tWritePair(AimbotHitboxes, HavocHitbox);\n\t\t\tWritePair(AimbotHitboxes, DevotionHitbox);\n\t\t\tWritePair(AimbotHitboxes, LSTARHitbox);\n\t\t\tWritePair(AimbotHitboxes, TripleTakeHitbox);\n\t\t\tWritePair(AimbotHitboxes, VoltHitbox);\n\t\t\tWritePair(AimbotHitboxes, NemesisHitbox);\n\t\t\tWritePair(AimbotHitboxes, MozambiqueHitbox);\n\t\t\tWritePair(AimbotHitboxes, EVA8Hitbox);\n\t\t\tWritePair(AimbotHitboxes, PeacekeeperHitbox);\n\t\t\tWritePair(AimbotHitboxes, MastiffHitbox);\n\t\t\tWritePair(AimbotHitboxes, LongbowHitbox);\n\t\t\tWritePair(AimbotHitboxes, ChargeRifleHitbox);\n\t\t\tWritePair(AimbotHitboxes, SentinelHitbox);\n\t\t\tWritePair(AimbotHitboxes, WingmanHitbox);\n\t\t\tWritePair(AimbotHitboxes, ProwlerHitbox);\n\t\t\tWritePair(AimbotHitboxes, BocekHitbox);\n\t\t\tWritePair(AimbotHitboxes, KraberHitbox);\n\t\t\tWritePair(AimbotHitboxes, ThrowingKnifeHitbox);\n\t\t\tWriteSectionEnd();\n\n\t\t\tWriteSection(Ragebot);\n\t\t\tWritePair(Ragebot, RagebotEnabled);\n\t\t\tWritePair(Ragebot, RageAimbot);\n\t\t\tWritePair(Ragebot, AimMethod);\n\t\t\tWritePair(Ragebot, ClosestHitbox);\n\t\t\tWritePair(Ragebot, Hitbox);\n\t\t\tWritePair(Ragebot, BindMethod);\n\t\t\tWritePair(Ragebot, OnFire);\n\t\t\tWritePair(Ragebot, OnADS);\n\t\t\tWritePair(Ragebot, AimBind);\n\t\t\tWritePair(Ragebot, ExtraBind);\n\t\t\tWritePair(Ragebot, VisCheck);\n\t\t\tWritePair(Ragebot, TeamCheck);\n\t\t\tWritePair(Ragebot, Priority);\n\t\t\tWritePair(Ragebot, AutoShoot);\n\t\t\tWritePair(Ragebot, PredictMovement);\n\t\t\tWritePair(Ragebot, PredictBulletDrop);\n\t\t\tWritePair(Ragebot, PreditcionAmount);\n\t\t\tWritePair(Ragebot, FinalDistance);\n\t\t\tWritePair(Ragebot, Speed);\n\t\t\tWritePair(Ragebot, Smooth);\n\t\t\tWritePair(Ragebot, HipfireSmooth);\n\t\t\tWritePair(Ragebot, ADSSmooth);\n\t\t\tWritePair(Ragebot, SmoothDistance);\n\t\t\tWritePair(Ragebot, Delay);\n\t\t\tWritePair(Ragebot, FOV);\n\t\t\tWritePair(Ragebot, ZoomScale);\n\t\t\tWritePair(Ragebot, MinDistance);\n\t\t\tWritePair(Ragebot, HipfireDistance);\n\t\t\tWritePair(Ragebot, ZoomDistance);\n\t\t\t// Weapon Toggles\n\t\t\t// Light\n\t\t\tWritePair(Ragebot, P2020);\n\t\t\tWritePair(Ragebot, RE45);\n\t\t\tWritePair(Ragebot, Alternator);\n\t\t\tWritePair(Ragebot, R99);\n\t\t\tWritePair(Ragebot, R301);\n\t\t\tWritePair(Ragebot, Spitfire);\n\t\t\tWritePair(Ragebot, G7);\n\t\t\t// Heavy\n\t\t\tWritePair(Ragebot, Flatline);\n\t\t\tWritePair(Ragebot, Hemlock);\n\t\t\tWritePair(Ragebot, Repeater);\n\t\t\tWritePair(Ragebot, Rampage);\n\t\t\tWritePair(Ragebot, CARSMG);\n\t\t\t// Energy\n\t\t\tWritePair(Ragebot, Havoc);\n\t\t\tWritePair(Ragebot, Devotion);\n\t\t\tWritePair(Ragebot, LSTAR);\n\t\t\tWritePair(Ragebot, TripleTake);\n\t\t\tWritePair(Ragebot, Volt);\n\t\t\tWritePair(Ragebot, Nemesis);\n\t\t\t// Shotgun\n\t\t\tWritePair(Ragebot, Mozambique);\n\t\t\tWritePair(Ragebot, EVA8);\n\t\t\tWritePair(Ragebot, Peacekeeper);\n\t\t\tWritePair(Ragebot, Mastiff);\n\t\t\t// Snipers\n\t\t\tWritePair(Ragebot, Longbow);\n\t\t\tWritePair(Ragebot, ChargeRifle);\n\t\t\tWritePair(Ragebot, Sentinel);\n\t\t\t// Legendary\n\t\t\tWritePair(Ragebot, Wingman);\n\t\t\tWritePair(Ragebot, Prowler);\n\t\t\tWritePair(Ragebot, Bocek);\n\t\t\tWritePair(Ragebot, Kraber);\n\t\t\tWritePair(Ragebot, Knife);\n\n\t\t\tWritePair(Ragebot, RageRCS);\n\t\t\tWritePair(Ragebot, RecoilRate);\n\n\t\t\tWriteSectionEnd();\n\n\t\t\tWriteSection(Flickbot);\n\t\t\tWritePair(Flickbot, Flickbot);\n\t\t\tWritePair(Flickbot, FlickbotMethod); // 0 = Mouse, 1 = Memory\n\t\t\tWritePair(Flickbot, FlickBind);\n\t\t\tWritePair(Flickbot, ClosestHitbox);\n\t\t\tWritePair(Flickbot, Hitbox);\n\t\t\tWritePair(Flickbot, Priority);\n\t\t\tWritePair(Flickbot, AutoShoot);\n\t\t\tWritePair(Flickbot, AutoShootDelay);\n\t\t\tWritePair(Flickbot, FlickBack);\n\t\t\tWritePair(Flickbot, FlickBackDelay);\n\t\t\tWritePair(Flickbot, FlickBackSmoothing);\n\t\t\tWritePair(Flickbot, PredictMovement);\n\t\t\tWritePair(Flickbot, PredictBulletDrop);\n\t\t\tWritePair(Flickbot, TeamCheck);\n\t\t\tWritePair(Flickbot, PreditcionAmount);\n\t\t\tWritePair(Flickbot, FinalDistance);\n\t\t\tWritePair(Flickbot, HipfireSmooth);\n\t\t\tWritePair(Flickbot, ADSSmooth);\n\t\t\tWritePair(Flickbot, SmoothDistance);\n\t\t\tWritePair(Flickbot, Delay);\n\t\t\tWritePair(Flickbot, FOV);\n\t\t\tWritePair(Flickbot, ZoomScale);\n\t\t\tWritePair(Flickbot, MinDistance);\n\t\t\tWritePair(Flickbot, HipfireDistance);\n\t\t\tWritePair(Flickbot, ZoomDistance);\n\n\t\t\tWritePair(Flickbot, Smooth);\n\t\t\tWritePair(Flickbot, FlickBackSmooth);\n\n\t\t\t// Weapon Toggles\n\t\t\t// Light\n\t\t\tWritePair(Flickbot, P2020);\n\t\t\tWritePair(Flickbot, RE45);\n\t\t\tWritePair(Flickbot, Alternator);\n\t\t\tWritePair(Flickbot, R99);\n\t\t\tWritePair(Flickbot, R301);\n\t\t\tWritePair(Flickbot, Spitfire);\n\t\t\tWritePair(Flickbot, G7);\n\n\t\t\t// Heavy\n\t\t\tWritePair(Flickbot, Flatline);\n\t\t\tWritePair(Flickbot, Hemlock);\n\t\t\tWritePair(Flickbot, Repeater);\n\t\t\tWritePair(Flickbot, Rampage);\n\t\t\tWritePair(Flickbot, CARSMG);\n\n\t\t\t// Energy\n\t\t\tWritePair(Flickbot, Havoc);\n\t\t\tWritePair(Flickbot, Devotion);\n\t\t\tWritePair(Flickbot, LSTAR);\n\t\t\tWritePair(Flickbot, TripleTake);\n\t\t\tWritePair(Flickbot, Volt);\n\t\t\tWritePair(Flickbot, Nemesis);\n\n\t\t\t// Shotgun\n\t\t\tWritePair(Flickbot, Mozambique);\n\t\t\tWritePair(Flickbot, EVA8);\n\t\t\tWritePair(Flickbot, Peacekeeper);\n\t\t\tWritePair(Flickbot, Mastiff);\n\n\t\t\t// Snipers\n\t\t\tWritePair(Flickbot, Longbow);\n\t\t\tWritePair(Flickbot, ChargeRifle);\n\t\t\tWritePair(Flickbot, Sentinel);\n\n\t\t\t// Legendary\n\t\t\tWritePair(Flickbot, Wingman);\n\t\t\tWritePair(Flickbot, Prowler);\n\t\t\tWritePair(Flickbot, Bocek);\n\t\t\tWritePair(Flickbot, Kraber);\n\t\t\tWritePair(Flickbot, Knife);\n\n\t\t\tWriteSectionEnd();\n\n\t\t\tWriteSection(RCS);\n\t\t\tWritePair(RCS, RCSEnabled);\n\t\t\tWritePair(RCS, RCSMode);\n\n\t\t\tWritePair(RCS, OnADS);\n\n\t\t\tWritePair(RCS, PitchPower);\n\t\t\tWritePair(RCS, YawPower);\n\t\t\tWritePair(RCS, PitchReduction);\n\t\t\tWritePair(RCS, YawReduction);\n\n\t\t\t// Weapon Toggles\n\t\t\t// Light\n\t\t\tWritePair(RCS, P2020);\n\t\t\tWritePair(RCS, RE45);\n\t\t\tWritePair(RCS, Alternator);\n\t\t\tWritePair(RCS, R99);\n\t\t\tWritePair(RCS, R301);\n\t\t\tWritePair(RCS, Spitfire);\n\t\t\tWritePair(RCS, G7);\n\n\t\t\t// Heavy\n\t\t\tWritePair(RCS, Flatline);\n\t\t\tWritePair(RCS, Hemlock);\n\t\t\tWritePair(RCS, Repeater);\n\t\t\tWritePair(RCS, Rampage);\n\t\t\tWritePair(RCS, CARSMG);\n\n\t\t\t// Energy\n\t\t\tWritePair(RCS, Havoc);\n\t\t\tWritePair(RCS, Devotion);\n\t\t\tWritePair(RCS, LSTAR);\n\t\t\tWritePair(RCS, TripleTake);\n\t\t\tWritePair(RCS, Volt);\n\t\t\tWritePair(RCS, Nemesis);\n\n\t\t\t// Shotgun\n\t\t\tWritePair(RCS, Mozambique);\n\t\t\tWritePair(RCS, EVA8);\n\t\t\tWritePair(RCS, Peacekeeper);\n\t\t\tWritePair(RCS, Mastiff);\n\n\t\t\t// Snipers\n\t\t\tWritePair(RCS, Longbow);\n\t\t\tWritePair(RCS, ChargeRifle);\n\t\t\tWritePair(RCS, Sentinel);\n\n\t\t\t// Legendary\n\t\t\tWritePair(RCS, Wingman); // Emotional damage!\n\t\t\tWritePair(RCS, Prowler);\n\t\t\tWritePair(RCS, Kraber);\n\n\t\t\t//---------------Advanced---------------//\n\t\t\tWritePair(RCS, AdvancedRCS);\n\t\t\tWritePair(RCS, AdvancedPitchPower);\n\t\t\tWritePair(RCS, AdvancedYawPower);\n\t\t\tWritePair(RCS, AdvancedPitchReduction);\n\t\t\tWritePair(RCS, AdvancedYawReduction);\n\n\t\t\t// Weapons\n\t\t\t// Light\n\t\t\tWritePair(RCS, P2020Pitch);\n\t\t\tWritePair(RCS, P2020Yaw);\n\t\t\tWritePair(RCS, P2020PitchReduction);\n\t\t\tWritePair(RCS, P2020YawReduction);\n\t\t\tWritePair(RCS, RE45Pitch);\n\t\t\tWritePair(RCS, RE45Yaw);\n\t\t\tWritePair(RCS, RE45PitchReduction);\n\t\t\tWritePair(RCS, RE45YawReduction);\n\t\t\tWritePair(RCS, AlternatorPitch);\n\t\t\tWritePair(RCS, AlternatorYaw);\n\t\t\tWritePair(RCS, AlternatorPitchReduction);\n\t\t\tWritePair(RCS, AlternatorYawReduction);\n\t\t\tWritePair(RCS, R99Pitch);\n\t\t\tWritePair(RCS, R99Yaw);\n\t\t\tWritePair(RCS, R99PitchReduction);\n\t\t\tWritePair(RCS, R99YawReduction);\n\t\t\tWritePair(RCS, R301Pitch);\n\t\t\tWritePair(RCS, R301Yaw);\n\t\t\tWritePair(RCS, R301PitchReduction);\n\t\t\tWritePair(RCS, R301YawReduction);\n\t\t\tWritePair(RCS, SpitfirePitch);\n\t\t\tWritePair(RCS, SpitfireYaw);\n\t\t\tWritePair(RCS, SpitfirePitchReduction);\n\t\t\tWritePair(RCS, SpitfireYawReduction);\n\t\t\tWritePair(RCS, G7Pitch);\n\t\t\tWritePair(RCS, G7Yaw);\n\t\t\tWritePair(RCS, G7PitchReduction);\n\t\t\tWritePair(RCS, G7YawReduction);\n\t\t\t// Heavy\n\t\t\tWritePair(RCS, FlatlinePitch);\n\t\t\tWritePair(RCS, FlatlineYaw);\n\t\t\tWritePair(RCS, FlatlinePitchReduction);\n\t\t\tWritePair(RCS, FlatlineYawReduction);\n\t\t\tWritePair(RCS, HemlockPitch);\n\t\t\tWritePair(RCS, HemlockYaw);\n\t\t\tWritePair(RCS, HemlockPitchReduction);\n\t\t\tWritePair(RCS, HemlockYawReduction);\n\t\t\tWritePair(RCS, RepeaterPitch);\n\t\t\tWritePair(RCS, RepeaterYaw);\n\t\t\tWritePair(RCS, RepeaterPitchReduction);\n\t\t\tWritePair(RCS, RepeaterYawReduction);\n\t\t\tWritePair(RCS, RampagePitch);\n\t\t\tWritePair(RCS, RampageYaw);\n\t\t\tWritePair(RCS, RampagePitchReduction);\n\t\t\tWritePair(RCS, RampageYawReduction);\n\t\t\tWritePair(RCS, CARSMGPitch);\n\t\t\tWritePair(RCS, CARSMGYaw);\n\t\t\tWritePair(RCS, CARSMGPitchReduction);\n\t\t\tWritePair(RCS, CARSMGYawReduction);\n\t\t\t// Energy\n\t\t\tWritePair(RCS, HavocPitch);\n\t\t\tWritePair(RCS, HavocYaw);\n\t\t\tWritePair(RCS, HavocPitchReduction);\n\t\t\tWritePair(RCS, HavocYawReduction);\n\t\t\tWritePair(RCS, DevotionPitch);\n\t\t\tWritePair(RCS, DevotionYaw);\n\t\t\tWritePair(RCS, DevotionPitchReduction);\n\t\t\tWritePair(RCS, DevotionYawReduction);\n\t\t\tWritePair(RCS, LSTARPitch);\n\t\t\tWritePair(RCS, LSTARYaw);\n\t\t\tWritePair(RCS, LSTARPitchReduction);\n\t\t\tWritePair(RCS, LSTARYawReduction);\n\t\t\tWritePair(RCS, TripleTakePitch);\n\t\t\tWritePair(RCS, TripleTakeYaw);\n\t\t\tWritePair(RCS, TripleTakePitchReduction);\n\t\t\tWritePair(RCS, TripleTakeYawReduction);\n\t\t\tWritePair(RCS, VoltPitch);\n\t\t\tWritePair(RCS, VoltYaw);\n\t\t\tWritePair(RCS, VoltPitchReduction);\n\t\t\tWritePair(RCS, VoltYawReduction);\n\t\t\tWritePair(RCS, NemesisPitch);\n\t\t\tWritePair(RCS, NemesisYaw);\n\t\t\tWritePair(RCS, NemesisPitchReduction);\n\t\t\tWritePair(RCS, NemesisYawReduction);\n\t\t\t// Shotguns\n\t\t\tWritePair(RCS, MozambiquePitch);\n\t\t\tWritePair(RCS, MozambiqueYaw);\n\t\t\tWritePair(RCS, MozambiquePitchReduction);\n\t\t\tWritePair(RCS, MozambiqueYawReduction);\n\t\t\tWritePair(RCS, EVA8Pitch);\n\t\t\tWritePair(RCS, EVA8Yaw);\n\t\t\tWritePair(RCS, EVA8PitchReduction);\n\t\t\tWritePair(RCS, EVA8YawReduction);\n\t\t\tWritePair(RCS, PeacekeeperPitch);\n\t\t\tWritePair(RCS, PeacekeeperYaw);\n\t\t\tWritePair(RCS, PeacekeeperPitchReduction);\n\t\t\tWritePair(RCS, PeacekeeperYawReduction);\n\t\t\tWritePair(RCS, MastiffPitch);\n\t\t\tWritePair(RCS, MastiffYaw);\n\t\t\tWritePair(RCS, MastiffPitchReduction);\n\t\t\tWritePair(RCS, MastiffYawReduction);\n\t\t\t// Snipers\n\t\t\tWritePair(RCS, LongbowPitch);\n\t\t\tWritePair(RCS, LongbowYaw);\n\t\t\tWritePair(RCS, LongbowPitchReduction);\n\t\t\tWritePair(RCS, LongbowYawReduction);\n\t\t\tWritePair(RCS, ChargeRiflePitch);\n\t\t\tWritePair(RCS, ChargeRifleYaw);\n\t\t\tWritePair(RCS, ChargeRiflePitchReduction);\n\t\t\tWritePair(RCS, ChargeRifleYawReduction);\n\t\t\tWritePair(RCS, SentinelPitch);\n\t\t\tWritePair(RCS, SentinelYaw);\n\t\t\tWritePair(RCS, SentinelPitchReduction);\n\t\t\tWritePair(RCS, SentinelYawReduction);\n\t\t\t// Legendary\n\t\t\tWritePair(RCS, WingmanPitch);\n\t\t\tWritePair(RCS, WingmanYaw);\n\t\t\tWritePair(RCS, WingmanPitchReduction);\n\t\t\tWritePair(RCS, WingmanYawReduction);\n\t\t\tWritePair(RCS, ProwlerPitch);\n\t\t\tWritePair(RCS, ProwlerYaw);\n\t\t\tWritePair(RCS, ProwlerPitchReduction);\n\t\t\tWritePair(RCS, ProwlerYawReduction);\n\t\t\tWritePair(RCS, KraberPitch);\n\t\t\tWritePair(RCS, KraberYaw);\n\t\t\tWritePair(RCS, KraberPitchReduction);\n\t\t\tWritePair(RCS, KraberYawReduction);\n\n\t\t\tWriteSectionEnd();\n\n\t\t\tWriteSection(Triggerbot);\n\t\t\tWritePair(Triggerbot, Enabled);\n\t\t\tWritePair(Triggerbot, BindMethod);\n\t\t\tWritePair(Triggerbot, AttackMethod);\n\t\t\tWritePair(Triggerbot, TriggerBind);\n\t\t\tWritePair(Triggerbot, OnADS);\n\t\t\tWritePair(Triggerbot, HipfireShotguns);\n\t\t\tWritePair(Triggerbot, Delay);\n\t\t\tWritePair(Triggerbot, Range);\n\n\t\t\t// Weapon Toggles\n\t\t\t// Light\n\t\t\tWritePair(Triggerbot, P2020);\n\t\t\tWritePair(Triggerbot, RE45);\n\t\t\tWritePair(Triggerbot, Alternator);\n\t\t\tWritePair(Triggerbot, R99);\n\t\t\tWritePair(Triggerbot, R301);\n\t\t\tWritePair(Triggerbot, Spitfire);\n\t\t\tWritePair(Triggerbot, G7);\n\t\t\t// Heavy\n\t\t\tWritePair(Triggerbot, Flatline);\n\t\t\tWritePair(Triggerbot, Hemlock);\n\t\t\tWritePair(Triggerbot, Repeater);\n\t\t\tWritePair(Triggerbot, Rampage);\n\t\t\tWritePair(Triggerbot, CARSMG);\n\t\t\t// Energy\n\t\t\tWritePair(Triggerbot, Havoc);\n\t\t\tWritePair(Triggerbot, Devotion);\n\t\t\tWritePair(Triggerbot, LSTAR);\n\t\t\tWritePair(Triggerbot, TripleTake);\n\t\t\tWritePair(Triggerbot, Volt);\n\t\t\tWritePair(Triggerbot, Nemesis);\n\t\t\t// Shotgun\n\t\t\tWritePair(Triggerbot, Mozambique);\n\t\t\tWritePair(Triggerbot, EVA8);\n\t\t\tWritePair(Triggerbot, Peacekeeper);\n\t\t\tWritePair(Triggerbot, Mastiff);\n\t\t\t// Snipers\n\t\t\tWritePair(Triggerbot, Longbow);\n\t\t\tWritePair(Triggerbot, ChargeRifle);\n\t\t\tWritePair(Triggerbot, Sentinel);\n\t\t\t// Legendary\n\t\t\tWritePair(Triggerbot, Wingman);\n\t\t\tWritePair(Triggerbot, Prowler);\n\t\t\tWritePair(Triggerbot, Bocek);\n\t\t\tWritePair(Triggerbot, Kraber);\n\t\t\tWritePair(Triggerbot, Knife);\n\n\t\t\t// Advanced Triggerbot\n\t\t\tWritePair(Triggerbot, AdvancedTriggerbot);\n\t\t\tWritePair(Triggerbot, P2020Range);\n\t\t\tWritePair(Triggerbot, RE45Range);\n\t\t\tWritePair(Triggerbot, AlternatorRange);\n\t\t\tWritePair(Triggerbot, R99Range);\n\t\t\tWritePair(Triggerbot, R301Range);\n\t\t\tWritePair(Triggerbot, SpitfireRange);\n\t\t\tWritePair(Triggerbot, G7Range);\n\t\t\tWritePair(Triggerbot, FlatlineRange);\n\t\t\tWritePair(Triggerbot, HemlockRange);\n\t\t\tWritePair(Triggerbot, ProwlerRange);\n\t\t\tWritePair(Triggerbot, RepeaterRange);\n\t\t\tWritePair(Triggerbot, RampageRange);\n\t\t\tWritePair(Triggerbot, CARSMGRange);\n\t\t\tWritePair(Triggerbot, HavocRange);\n\t\t\tWritePair(Triggerbot, DevotionRange);\n\t\t\tWritePair(Triggerbot, LSTARRange);\n\t\t\tWritePair(Triggerbot, TripleTakeRange);\n\t\t\tWritePair(Triggerbot, VoltRange);\n\t\t\tWritePair(Triggerbot, NemesisRange);\n\t\t\tWritePair(Triggerbot, MozambiqueRange);\n\t\t\tWritePair(Triggerbot, PeacekeeperRange);\n\t\t\tWritePair(Triggerbot, MastiffRange);\n\t\t\tWritePair(Triggerbot, LongbowRange);\n\t\t\tWritePair(Triggerbot, ChargeRifleRange);\n\t\t\tWritePair(Triggerbot, SentinelRange);\n\t\t\tWritePair(Triggerbot, WingmanRange);\n\t\t\tWritePair(Triggerbot, EVA8Range);\n\t\t\tWritePair(Triggerbot, BocekRange);\n\t\t\tWritePair(Triggerbot, KraberRange);\n\t\t\tWritePair(Triggerbot, ThrowingKnifeRange);\n\n\t\t\tWriteSectionEnd();\n\n\t\t\tWriteSection(Glow);\n\n\t\t\t// Glow\n\t\t\tWritePair(Glow, NewGlow);\n\t\t\tWritePair(Glow, KnockedCheck);\n\t\t\tWritePair(Glow, GlowMaxDistance);\n\t\t\tWritePair(Glow, GlowColorMode);\n\t\t\tWritePair(Glow, GlowColorShieldMode);\n\t\t\tWritePair(Glow, GlowRadius);\n\t\t\tWritePair(Glow, InsideFunction);  // Leave\n\t\t\tWritePair(Glow, OutlineFunction); // Leave\n\t\t\tWritePair(Glow, BodyStyle);\n\t\t\tWritePair(Glow, OutlineStyle);\n\t\t\tWritePair(Glow, ViewModelGlow);\n\t\t\tWritePair(Glow, ViewModelGlowSetting);\n\t\t\tWritePair(Glow, ViewModelGlowCombo);\n\n\t\t\tWriteSectionEnd();\n\n\t\t\tWriteSection(ItemGlow);\n\n\t\t\tWritePair(ItemGlow, ItemGlow);\n\t\t\tWritePair(ItemGlow, Common);\n\t\t\tWritePair(ItemGlow, Rare);\n\t\t\tWritePair(ItemGlow, Epic);\n\t\t\tWritePair(ItemGlow, Gold);\n\t\t\tWritePair(ItemGlow, Legendary);\n\t\t\tWritePair(ItemGlow, Weapons);\n\t\t\tWritePair(ItemGlow, Ammo);\n\t\t\tWritePair(ItemGlow, Deathbox);\n\t\t\tWritePair(ItemGlow, ItemGlowThickness);\n\t\t\tWritePair(ItemGlow, SelectedInsideStyle);\n\t\t\tWritePair(ItemGlow, SelectedOutlineStyle);\n\n\t\t\tWriteSectionEnd();\n\n\t\t\tWriteSection(Sense);\n\n\t\t\tWritePair(Sense, Enabled);\n\n\t\t\t// Aimbot\n\t\t\tWritePair(Sense, DrawFOVCircle);\n\t\t\tWritePair(Sense, DrawFilledFOVCircle);\n\t\t\tWritePair(Sense, FOVThickness);\n\t\t\tWritePair(Sense, GameFOV);\n\n\t\t\tWritePair(Sense, DrawTargetLine);\n\t\t\tWritePair(Sense, DrawTargetDot);\n\t\t\tWritePair(Sense, DrawTargetBox);\n\t\t\tWritePair(Sense, TargetMode);\n\t\t\tWritePair(Sense, TargetBoneMode);\n\t\t\tWritePair(Sense, TargetSelectedBone);\n\t\t\tWritePair(Sense, TargetBone);\n\t\t\tWritePair(Sense, TargetHitbox);\n\t\t\tWritePair(Sense, TargetLineThickness);\n\t\t\tWritePair(Sense, TargetDotRadius);\n\t\t\tWritePair(Sense, TargetBoxMode);\n\t\t\tWritePair(Sense, TargetBoxThickness);\n\t\t\tWritePair(Sense, TargetBoxSize);\n\n\t\t\tWritePair(Sense, DrawTargetInfo);\n\t\t\tWritePair(Sense, TargetInfoDisplayMode);\n\t\t\tWritePair(Sense, DrawTargetInfoName);\n\t\t\tWritePair(Sense, TargetInfoNamePos);\n\t\t\tWritePair(Sense, DrawTargetInfoLegend);\n\t\t\tWritePair(Sense, TargetInfoLegendPos);\n\t\t\tWritePair(Sense, DrawTargetInfoTeamID);\n\t\t\tWritePair(Sense, DrawTargetInfoDistance);\n\t\t\tWritePair(Sense, DrawTargetInfoWeapon);\n\t\t\tWritePair(Sense, TargetInfoWeaponPos);\n\t\t\tWritePair(Sense, DrawTargetInfoHealth);\n\t\t\tWritePair(Sense, TargetInfoHealthPos);\n\t\t\tWritePair(Sense, DrawTargetInfoShield);\n\t\t\tWritePair(Sense, TargetInfoShieldPos);\n\t\t\tWritePair(Sense, TargetInfoColorMode); \n\t\t\tWritePair(Sense, TargetInfoPosX);\n\t\t\tWritePair(Sense, TargetInfoPosY);\n\t\t\tWritePair(Sense, TargetInfoOffset);\n\n\t\t\t// Other\n\t\t\tWritePair(Sense, DrawCrosshair);\n\t\t\tWritePair(Sense, CrosshairSize);\n\t\t\tWritePair(Sense, CrosshairThickness);\n\t\t\tWritePair(Sense, ShowSpectators);\n\t\t\tWritePair(Sense, DrawSpectatorWarning);\n\t\t\tWritePair(Sense, DrawVisibleWarning);\n\t\t\tWritePair(Sense, WarningTextOutline);\n\t\t\tWritePair(Sense, WarningTextX);\n\t\t\tWritePair(Sense, WarningTextY);\n\t\t\t// Settings\n\t\t\tWritePair(Sense, TextOutline);\n\t\t\tWritePair(Sense, VisibilityCheck);\n\t\t\tWritePair(Sense, KnockedCheck);\n\t\t\tWritePair(Sense, ESPMaxDistance);\n\n\t\t\tWriteSectionEnd();\n\n\t\t\tWriteSection(SenseEnemy);\n\n\t\t\tWritePair(SenseEnemy, DrawEnemy);\n\t\t\tWritePair(SenseEnemy, DrawBoxes);\n\t\t\tWritePair(SenseEnemy, BoxOutline);\n\t\t\tWritePair(SenseEnemy, BoxType);\n\t\t\tWritePair(SenseEnemy, BoxStyle);\n\t\t\tWritePair(SenseEnemy, BoxThickness);\n\t\t\tWritePair(SenseEnemy, DrawSkeleton);\n\t\t\tWritePair(SenseEnemy, SkeletonOutline);\n\t\t\tWritePair(SenseEnemy, SkeletonDetail);\n\t\t\tWritePair(SenseEnemy, SkeletonThickness);\n\t\t\tWritePair(SenseEnemy, DrawHeadCircle);\n\t\t\tWritePair(SenseEnemy, HeadCircleOutline);\n\t\t\tWritePair(SenseEnemy, HeadCircleThickness);\n\t\t\tWritePair(SenseEnemy, DrawBars);\n\t\t\tWritePair(SenseEnemy, HealthBar);\n\t\t\tWritePair(SenseEnemy, ShieldBar);\n\t\t\tWritePair(SenseEnemy, BarMode);\n\t\t\tWritePair(SenseEnemy, BarStyle);\n\t\t\tWritePair(SenseEnemy, BarThickness);\n\t\t\tWritePair(SenseEnemy, BarThickness2);\n\t\t\tWritePair(SenseEnemy, BarHeight);\n\t\t\tWritePair(SenseEnemy, BarWidth);\n\t\t\tWritePair(SenseEnemy, BarColorMode);\n\t\t\tWritePair(SenseEnemy, WeaponColorType);\n\t\t\tWritePair(SenseEnemy, DrawDistance);\n\t\t\tWritePair(SenseEnemy, TracerPosition);\n\t\t\tWritePair(SenseEnemy, TracerBone);\n\t\t\tWritePair(SenseEnemy, DrawTracers);\n\t\t\tWritePair(SenseEnemy, TracerThickness);\n\t\t\tWritePair(SenseEnemy, DrawNames);\n\t\t\tWritePair(SenseEnemy, DrawSeer);\n\t\t\tWritePair(SenseEnemy, DrawStatus);\n\t\t\tWritePair(SenseEnemy, DrawWeapon);\n\t\t\tWritePair(SenseEnemy, DrawLegend);\n\t\t\tWritePair(SenseEnemy, ShowMaxStatusValues);\n\n\t\t\tWriteSectionEnd();\n\n\t\t\tWriteSection(SenseTeammate);\n\n\t\t\tWritePair(SenseTeammate, DrawTeam);\n\t\t\tWritePair(SenseTeammate, DrawBoxes);\n\t\t\tWritePair(SenseTeammate, BoxType);\n\t\t\tWritePair(SenseTeammate, BoxStyle);\n\t\t\tWritePair(SenseTeammate, BoxThickness);\n\t\t\tWritePair(SenseTeammate, DrawSkeleton);\n\t\t\tWritePair(SenseTeammate, SkeletonDetail);\n\t\t\tWritePair(SenseTeammate, SkeletonThickness);\n\t\t\tWritePair(SenseTeammate, DrawHeadCircle);\n\t\t\tWritePair(SenseTeammate, HeadCircleThickness);\n\t\t\tWritePair(SenseTeammate, DrawBars);\n\t\t\tWritePair(SenseTeammate, HealthBar);\n\t\t\tWritePair(SenseTeammate, ShieldBar);\n\t\t\tWritePair(SenseTeammate, BarMode);\n\t\t\tWritePair(SenseTeammate, BarStyle);\n\t\t\tWritePair(SenseTeammate, BarThickness);\n\t\t\tWritePair(SenseTeammate, BarThickness2);\n\t\t\tWritePair(SenseTeammate, BarHeight);\n\t\t\tWritePair(SenseTeammate, BarWidth);\n\t\t\tWritePair(SenseTeammate, BarColorMode);\n\t\t\tWritePair(SenseTeammate, BarBackground);\n\t\t\tWritePair(SenseTeammate, WeaponColorType);\n\t\t\tWritePair(SenseTeammate, DrawDistance);\n\t\t\tWritePair(SenseTeammate, TracerPosition);\n\t\t\tWritePair(SenseTeammate, TracerBone);\n\t\t\tWritePair(SenseTeammate, DrawTracers);\n\t\t\tWritePair(SenseTeammate, TracerThickness);\n\t\t\tWritePair(SenseTeammate, DrawNames);\n\t\t\tWritePair(SenseTeammate, DrawSeer);\n\t\t\tWritePair(SenseTeammate, DrawStatus);\n\t\t\tWritePair(SenseTeammate, DrawWeapon);\n\t\t\tWritePair(SenseTeammate, DrawLegend);\n\t\t\tWritePair(SenseTeammate, ShowMaxStatusValues);\n\n\t\t\tWriteSectionEnd();\n\n\t\t\tWriteSection(SensePositions);\n\n\t\t\tWritePair(SensePositions, NamePosition);\n\t\t\tWritePair(SensePositions, DistancePosition);\n\t\t\tWritePair(SensePositions, LegendPosition);\n\t\t\tWritePair(SensePositions, WeaponPosition);\n\t\t\tWritePair(SensePositions, StatusPosition);\n\n\t\t\tWriteSectionEnd();\n\n\t\t\tWriteSection(Radar);\n\n\t\t\tWritePair(Radar, MiniMap);\n\t\t\tWritePair(Radar, MiniMapRange);\n\t\t\tWritePair(Radar, MiniMapScaleX);\n\t\t\tWritePair(Radar, MiniMapScaleY);\n\t\t\tWritePair(Radar, MiniMapGuides);\n\t\t\tWritePair(Radar, IdentifierSize);\n\t\t\tWritePair(Radar, MiniMapBlackBGSize);\n\t\t\tWritePair(Radar, EnemyIdentifier);\n\t\t\tWritePair(Radar, EnemyViewAngles);\n\t\t\tWritePair(Radar, EnemyViewAnglesLength);\n\t\t\tWritePair(Radar, RadarRounding);\n\t\t\tWritePair(Radar, BackgroundColorR);\n\t\t\tWritePair(Radar, BackgroundColorG);\n\t\t\tWritePair(Radar, BackgroundColorB);\n\t\t\tWritePair(Radar, BackgroundColorA);\n\t\t\t\n\t\t\tWritePair(Radar, BigMap);\n\t\t\tWritePair(Radar, BigMapBind);\n\t\t\tWritePair(Radar, CircleColorR);\n\t\t\tWritePair(Radar, CircleColorG);\n\t\t\tWritePair(Radar, CircleColorB);\n\t\t\tWritePair(Radar, CircleColorA);\n\n\t\t\tWriteSectionEnd();\n\n\t\t\tWriteSection(Misc);\n\n\t\t\tWritePair(Misc, SuperGlide);\n\t\t\tWritePair(Misc, SuperGlideMode);\n\t\t\tWritePair(Misc, SuperGlideFPS);\n\n\t\t\tWritePair(Misc, QuickTurn);\n\t\t\tWritePair(Misc, QuickTurnAngle);\n\t\t\tWritePair(Misc, QuickTurnBind);\n\n\t\t\tWritePair(Misc, WallJump);\n\t\t\tWritePair(Misc, WallJumpBind);\n\t\t\tWritePair(Misc, AutoTapStrafe);\n\n\t\t\tWritePair(Misc, BHop);\n\t\t\tWritePair(Misc, BHopDelay);\n\t\t\tWritePair(Misc, BHopBind);\n\n\t\t\tWritePair(Misc, RapidFire);\n\t\t\tWritePair(Misc, RapidFireDelay);\n\t\t\tWritePair(Misc, RapidFireBind);\n\n\t\t\t// Rapid Fire Weapon Toggles\n\t\t\t// Light\n\t\t\tWritePair(Misc, RapidP2020);\n\t\t\tWritePair(Misc, RapidR301);\n\t\t\tWritePair(Misc, RapidG7);\n\t\t\t// Heavy\n\t\t\tWritePair(Misc, RapidFlatline);\n\t\t\tWritePair(Misc, RapidHemlock);\n\t\t\tWritePair(Misc, RapidProwler);\n\t\t\t// Energy\n\t\t\tWritePair(Misc, RapidNemesis);\n\t\t\t// Shotgun\n\t\t\tWritePair(Misc, RapidMozambique);\n\t\t\tWritePair(Misc, RapidEVA8);\n\t\t\t// Legendary\n\t\t\tWritePair(Misc, RapidWingman);\n\n\t\t\tWritePair(Misc, SkinChanger);\n\t\t\t// Weapon IDs\n\t\t\t// Light\n\t\t\tWritePair(Misc, SkinP2020);\n\t\t\tWritePair(Misc, SkinRE45);\n\t\t\tWritePair(Misc, SkinALTERNATOR);\n\t\t\tWritePair(Misc, SkinR99);\n\t\t\tWritePair(Misc, SkinR301);\n\t\t\tWritePair(Misc, SkinSPITFIRE);\n\t\t\tWritePair(Misc, SkinG7);\n\n\t\t\t// Heavy\n\t\t\tWritePair(Misc, SkinFLATLINE);\n\t\t\tWritePair(Misc, SkinHEMLOCK);\n\t\t\tWritePair(Misc, SkinREPEATER);\n\t\t\tWritePair(Misc, SkinRAMPAGE);\n\t\t\tWritePair(Misc, SkinCAR);\n\n\t\t\t// Energy\n\t\t\tWritePair(Misc, SkinHAVOC);\n\t\t\tWritePair(Misc, SkinDEVOTION);\n\t\t\tWritePair(Misc, SkinLSTAR);\n\t\t\tWritePair(Misc, SkinTRIPLETAKE);\n\t\t\tWritePair(Misc, SkinVOLT);\n\t\t\tWritePair(Misc, SkinNEMESIS);\n\n\t\t\t// Shotgun\n\t\t\tWritePair(Misc, SkinMOZAMBIQUE);\n\t\t\tWritePair(Misc, SkinEVA8);\n\t\t\tWritePair(Misc, SkinPEACEKEEPER);\n\t\t\tWritePair(Misc, SkinMASTIFF);\n\n\t\t\t// Snipers\n\t\t\tWritePair(Misc, SkinLONGBOW);\n\t\t\tWritePair(Misc, SkinCHARGE_RIFLE);\n\t\t\tWritePair(Misc, SkinSENTINEL);\n\n\t\t\t// Legendary\n\t\t\tWritePair(Misc, SkinWINGMAN);\n\t\t\tWritePair(Misc, SkinPROWLER);\n\t\t\tWritePair(Misc, SkinBOCEK);\n\t\t\tWritePair(Misc, SkinKRABER);\n\n\t\t\tWriteSectionEnd();\n\n\t\t\tWriteSection(Colors);\n\n\t\t\tWritePair(Colors, WeaponColorMode);\n\n\t\t\tWritePair(Colors, TargetLineColorR);\n\t\t\tWritePair(Colors, TargetLineColorG);\n\t\t\tWritePair(Colors, TargetLineColorB);\n\t\t\tWritePair(Colors, TargetLineColorA);\n\t\t\tWritePair(Colors, TargetLineLockedColorR);\n\t\t\tWritePair(Colors, TargetLineLockedColorG);\n\t\t\tWritePair(Colors, TargetLineLockedColorB);\n\t\t\tWritePair(Colors, TargetLineLockedColorA);\n\t\t\tWritePair(Colors, TargetDotColorR);\n\t\t\tWritePair(Colors, TargetDotColorG);\n\t\t\tWritePair(Colors, TargetDotColorB);\n\t\t\tWritePair(Colors, TargetDotColorA);\n\t\t\tWritePair(Colors, TargetDotLockedColorR);\n\t\t\tWritePair(Colors, TargetDotLockedColorG);\n\t\t\tWritePair(Colors, TargetDotLockedColorB);\n\t\t\tWritePair(Colors, TargetDotLockedColorA);\n\t\t\tWritePair(Colors, TargetBoxColorR);\n\t\t\tWritePair(Colors, TargetBoxColorG);\n\t\t\tWritePair(Colors, TargetBoxColorB);\n\t\t\tWritePair(Colors, TargetBoxColorA);\n\t\t\tWritePair(Colors, TargetBoxLockedColorR);\n\t\t\tWritePair(Colors, TargetBoxLockedColorG);\n\t\t\tWritePair(Colors, TargetBoxLockedColorB);\n\t\t\tWritePair(Colors, TargetBoxLockedColorA);\n\n\t\t\tWritePair(Colors, TargetInfoColorR);\n\t\t\tWritePair(Colors, TargetInfoColorG);\n\t\t\tWritePair(Colors, TargetInfoColorB);\n\t\t\tWritePair(Colors, TargetInfoColorA);\n\t\t\tWritePair(Colors, TargetInfoLockedColorR);\n\t\t\tWritePair(Colors, TargetInfoLockedColorG);\n\t\t\tWritePair(Colors, TargetInfoLockedColorB);\n\t\t\tWritePair(Colors, TargetInfoLockedColorA);\n\n\t\t\tWritePair(Colors, FOVColorR);\n\t\t\tWritePair(Colors, FOVColorG);\n\t\t\tWritePair(Colors, FOVColorB);\n\t\t\tWritePair(Colors, FOVColorA);\n\t\t\tWritePair(Colors, FilledFOVColorR);\n\t\t\tWritePair(Colors, FilledFOVColorG);\n\t\t\tWritePair(Colors, FilledFOVColorB);\n\t\t\tWritePair(Colors, FilledFOVColorA);\n\t\t\tWritePair(Colors, CrosshairColorR);\n\t\t\tWritePair(Colors, CrosshairColorG);\n\t\t\tWritePair(Colors, CrosshairColorB);\n\t\t\tWritePair(Colors, CrosshairColorA);\n\t\t\tWritePair(Colors, SpectatorWarningColorR);\n\t\t\tWritePair(Colors, SpectatorWarningColorG);\n\t\t\tWritePair(Colors, SpectatorWarningColorB);\n\t\t\tWritePair(Colors, SpectatorWarningColorA);\n\t\t\tWritePair(Colors, VisibleWarningColorR);\n\t\t\tWritePair(Colors, VisibleWarningColorG);\n\t\t\tWritePair(Colors, VisibleWarningColorB);\n\t\t\tWritePair(Colors, VisibleWarningColorA);\n\n\t\t\tWritePair(Colors, NameColorR);\n\t\t\tWritePair(Colors, NameColorG);\n\t\t\tWritePair(Colors, NameColorB);\n\t\t\tWritePair(Colors, NameColorA);\n\n\t\t\tWriteSectionEnd();\n\n\t\t\tWriteSection(EnemyColors);\n\n\t\t\tWritePair(EnemyColors, InvisibleBoxColorR);\n\t\t\tWritePair(EnemyColors, InvisibleBoxColorG);\n\t\t\tWritePair(EnemyColors, InvisibleBoxColorB);\n\t\t\tWritePair(EnemyColors, InvisibleBoxColorA);\n\t\t\tWritePair(EnemyColors, VisibleBoxColorR);\n\t\t\tWritePair(EnemyColors, VisibleBoxColorG);\n\t\t\tWritePair(EnemyColors, VisibleBoxColorB);\n\t\t\tWritePair(EnemyColors, VisibleBoxColorA);\n\t\t\tWritePair(EnemyColors, KnockedBoxColorR);\n\t\t\tWritePair(EnemyColors, KnockedBoxColorG);\n\t\t\tWritePair(EnemyColors, KnockedBoxColorB);\n\t\t\tWritePair(EnemyColors, KnockedBoxColorA);\n\t\t\tWritePair(EnemyColors, InvisibleFilledBoxColorR);\n\t\t\tWritePair(EnemyColors, InvisibleFilledBoxColorG);\n\t\t\tWritePair(EnemyColors, InvisibleFilledBoxColorB);\n\t\t\tWritePair(EnemyColors, InvisibleFilledBoxColorA);\n\t\t\tWritePair(EnemyColors, VisibleFilledBoxColorR);\n\t\t\tWritePair(EnemyColors, VisibleFilledBoxColorG);\n\t\t\tWritePair(EnemyColors, VisibleFilledBoxColorB);\n\t\t\tWritePair(EnemyColors, VisibleFilledBoxColorA);\n\t\t\tWritePair(EnemyColors, KnockedFilledBoxColorR);\n\t\t\tWritePair(EnemyColors, KnockedFilledBoxColorG);\n\t\t\tWritePair(EnemyColors, KnockedFilledBoxColorB);\n\t\t\tWritePair(EnemyColors, KnockedFilledBoxColorA);\n\t\t\tWritePair(EnemyColors, InvisibleTracerColorR);\n\t\t\tWritePair(EnemyColors, InvisibleTracerColorG);\n\t\t\tWritePair(EnemyColors, InvisibleTracerColorB);\n\t\t\tWritePair(EnemyColors, InvisibleTracerColorA);\n\t\t\tWritePair(EnemyColors, VisibleTracerColorR);\n\t\t\tWritePair(EnemyColors, VisibleTracerColorG);\n\t\t\tWritePair(EnemyColors, VisibleTracerColorB);\n\t\t\tWritePair(EnemyColors, VisibleTracerColorA);\n\t\t\tWritePair(EnemyColors, KnockedTracerColorR);\n\t\t\tWritePair(EnemyColors, KnockedTracerColorG);\n\t\t\tWritePair(EnemyColors, KnockedTracerColorB);\n\t\t\tWritePair(EnemyColors, KnockedTracerColorA);\n\t\t\tWritePair(EnemyColors, InvisibleSkeletonColorR);\n\t\t\tWritePair(EnemyColors, InvisibleSkeletonColorG);\n\t\t\tWritePair(EnemyColors, InvisibleSkeletonColorB);\n\t\t\tWritePair(EnemyColors, InvisibleSkeletonColorA);\n\t\t\tWritePair(EnemyColors, VisibleSkeletonColorR);\n\t\t\tWritePair(EnemyColors, VisibleSkeletonColorG);\n\t\t\tWritePair(EnemyColors, VisibleSkeletonColorB);\n\t\t\tWritePair(EnemyColors, VisibleSkeletonColorA);\n\t\t\tWritePair(EnemyColors, KnockedSkeletonColorR);\n\t\t\tWritePair(EnemyColors, KnockedSkeletonColorG);\n\t\t\tWritePair(EnemyColors, KnockedSkeletonColorB);\n\t\t\tWritePair(EnemyColors, KnockedSkeletonColorA);\n\t\t\tWritePair(EnemyColors, InvisibleHeadCircleColorR);\n\t\t\tWritePair(EnemyColors, InvisibleHeadCircleColorG);\n\t\t\tWritePair(EnemyColors, InvisibleHeadCircleColorB);\n\t\t\tWritePair(EnemyColors, InvisibleHeadCircleColorA);\n\t\t\tWritePair(EnemyColors, VisibleHeadCircleColorR);\n\t\t\tWritePair(EnemyColors, VisibleHeadCircleColorG);\n\t\t\tWritePair(EnemyColors, VisibleHeadCircleColorB);\n\t\t\tWritePair(EnemyColors, VisibleHeadCircleColorA);\n\t\t\tWritePair(EnemyColors, KnockedHeadCircleColorR);\n\t\t\tWritePair(EnemyColors, KnockedHeadCircleColorG);\n\t\t\tWritePair(EnemyColors, KnockedHeadCircleColorB);\n\t\t\tWritePair(EnemyColors, KnockedHeadCircleColorA);\n\t\t\tWritePair(EnemyColors, InvisibleNameColorR);\n\t\t\tWritePair(EnemyColors, InvisibleNameColorG);\n\t\t\tWritePair(EnemyColors, InvisibleNameColorB);\n\t\t\tWritePair(EnemyColors, InvisibleNameColorA);\n\t\t\tWritePair(EnemyColors, VisibleNameColorR);\n\t\t\tWritePair(EnemyColors, VisibleNameColorG);\n\t\t\tWritePair(EnemyColors, VisibleNameColorB);\n\t\t\tWritePair(EnemyColors, VisibleNameColorA);\n\t\t\tWritePair(EnemyColors, KnockedNameColorR);\n\t\t\tWritePair(EnemyColors, KnockedNameColorG);\n\t\t\tWritePair(EnemyColors, KnockedNameColorB);\n\t\t\tWritePair(EnemyColors, KnockedNameColorA);\n\t\t\tWritePair(EnemyColors, InvisibleDistanceColorR);\n\t\t\tWritePair(EnemyColors, InvisibleDistanceColorG);\n\t\t\tWritePair(EnemyColors, InvisibleDistanceColorB);\n\t\t\tWritePair(EnemyColors, InvisibleDistanceColorA);\n\t\t\tWritePair(EnemyColors, VisibleDistanceColorR);\n\t\t\tWritePair(EnemyColors, VisibleDistanceColorG);\n\t\t\tWritePair(EnemyColors, VisibleDistanceColorB);\n\t\t\tWritePair(EnemyColors, VisibleDistanceColorA);\n\t\t\tWritePair(EnemyColors, KnockedDistanceColorR);\n\t\t\tWritePair(EnemyColors, KnockedDistanceColorG);\n\t\t\tWritePair(EnemyColors, KnockedDistanceColorB);\n\t\t\tWritePair(EnemyColors, KnockedDistanceColorA);\n\t\t\tWritePair(EnemyColors, InvisibleLegendColorR);\n\t\t\tWritePair(EnemyColors, InvisibleLegendColorG);\n\t\t\tWritePair(EnemyColors, InvisibleLegendColorB);\n\t\t\tWritePair(EnemyColors, InvisibleLegendColorA);\n\t\t\tWritePair(EnemyColors, VisibleLegendColorR);\n\t\t\tWritePair(EnemyColors, VisibleLegendColorG);\n\t\t\tWritePair(EnemyColors, VisibleLegendColorB);\n\t\t\tWritePair(EnemyColors, VisibleLegendColorA);\n\t\t\tWritePair(EnemyColors, KnockedLegendColorR);\n\t\t\tWritePair(EnemyColors, KnockedLegendColorG);\n\t\t\tWritePair(EnemyColors, KnockedLegendColorB);\n\t\t\tWritePair(EnemyColors, KnockedLegendColorA);\n\t\t\t// Bar\n\t\t\tWritePair(EnemyColors, BarColorMode);\n\t\t\t// WeaponESP Colors\n\t\t\tWritePair(EnemyColors, InvisibleWeaponColorR);\n\t\t\tWritePair(EnemyColors, InvisibleWeaponColorG);\n\t\t\tWritePair(EnemyColors, InvisibleWeaponColorB);\n\t\t\tWritePair(EnemyColors, InvisibleWeaponColorA);\n\t\t\tWritePair(EnemyColors, VisibleWeaponColorR);\n\t\t\tWritePair(EnemyColors, VisibleWeaponColorG);\n\t\t\tWritePair(EnemyColors, VisibleWeaponColorB);\n\t\t\tWritePair(EnemyColors, VisibleWeaponColorA);\n\t\t\tWritePair(EnemyColors, KnockedWeaponColorR);\n\t\t\tWritePair(EnemyColors, KnockedWeaponColorG);\n\t\t\tWritePair(EnemyColors, KnockedWeaponColorB);\n\t\t\tWritePair(EnemyColors, KnockedWeaponColorA);\n\t\t\t// Multiple\n\t\t\tWritePair(EnemyColors, LightWeaponColorR);\n\t\t\tWritePair(EnemyColors, LightWeaponColorG);\n\t\t\tWritePair(EnemyColors, LightWeaponColorB);\n\t\t\tWritePair(EnemyColors, LightWeaponColorA);\n\t\t\tWritePair(EnemyColors, HeavyWeaponColorR);\n\t\t\tWritePair(EnemyColors, HeavyWeaponColorG);\n\t\t\tWritePair(EnemyColors, HeavyWeaponColorB);\n\t\t\tWritePair(EnemyColors, HeavyWeaponColorA);\n\t\t\tWritePair(EnemyColors, EnergyWeaponColorR);\n\t\t\tWritePair(EnemyColors, EnergyWeaponColorG);\n\t\t\tWritePair(EnemyColors, EnergyWeaponColorB);\n\t\t\tWritePair(EnemyColors, EnergyWeaponColorA);\n\t\t\tWritePair(EnemyColors, ShotgunWeaponColorR);\n\t\t\tWritePair(EnemyColors, ShotgunWeaponColorG);\n\t\t\tWritePair(EnemyColors, ShotgunWeaponColorB);\n\t\t\tWritePair(EnemyColors, ShotgunWeaponColorA);\n\t\t\tWritePair(EnemyColors, SniperWeaponColorR);\n\t\t\tWritePair(EnemyColors, SniperWeaponColorG);\n\t\t\tWritePair(EnemyColors, SniperWeaponColorB);\n\t\t\tWritePair(EnemyColors, SniperWeaponColorA);\n\t\t\tWritePair(EnemyColors, LegendaryWeaponColorR);\n\t\t\tWritePair(EnemyColors, LegendaryWeaponColorG);\n\t\t\tWritePair(EnemyColors, LegendaryWeaponColorB);\n\t\t\tWritePair(EnemyColors, LegendaryWeaponColorA);\n\t\t\tWritePair(EnemyColors, MeleeWeaponColorR);\n\t\t\tWritePair(EnemyColors, MeleeWeaponColorG);\n\t\t\tWritePair(EnemyColors, MeleeWeaponColorB);\n\t\t\tWritePair(EnemyColors, MeleeWeaponColorA);\n\t\t\tWritePair(EnemyColors, ThrowableWeaponColorR);\n\t\t\tWritePair(EnemyColors, ThrowableWeaponColorG);\n\t\t\tWritePair(EnemyColors, ThrowableWeaponColorB);\n\t\t\tWritePair(EnemyColors, ThrowableWeaponColorA);\n\t\t\t// Glow\n\t\t\tWritePair(EnemyColors, InvisibleGlowColorR);\n\t\t\tWritePair(EnemyColors, InvisibleGlowColorG);\n\t\t\tWritePair(EnemyColors, InvisibleGlowColorB);\n\t\t\tWritePair(EnemyColors, VisibleGlowColorR);\n\t\t\tWritePair(EnemyColors, VisibleGlowColorG);\n\t\t\tWritePair(EnemyColors, VisibleGlowColorB);\n\t\t\tWritePair(EnemyColors, KnockedGlowColorR);\n\t\t\tWritePair(EnemyColors, KnockedGlowColorG);\n\t\t\tWritePair(EnemyColors, KnockedGlowColorB);\n\n\t\t\tWritePair(EnemyColors, RedShieldColorR);\n\t\t\tWritePair(EnemyColors, RedShieldColorG);\n\t\t\tWritePair(EnemyColors, RedShieldColorB);\n\t\t\tWritePair(EnemyColors, PurpleShieldColorR);\n\t\t\tWritePair(EnemyColors, PurpleShieldColorG);\n\t\t\tWritePair(EnemyColors, PurpleShieldColorB);\n\t\t\tWritePair(EnemyColors, BlueShieldColorR);\n\t\t\tWritePair(EnemyColors, BlueShieldColorG);\n\t\t\tWritePair(EnemyColors, BlueShieldColorB);\n\t\t\tWritePair(EnemyColors, GreyShieldColorR);\n\t\t\tWritePair(EnemyColors, GreyShieldColorG);\n\t\t\tWritePair(EnemyColors, GreyShieldColorB);\n\t\t\tWritePair(EnemyColors, LowGlowColorR);\n\t\t\tWritePair(EnemyColors, LowGlowColorG);\n\t\t\tWritePair(EnemyColors, LowGlowColorB);\n\n\t\t\tWriteSectionEnd();\n\n\t\t\tWriteSection(TeammateColors);\n\n\t\t\tWritePair(TeammateColors, InvisibleBoxColorR);\n\t\t\tWritePair(TeammateColors, InvisibleBoxColorG);\n\t\t\tWritePair(TeammateColors, InvisibleBoxColorB);\n\t\t\tWritePair(TeammateColors, InvisibleBoxColorA);\n\t\t\tWritePair(TeammateColors, VisibleBoxColorR);\n\t\t\tWritePair(TeammateColors, VisibleBoxColorG);\n\t\t\tWritePair(TeammateColors, VisibleBoxColorB);\n\t\t\tWritePair(TeammateColors, VisibleBoxColorA);\n\t\t\tWritePair(TeammateColors, VisibleBoxColorR);\n\t\t\tWritePair(TeammateColors, VisibleBoxColorG);\n\t\t\tWritePair(TeammateColors, VisibleBoxColorB);\n\t\t\tWritePair(TeammateColors, VisibleBoxColorA);\n\t\t\tWritePair(TeammateColors, InvisibleFilledBoxColorR);\n\t\t\tWritePair(TeammateColors, InvisibleFilledBoxColorG);\n\t\t\tWritePair(TeammateColors, InvisibleFilledBoxColorB);\n\t\t\tWritePair(TeammateColors, InvisibleFilledBoxColorA);\n\t\t\tWritePair(TeammateColors, VisibleFilledBoxColorR);\n\t\t\tWritePair(TeammateColors, VisibleFilledBoxColorG);\n\t\t\tWritePair(TeammateColors, VisibleFilledBoxColorB);\n\t\t\tWritePair(TeammateColors, VisibleFilledBoxColorA);\n\t\t\tWritePair(TeammateColors, VisibleFilledBoxColorR);\n\t\t\tWritePair(TeammateColors, VisibleFilledBoxColorG);\n\t\t\tWritePair(TeammateColors, VisibleFilledBoxColorB);\n\t\t\tWritePair(TeammateColors, VisibleFilledBoxColorA);\n\t\t\tWritePair(TeammateColors, InvisibleTracerColorR);\n\t\t\tWritePair(TeammateColors, InvisibleTracerColorG);\n\t\t\tWritePair(TeammateColors, InvisibleTracerColorB);\n\t\t\tWritePair(TeammateColors, InvisibleTracerColorA);\n\t\t\tWritePair(TeammateColors, VisibleTracerColorR);\n\t\t\tWritePair(TeammateColors, VisibleTracerColorG);\n\t\t\tWritePair(TeammateColors, VisibleTracerColorB);\n\t\t\tWritePair(TeammateColors, VisibleTracerColorA);\n\t\t\tWritePair(TeammateColors, VisibleTracerColorR);\n\t\t\tWritePair(TeammateColors, VisibleTracerColorG);\n\t\t\tWritePair(TeammateColors, VisibleTracerColorB);\n\t\t\tWritePair(TeammateColors, VisibleTracerColorA);\n\t\t\tWritePair(TeammateColors, InvisibleSkeletonColorR);\n\t\t\tWritePair(TeammateColors, InvisibleSkeletonColorG);\n\t\t\tWritePair(TeammateColors, InvisibleSkeletonColorB);\n\t\t\tWritePair(TeammateColors, InvisibleSkeletonColorA);\n\t\t\tWritePair(TeammateColors, VisibleSkeletonColorR);\n\t\t\tWritePair(TeammateColors, VisibleSkeletonColorG);\n\t\t\tWritePair(TeammateColors, VisibleSkeletonColorB);\n\t\t\tWritePair(TeammateColors, VisibleSkeletonColorA);\n\t\t\tWritePair(TeammateColors, VisibleSkeletonColorR);\n\t\t\tWritePair(TeammateColors, VisibleSkeletonColorG);\n\t\t\tWritePair(TeammateColors, VisibleSkeletonColorB);\n\t\t\tWritePair(TeammateColors, VisibleSkeletonColorA);\n\t\t\tWritePair(TeammateColors, InvisibleHeadCircleColorR);\n\t\t\tWritePair(TeammateColors, InvisibleHeadCircleColorG);\n\t\t\tWritePair(TeammateColors, InvisibleHeadCircleColorB);\n\t\t\tWritePair(TeammateColors, InvisibleHeadCircleColorA);\n\t\t\tWritePair(TeammateColors, VisibleHeadCircleColorR);\n\t\t\tWritePair(TeammateColors, VisibleHeadCircleColorG);\n\t\t\tWritePair(TeammateColors, VisibleHeadCircleColorB);\n\t\t\tWritePair(TeammateColors, VisibleHeadCircleColorA);\n\t\t\tWritePair(TeammateColors, VisibleHeadCircleColorR);\n\t\t\tWritePair(TeammateColors, VisibleHeadCircleColorG);\n\t\t\tWritePair(TeammateColors, VisibleHeadCircleColorB);\n\t\t\tWritePair(TeammateColors, VisibleHeadCircleColorA);\n\t\t\tWritePair(TeammateColors, InvisibleNameColorR);\n\t\t\tWritePair(TeammateColors, InvisibleNameColorG);\n\t\t\tWritePair(TeammateColors, InvisibleNameColorB);\n\t\t\tWritePair(TeammateColors, InvisibleNameColorA);\n\t\t\tWritePair(TeammateColors, VisibleNameColorR);\n\t\t\tWritePair(TeammateColors, VisibleNameColorG);\n\t\t\tWritePair(TeammateColors, VisibleNameColorB);\n\t\t\tWritePair(TeammateColors, VisibleNameColorA);\n\t\t\tWritePair(TeammateColors, VisibleNameColorR);\n\t\t\tWritePair(TeammateColors, VisibleNameColorG);\n\t\t\tWritePair(TeammateColors, VisibleNameColorB);\n\t\t\tWritePair(TeammateColors, VisibleNameColorA);\n\t\t\tWritePair(TeammateColors, InvisibleDistanceColorR);\n\t\t\tWritePair(TeammateColors, InvisibleDistanceColorG);\n\t\t\tWritePair(TeammateColors, InvisibleDistanceColorB);\n\t\t\tWritePair(TeammateColors, InvisibleDistanceColorA);\n\t\t\tWritePair(TeammateColors, VisibleDistanceColorR);\n\t\t\tWritePair(TeammateColors, VisibleDistanceColorG);\n\t\t\tWritePair(TeammateColors, VisibleDistanceColorB);\n\t\t\tWritePair(TeammateColors, VisibleDistanceColorA);\n\t\t\tWritePair(TeammateColors, VisibleDistanceColorR);\n\t\t\tWritePair(TeammateColors, VisibleDistanceColorG);\n\t\t\tWritePair(TeammateColors, VisibleDistanceColorB);\n\t\t\tWritePair(TeammateColors, VisibleDistanceColorA);\n\t\t\tWritePair(TeammateColors, InvisibleLegendColorR);\n\t\t\tWritePair(TeammateColors, InvisibleLegendColorG);\n\t\t\tWritePair(TeammateColors, InvisibleLegendColorB);\n\t\t\tWritePair(TeammateColors, InvisibleLegendColorA);\n\t\t\tWritePair(TeammateColors, VisibleLegendColorR);\n\t\t\tWritePair(TeammateColors, VisibleLegendColorG);\n\t\t\tWritePair(TeammateColors, VisibleLegendColorB);\n\t\t\tWritePair(TeammateColors, VisibleLegendColorA);\n\t\t\tWritePair(TeammateColors, VisibleLegendColorR);\n\t\t\tWritePair(TeammateColors, VisibleLegendColorG);\n\t\t\tWritePair(TeammateColors, VisibleLegendColorB);\n\t\t\tWritePair(TeammateColors, VisibleLegendColorA);\n\t\t\t// Bar\n\t\t\tWritePair(TeammateColors, BarColorMode);\n\t\t\t// WeaponESP Colors\n\t\t\tWritePair(TeammateColors, InvisibleWeaponColorR);\n\t\t\tWritePair(TeammateColors, InvisibleWeaponColorG);\n\t\t\tWritePair(TeammateColors, InvisibleWeaponColorB);\n\t\t\tWritePair(TeammateColors, InvisibleWeaponColorA);\n\t\t\tWritePair(TeammateColors, VisibleWeaponColorR);\n\t\t\tWritePair(TeammateColors, VisibleWeaponColorG);\n\t\t\tWritePair(TeammateColors, VisibleWeaponColorB);\n\t\t\tWritePair(TeammateColors, VisibleWeaponColorA);\n\t\t\tWritePair(TeammateColors, VisibleWeaponColorR);\n\t\t\tWritePair(TeammateColors, VisibleWeaponColorG);\n\t\t\tWritePair(TeammateColors, VisibleWeaponColorB);\n\t\t\tWritePair(TeammateColors, VisibleWeaponColorA);\n\t\t\t// Multiple\n\t\t\tWritePair(TeammateColors, LightWeaponColorR);\n\t\t\tWritePair(TeammateColors, LightWeaponColorG);\n\t\t\tWritePair(TeammateColors, LightWeaponColorB);\n\t\t\tWritePair(TeammateColors, LightWeaponColorA);\n\t\t\tWritePair(TeammateColors, HeavyWeaponColorR);\n\t\t\tWritePair(TeammateColors, HeavyWeaponColorG);\n\t\t\tWritePair(TeammateColors, HeavyWeaponColorB);\n\t\t\tWritePair(TeammateColors, HeavyWeaponColorA);\n\t\t\tWritePair(TeammateColors, EnergyWeaponColorR);\n\t\t\tWritePair(TeammateColors, EnergyWeaponColorG);\n\t\t\tWritePair(TeammateColors, EnergyWeaponColorB);\n\t\t\tWritePair(TeammateColors, EnergyWeaponColorA);\n\t\t\tWritePair(TeammateColors, ShotgunWeaponColorR);\n\t\t\tWritePair(TeammateColors, ShotgunWeaponColorG);\n\t\t\tWritePair(TeammateColors, ShotgunWeaponColorB);\n\t\t\tWritePair(TeammateColors, ShotgunWeaponColorA);\n\t\t\tWritePair(TeammateColors, SniperWeaponColorR);\n\t\t\tWritePair(TeammateColors, SniperWeaponColorG);\n\t\t\tWritePair(TeammateColors, SniperWeaponColorB);\n\t\t\tWritePair(TeammateColors, SniperWeaponColorA);\n\t\t\tWritePair(TeammateColors, LegendaryWeaponColorR);\n\t\t\tWritePair(TeammateColors, LegendaryWeaponColorG);\n\t\t\tWritePair(TeammateColors, LegendaryWeaponColorB);\n\t\t\tWritePair(TeammateColors, LegendaryWeaponColorA);\n\t\t\tWritePair(TeammateColors, MeleeWeaponColorR);\n\t\t\tWritePair(TeammateColors, MeleeWeaponColorG);\n\t\t\tWritePair(TeammateColors, MeleeWeaponColorB);\n\t\t\tWritePair(TeammateColors, MeleeWeaponColorA);\n\t\t\tWritePair(TeammateColors, ThrowableWeaponColorR);\n\t\t\tWritePair(TeammateColors, ThrowableWeaponColorG);\n\t\t\tWritePair(TeammateColors, ThrowableWeaponColorB);\n\t\t\tWritePair(TeammateColors, ThrowableWeaponColorA);\n\n\t\t\tWriteSectionEnd();\n\n\t\t\tWriteSection(Watermark);\n\n\t\t\tWritePair(Watermark, Watermark);\n\t\t\tWritePair(Watermark, WatermarkPosition);\n\t\t\tWritePair(Watermark, Name);\n\t\t\tWritePair(Watermark, ProcessingSpeed);\n\t\t\tWritePair(Watermark, GameFPS);\n\t\t\tWritePair(Watermark, Spectators);\n\n\t\t\tWriteSectionEnd();\n\n\t\t\tWriteSection(Settings);\n\n\t\t\tWritePair(Settings, MenuBind);\n\t\t\tWritePair(Settings, ESPEnabled);\n\t\t\tWritePair(Settings, DeadCheck);\n\t\t\tWritePair(Settings, OverlayEnabled);\n\t\t\tWritePair(Settings, AntiAliasedLines);\n\t\t\tWritePair(Settings, FPSCap);\n\t\t\tWritePair(Settings, CappedFPS);\n\t\t\tWritePair(Settings, ShowKeybinds);\n\t\t\tWritePair(Settings, KeybindColorR);\n\t\t\tWritePair(Settings, KeybindColorG);\n\t\t\tWritePair(Settings, KeybindColorB);\n\t\t\tWritePair(Settings, KeybindColorA);\n\n\t\t\tWriteSectionEnd();\n\n\t\t\tconf.close();\n\t\t}\n\t}\n\n\tvoid SaveConfig() {\n\t\tif (!Legit->Save())\n\t\t\tstd::cout << \"something went wrong trying to save Legitbot settings\" << std::endl;\n\t\tif (!Rage->Save())\n\t\t\tstd::cout << \"something went wrong trying to save Ragebot settings\" << std::endl;\n\t\tif (!Trigger->Save())\n\t\t\tstd::cout << \"something went wrong trying to save Triggerbot settings\" << std::endl;\n\t\tif (!Flick->Save())\n\t\t\tstd::cout << \"something went wrong trying to save Flickbot settings\" << std::endl;\n\t\tif (!GlowESP->Save())\n\t\t\tstd::cout << \"something went wrong trying to save Glow settings\" << std::endl;\n\t\tif (!ESP->Save())\n\t\t\tstd::cout << \"something went wrong trying to save Sense/ESP settings\" << std::endl;\n\t\tif (!MiscTab->Save())\n\t\t\tstd::cout << \"something went wrong trying to save Misc settings\" << std::endl;\n\t\tif (!MapRadar->Save())\n\t\t\tstd::cout << \"something went wrong trying to save Radar settings\" << std::endl;\n\t\tif (!SaveOtherSettings())\n\t\t\tstd::cout << \"something went wrong trying to save Other settings\" << std::endl;\n\t\tUpdateConfig();\n\t}\n\n\tbool SaveOtherSettings() {\n\t\ttry {\n\t\t\tConfig::Settings::MenuBind = static_cast<int>(Features::Settings::MenuBind);\n\t\t\tConfig::Settings::ESPEnabled = Features::Settings::ESPEnabled;\n\t\t\tConfig::Settings::DeadCheck = Features::Settings::DeadCheck;\n\t\t\tConfig::Settings::OverlayEnabled = Features::Settings::OverlayEnabled;\n\t\t\tConfig::Settings::AntiAliasedLines = Features::Settings::AntiAliasedLines;\n\t\t\tConfig::Settings::FPSCap = Features::Settings::FPSCap;\n\t\t\tConfig::Settings::CappedFPS = Features::Settings::CappedFPS;\n\t\t\tConfig::Settings::ShowKeybinds = Features::Settings::ShowKeybinds;\n\t\t\tConfig::Settings::KeybindColorR = Features::Settings::KeybindColor[0];\n\t\t\tConfig::Settings::KeybindColorG = Features::Settings::KeybindColor[1];\n\t\t\tConfig::Settings::KeybindColorB = Features::Settings::KeybindColor[2];\n\t\t\tConfig::Settings::KeybindColorA = Features::Settings::KeybindColor[3];\n\n\t\t\tConfig::Watermark::Watermark = Features::Watermark::Watermark;\n\t\t\tConfig::Watermark::WatermarkPosition = Features::Watermark::WatermarkPosition;\n\t\t\tConfig::Watermark::Name = Features::Watermark::Name;\n\t\t\tConfig::Colors::NameColorR = Features::Watermark::NameColor[0];\n\t\t\tConfig::Colors::NameColorG = Features::Watermark::NameColor[1];\n\t\t\tConfig::Colors::NameColorB = Features::Watermark::NameColor[2];\n\t\t\tConfig::Colors::NameColorA = Features::Watermark::NameColor[3];\n\t\t\tConfig::Watermark::Spectators = Features::Watermark::Spectators;\n\t\t\tConfig::Watermark::ProcessingSpeed = Features::Watermark::ProcessingSpeed;\n\t\t\tConfig::Watermark::GameFPS = Features::Watermark::GameFPS;\n\n\t\t\treturn true;\n\t\t} catch (...) {\n\t\t\treturn false;\n\t\t}\n\t}\n\n\tvoid LoadConfig() {\n\t\tstd::string ConfigName1 = \"Configs/\" + std::string(configName) + \".ini\";\n\t\tbool success = ReadConfig();\n\t\tif (success)\n\t\t\tstd::cout << \"Successfully Read Config \" << configName << \".ini!\" << std::endl;\n\t\telse\n\t\t\tstd::cout << \"can't read config for some reason so new config file has been created\" << std::endl;\n\n\t\tFeatures::Aimbot::AimbotEnabled = Config::Aimbot::AimbotEnabled;\n\t\tFeatures::Aimbot::BindMethod = Config::Aimbot::BindMethod;\n\t\tFeatures::Aimbot::AimbotMode = Config::Aimbot::AimbotMode;\n\t\tFeatures::Aimbot::InputMethod = Config::Aimbot::InputMethod;\n\t\tFeatures::Aimbot::ClosestHitbox = Config::Aimbot::ClosestHitbox;\n\t\tFeatures::Aimbot::OnFire = Config::Aimbot::OnFire;\n\t\tFeatures::Aimbot::OnADS = Config::Aimbot::OnADS;\n\t\tFeatures::Aimbot::VisCheck = Config::Aimbot::VisCheck;\n\t\tFeatures::Aimbot::TeamCheck = Config::Aimbot::TeamCheck;\n\t\tFeatures::Aimbot::SpectatorCheck = Config::Aimbot::SpectatorCheck;\n\t\tFeatures::Aimbot::SpectatorNotifier = Config::Aimbot::SpectatorNotifier;\n\t\tFeatures::Aimbot::TargetSwitching = Config::Aimbot::TargetSwitching;\n\t\tFeatures::Aimbot::Priority = Config::Aimbot::Priority;\n\t\tFeatures::Aimbot::PredictMovement = Config::Aimbot::PredictMovement;\n\t\tFeatures::Aimbot::PredictBulletDrop = Config::Aimbot::PredictBulletDrop;\n\t\tFeatures::Aimbot::FinalDistance = Config::Aimbot::FinalDistance;\n\t\tFeatures::Aimbot::Smooth = Config::Aimbot::Smooth;\n\t\tFeatures::Aimbot::Speed = Config::Aimbot::Speed;\n\t\tFeatures::Aimbot::SmoothingMethod = Config::Aimbot::SmoothingMethod;\n\t\tFeatures::Aimbot::HipfireSmooth = Config::Aimbot::HipfireSmooth;\n\t\tFeatures::Aimbot::ADSSmooth = Config::Aimbot::ADSSmooth;\n\t\tFeatures::Aimbot::MinHipfireSmooth = Config::Aimbot::MinHipfireSmooth;\n\t\tFeatures::Aimbot::MaxHipfireSmooth = Config::Aimbot::MaxHipfireSmooth;\n\t\tFeatures::Aimbot::MinADSSmooth = Config::Aimbot::MinADSSmooth;\n\t\tFeatures::Aimbot::MaxADSSmooth = Config::Aimbot::MaxADSSmooth;\n\t\t// Aimbot 3 Testing\n\t\tFeatures::Aimbot::MouseHipfireSmoothing = Config::Aimbot::MouseHipfireSmoothing;\n\t\tFeatures::Aimbot::MouseADSSmoothing = Config::Aimbot::MouseADSSmoothing;\n\t\tFeatures::Aimbot::MouseExtraSmoothing = Config::Aimbot::MouseExtraSmoothing;\n\t\tFeatures::Aimbot::MinMouseHipfireSmoothing = Config::Aimbot::MinMouseHipfireSmoothing;\n\t\tFeatures::Aimbot::MaxMouseHipfireSmoothing = Config::Aimbot::MaxMouseHipfireSmoothing;\n\t\tFeatures::Aimbot::MinMouseADSSmoothing = Config::Aimbot::MinMouseADSSmoothing;\n\t\tFeatures::Aimbot::MaxMouseADSSmoothing = Config::Aimbot::MaxMouseADSSmoothing;\n\n\t\tFeatures::Aimbot::Delay = Config::Aimbot::Delay;\n\t\tFeatures::Aimbot::FOV = Config::Aimbot::FOV;\n\t\tFeatures::Aimbot::ZoomScale = Config::Aimbot::ZoomScale;\n\t\tFeatures::Aimbot::MinDistance = Config::Aimbot::MinDistance;\n\t\tFeatures::Aimbot::HipfireDistance = Config::Aimbot::HipfireDistance;\n\t\tFeatures::Aimbot::ZoomDistance = Config::Aimbot::ZoomDistance;\n\t\t// AimMode 2\n\t\tFeatures::Aimbot::HipfireSmooth1 = Config::Aimbot::HipfireSmooth1;\n\t\tFeatures::Aimbot::ADSSmooth1 = Config::Aimbot::ADSSmooth1;\n\t\tFeatures::Aimbot::ExtraSmoothing = Config::Aimbot::ExtraSmoothing;\n\t\tFeatures::Aimbot::Deadzone = Config::Aimbot::Deadzone;\n\t\tFeatures::Aimbot::FOV1 = Config::Aimbot::FOV1;\n\t\tFeatures::Aimbot::MinDistance2 = Config::Aimbot::MinDistance2;\n\t\tFeatures::Aimbot::MaxDistance2 = Config::Aimbot::MaxDistance2;\n\t\t// Weapon Toggles\n\t\t// Light\n\t\tFeatures::Aimbot::P2020 = Config::Aimbot::P2020;\n\t\tFeatures::Aimbot::RE45 = Config::Aimbot::RE45;\n\t\tFeatures::Aimbot::Alternator = Config::Aimbot::Alternator;\n\t\tFeatures::Aimbot::R99 = Config::Aimbot::R99;\n\t\tFeatures::Aimbot::R301 = Config::Aimbot::R301;\n\t\tFeatures::Aimbot::Spitfire = Config::Aimbot::Spitfire;\n\t\tFeatures::Aimbot::G7 = Config::Aimbot::G7;\n\t\t// Heavy\n\t\tFeatures::Aimbot::Flatline = Config::Aimbot::Flatline;\n\t\tFeatures::Aimbot::Hemlock = Config::Aimbot::Hemlock;\n\t\tFeatures::Aimbot::Repeater = Config::Aimbot::Repeater;\n\t\tFeatures::Aimbot::Rampage = Config::Aimbot::Rampage;\n\t\tFeatures::Aimbot::CARSMG = Config::Aimbot::CARSMG;\n\t\t// Energy\n\t\tFeatures::Aimbot::Havoc = Config::Aimbot::Havoc;\n\t\tFeatures::Aimbot::Devotion = Config::Aimbot::Devotion;\n\t\tFeatures::Aimbot::LSTAR = Config::Aimbot::LSTAR;\n\t\tFeatures::Aimbot::TripleTake = Config::Aimbot::TripleTake;\n\t\tFeatures::Aimbot::Volt = Config::Aimbot::Volt;\n\t\tFeatures::Aimbot::Nemesis = Config::Aimbot::Nemesis;\n\t\t// Shotgun\n\t\tFeatures::Aimbot::Mozambique = Config::Aimbot::Mozambique;\n\t\tFeatures::Aimbot::EVA8 = Config::Aimbot::EVA8;\n\t\tFeatures::Aimbot::Peacekeeper = Config::Aimbot::Peacekeeper;\n\t\tFeatures::Aimbot::Mastiff = Config::Aimbot::Mastiff;\n\t\t// Snipers\n\t\tFeatures::Aimbot::Longbow = Config::Aimbot::Longbow;\n\t\tFeatures::Aimbot::ChargeRifle = Config::Aimbot::ChargeRifle;\n\t\tFeatures::Aimbot::Sentinel = Config::Aimbot::Sentinel;\n\t\t// Legendary\n\t\tFeatures::Aimbot::Wingman = Config::Aimbot::Wingman;\n\t\tFeatures::Aimbot::Prowler = Config::Aimbot::Prowler;\n\t\tFeatures::Aimbot::Bocek = Config::Aimbot::Bocek;\n\t\tFeatures::Aimbot::Kraber = Config::Aimbot::Kraber;\n\t\tFeatures::Aimbot::Knife = Config::Aimbot::Knife;\n\t\t//---------------Advanced---------------//\n\t\tFeatures::Aimbot::AdvancedAim = Config::Aimbot::AdvancedAim;\n\t\tFeatures::Aimbot::AdvancedFire = Config::Aimbot::AdvancedFire;\n\t\tFeatures::Aimbot::AdvancedADS = Config::Aimbot::AdvancedADS;\n\t\t// Aimbot Mode 0 - xap-client\n\t\tFeatures::Aimbot::AdvancedClosestHitbox = Config::Aimbot::AdvancedClosestHitbox;\n\t\tFeatures::Aimbot::AdvancedHitbox = Config::Aimbot::AdvancedHitbox;\n\t\tFeatures::Aimbot::AdvancedSpeed = Config::Aimbot::AdvancedSpeed;\n\t\tFeatures::Aimbot::AdvancedSmooth = Config::Aimbot::AdvancedSmooth;\n\t\tFeatures::Aimbot::AdvancedHipfireSmooth = Config::Aimbot::AdvancedHipfireSmooth;\n\t\tFeatures::Aimbot::AdvancedADSSmooth = Config::Aimbot::AdvancedADSSmooth;\n\t\tFeatures::Aimbot::AdvancedMinADSSmooth = Config::Aimbot::AdvancedMinADSSmooth;\n\t\tFeatures::Aimbot::AdvancedMaxADSSmooth = Config::Aimbot::AdvancedMaxADSSmooth;\n\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth = Config::Aimbot::AdvancedMinHipfireSmooth;\n\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth = Config::Aimbot::AdvancedMaxHipfireSmooth;\n\t\t// Aimbot Mode 1 - Grinder\n\t\tFeatures::Aimbot::AdvancedHipfireSmooth1 = Config::Aimbot::AdvancedHipfireSmooth1;\n\t\tFeatures::Aimbot::AdvancedADSSmooth1 = Config::Aimbot::AdvancedADSSmooth1;\n\t\tFeatures::Aimbot::AdvancedMinHipfireSmooth1 = Config::Aimbot::AdvancedMinHipfireSmooth1;\n\t\tFeatures::Aimbot::AdvancedMaxHipfireSmooth1 = Config::Aimbot::AdvancedMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::AdvancedMinADSSmooth1 = Config::Aimbot::AdvancedMinADSSmooth1;\n\t\tFeatures::Aimbot::AdvancedMaxADSSmooth1 = Config::Aimbot::AdvancedMaxADSSmooth1;\n\t\tFeatures::Aimbot::AdvancedExtraSmooth1 = Config::Aimbot::AdvancedExtraSmooth1;\n\t\tFeatures::Aimbot::AdvancedFOV1 = Config::Aimbot::AdvancedFOV1;\n\t\tFeatures::Aimbot::AdvancedDeadzone = Config::Aimbot::AdvancedDeadzone;\n\t\tFeatures::Aimbot::AdvancedMinDistance1 = Config::Aimbot::AdvancedMinDistance1;\n\t\tFeatures::Aimbot::AdvancedMaxDistance1 = Config::Aimbot::AdvancedMaxDistance1;\n\t\t// Advanced Aimbot Settings\n\t\tFeatures::Aimbot::P2020Fire = Config::Aimbot::P2020Fire;\n\t\tFeatures::Aimbot::P2020ADS = Config::Aimbot::P2020ADS;\n\t\tFeatures::Aimbot::P2020ClosestHitbox = Config::Aimbot::P2020ClosestHitbox;\n\t\tFeatures::Aimbot::P2020Hitbox = Config::Aimbot::P2020Hitbox;\n\t\tFeatures::Aimbot::P2020Speed = Config::Aimbot::P2020Speed;\n\t\tFeatures::Aimbot::P2020HipfireSmooth = Config::Aimbot::P2020HipfireSmooth;\n\t\tFeatures::Aimbot::P2020ADSSmooth = Config::Aimbot::P2020ADSSmooth;\n\t\tFeatures::Aimbot::P2020SmoothingMethod = Config::Aimbot::P2020SmoothingMethod;\n\t\tFeatures::Aimbot::P2020MinHipfireSmooth = Config::Aimbot::P2020MinHipfireSmooth;\n\t\tFeatures::Aimbot::P2020MaxHipfireSmooth = Config::Aimbot::P2020MaxHipfireSmooth;\n\t\tFeatures::Aimbot::P2020MinADSSmooth = Config::Aimbot::P2020MinADSSmooth;\n\t\tFeatures::Aimbot::P2020MaxADSSmooth = Config::Aimbot::P2020MaxADSSmooth;\n\t\tFeatures::Aimbot::P2020MinHipfireSmooth1 = Config::Aimbot::P2020MinHipfireSmooth1;\n\t\tFeatures::Aimbot::P2020MaxHipfireSmooth1 = Config::Aimbot::P2020MaxHipfireSmooth1;\n\t\tFeatures::Aimbot::P2020MinADSSmooth1 = Config::Aimbot::P2020MinADSSmooth1;\n\t\tFeatures::Aimbot::P2020MaxADSSmooth1 = Config::Aimbot::P2020MaxADSSmooth1;\n\t\tFeatures::Aimbot::P2020FOV = Config::Aimbot::P2020FOV;\n\t\tFeatures::Aimbot::P2020ZoomScale = Config::Aimbot::P2020ZoomScale;\n\t\tFeatures::Aimbot::P2020HipfireSmooth1 = Config::Aimbot::P2020HipfireSmooth1;\n\t\tFeatures::Aimbot::P2020ADSSmooth1 = Config::Aimbot::P2020ADSSmooth1;\n\t\tFeatures::Aimbot::P2020ExtraSmooth1 = Config::Aimbot::P2020ExtraSmooth1;\n\t\tFeatures::Aimbot::P2020Deadzone = Config::Aimbot::P2020Deadzone;\n\t\tFeatures::Aimbot::P2020FOV1 = Config::Aimbot::P2020FOV1;\n\t\tFeatures::Aimbot::P2020MinDistance1 = Config::Aimbot::P2020MinDistance1;\n\t\tFeatures::Aimbot::P2020MaxDistance1 = Config::Aimbot::P2020MaxDistance1;\n\t\tFeatures::Aimbot::RE45Fire = Config::Aimbot::RE45Fire;\n\t\tFeatures::Aimbot::RE45ADS = Config::Aimbot::RE45ADS;\n\t\tFeatures::Aimbot::RE45ClosestHitbox = Config::Aimbot::RE45ClosestHitbox;\n\t\tFeatures::Aimbot::RE45Hitbox = Config::Aimbot::RE45Hitbox;\n\t\tFeatures::Aimbot::RE45Speed = Config::Aimbot::RE45Speed;\n\t\tFeatures::Aimbot::RE45HipfireSmooth = Config::Aimbot::RE45HipfireSmooth;\n\t\tFeatures::Aimbot::RE45ADSSmooth = Config::Aimbot::RE45ADSSmooth;\n\t\tFeatures::Aimbot::RE45SmoothingMethod = Config::Aimbot::RE45SmoothingMethod;\n\t\tFeatures::Aimbot::RE45MinHipfireSmooth = Config::Aimbot::RE45MinHipfireSmooth;\n\t\tFeatures::Aimbot::RE45MaxHipfireSmooth = Config::Aimbot::RE45MaxHipfireSmooth;\n\t\tFeatures::Aimbot::RE45MinADSSmooth = Config::Aimbot::RE45MinADSSmooth;\n\t\tFeatures::Aimbot::RE45MaxADSSmooth = Config::Aimbot::RE45MaxADSSmooth;\n\t\tFeatures::Aimbot::RE45MinHipfireSmooth1 = Config::Aimbot::RE45MinHipfireSmooth1;\n\t\tFeatures::Aimbot::RE45MaxHipfireSmooth1 = Config::Aimbot::RE45MaxHipfireSmooth1;\n\t\tFeatures::Aimbot::RE45MinADSSmooth1 = Config::Aimbot::RE45MinADSSmooth1;\n\t\tFeatures::Aimbot::RE45MaxADSSmooth1 = Config::Aimbot::RE45MaxADSSmooth1;\n\t\tFeatures::Aimbot::RE45FOV = Config::Aimbot::RE45FOV;\n\t\tFeatures::Aimbot::RE45ZoomScale = Config::Aimbot::RE45ZoomScale;\n\t\tFeatures::Aimbot::RE45HipfireSmooth1 = Config::Aimbot::RE45HipfireSmooth1;\n\t\tFeatures::Aimbot::RE45ADSSmooth1 = Config::Aimbot::RE45ADSSmooth1;\n\t\tFeatures::Aimbot::RE45ExtraSmooth1 = Config::Aimbot::RE45ExtraSmooth1;\n\t\tFeatures::Aimbot::RE45Deadzone = Config::Aimbot::RE45Deadzone;\n\t\tFeatures::Aimbot::RE45FOV1 = Config::Aimbot::RE45FOV1;\n\t\tFeatures::Aimbot::RE45MinDistance1 = Config::Aimbot::RE45MinDistance1;\n\t\tFeatures::Aimbot::RE45MaxDistance1 = Config::Aimbot::RE45MaxDistance1;\n\t\tFeatures::Aimbot::AlternatorFire = Config::Aimbot::AlternatorFire;\n\t\tFeatures::Aimbot::AlternatorADS = Config::Aimbot::AlternatorADS;\n\t\tFeatures::Aimbot::AlternatorClosestHitbox = Config::Aimbot::AlternatorClosestHitbox;\n\t\tFeatures::Aimbot::AlternatorHitbox = Config::Aimbot::AlternatorHitbox;\n\t\tFeatures::Aimbot::AlternatorSpeed = Config::Aimbot::AlternatorSpeed;\n\t\tFeatures::Aimbot::AlternatorHipfireSmooth = Config::Aimbot::AlternatorHipfireSmooth;\n\t\tFeatures::Aimbot::AlternatorADSSmooth = Config::Aimbot::AlternatorADSSmooth;\n\t\tFeatures::Aimbot::AlternatorSmoothingMethod = Config::Aimbot::AlternatorSmoothingMethod;\n\t\tFeatures::Aimbot::AlternatorMinHipfireSmooth = Config::Aimbot::AlternatorMinHipfireSmooth;\n\t\tFeatures::Aimbot::AlternatorMaxHipfireSmooth = Config::Aimbot::AlternatorMaxHipfireSmooth;\n\t\tFeatures::Aimbot::AlternatorMinADSSmooth = Config::Aimbot::AlternatorMinADSSmooth;\n\t\tFeatures::Aimbot::AlternatorMaxADSSmooth = Config::Aimbot::AlternatorMaxADSSmooth;\n\t\tFeatures::Aimbot::AlternatorMinHipfireSmooth1 = Config::Aimbot::AlternatorMinHipfireSmooth1;\n\t\tFeatures::Aimbot::AlternatorMaxHipfireSmooth1 = Config::Aimbot::AlternatorMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::AlternatorMinADSSmooth1 = Config::Aimbot::AlternatorMinADSSmooth1;\n\t\tFeatures::Aimbot::AlternatorMaxADSSmooth1 = Config::Aimbot::AlternatorMaxADSSmooth1;\n\t\tFeatures::Aimbot::AlternatorFOV = Config::Aimbot::AlternatorFOV;\n\t\tFeatures::Aimbot::AlternatorZoomScale = Config::Aimbot::AlternatorZoomScale;\n\t\tFeatures::Aimbot::AlternatorHipfireSmooth1 = Config::Aimbot::AlternatorHipfireSmooth1;\n\t\tFeatures::Aimbot::AlternatorADSSmooth1 = Config::Aimbot::AlternatorADSSmooth1;\n\t\tFeatures::Aimbot::AlternatorExtraSmooth1 = Config::Aimbot::AlternatorExtraSmooth1;\n\t\tFeatures::Aimbot::AlternatorDeadzone = Config::Aimbot::AlternatorDeadzone;\n\t\tFeatures::Aimbot::AlternatorFOV1 = Config::Aimbot::AlternatorFOV1;\n\t\tFeatures::Aimbot::AlternatorMinDistance1 = Config::Aimbot::AlternatorMinDistance1;\n\t\tFeatures::Aimbot::AlternatorMaxDistance1 = Config::Aimbot::AlternatorMaxDistance1;\n\t\tFeatures::Aimbot::R99Fire = Config::Aimbot::R99Fire;\n\t\tFeatures::Aimbot::R99ADS = Config::Aimbot::R99ADS;\n\t\tFeatures::Aimbot::R99ClosestHitbox = Config::Aimbot::R99ClosestHitbox;\n\t\tFeatures::Aimbot::R99Hitbox = Config::Aimbot::R99Hitbox;\n\t\tFeatures::Aimbot::R99Speed = Config::Aimbot::R99Speed;\n\t\tFeatures::Aimbot::R99HipfireSmooth = Config::Aimbot::R99HipfireSmooth;\n\t\tFeatures::Aimbot::R99ADSSmooth = Config::Aimbot::R99ADSSmooth;\n\t\tFeatures::Aimbot::R99SmoothingMethod = Config::Aimbot::R99SmoothingMethod;\n\t\tFeatures::Aimbot::R99MinHipfireSmooth = Config::Aimbot::R99MinHipfireSmooth;\n\t\tFeatures::Aimbot::R99MaxHipfireSmooth = Config::Aimbot::R99MaxHipfireSmooth;\n\t\tFeatures::Aimbot::R99MinADSSmooth = Config::Aimbot::R99MinADSSmooth;\n\t\tFeatures::Aimbot::R99MaxADSSmooth = Config::Aimbot::R99MaxADSSmooth;\n\t\tFeatures::Aimbot::R99MinHipfireSmooth1 = Config::Aimbot::R99MinHipfireSmooth1;\n\t\tFeatures::Aimbot::R99MaxHipfireSmooth1 = Config::Aimbot::R99MaxHipfireSmooth1;\n\t\tFeatures::Aimbot::R99MinADSSmooth1 = Config::Aimbot::R99MinADSSmooth1;\n\t\tFeatures::Aimbot::R99MaxADSSmooth1 = Config::Aimbot::R99MaxADSSmooth1;\n\t\tFeatures::Aimbot::R99FOV = Config::Aimbot::R99FOV;\n\t\tFeatures::Aimbot::R99ZoomScale = Config::Aimbot::R99ZoomScale;\n\t\tFeatures::Aimbot::R99HipfireSmooth1 = Config::Aimbot::R99HipfireSmooth1;\n\t\tFeatures::Aimbot::R99ADSSmooth1 = Config::Aimbot::R99ADSSmooth1;\n\t\tFeatures::Aimbot::R99ExtraSmooth1 = Config::Aimbot::R99ExtraSmooth1;\n\t\tFeatures::Aimbot::R99Deadzone = Config::Aimbot::R99Deadzone;\n\t\tFeatures::Aimbot::R99FOV1 = Config::Aimbot::R99FOV1;\n\t\tFeatures::Aimbot::R99MinDistance1 = Config::Aimbot::R99MinDistance1;\n\t\tFeatures::Aimbot::R99MaxDistance1 = Config::Aimbot::R99MaxDistance1;\n\t\tFeatures::Aimbot::R301Fire = Config::Aimbot::R301Fire;\n\t\tFeatures::Aimbot::R301ADS = Config::Aimbot::R301ADS;\n\t\tFeatures::Aimbot::R301ClosestHitbox = Config::Aimbot::R301ClosestHitbox;\n\t\tFeatures::Aimbot::R301Hitbox = Config::Aimbot::R301Hitbox;\n\t\tFeatures::Aimbot::R301Speed = Config::Aimbot::R301Speed;\n\t\tFeatures::Aimbot::R301HipfireSmooth = Config::Aimbot::R301HipfireSmooth;\n\t\tFeatures::Aimbot::R301ADSSmooth = Config::Aimbot::R301ADSSmooth;\n\t\tFeatures::Aimbot::R301SmoothingMethod = Config::Aimbot::R301SmoothingMethod;\n\t\tFeatures::Aimbot::R301MinHipfireSmooth = Config::Aimbot::R301MinHipfireSmooth;\n\t\tFeatures::Aimbot::R301MaxHipfireSmooth = Config::Aimbot::R301MaxHipfireSmooth;\n\t\tFeatures::Aimbot::R301MinADSSmooth = Config::Aimbot::R301MinADSSmooth;\n\t\tFeatures::Aimbot::R301MaxADSSmooth = Config::Aimbot::R301MaxADSSmooth;\n\t\tFeatures::Aimbot::R301MinHipfireSmooth1 = Config::Aimbot::R301MinHipfireSmooth1;\n\t\tFeatures::Aimbot::R301MaxHipfireSmooth1 = Config::Aimbot::R301MaxHipfireSmooth1;\n\t\tFeatures::Aimbot::R301MinADSSmooth1 = Config::Aimbot::R301MinADSSmooth1;\n\t\tFeatures::Aimbot::R301MaxADSSmooth1 = Config::Aimbot::R301MaxADSSmooth1;\n\t\tFeatures::Aimbot::R301FOV = Config::Aimbot::R301FOV;\n\t\tFeatures::Aimbot::R301ZoomScale = Config::Aimbot::R301ZoomScale;\n\t\tFeatures::Aimbot::R301HipfireSmooth1 = Config::Aimbot::R301HipfireSmooth1;\n\t\tFeatures::Aimbot::R301ADSSmooth1 = Config::Aimbot::R301ADSSmooth1;\n\t\tFeatures::Aimbot::R301ExtraSmooth1 = Config::Aimbot::R301ExtraSmooth1;\n\t\tFeatures::Aimbot::R301Deadzone = Config::Aimbot::R301Deadzone;\n\t\tFeatures::Aimbot::R301FOV1 = Config::Aimbot::R301FOV1;\n\t\tFeatures::Aimbot::R301MinDistance1 = Config::Aimbot::R301MinDistance1;\n\t\tFeatures::Aimbot::R301MaxDistance1 = Config::Aimbot::R301MaxDistance1;\n\t\tFeatures::Aimbot::SpitfireFire = Config::Aimbot::SpitfireFire;\n\t\tFeatures::Aimbot::SpitfireADS = Config::Aimbot::SpitfireADS;\n\t\tFeatures::Aimbot::SpitfireClosestHitbox = Config::Aimbot::SpitfireClosestHitbox;\n\t\tFeatures::Aimbot::SpitfireHitbox = Config::Aimbot::SpitfireHitbox;\n\t\tFeatures::Aimbot::SpitfireSpeed = Config::Aimbot::SpitfireSpeed;\n\t\tFeatures::Aimbot::SpitfireHipfireSmooth = Config::Aimbot::SpitfireHipfireSmooth;\n\t\tFeatures::Aimbot::SpitfireADSSmooth = Config::Aimbot::SpitfireADSSmooth;\n\t\tFeatures::Aimbot::SpitfireSmoothingMethod = Config::Aimbot::SpitfireSmoothingMethod;\n\t\tFeatures::Aimbot::SpitfireMinHipfireSmooth = Config::Aimbot::SpitfireMinHipfireSmooth;\n\t\tFeatures::Aimbot::SpitfireMaxHipfireSmooth = Config::Aimbot::SpitfireMaxHipfireSmooth;\n\t\tFeatures::Aimbot::SpitfireMinADSSmooth = Config::Aimbot::SpitfireMinADSSmooth;\n\t\tFeatures::Aimbot::SpitfireMaxADSSmooth = Config::Aimbot::SpitfireMaxADSSmooth;\n\t\tFeatures::Aimbot::SpitfireMinHipfireSmooth1 = Config::Aimbot::SpitfireMinHipfireSmooth1;\n\t\tFeatures::Aimbot::SpitfireMaxHipfireSmooth1 = Config::Aimbot::SpitfireMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::SpitfireMinADSSmooth1 = Config::Aimbot::SpitfireMinADSSmooth1;\n\t\tFeatures::Aimbot::SpitfireMaxADSSmooth1 = Config::Aimbot::SpitfireMaxADSSmooth1;\n\t\tFeatures::Aimbot::SpitfireFOV = Config::Aimbot::SpitfireFOV;\n\t\tFeatures::Aimbot::SpitfireZoomScale = Config::Aimbot::SpitfireZoomScale;\n\t\tFeatures::Aimbot::SpitfireHipfireSmooth1 = Config::Aimbot::SpitfireHipfireSmooth1;\n\t\tFeatures::Aimbot::SpitfireADSSmooth1 = Config::Aimbot::SpitfireADSSmooth1;\n\t\tFeatures::Aimbot::SpitfireExtraSmooth1 = Config::Aimbot::SpitfireExtraSmooth1;\n\t\tFeatures::Aimbot::SpitfireDeadzone = Config::Aimbot::SpitfireDeadzone;\n\t\tFeatures::Aimbot::SpitfireFOV1 = Config::Aimbot::SpitfireFOV1;\n\t\tFeatures::Aimbot::SpitfireMinDistance1 = Config::Aimbot::SpitfireMinDistance1;\n\t\tFeatures::Aimbot::SpitfireMaxDistance1 = Config::Aimbot::SpitfireMaxDistance1;\n\t\tFeatures::Aimbot::G7Fire = Config::Aimbot::G7Fire;\n\t\tFeatures::Aimbot::G7ADS = Config::Aimbot::G7ADS;\n\t\tFeatures::Aimbot::G7ClosestHitbox = Config::Aimbot::G7ClosestHitbox;\n\t\tFeatures::Aimbot::G7Hitbox = Config::Aimbot::G7Hitbox;\n\t\tFeatures::Aimbot::G7Speed = Config::Aimbot::G7Speed;\n\t\tFeatures::Aimbot::G7HipfireSmooth = Config::Aimbot::G7HipfireSmooth;\n\t\tFeatures::Aimbot::G7ADSSmooth = Config::Aimbot::G7ADSSmooth;\n\t\tFeatures::Aimbot::G7SmoothingMethod = Config::Aimbot::G7SmoothingMethod;\n\t\tFeatures::Aimbot::G7MinHipfireSmooth = Config::Aimbot::G7MinHipfireSmooth;\n\t\tFeatures::Aimbot::G7MaxHipfireSmooth = Config::Aimbot::G7MaxHipfireSmooth;\n\t\tFeatures::Aimbot::G7MinADSSmooth = Config::Aimbot::G7MinADSSmooth;\n\t\tFeatures::Aimbot::G7MaxADSSmooth = Config::Aimbot::G7MaxADSSmooth;\n\t\tFeatures::Aimbot::G7MinHipfireSmooth1 = Config::Aimbot::G7MinHipfireSmooth1;\n\t\tFeatures::Aimbot::G7MaxHipfireSmooth1 = Config::Aimbot::G7MaxHipfireSmooth1;\n\t\tFeatures::Aimbot::G7MinADSSmooth1 = Config::Aimbot::G7MinADSSmooth1;\n\t\tFeatures::Aimbot::G7MaxADSSmooth1 = Config::Aimbot::G7MaxADSSmooth1;\n\t\tFeatures::Aimbot::G7FOV = Config::Aimbot::G7FOV;\n\t\tFeatures::Aimbot::G7ZoomScale = Config::Aimbot::G7ZoomScale;\n\t\tFeatures::Aimbot::G7HipfireSmooth1 = Config::Aimbot::G7HipfireSmooth1;\n\t\tFeatures::Aimbot::G7ADSSmooth1 = Config::Aimbot::G7ADSSmooth1;\n\t\tFeatures::Aimbot::G7ExtraSmooth1 = Config::Aimbot::G7ExtraSmooth1;\n\t\tFeatures::Aimbot::G7Deadzone = Config::Aimbot::G7Deadzone;\n\t\tFeatures::Aimbot::G7FOV1 = Config::Aimbot::G7FOV1;\n\t\tFeatures::Aimbot::G7MinDistance1 = Config::Aimbot::G7MinDistance1;\n\t\tFeatures::Aimbot::G7MaxDistance1 = Config::Aimbot::G7MaxDistance1;\n\t\tFeatures::Aimbot::FlatlineFire = Config::Aimbot::FlatlineFire;\n\t\tFeatures::Aimbot::FlatlineADS = Config::Aimbot::FlatlineADS;\n\t\tFeatures::Aimbot::FlatlineClosestHitbox = Config::Aimbot::FlatlineClosestHitbox;\n\t\tFeatures::Aimbot::FlatlineHitbox = Config::Aimbot::FlatlineHitbox;\n\t\tFeatures::Aimbot::FlatlineSpeed = Config::Aimbot::FlatlineSpeed;\n\t\tFeatures::Aimbot::FlatlineHipfireSmooth = Config::Aimbot::FlatlineHipfireSmooth;\n\t\tFeatures::Aimbot::FlatlineADSSmooth = Config::Aimbot::FlatlineADSSmooth;\n\t\tFeatures::Aimbot::FlatlineSmoothingMethod = Config::Aimbot::FlatlineSmoothingMethod;\n\t\tFeatures::Aimbot::FlatlineMinHipfireSmooth = Config::Aimbot::FlatlineMinHipfireSmooth;\n\t\tFeatures::Aimbot::FlatlineMaxHipfireSmooth = Config::Aimbot::FlatlineMaxHipfireSmooth;\n\t\tFeatures::Aimbot::FlatlineMinADSSmooth = Config::Aimbot::FlatlineMinADSSmooth;\n\t\tFeatures::Aimbot::FlatlineMaxADSSmooth = Config::Aimbot::FlatlineMaxADSSmooth;\n\t\tFeatures::Aimbot::FlatlineMinHipfireSmooth1 = Config::Aimbot::FlatlineMinHipfireSmooth1;\n\t\tFeatures::Aimbot::FlatlineMaxHipfireSmooth1 = Config::Aimbot::FlatlineMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::FlatlineMinADSSmooth1 = Config::Aimbot::FlatlineMinADSSmooth1;\n\t\tFeatures::Aimbot::FlatlineMaxADSSmooth1 = Config::Aimbot::FlatlineMaxADSSmooth1;\n\t\tFeatures::Aimbot::FlatlineFOV = Config::Aimbot::FlatlineFOV;\n\t\tFeatures::Aimbot::FlatlineZoomScale = Config::Aimbot::FlatlineZoomScale;\n\t\tFeatures::Aimbot::FlatlineHipfireSmooth1 = Config::Aimbot::FlatlineHipfireSmooth1;\n\t\tFeatures::Aimbot::FlatlineADSSmooth1 = Config::Aimbot::FlatlineADSSmooth1;\n\t\tFeatures::Aimbot::FlatlineExtraSmooth1 = Config::Aimbot::FlatlineExtraSmooth1;\n\t\tFeatures::Aimbot::FlatlineDeadzone = Config::Aimbot::FlatlineDeadzone;\n\t\tFeatures::Aimbot::FlatlineFOV1 = Config::Aimbot::FlatlineFOV1;\n\t\tFeatures::Aimbot::FlatlineMinDistance1 = Config::Aimbot::FlatlineMinDistance1;\n\t\tFeatures::Aimbot::FlatlineMaxDistance1 = Config::Aimbot::FlatlineMaxDistance1;\n\t\tFeatures::Aimbot::HemlockFire = Config::Aimbot::HemlockFire;\n\t\tFeatures::Aimbot::HemlockADS = Config::Aimbot::HemlockADS;\n\t\tFeatures::Aimbot::HemlockClosestHitbox = Config::Aimbot::HemlockClosestHitbox;\n\t\tFeatures::Aimbot::HemlockHitbox = Config::Aimbot::HemlockHitbox;\n\t\tFeatures::Aimbot::HemlockSpeed = Config::Aimbot::HemlockSpeed;\n\t\tFeatures::Aimbot::HemlockHipfireSmooth = Config::Aimbot::HemlockHipfireSmooth;\n\t\tFeatures::Aimbot::HemlockADSSmooth = Config::Aimbot::HemlockADSSmooth;\n\t\tFeatures::Aimbot::HemlockSmoothingMethod = Config::Aimbot::HemlockSmoothingMethod;\n\t\tFeatures::Aimbot::HemlockMinHipfireSmooth = Config::Aimbot::HemlockMinHipfireSmooth;\n\t\tFeatures::Aimbot::HemlockMaxHipfireSmooth = Config::Aimbot::HemlockMaxHipfireSmooth;\n\t\tFeatures::Aimbot::HemlockMinADSSmooth = Config::Aimbot::HemlockMinADSSmooth;\n\t\tFeatures::Aimbot::HemlockMaxADSSmooth = Config::Aimbot::HemlockMaxADSSmooth;\n\t\tFeatures::Aimbot::HemlockMinHipfireSmooth1 = Config::Aimbot::HemlockMinHipfireSmooth1;\n\t\tFeatures::Aimbot::HemlockMaxHipfireSmooth1 = Config::Aimbot::HemlockMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::HemlockMinADSSmooth1 = Config::Aimbot::HemlockMinADSSmooth1;\n\t\tFeatures::Aimbot::HemlockMaxADSSmooth1 = Config::Aimbot::HemlockMaxADSSmooth1;\n\t\tFeatures::Aimbot::HemlockFOV = Config::Aimbot::HemlockFOV;\n\t\tFeatures::Aimbot::HemlockZoomScale = Config::Aimbot::HemlockZoomScale;\n\t\tFeatures::Aimbot::HemlockHipfireSmooth1 = Config::Aimbot::HemlockHipfireSmooth1;\n\t\tFeatures::Aimbot::HemlockADSSmooth1 = Config::Aimbot::HemlockADSSmooth1;\n\t\tFeatures::Aimbot::HemlockExtraSmooth1 = Config::Aimbot::HemlockExtraSmooth1;\n\t\tFeatures::Aimbot::HemlockDeadzone = Config::Aimbot::HemlockDeadzone;\n\t\tFeatures::Aimbot::HemlockFOV1 = Config::Aimbot::HemlockFOV1;\n\t\tFeatures::Aimbot::HemlockMinDistance1 = Config::Aimbot::HemlockMinDistance1;\n\t\tFeatures::Aimbot::HemlockMaxDistance1 = Config::Aimbot::HemlockMaxDistance1;\n\t\tFeatures::Aimbot::ProwlerFire = Config::Aimbot::ProwlerFire;\n\t\tFeatures::Aimbot::ProwlerADS = Config::Aimbot::ProwlerADS;\n\t\tFeatures::Aimbot::ProwlerClosestHitbox = Config::Aimbot::ProwlerClosestHitbox;\n\t\tFeatures::Aimbot::ProwlerHitbox = Config::Aimbot::ProwlerHitbox;\n\t\tFeatures::Aimbot::ProwlerSpeed = Config::Aimbot::ProwlerSpeed;\n\t\tFeatures::Aimbot::ProwlerHipfireSmooth = Config::Aimbot::ProwlerHipfireSmooth;\n\t\tFeatures::Aimbot::ProwlerADSSmooth = Config::Aimbot::ProwlerADSSmooth;\n\t\tFeatures::Aimbot::ProwlerSmoothingMethod = Config::Aimbot::ProwlerSmoothingMethod;\n\t\tFeatures::Aimbot::ProwlerMinHipfireSmooth = Config::Aimbot::ProwlerMinHipfireSmooth;\n\t\tFeatures::Aimbot::ProwlerMaxHipfireSmooth = Config::Aimbot::ProwlerMaxHipfireSmooth;\n\t\tFeatures::Aimbot::ProwlerMinADSSmooth = Config::Aimbot::ProwlerMinADSSmooth;\n\t\tFeatures::Aimbot::ProwlerMaxADSSmooth = Config::Aimbot::ProwlerMaxADSSmooth;\n\t\tFeatures::Aimbot::ProwlerMinHipfireSmooth1 = Config::Aimbot::ProwlerMinHipfireSmooth1;\n\t\tFeatures::Aimbot::ProwlerMaxHipfireSmooth1 = Config::Aimbot::ProwlerMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::ProwlerMinADSSmooth1 = Config::Aimbot::ProwlerMinADSSmooth1;\n\t\tFeatures::Aimbot::ProwlerMaxADSSmooth1 = Config::Aimbot::ProwlerMaxADSSmooth1;\n\t\tFeatures::Aimbot::ProwlerFOV = Config::Aimbot::ProwlerFOV;\n\t\tFeatures::Aimbot::ProwlerZoomScale = Config::Aimbot::ProwlerZoomScale;\n\t\tFeatures::Aimbot::ProwlerHipfireSmooth1 = Config::Aimbot::ProwlerHipfireSmooth1;\n\t\tFeatures::Aimbot::ProwlerADSSmooth1 = Config::Aimbot::ProwlerADSSmooth1;\n\t\tFeatures::Aimbot::ProwlerExtraSmooth1 = Config::Aimbot::ProwlerExtraSmooth1;\n\t\tFeatures::Aimbot::ProwlerDeadzone = Config::Aimbot::ProwlerDeadzone;\n\t\tFeatures::Aimbot::ProwlerFOV1 = Config::Aimbot::ProwlerFOV1;\n\t\tFeatures::Aimbot::ProwlerMinDistance1 = Config::Aimbot::ProwlerMinDistance1;\n\t\tFeatures::Aimbot::ProwlerMaxDistance1 = Config::Aimbot::ProwlerMaxDistance1;\n\t\tFeatures::Aimbot::RepeaterFire = Config::Aimbot::RepeaterFire;\n\t\tFeatures::Aimbot::RepeaterADS = Config::Aimbot::RepeaterADS;\n\t\tFeatures::Aimbot::RepeaterClosestHitbox = Config::Aimbot::RepeaterClosestHitbox;\n\t\tFeatures::Aimbot::RepeaterHitbox = Config::Aimbot::RepeaterHitbox;\n\t\tFeatures::Aimbot::RepeaterSpeed = Config::Aimbot::RepeaterSpeed;\n\t\tFeatures::Aimbot::RepeaterHipfireSmooth = Config::Aimbot::RepeaterHipfireSmooth;\n\t\tFeatures::Aimbot::RepeaterADSSmooth = Config::Aimbot::RepeaterADSSmooth;\n\t\tFeatures::Aimbot::RepeaterSmoothingMethod = Config::Aimbot::RepeaterSmoothingMethod;\n\t\tFeatures::Aimbot::RepeaterMinHipfireSmooth = Config::Aimbot::RepeaterMinHipfireSmooth;\n\t\tFeatures::Aimbot::RepeaterMaxHipfireSmooth = Config::Aimbot::RepeaterMaxHipfireSmooth;\n\t\tFeatures::Aimbot::RepeaterMinADSSmooth = Config::Aimbot::RepeaterMinADSSmooth;\n\t\tFeatures::Aimbot::RepeaterMaxADSSmooth = Config::Aimbot::RepeaterMaxADSSmooth;\n\t\tFeatures::Aimbot::RepeaterMinHipfireSmooth1 = Config::Aimbot::RepeaterMinHipfireSmooth1;\n\t\tFeatures::Aimbot::RepeaterMaxHipfireSmooth1 = Config::Aimbot::RepeaterMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::RepeaterMinADSSmooth1 = Config::Aimbot::RepeaterMinADSSmooth1;\n\t\tFeatures::Aimbot::RepeaterMaxADSSmooth1 = Config::Aimbot::RepeaterMaxADSSmooth1;\n\t\tFeatures::Aimbot::RepeaterFOV = Config::Aimbot::RepeaterFOV;\n\t\tFeatures::Aimbot::RepeaterZoomScale = Config::Aimbot::RepeaterZoomScale;\n\t\tFeatures::Aimbot::RepeaterHipfireSmooth1 = Config::Aimbot::RepeaterHipfireSmooth1;\n\t\tFeatures::Aimbot::RepeaterADSSmooth1 = Config::Aimbot::RepeaterADSSmooth1;\n\t\tFeatures::Aimbot::RepeaterExtraSmooth1 = Config::Aimbot::RepeaterExtraSmooth1;\n\t\tFeatures::Aimbot::RepeaterDeadzone = Config::Aimbot::RepeaterDeadzone;\n\t\tFeatures::Aimbot::RepeaterFOV1 = Config::Aimbot::RepeaterFOV1;\n\t\tFeatures::Aimbot::RepeaterMinDistance1 = Config::Aimbot::RepeaterMinDistance1;\n\t\tFeatures::Aimbot::RepeaterMaxDistance1 = Config::Aimbot::RepeaterMaxDistance1;\n\t\tFeatures::Aimbot::RampageFire = Config::Aimbot::RampageFire;\n\t\tFeatures::Aimbot::RampageADS = Config::Aimbot::RampageADS;\n\t\tFeatures::Aimbot::RampageClosestHitbox = Config::Aimbot::RampageClosestHitbox;\n\t\tFeatures::Aimbot::RampageHitbox = Config::Aimbot::RampageHitbox;\n\t\tFeatures::Aimbot::RampageSpeed = Config::Aimbot::RampageSpeed;\n\t\tFeatures::Aimbot::RampageHipfireSmooth = Config::Aimbot::RampageHipfireSmooth;\n\t\tFeatures::Aimbot::RampageADSSmooth = Config::Aimbot::RampageADSSmooth;\n\t\tFeatures::Aimbot::RampageSmoothingMethod = Config::Aimbot::RampageSmoothingMethod;\n\t\tFeatures::Aimbot::RampageMinHipfireSmooth = Config::Aimbot::RampageMinHipfireSmooth;\n\t\tFeatures::Aimbot::RampageMaxHipfireSmooth = Config::Aimbot::RampageMaxHipfireSmooth;\n\t\tFeatures::Aimbot::RampageMinADSSmooth = Config::Aimbot::RampageMinADSSmooth;\n\t\tFeatures::Aimbot::RampageMaxADSSmooth = Config::Aimbot::RampageMaxADSSmooth;\n\t\tFeatures::Aimbot::RampageMinHipfireSmooth1 = Config::Aimbot::RampageMinHipfireSmooth1;\n\t\tFeatures::Aimbot::RampageMaxHipfireSmooth1 = Config::Aimbot::RampageMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::RampageMinADSSmooth1 = Config::Aimbot::RampageMinADSSmooth1;\n\t\tFeatures::Aimbot::RampageMaxADSSmooth1 = Config::Aimbot::RampageMaxADSSmooth1;\n\t\tFeatures::Aimbot::RampageFOV = Config::Aimbot::RampageFOV;\n\t\tFeatures::Aimbot::RampageZoomScale = Config::Aimbot::RampageZoomScale;\n\t\tFeatures::Aimbot::RampageHipfireSmooth1 = Config::Aimbot::RampageHipfireSmooth1;\n\t\tFeatures::Aimbot::RampageADSSmooth1 = Config::Aimbot::RampageADSSmooth1;\n\t\tFeatures::Aimbot::RampageExtraSmooth1 = Config::Aimbot::RampageExtraSmooth1;\n\t\tFeatures::Aimbot::RampageDeadzone = Config::Aimbot::RampageDeadzone;\n\t\tFeatures::Aimbot::RampageFOV1 = Config::Aimbot::RampageFOV1;\n\t\tFeatures::Aimbot::RampageMinDistance1 = Config::Aimbot::RampageMinDistance1;\n\t\tFeatures::Aimbot::RampageMaxDistance1 = Config::Aimbot::RampageMaxDistance1;\n\t\tFeatures::Aimbot::CARSMGFire = Config::Aimbot::CARSMGFire;\n\t\tFeatures::Aimbot::CARSMGADS = Config::Aimbot::CARSMGADS;\n\t\tFeatures::Aimbot::CARSMGClosestHitbox = Config::Aimbot::CARSMGClosestHitbox;\n\t\tFeatures::Aimbot::CARSMGHitbox = Config::Aimbot::CARSMGHitbox;\n\t\tFeatures::Aimbot::CARSMGSpeed = Config::Aimbot::CARSMGSpeed;\n\t\tFeatures::Aimbot::CARSMGHipfireSmooth = Config::Aimbot::CARSMGHipfireSmooth;\n\t\tFeatures::Aimbot::CARSMGADSSmooth = Config::Aimbot::CARSMGADSSmooth;\n\t\tFeatures::Aimbot::CARSMGSmoothingMethod = Config::Aimbot::CARSMGSmoothingMethod;\n\t\tFeatures::Aimbot::CARSMGMinHipfireSmooth = Config::Aimbot::CARSMGMinHipfireSmooth;\n\t\tFeatures::Aimbot::CARSMGMaxHipfireSmooth = Config::Aimbot::CARSMGMaxHipfireSmooth;\n\t\tFeatures::Aimbot::CARSMGMinADSSmooth = Config::Aimbot::CARSMGMinADSSmooth;\n\t\tFeatures::Aimbot::CARSMGMaxADSSmooth = Config::Aimbot::CARSMGMaxADSSmooth;\n\t\tFeatures::Aimbot::CARSMGMinHipfireSmooth1 = Config::Aimbot::CARSMGMinHipfireSmooth1;\n\t\tFeatures::Aimbot::CARSMGMaxHipfireSmooth1 = Config::Aimbot::CARSMGMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::CARSMGMinADSSmooth1 = Config::Aimbot::CARSMGMinADSSmooth1;\n\t\tFeatures::Aimbot::CARSMGMaxADSSmooth1 = Config::Aimbot::CARSMGMaxADSSmooth1;\n\t\tFeatures::Aimbot::CARSMGFOV = Config::Aimbot::CARSMGFOV;\n\t\tFeatures::Aimbot::CARSMGZoomScale = Config::Aimbot::CARSMGZoomScale;\n\t\tFeatures::Aimbot::CARSMGHipfireSmooth1 = Config::Aimbot::CARSMGHipfireSmooth1;\n\t\tFeatures::Aimbot::CARSMGADSSmooth1 = Config::Aimbot::CARSMGADSSmooth1;\n\t\tFeatures::Aimbot::CARSMGExtraSmooth1 = Config::Aimbot::CARSMGExtraSmooth1;\n\t\tFeatures::Aimbot::CARSMGDeadzone = Config::Aimbot::CARSMGDeadzone;\n\t\tFeatures::Aimbot::CARSMGFOV1 = Config::Aimbot::CARSMGFOV1;\n\t\tFeatures::Aimbot::CARSMGMinDistance1 = Config::Aimbot::CARSMGMinDistance1;\n\t\tFeatures::Aimbot::CARSMGMaxDistance1 = Config::Aimbot::CARSMGMaxDistance1;\n\t\tFeatures::Aimbot::HavocFire = Config::Aimbot::HavocFire;\n\t\tFeatures::Aimbot::HavocADS = Config::Aimbot::HavocADS;\n\t\tFeatures::Aimbot::HavocClosestHitbox = Config::Aimbot::HavocClosestHitbox;\n\t\tFeatures::Aimbot::HavocHitbox = Config::Aimbot::HavocHitbox;\n\t\tFeatures::Aimbot::HavocSpeed = Config::Aimbot::HavocSpeed;\n\t\tFeatures::Aimbot::HavocHipfireSmooth = Config::Aimbot::HavocHipfireSmooth;\n\t\tFeatures::Aimbot::HavocADSSmooth = Config::Aimbot::HavocADSSmooth;\n\t\tFeatures::Aimbot::HavocSmoothingMethod = Config::Aimbot::HavocSmoothingMethod;\n\t\tFeatures::Aimbot::HavocMinHipfireSmooth = Config::Aimbot::HavocMinHipfireSmooth;\n\t\tFeatures::Aimbot::HavocMaxHipfireSmooth = Config::Aimbot::HavocMaxHipfireSmooth;\n\t\tFeatures::Aimbot::HavocMinADSSmooth = Config::Aimbot::HavocMinADSSmooth;\n\t\tFeatures::Aimbot::HavocMaxADSSmooth = Config::Aimbot::HavocMaxADSSmooth;\n\t\tFeatures::Aimbot::HavocMinHipfireSmooth1 = Config::Aimbot::HavocMinHipfireSmooth1;\n\t\tFeatures::Aimbot::HavocMaxHipfireSmooth1 = Config::Aimbot::HavocMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::HavocMinADSSmooth1 = Config::Aimbot::HavocMinADSSmooth1;\n\t\tFeatures::Aimbot::HavocMaxADSSmooth1 = Config::Aimbot::HavocMaxADSSmooth1;\n\t\tFeatures::Aimbot::HavocFOV = Config::Aimbot::HavocFOV;\n\t\tFeatures::Aimbot::HavocZoomScale = Config::Aimbot::HavocZoomScale;\n\t\tFeatures::Aimbot::HavocHipfireSmooth1 = Config::Aimbot::HavocHipfireSmooth1;\n\t\tFeatures::Aimbot::HavocADSSmooth1 = Config::Aimbot::HavocADSSmooth1;\n\t\tFeatures::Aimbot::HavocExtraSmooth1 = Config::Aimbot::HavocExtraSmooth1;\n\t\tFeatures::Aimbot::HavocDeadzone = Config::Aimbot::HavocDeadzone;\n\t\tFeatures::Aimbot::HavocFOV1 = Config::Aimbot::HavocFOV1;\n\t\tFeatures::Aimbot::HavocMinDistance1 = Config::Aimbot::HavocMinDistance1;\n\t\tFeatures::Aimbot::HavocMaxDistance1 = Config::Aimbot::HavocMaxDistance1;\n\t\tFeatures::Aimbot::DevotionFire = Config::Aimbot::DevotionFire;\n\t\tFeatures::Aimbot::DevotionADS = Config::Aimbot::DevotionADS;\n\t\tFeatures::Aimbot::DevotionClosestHitbox = Config::Aimbot::DevotionClosestHitbox;\n\t\tFeatures::Aimbot::DevotionHitbox = Config::Aimbot::DevotionHitbox;\n\t\tFeatures::Aimbot::DevotionSpeed = Config::Aimbot::DevotionSpeed;\n\t\tFeatures::Aimbot::DevotionHipfireSmooth = Config::Aimbot::DevotionHipfireSmooth;\n\t\tFeatures::Aimbot::DevotionADSSmooth = Config::Aimbot::DevotionADSSmooth;\n\t\tFeatures::Aimbot::DevotionSmoothingMethod = Config::Aimbot::DevotionSmoothingMethod;\n\t\tFeatures::Aimbot::DevotionMinHipfireSmooth = Config::Aimbot::DevotionMinHipfireSmooth;\n\t\tFeatures::Aimbot::DevotionMaxHipfireSmooth = Config::Aimbot::DevotionMaxHipfireSmooth;\n\t\tFeatures::Aimbot::DevotionMinADSSmooth = Config::Aimbot::DevotionMinADSSmooth;\n\t\tFeatures::Aimbot::DevotionMaxADSSmooth = Config::Aimbot::DevotionMaxADSSmooth;\n\t\tFeatures::Aimbot::DevotionMinHipfireSmooth1 = Config::Aimbot::DevotionMinHipfireSmooth1;\n\t\tFeatures::Aimbot::DevotionMaxHipfireSmooth1 = Config::Aimbot::DevotionMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::DevotionMinADSSmooth1 = Config::Aimbot::DevotionMinADSSmooth1;\n\t\tFeatures::Aimbot::DevotionMaxADSSmooth1 = Config::Aimbot::DevotionMaxADSSmooth1;\n\t\tFeatures::Aimbot::DevotionFOV = Config::Aimbot::DevotionFOV;\n\t\tFeatures::Aimbot::DevotionZoomScale = Config::Aimbot::DevotionZoomScale;\n\t\tFeatures::Aimbot::DevotionHipfireSmooth1 = Config::Aimbot::DevotionHipfireSmooth1;\n\t\tFeatures::Aimbot::DevotionADSSmooth1 = Config::Aimbot::DevotionADSSmooth1;\n\t\tFeatures::Aimbot::DevotionExtraSmooth1 = Config::Aimbot::DevotionExtraSmooth1;\n\t\tFeatures::Aimbot::DevotionDeadzone = Config::Aimbot::DevotionDeadzone;\n\t\tFeatures::Aimbot::DevotionFOV1 = Config::Aimbot::DevotionFOV1;\n\t\tFeatures::Aimbot::DevotionMinDistance1 = Config::Aimbot::DevotionMinDistance1;\n\t\tFeatures::Aimbot::DevotionMaxDistance1 = Config::Aimbot::DevotionMaxDistance1;\n\t\tFeatures::Aimbot::LSTARFire = Config::Aimbot::LSTARFire;\n\t\tFeatures::Aimbot::LSTARADS = Config::Aimbot::LSTARADS;\n\t\tFeatures::Aimbot::LSTARClosestHitbox = Config::Aimbot::LSTARClosestHitbox;\n\t\tFeatures::Aimbot::LSTARHitbox = Config::Aimbot::LSTARHitbox;\n\t\tFeatures::Aimbot::LSTARSpeed = Config::Aimbot::LSTARSpeed;\n\t\tFeatures::Aimbot::LSTARHipfireSmooth = Config::Aimbot::LSTARHipfireSmooth;\n\t\tFeatures::Aimbot::LSTARADSSmooth = Config::Aimbot::LSTARADSSmooth;\n\t\tFeatures::Aimbot::LSTARSmoothingMethod = Config::Aimbot::LSTARSmoothingMethod;\n\t\tFeatures::Aimbot::LSTARMinHipfireSmooth = Config::Aimbot::LSTARMinHipfireSmooth;\n\t\tFeatures::Aimbot::LSTARMaxHipfireSmooth = Config::Aimbot::LSTARMaxHipfireSmooth;\n\t\tFeatures::Aimbot::LSTARMinADSSmooth = Config::Aimbot::LSTARMinADSSmooth;\n\t\tFeatures::Aimbot::LSTARMaxADSSmooth = Config::Aimbot::LSTARMaxADSSmooth;\n\t\tFeatures::Aimbot::LSTARMinHipfireSmooth1 = Config::Aimbot::LSTARMinHipfireSmooth1;\n\t\tFeatures::Aimbot::LSTARMaxHipfireSmooth1 = Config::Aimbot::LSTARMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::LSTARMinADSSmooth1 = Config::Aimbot::LSTARMinADSSmooth1;\n\t\tFeatures::Aimbot::LSTARMaxADSSmooth1 = Config::Aimbot::LSTARMaxADSSmooth1;\n\t\tFeatures::Aimbot::LSTARFOV = Config::Aimbot::LSTARFOV;\n\t\tFeatures::Aimbot::LSTARZoomScale = Config::Aimbot::LSTARZoomScale;\n\t\tFeatures::Aimbot::LSTARHipfireSmooth1 = Config::Aimbot::LSTARHipfireSmooth1;\n\t\tFeatures::Aimbot::LSTARADSSmooth1 = Config::Aimbot::LSTARADSSmooth1;\n\t\tFeatures::Aimbot::LSTARExtraSmooth1 = Config::Aimbot::LSTARExtraSmooth1;\n\t\tFeatures::Aimbot::LSTARDeadzone = Config::Aimbot::LSTARDeadzone;\n\t\tFeatures::Aimbot::LSTARFOV1 = Config::Aimbot::LSTARFOV1;\n\t\tFeatures::Aimbot::LSTARMinDistance1 = Config::Aimbot::LSTARMinDistance1;\n\t\tFeatures::Aimbot::LSTARMaxDistance1 = Config::Aimbot::LSTARMaxDistance1;\n\t\tFeatures::Aimbot::TripleTakeFire = Config::Aimbot::TripleTakeFire;\n\t\tFeatures::Aimbot::TripleTakeADS = Config::Aimbot::TripleTakeADS;\n\t\tFeatures::Aimbot::TripleTakeClosestHitbox = Config::Aimbot::TripleTakeClosestHitbox;\n\t\tFeatures::Aimbot::TripleTakeHitbox = Config::Aimbot::TripleTakeHitbox;\n\t\tFeatures::Aimbot::TripleTakeSpeed = Config::Aimbot::TripleTakeSpeed;\n\t\tFeatures::Aimbot::TripleTakeHipfireSmooth = Config::Aimbot::TripleTakeHipfireSmooth;\n\t\tFeatures::Aimbot::TripleTakeADSSmooth = Config::Aimbot::TripleTakeADSSmooth;\n\t\tFeatures::Aimbot::TripleTakeSmoothingMethod = Config::Aimbot::TripleTakeSmoothingMethod;\n\t\tFeatures::Aimbot::TripleTakeMinHipfireSmooth = Config::Aimbot::TripleTakeMinHipfireSmooth;\n\t\tFeatures::Aimbot::TripleTakeMaxHipfireSmooth = Config::Aimbot::TripleTakeMaxHipfireSmooth;\n\t\tFeatures::Aimbot::TripleTakeMinADSSmooth = Config::Aimbot::TripleTakeMinADSSmooth;\n\t\tFeatures::Aimbot::TripleTakeMaxADSSmooth = Config::Aimbot::TripleTakeMaxADSSmooth;\n\t\tFeatures::Aimbot::TripleTakeMinHipfireSmooth1 = Config::Aimbot::TripleTakeMinHipfireSmooth1;\n\t\tFeatures::Aimbot::TripleTakeMaxHipfireSmooth1 = Config::Aimbot::TripleTakeMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::TripleTakeMinADSSmooth1 = Config::Aimbot::TripleTakeMinADSSmooth1;\n\t\tFeatures::Aimbot::TripleTakeMaxADSSmooth1 = Config::Aimbot::TripleTakeMaxADSSmooth1;\n\t\tFeatures::Aimbot::TripleTakeFOV = Config::Aimbot::TripleTakeFOV;\n\t\tFeatures::Aimbot::TripleTakeZoomScale = Config::Aimbot::TripleTakeZoomScale;\n\t\tFeatures::Aimbot::TripleTakeHipfireSmooth1 = Config::Aimbot::TripleTakeHipfireSmooth1;\n\t\tFeatures::Aimbot::TripleTakeADSSmooth1 = Config::Aimbot::TripleTakeADSSmooth1;\n\t\tFeatures::Aimbot::TripleTakeExtraSmooth1 = Config::Aimbot::TripleTakeExtraSmooth1;\n\t\tFeatures::Aimbot::TripleTakeDeadzone = Config::Aimbot::TripleTakeDeadzone;\n\t\tFeatures::Aimbot::TripleTakeFOV1 = Config::Aimbot::TripleTakeFOV1;\n\t\tFeatures::Aimbot::TripleTakeMinDistance1 = Config::Aimbot::TripleTakeMinDistance1;\n\t\tFeatures::Aimbot::TripleTakeMaxDistance1 = Config::Aimbot::TripleTakeMaxDistance1;\n\t\tFeatures::Aimbot::VoltFire = Config::Aimbot::VoltFire;\n\t\tFeatures::Aimbot::VoltADS = Config::Aimbot::VoltADS;\n\t\tFeatures::Aimbot::VoltClosestHitbox = Config::Aimbot::VoltClosestHitbox;\n\t\tFeatures::Aimbot::VoltHitbox = Config::Aimbot::VoltHitbox;\n\t\tFeatures::Aimbot::VoltSpeed = Config::Aimbot::VoltSpeed;\n\t\tFeatures::Aimbot::VoltHipfireSmooth = Config::Aimbot::VoltHipfireSmooth;\n\t\tFeatures::Aimbot::VoltADSSmooth = Config::Aimbot::VoltADSSmooth;\n\t\tFeatures::Aimbot::VoltSmoothingMethod = Config::Aimbot::VoltSmoothingMethod;\n\t\tFeatures::Aimbot::VoltMinHipfireSmooth = Config::Aimbot::VoltMinHipfireSmooth;\n\t\tFeatures::Aimbot::VoltMaxHipfireSmooth = Config::Aimbot::VoltMaxHipfireSmooth;\n\t\tFeatures::Aimbot::VoltMinADSSmooth = Config::Aimbot::VoltMinADSSmooth;\n\t\tFeatures::Aimbot::VoltMaxADSSmooth = Config::Aimbot::VoltMaxADSSmooth;\n\t\tFeatures::Aimbot::VoltMinHipfireSmooth1 = Config::Aimbot::VoltMinHipfireSmooth1;\n\t\tFeatures::Aimbot::VoltMaxHipfireSmooth1 = Config::Aimbot::VoltMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::VoltMinADSSmooth1 = Config::Aimbot::VoltMinADSSmooth1;\n\t\tFeatures::Aimbot::VoltMaxADSSmooth1 = Config::Aimbot::VoltMaxADSSmooth1;\n\t\tFeatures::Aimbot::VoltFOV = Config::Aimbot::VoltFOV;\n\t\tFeatures::Aimbot::VoltZoomScale = Config::Aimbot::VoltZoomScale;\n\t\tFeatures::Aimbot::VoltHipfireSmooth1 = Config::Aimbot::VoltHipfireSmooth1;\n\t\tFeatures::Aimbot::VoltADSSmooth1 = Config::Aimbot::VoltADSSmooth1;\n\t\tFeatures::Aimbot::VoltExtraSmooth1 = Config::Aimbot::VoltExtraSmooth1;\n\t\tFeatures::Aimbot::VoltDeadzone = Config::Aimbot::VoltDeadzone;\n\t\tFeatures::Aimbot::VoltFOV1 = Config::Aimbot::VoltFOV1;\n\t\tFeatures::Aimbot::VoltMinDistance1 = Config::Aimbot::VoltMinDistance1;\n\t\tFeatures::Aimbot::VoltMaxDistance1 = Config::Aimbot::VoltMaxDistance1;\n\t\tFeatures::Aimbot::NemesisFire = Config::Aimbot::NemesisFire;\n\t\tFeatures::Aimbot::NemesisADS = Config::Aimbot::NemesisADS;\n\t\tFeatures::Aimbot::NemesisClosestHitbox = Config::Aimbot::NemesisClosestHitbox;\n\t\tFeatures::Aimbot::NemesisHitbox = Config::Aimbot::NemesisHitbox;\n\t\tFeatures::Aimbot::NemesisSpeed = Config::Aimbot::NemesisSpeed;\n\t\tFeatures::Aimbot::NemesisHipfireSmooth = Config::Aimbot::NemesisHipfireSmooth;\n\t\tFeatures::Aimbot::NemesisADSSmooth = Config::Aimbot::NemesisADSSmooth;\n\t\tFeatures::Aimbot::NemesisSmoothingMethod = Config::Aimbot::NemesisSmoothingMethod;\n\t\tFeatures::Aimbot::NemesisMinHipfireSmooth = Config::Aimbot::NemesisMinHipfireSmooth;\n\t\tFeatures::Aimbot::NemesisMaxHipfireSmooth = Config::Aimbot::NemesisMaxHipfireSmooth;\n\t\tFeatures::Aimbot::NemesisMinADSSmooth = Config::Aimbot::NemesisMinADSSmooth;\n\t\tFeatures::Aimbot::NemesisMaxADSSmooth = Config::Aimbot::NemesisMaxADSSmooth;\n\t\tFeatures::Aimbot::NemesisMinHipfireSmooth1 = Config::Aimbot::NemesisMinHipfireSmooth1;\n\t\tFeatures::Aimbot::NemesisMaxHipfireSmooth1 = Config::Aimbot::NemesisMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::NemesisMinADSSmooth1 = Config::Aimbot::NemesisMinADSSmooth1;\n\t\tFeatures::Aimbot::NemesisMaxADSSmooth1 = Config::Aimbot::NemesisMaxADSSmooth1;\n\t\tFeatures::Aimbot::NemesisFOV = Config::Aimbot::NemesisFOV;\n\t\tFeatures::Aimbot::NemesisZoomScale = Config::Aimbot::NemesisZoomScale;\n\t\tFeatures::Aimbot::NemesisHipfireSmooth1 = Config::Aimbot::NemesisHipfireSmooth1;\n\t\tFeatures::Aimbot::NemesisADSSmooth1 = Config::Aimbot::NemesisADSSmooth1;\n\t\tFeatures::Aimbot::NemesisExtraSmooth1 = Config::Aimbot::NemesisExtraSmooth1;\n\t\tFeatures::Aimbot::NemesisDeadzone = Config::Aimbot::NemesisDeadzone;\n\t\tFeatures::Aimbot::NemesisFOV1 = Config::Aimbot::NemesisFOV1;\n\t\tFeatures::Aimbot::NemesisMinDistance1 = Config::Aimbot::NemesisMinDistance1;\n\t\tFeatures::Aimbot::NemesisMaxDistance1 = Config::Aimbot::NemesisMaxDistance1;\n\t\tFeatures::Aimbot::MozambiqueFire = Config::Aimbot::MozambiqueFire;\n\t\tFeatures::Aimbot::MozambiqueADS = Config::Aimbot::MozambiqueADS;\n\t\tFeatures::Aimbot::MozambiqueClosestHitbox = Config::Aimbot::MozambiqueClosestHitbox;\n\t\tFeatures::Aimbot::MozambiqueHitbox = Config::Aimbot::MozambiqueHitbox;\n\t\tFeatures::Aimbot::MozambiqueSpeed = Config::Aimbot::MozambiqueSpeed;\n\t\tFeatures::Aimbot::MozambiqueHipfireSmooth = Config::Aimbot::MozambiqueHipfireSmooth;\n\t\tFeatures::Aimbot::MozambiqueADSSmooth = Config::Aimbot::MozambiqueADSSmooth;\n\t\tFeatures::Aimbot::MozambiqueSmoothingMethod = Config::Aimbot::MozambiqueSmoothingMethod;\n\t\tFeatures::Aimbot::MozambiqueMinHipfireSmooth = Config::Aimbot::MozambiqueMinHipfireSmooth;\n\t\tFeatures::Aimbot::MozambiqueMaxHipfireSmooth = Config::Aimbot::MozambiqueMaxHipfireSmooth;\n\t\tFeatures::Aimbot::MozambiqueMinADSSmooth = Config::Aimbot::MozambiqueMinADSSmooth;\n\t\tFeatures::Aimbot::MozambiqueMaxADSSmooth = Config::Aimbot::MozambiqueMaxADSSmooth;\n\t\tFeatures::Aimbot::MozambiqueMinHipfireSmooth1 = Config::Aimbot::MozambiqueMinHipfireSmooth1;\n\t\tFeatures::Aimbot::MozambiqueMaxHipfireSmooth1 = Config::Aimbot::MozambiqueMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::MozambiqueMinADSSmooth1 = Config::Aimbot::MozambiqueMinADSSmooth1;\n\t\tFeatures::Aimbot::MozambiqueMaxADSSmooth1 = Config::Aimbot::MozambiqueMaxADSSmooth1;\n\t\tFeatures::Aimbot::MozambiqueFOV = Config::Aimbot::MozambiqueFOV;\n\t\tFeatures::Aimbot::MozambiqueZoomScale = Config::Aimbot::MozambiqueZoomScale;\n\t\tFeatures::Aimbot::MozambiqueHipfireSmooth1 = Config::Aimbot::MozambiqueHipfireSmooth1;\n\t\tFeatures::Aimbot::MozambiqueADSSmooth1 = Config::Aimbot::MozambiqueADSSmooth1;\n\t\tFeatures::Aimbot::MozambiqueExtraSmooth1 = Config::Aimbot::MozambiqueExtraSmooth1;\n\t\tFeatures::Aimbot::MozambiqueDeadzone = Config::Aimbot::MozambiqueDeadzone;\n\t\tFeatures::Aimbot::MozambiqueFOV1 = Config::Aimbot::MozambiqueFOV1;\n\t\tFeatures::Aimbot::MozambiqueMinDistance1 = Config::Aimbot::MozambiqueMinDistance1;\n\t\tFeatures::Aimbot::MozambiqueMaxDistance1 = Config::Aimbot::MozambiqueMaxDistance1;\n\t\tFeatures::Aimbot::PeacekeeperFire = Config::Aimbot::PeacekeeperFire;\n\t\tFeatures::Aimbot::PeacekeeperADS = Config::Aimbot::PeacekeeperADS;\n\t\tFeatures::Aimbot::PeacekeeperClosestHitbox = Config::Aimbot::PeacekeeperClosestHitbox;\n\t\tFeatures::Aimbot::PeacekeeperHitbox = Config::Aimbot::PeacekeeperHitbox;\n\t\tFeatures::Aimbot::PeacekeeperSpeed = Config::Aimbot::PeacekeeperSpeed;\n\t\tFeatures::Aimbot::PeacekeeperHipfireSmooth = Config::Aimbot::PeacekeeperHipfireSmooth;\n\t\tFeatures::Aimbot::PeacekeeperADSSmooth = Config::Aimbot::PeacekeeperADSSmooth;\n\t\tFeatures::Aimbot::PeacekeeperSmoothingMethod = Config::Aimbot::PeacekeeperSmoothingMethod;\n\t\tFeatures::Aimbot::PeacekeeperMinHipfireSmooth = Config::Aimbot::PeacekeeperMinHipfireSmooth;\n\t\tFeatures::Aimbot::PeacekeeperMaxHipfireSmooth = Config::Aimbot::PeacekeeperMaxHipfireSmooth;\n\t\tFeatures::Aimbot::PeacekeeperMinADSSmooth = Config::Aimbot::PeacekeeperMinADSSmooth;\n\t\tFeatures::Aimbot::PeacekeeperMaxADSSmooth = Config::Aimbot::PeacekeeperMaxADSSmooth;\n\t\tFeatures::Aimbot::PeacekeeperMinHipfireSmooth1 = Config::Aimbot::PeacekeeperMinHipfireSmooth1;\n\t\tFeatures::Aimbot::PeacekeeperMaxHipfireSmooth1 = Config::Aimbot::PeacekeeperMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::PeacekeeperMinADSSmooth1 = Config::Aimbot::PeacekeeperMinADSSmooth1;\n\t\tFeatures::Aimbot::PeacekeeperMaxADSSmooth1 = Config::Aimbot::PeacekeeperMaxADSSmooth1;\n\t\tFeatures::Aimbot::PeacekeeperFOV = Config::Aimbot::PeacekeeperFOV;\n\t\tFeatures::Aimbot::PeacekeeperZoomScale = Config::Aimbot::PeacekeeperZoomScale;\n\t\tFeatures::Aimbot::PeacekeeperHipfireSmooth1 = Config::Aimbot::PeacekeeperHipfireSmooth1;\n\t\tFeatures::Aimbot::PeacekeeperADSSmooth1 = Config::Aimbot::PeacekeeperADSSmooth1;\n\t\tFeatures::Aimbot::PeacekeeperExtraSmooth1 = Config::Aimbot::PeacekeeperExtraSmooth1;\n\t\tFeatures::Aimbot::PeacekeeperDeadzone = Config::Aimbot::PeacekeeperDeadzone;\n\t\tFeatures::Aimbot::PeacekeeperFOV1 = Config::Aimbot::PeacekeeperFOV1;\n\t\tFeatures::Aimbot::PeacekeeperMinDistance1 = Config::Aimbot::PeacekeeperMinDistance1;\n\t\tFeatures::Aimbot::PeacekeeperMaxDistance1 = Config::Aimbot::PeacekeeperMaxDistance1;\n\t\tFeatures::Aimbot::MastiffFire = Config::Aimbot::MastiffFire;\n\t\tFeatures::Aimbot::MastiffADS = Config::Aimbot::MastiffADS;\n\t\tFeatures::Aimbot::MastiffClosestHitbox = Config::Aimbot::MastiffClosestHitbox;\n\t\tFeatures::Aimbot::MastiffHitbox = Config::Aimbot::MastiffHitbox;\n\t\tFeatures::Aimbot::MastiffSpeed = Config::Aimbot::MastiffSpeed;\n\t\tFeatures::Aimbot::MastiffHipfireSmooth = Config::Aimbot::MastiffHipfireSmooth;\n\t\tFeatures::Aimbot::MastiffADSSmooth = Config::Aimbot::MastiffADSSmooth;\n\t\tFeatures::Aimbot::MastiffSmoothingMethod = Config::Aimbot::MastiffSmoothingMethod;\n\t\tFeatures::Aimbot::MastiffMinHipfireSmooth = Config::Aimbot::MastiffMinHipfireSmooth;\n\t\tFeatures::Aimbot::MastiffMaxHipfireSmooth = Config::Aimbot::MastiffMaxHipfireSmooth;\n\t\tFeatures::Aimbot::MastiffMinADSSmooth = Config::Aimbot::MastiffMinADSSmooth;\n\t\tFeatures::Aimbot::MastiffMaxADSSmooth = Config::Aimbot::MastiffMaxADSSmooth;\n\t\tFeatures::Aimbot::MastiffMinHipfireSmooth1 = Config::Aimbot::MastiffMinHipfireSmooth1;\n\t\tFeatures::Aimbot::MastiffMaxHipfireSmooth1 = Config::Aimbot::MastiffMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::MastiffMinADSSmooth1 = Config::Aimbot::MastiffMinADSSmooth1;\n\t\tFeatures::Aimbot::MastiffMaxADSSmooth1 = Config::Aimbot::MastiffMaxADSSmooth1;\n\t\tFeatures::Aimbot::MastiffFOV = Config::Aimbot::MastiffFOV;\n\t\tFeatures::Aimbot::MastiffZoomScale = Config::Aimbot::MastiffZoomScale;\n\t\tFeatures::Aimbot::MastiffHipfireSmooth1 = Config::Aimbot::MastiffHipfireSmooth1;\n\t\tFeatures::Aimbot::MastiffADSSmooth1 = Config::Aimbot::MastiffADSSmooth1;\n\t\tFeatures::Aimbot::MastiffExtraSmooth1 = Config::Aimbot::MastiffExtraSmooth1;\n\t\tFeatures::Aimbot::MastiffDeadzone = Config::Aimbot::MastiffDeadzone;\n\t\tFeatures::Aimbot::MastiffFOV1 = Config::Aimbot::MastiffFOV1;\n\t\tFeatures::Aimbot::MastiffMinDistance1 = Config::Aimbot::MastiffMinDistance1;\n\t\tFeatures::Aimbot::MastiffMaxDistance1 = Config::Aimbot::MastiffMaxDistance1;\n\t\tFeatures::Aimbot::LongbowFire = Config::Aimbot::LongbowFire;\n\t\tFeatures::Aimbot::LongbowADS = Config::Aimbot::LongbowADS;\n\t\tFeatures::Aimbot::LongbowClosestHitbox = Config::Aimbot::LongbowClosestHitbox;\n\t\tFeatures::Aimbot::LongbowHitbox = Config::Aimbot::LongbowHitbox;\n\t\tFeatures::Aimbot::LongbowSpeed = Config::Aimbot::LongbowSpeed;\n\t\tFeatures::Aimbot::LongbowHipfireSmooth = Config::Aimbot::LongbowHipfireSmooth;\n\t\tFeatures::Aimbot::LongbowADSSmooth = Config::Aimbot::LongbowADSSmooth;\n\t\tFeatures::Aimbot::LongbowSmoothingMethod = Config::Aimbot::LongbowSmoothingMethod;\n\t\tFeatures::Aimbot::LongbowMinHipfireSmooth = Config::Aimbot::LongbowMinHipfireSmooth;\n\t\tFeatures::Aimbot::LongbowMaxHipfireSmooth = Config::Aimbot::LongbowMaxHipfireSmooth;\n\t\tFeatures::Aimbot::LongbowMinADSSmooth = Config::Aimbot::LongbowMinADSSmooth;\n\t\tFeatures::Aimbot::LongbowMaxADSSmooth = Config::Aimbot::LongbowMaxADSSmooth;\n\t\tFeatures::Aimbot::LongbowMinHipfireSmooth1 = Config::Aimbot::LongbowMinHipfireSmooth1;\n\t\tFeatures::Aimbot::LongbowMaxHipfireSmooth1 = Config::Aimbot::LongbowMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::LongbowMinADSSmooth1 = Config::Aimbot::LongbowMinADSSmooth1;\n\t\tFeatures::Aimbot::LongbowMaxADSSmooth1 = Config::Aimbot::LongbowMaxADSSmooth1;\n\t\tFeatures::Aimbot::LongbowFOV = Config::Aimbot::LongbowFOV;\n\t\tFeatures::Aimbot::LongbowZoomScale = Config::Aimbot::LongbowZoomScale;\n\t\tFeatures::Aimbot::LongbowHipfireSmooth1 = Config::Aimbot::LongbowHipfireSmooth1;\n\t\tFeatures::Aimbot::LongbowADSSmooth1 = Config::Aimbot::LongbowADSSmooth1;\n\t\tFeatures::Aimbot::LongbowExtraSmooth1 = Config::Aimbot::LongbowExtraSmooth1;\n\t\tFeatures::Aimbot::LongbowDeadzone = Config::Aimbot::LongbowDeadzone;\n\t\tFeatures::Aimbot::LongbowFOV1 = Config::Aimbot::LongbowFOV1;\n\t\tFeatures::Aimbot::LongbowMinDistance1 = Config::Aimbot::LongbowMinDistance1;\n\t\tFeatures::Aimbot::LongbowMaxDistance1 = Config::Aimbot::LongbowMaxDistance1;\n\t\tFeatures::Aimbot::ChargeRifleFire = Config::Aimbot::ChargeRifleFire;\n\t\tFeatures::Aimbot::ChargeRifleADS = Config::Aimbot::ChargeRifleADS;\n\t\tFeatures::Aimbot::ChargeRifleClosestHitbox = Config::Aimbot::ChargeRifleClosestHitbox;\n\t\tFeatures::Aimbot::ChargeRifleHitbox = Config::Aimbot::ChargeRifleHitbox;\n\t\tFeatures::Aimbot::ChargeRifleSpeed = Config::Aimbot::ChargeRifleSpeed;\n\t\tFeatures::Aimbot::ChargeRifleHipfireSmooth = Config::Aimbot::ChargeRifleHipfireSmooth;\n\t\tFeatures::Aimbot::ChargeRifleADSSmooth = Config::Aimbot::ChargeRifleADSSmooth;\n\t\tFeatures::Aimbot::ChargeRifleSmoothingMethod = Config::Aimbot::ChargeRifleSmoothingMethod;\n\t\tFeatures::Aimbot::ChargeRifleMinHipfireSmooth = Config::Aimbot::ChargeRifleMinHipfireSmooth;\n\t\tFeatures::Aimbot::ChargeRifleMaxHipfireSmooth = Config::Aimbot::ChargeRifleMaxHipfireSmooth;\n\t\tFeatures::Aimbot::ChargeRifleMinADSSmooth = Config::Aimbot::ChargeRifleMinADSSmooth;\n\t\tFeatures::Aimbot::ChargeRifleMaxADSSmooth = Config::Aimbot::ChargeRifleMaxADSSmooth;\n\t\tFeatures::Aimbot::ChargeRifleMinHipfireSmooth1 = Config::Aimbot::ChargeRifleMinHipfireSmooth1;\n\t\tFeatures::Aimbot::ChargeRifleMaxHipfireSmooth1 = Config::Aimbot::ChargeRifleMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::ChargeRifleMinADSSmooth1 = Config::Aimbot::ChargeRifleMinADSSmooth1;\n\t\tFeatures::Aimbot::ChargeRifleMaxADSSmooth1 = Config::Aimbot::ChargeRifleMaxADSSmooth1;\n\t\tFeatures::Aimbot::ChargeRifleFOV = Config::Aimbot::ChargeRifleFOV;\n\t\tFeatures::Aimbot::ChargeRifleZoomScale = Config::Aimbot::ChargeRifleZoomScale;\n\t\tFeatures::Aimbot::ChargeRifleHipfireSmooth1 = Config::Aimbot::ChargeRifleHipfireSmooth1;\n\t\tFeatures::Aimbot::ChargeRifleADSSmooth1 = Config::Aimbot::ChargeRifleADSSmooth1;\n\t\tFeatures::Aimbot::ChargeRifleExtraSmooth1 = Config::Aimbot::ChargeRifleExtraSmooth1;\n\t\tFeatures::Aimbot::ChargeRifleDeadzone = Config::Aimbot::ChargeRifleDeadzone;\n\t\tFeatures::Aimbot::ChargeRifleFOV1 = Config::Aimbot::ChargeRifleFOV1;\n\t\tFeatures::Aimbot::ChargeRifleMinDistance1 = Config::Aimbot::ChargeRifleMinDistance1;\n\t\tFeatures::Aimbot::ChargeRifleMaxDistance1 = Config::Aimbot::ChargeRifleMaxDistance1;\n\t\tFeatures::Aimbot::SentinelFire = Config::Aimbot::SentinelFire;\n\t\tFeatures::Aimbot::SentinelADS = Config::Aimbot::SentinelADS;\n\t\tFeatures::Aimbot::SentinelClosestHitbox = Config::Aimbot::SentinelClosestHitbox;\n\t\tFeatures::Aimbot::SentinelHitbox = Config::Aimbot::SentinelHitbox;\n\t\tFeatures::Aimbot::SentinelSpeed = Config::Aimbot::SentinelSpeed;\n\t\tFeatures::Aimbot::SentinelHipfireSmooth = Config::Aimbot::SentinelHipfireSmooth;\n\t\tFeatures::Aimbot::SentinelADSSmooth = Config::Aimbot::SentinelADSSmooth;\n\t\tFeatures::Aimbot::SentinelSmoothingMethod = Config::Aimbot::SentinelSmoothingMethod;\n\t\tFeatures::Aimbot::SentinelMinHipfireSmooth = Config::Aimbot::SentinelMinHipfireSmooth;\n\t\tFeatures::Aimbot::SentinelMaxHipfireSmooth = Config::Aimbot::SentinelMaxHipfireSmooth;\n\t\tFeatures::Aimbot::SentinelMinADSSmooth = Config::Aimbot::SentinelMinADSSmooth;\n\t\tFeatures::Aimbot::SentinelMaxADSSmooth = Config::Aimbot::SentinelMaxADSSmooth;\n\t\tFeatures::Aimbot::SentinelMinHipfireSmooth1 = Config::Aimbot::SentinelMinHipfireSmooth1;\n\t\tFeatures::Aimbot::SentinelMaxHipfireSmooth1 = Config::Aimbot::SentinelMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::SentinelMinADSSmooth1 = Config::Aimbot::SentinelMinADSSmooth1;\n\t\tFeatures::Aimbot::SentinelMaxADSSmooth1 = Config::Aimbot::SentinelMaxADSSmooth1;\n\t\tFeatures::Aimbot::SentinelFOV = Config::Aimbot::SentinelFOV;\n\t\tFeatures::Aimbot::SentinelZoomScale = Config::Aimbot::SentinelZoomScale;\n\t\tFeatures::Aimbot::SentinelHipfireSmooth1 = Config::Aimbot::SentinelHipfireSmooth1;\n\t\tFeatures::Aimbot::SentinelADSSmooth1 = Config::Aimbot::SentinelADSSmooth1;\n\t\tFeatures::Aimbot::SentinelExtraSmooth1 = Config::Aimbot::SentinelExtraSmooth1;\n\t\tFeatures::Aimbot::SentinelDeadzone = Config::Aimbot::SentinelDeadzone;\n\t\tFeatures::Aimbot::SentinelFOV1 = Config::Aimbot::SentinelFOV1;\n\t\tFeatures::Aimbot::SentinelMinDistance1 = Config::Aimbot::SentinelMinDistance1;\n\t\tFeatures::Aimbot::SentinelMaxDistance1 = Config::Aimbot::SentinelMaxDistance1;\n\t\tFeatures::Aimbot::WingmanFire = Config::Aimbot::WingmanFire;\n\t\tFeatures::Aimbot::WingmanADS = Config::Aimbot::WingmanADS;\n\t\tFeatures::Aimbot::WingmanClosestHitbox = Config::Aimbot::WingmanClosestHitbox;\n\t\tFeatures::Aimbot::WingmanHitbox = Config::Aimbot::WingmanHitbox;\n\t\tFeatures::Aimbot::WingmanSpeed = Config::Aimbot::WingmanSpeed;\n\t\tFeatures::Aimbot::WingmanHipfireSmooth = Config::Aimbot::WingmanHipfireSmooth;\n\t\tFeatures::Aimbot::WingmanADSSmooth = Config::Aimbot::WingmanADSSmooth;\n\t\tFeatures::Aimbot::WingmanSmoothingMethod = Config::Aimbot::WingmanSmoothingMethod;\n\t\tFeatures::Aimbot::WingmanMinHipfireSmooth = Config::Aimbot::WingmanMinHipfireSmooth;\n\t\tFeatures::Aimbot::WingmanMaxHipfireSmooth = Config::Aimbot::WingmanMaxHipfireSmooth;\n\t\tFeatures::Aimbot::WingmanMinADSSmooth = Config::Aimbot::WingmanMinADSSmooth;\n\t\tFeatures::Aimbot::WingmanMaxADSSmooth = Config::Aimbot::WingmanMaxADSSmooth;\n\t\tFeatures::Aimbot::WingmanMinHipfireSmooth1 = Config::Aimbot::WingmanMinHipfireSmooth1;\n\t\tFeatures::Aimbot::WingmanMaxHipfireSmooth1 = Config::Aimbot::WingmanMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::WingmanMinADSSmooth1 = Config::Aimbot::WingmanMinADSSmooth1;\n\t\tFeatures::Aimbot::WingmanMaxADSSmooth1 = Config::Aimbot::WingmanMaxADSSmooth1;\n\t\tFeatures::Aimbot::WingmanFOV = Config::Aimbot::WingmanFOV;\n\t\tFeatures::Aimbot::WingmanZoomScale = Config::Aimbot::WingmanZoomScale;\n\t\tFeatures::Aimbot::WingmanHipfireSmooth1 = Config::Aimbot::WingmanHipfireSmooth1;\n\t\tFeatures::Aimbot::WingmanADSSmooth1 = Config::Aimbot::WingmanADSSmooth1;\n\t\tFeatures::Aimbot::WingmanExtraSmooth1 = Config::Aimbot::WingmanExtraSmooth1;\n\t\tFeatures::Aimbot::WingmanDeadzone = Config::Aimbot::WingmanDeadzone;\n\t\tFeatures::Aimbot::WingmanFOV1 = Config::Aimbot::WingmanFOV1;\n\t\tFeatures::Aimbot::WingmanMinDistance1 = Config::Aimbot::WingmanMinDistance1;\n\t\tFeatures::Aimbot::WingmanMaxDistance1 = Config::Aimbot::WingmanMaxDistance1;\n\t\tFeatures::Aimbot::EVA8Fire = Config::Aimbot::EVA8Fire;\n\t\tFeatures::Aimbot::EVA8ADS = Config::Aimbot::EVA8ADS;\n\t\tFeatures::Aimbot::EVA8ClosestHitbox = Config::Aimbot::EVA8ClosestHitbox;\n\t\tFeatures::Aimbot::EVA8Hitbox = Config::Aimbot::EVA8Hitbox;\n\t\tFeatures::Aimbot::EVA8Speed = Config::Aimbot::EVA8Speed;\n\t\tFeatures::Aimbot::EVA8HipfireSmooth = Config::Aimbot::EVA8HipfireSmooth;\n\t\tFeatures::Aimbot::EVA8ADSSmooth = Config::Aimbot::EVA8ADSSmooth;\n\t\tFeatures::Aimbot::EVA8SmoothingMethod = Config::Aimbot::EVA8SmoothingMethod;\n\t\tFeatures::Aimbot::EVA8MinHipfireSmooth = Config::Aimbot::EVA8MinHipfireSmooth;\n\t\tFeatures::Aimbot::EVA8MaxHipfireSmooth = Config::Aimbot::EVA8MaxHipfireSmooth;\n\t\tFeatures::Aimbot::EVA8MinADSSmooth = Config::Aimbot::EVA8MinADSSmooth;\n\t\tFeatures::Aimbot::EVA8MaxADSSmooth = Config::Aimbot::EVA8MaxADSSmooth;\n\t\tFeatures::Aimbot::EVA8MinHipfireSmooth1 = Config::Aimbot::EVA8MinHipfireSmooth1;\n\t\tFeatures::Aimbot::EVA8MaxHipfireSmooth1 = Config::Aimbot::EVA8MaxHipfireSmooth1;\n\t\tFeatures::Aimbot::EVA8MinADSSmooth1 = Config::Aimbot::EVA8MinADSSmooth1;\n\t\tFeatures::Aimbot::EVA8MaxADSSmooth1 = Config::Aimbot::EVA8MaxADSSmooth1;\n\t\tFeatures::Aimbot::EVA8FOV = Config::Aimbot::EVA8FOV;\n\t\tFeatures::Aimbot::EVA8ZoomScale = Config::Aimbot::EVA8ZoomScale;\n\t\tFeatures::Aimbot::EVA8HipfireSmooth1 = Config::Aimbot::EVA8HipfireSmooth1;\n\t\tFeatures::Aimbot::EVA8ADSSmooth1 = Config::Aimbot::EVA8ADSSmooth1;\n\t\tFeatures::Aimbot::EVA8ExtraSmooth1 = Config::Aimbot::EVA8ExtraSmooth1;\n\t\tFeatures::Aimbot::EVA8Deadzone = Config::Aimbot::EVA8Deadzone;\n\t\tFeatures::Aimbot::EVA8FOV1 = Config::Aimbot::EVA8FOV1;\n\t\tFeatures::Aimbot::EVA8MinDistance1 = Config::Aimbot::EVA8MinDistance1;\n\t\tFeatures::Aimbot::EVA8MaxDistance1 = Config::Aimbot::EVA8MaxDistance1;\n\t\tFeatures::Aimbot::BocekFire = Config::Aimbot::BocekFire;\n\t\tFeatures::Aimbot::BocekADS = Config::Aimbot::BocekADS;\n\t\tFeatures::Aimbot::BocekClosestHitbox = Config::Aimbot::BocekClosestHitbox;\n\t\tFeatures::Aimbot::BocekHitbox = Config::Aimbot::BocekHitbox;\n\t\tFeatures::Aimbot::BocekSpeed = Config::Aimbot::BocekSpeed;\n\t\tFeatures::Aimbot::BocekHipfireSmooth = Config::Aimbot::BocekHipfireSmooth;\n\t\tFeatures::Aimbot::BocekADSSmooth = Config::Aimbot::BocekADSSmooth;\n\t\tFeatures::Aimbot::BocekSmoothingMethod = Config::Aimbot::BocekSmoothingMethod;\n\t\tFeatures::Aimbot::BocekMinHipfireSmooth = Config::Aimbot::BocekMinHipfireSmooth;\n\t\tFeatures::Aimbot::BocekMaxHipfireSmooth = Config::Aimbot::BocekMaxHipfireSmooth;\n\t\tFeatures::Aimbot::BocekMinADSSmooth = Config::Aimbot::BocekMinADSSmooth;\n\t\tFeatures::Aimbot::BocekMaxADSSmooth = Config::Aimbot::BocekMaxADSSmooth;\n\t\tFeatures::Aimbot::BocekMinHipfireSmooth1 = Config::Aimbot::BocekMinHipfireSmooth1;\n\t\tFeatures::Aimbot::BocekMaxHipfireSmooth1 = Config::Aimbot::BocekMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::BocekMinADSSmooth1 = Config::Aimbot::BocekMinADSSmooth1;\n\t\tFeatures::Aimbot::BocekMaxADSSmooth1 = Config::Aimbot::BocekMaxADSSmooth1;\n\t\tFeatures::Aimbot::BocekFOV = Config::Aimbot::BocekFOV;\n\t\tFeatures::Aimbot::BocekZoomScale = Config::Aimbot::BocekZoomScale;\n\t\tFeatures::Aimbot::BocekHipfireSmooth1 = Config::Aimbot::BocekHipfireSmooth1;\n\t\tFeatures::Aimbot::BocekADSSmooth1 = Config::Aimbot::BocekADSSmooth1;\n\t\tFeatures::Aimbot::BocekExtraSmooth1 = Config::Aimbot::BocekExtraSmooth1;\n\t\tFeatures::Aimbot::BocekDeadzone = Config::Aimbot::BocekDeadzone;\n\t\tFeatures::Aimbot::BocekFOV1 = Config::Aimbot::BocekFOV1;\n\t\tFeatures::Aimbot::BocekMinDistance1 = Config::Aimbot::BocekMinDistance1;\n\t\tFeatures::Aimbot::BocekMaxDistance1 = Config::Aimbot::BocekMaxDistance1;\n\t\tFeatures::Aimbot::KraberFire = Config::Aimbot::KraberFire;\n\t\tFeatures::Aimbot::KraberADS = Config::Aimbot::KraberADS;\n\t\tFeatures::Aimbot::KraberClosestHitbox = Config::Aimbot::KraberClosestHitbox;\n\t\tFeatures::Aimbot::KraberHitbox = Config::Aimbot::KraberHitbox;\n\t\tFeatures::Aimbot::KraberSpeed = Config::Aimbot::KraberSpeed;\n\t\tFeatures::Aimbot::KraberHipfireSmooth = Config::Aimbot::KraberHipfireSmooth;\n\t\tFeatures::Aimbot::KraberADSSmooth = Config::Aimbot::KraberADSSmooth;\n\t\tFeatures::Aimbot::KraberSmoothingMethod = Config::Aimbot::KraberSmoothingMethod;\n\t\tFeatures::Aimbot::KraberMinHipfireSmooth = Config::Aimbot::KraberMinHipfireSmooth;\n\t\tFeatures::Aimbot::KraberMaxHipfireSmooth = Config::Aimbot::KraberMaxHipfireSmooth;\n\t\tFeatures::Aimbot::KraberMinADSSmooth = Config::Aimbot::KraberMinADSSmooth;\n\t\tFeatures::Aimbot::KraberMaxADSSmooth = Config::Aimbot::KraberMaxADSSmooth;\n\t\tFeatures::Aimbot::KraberMinHipfireSmooth1 = Config::Aimbot::KraberMinHipfireSmooth1;\n\t\tFeatures::Aimbot::KraberMaxHipfireSmooth1 = Config::Aimbot::KraberMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::KraberMinADSSmooth1 = Config::Aimbot::KraberMinADSSmooth1;\n\t\tFeatures::Aimbot::KraberMaxADSSmooth1 = Config::Aimbot::KraberMaxADSSmooth1;\n\t\tFeatures::Aimbot::KraberFOV = Config::Aimbot::KraberFOV;\n\t\tFeatures::Aimbot::KraberZoomScale = Config::Aimbot::KraberZoomScale;\n\t\tFeatures::Aimbot::KraberHipfireSmooth1 = Config::Aimbot::KraberHipfireSmooth1;\n\t\tFeatures::Aimbot::KraberADSSmooth1 = Config::Aimbot::KraberADSSmooth1;\n\t\tFeatures::Aimbot::KraberExtraSmooth1 = Config::Aimbot::KraberExtraSmooth1;\n\t\tFeatures::Aimbot::KraberDeadzone = Config::Aimbot::KraberDeadzone;\n\t\tFeatures::Aimbot::KraberFOV1 = Config::Aimbot::KraberFOV1;\n\t\tFeatures::Aimbot::KraberMinDistance1 = Config::Aimbot::KraberMinDistance1;\n\t\tFeatures::Aimbot::KraberMaxDistance1 = Config::Aimbot::KraberMaxDistance1;\n\t\tFeatures::Aimbot::ThrowingKnifeFire = Config::Aimbot::ThrowingKnifeFire;\n\t\tFeatures::Aimbot::ThrowingKnifeADS = Config::Aimbot::ThrowingKnifeADS;\n\t\tFeatures::Aimbot::ThrowingKnifeClosestHitbox = Config::Aimbot::ThrowingKnifeClosestHitbox;\n\t\tFeatures::Aimbot::ThrowingKnifeHitbox = Config::Aimbot::ThrowingKnifeHitbox;\n\t\tFeatures::Aimbot::ThrowingKnifeSpeed = Config::Aimbot::ThrowingKnifeSpeed;\n\t\tFeatures::Aimbot::ThrowingKnifeHipfireSmooth = Config::Aimbot::ThrowingKnifeHipfireSmooth;\n\t\tFeatures::Aimbot::ThrowingKnifeADSSmooth = Config::Aimbot::ThrowingKnifeADSSmooth;\n\t\tFeatures::Aimbot::ThrowingKnifeSmoothingMethod = Config::Aimbot::ThrowingKnifeSmoothingMethod;\n\t\tFeatures::Aimbot::ThrowingKnifeMinHipfireSmooth = Config::Aimbot::ThrowingKnifeMinHipfireSmooth;\n\t\tFeatures::Aimbot::ThrowingKnifeMaxHipfireSmooth = Config::Aimbot::ThrowingKnifeMaxHipfireSmooth;\n\t\tFeatures::Aimbot::ThrowingKnifeMinADSSmooth = Config::Aimbot::ThrowingKnifeMinADSSmooth;\n\t\tFeatures::Aimbot::ThrowingKnifeMaxADSSmooth = Config::Aimbot::ThrowingKnifeMaxADSSmooth;\n\t\tFeatures::Aimbot::ThrowingKnifeMinHipfireSmooth1 = Config::Aimbot::ThrowingKnifeMinHipfireSmooth1;\n\t\tFeatures::Aimbot::ThrowingKnifeMaxHipfireSmooth1 = Config::Aimbot::ThrowingKnifeMaxHipfireSmooth1;\n\t\tFeatures::Aimbot::ThrowingKnifeMinADSSmooth1 = Config::Aimbot::ThrowingKnifeMinADSSmooth1;\n\t\tFeatures::Aimbot::ThrowingKnifeMaxADSSmooth1 = Config::Aimbot::ThrowingKnifeMaxADSSmooth1;\n\t\tFeatures::Aimbot::ThrowingKnifeFOV = Config::Aimbot::ThrowingKnifeFOV;\n\t\tFeatures::Aimbot::ThrowingKnifeZoomScale = Config::Aimbot::ThrowingKnifeZoomScale;\n\t\tFeatures::Aimbot::ThrowingKnifeHipfireSmooth1 = Config::Aimbot::ThrowingKnifeHipfireSmooth1;\n\t\tFeatures::Aimbot::ThrowingKnifeADSSmooth1 = Config::Aimbot::ThrowingKnifeADSSmooth1;\n\t\tFeatures::Aimbot::ThrowingKnifeExtraSmooth1 = Config::Aimbot::ThrowingKnifeExtraSmooth1;\n\t\tFeatures::Aimbot::ThrowingKnifeDeadzone = Config::Aimbot::ThrowingKnifeDeadzone;\n\t\tFeatures::Aimbot::ThrowingKnifeFOV1 = Config::Aimbot::ThrowingKnifeFOV1;\n\t\tFeatures::Aimbot::ThrowingKnifeMinDistance1 = Config::Aimbot::ThrowingKnifeMinDistance1;\n\t\tFeatures::Aimbot::ThrowingKnifeMaxDistance1 = Config::Aimbot::ThrowingKnifeMaxDistance1;\n\n\t\tFeatures::AimbotBinds::AimBind = static_cast<InputKeyType>(Config::AimbotBinds::AimBind);\n\t\tFeatures::AimbotBinds::ExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::ExtraBind);\n\t\t// Advanced\n\t\tFeatures::AimbotBinds::P2020AimBind = static_cast<InputKeyType>(Config::AimbotBinds::P2020AimBind);\n\t\tFeatures::AimbotBinds::P2020ExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::P2020ExtraBind);\n\t\tFeatures::AimbotBinds::RE45AimBind = static_cast<InputKeyType>(Config::AimbotBinds::RE45AimBind);\n\t\tFeatures::AimbotBinds::RE45ExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::RE45ExtraBind);\n\t\tFeatures::AimbotBinds::AlternatorAimBind = static_cast<InputKeyType>(Config::AimbotBinds::AlternatorAimBind);\n\t\tFeatures::AimbotBinds::AlternatorExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::AlternatorExtraBind);\n\t\tFeatures::AimbotBinds::R99AimBind = static_cast<InputKeyType>(Config::AimbotBinds::R99AimBind);\n\t\tFeatures::AimbotBinds::R99ExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::R99ExtraBind);\n\t\tFeatures::AimbotBinds::R301AimBind = static_cast<InputKeyType>(Config::AimbotBinds::R301AimBind);\n\t\tFeatures::AimbotBinds::R301ExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::R301ExtraBind);\n\t\tFeatures::AimbotBinds::SpitfireAimBind = static_cast<InputKeyType>(Config::AimbotBinds::SpitfireAimBind);\n\t\tFeatures::AimbotBinds::SpitfireExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::SpitfireExtraBind);\n\t\tFeatures::AimbotBinds::G7AimBind = static_cast<InputKeyType>(Config::AimbotBinds::G7AimBind);\n\t\tFeatures::AimbotBinds::G7ExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::G7ExtraBind);\n\t\tFeatures::AimbotBinds::FlatlineAimBind = static_cast<InputKeyType>(Config::AimbotBinds::FlatlineAimBind);\n\t\tFeatures::AimbotBinds::FlatlineExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::FlatlineExtraBind);\n\t\tFeatures::AimbotBinds::HemlockAimBind = static_cast<InputKeyType>(Config::AimbotBinds::HemlockAimBind);\n\t\tFeatures::AimbotBinds::HemlockExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::HemlockExtraBind);\n\t\tFeatures::AimbotBinds::ProwlerAimBind = static_cast<InputKeyType>(Config::AimbotBinds::ProwlerAimBind);\n\t\tFeatures::AimbotBinds::ProwlerExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::ProwlerExtraBind);\n\t\tFeatures::AimbotBinds::RepeaterAimBind = static_cast<InputKeyType>(Config::AimbotBinds::RepeaterAimBind);\n\t\tFeatures::AimbotBinds::RepeaterExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::RepeaterExtraBind);\n\t\tFeatures::AimbotBinds::RampageAimBind = static_cast<InputKeyType>(Config::AimbotBinds::RampageAimBind);\n\t\tFeatures::AimbotBinds::RampageExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::RampageExtraBind);\n\t\tFeatures::AimbotBinds::CARSMGAimBind = static_cast<InputKeyType>(Config::AimbotBinds::CARSMGAimBind);\n\t\tFeatures::AimbotBinds::CARSMGExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::CARSMGExtraBind);\n\t\tFeatures::AimbotBinds::HavocAimBind = static_cast<InputKeyType>(Config::AimbotBinds::HavocAimBind);\n\t\tFeatures::AimbotBinds::HavocExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::HavocExtraBind);\n\t\tFeatures::AimbotBinds::DevotionAimBind = static_cast<InputKeyType>(Config::AimbotBinds::DevotionAimBind);\n\t\tFeatures::AimbotBinds::DevotionExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::DevotionExtraBind);\n\t\tFeatures::AimbotBinds::LSTARAimBind = static_cast<InputKeyType>(Config::AimbotBinds::LSTARAimBind);\n\t\tFeatures::AimbotBinds::LSTARExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::LSTARExtraBind);\n\t\tFeatures::AimbotBinds::TripleTakeAimBind = static_cast<InputKeyType>(Config::AimbotBinds::TripleTakeAimBind);\n\t\tFeatures::AimbotBinds::TripleTakeExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::TripleTakeExtraBind);\n\t\tFeatures::AimbotBinds::VoltAimBind = static_cast<InputKeyType>(Config::AimbotBinds::VoltAimBind);\n\t\tFeatures::AimbotBinds::VoltExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::VoltExtraBind);\n\t\tFeatures::AimbotBinds::NemesisAimBind = static_cast<InputKeyType>(Config::AimbotBinds::NemesisAimBind);\n\t\tFeatures::AimbotBinds::NemesisExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::NemesisExtraBind);\n\t\tFeatures::AimbotBinds::MozambiqueAimBind = static_cast<InputKeyType>(Config::AimbotBinds::MozambiqueAimBind);\n\t\tFeatures::AimbotBinds::MozambiqueExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::MozambiqueExtraBind);\n\t\tFeatures::AimbotBinds::PeacekeeperAimBind = static_cast<InputKeyType>(Config::AimbotBinds::PeacekeeperAimBind);\n\t\tFeatures::AimbotBinds::PeacekeeperExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::PeacekeeperExtraBind);\n\t\tFeatures::AimbotBinds::MastiffAimBind = static_cast<InputKeyType>(Config::AimbotBinds::MastiffAimBind);\n\t\tFeatures::AimbotBinds::MastiffExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::MastiffExtraBind);\n\t\tFeatures::AimbotBinds::LongbowAimBind = static_cast<InputKeyType>(Config::AimbotBinds::LongbowAimBind);\n\t\tFeatures::AimbotBinds::LongbowExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::LongbowExtraBind);\n\t\tFeatures::AimbotBinds::ChargeRifleAimBind = static_cast<InputKeyType>(Config::AimbotBinds::ChargeRifleAimBind);\n\t\tFeatures::AimbotBinds::ChargeRifleExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::ChargeRifleExtraBind);\n\t\tFeatures::AimbotBinds::SentinelAimBind = static_cast<InputKeyType>(Config::AimbotBinds::SentinelAimBind);\n\t\tFeatures::AimbotBinds::SentinelExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::SentinelExtraBind);\n\t\tFeatures::AimbotBinds::WingmanAimBind = static_cast<InputKeyType>(Config::AimbotBinds::WingmanAimBind);\n\t\tFeatures::AimbotBinds::WingmanExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::WingmanExtraBind);\n\t\tFeatures::AimbotBinds::EVA8AimBind = static_cast<InputKeyType>(Config::AimbotBinds::EVA8AimBind);\n\t\tFeatures::AimbotBinds::EVA8ExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::EVA8ExtraBind);\n\t\tFeatures::AimbotBinds::BocekAimBind = static_cast<InputKeyType>(Config::AimbotBinds::BocekAimBind);\n\t\tFeatures::AimbotBinds::BocekExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::BocekExtraBind);\n\t\tFeatures::AimbotBinds::KraberAimBind = static_cast<InputKeyType>(Config::AimbotBinds::KraberAimBind);\n\t\tFeatures::AimbotBinds::KraberExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::KraberExtraBind);\n\t\tFeatures::AimbotBinds::ThrowingKnifeAimBind = static_cast<InputKeyType>(Config::AimbotBinds::ThrowingKnifeAimBind);\n\t\tFeatures::AimbotBinds::ThrowingKnifeExtraBind = static_cast<InputKeyType>(Config::AimbotBinds::ThrowingKnifeExtraBind);\n\n\t\tFeatures::AimbotHitboxes::Hitbox = static_cast<HitboxType>(Config::AimbotHitboxes::Hitbox);\n\t\t// Advanced\n\t\tFeatures::AimbotHitboxes::P2020Hitbox = static_cast<HitboxType>(Config::AimbotHitboxes::P2020Hitbox);\n\t\tFeatures::AimbotHitboxes::RE45Hitbox = static_cast<HitboxType>(Config::AimbotHitboxes::RE45Hitbox);\n\t\tFeatures::AimbotHitboxes::AlternatorHitbox = static_cast<HitboxType>(Config::AimbotHitboxes::AlternatorHitbox);\n\t\tFeatures::AimbotHitboxes::R99Hitbox = static_cast<HitboxType>(Config::AimbotHitboxes::R99Hitbox);\n\t\tFeatures::AimbotHitboxes::R301Hitbox = static_cast<HitboxType>(Config::AimbotHitboxes::R301Hitbox);\n\t\tFeatures::AimbotHitboxes::SpitfireHitbox = static_cast<HitboxType>(Config::AimbotHitboxes::SpitfireHitbox);\n\t\tFeatures::AimbotHitboxes::G7Hitbox = static_cast<HitboxType>(Config::AimbotHitboxes::G7Hitbox);\n\t\tFeatures::AimbotHitboxes::FlatlineHitbox = static_cast<HitboxType>(Config::AimbotHitboxes::FlatlineHitbox);\n\t\tFeatures::AimbotHitboxes::HemlockHitbox = static_cast<HitboxType>(Config::AimbotHitboxes::HemlockHitbox);\n\t\tFeatures::AimbotHitboxes::ProwlerHitbox = static_cast<HitboxType>(Config::AimbotHitboxes::ProwlerHitbox);\n\t\tFeatures::AimbotHitboxes::RepeaterHitbox = static_cast<HitboxType>(Config::AimbotHitboxes::RepeaterHitbox);\n\t\tFeatures::AimbotHitboxes::RampageHitbox = static_cast<HitboxType>(Config::AimbotHitboxes::RampageHitbox);\n\t\tFeatures::AimbotHitboxes::CARSMGHitbox = static_cast<HitboxType>(Config::AimbotHitboxes::CARSMGHitbox);\n\t\tFeatures::AimbotHitboxes::HavocHitbox = static_cast<HitboxType>(Config::AimbotHitboxes::HavocHitbox);\n\t\tFeatures::AimbotHitboxes::DevotionHitbox = static_cast<HitboxType>(Config::AimbotHitboxes::DevotionHitbox);\n\t\tFeatures::AimbotHitboxes::LSTARHitbox = static_cast<HitboxType>(Config::AimbotHitboxes::LSTARHitbox);\n\t\tFeatures::AimbotHitboxes::TripleTakeHitbox = static_cast<HitboxType>(Config::AimbotHitboxes::TripleTakeHitbox);\n\t\tFeatures::AimbotHitboxes::VoltHitbox = static_cast<HitboxType>(Config::AimbotHitboxes::VoltHitbox);\n\t\tFeatures::AimbotHitboxes::NemesisHitbox = static_cast<HitboxType>(Config::AimbotHitboxes::NemesisHitbox);\n\t\tFeatures::AimbotHitboxes::MozambiqueHitbox = static_cast<HitboxType>(Config::AimbotHitboxes::MozambiqueHitbox);\n\t\tFeatures::AimbotHitboxes::PeacekeeperHitbox = static_cast<HitboxType>(Config::AimbotHitboxes::PeacekeeperHitbox);\n\t\tFeatures::AimbotHitboxes::MastiffHitbox = static_cast<HitboxType>(Config::AimbotHitboxes::MastiffHitbox);\n\t\tFeatures::AimbotHitboxes::LongbowHitbox = static_cast<HitboxType>(Config::AimbotHitboxes::LongbowHitbox);\n\t\tFeatures::AimbotHitboxes::ChargeRifleHitbox = static_cast<HitboxType>(Config::AimbotHitboxes::ChargeRifleHitbox);\n\t\tFeatures::AimbotHitboxes::SentinelHitbox = static_cast<HitboxType>(Config::AimbotHitboxes::SentinelHitbox);\n\t\tFeatures::AimbotHitboxes::WingmanHitbox = static_cast<HitboxType>(Config::AimbotHitboxes::WingmanHitbox);\n\t\tFeatures::AimbotHitboxes::EVA8Hitbox = static_cast<HitboxType>(Config::AimbotHitboxes::EVA8Hitbox);\n\t\tFeatures::AimbotHitboxes::BocekHitbox = static_cast<HitboxType>(Config::AimbotHitboxes::BocekHitbox);\n\t\tFeatures::AimbotHitboxes::KraberHitbox = static_cast<HitboxType>(Config::AimbotHitboxes::KraberHitbox);\n\t\tFeatures::AimbotHitboxes::ThrowingKnifeHitbox = static_cast<HitboxType>(Config::AimbotHitboxes::ThrowingKnifeHitbox);\n\n\t\tFeatures::Ragebot::RagebotEnabled = Config::Ragebot::RagebotEnabled;\n\t\tFeatures::Ragebot::RageAimbot = Config::Ragebot::RageAimbot;\n\t\tFeatures::Ragebot::AimMethod = Config::Ragebot::AimMethod;\n\t\tFeatures::Ragebot::ClosestHitbox = Config::Ragebot::ClosestHitbox;\n\t\tFeatures::Ragebot::Hitbox = static_cast<HitboxType>(Config::Ragebot::Hitbox);\n\t\tFeatures::Ragebot::BindMethod = Config::Ragebot::BindMethod;\n\t\tFeatures::Ragebot::OnFire = Config::Ragebot::OnFire;\n\t\tFeatures::Ragebot::OnADS = Config::Ragebot::OnADS;\n\t\tFeatures::Ragebot::AimBind = static_cast<InputKeyType>(Config::Ragebot::AimBind);\n\t\tFeatures::Ragebot::ExtraBind = static_cast<InputKeyType>(Config::Ragebot::ExtraBind);\n\t\tFeatures::Ragebot::VisCheck = Config::Ragebot::VisCheck;\n\t\tFeatures::Ragebot::TeamCheck = Config::Ragebot::TeamCheck;\n\t\tFeatures::Ragebot::Priority = Config::Ragebot::Priority;\n\t\tFeatures::Ragebot::AutoShoot = Config::Ragebot::AutoShoot;\n\t\tFeatures::Ragebot::PredictMovement = Config::Ragebot::PredictMovement;\n\t\tFeatures::Ragebot::PredictBulletDrop = Config::Ragebot::PredictBulletDrop;\n\t\tFeatures::Ragebot::PreditcionAmount = Config::Ragebot::PreditcionAmount;\n\t\tFeatures::Ragebot::FinalDistance = Config::Ragebot::FinalDistance;\n\t\tFeatures::Ragebot::Speed = Config::Ragebot::Speed;\n\t\tFeatures::Ragebot::Smooth = Config::Ragebot::Smooth;\n\t\tFeatures::Ragebot::Speed = Config::Ragebot::Speed;\n\t\tFeatures::Ragebot::HipfireSmooth = Config::Ragebot::HipfireSmooth;\n\t\tFeatures::Ragebot::ADSSmooth = Config::Ragebot::ADSSmooth;\n\t\tFeatures::Ragebot::SmoothDistance = Config::Ragebot::SmoothDistance;\n\t\tFeatures::Ragebot::Delay = Config::Ragebot::Delay;\n\t\tFeatures::Ragebot::FOV = Config::Ragebot::FOV;\n\t\tFeatures::Ragebot::ZoomScale = Config::Ragebot::ZoomScale;\n\t\tFeatures::Ragebot::MinDistance = Config::Ragebot::MinDistance;\n\t\tFeatures::Ragebot::HipfireDistance = Config::Ragebot::HipfireDistance;\n\t\tFeatures::Ragebot::ZoomDistance = Config::Ragebot::ZoomDistance;\n\t\tFeatures::Ragebot::RecoilRate = Config::Ragebot::RecoilRate;\n\t\t// Weapon Toggles\n\t\t// Light\n\t\tFeatures::Ragebot::P2020 = Config::Ragebot::P2020;\n\t\tFeatures::Ragebot::RE45 = Config::Ragebot::RE45;\n\t\tFeatures::Ragebot::Alternator = Config::Ragebot::Alternator;\n\t\tFeatures::Ragebot::R99 = Config::Ragebot::R99;\n\t\tFeatures::Ragebot::R301 = Config::Ragebot::R301;\n\t\tFeatures::Ragebot::Spitfire = Config::Ragebot::Spitfire;\n\t\tFeatures::Ragebot::G7 = Config::Ragebot::G7;\n\t\t// Heavy\n\t\tFeatures::Ragebot::Flatline = Config::Ragebot::Flatline;\n\t\tFeatures::Ragebot::Hemlock = Config::Ragebot::Hemlock;\n\t\tFeatures::Ragebot::Repeater = Config::Ragebot::Repeater;\n\t\tFeatures::Ragebot::Rampage = Config::Ragebot::Rampage;\n\t\tFeatures::Ragebot::CARSMG = Config::Ragebot::CARSMG;\n\t\t// Energy\n\t\tFeatures::Ragebot::Havoc = Config::Ragebot::Havoc;\n\t\tFeatures::Ragebot::Devotion = Config::Ragebot::Devotion;\n\t\tFeatures::Ragebot::LSTAR = Config::Ragebot::LSTAR;\n\t\tFeatures::Ragebot::TripleTake = Config::Ragebot::TripleTake;\n\t\tFeatures::Ragebot::Volt = Config::Ragebot::Volt;\n\t\tFeatures::Ragebot::Nemesis = Config::Ragebot::Nemesis;\n\t\t// Shotgun\n\t\tFeatures::Ragebot::Mozambique = Config::Ragebot::Mozambique;\n\t\tFeatures::Ragebot::EVA8 = Config::Ragebot::EVA8;\n\t\tFeatures::Ragebot::Peacekeeper = Config::Ragebot::Peacekeeper;\n\t\tFeatures::Ragebot::Mastiff = Config::Ragebot::Mastiff;\n\t\t// Snipers\n\t\tFeatures::Ragebot::Longbow = Config::Ragebot::Longbow;\n\t\tFeatures::Ragebot::ChargeRifle = Config::Ragebot::ChargeRifle;\n\t\tFeatures::Ragebot::Sentinel = Config::Ragebot::Sentinel;\n\t\t// Legendary\n\t\tFeatures::Ragebot::Wingman = Config::Ragebot::Wingman;\n\t\tFeatures::Ragebot::Prowler = Config::Ragebot::Prowler;\n\t\tFeatures::Ragebot::Bocek = Config::Ragebot::Bocek;\n\t\tFeatures::Ragebot::Kraber = Config::Ragebot::Kraber;\n\t\tFeatures::Ragebot::Knife = Config::Ragebot::Knife;\n\n\t\tFeatures::Flickbot::Flickbot = Config::Flickbot::Flickbot;\n\t\tFeatures::Flickbot::FlickbotMethod = Config::Flickbot::FlickbotMethod;\n\t\tFeatures::Flickbot::FlickBind = static_cast<InputKeyType>(Config::Flickbot::FlickBind);\n\t\tFeatures::Flickbot::ClosestHitbox = Config::Flickbot::ClosestHitbox;\n\t\tFeatures::Flickbot::Hitbox = static_cast<HitboxType>(Config::Flickbot::Hitbox);\n\t\tFeatures::Flickbot::Priority = Config::Flickbot::Priority;\n\t\tFeatures::Flickbot::AutoShoot = Config::Flickbot::AutoShoot;\n\t\tFeatures::Flickbot::AutoShootDelay = Config::Flickbot::AutoShootDelay;\n\t\tFeatures::Flickbot::FlickBack = Config::Flickbot::FlickBack;\n\t\tFeatures::Flickbot::FlickBackDelay = Config::Flickbot::FlickBackDelay;\n\t\tFeatures::Flickbot::PredictMovement = Config::Flickbot::PredictMovement;\n\t\tFeatures::Flickbot::PredictBulletDrop = Config::Flickbot::PredictBulletDrop;\n\t\tFeatures::Flickbot::TeamCheck = Config::Flickbot::TeamCheck;\n\t\tFeatures::Flickbot::PreditcionAmount = Config::Flickbot::PreditcionAmount;\n\t\tFeatures::Flickbot::FinalDistance = Config::Flickbot::FinalDistance;\n\t\tFeatures::Flickbot::HipfireSmooth = Config::Flickbot::HipfireSmooth;\n\t\tFeatures::Flickbot::ADSSmooth = Config::Flickbot::ADSSmooth;\n\t\tFeatures::Flickbot::SmoothDistance = Config::Flickbot::SmoothDistance;\n\t\tFeatures::Flickbot::Delay = Config::Flickbot::Delay;\n\t\tFeatures::Flickbot::FOV = Config::Flickbot::FOV;\n\t\tFeatures::Flickbot::ZoomScale = Config::Flickbot::ZoomScale;\n\t\tFeatures::Flickbot::MinDistance = Config::Flickbot::MinDistance;\n\t\tFeatures::Flickbot::HipfireDistance = Config::Flickbot::HipfireDistance;\n\t\tFeatures::Flickbot::ZoomDistance = Config::Flickbot::ZoomDistance;\n\t\t// Weapon Toggles\n\t\t// Light\n\t\tFeatures::Flickbot::P2020 = Config::Flickbot::P2020;\n\t\tFeatures::Flickbot::RE45 = Config::Flickbot::RE45;\n\t\tFeatures::Flickbot::Alternator = Config::Flickbot::Alternator;\n\t\tFeatures::Flickbot::R99 = Config::Flickbot::R99;\n\t\tFeatures::Flickbot::R301 = Config::Flickbot::R301;\n\t\tFeatures::Flickbot::Spitfire = Config::Flickbot::Spitfire;\n\t\tFeatures::Flickbot::G7 = Config::Flickbot::G7;\n\t\t// Heavy\n\t\tFeatures::Flickbot::Flatline = Config::Flickbot::Flatline;\n\t\tFeatures::Flickbot::Hemlock = Config::Flickbot::Hemlock;\n\t\tFeatures::Flickbot::Repeater = Config::Flickbot::Repeater;\n\t\tFeatures::Flickbot::Rampage = Config::Flickbot::Rampage;\n\t\tFeatures::Flickbot::CARSMG = Config::Flickbot::CARSMG;\n\t\t// Energy\n\t\tFeatures::Flickbot::Havoc = Config::Flickbot::Havoc;\n\t\tFeatures::Flickbot::Devotion = Config::Flickbot::Devotion;\n\t\tFeatures::Flickbot::LSTAR = Config::Flickbot::LSTAR;\n\t\tFeatures::Flickbot::TripleTake = Config::Flickbot::TripleTake;\n\t\tFeatures::Flickbot::Volt = Config::Flickbot::Volt;\n\t\tFeatures::Flickbot::Nemesis = Config::Flickbot::Nemesis;\n\t\t// Shotgun\n\t\tFeatures::Flickbot::Mozambique = Config::Flickbot::Mozambique;\n\t\tFeatures::Flickbot::EVA8 = Config::Flickbot::EVA8;\n\t\tFeatures::Flickbot::Peacekeeper = Config::Flickbot::Peacekeeper;\n\t\tFeatures::Flickbot::Mastiff = Config::Flickbot::Mastiff;\n\t\t// Snipers\n\t\tFeatures::Flickbot::Longbow = Config::Flickbot::Longbow;\n\t\tFeatures::Flickbot::ChargeRifle = Config::Flickbot::ChargeRifle;\n\t\tFeatures::Flickbot::Sentinel = Config::Flickbot::Sentinel;\n\t\t// Legendary\n\t\tFeatures::Flickbot::Wingman = Config::Flickbot::Wingman;\n\t\tFeatures::Flickbot::Prowler = Config::Flickbot::Prowler;\n\t\tFeatures::Flickbot::Bocek = Config::Flickbot::Bocek;\n\t\tFeatures::Flickbot::Kraber = Config::Flickbot::Kraber;\n\t\tFeatures::Flickbot::Knife = Config::Flickbot::Knife;\n\n\t\tFeatures::RCS::RCSEnabled = Config::RCS::RCSEnabled;\n\t\tFeatures::RCS::RCSMode = Config::RCS::RCSMode;\n\t\tFeatures::RCS::OnADS = Config::RCS::OnADS;\n\t\tFeatures::RCS::PitchPower = Config::RCS::PitchPower;\n\t\tFeatures::RCS::YawPower = Config::RCS::YawPower;\n\t\tFeatures::RCS::PitchReduction = Config::RCS::PitchReduction;\n\t\tFeatures::RCS::YawReduction = Config::RCS::YawReduction;\n\t\t// Weapon Toggles\n\t\t// Light\n\t\tFeatures::RCS::P2020 = Config::RCS::P2020;\n\t\tFeatures::RCS::RE45 = Config::RCS::RE45;\n\t\tFeatures::RCS::Alternator = Config::RCS::Alternator;\n\t\tFeatures::RCS::R99 = Config::RCS::R99;\n\t\tFeatures::RCS::R301 = Config::RCS::R301;\n\t\tFeatures::RCS::Spitfire = Config::RCS::Spitfire;\n\t\tFeatures::RCS::G7 = Config::RCS::G7;\n\t\t// Heavy\n\t\tFeatures::RCS::Flatline = Config::RCS::Flatline;\n\t\tFeatures::RCS::Hemlock = Config::RCS::Hemlock;\n\t\tFeatures::RCS::Repeater = Config::RCS::Repeater;\n\t\tFeatures::RCS::Rampage = Config::RCS::Rampage;\n\t\tFeatures::RCS::CARSMG = Config::RCS::CARSMG;\n\t\t// Energy\n\t\tFeatures::RCS::Havoc = Config::RCS::Havoc;\n\t\tFeatures::RCS::Devotion = Config::RCS::Devotion;\n\t\tFeatures::RCS::LSTAR = Config::RCS::LSTAR;\n\t\tFeatures::RCS::TripleTake = Config::RCS::TripleTake;\n\t\tFeatures::RCS::Volt = Config::RCS::Volt;\n\t\tFeatures::RCS::Nemesis = Config::RCS::Nemesis;\n\t\t// Shotgun\n\t\tFeatures::RCS::Mozambique = Config::RCS::Mozambique;\n\t\tFeatures::RCS::EVA8 = Config::RCS::EVA8;\n\t\tFeatures::RCS::Peacekeeper = Config::RCS::Peacekeeper;\n\t\tFeatures::RCS::Mastiff = Config::RCS::Mastiff;\n\t\t// Snipers\n\t\tFeatures::RCS::Longbow = Config::RCS::Longbow;\n\t\tFeatures::RCS::ChargeRifle = Config::RCS::ChargeRifle;\n\t\tFeatures::RCS::Sentinel = Config::RCS::Sentinel;\n\t\t// Legendary\n\t\tFeatures::RCS::Wingman = Config::RCS::Wingman;\n\t\tFeatures::RCS::Prowler = Config::RCS::Prowler;\n\t\tFeatures::RCS::Kraber = Config::RCS::Kraber;\n\t\t// Advanced\n\t\tFeatures::RCS::AdvancedRCS = Config::RCS::AdvancedRCS;\n\t\tFeatures::RCS::AdvancedPitchPower = Config::RCS::AdvancedPitchPower;\n\t\tFeatures::RCS::AdvancedYawPower = Config::RCS::AdvancedYawPower;\n\t\tFeatures::RCS::AdvancedPitchReduction = Config::RCS::AdvancedPitchReduction;\n\t\tFeatures::RCS::AdvancedYawReduction = Config::RCS::AdvancedYawReduction;\n\t\tFeatures::RCS::P2020Pitch = Config::RCS::P2020Pitch;\n\t\tFeatures::RCS::P2020Yaw = Config::RCS::P2020Yaw;\n\t\tFeatures::RCS::P2020PitchReduction = Config::RCS::P2020PitchReduction;\n\t\tFeatures::RCS::P2020YawReduction = Config::RCS::P2020YawReduction;\n\t\tFeatures::RCS::RE45Pitch = Config::RCS::RE45Pitch;\n\t\tFeatures::RCS::RE45Yaw = Config::RCS::RE45Yaw;\n\t\tFeatures::RCS::RE45PitchReduction = Config::RCS::RE45PitchReduction;\n\t\tFeatures::RCS::RE45YawReduction = Config::RCS::RE45YawReduction;\n\t\tFeatures::RCS::AlternatorPitch = Config::RCS::AlternatorPitch;\n\t\tFeatures::RCS::AlternatorYaw = Config::RCS::AlternatorYaw;\n\t\tFeatures::RCS::AlternatorPitchReduction = Config::RCS::AlternatorPitchReduction;\n\t\tFeatures::RCS::AlternatorYawReduction = Config::RCS::AlternatorYawReduction;\n\t\tFeatures::RCS::R99Pitch = Config::RCS::R99Pitch;\n\t\tFeatures::RCS::R99Yaw = Config::RCS::R99Yaw;\n\t\tFeatures::RCS::R99PitchReduction = Config::RCS::R99PitchReduction;\n\t\tFeatures::RCS::R99YawReduction = Config::RCS::R99YawReduction;\n\t\tFeatures::RCS::R301Pitch = Config::RCS::R301Pitch;\n\t\tFeatures::RCS::R301Yaw = Config::RCS::R301Yaw;\n\t\tFeatures::RCS::R301PitchReduction = Config::RCS::R301PitchReduction;\n\t\tFeatures::RCS::R301YawReduction = Config::RCS::R301YawReduction;\n\t\tFeatures::RCS::SpitfirePitch = Config::RCS::SpitfirePitch;\n\t\tFeatures::RCS::SpitfireYaw = Config::RCS::SpitfireYaw;\n\t\tFeatures::RCS::SpitfirePitchReduction = Config::RCS::SpitfirePitchReduction;\n\t\tFeatures::RCS::SpitfireYawReduction = Config::RCS::SpitfireYawReduction;\n\t\tFeatures::RCS::G7Pitch = Config::RCS::G7Pitch;\n\t\tFeatures::RCS::G7Yaw = Config::RCS::G7Yaw;\n\t\tFeatures::RCS::G7PitchReduction = Config::RCS::G7PitchReduction;\n\t\tFeatures::RCS::G7YawReduction = Config::RCS::G7YawReduction;\n\t\tFeatures::RCS::FlatlinePitch = Config::RCS::FlatlinePitch;\n\t\tFeatures::RCS::FlatlineYaw = Config::RCS::FlatlineYaw;\n\t\tFeatures::RCS::FlatlinePitchReduction = Config::RCS::FlatlinePitchReduction;\n\t\tFeatures::RCS::FlatlineYawReduction = Config::RCS::FlatlineYawReduction;\n\t\tFeatures::RCS::HemlockPitch = Config::RCS::HemlockPitch;\n\t\tFeatures::RCS::HemlockYaw = Config::RCS::HemlockYaw;\n\t\tFeatures::RCS::HemlockPitchReduction = Config::RCS::HemlockPitchReduction;\n\t\tFeatures::RCS::HemlockYawReduction = Config::RCS::HemlockYawReduction;\n\t\tFeatures::RCS::ProwlerPitch = Config::RCS::ProwlerPitch;\n\t\tFeatures::RCS::ProwlerYaw = Config::RCS::ProwlerYaw;\n\t\tFeatures::RCS::ProwlerPitchReduction = Config::RCS::ProwlerPitchReduction;\n\t\tFeatures::RCS::ProwlerYawReduction = Config::RCS::ProwlerYawReduction;\n\t\tFeatures::RCS::RepeaterPitch = Config::RCS::RepeaterPitch;\n\t\tFeatures::RCS::RepeaterYaw = Config::RCS::RepeaterYaw;\n\t\tFeatures::RCS::RepeaterPitchReduction = Config::RCS::RepeaterPitchReduction;\n\t\tFeatures::RCS::RepeaterYawReduction = Config::RCS::RepeaterYawReduction;\n\t\tFeatures::RCS::RampagePitch = Config::RCS::RampagePitch;\n\t\tFeatures::RCS::RampageYaw = Config::RCS::RampageYaw;\n\t\tFeatures::RCS::RampagePitchReduction = Config::RCS::RampagePitchReduction;\n\t\tFeatures::RCS::RampageYawReduction = Config::RCS::RampageYawReduction;\n\t\tFeatures::RCS::CARSMGPitch = Config::RCS::CARSMGPitch;\n\t\tFeatures::RCS::CARSMGYaw = Config::RCS::CARSMGYaw;\n\t\tFeatures::RCS::CARSMGPitchReduction = Config::RCS::CARSMGPitchReduction;\n\t\tFeatures::RCS::CARSMGYawReduction = Config::RCS::CARSMGYawReduction;\n\t\tFeatures::RCS::HavocPitch = Config::RCS::HavocPitch;\n\t\tFeatures::RCS::HavocYaw = Config::RCS::HavocYaw;\n\t\tFeatures::RCS::HavocPitchReduction = Config::RCS::HavocPitchReduction;\n\t\tFeatures::RCS::HavocYawReduction = Config::RCS::HavocYawReduction;\n\t\tFeatures::RCS::DevotionPitch = Config::RCS::DevotionPitch;\n\t\tFeatures::RCS::DevotionYaw = Config::RCS::DevotionYaw;\n\t\tFeatures::RCS::DevotionPitchReduction = Config::RCS::DevotionPitchReduction;\n\t\tFeatures::RCS::DevotionYawReduction = Config::RCS::DevotionYawReduction;\n\t\tFeatures::RCS::LSTARPitch = Config::RCS::LSTARPitch;\n\t\tFeatures::RCS::LSTARYaw = Config::RCS::LSTARYaw;\n\t\tFeatures::RCS::LSTARPitchReduction = Config::RCS::LSTARPitchReduction;\n\t\tFeatures::RCS::LSTARYawReduction = Config::RCS::LSTARYawReduction;\n\t\tFeatures::RCS::TripleTakePitch = Config::RCS::TripleTakePitch;\n\t\tFeatures::RCS::TripleTakeYaw = Config::RCS::TripleTakeYaw;\n\t\tFeatures::RCS::TripleTakePitchReduction = Config::RCS::TripleTakePitchReduction;\n\t\tFeatures::RCS::TripleTakeYawReduction = Config::RCS::TripleTakeYawReduction;\n\t\tFeatures::RCS::VoltPitch = Config::RCS::VoltPitch;\n\t\tFeatures::RCS::VoltYaw = Config::RCS::VoltYaw;\n\t\tFeatures::RCS::VoltPitchReduction = Config::RCS::VoltPitchReduction;\n\t\tFeatures::RCS::VoltYawReduction = Config::RCS::VoltYawReduction;\n\t\tFeatures::RCS::NemesisPitch = Config::RCS::NemesisPitch;\n\t\tFeatures::RCS::NemesisYaw = Config::RCS::NemesisYaw;\n\t\tFeatures::RCS::NemesisPitchReduction = Config::RCS::NemesisPitchReduction;\n\t\tFeatures::RCS::NemesisYawReduction = Config::RCS::NemesisYawReduction;\n\t\tFeatures::RCS::MozambiquePitch = Config::RCS::MozambiquePitch;\n\t\tFeatures::RCS::MozambiqueYaw = Config::RCS::MozambiqueYaw;\n\t\tFeatures::RCS::MozambiquePitchReduction = Config::RCS::MozambiquePitchReduction;\n\t\tFeatures::RCS::MozambiqueYawReduction = Config::RCS::MozambiqueYawReduction;\n\t\tFeatures::RCS::PeacekeeperPitch = Config::RCS::PeacekeeperPitch;\n\t\tFeatures::RCS::PeacekeeperYaw = Config::RCS::PeacekeeperYaw;\n\t\tFeatures::RCS::PeacekeeperPitchReduction = Config::RCS::PeacekeeperPitchReduction;\n\t\tFeatures::RCS::PeacekeeperYawReduction = Config::RCS::PeacekeeperYawReduction;\n\t\tFeatures::RCS::MastiffPitch = Config::RCS::MastiffPitch;\n\t\tFeatures::RCS::MastiffYaw = Config::RCS::MastiffYaw;\n\t\tFeatures::RCS::MastiffPitchReduction = Config::RCS::MastiffPitchReduction;\n\t\tFeatures::RCS::MastiffYawReduction = Config::RCS::MastiffYawReduction;\n\t\tFeatures::RCS::LongbowPitch = Config::RCS::LongbowPitch;\n\t\tFeatures::RCS::LongbowYaw = Config::RCS::LongbowYaw;\n\t\tFeatures::RCS::LongbowPitchReduction = Config::RCS::LongbowPitchReduction;\n\t\tFeatures::RCS::LongbowYawReduction = Config::RCS::LongbowYawReduction;\n\t\tFeatures::RCS::ChargeRiflePitch = Config::RCS::ChargeRiflePitch;\n\t\tFeatures::RCS::ChargeRifleYaw = Config::RCS::ChargeRifleYaw;\n\t\tFeatures::RCS::ChargeRiflePitchReduction = Config::RCS::ChargeRiflePitchReduction;\n\t\tFeatures::RCS::ChargeRifleYawReduction = Config::RCS::ChargeRifleYawReduction;\n\t\tFeatures::RCS::SentinelPitch = Config::RCS::SentinelPitch;\n\t\tFeatures::RCS::SentinelYaw = Config::RCS::SentinelYaw;\n\t\tFeatures::RCS::SentinelPitchReduction = Config::RCS::SentinelPitchReduction;\n\t\tFeatures::RCS::SentinelYawReduction = Config::RCS::SentinelYawReduction;\n\t\tFeatures::RCS::WingmanPitch = Config::RCS::WingmanPitch;\n\t\tFeatures::RCS::WingmanYaw = Config::RCS::WingmanYaw;\n\t\tFeatures::RCS::WingmanPitchReduction = Config::RCS::WingmanPitchReduction;\n\t\tFeatures::RCS::WingmanYawReduction = Config::RCS::WingmanYawReduction;\n\t\tFeatures::RCS::EVA8Pitch = Config::RCS::EVA8Pitch;\n\t\tFeatures::RCS::EVA8Yaw = Config::RCS::EVA8Yaw;\n\t\tFeatures::RCS::EVA8PitchReduction = Config::RCS::EVA8PitchReduction;\n\t\tFeatures::RCS::EVA8YawReduction = Config::RCS::EVA8YawReduction;\n\t\tFeatures::RCS::KraberPitch = Config::RCS::KraberPitch;\n\t\tFeatures::RCS::KraberYaw = Config::RCS::KraberYaw;\n\t\tFeatures::RCS::KraberPitchReduction = Config::RCS::KraberPitchReduction;\n\t\tFeatures::RCS::KraberYawReduction = Config::RCS::KraberYawReduction;\n\n\t\tFeatures::Triggerbot::Enabled = Config::Triggerbot::Enabled;\n\t\tFeatures::Triggerbot::BindMethod = Config::Triggerbot::BindMethod;\n\t\tFeatures::Triggerbot::AttackMethod = Config::Triggerbot::AttackMethod;\n\t\tFeatures::Triggerbot::Delay = Config::Triggerbot::Delay;\n\t\tFeatures::Triggerbot::TriggerBind = static_cast<InputKeyType>(Config::Triggerbot::TriggerBind);\n\t\tFeatures::Triggerbot::OnADS = Config::Triggerbot::OnADS;\n\t\tFeatures::Triggerbot::HipfireShotguns = Config::Triggerbot::HipfireShotguns;\n\t\tFeatures::Triggerbot::Range = Config::Triggerbot::Range;\n\t\t// Weapon Toggles\n\t\t// Light\n\t\tFeatures::Triggerbot::P2020 = Config::Triggerbot::P2020;\n\t\tFeatures::Triggerbot::RE45 = Config::Triggerbot::RE45;\n\t\tFeatures::Triggerbot::Alternator = Config::Triggerbot::Alternator;\n\t\tFeatures::Triggerbot::R99 = Config::Triggerbot::R99;\n\t\tFeatures::Triggerbot::R301 = Config::Triggerbot::R301;\n\t\tFeatures::Triggerbot::Spitfire = Config::Triggerbot::Spitfire;\n\t\tFeatures::Triggerbot::G7 = Config::Triggerbot::G7;\n\t\t// Heavy\n\t\tFeatures::Triggerbot::Flatline = Config::Triggerbot::Flatline;\n\t\tFeatures::Triggerbot::Hemlock = Config::Triggerbot::Hemlock;\n\t\tFeatures::Triggerbot::Repeater = Config::Triggerbot::Repeater;\n\t\tFeatures::Triggerbot::Rampage = Config::Triggerbot::Rampage;\n\t\tFeatures::Triggerbot::CARSMG = Config::Triggerbot::CARSMG;\n\t\t// Energy\n\t\tFeatures::Triggerbot::Havoc = Config::Triggerbot::Havoc;\n\t\tFeatures::Triggerbot::Devotion = Config::Triggerbot::Devotion;\n\t\tFeatures::Triggerbot::LSTAR = Config::Triggerbot::LSTAR;\n\t\tFeatures::Triggerbot::TripleTake = Config::Triggerbot::TripleTake;\n\t\tFeatures::Triggerbot::Volt = Config::Triggerbot::Volt;\n\t\tFeatures::Triggerbot::Nemesis = Config::Triggerbot::Nemesis;\n\t\t// Shotgun\n\t\tFeatures::Triggerbot::Mozambique = Config::Triggerbot::Mozambique;\n\t\tFeatures::Triggerbot::EVA8 = Config::Triggerbot::EVA8;\n\t\tFeatures::Triggerbot::Peacekeeper = Config::Triggerbot::Peacekeeper;\n\t\tFeatures::Triggerbot::Mastiff = Config::Triggerbot::Mastiff;\n\t\t// Snipers\n\t\tFeatures::Triggerbot::Longbow = Config::Triggerbot::Longbow;\n\t\tFeatures::Triggerbot::ChargeRifle = Config::Triggerbot::ChargeRifle;\n\t\tFeatures::Triggerbot::Sentinel = Config::Triggerbot::Sentinel;\n\t\t// Legendary\n\t\tFeatures::Triggerbot::Wingman = Config::Triggerbot::Wingman;\n\t\tFeatures::Triggerbot::Prowler = Config::Triggerbot::Prowler;\n\t\tFeatures::Triggerbot::Bocek = Config::Triggerbot::Bocek;\n\t\tFeatures::Triggerbot::Kraber = Config::Triggerbot::Kraber;\n\t\tFeatures::Triggerbot::Knife = Config::Triggerbot::Knife;\n\t\t// Advanced\n\t\tFeatures::Triggerbot::AdvancedTriggerbot = Config::Triggerbot::AdvancedTriggerbot;\n\t\tFeatures::Triggerbot::P2020Range = Config::Triggerbot::P2020Range;\n\t\tFeatures::Triggerbot::RE45Range = Config::Triggerbot::RE45Range;\n\t\tFeatures::Triggerbot::AlternatorRange = Config::Triggerbot::AlternatorRange;\n\t\tFeatures::Triggerbot::R99Range = Config::Triggerbot::R99Range;\n\t\tFeatures::Triggerbot::R301Range = Config::Triggerbot::R301Range;\n\t\tFeatures::Triggerbot::SpitfireRange = Config::Triggerbot::SpitfireRange;\n\t\tFeatures::Triggerbot::G7Range = Config::Triggerbot::G7Range;\n\t\tFeatures::Triggerbot::FlatlineRange = Config::Triggerbot::FlatlineRange;\n\t\tFeatures::Triggerbot::HemlockRange = Config::Triggerbot::HemlockRange;\n\t\tFeatures::Triggerbot::ProwlerRange = Config::Triggerbot::ProwlerRange;\n\t\tFeatures::Triggerbot::RepeaterRange = Config::Triggerbot::RepeaterRange;\n\t\tFeatures::Triggerbot::RampageRange = Config::Triggerbot::RampageRange;\n\t\tFeatures::Triggerbot::CARSMGRange = Config::Triggerbot::CARSMGRange;\n\t\tFeatures::Triggerbot::HavocRange = Config::Triggerbot::HavocRange;\n\t\tFeatures::Triggerbot::DevotionRange = Config::Triggerbot::DevotionRange;\n\t\tFeatures::Triggerbot::LSTARRange = Config::Triggerbot::LSTARRange;\n\t\tFeatures::Triggerbot::TripleTakeRange = Config::Triggerbot::TripleTakeRange;\n\t\tFeatures::Triggerbot::VoltRange = Config::Triggerbot::VoltRange;\n\t\tFeatures::Triggerbot::NemesisRange = Config::Triggerbot::NemesisRange;\n\t\tFeatures::Triggerbot::LongbowRange = Config::Triggerbot::LongbowRange;\n\t\tFeatures::Triggerbot::ChargeRifleRange = Config::Triggerbot::ChargeRifleRange;\n\t\tFeatures::Triggerbot::SentinelRange = Config::Triggerbot::SentinelRange;\n\t\tFeatures::Triggerbot::MozambiqueRange = Config::Triggerbot::MozambiqueRange;\n\t\tFeatures::Triggerbot::PeacekeeperRange = Config::Triggerbot::PeacekeeperRange;\n\t\tFeatures::Triggerbot::MastiffRange = Config::Triggerbot::MastiffRange;\n\t\tFeatures::Triggerbot::LongbowRange = Config::Triggerbot::LongbowRange;\n\t\tFeatures::Triggerbot::ChargeRifleRange = Config::Triggerbot::ChargeRifleRange;\n\t\tFeatures::Triggerbot::SentinelRange = Config::Triggerbot::SentinelRange;\n\t\tFeatures::Triggerbot::WingmanRange = Config::Triggerbot::WingmanRange;\n\t\tFeatures::Triggerbot::EVA8Range = Config::Triggerbot::EVA8Range;\n\t\tFeatures::Triggerbot::KraberRange = Config::Triggerbot::KraberRange;\n\t\tFeatures::Triggerbot::BocekRange = Config::Triggerbot::BocekRange;\n\t\tFeatures::Triggerbot::ThrowingKnifeRange = Config::Triggerbot::ThrowingKnifeRange;\n\n\t\tFeatures::Glow::NewGlow = Config::Glow::NewGlow;\n\t\tFeatures::Glow::KnockedCheck = Config::Glow::KnockedCheck;\n\t\tFeatures::Glow::GlowMaxDistance = Config::Glow::GlowMaxDistance;\n\t\tFeatures::Glow::GlowColorMode = Config::Glow::GlowColorMode;\n\t\tFeatures::Glow::GlowColorShieldMode = Config::Glow::GlowColorShieldMode;\n\t\tFeatures::Glow::GlowRadius = Config::Glow::GlowRadius;\n\t\tFeatures::Glow::BodyStyle = Config::Glow::BodyStyle;\n\t\tFeatures::Glow::OutlineStyle = Config::Glow::OutlineStyle;\n\t\tFeatures::Glow::ViewModelGlow = Config::Glow::ViewModelGlow;\n\t\tFeatures::Glow::ViewModelGlowSetting = Config::Glow::ViewModelGlowSetting;\n\t\tFeatures::Glow::ViewModelGlowCombo = Config::Glow::ViewModelGlowCombo;\n\n\t\tFeatures::Glow::Item::ItemGlow = Config::ItemGlow::ItemGlow;\n\t\tFeatures::Glow::Item::Common = Config::ItemGlow::Common;\n\t\tFeatures::Glow::Item::Rare = Config::ItemGlow::Rare;\n\t\tFeatures::Glow::Item::Epic = Config::ItemGlow::Epic;\n\t\tFeatures::Glow::Item::Gold = Config::ItemGlow::Gold;\n\t\tFeatures::Glow::Item::Legendary = Config::ItemGlow::Legendary;\n\t\tFeatures::Glow::Item::Weapons = Config::ItemGlow::Weapons;\n\t\tFeatures::Glow::Item::Ammo = Config::ItemGlow::Ammo;\n\t\tFeatures::Glow::Item::Deathbox = Config::ItemGlow::Deathbox;\n\t\tFeatures::Glow::Item::ItemGlowThickness = Config::ItemGlow::ItemGlowThickness;\n\t\tFeatures::Glow::Item::SelectedInsideStyle = Config::ItemGlow::SelectedInsideStyle;\n\t\tFeatures::Glow::Item::SelectedOutlineStyle = Config::ItemGlow::SelectedOutlineStyle;\n\n\t\tFeatures::Sense::Enabled = Config::Sense::Enabled;\n\t\tFeatures::Sense::DrawFOVCircle = Config::Sense::DrawFOVCircle;\n\t\tFeatures::Sense::DrawFilledFOVCircle = Config::Sense::DrawFilledFOVCircle;\n\t\tFeatures::Sense::FOVThickness = Config::Sense::FOVThickness;\n\t\tFeatures::Sense::GameFOV = Config::Sense::GameFOV;\n\t\tFeatures::Sense::DrawTargetLine = Config::Sense::DrawTargetLine;\n\t\tFeatures::Sense::DrawTargetDot = Config::Sense::DrawTargetDot;\n\t\tFeatures::Sense::DrawTargetBox = Config::Sense::DrawTargetBox;\n\t\tFeatures::Sense::TargetMode = Config::Sense::TargetMode;\n\t\tFeatures::Sense::TargetBoneMode = Config::Sense::TargetBoneMode;\n\t\tFeatures::Sense::TargetSelectedBone = Config::Sense::TargetSelectedBone;\n\t\tFeatures::Sense::TargetBone = Config::Sense::TargetBone;\n\t\tFeatures::Sense::TargetHitbox = static_cast<HitboxType>(Config::Sense::TargetHitbox);\n\t\tFeatures::Sense::TargetLineThickness = Config::Sense::TargetLineThickness;\n\t\tFeatures::Sense::TargetDotRadius = Config::Sense::TargetDotRadius;\n\t\tFeatures::Sense::TargetBoxMode = Config::Sense::TargetBoxMode;\n\t\tFeatures::Sense::TargetBoxThickness = Config::Sense::TargetBoxThickness;\n\t\tFeatures::Sense::TargetBoxSize = Config::Sense::TargetBoxSize;\n\t\tFeatures::Sense::DrawTargetInfo = Config::Sense::DrawTargetInfo;\n\t\tFeatures::Sense::TargetInfoDisplayMode = Config::Sense::TargetInfoDisplayMode;\n\t\tFeatures::Sense::DrawTargetInfoName = Config::Sense::DrawTargetInfoName;\n\t\tFeatures::Sense::TargetInfoNamePos = Config::Sense::TargetInfoNamePos;\n\t\tFeatures::Sense::DrawTargetInfoLegend = Config::Sense::DrawTargetInfoLegend;\n\t\tFeatures::Sense::TargetInfoLegendPos = Config::Sense::TargetInfoLegendPos;\n\t\tFeatures::Sense::DrawTargetInfoTeamID = Config::Sense::DrawTargetInfoTeamID;\n\t\tFeatures::Sense::DrawTargetInfoDistance = Config::Sense::DrawTargetInfoDistance;\n\t\tFeatures::Sense::DrawTargetInfoWeapon = Config::Sense::DrawTargetInfoWeapon;\n\t\tFeatures::Sense::TargetInfoWeaponPos = Config::Sense::TargetInfoWeaponPos;\n\t\tFeatures::Sense::DrawTargetInfoHealth = Config::Sense::DrawTargetInfoHealth;\n\t\tFeatures::Sense::TargetInfoHealthPos = Config::Sense::TargetInfoHealthPos;\n\t\tFeatures::Sense::DrawTargetInfoShield = Config::Sense::DrawTargetInfoShield;\n\t\tFeatures::Sense::TargetInfoShieldPos = Config::Sense::TargetInfoShieldPos;\n\t\tFeatures::Sense::TargetInfoColorMode = Config::Sense::TargetInfoColorMode;\n\t\tFeatures::Sense::TargetInfoPosX = Config::Sense::TargetInfoPosX;\n\t\tFeatures::Sense::TargetInfoPosY = Config::Sense::TargetInfoPosY;\n\t\tFeatures::Sense::TargetInfoOffset = Config::Sense::TargetInfoOffset;\n\t\tFeatures::Sense::DrawCrosshair = Config::Sense::DrawCrosshair;\n\t\tFeatures::Sense::CrosshairSize = Config::Sense::CrosshairSize;\n\t\tFeatures::Sense::CrosshairThickness = Config::Sense::CrosshairThickness;\n\t\tFeatures::Sense::ShowSpectators = Config::Sense::ShowSpectators;\n\t\tFeatures::Sense::DrawSpectatorWarning = Config::Sense::DrawSpectatorWarning;\n\t\tFeatures::Sense::DrawVisibleWarning = Config::Sense::DrawVisibleWarning;\n\t\tFeatures::Sense::WarningTextOutline = Config::Sense::WarningTextOutline;\n\t\tFeatures::Sense::WarningTextX = Config::Sense::WarningTextX;\n\t\tFeatures::Sense::WarningTextY = Config::Sense::WarningTextY;\n\t\tFeatures::Sense::TextOutline = Config::Sense::TextOutline;\n\t\tFeatures::Sense::VisibilityCheck = Config::Sense::VisibilityCheck;\n\t\tFeatures::Sense::KnockedCheck = Config::Sense::KnockedCheck;\n\t\tFeatures::Sense::ESPMaxDistance = Config::Sense::ESPMaxDistance;\n\n\t\tFeatures::Sense::Enemy::DrawEnemy = Config::SenseEnemy::DrawEnemy;\n\t\tFeatures::Sense::Enemy::DrawBoxes = Config::SenseEnemy::DrawBoxes;\n\t\tFeatures::Sense::Enemy::BoxOutline = Config::SenseEnemy::BoxOutline;\n\t\tFeatures::Sense::Enemy::BoxType = Config::SenseEnemy::BoxType;\n\t\tFeatures::Sense::Enemy::BoxStyle = Config::SenseEnemy::BoxStyle;\n\t\tFeatures::Sense::Enemy::BoxThickness = Config::SenseEnemy::BoxThickness;\n\t\tFeatures::Sense::Enemy::DrawSkeleton = Config::SenseEnemy::DrawSkeleton;\n\t\tFeatures::Sense::Enemy::SkeletonDetail = Config::SenseEnemy::SkeletonDetail;\n\t\tFeatures::Sense::Enemy::SkeletonOutline = Config::SenseEnemy::SkeletonOutline;\n\t\tFeatures::Sense::Enemy::SkeletonThickness = Config::SenseEnemy::SkeletonThickness;\n\t\tFeatures::Sense::Enemy::DrawHeadCircle = Config::SenseEnemy::DrawHeadCircle;\n\t\tFeatures::Sense::Enemy::HeadCircleOutline = Config::SenseEnemy::HeadCircleOutline;\n\t\tFeatures::Sense::Enemy::HeadCircleThickness = Config::SenseEnemy::HeadCircleThickness;\n\t\tFeatures::Sense::Enemy::DrawBars = Config::SenseEnemy::DrawBars;\n\t\tFeatures::Sense::Enemy::HealthBar = Config::SenseEnemy::HealthBar;\n\t\tFeatures::Sense::Enemy::ShieldBar = Config::SenseEnemy::ShieldBar;\n\t\tFeatures::Sense::Enemy::BarMode = Config::SenseEnemy::BarMode;\n\t\tFeatures::Sense::Enemy::BarStyle = Config::SenseEnemy::BarStyle;\n\t\tFeatures::Sense::Enemy::BarThickness = Config::SenseEnemy::BarThickness;\n\t\tFeatures::Sense::Enemy::BarThickness2 = Config::SenseEnemy::BarThickness2;\n\t\tFeatures::Sense::Enemy::BarHeight = Config::SenseEnemy::BarHeight;\n\t\tFeatures::Sense::Enemy::BarWidth = Config::SenseEnemy::BarWidth;\n\t\tFeatures::Sense::Enemy::BarColorMode = Config::SenseEnemy::BarColorMode;\n\t\tFeatures::Sense::Enemy::WeaponColorType = Config::SenseEnemy::WeaponColorType;\n\t\tFeatures::Sense::Enemy::DrawDistance = Config::SenseEnemy::DrawDistance;\n\t\tFeatures::Sense::Enemy::TracerPosition = Config::SenseEnemy::TracerPosition;\n\t\tFeatures::Sense::Enemy::TracerBone = Config::SenseEnemy::TracerBone;\n\t\tFeatures::Sense::Enemy::DrawTracers = Config::SenseEnemy::DrawTracers;\n\t\tFeatures::Sense::Enemy::TracerThickness = Config::SenseEnemy::TracerThickness;\n\t\tFeatures::Sense::Enemy::DrawNames = Config::SenseEnemy::DrawNames;\n\t\tFeatures::Sense::Enemy::DrawSeer = Config::SenseEnemy::DrawSeer;\n\t\tFeatures::Sense::Enemy::DrawStatus = Config::SenseEnemy::DrawStatus;\n\t\tFeatures::Sense::Enemy::ShowMaxStatusValues = Config::SenseEnemy::ShowMaxStatusValues;\n\t\tFeatures::Sense::Enemy::DrawWeapon = Config::SenseEnemy::DrawWeapon;\n\t\tFeatures::Sense::Enemy::DrawLegend = Config::SenseEnemy::DrawLegend;\n\n\t\tFeatures::Sense::Teammate::DrawTeam = Config::SenseTeammate::DrawTeam;\n\t\tFeatures::Sense::Teammate::DrawBoxes = Config::SenseTeammate::DrawBoxes;\n\t\tFeatures::Sense::Teammate::BoxOutline = Config::SenseTeammate::BoxOutline;\n\t\tFeatures::Sense::Teammate::BoxType = Config::SenseTeammate::BoxType;\n\t\tFeatures::Sense::Teammate::BoxStyle = Config::SenseTeammate::BoxStyle;\n\t\tFeatures::Sense::Teammate::BoxThickness = Config::SenseTeammate::BoxThickness;\n\t\tFeatures::Sense::Teammate::DrawSkeleton = Config::SenseTeammate::DrawSkeleton;\n\t\tFeatures::Sense::Teammate::SkeletonOutline = Config::SenseTeammate::SkeletonOutline;\n\t\tFeatures::Sense::Teammate::SkeletonDetail = Config::SenseTeammate::SkeletonDetail;\n\t\tFeatures::Sense::Teammate::SkeletonThickness = Config::SenseTeammate::SkeletonThickness;\n\t\tFeatures::Sense::Teammate::DrawHeadCircle = Config::SenseTeammate::DrawHeadCircle;\n\t\tFeatures::Sense::Teammate::HeadCircleOutline = Config::SenseTeammate::HeadCircleOutline;\n\t\tFeatures::Sense::Teammate::HeadCircleThickness = Config::SenseTeammate::HeadCircleThickness;\n\t\tFeatures::Sense::Teammate::DrawBars = Config::SenseTeammate::DrawBars;\n\t\tFeatures::Sense::Teammate::HealthBar = Config::SenseTeammate::HealthBar;\n\t\tFeatures::Sense::Teammate::ShieldBar = Config::SenseTeammate::ShieldBar;\n\t\tFeatures::Sense::Teammate::BarMode = Config::SenseTeammate::BarMode;\n\t\tFeatures::Sense::Teammate::BarStyle = Config::SenseTeammate::BarStyle;\n\t\tFeatures::Sense::Teammate::BarThickness = Config::SenseTeammate::BarThickness;\n\t\tFeatures::Sense::Teammate::BarThickness2 = Config::SenseTeammate::BarThickness2;\n\t\tFeatures::Sense::Teammate::BarHeight = Config::SenseTeammate::BarHeight;\n\t\tFeatures::Sense::Teammate::BarWidth = Config::SenseTeammate::BarWidth;\n\t\tFeatures::Sense::Teammate::BarColorMode = Config::SenseTeammate::BarColorMode;\n\t\tFeatures::Sense::Teammate::WeaponColorType = Config::SenseTeammate::WeaponColorType;\n\t\tFeatures::Sense::Teammate::DrawDistance = Config::SenseTeammate::DrawDistance;\n\t\tFeatures::Sense::Teammate::TracerPosition = Config::SenseTeammate::TracerPosition;\n\t\tFeatures::Sense::Teammate::TracerBone = Config::SenseTeammate::TracerBone;\n\t\tFeatures::Sense::Teammate::DrawTracers = Config::SenseTeammate::DrawTracers;\n\t\tFeatures::Sense::Teammate::TracerThickness = Config::SenseTeammate::TracerThickness;\n\t\tFeatures::Sense::Teammate::DrawNames = Config::SenseTeammate::DrawNames;\n\t\tFeatures::Sense::Teammate::DrawSeer = Config::SenseTeammate::DrawSeer;\n\t\tFeatures::Sense::Teammate::DrawStatus = Config::SenseTeammate::DrawStatus;\n\t\tFeatures::Sense::Teammate::ShowMaxStatusValues = Config::SenseTeammate::ShowMaxStatusValues;\n\t\tFeatures::Sense::Teammate::DrawWeapon = Config::SenseTeammate::DrawWeapon;\n\t\tFeatures::Sense::Teammate::DrawLegend = Config::SenseTeammate::DrawLegend;\n\n\t\tFeatures::Sense::Positions::NamePosition = Config::SensePositions::NamePosition;\n\t\tFeatures::Sense::Positions::DistancePosition = Config::SensePositions::DistancePosition;\n\t\tFeatures::Sense::Positions::LegendPosition = Config::SensePositions::LegendPosition;\n\t\tFeatures::Sense::Positions::WeaponPosition = Config::SensePositions::WeaponPosition;\n\t\tFeatures::Sense::Positions::StatusPosition = Config::SensePositions::StatusPosition;\n\n\t\tFeatures::Radar::MiniMap = Config::Radar::MiniMap;\n\t\tFeatures::Radar::MiniMapRange = Config::Radar::MiniMapRange;\n\t\tFeatures::Radar::MiniMapScaleX = Config::Radar::MiniMapScaleX;\n\t\tFeatures::Radar::MiniMapScaleY = Config::Radar::MiniMapScaleY;\n\t\tFeatures::Radar::MiniMapGuides = Config::Radar::MiniMapGuides;\n\t\tFeatures::Radar::IdentifierSize = Config::Radar::IdentifierSize;\n\t\tFeatures::Radar::MiniMapBlackBGSize = Config::Radar::MiniMapBlackBGSize;\n\t\tFeatures::Radar::EnemyIdentifier = Config::Radar::EnemyIdentifier;\n\t\tFeatures::Radar::EnemyViewAngles = Config::Radar::EnemyViewAngles;\n\t\tFeatures::Radar::EnemyViewAnglesLength = Config::Radar::EnemyViewAnglesLength;\n\t\tFeatures::Radar::RadarRounding = Config::Radar::RadarRounding;\n\t\tFeatures::Radar::BackgroundColor[0] = Config::Radar::BackgroundColorR;\n\t\tFeatures::Radar::BackgroundColor[1] = Config::Radar::BackgroundColorG;\n\t\tFeatures::Radar::BackgroundColor[2] = Config::Radar::BackgroundColorB;\n\t\tFeatures::Radar::BackgroundColor[3] = Config::Radar::BackgroundColorA;\n\n\t\tFeatures::Radar::BigMap = Config::Radar::BigMap;\n\t\tFeatures::Radar::BigMapBind = static_cast<InputKeyType>(Config::Radar::BigMapBind);\n\t\tFeatures::Radar::CircleColor[0] = Config::Radar::CircleColorR;\n\t\tFeatures::Radar::CircleColor[1] = Config::Radar::CircleColorG;\n\t\tFeatures::Radar::CircleColor[2] = Config::Radar::CircleColorB;\n\t\tFeatures::Radar::CircleColor[3] = Config::Radar::CircleColorA;\n\n\t\tFeatures::Misc::SuperGlide = Config::Misc::SuperGlide;\n\t\tFeatures::Misc::SuperGlideMode = Config::Misc::SuperGlideMode;\n\t\tFeatures::Misc::SuperGlideFPS = Config::Misc::SuperGlideFPS;\n\t\tFeatures::Misc::QuickTurn = Config::Misc::QuickTurn;\n\t\tFeatures::Misc::QuickTurnAngle = Config::Misc::QuickTurnAngle;\n\t\tFeatures::Misc::QuickTurnBind = static_cast<InputKeyType>(Config::Misc::QuickTurnBind);\n\t\tFeatures::Misc::BHop = Config::Misc::BHop;\n\t\tFeatures::Misc::BHopDelay = Config::Misc::BHopDelay;\n\t\tFeatures::Misc::BHopBind = static_cast<InputKeyType>(Config::Misc::BHopBind);\n\t\tFeatures::Misc::WallJump = Config::Misc::WallJump;\n\t\tFeatures::Misc::WallJumpBind = static_cast<InputKeyType>(Config::Misc::WallJumpBind);\n\t\tFeatures::Misc::AutoTapStrafe = Config::Misc::AutoTapStrafe;\n\t\tFeatures::Misc::RapidFire = Config::Misc::RapidFire;\n\t\tFeatures::Misc::RapidFireDelay = Config::Misc::RapidFireDelay;\n\t\tFeatures::Misc::RapidFireBind = static_cast<InputKeyType>(Config::Misc::RapidFireBind);\n\n\t\tFeatures::Misc::RapidP2020 = Config::Misc::RapidP2020;\n\t\tFeatures::Misc::RapidR301 = Config::Misc::RapidR301;\n\t\tFeatures::Misc::RapidG7 = Config::Misc::RapidG7;\n\t\tFeatures::Misc::RapidFlatline = Config::Misc::RapidFlatline;\n\t\tFeatures::Misc::RapidHemlock = Config::Misc::RapidHemlock;\n\t\tFeatures::Misc::RapidProwler = Config::Misc::RapidProwler;\n\t\tFeatures::Misc::RapidNemesis = Config::Misc::RapidNemesis;\n\t\tFeatures::Misc::RapidMozambique = Config::Misc::RapidMozambique;\n\t\tFeatures::Misc::RapidEVA8 = Config::Misc::RapidEVA8;\n\t\tFeatures::Misc::RapidWingman = Config::Misc::RapidWingman;\n\t\tFeatures::Misc::SkinChanger = Config::Misc::SkinChanger;\n\t\t// Weapons //\n\t\tFeatures::Misc::SkinP2020 = Config::Misc::SkinP2020;\n\t\tFeatures::Misc::SkinRE45 = Config::Misc::SkinRE45;\n\t\tFeatures::Misc::SkinALTERNATOR = Config::Misc::SkinALTERNATOR;\n\t\tFeatures::Misc::SkinR99 = Config::Misc::SkinR99;\n\t\tFeatures::Misc::SkinR301 = Config::Misc::SkinR301;\n\t\tFeatures::Misc::SkinSPITFIRE = Config::Misc::SkinSPITFIRE;\n\t\tFeatures::Misc::SkinG7 = Config::Misc::SkinG7;\n\t\tFeatures::Misc::SkinFLATLINE = Config::Misc::SkinFLATLINE;\n\t\tFeatures::Misc::SkinHEMLOCK = Config::Misc::SkinHEMLOCK;\n\t\tFeatures::Misc::SkinREPEATER = Config::Misc::SkinREPEATER;\n\t\tFeatures::Misc::SkinRAMPAGE = Config::Misc::SkinRAMPAGE;\n\t\tFeatures::Misc::SkinCAR = Config::Misc::SkinCAR;\n\t\tFeatures::Misc::SkinHAVOC = Config::Misc::SkinHAVOC;\n\t\tFeatures::Misc::SkinDEVOTION = Config::Misc::SkinDEVOTION;\n\t\tFeatures::Misc::SkinLSTAR = Config::Misc::SkinLSTAR;\n\t\tFeatures::Misc::SkinTRIPLETAKE = Config::Misc::SkinTRIPLETAKE;\n\t\tFeatures::Misc::SkinVOLT = Config::Misc::SkinVOLT;\n\t\tFeatures::Misc::SkinNEMESIS = Config::Misc::SkinNEMESIS;\n\t\tFeatures::Misc::SkinMOZAMBIQUE = Config::Misc::SkinMOZAMBIQUE;\n\t\tFeatures::Misc::SkinEVA8 = Config::Misc::SkinEVA8;\n\t\tFeatures::Misc::SkinPEACEKEEPER = Config::Misc::SkinPEACEKEEPER;\n\t\tFeatures::Misc::SkinMASTIFF = Config::Misc::SkinMASTIFF;\n\t\tFeatures::Misc::SkinLONGBOW = Config::Misc::SkinLONGBOW;\n\t\tFeatures::Misc::SkinCHARGE_RIFLE = Config::Misc::SkinCHARGE_RIFLE;\n\t\tFeatures::Misc::SkinSENTINEL = Config::Misc::SkinSENTINEL;\n\t\tFeatures::Misc::SkinWINGMAN = Config::Misc::SkinWINGMAN;\n\t\tFeatures::Misc::SkinPROWLER = Config::Misc::SkinPROWLER;\n\t\tFeatures::Misc::SkinBOCEK = Config::Misc::SkinBOCEK;\n\t\tFeatures::Misc::SkinKRABER = Config::Misc::SkinKRABER;\n\n\t\tFeatures::Colors::WeaponColorMode = Config::Colors::WeaponColorMode;\n\n\t\tFeatures::Colors::TargetLineColor[0] = Config::Colors::TargetLineColorR;\n\t\tFeatures::Colors::TargetLineColor[1] = Config::Colors::TargetLineColorG;\n\t\tFeatures::Colors::TargetLineColor[2] = Config::Colors::TargetLineColorB;\n\t\tFeatures::Colors::TargetLineColor[3] = Config::Colors::TargetLineColorA;\n\t\tFeatures::Colors::TargetLineLockedColor[0] = Config::Colors::TargetLineLockedColorR;\n\t\tFeatures::Colors::TargetLineLockedColor[1] = Config::Colors::TargetLineLockedColorG;\n\t\tFeatures::Colors::TargetLineLockedColor[2] = Config::Colors::TargetLineLockedColorB;\n\t\tFeatures::Colors::TargetLineLockedColor[3] = Config::Colors::TargetLineLockedColorA;\n\t\tFeatures::Colors::TargetDotColor[0] = Config::Colors::TargetDotColorR;\n\t\tFeatures::Colors::TargetDotColor[1] = Config::Colors::TargetDotColorG;\n\t\tFeatures::Colors::TargetDotColor[2] = Config::Colors::TargetDotColorB;\n\t\tFeatures::Colors::TargetDotColor[3] = Config::Colors::TargetDotColorA;\n\t\tFeatures::Colors::TargetDotLockedColor[0] = Config::Colors::TargetDotLockedColorR;\n\t\tFeatures::Colors::TargetDotLockedColor[1] = Config::Colors::TargetDotLockedColorG;\n\t\tFeatures::Colors::TargetDotLockedColor[2] = Config::Colors::TargetDotLockedColorB;\n\t\tFeatures::Colors::TargetDotLockedColor[3] = Config::Colors::TargetDotLockedColorA;\n\t\tFeatures::Colors::TargetBoxColor[0] = Config::Colors::TargetBoxColorR;\n\t\tFeatures::Colors::TargetBoxColor[1] = Config::Colors::TargetBoxColorG;\n\t\tFeatures::Colors::TargetBoxColor[2] = Config::Colors::TargetBoxColorB;\n\t\tFeatures::Colors::TargetBoxColor[3] = Config::Colors::TargetBoxColorA;\n\t\tFeatures::Colors::TargetBoxLockedColor[0] = Config::Colors::TargetBoxLockedColorR;\n\t\tFeatures::Colors::TargetBoxLockedColor[1] = Config::Colors::TargetBoxLockedColorG;\n\t\tFeatures::Colors::TargetBoxLockedColor[2] = Config::Colors::TargetBoxLockedColorB;\n\t\tFeatures::Colors::TargetBoxLockedColor[3] = Config::Colors::TargetBoxLockedColorA;\n\n\t\tFeatures::Colors::TargetInfoColor[0] = Config::Colors::TargetInfoColorR;\n\t\tFeatures::Colors::TargetInfoColor[1] = Config::Colors::TargetInfoColorG;\n\t\tFeatures::Colors::TargetInfoColor[2] = Config::Colors::TargetInfoColorB;\n\t\tFeatures::Colors::TargetInfoColor[3] = Config::Colors::TargetInfoColorA;\n\t\tFeatures::Colors::TargetInfoLockedColor[0] = Config::Colors::TargetInfoLockedColorR;\n\t\tFeatures::Colors::TargetInfoLockedColor[1] = Config::Colors::TargetInfoLockedColorG;\n\t\tFeatures::Colors::TargetInfoLockedColor[2] = Config::Colors::TargetInfoLockedColorB;\n\t\tFeatures::Colors::TargetInfoLockedColor[3] = Config::Colors::TargetInfoLockedColorA;\n\n\t\tFeatures::Colors::FOVColor[0] = Config::Colors::FOVColorR;\n\t\tFeatures::Colors::FOVColor[1] = Config::Colors::FOVColorG;\n\t\tFeatures::Colors::FOVColor[2] = Config::Colors::FOVColorB;\n\t\tFeatures::Colors::FOVColor[3] = Config::Colors::FOVColorA;\n\t\tFeatures::Colors::FilledFOVColor[0] = Config::Colors::FilledFOVColorR;\n\t\tFeatures::Colors::FilledFOVColor[1] = Config::Colors::FilledFOVColorG;\n\t\tFeatures::Colors::FilledFOVColor[2] = Config::Colors::FilledFOVColorB;\n\t\tFeatures::Colors::FilledFOVColor[3] = Config::Colors::FilledFOVColorA;\n\t\tFeatures::Colors::CrosshairColor[0] = Config::Colors::CrosshairColorR;\n\t\tFeatures::Colors::CrosshairColor[1] = Config::Colors::CrosshairColorG;\n\t\tFeatures::Colors::CrosshairColor[2] = Config::Colors::CrosshairColorB;\n\t\tFeatures::Colors::CrosshairColor[3] = Config::Colors::CrosshairColorA;\n\t\tFeatures::Colors::SpectatorWarningColor[0] = Config::Colors::SpectatorWarningColorR;\n\t\tFeatures::Colors::SpectatorWarningColor[1] = Config::Colors::SpectatorWarningColorG;\n\t\tFeatures::Colors::SpectatorWarningColor[2] = Config::Colors::SpectatorWarningColorB;\n\t\tFeatures::Colors::SpectatorWarningColor[3] = Config::Colors::SpectatorWarningColorA;\n\t\tFeatures::Colors::VisibleWarningColor[0] = Config::Colors::VisibleWarningColorR;\n\t\tFeatures::Colors::VisibleWarningColor[1] = Config::Colors::VisibleWarningColorG;\n\t\tFeatures::Colors::VisibleWarningColor[2] = Config::Colors::VisibleWarningColorB;\n\t\tFeatures::Colors::VisibleWarningColor[3] = Config::Colors::VisibleWarningColorA;\n\n\t\tFeatures::Colors::Enemy::InvisibleBoxColor[0] = Config::EnemyColors::InvisibleBoxColorR;\n\t\tFeatures::Colors::Enemy::InvisibleBoxColor[1] = Config::EnemyColors::InvisibleBoxColorG;\n\t\tFeatures::Colors::Enemy::InvisibleBoxColor[2] = Config::EnemyColors::InvisibleBoxColorB;\n\t\tFeatures::Colors::Enemy::InvisibleBoxColor[3] = Config::EnemyColors::InvisibleBoxColorA;\n\t\tFeatures::Colors::Enemy::VisibleBoxColor[0] = Config::EnemyColors::VisibleBoxColorR;\n\t\tFeatures::Colors::Enemy::VisibleBoxColor[1] = Config::EnemyColors::VisibleBoxColorG;\n\t\tFeatures::Colors::Enemy::VisibleBoxColor[2] = Config::EnemyColors::VisibleBoxColorB;\n\t\tFeatures::Colors::Enemy::VisibleBoxColor[3] = Config::EnemyColors::VisibleBoxColorA;\n\t\tFeatures::Colors::Enemy::KnockedBoxColor[0] = Config::EnemyColors::KnockedBoxColorR;\n\t\tFeatures::Colors::Enemy::KnockedBoxColor[1] = Config::EnemyColors::KnockedBoxColorG;\n\t\tFeatures::Colors::Enemy::KnockedBoxColor[2] = Config::EnemyColors::KnockedBoxColorB;\n\t\tFeatures::Colors::Enemy::KnockedBoxColor[3] = Config::EnemyColors::KnockedBoxColorA;\n\t\tFeatures::Colors::Enemy::InvisibleFilledBoxColor[0] = Config::EnemyColors::InvisibleFilledBoxColorR;\n\t\tFeatures::Colors::Enemy::InvisibleFilledBoxColor[1] = Config::EnemyColors::InvisibleFilledBoxColorG;\n\t\tFeatures::Colors::Enemy::InvisibleFilledBoxColor[2] = Config::EnemyColors::InvisibleFilledBoxColorB;\n\t\tFeatures::Colors::Enemy::InvisibleFilledBoxColor[3] = Config::EnemyColors::InvisibleFilledBoxColorA;\n\t\tFeatures::Colors::Enemy::VisibleFilledBoxColor[0] = Config::EnemyColors::VisibleFilledBoxColorR;\n\t\tFeatures::Colors::Enemy::VisibleFilledBoxColor[1] = Config::EnemyColors::VisibleFilledBoxColorG;\n\t\tFeatures::Colors::Enemy::VisibleFilledBoxColor[2] = Config::EnemyColors::VisibleFilledBoxColorB;\n\t\tFeatures::Colors::Enemy::VisibleFilledBoxColor[3] = Config::EnemyColors::VisibleFilledBoxColorA;\n\t\tFeatures::Colors::Enemy::KnockedFilledBoxColor[0] = Config::EnemyColors::KnockedFilledBoxColorR;\n\t\tFeatures::Colors::Enemy::KnockedFilledBoxColor[1] = Config::EnemyColors::KnockedFilledBoxColorG;\n\t\tFeatures::Colors::Enemy::KnockedFilledBoxColor[2] = Config::EnemyColors::KnockedFilledBoxColorB;\n\t\tFeatures::Colors::Enemy::KnockedFilledBoxColor[3] = Config::EnemyColors::KnockedFilledBoxColorA;\n\t\tFeatures::Colors::Enemy::InvisibleTracerColor[0] = Config::EnemyColors::InvisibleTracerColorR;\n\t\tFeatures::Colors::Enemy::InvisibleTracerColor[1] = Config::EnemyColors::InvisibleTracerColorG;\n\t\tFeatures::Colors::Enemy::InvisibleTracerColor[2] = Config::EnemyColors::InvisibleTracerColorB;\n\t\tFeatures::Colors::Enemy::InvisibleTracerColor[3] = Config::EnemyColors::InvisibleTracerColorA;\n\t\tFeatures::Colors::Enemy::VisibleTracerColor[0] = Config::EnemyColors::VisibleTracerColorR;\n\t\tFeatures::Colors::Enemy::VisibleTracerColor[1] = Config::EnemyColors::VisibleTracerColorG;\n\t\tFeatures::Colors::Enemy::VisibleTracerColor[2] = Config::EnemyColors::VisibleTracerColorB;\n\t\tFeatures::Colors::Enemy::VisibleTracerColor[3] = Config::EnemyColors::VisibleTracerColorA;\n\t\tFeatures::Colors::Enemy::KnockedTracerColor[0] = Config::EnemyColors::KnockedTracerColorR;\n\t\tFeatures::Colors::Enemy::KnockedTracerColor[1] = Config::EnemyColors::KnockedTracerColorG;\n\t\tFeatures::Colors::Enemy::KnockedTracerColor[2] = Config::EnemyColors::KnockedTracerColorB;\n\t\tFeatures::Colors::Enemy::KnockedTracerColor[3] = Config::EnemyColors::KnockedTracerColorA;\n\t\tFeatures::Colors::Enemy::InvisibleSkeletonColor[0] = Config::EnemyColors::InvisibleSkeletonColorR;\n\t\tFeatures::Colors::Enemy::InvisibleSkeletonColor[1] = Config::EnemyColors::InvisibleSkeletonColorG;\n\t\tFeatures::Colors::Enemy::InvisibleSkeletonColor[2] = Config::EnemyColors::InvisibleSkeletonColorB;\n\t\tFeatures::Colors::Enemy::InvisibleSkeletonColor[3] = Config::EnemyColors::InvisibleSkeletonColorA;\n\t\tFeatures::Colors::Enemy::VisibleSkeletonColor[0] = Config::EnemyColors::VisibleSkeletonColorR;\n\t\tFeatures::Colors::Enemy::VisibleSkeletonColor[1] = Config::EnemyColors::VisibleSkeletonColorG;\n\t\tFeatures::Colors::Enemy::VisibleSkeletonColor[2] = Config::EnemyColors::VisibleSkeletonColorB;\n\t\tFeatures::Colors::Enemy::VisibleSkeletonColor[3] = Config::EnemyColors::VisibleSkeletonColorA;\n\t\tFeatures::Colors::Enemy::KnockedSkeletonColor[0] = Config::EnemyColors::KnockedSkeletonColorR;\n\t\tFeatures::Colors::Enemy::KnockedSkeletonColor[1] = Config::EnemyColors::KnockedSkeletonColorG;\n\t\tFeatures::Colors::Enemy::KnockedSkeletonColor[2] = Config::EnemyColors::KnockedSkeletonColorB;\n\t\tFeatures::Colors::Enemy::KnockedSkeletonColor[3] = Config::EnemyColors::KnockedSkeletonColorA;\n\t\tFeatures::Colors::Enemy::InvisibleHeadCircleColor[0] = Config::EnemyColors::InvisibleHeadCircleColorR;\n\t\tFeatures::Colors::Enemy::InvisibleHeadCircleColor[1] = Config::EnemyColors::InvisibleHeadCircleColorG;\n\t\tFeatures::Colors::Enemy::InvisibleHeadCircleColor[2] = Config::EnemyColors::InvisibleHeadCircleColorB;\n\t\tFeatures::Colors::Enemy::InvisibleHeadCircleColor[3] = Config::EnemyColors::InvisibleHeadCircleColorA;\n\t\tFeatures::Colors::Enemy::VisibleHeadCircleColor[0] = Config::EnemyColors::VisibleHeadCircleColorR;\n\t\tFeatures::Colors::Enemy::VisibleHeadCircleColor[1] = Config::EnemyColors::VisibleHeadCircleColorG;\n\t\tFeatures::Colors::Enemy::VisibleHeadCircleColor[2] = Config::EnemyColors::VisibleHeadCircleColorB;\n\t\tFeatures::Colors::Enemy::VisibleHeadCircleColor[3] = Config::EnemyColors::VisibleHeadCircleColorA;\n\t\tFeatures::Colors::Enemy::KnockedHeadCircleColor[0] = Config::EnemyColors::KnockedHeadCircleColorR;\n\t\tFeatures::Colors::Enemy::KnockedHeadCircleColor[1] = Config::EnemyColors::KnockedHeadCircleColorG;\n\t\tFeatures::Colors::Enemy::KnockedHeadCircleColor[2] = Config::EnemyColors::KnockedHeadCircleColorB;\n\t\tFeatures::Colors::Enemy::KnockedHeadCircleColor[3] = Config::EnemyColors::KnockedHeadCircleColorA;\n\t\tFeatures::Colors::Enemy::InvisibleNameColor[0] = Config::EnemyColors::InvisibleNameColorR;\n\t\tFeatures::Colors::Enemy::InvisibleNameColor[1] = Config::EnemyColors::InvisibleNameColorG;\n\t\tFeatures::Colors::Enemy::InvisibleNameColor[2] = Config::EnemyColors::InvisibleNameColorB;\n\t\tFeatures::Colors::Enemy::InvisibleNameColor[3] = Config::EnemyColors::InvisibleNameColorA;\n\t\tFeatures::Colors::Enemy::VisibleNameColor[0] = Config::EnemyColors::VisibleNameColorR;\n\t\tFeatures::Colors::Enemy::VisibleNameColor[1] = Config::EnemyColors::VisibleNameColorG;\n\t\tFeatures::Colors::Enemy::VisibleNameColor[2] = Config::EnemyColors::VisibleNameColorB;\n\t\tFeatures::Colors::Enemy::VisibleNameColor[3] = Config::EnemyColors::VisibleNameColorA;\n\t\tFeatures::Colors::Enemy::KnockedNameColor[0] = Config::EnemyColors::KnockedNameColorR;\n\t\tFeatures::Colors::Enemy::KnockedNameColor[1] = Config::EnemyColors::KnockedNameColorG;\n\t\tFeatures::Colors::Enemy::KnockedNameColor[2] = Config::EnemyColors::KnockedNameColorB;\n\t\tFeatures::Colors::Enemy::KnockedNameColor[3] = Config::EnemyColors::KnockedNameColorA;\n\t\tFeatures::Colors::Enemy::InvisibleDistanceColor[0] = Config::EnemyColors::InvisibleDistanceColorR;\n\t\tFeatures::Colors::Enemy::InvisibleDistanceColor[1] = Config::EnemyColors::InvisibleDistanceColorG;\n\t\tFeatures::Colors::Enemy::InvisibleDistanceColor[2] = Config::EnemyColors::InvisibleDistanceColorB;\n\t\tFeatures::Colors::Enemy::InvisibleDistanceColor[3] = Config::EnemyColors::InvisibleDistanceColorA;\n\t\tFeatures::Colors::Enemy::VisibleDistanceColor[0] = Config::EnemyColors::VisibleDistanceColorR;\n\t\tFeatures::Colors::Enemy::VisibleDistanceColor[1] = Config::EnemyColors::VisibleDistanceColorG;\n\t\tFeatures::Colors::Enemy::VisibleDistanceColor[2] = Config::EnemyColors::VisibleDistanceColorB;\n\t\tFeatures::Colors::Enemy::VisibleDistanceColor[3] = Config::EnemyColors::VisibleDistanceColorA;\n\t\tFeatures::Colors::Enemy::KnockedDistanceColor[0] = Config::EnemyColors::KnockedDistanceColorR;\n\t\tFeatures::Colors::Enemy::KnockedDistanceColor[1] = Config::EnemyColors::KnockedDistanceColorG;\n\t\tFeatures::Colors::Enemy::KnockedDistanceColor[2] = Config::EnemyColors::KnockedDistanceColorB;\n\t\tFeatures::Colors::Enemy::KnockedDistanceColor[3] = Config::EnemyColors::KnockedDistanceColorA;\n\t\tFeatures::Colors::Enemy::InvisibleLegendColor[0] = Config::EnemyColors::InvisibleLegendColorR;\n\t\tFeatures::Colors::Enemy::InvisibleLegendColor[1] = Config::EnemyColors::InvisibleLegendColorG;\n\t\tFeatures::Colors::Enemy::InvisibleLegendColor[2] = Config::EnemyColors::InvisibleLegendColorB;\n\t\tFeatures::Colors::Enemy::InvisibleLegendColor[3] = Config::EnemyColors::InvisibleLegendColorA;\n\t\tFeatures::Colors::Enemy::VisibleLegendColor[0] = Config::EnemyColors::VisibleLegendColorR;\n\t\tFeatures::Colors::Enemy::VisibleLegendColor[1] = Config::EnemyColors::VisibleLegendColorG;\n\t\tFeatures::Colors::Enemy::VisibleLegendColor[2] = Config::EnemyColors::VisibleLegendColorB;\n\t\tFeatures::Colors::Enemy::VisibleLegendColor[3] = Config::EnemyColors::VisibleLegendColorA;\n\t\tFeatures::Colors::Enemy::KnockedLegendColor[0] = Config::EnemyColors::KnockedLegendColorR;\n\t\tFeatures::Colors::Enemy::KnockedLegendColor[1] = Config::EnemyColors::KnockedLegendColorG;\n\t\tFeatures::Colors::Enemy::KnockedLegendColor[2] = Config::EnemyColors::KnockedLegendColorB;\n\t\tFeatures::Colors::Enemy::KnockedLegendColor[3] = Config::EnemyColors::KnockedLegendColorA;\n\t\tFeatures::Colors::Enemy::InvisibleWeaponColor[0] = Config::EnemyColors::InvisibleWeaponColorR;\n\t\tFeatures::Colors::Enemy::InvisibleWeaponColor[1] = Config::EnemyColors::InvisibleWeaponColorG;\n\t\tFeatures::Colors::Enemy::InvisibleWeaponColor[2] = Config::EnemyColors::InvisibleWeaponColorB;\n\t\tFeatures::Colors::Enemy::InvisibleWeaponColor[3] = Config::EnemyColors::InvisibleWeaponColorA;\n\t\tFeatures::Colors::Enemy::VisibleWeaponColor[0] = Config::EnemyColors::VisibleWeaponColorR;\n\t\tFeatures::Colors::Enemy::VisibleWeaponColor[1] = Config::EnemyColors::VisibleWeaponColorG;\n\t\tFeatures::Colors::Enemy::VisibleWeaponColor[2] = Config::EnemyColors::VisibleWeaponColorB;\n\t\tFeatures::Colors::Enemy::VisibleWeaponColor[3] = Config::EnemyColors::VisibleWeaponColorA;\n\t\tFeatures::Colors::Enemy::KnockedWeaponColor[0] = Config::EnemyColors::KnockedWeaponColorR;\n\t\tFeatures::Colors::Enemy::KnockedWeaponColor[1] = Config::EnemyColors::KnockedWeaponColorG;\n\t\tFeatures::Colors::Enemy::KnockedWeaponColor[2] = Config::EnemyColors::KnockedWeaponColorB;\n\t\tFeatures::Colors::Enemy::KnockedWeaponColor[3] = Config::EnemyColors::KnockedWeaponColorA;\n\t\tFeatures::Colors::Enemy::BarColorMode = Config::EnemyColors::BarColorMode;\n\t\tFeatures::Colors::Enemy::LightWeaponColor[0] = Config::EnemyColors::LightWeaponColorR;\n\t\tFeatures::Colors::Enemy::LightWeaponColor[1] = Config::EnemyColors::LightWeaponColorG;\n\t\tFeatures::Colors::Enemy::LightWeaponColor[2] = Config::EnemyColors::LightWeaponColorB;\n\t\tFeatures::Colors::Enemy::LightWeaponColor[3] = Config::EnemyColors::LightWeaponColorA;\n\t\tFeatures::Colors::Enemy::HeavyWeaponColor[0] = Config::EnemyColors::HeavyWeaponColorR;\n\t\tFeatures::Colors::Enemy::HeavyWeaponColor[1] = Config::EnemyColors::HeavyWeaponColorG;\n\t\tFeatures::Colors::Enemy::HeavyWeaponColor[2] = Config::EnemyColors::HeavyWeaponColorB;\n\t\tFeatures::Colors::Enemy::HeavyWeaponColor[3] = Config::EnemyColors::HeavyWeaponColorA;\n\t\tFeatures::Colors::Enemy::EnergyWeaponColor[0] = Config::EnemyColors::EnergyWeaponColorR;\n\t\tFeatures::Colors::Enemy::EnergyWeaponColor[1] = Config::EnemyColors::EnergyWeaponColorG;\n\t\tFeatures::Colors::Enemy::EnergyWeaponColor[2] = Config::EnemyColors::EnergyWeaponColorB;\n\t\tFeatures::Colors::Enemy::EnergyWeaponColor[3] = Config::EnemyColors::EnergyWeaponColorA;\n\t\tFeatures::Colors::Enemy::ShotgunWeaponColor[0] = Config::EnemyColors::ShotgunWeaponColorR;\n\t\tFeatures::Colors::Enemy::ShotgunWeaponColor[1] = Config::EnemyColors::ShotgunWeaponColorG;\n\t\tFeatures::Colors::Enemy::ShotgunWeaponColor[2] = Config::EnemyColors::ShotgunWeaponColorB;\n\t\tFeatures::Colors::Enemy::ShotgunWeaponColor[3] = Config::EnemyColors::ShotgunWeaponColorA;\n\t\tFeatures::Colors::Enemy::SniperWeaponColor[0] = Config::EnemyColors::SniperWeaponColorR;\n\t\tFeatures::Colors::Enemy::SniperWeaponColor[1] = Config::EnemyColors::SniperWeaponColorG;\n\t\tFeatures::Colors::Enemy::SniperWeaponColor[2] = Config::EnemyColors::SniperWeaponColorB;\n\t\tFeatures::Colors::Enemy::SniperWeaponColor[3] = Config::EnemyColors::SniperWeaponColorA;\n\t\tFeatures::Colors::Enemy::LegendaryWeaponColor[0] = Config::EnemyColors::LegendaryWeaponColorR;\n\t\tFeatures::Colors::Enemy::LegendaryWeaponColor[1] = Config::EnemyColors::LegendaryWeaponColorG;\n\t\tFeatures::Colors::Enemy::LegendaryWeaponColor[2] = Config::EnemyColors::LegendaryWeaponColorB;\n\t\tFeatures::Colors::Enemy::LegendaryWeaponColor[3] = Config::EnemyColors::LegendaryWeaponColorA;\n\t\tFeatures::Colors::Enemy::MeleeWeaponColor[0] = Config::EnemyColors::MeleeWeaponColorR;\n\t\tFeatures::Colors::Enemy::MeleeWeaponColor[1] = Config::EnemyColors::MeleeWeaponColorG;\n\t\tFeatures::Colors::Enemy::MeleeWeaponColor[2] = Config::EnemyColors::MeleeWeaponColorB;\n\t\tFeatures::Colors::Enemy::MeleeWeaponColor[3] = Config::EnemyColors::MeleeWeaponColorA;\n\t\tFeatures::Colors::Enemy::ThrowableWeaponColor[0] = Config::EnemyColors::ThrowableWeaponColorR;\n\t\tFeatures::Colors::Enemy::ThrowableWeaponColor[1] = Config::EnemyColors::ThrowableWeaponColorG;\n\t\tFeatures::Colors::Enemy::ThrowableWeaponColor[2] = Config::EnemyColors::ThrowableWeaponColorB;\n\t\tFeatures::Colors::Enemy::ThrowableWeaponColor[3] = Config::EnemyColors::ThrowableWeaponColorA;\n\t\tFeatures::Colors::Enemy::InvisibleGlowColor[0] = Config::EnemyColors::InvisibleGlowColorR;\n\t\tFeatures::Colors::Enemy::InvisibleGlowColor[1] = Config::EnemyColors::InvisibleGlowColorG;\n\t\tFeatures::Colors::Enemy::InvisibleGlowColor[2] = Config::EnemyColors::InvisibleGlowColorB;\n\t\tFeatures::Colors::Enemy::VisibleGlowColor[0] = Config::EnemyColors::VisibleGlowColorR;\n\t\tFeatures::Colors::Enemy::VisibleGlowColor[1] = Config::EnemyColors::VisibleGlowColorG;\n\t\tFeatures::Colors::Enemy::VisibleGlowColor[2] = Config::EnemyColors::VisibleGlowColorB;\n\t\tFeatures::Colors::Enemy::KnockedGlowColor[0] = Config::EnemyColors::KnockedGlowColorR;\n\t\tFeatures::Colors::Enemy::KnockedGlowColor[1] = Config::EnemyColors::KnockedGlowColorG;\n\t\tFeatures::Colors::Enemy::KnockedGlowColor[2] = Config::EnemyColors::KnockedGlowColorB;\n\t\tFeatures::Colors::Enemy::RedShieldColor[0] = Config::EnemyColors::RedShieldColorR;\n\t\tFeatures::Colors::Enemy::RedShieldColor[1] = Config::EnemyColors::RedShieldColorG;\n\t\tFeatures::Colors::Enemy::RedShieldColor[2] = Config::EnemyColors::RedShieldColorB;\n\t\tFeatures::Colors::Enemy::PurpleShieldColor[0] = Config::EnemyColors::PurpleShieldColorR;\n\t\tFeatures::Colors::Enemy::PurpleShieldColor[1] = Config::EnemyColors::PurpleShieldColorG;\n\t\tFeatures::Colors::Enemy::PurpleShieldColor[2] = Config::EnemyColors::PurpleShieldColorB;\n\t\tFeatures::Colors::Enemy::BlueShieldColor[0] = Config::EnemyColors::BlueShieldColorR;\n\t\tFeatures::Colors::Enemy::BlueShieldColor[1] = Config::EnemyColors::BlueShieldColorG;\n\t\tFeatures::Colors::Enemy::BlueShieldColor[2] = Config::EnemyColors::BlueShieldColorB;\n\t\tFeatures::Colors::Enemy::GreyShieldColor[0] = Config::EnemyColors::GreyShieldColorR;\n\t\tFeatures::Colors::Enemy::GreyShieldColor[1] = Config::EnemyColors::GreyShieldColorG;\n\t\tFeatures::Colors::Enemy::GreyShieldColor[2] = Config::EnemyColors::GreyShieldColorB;\n\t\tFeatures::Colors::Enemy::LowGlowColor[0] = Config::EnemyColors::LowGlowColorR;\n\t\tFeatures::Colors::Enemy::LowGlowColor[1] = Config::EnemyColors::LowGlowColorG;\n\t\tFeatures::Colors::Enemy::LowGlowColor[2] = Config::EnemyColors::LowGlowColorB;\n\n\t\tFeatures::Colors::Teammate::InvisibleBoxColor[0] = Config::TeammateColors::InvisibleBoxColorR;\n\t\tFeatures::Colors::Teammate::InvisibleBoxColor[1] = Config::TeammateColors::InvisibleBoxColorG;\n\t\tFeatures::Colors::Teammate::InvisibleBoxColor[2] = Config::TeammateColors::InvisibleBoxColorB;\n\t\tFeatures::Colors::Teammate::InvisibleBoxColor[3] = Config::TeammateColors::InvisibleBoxColorA;\n\t\tFeatures::Colors::Teammate::VisibleBoxColor[0] = Config::TeammateColors::VisibleBoxColorR;\n\t\tFeatures::Colors::Teammate::VisibleBoxColor[1] = Config::TeammateColors::VisibleBoxColorG;\n\t\tFeatures::Colors::Teammate::VisibleBoxColor[2] = Config::TeammateColors::VisibleBoxColorB;\n\t\tFeatures::Colors::Teammate::VisibleBoxColor[3] = Config::TeammateColors::VisibleBoxColorA;\n\t\tFeatures::Colors::Teammate::KnockedBoxColor[0] = Config::TeammateColors::KnockedBoxColorR;\n\t\tFeatures::Colors::Teammate::KnockedBoxColor[1] = Config::TeammateColors::KnockedBoxColorG;\n\t\tFeatures::Colors::Teammate::KnockedBoxColor[2] = Config::TeammateColors::KnockedBoxColorB;\n\t\tFeatures::Colors::Teammate::KnockedBoxColor[3] = Config::TeammateColors::KnockedBoxColorA;\n\t\tFeatures::Colors::Teammate::InvisibleFilledBoxColor[0] = Config::TeammateColors::InvisibleFilledBoxColorR;\n\t\tFeatures::Colors::Teammate::InvisibleFilledBoxColor[1] = Config::TeammateColors::InvisibleFilledBoxColorG;\n\t\tFeatures::Colors::Teammate::InvisibleFilledBoxColor[2] = Config::TeammateColors::InvisibleFilledBoxColorB;\n\t\tFeatures::Colors::Teammate::InvisibleFilledBoxColor[3] = Config::TeammateColors::InvisibleFilledBoxColorA;\n\t\tFeatures::Colors::Teammate::VisibleFilledBoxColor[0] = Config::TeammateColors::VisibleFilledBoxColorR;\n\t\tFeatures::Colors::Teammate::VisibleFilledBoxColor[1] = Config::TeammateColors::VisibleFilledBoxColorG;\n\t\tFeatures::Colors::Teammate::VisibleFilledBoxColor[2] = Config::TeammateColors::VisibleFilledBoxColorB;\n\t\tFeatures::Colors::Teammate::VisibleFilledBoxColor[3] = Config::TeammateColors::VisibleFilledBoxColorA;\n\t\tFeatures::Colors::Teammate::KnockedFilledBoxColor[0] = Config::TeammateColors::KnockedFilledBoxColorR;\n\t\tFeatures::Colors::Teammate::KnockedFilledBoxColor[1] = Config::TeammateColors::KnockedFilledBoxColorG;\n\t\tFeatures::Colors::Teammate::KnockedFilledBoxColor[2] = Config::TeammateColors::KnockedFilledBoxColorB;\n\t\tFeatures::Colors::Teammate::KnockedFilledBoxColor[3] = Config::TeammateColors::KnockedFilledBoxColorA;\n\t\tFeatures::Colors::Teammate::InvisibleTracerColor[0] = Config::TeammateColors::InvisibleTracerColorR;\n\t\tFeatures::Colors::Teammate::InvisibleTracerColor[1] = Config::TeammateColors::InvisibleTracerColorG;\n\t\tFeatures::Colors::Teammate::InvisibleTracerColor[2] = Config::TeammateColors::InvisibleTracerColorB;\n\t\tFeatures::Colors::Teammate::InvisibleTracerColor[3] = Config::TeammateColors::InvisibleTracerColorA;\n\t\tFeatures::Colors::Teammate::VisibleTracerColor[0] = Config::TeammateColors::VisibleTracerColorR;\n\t\tFeatures::Colors::Teammate::VisibleTracerColor[1] = Config::TeammateColors::VisibleTracerColorG;\n\t\tFeatures::Colors::Teammate::VisibleTracerColor[2] = Config::TeammateColors::VisibleTracerColorB;\n\t\tFeatures::Colors::Teammate::VisibleTracerColor[3] = Config::TeammateColors::VisibleTracerColorA;\n\t\tFeatures::Colors::Teammate::KnockedTracerColor[0] = Config::TeammateColors::KnockedTracerColorR;\n\t\tFeatures::Colors::Teammate::KnockedTracerColor[1] = Config::TeammateColors::KnockedTracerColorG;\n\t\tFeatures::Colors::Teammate::KnockedTracerColor[2] = Config::TeammateColors::KnockedTracerColorB;\n\t\tFeatures::Colors::Teammate::KnockedTracerColor[3] = Config::TeammateColors::KnockedTracerColorA;\n\t\tFeatures::Colors::Teammate::InvisibleSkeletonColor[0] = Config::TeammateColors::InvisibleSkeletonColorR;\n\t\tFeatures::Colors::Teammate::InvisibleSkeletonColor[1] = Config::TeammateColors::InvisibleSkeletonColorG;\n\t\tFeatures::Colors::Teammate::InvisibleSkeletonColor[2] = Config::TeammateColors::InvisibleSkeletonColorB;\n\t\tFeatures::Colors::Teammate::InvisibleSkeletonColor[3] = Config::TeammateColors::InvisibleSkeletonColorA;\n\t\tFeatures::Colors::Teammate::VisibleSkeletonColor[0] = Config::TeammateColors::VisibleSkeletonColorR;\n\t\tFeatures::Colors::Teammate::VisibleSkeletonColor[1] = Config::TeammateColors::VisibleSkeletonColorG;\n\t\tFeatures::Colors::Teammate::VisibleSkeletonColor[2] = Config::TeammateColors::VisibleSkeletonColorB;\n\t\tFeatures::Colors::Teammate::VisibleSkeletonColor[3] = Config::TeammateColors::VisibleSkeletonColorA;\n\t\tFeatures::Colors::Teammate::KnockedSkeletonColor[0] = Config::TeammateColors::KnockedSkeletonColorR;\n\t\tFeatures::Colors::Teammate::KnockedSkeletonColor[1] = Config::TeammateColors::KnockedSkeletonColorG;\n\t\tFeatures::Colors::Teammate::KnockedSkeletonColor[2] = Config::TeammateColors::KnockedSkeletonColorB;\n\t\tFeatures::Colors::Teammate::KnockedSkeletonColor[3] = Config::TeammateColors::KnockedSkeletonColorA;\n\t\tFeatures::Colors::Teammate::InvisibleHeadCircleColor[0] = Config::TeammateColors::InvisibleHeadCircleColorR;\n\t\tFeatures::Colors::Teammate::InvisibleHeadCircleColor[1] = Config::TeammateColors::InvisibleHeadCircleColorG;\n\t\tFeatures::Colors::Teammate::InvisibleHeadCircleColor[2] = Config::TeammateColors::InvisibleHeadCircleColorB;\n\t\tFeatures::Colors::Teammate::InvisibleHeadCircleColor[3] = Config::TeammateColors::InvisibleHeadCircleColorA;\n\t\tFeatures::Colors::Teammate::VisibleHeadCircleColor[0] = Config::TeammateColors::VisibleHeadCircleColorR;\n\t\tFeatures::Colors::Teammate::VisibleHeadCircleColor[1] = Config::TeammateColors::VisibleHeadCircleColorG;\n\t\tFeatures::Colors::Teammate::VisibleHeadCircleColor[2] = Config::TeammateColors::VisibleHeadCircleColorB;\n\t\tFeatures::Colors::Teammate::VisibleHeadCircleColor[3] = Config::TeammateColors::VisibleHeadCircleColorA;\n\t\tFeatures::Colors::Teammate::KnockedHeadCircleColor[0] = Config::TeammateColors::KnockedHeadCircleColorR;\n\t\tFeatures::Colors::Teammate::KnockedHeadCircleColor[1] = Config::TeammateColors::KnockedHeadCircleColorG;\n\t\tFeatures::Colors::Teammate::KnockedHeadCircleColor[2] = Config::TeammateColors::KnockedHeadCircleColorB;\n\t\tFeatures::Colors::Teammate::KnockedHeadCircleColor[3] = Config::TeammateColors::KnockedHeadCircleColorA;\n\t\tFeatures::Colors::Teammate::InvisibleNameColor[0] = Config::TeammateColors::InvisibleNameColorR;\n\t\tFeatures::Colors::Teammate::InvisibleNameColor[1] = Config::TeammateColors::InvisibleNameColorG;\n\t\tFeatures::Colors::Teammate::InvisibleNameColor[2] = Config::TeammateColors::InvisibleNameColorB;\n\t\tFeatures::Colors::Teammate::InvisibleNameColor[3] = Config::TeammateColors::InvisibleNameColorA;\n\t\tFeatures::Colors::Teammate::VisibleNameColor[0] = Config::TeammateColors::VisibleNameColorR;\n\t\tFeatures::Colors::Teammate::VisibleNameColor[1] = Config::TeammateColors::VisibleNameColorG;\n\t\tFeatures::Colors::Teammate::VisibleNameColor[2] = Config::TeammateColors::VisibleNameColorB;\n\t\tFeatures::Colors::Teammate::VisibleNameColor[3] = Config::TeammateColors::VisibleNameColorA;\n\t\tFeatures::Colors::Teammate::KnockedNameColor[0] = Config::TeammateColors::KnockedNameColorR;\n\t\tFeatures::Colors::Teammate::KnockedNameColor[1] = Config::TeammateColors::KnockedNameColorG;\n\t\tFeatures::Colors::Teammate::KnockedNameColor[2] = Config::TeammateColors::KnockedNameColorB;\n\t\tFeatures::Colors::Teammate::KnockedNameColor[3] = Config::TeammateColors::KnockedNameColorA;\n\t\tFeatures::Colors::Teammate::InvisibleDistanceColor[0] = Config::TeammateColors::InvisibleDistanceColorR;\n\t\tFeatures::Colors::Teammate::InvisibleDistanceColor[1] = Config::TeammateColors::InvisibleDistanceColorG;\n\t\tFeatures::Colors::Teammate::InvisibleDistanceColor[2] = Config::TeammateColors::InvisibleDistanceColorB;\n\t\tFeatures::Colors::Teammate::InvisibleDistanceColor[3] = Config::TeammateColors::InvisibleDistanceColorA;\n\t\tFeatures::Colors::Teammate::VisibleDistanceColor[0] = Config::TeammateColors::VisibleDistanceColorR;\n\t\tFeatures::Colors::Teammate::VisibleDistanceColor[1] = Config::TeammateColors::VisibleDistanceColorG;\n\t\tFeatures::Colors::Teammate::VisibleDistanceColor[2] = Config::TeammateColors::VisibleDistanceColorB;\n\t\tFeatures::Colors::Teammate::VisibleDistanceColor[3] = Config::TeammateColors::VisibleDistanceColorA;\n\t\tFeatures::Colors::Teammate::KnockedDistanceColor[0] = Config::TeammateColors::KnockedDistanceColorR;\n\t\tFeatures::Colors::Teammate::KnockedDistanceColor[1] = Config::TeammateColors::KnockedDistanceColorG;\n\t\tFeatures::Colors::Teammate::KnockedDistanceColor[2] = Config::TeammateColors::KnockedDistanceColorB;\n\t\tFeatures::Colors::Teammate::KnockedDistanceColor[3] = Config::TeammateColors::KnockedDistanceColorA;\n\t\tFeatures::Colors::Teammate::InvisibleLegendColor[0] = Config::TeammateColors::InvisibleLegendColorR;\n\t\tFeatures::Colors::Teammate::InvisibleLegendColor[1] = Config::TeammateColors::InvisibleLegendColorG;\n\t\tFeatures::Colors::Teammate::InvisibleLegendColor[2] = Config::TeammateColors::InvisibleLegendColorB;\n\t\tFeatures::Colors::Teammate::InvisibleLegendColor[3] = Config::TeammateColors::InvisibleLegendColorA;\n\t\tFeatures::Colors::Teammate::VisibleLegendColor[0] = Config::TeammateColors::VisibleLegendColorR;\n\t\tFeatures::Colors::Teammate::VisibleLegendColor[1] = Config::TeammateColors::VisibleLegendColorG;\n\t\tFeatures::Colors::Teammate::VisibleLegendColor[2] = Config::TeammateColors::VisibleLegendColorB;\n\t\tFeatures::Colors::Teammate::VisibleLegendColor[3] = Config::TeammateColors::VisibleLegendColorA;\n\t\tFeatures::Colors::Teammate::KnockedLegendColor[0] = Config::TeammateColors::KnockedLegendColorR;\n\t\tFeatures::Colors::Teammate::KnockedLegendColor[1] = Config::TeammateColors::KnockedLegendColorG;\n\t\tFeatures::Colors::Teammate::KnockedLegendColor[2] = Config::TeammateColors::KnockedLegendColorB;\n\t\tFeatures::Colors::Teammate::KnockedLegendColor[3] = Config::TeammateColors::KnockedLegendColorA;\n\t\tFeatures::Colors::Teammate::InvisibleWeaponColor[0] = Config::TeammateColors::InvisibleWeaponColorR;\n\t\tFeatures::Colors::Teammate::InvisibleWeaponColor[1] = Config::TeammateColors::InvisibleWeaponColorG;\n\t\tFeatures::Colors::Teammate::InvisibleWeaponColor[2] = Config::TeammateColors::InvisibleWeaponColorB;\n\t\tFeatures::Colors::Teammate::InvisibleWeaponColor[3] = Config::TeammateColors::InvisibleWeaponColorA;\n\t\tFeatures::Colors::Teammate::VisibleWeaponColor[0] = Config::TeammateColors::VisibleWeaponColorR;\n\t\tFeatures::Colors::Teammate::VisibleWeaponColor[1] = Config::TeammateColors::VisibleWeaponColorG;\n\t\tFeatures::Colors::Teammate::VisibleWeaponColor[2] = Config::TeammateColors::VisibleWeaponColorB;\n\t\tFeatures::Colors::Teammate::VisibleWeaponColor[3] = Config::TeammateColors::VisibleWeaponColorA;\n\t\tFeatures::Colors::Teammate::KnockedWeaponColor[0] = Config::TeammateColors::KnockedWeaponColorR;\n\t\tFeatures::Colors::Teammate::KnockedWeaponColor[1] = Config::TeammateColors::KnockedWeaponColorG;\n\t\tFeatures::Colors::Teammate::KnockedWeaponColor[2] = Config::TeammateColors::KnockedWeaponColorB;\n\t\tFeatures::Colors::Teammate::KnockedWeaponColor[3] = Config::TeammateColors::KnockedWeaponColorA;\n\t\tFeatures::Colors::Teammate::BarColorMode = Config::TeammateColors::BarColorMode;\n\t\tFeatures::Colors::Teammate::LightWeaponColor[0] = Config::TeammateColors::LightWeaponColorR;\n\t\tFeatures::Colors::Teammate::LightWeaponColor[1] = Config::TeammateColors::LightWeaponColorG;\n\t\tFeatures::Colors::Teammate::LightWeaponColor[2] = Config::TeammateColors::LightWeaponColorB;\n\t\tFeatures::Colors::Teammate::LightWeaponColor[3] = Config::TeammateColors::LightWeaponColorA;\n\t\tFeatures::Colors::Teammate::HeavyWeaponColor[0] = Config::TeammateColors::HeavyWeaponColorR;\n\t\tFeatures::Colors::Teammate::HeavyWeaponColor[1] = Config::TeammateColors::HeavyWeaponColorG;\n\t\tFeatures::Colors::Teammate::HeavyWeaponColor[2] = Config::TeammateColors::HeavyWeaponColorB;\n\t\tFeatures::Colors::Teammate::HeavyWeaponColor[3] = Config::TeammateColors::HeavyWeaponColorA;\n\t\tFeatures::Colors::Teammate::EnergyWeaponColor[0] = Config::TeammateColors::EnergyWeaponColorR;\n\t\tFeatures::Colors::Teammate::EnergyWeaponColor[1] = Config::TeammateColors::EnergyWeaponColorG;\n\t\tFeatures::Colors::Teammate::EnergyWeaponColor[2] = Config::TeammateColors::EnergyWeaponColorB;\n\t\tFeatures::Colors::Teammate::EnergyWeaponColor[3] = Config::TeammateColors::EnergyWeaponColorA;\n\t\tFeatures::Colors::Teammate::ShotgunWeaponColor[0] = Config::TeammateColors::ShotgunWeaponColorR;\n\t\tFeatures::Colors::Teammate::ShotgunWeaponColor[1] = Config::TeammateColors::ShotgunWeaponColorG;\n\t\tFeatures::Colors::Teammate::ShotgunWeaponColor[2] = Config::TeammateColors::ShotgunWeaponColorB;\n\t\tFeatures::Colors::Teammate::ShotgunWeaponColor[3] = Config::TeammateColors::ShotgunWeaponColorA;\n\t\tFeatures::Colors::Teammate::SniperWeaponColor[0] = Config::TeammateColors::SniperWeaponColorR;\n\t\tFeatures::Colors::Teammate::SniperWeaponColor[1] = Config::TeammateColors::SniperWeaponColorG;\n\t\tFeatures::Colors::Teammate::SniperWeaponColor[2] = Config::TeammateColors::SniperWeaponColorB;\n\t\tFeatures::Colors::Teammate::SniperWeaponColor[3] = Config::TeammateColors::SniperWeaponColorA;\n\t\tFeatures::Colors::Teammate::LegendaryWeaponColor[0] = Config::TeammateColors::LegendaryWeaponColorR;\n\t\tFeatures::Colors::Teammate::LegendaryWeaponColor[1] = Config::TeammateColors::LegendaryWeaponColorG;\n\t\tFeatures::Colors::Teammate::LegendaryWeaponColor[2] = Config::TeammateColors::LegendaryWeaponColorB;\n\t\tFeatures::Colors::Teammate::LegendaryWeaponColor[3] = Config::TeammateColors::LegendaryWeaponColorA;\n\t\tFeatures::Colors::Teammate::MeleeWeaponColor[0] = Config::TeammateColors::MeleeWeaponColorR;\n\t\tFeatures::Colors::Teammate::MeleeWeaponColor[1] = Config::TeammateColors::MeleeWeaponColorG;\n\t\tFeatures::Colors::Teammate::MeleeWeaponColor[2] = Config::TeammateColors::MeleeWeaponColorB;\n\t\tFeatures::Colors::Teammate::MeleeWeaponColor[3] = Config::TeammateColors::MeleeWeaponColorA;\n\t\tFeatures::Colors::Teammate::ThrowableWeaponColor[0] = Config::TeammateColors::ThrowableWeaponColorR;\n\t\tFeatures::Colors::Teammate::ThrowableWeaponColor[1] = Config::TeammateColors::ThrowableWeaponColorG;\n\t\tFeatures::Colors::Teammate::ThrowableWeaponColor[2] = Config::TeammateColors::ThrowableWeaponColorB;\n\t\tFeatures::Colors::Teammate::ThrowableWeaponColor[3] = Config::TeammateColors::ThrowableWeaponColorA;\n\n\t\tFeatures::Watermark::Watermark = Config::Watermark::Watermark;\n\t\tFeatures::Watermark::WatermarkPosition = Config::Watermark::WatermarkPosition;\n\t\tFeatures::Watermark::Name = Config::Watermark::Name;\n\t\tFeatures::Watermark::NameColor[0] = Config::Colors::NameColorR;\n\t\tFeatures::Watermark::NameColor[1] = Config::Colors::NameColorG;\n\t\tFeatures::Watermark::NameColor[2] = Config::Colors::NameColorB;\n\t\tFeatures::Watermark::NameColor[3] = Config::Colors::NameColorA;\n\t\tFeatures::Watermark::ProcessingSpeed = Config::Watermark::ProcessingSpeed;\n\t\tFeatures::Watermark::GameFPS = Config::Watermark::GameFPS;\n\t\tFeatures::Watermark::Spectators = Config::Watermark::Spectators;\n\n\t\tFeatures::Settings::MenuBind = static_cast<InputKeyType>(Config::Settings::MenuBind);\n\t\tFeatures::Settings::ESPEnabled = Config::Settings::ESPEnabled;\n\t\tFeatures::Settings::DeadCheck = Config::Settings::DeadCheck;\n\t\tFeatures::Settings::OverlayEnabled = Config::Settings::OverlayEnabled;\n\t\tFeatures::Settings::AntiAliasedLines = Config::Settings::AntiAliasedLines;\n\t\tFeatures::Settings::FPSCap = Config::Settings::FPSCap;\n\t\tFeatures::Settings::CappedFPS = Config::Settings::CappedFPS;\n\t\tFeatures::Settings::ShowKeybinds = Config::Settings::ShowKeybinds;\n\t\tFeatures::Settings::KeybindColor[0] = Config::Settings::KeybindColorR;\n\t\tFeatures::Settings::KeybindColor[1] = Config::Settings::KeybindColorG;\n\t\tFeatures::Settings::KeybindColor[2] = Config::Settings::KeybindColorB;\n\t\tFeatures::Settings::KeybindColor[3] = Config::Settings::KeybindColorA;\n\t}\n\n\tbool ReadConfig() {\n\t\tstd::string ConfigName = \"Configs/\" + std::string(configName) + \".ini\";\n\t\tINIReader reader(ConfigName);\n\t\tif (reader.ParseError() < 0) {\n\t\t\tUpdateConfig();\n\t\t\treturn false;\n\t\t}\n\n\t\tReadBool(Aimbot, AimbotEnabled);\n\t\tReadInt(Aimbot, BindMethod);\n\t\tReadInt(Aimbot, AimbotMode); // Cubic Beizer (xap-client) or Grinder (Possibly linear?) or [New] Cubic Beizer (Testing)\n\t\tReadInt(Aimbot, InputMethod); // MoveMouse or Controller (Write To ViewAngles)\n\n\t\tReadBool(Aimbot, ClosestHitbox);\n\n\t\tReadBool(Aimbot, SpectatorCheck);\n\t\tReadBool(Aimbot, SpectatorNotifier);\n\n\t\tReadBool(Aimbot, OnFire);\n\t\tReadBool(Aimbot, OnADS);\n\t\tReadBool(Aimbot, VisCheck);\n\t\tReadBool(Aimbot, TeamCheck);\n\t\tReadBool(Aimbot, TargetSwitching);\n\t\tReadInt(Aimbot, Priority);\n\n\t\tReadBool(Aimbot, PredictMovement);\n\t\tReadBool(Aimbot, PredictBulletDrop);\n\n\t\tReadFloat(Aimbot, FinalDistance);\n\t\tReadFloat(Aimbot, Smooth);\n\n\t\tReadFloat(Aimbot, Speed);\n\t\tReadInt(Aimbot, SmoothingMethod); // 0 = Static, 1 = Random\n\n\t\tReadFloat(Aimbot, HipfireSmooth);\n\t\tReadFloat(Aimbot, ADSSmooth);\n\t\tReadFloat(Aimbot, MinHipfireSmooth);\n\t\tReadFloat(Aimbot, MaxHipfireSmooth);\n\t\tReadFloat(Aimbot, MinADSSmooth);\n\t\tReadFloat(Aimbot, MaxADSSmooth);\n\n\t\t//AimMode 3 (Testing)\n\t\tReadFloat(Aimbot, MouseHipfireSmoothing);\n\t\tReadFloat(Aimbot, MouseADSSmoothing);\n\t\tReadFloat(Aimbot, MouseExtraSmoothing);\n\t\tReadFloat(Aimbot, MinMouseHipfireSmoothing);\n\t\tReadFloat(Aimbot, MaxMouseHipfireSmoothing);\n\t\tReadFloat(Aimbot, MinMouseADSSmoothing);\n\t\tReadFloat(Aimbot, MaxMouseADSSmoothing);\n\n\t\tReadInt(Aimbot, Delay);\n\t\tReadFloat(Aimbot, FOV);\n\t\tReadFloat(Aimbot, ZoomScale);\n\t\tReadFloat(Aimbot, MinDistance);\n\t\tReadFloat(Aimbot, HipfireDistance);\n\t\tReadFloat(Aimbot, ZoomDistance);\n\n\t\t//AimMode 2\n\t\tReadFloat(Aimbot, HipfireSmooth1);\n\t\tReadFloat(Aimbot, ADSSmooth1);\n\t\tReadFloat(Aimbot, MinHipfireSmooth1);\n\t\tReadFloat(Aimbot, MaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, MinADSSmooth1);\n\t\tReadFloat(Aimbot, MaxADSSmooth1);\n\t\tReadFloat(Aimbot, ExtraSmoothing);\n\t\tReadFloat(Aimbot, Deadzone);\n\t\tReadFloat(Aimbot, FOV1);\n\t\tReadFloat(Aimbot, MinDistance2);\n\t\tReadFloat(Aimbot, MaxDistance2);\n\n\t\t// Weapon Toggles\n\t\t// Light\n\t\tReadBool(Aimbot, P2020);\n\t\tReadBool(Aimbot, RE45);\n\t\tReadBool(Aimbot, Alternator);\n\t\tReadBool(Aimbot, R99);\n\t\tReadBool(Aimbot, R301);\n\t\tReadBool(Aimbot, Spitfire);\n\t\tReadBool(Aimbot, G7);\n\n\t\t// Heavy\n\t\tReadBool(Aimbot, Flatline);\n\t\tReadBool(Aimbot, Hemlock);\n\t\tReadBool(Aimbot, Repeater);\n\t\tReadBool(Aimbot, Rampage);\n\t\tReadBool(Aimbot, CARSMG);\n\n\t\t// Energy\n\t\tReadBool(Aimbot, Havoc);\n\t\tReadBool(Aimbot, Devotion);\n\t\tReadBool(Aimbot, LSTAR);\n\t\tReadBool(Aimbot, TripleTake);\n\t\tReadBool(Aimbot, Volt);\n\t\tReadBool(Aimbot, Nemesis);\n\n\t\t// Shotgun\n\t\tReadBool(Aimbot, Mozambique);\n\t\tReadBool(Aimbot, EVA8);\n\t\tReadBool(Aimbot, Peacekeeper);\n\t\tReadBool(Aimbot, Mastiff);\n\n\t\t// Snipers\n\t\tReadBool(Aimbot, Longbow);\n\t\tReadBool(Aimbot, ChargeRifle);\n\t\tReadBool(Aimbot, Sentinel);\n\n\t\t// Legendary\n\t\tReadBool(Aimbot, Wingman);\n\t\tReadBool(Aimbot, Prowler);\n\t\tReadBool(Aimbot, Bocek);\n\t\tReadBool(Aimbot, Kraber);\n\t\tReadBool(Aimbot, Knife);\n\n\t\t//---------------Advanced---------------//\n\t\tReadBool(Aimbot, AdvancedAim);\n\t\tReadBool(Aimbot, AdvancedFire);\n\t\tReadBool(Aimbot, AdvancedADS);\n\t\tReadInt(Aimbot, AdvancedSmoothingMethod); // 0 = Static, 1 = Random\n\t\t//Aimbot Mode 0 - xap-client\n\t\tReadBool(Aimbot, AdvancedClosestHitbox);\n\t\tReadFloat(Aimbot, AdvancedHitbox);\n\t\tReadFloat(Aimbot, AdvancedSpeed);\n\t\tReadFloat(Aimbot, AdvancedSmooth);\n\t\tReadFloat(Aimbot, AdvancedHipfireSmooth);\n\t\tReadFloat(Aimbot, AdvancedADSSmooth);\n\t\tReadFloat(Aimbot, AdvancedMinHipfireSmooth);\n\t\tReadFloat(Aimbot, AdvancedMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, AdvancedMinADSSmooth);\n\t\tReadFloat(Aimbot, AdvancedMaxADSSmooth);\n\t\t//Aimbot Mode 1 - Grinder\n\t\tReadFloat(Aimbot, AdvancedHipfireSmooth1);\n\t\tReadFloat(Aimbot, AdvancedADSSmooth1);\n\t\tReadFloat(Aimbot, AdvancedMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, AdvancedMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, AdvancedMinADSSmooth1);\n\t\tReadFloat(Aimbot, AdvancedMaxADSSmooth1);\n\t\tReadFloat(Aimbot, AdvancedExtraSmooth1);\n\t\tReadFloat(Aimbot, AdvancedFOV1);\n\t\tReadFloat(Aimbot, AdvancedDeadzone);\n\t\tReadFloat(Aimbot, AdvancedMinDistance1);\n\t\tReadFloat(Aimbot, AdvancedMaxDistance1);\n\n\t\t// Advanced OnFire & OnADS - Aimbot Mode 0 & 1 - xap-client & grinder\n\t\tReadBool(Aimbot, P2020Fire);\n\t\tReadBool(Aimbot, P2020ADS);\n\t\tReadBool(Aimbot, RE45Fire);\n\t\tReadBool(Aimbot, RE45ADS);\n\t\tReadBool(Aimbot, AlternatorFire);\n\t\tReadBool(Aimbot, AlternatorADS);\n\t\tReadBool(Aimbot, R99Fire);\n\t\tReadBool(Aimbot, R99ADS);\n\t\tReadBool(Aimbot, R301Fire);\n\t\tReadBool(Aimbot, R301ADS);\n\t\tReadBool(Aimbot, SpitfireFire);\n\t\tReadBool(Aimbot, SpitfireADS);\n\t\tReadBool(Aimbot, G7Fire);\n\t\tReadBool(Aimbot, G7ADS);\n\t\tReadBool(Aimbot, FlatlineFire);\n\t\tReadBool(Aimbot, FlatlineADS);\n\t\tReadBool(Aimbot, HemlockFire);\n\t\tReadBool(Aimbot, HemlockADS);\n\t\tReadBool(Aimbot, RepeaterFire);\n\t\tReadBool(Aimbot, RepeaterADS);\n\t\tReadBool(Aimbot, RampageFire);\n\t\tReadBool(Aimbot, RampageADS);\n\t\tReadBool(Aimbot, CARSMGFire);\n\t\tReadBool(Aimbot, CARSMGADS);\n\t\tReadBool(Aimbot, HavocFire);\n\t\tReadBool(Aimbot, HavocADS);\n\t\tReadBool(Aimbot, DevotionFire);\n\t\tReadBool(Aimbot, DevotionADS);\n\t\tReadBool(Aimbot, LSTARFire);\n\t\tReadBool(Aimbot, LSTARADS);\n\t\tReadBool(Aimbot, TripleTakeFire);\n\t\tReadBool(Aimbot, TripleTakeADS);\n\t\tReadBool(Aimbot, VoltFire);\n\t\tReadBool(Aimbot, VoltADS);\n\t\tReadBool(Aimbot, NemesisFire);\n\t\tReadBool(Aimbot, NemesisADS);\n\t\tReadBool(Aimbot, MozambiqueFire);\n\t\tReadBool(Aimbot, MozambiqueADS);\n\t\tReadBool(Aimbot, EVA8Fire);\n\t\tReadBool(Aimbot, EVA8ADS);\n\t\tReadBool(Aimbot, PeacekeeperFire);\n\t\tReadBool(Aimbot, PeacekeeperADS);\n\t\tReadBool(Aimbot, MastiffFire);\n\t\tReadBool(Aimbot, MastiffADS);\n\t\tReadBool(Aimbot, LongbowFire);\n\t\tReadBool(Aimbot, LongbowADS);\n\t\tReadBool(Aimbot, ChargeRifleFire);\n\t\tReadBool(Aimbot, ChargeRifleADS);\n\t\tReadBool(Aimbot, SentinelFire);\n\t\tReadBool(Aimbot, SentinelADS);\n\t\tReadBool(Aimbot, WingmanFire);\n\t\tReadBool(Aimbot, WingmanADS);\n\t\tReadBool(Aimbot, ProwlerFire);\n\t\tReadBool(Aimbot, ProwlerADS);\n\t\tReadBool(Aimbot, KraberFire);\n\t\tReadBool(Aimbot, KraberADS);\n\t\tReadBool(Aimbot, BocekFire);\n\t\tReadBool(Aimbot, BocekADS);\n\t\tReadBool(Aimbot, ThrowingKnifeFire);\n\t\tReadBool(Aimbot, ThrowingKnifeADS);\n\n\t\t//Advanced Speed, Smooth + Hitbox - Aimbot Mode 0 - xap-client\n\t\tReadBool(Aimbot, P2020ClosestHitbox);\n\t\tReadFloat(Aimbot, P2020Hitbox);\n\t\tReadFloat(Aimbot, P2020Speed);\n\t\tReadFloat(Aimbot, P2020HipfireSmooth);\n\t\tReadFloat(Aimbot, P2020ADSSmooth);\n\t\tReadInt(Aimbot, P2020SmoothingMethod);\n\t\tReadFloat(Aimbot, P2020MinHipfireSmooth);\n\t\tReadFloat(Aimbot, P2020MaxHipfireSmooth);\n\t\tReadFloat(Aimbot, P2020MinADSSmooth);\n\t\tReadFloat(Aimbot, P2020MaxADSSmooth);\n\t\tReadFloat(Aimbot, P2020FOV);\n\t\tReadFloat(Aimbot, P2020ZoomScale);\n\t\tReadBool(Aimbot, RE45ClosestHitbox);\n\t\tReadFloat(Aimbot, RE45Hitbox);\n\t\tReadFloat(Aimbot, RE45Speed);\n\t\tReadFloat(Aimbot, RE45HipfireSmooth);\n\t\tReadFloat(Aimbot, RE45ADSSmooth);\n\t\tReadInt(Aimbot, RE45SmoothingMethod);\n\t\tReadFloat(Aimbot, RE45MinHipfireSmooth);\n\t\tReadFloat(Aimbot, RE45MaxHipfireSmooth);\n\t\tReadFloat(Aimbot, RE45MinADSSmooth);\n\t\tReadFloat(Aimbot, RE45MaxADSSmooth);\n\t\tReadFloat(Aimbot, RE45FOV);\n\t\tReadFloat(Aimbot, RE45ZoomScale);\n\t\tReadBool(Aimbot, AlternatorClosestHitbox);\n\t\tReadFloat(Aimbot, AlternatorHitbox);\n\t\tReadFloat(Aimbot, AlternatorSpeed);\n\t\tReadFloat(Aimbot, AlternatorHipfireSmooth);\n\t\tReadFloat(Aimbot, AlternatorADSSmooth);\n\t\tReadInt(Aimbot, AlternatorSmoothingMethod);\n\t\tReadFloat(Aimbot, AlternatorMinHipfireSmooth);\n\t\tReadFloat(Aimbot, AlternatorMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, AlternatorMinADSSmooth);\n\t\tReadFloat(Aimbot, AlternatorMaxADSSmooth);\n\t\tReadFloat(Aimbot, AlternatorFOV);\n\t\tReadFloat(Aimbot, AlternatorZoomScale);\n\t\tReadBool(Aimbot, R99ClosestHitbox);\n\t\tReadFloat(Aimbot, R99Hitbox);\n\t\tReadFloat(Aimbot, R99Speed);\n\t\tReadFloat(Aimbot, R99HipfireSmooth);\n\t\tReadFloat(Aimbot, R99ADSSmooth);\n\t\tReadInt(Aimbot, R99SmoothingMethod);\n\t\tReadFloat(Aimbot, R99MinHipfireSmooth);\n\t\tReadFloat(Aimbot, R99MaxHipfireSmooth);\n\t\tReadFloat(Aimbot, R99MinADSSmooth);\n\t\tReadFloat(Aimbot, R99MaxADSSmooth);\n\t\tReadFloat(Aimbot, R99FOV);\n\t\tReadFloat(Aimbot, R99ZoomScale);\n\t\tReadBool(Aimbot, R301ClosestHitbox);\n\t\tReadFloat(Aimbot, R301Hitbox);\n\t\tReadFloat(Aimbot, R301Speed);\n\t\tReadFloat(Aimbot, R301HipfireSmooth);\n\t\tReadFloat(Aimbot, R301ADSSmooth);\n\t\tReadInt(Aimbot, R301SmoothingMethod);\n\t\tReadFloat(Aimbot, R301MinHipfireSmooth);\n\t\tReadFloat(Aimbot, R301MaxHipfireSmooth);\n\t\tReadFloat(Aimbot, R301MinADSSmooth);\n\t\tReadFloat(Aimbot, R301MaxADSSmooth);\n\t\tReadFloat(Aimbot, R301FOV);\n\t\tReadFloat(Aimbot, R301ZoomScale);\n\t\tReadBool(Aimbot, SpitfireClosestHitbox);\n\t\tReadFloat(Aimbot, SpitfireHitbox);\n\t\tReadFloat(Aimbot, SpitfireSpeed);\n\t\tReadFloat(Aimbot, SpitfireHipfireSmooth);\n\t\tReadFloat(Aimbot, SpitfireADSSmooth);\n\t\tReadInt(Aimbot, SpitfireSmoothingMethod);\n\t\tReadFloat(Aimbot, SpitfireMinHipfireSmooth);\n\t\tReadFloat(Aimbot, SpitfireMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, SpitfireMinADSSmooth);\n\t\tReadFloat(Aimbot, SpitfireMaxADSSmooth);\n\t\tReadFloat(Aimbot, SpitfireFOV);\n\t\tReadFloat(Aimbot, SpitfireZoomScale);\n\t\tReadBool(Aimbot, G7ClosestHitbox);\n\t\tReadFloat(Aimbot, G7Hitbox);\n\t\tReadFloat(Aimbot, G7Speed);\n\t\tReadFloat(Aimbot, G7HipfireSmooth);\n\t\tReadFloat(Aimbot, G7ADSSmooth);\n\t\tReadInt(Aimbot, G7SmoothingMethod);\n\t\tReadFloat(Aimbot, G7MinHipfireSmooth);\n\t\tReadFloat(Aimbot, G7MaxHipfireSmooth);\n\t\tReadFloat(Aimbot, G7MinADSSmooth);\n\t\tReadFloat(Aimbot, G7MaxADSSmooth);\n\t\tReadFloat(Aimbot, G7FOV);\n\t\tReadFloat(Aimbot, G7ZoomScale);\n\t\t//Heavy\n\t\tReadBool(Aimbot, FlatlineClosestHitbox);\n\t\tReadFloat(Aimbot, FlatlineHitbox);\n\t\tReadFloat(Aimbot, FlatlineSpeed);\n\t\tReadFloat(Aimbot, FlatlineHipfireSmooth);\n\t\tReadFloat(Aimbot, FlatlineADSSmooth);\n\t\tReadInt(Aimbot, FlatlineSmoothingMethod);\n\t\tReadFloat(Aimbot, FlatlineMinHipfireSmooth);\n\t\tReadFloat(Aimbot, FlatlineMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, FlatlineMinADSSmooth);\n\t\tReadFloat(Aimbot, FlatlineMaxADSSmooth);\n\t\tReadFloat(Aimbot, FlatlineFOV);\n\t\tReadFloat(Aimbot, FlatlineZoomScale);\n\t\tReadBool(Aimbot, HemlockClosestHitbox);\n\t\tReadFloat(Aimbot, HemlockHitbox);\n\t\tReadFloat(Aimbot, HemlockSpeed);\n\t\tReadFloat(Aimbot, HemlockHipfireSmooth);\n\t\tReadFloat(Aimbot, HemlockADSSmooth);\n\t\tReadInt(Aimbot, HemlockSmoothingMethod);\n\t\tReadFloat(Aimbot, HemlockMinHipfireSmooth);\n\t\tReadFloat(Aimbot, HemlockMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, HemlockMinADSSmooth);\n\t\tReadFloat(Aimbot, HemlockMaxADSSmooth);\n\t\tReadFloat(Aimbot, HemlockFOV);\n\t\tReadFloat(Aimbot, HemlockZoomScale);\n\t\tReadBool(Aimbot, RepeaterClosestHitbox);\n\t\tReadFloat(Aimbot, RepeaterHitbox);\n\t\tReadFloat(Aimbot, RepeaterSpeed);\n\t\tReadFloat(Aimbot, RepeaterHipfireSmooth);\n\t\tReadFloat(Aimbot, RepeaterADSSmooth);\n\t\tReadInt(Aimbot, RepeaterSmoothingMethod);\n\t\tReadFloat(Aimbot, RepeaterMinHipfireSmooth);\n\t\tReadFloat(Aimbot, RepeaterMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, RepeaterMinADSSmooth);\n\t\tReadFloat(Aimbot, RepeaterMaxADSSmooth);\n\t\tReadFloat(Aimbot, RepeaterFOV);\n\t\tReadFloat(Aimbot, RepeaterZoomScale);\n\t\tReadBool(Aimbot, RampageClosestHitbox);\n\t\tReadFloat(Aimbot, RampageHitbox);\n\t\tReadFloat(Aimbot, RampageSpeed);\n\t\tReadFloat(Aimbot, RampageHipfireSmooth);\n\t\tReadFloat(Aimbot, RampageADSSmooth);\n\t\tReadInt(Aimbot, RampageSmoothingMethod);\n\t\tReadFloat(Aimbot, RampageMinHipfireSmooth);\n\t\tReadFloat(Aimbot, RampageMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, RampageMinADSSmooth);\n\t\tReadFloat(Aimbot, RampageMaxADSSmooth);\n\t\tReadFloat(Aimbot, RampageFOV);\n\t\tReadFloat(Aimbot, RampageZoomScale);\n\t\tReadBool(Aimbot, CARSMGClosestHitbox);\n\t\tReadFloat(Aimbot, CARSMGHitbox);\n\t\tReadFloat(Aimbot, CARSMGSpeed);\n\t\tReadFloat(Aimbot, CARSMGHipfireSmooth);\n\t\tReadFloat(Aimbot, CARSMGADSSmooth);\n\t\tReadInt(Aimbot, CARSMGSmoothingMethod);\n\t\tReadFloat(Aimbot, CARSMGMinHipfireSmooth);\n\t\tReadFloat(Aimbot, CARSMGMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, CARSMGMinADSSmooth);\n\t\tReadFloat(Aimbot, CARSMGMaxADSSmooth);\n\t\tReadFloat(Aimbot, CARSMGFOV);\n\t\tReadFloat(Aimbot, CARSMGZoomScale);\n\t\t//Energy\n\t\tReadBool(Aimbot, HavocClosestHitbox);\n\t\tReadFloat(Aimbot, HavocHitbox);\n\t\tReadFloat(Aimbot, HavocSpeed);\n\t\tReadFloat(Aimbot, HavocHipfireSmooth);\n\t\tReadFloat(Aimbot, HavocADSSmooth);\n\t\tReadInt(Aimbot, HavocSmoothingMethod);\n\t\tReadFloat(Aimbot, HavocMinHipfireSmooth);\n\t\tReadFloat(Aimbot, HavocMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, HavocMinADSSmooth);\n\t\tReadFloat(Aimbot, HavocMaxADSSmooth);\n\t\tReadFloat(Aimbot, HavocFOV);\n\t\tReadFloat(Aimbot, HavocZoomScale);\n\t\tReadBool(Aimbot, DevotionClosestHitbox);\n\t\tReadFloat(Aimbot, DevotionHitbox);\n\t\tReadFloat(Aimbot, DevotionSpeed);\n\t\tReadFloat(Aimbot, DevotionHipfireSmooth);\n\t\tReadFloat(Aimbot, DevotionADSSmooth);\n\t\tReadInt(Aimbot, DevotionSmoothingMethod);\n\t\tReadFloat(Aimbot, DevotionMinHipfireSmooth);\n\t\tReadFloat(Aimbot, DevotionMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, DevotionMinADSSmooth);\n\t\tReadFloat(Aimbot, DevotionMaxADSSmooth);\n\t\tReadFloat(Aimbot, DevotionFOV);\n\t\tReadFloat(Aimbot, DevotionZoomScale);\n\t\tReadBool(Aimbot, LSTARClosestHitbox);\n\t\tReadFloat(Aimbot, LSTARHitbox);\n\t\tReadFloat(Aimbot, LSTARSpeed);\n\t\tReadFloat(Aimbot, LSTARHipfireSmooth);\n\t\tReadFloat(Aimbot, LSTARADSSmooth);\n\t\tReadInt(Aimbot, LSTARSmoothingMethod);\n\t\tReadFloat(Aimbot, LSTARMinHipfireSmooth);\n\t\tReadFloat(Aimbot, LSTARMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, LSTARMinADSSmooth);\n\t\tReadFloat(Aimbot, LSTARMaxADSSmooth);\n\t\tReadFloat(Aimbot, LSTARFOV);\n\t\tReadFloat(Aimbot, LSTARZoomScale);\n\t\tReadBool(Aimbot, TripleTakeClosestHitbox);\n\t\tReadFloat(Aimbot, TripleTakeHitbox);\n\t\tReadFloat(Aimbot, TripleTakeSpeed);\n\t\tReadFloat(Aimbot, TripleTakeHipfireSmooth);\n\t\tReadFloat(Aimbot, TripleTakeADSSmooth);\n\t\tReadInt(Aimbot, TripleTakeSmoothingMethod);\n\t\tReadFloat(Aimbot, TripleTakeMinHipfireSmooth);\n\t\tReadFloat(Aimbot, TripleTakeMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, TripleTakeMinADSSmooth);\n\t\tReadFloat(Aimbot, TripleTakeMaxADSSmooth);\n\t\tReadFloat(Aimbot, TripleTakeFOV);\n\t\tReadFloat(Aimbot, TripleTakeZoomScale);\n\t\tReadBool(Aimbot, VoltClosestHitbox);\n\t\tReadFloat(Aimbot, VoltHitbox);\n\t\tReadFloat(Aimbot, VoltSpeed);\n\t\tReadFloat(Aimbot, VoltHipfireSmooth);\n\t\tReadFloat(Aimbot, VoltADSSmooth);\n\t\tReadInt(Aimbot, VoltSmoothingMethod);\n\t\tReadFloat(Aimbot, VoltMinHipfireSmooth);\n\t\tReadFloat(Aimbot, VoltMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, VoltMinADSSmooth);\n\t\tReadFloat(Aimbot, VoltMaxADSSmooth);\n\t\tReadFloat(Aimbot, VoltFOV);\n\t\tReadFloat(Aimbot, VoltZoomScale);\n\t\tReadBool(Aimbot, NemesisClosestHitbox);\n\t\tReadFloat(Aimbot, NemesisHitbox);\n\t\tReadFloat(Aimbot, NemesisSpeed);\n\t\tReadFloat(Aimbot, NemesisHipfireSmooth);\n\t\tReadFloat(Aimbot, NemesisADSSmooth);\n\t\tReadInt(Aimbot, NemesisSmoothingMethod);\n\t\tReadFloat(Aimbot, NemesisMinHipfireSmooth);\n\t\tReadFloat(Aimbot, NemesisMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, NemesisMinADSSmooth);\n\t\tReadFloat(Aimbot, NemesisMaxADSSmooth);\n\t\tReadFloat(Aimbot, NemesisFOV);\n\t\tReadFloat(Aimbot, NemesisZoomScale);\n\t\t//Shotguns\n\t\tReadBool(Aimbot, MozambiqueClosestHitbox);\n\t\tReadFloat(Aimbot, MozambiqueHitbox);\n\t\tReadFloat(Aimbot, MozambiqueSpeed);\n\t\tReadFloat(Aimbot, MozambiqueHipfireSmooth);\n\t\tReadFloat(Aimbot, MozambiqueADSSmooth);\n\t\tReadInt(Aimbot, MozambiqueSmoothingMethod);\n\t\tReadFloat(Aimbot, MozambiqueMinHipfireSmooth);\n\t\tReadFloat(Aimbot, MozambiqueMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, MozambiqueMinADSSmooth);\n\t\tReadFloat(Aimbot, MozambiqueMaxADSSmooth);\n\t\tReadFloat(Aimbot, MozambiqueFOV);\n\t\tReadFloat(Aimbot, MozambiqueZoomScale);\n\t\tReadBool(Aimbot, EVA8ClosestHitbox);\n\t\tReadFloat(Aimbot, EVA8Hitbox);\n\t\tReadFloat(Aimbot, EVA8Speed);\n\t\tReadFloat(Aimbot, EVA8HipfireSmooth);\n\t\tReadFloat(Aimbot, EVA8ADSSmooth);\n\t\tReadInt(Aimbot, EVA8SmoothingMethod);\n\t\tReadFloat(Aimbot, EVA8MinHipfireSmooth);\n\t\tReadFloat(Aimbot, EVA8MaxHipfireSmooth);\n\t\tReadFloat(Aimbot, EVA8MinADSSmooth);\n\t\tReadFloat(Aimbot, EVA8MaxADSSmooth);\n\t\tReadFloat(Aimbot, EVA8FOV);\n\t\tReadFloat(Aimbot, EVA8ZoomScale);\n\t\tReadBool(Aimbot, PeacekeeperClosestHitbox);\n\t\tReadFloat(Aimbot, PeacekeeperHitbox);\n\t\tReadFloat(Aimbot, PeacekeeperSpeed);\n\t\tReadFloat(Aimbot, PeacekeeperHipfireSmooth);\n\t\tReadFloat(Aimbot, PeacekeeperADSSmooth);\n\t\tReadInt(Aimbot, PeacekeeperSmoothingMethod);\n\t\tReadFloat(Aimbot, PeacekeeperMinHipfireSmooth);\n\t\tReadFloat(Aimbot, PeacekeeperMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, PeacekeeperMinADSSmooth);\n\t\tReadFloat(Aimbot, PeacekeeperMaxADSSmooth);\n\t\tReadFloat(Aimbot, PeacekeeperFOV);\n\t\tReadFloat(Aimbot, PeacekeeperZoomScale);\n\t\tReadBool(Aimbot, MastiffClosestHitbox);\n\t\tReadFloat(Aimbot, MastiffHitbox);\n\t\tReadFloat(Aimbot, MastiffSpeed);\n\t\tReadFloat(Aimbot, MastiffHipfireSmooth);\n\t\tReadFloat(Aimbot, MastiffADSSmooth);\n\t\tReadInt(Aimbot, MastiffSmoothingMethod);\n\t\tReadFloat(Aimbot, MastiffMinHipfireSmooth);\n\t\tReadFloat(Aimbot, MastiffMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, MastiffMinADSSmooth);\n\t\tReadFloat(Aimbot, MastiffMaxADSSmooth);\n\t\tReadFloat(Aimbot, MastiffFOV);\n\t\tReadFloat(Aimbot, MastiffZoomScale);\n\t\t//Snipers\n\t\tReadBool(Aimbot, LongbowClosestHitbox);\n\t\tReadFloat(Aimbot, LongbowHitbox);\n\t\tReadFloat(Aimbot, LongbowSpeed);\n\t\tReadFloat(Aimbot, LongbowHipfireSmooth);\n\t\tReadFloat(Aimbot, LongbowADSSmooth);\n\t\tReadInt(Aimbot, LongbowSmoothingMethod);\n\t\tReadFloat(Aimbot, LongbowMinHipfireSmooth);\n\t\tReadFloat(Aimbot, LongbowMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, LongbowMinADSSmooth);\n\t\tReadFloat(Aimbot, LongbowMaxADSSmooth);\n\t\tReadFloat(Aimbot, LongbowFOV);\n\t\tReadFloat(Aimbot, LongbowZoomScale);\n\t\tReadBool(Aimbot, ChargeRifleClosestHitbox);\n\t\tReadFloat(Aimbot, ChargeRifleHitbox);\n\t\tReadFloat(Aimbot, ChargeRifleSpeed);\n\t\tReadFloat(Aimbot, ChargeRifleHipfireSmooth);\n\t\tReadFloat(Aimbot, ChargeRifleADSSmooth);\n\t\tReadInt(Aimbot, ChargeRifleSmoothingMethod);\n\t\tReadFloat(Aimbot, ChargeRifleMinHipfireSmooth);\n\t\tReadFloat(Aimbot, ChargeRifleMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, ChargeRifleMinADSSmooth);\n\t\tReadFloat(Aimbot, ChargeRifleMaxADSSmooth);\n\t\tReadFloat(Aimbot, ChargeRifleFOV);\n\t\tReadFloat(Aimbot, ChargeRifleZoomScale);\n\t\tReadBool(Aimbot, SentinelClosestHitbox);\n\t\tReadFloat(Aimbot, SentinelHitbox);\n\t\tReadFloat(Aimbot, SentinelSpeed);\n\t\tReadFloat(Aimbot, SentinelHipfireSmooth);\n\t\tReadFloat(Aimbot, SentinelADSSmooth);\n\t\tReadInt(Aimbot, SentinelSmoothingMethod);\n\t\tReadFloat(Aimbot, SentinelMinHipfireSmooth);\n\t\tReadFloat(Aimbot, SentinelMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, SentinelMinADSSmooth);\n\t\tReadFloat(Aimbot, SentinelMaxADSSmooth);\n\t\tReadFloat(Aimbot, SentinelFOV);\n\t\tReadFloat(Aimbot, SentinelZoomScale);\n\t\t//Legendary\n\t\tReadBool(Aimbot, WingmanClosestHitbox);\n\t\tReadFloat(Aimbot, WingmanHitbox);\n\t\tReadFloat(Aimbot, WingmanSpeed);\n\t\tReadFloat(Aimbot, WingmanHipfireSmooth);\n\t\tReadFloat(Aimbot, WingmanADSSmooth);\n\t\tReadInt(Aimbot, WingmanSmoothingMethod);\n\t\tReadFloat(Aimbot, WingmanMinHipfireSmooth);\n\t\tReadFloat(Aimbot, WingmanMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, WingmanMinADSSmooth);\n\t\tReadFloat(Aimbot, WingmanMaxADSSmooth);\n\t\tReadFloat(Aimbot, WingmanFOV);\n\t\tReadFloat(Aimbot, WingmanZoomScale);\n\t\tReadBool(Aimbot, ProwlerClosestHitbox);\n\t\tReadFloat(Aimbot, ProwlerHitbox);\n\t\tReadFloat(Aimbot, ProwlerSpeed);\n\t\tReadFloat(Aimbot, ProwlerHipfireSmooth);\n\t\tReadFloat(Aimbot, ProwlerADSSmooth);\n\t\tReadInt(Aimbot, ProwlerSmoothingMethod);\n\t\tReadFloat(Aimbot, ProwlerMinHipfireSmooth);\n\t\tReadFloat(Aimbot, ProwlerMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, ProwlerMinADSSmooth);\n\t\tReadFloat(Aimbot, ProwlerMaxADSSmooth);\n\t\tReadFloat(Aimbot, ProwlerFOV);\n\t\tReadFloat(Aimbot, ProwlerZoomScale);\n\t\tReadBool(Aimbot, KraberClosestHitbox);\n\t\tReadFloat(Aimbot, KraberHitbox);\n\t\tReadFloat(Aimbot, KraberSpeed);\n\t\tReadFloat(Aimbot, KraberHipfireSmooth);\n\t\tReadFloat(Aimbot, KraberADSSmooth);\n\t\tReadInt(Aimbot, KraberSmoothingMethod);\n\t\tReadFloat(Aimbot, KraberMinHipfireSmooth);\n\t\tReadFloat(Aimbot, KraberMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, KraberMinADSSmooth);\n\t\tReadFloat(Aimbot, KraberMaxADSSmooth);\n\t\tReadFloat(Aimbot, KraberFOV);\n\t\tReadFloat(Aimbot, KraberZoomScale);\n\t\tReadBool(Aimbot, BocekClosestHitbox);\n\t\tReadFloat(Aimbot, BocekHitbox);\n\t\tReadFloat(Aimbot, BocekSpeed);\n\t\tReadFloat(Aimbot, BocekHipfireSmooth);\n\t\tReadFloat(Aimbot, BocekADSSmooth);\n\t\tReadInt(Aimbot, BocekSmoothingMethod);\n\t\tReadFloat(Aimbot, BocekMinHipfireSmooth);\n\t\tReadFloat(Aimbot, BocekMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, BocekMinADSSmooth);\n\t\tReadFloat(Aimbot, BocekMaxADSSmooth);\n\t\tReadFloat(Aimbot, BocekFOV);\n\t\tReadFloat(Aimbot, BocekZoomScale);\n\t\tReadBool(Aimbot, ThrowingKnifeClosestHitbox);\n\t\tReadFloat(Aimbot, ThrowingKnifeHitbox);\n\t\tReadFloat(Aimbot, ThrowingKnifeSpeed);\n\t\tReadFloat(Aimbot, ThrowingKnifeHipfireSmooth);\n\t\tReadFloat(Aimbot, ThrowingKnifeADSSmooth);\n\t\tReadInt(Aimbot, ThrowingKnifeSmoothingMethod);\n\t\tReadFloat(Aimbot, ThrowingKnifeMinHipfireSmooth);\n\t\tReadFloat(Aimbot, ThrowingKnifeMaxHipfireSmooth);\n\t\tReadFloat(Aimbot, ThrowingKnifeMinADSSmooth);\n\t\tReadFloat(Aimbot, ThrowingKnifeMaxADSSmooth);\n\t\tReadFloat(Aimbot, ThrowingKnifeFOV);\n\t\tReadFloat(Aimbot, ThrowingKnifeZoomScale);\n\n\t\t//Advanced Smooth - Aimbot Mode 1 - Grinder\n\t\tReadFloat(Aimbot, P2020HipfireSmooth1);\n\t\tReadFloat(Aimbot, P2020ADSSmooth1);\n\t\tReadFloat(Aimbot, P2020MinHipfireSmooth1);\n\t\tReadFloat(Aimbot, P2020MaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, P2020MinADSSmooth1);\n\t\tReadFloat(Aimbot, P2020MaxADSSmooth1);\n\t\tReadFloat(Aimbot, P2020ExtraSmooth1);\n\t\tReadFloat(Aimbot, P2020Deadzone);\n\t\tReadFloat(Aimbot, P2020FOV1);\n\t\tReadFloat(Aimbot, P2020MinDistance1);\n\t\tReadFloat(Aimbot, P2020MaxDistance1);\n\t\tReadFloat(Aimbot, RE45HipfireSmooth1);\n\t\tReadFloat(Aimbot, RE45ADSSmooth1);\n\t\tReadFloat(Aimbot, RE45MinHipfireSmooth1);\n\t\tReadFloat(Aimbot, RE45MaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, RE45MinADSSmooth1);\n\t\tReadFloat(Aimbot, RE45MaxADSSmooth1);\n\t\tReadFloat(Aimbot, RE45ExtraSmooth1);\n\t\tReadFloat(Aimbot, RE45Deadzone);\n\t\tReadFloat(Aimbot, RE45FOV1);\n\t\tReadFloat(Aimbot, RE45MinDistance1);\n\t\tReadFloat(Aimbot, RE45MaxDistance1);\n\t\tReadFloat(Aimbot, AlternatorHipfireSmooth1);\n\t\tReadFloat(Aimbot, AlternatorADSSmooth1);\n\t\tReadFloat(Aimbot, AlternatorMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, AlternatorMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, AlternatorMinADSSmooth1);\n\t\tReadFloat(Aimbot, AlternatorMaxADSSmooth1);\n\t\tReadFloat(Aimbot, AlternatorExtraSmooth1);\n\t\tReadFloat(Aimbot, AlternatorDeadzone);\n\t\tReadFloat(Aimbot, AlternatorFOV1);\n\t\tReadFloat(Aimbot, AlternatorMinDistance1);\n\t\tReadFloat(Aimbot, AlternatorMaxDistance1);\n\t\tReadFloat(Aimbot, R99HipfireSmooth1);\n\t\tReadFloat(Aimbot, R99ADSSmooth1);\n\t\tReadFloat(Aimbot, R99MinHipfireSmooth1);\n\t\tReadFloat(Aimbot, R99MaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, R99MinADSSmooth1);\n\t\tReadFloat(Aimbot, R99MaxADSSmooth1);\n\t\tReadFloat(Aimbot, R99ExtraSmooth1);\n\t\tReadFloat(Aimbot, R99Deadzone);\n\t\tReadFloat(Aimbot, R99FOV1);\n\t\tReadFloat(Aimbot, R99MinDistance1);\n\t\tReadFloat(Aimbot, R99MaxDistance1);\n\t\tReadFloat(Aimbot, R301HipfireSmooth1);\n\t\tReadFloat(Aimbot, R301ADSSmooth1);\n\t\tReadFloat(Aimbot, R301MinHipfireSmooth1);\n\t\tReadFloat(Aimbot, R301MaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, R301MinADSSmooth1);\n\t\tReadFloat(Aimbot, R301MaxADSSmooth1);\n\t\tReadFloat(Aimbot, R301ExtraSmooth1);\n\t\tReadFloat(Aimbot, R301Deadzone);\n\t\tReadFloat(Aimbot, R301FOV1);\n\t\tReadFloat(Aimbot, R301MinDistance1);\n\t\tReadFloat(Aimbot, R301MaxDistance1);\n\t\tReadFloat(Aimbot, SpitfireHipfireSmooth1);\n\t\tReadFloat(Aimbot, SpitfireADSSmooth1);\n\t\tReadFloat(Aimbot, SpitfireMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, SpitfireMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, SpitfireMinADSSmooth1);\n\t\tReadFloat(Aimbot, SpitfireMaxADSSmooth1);\n\t\tReadFloat(Aimbot, SpitfireExtraSmooth1);\n\t\tReadFloat(Aimbot, SpitfireDeadzone);\n\t\tReadFloat(Aimbot, SpitfireFOV1);\n\t\tReadFloat(Aimbot, SpitfireMinDistance1);\n\t\tReadFloat(Aimbot, SpitfireMaxDistance1);\n\t\tReadFloat(Aimbot, G7HipfireSmooth1);\n\t\tReadFloat(Aimbot, G7ADSSmooth1);\n\t\tReadFloat(Aimbot, G7MinHipfireSmooth1);\n\t\tReadFloat(Aimbot, G7MaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, G7MinADSSmooth1);\n\t\tReadFloat(Aimbot, G7MaxADSSmooth1);\n\t\tReadFloat(Aimbot, G7ExtraSmooth1);\n\t\tReadFloat(Aimbot, G7Deadzone);\n\t\tReadFloat(Aimbot, G7FOV1);\n\t\tReadFloat(Aimbot, G7MinDistance1);\n\t\tReadFloat(Aimbot, G7MaxDistance1);\n\n\t\tReadFloat(Aimbot, FlatlineHipfireSmooth1);\n\t\tReadFloat(Aimbot, FlatlineADSSmooth1);\n\t\tReadFloat(Aimbot, FlatlineMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, FlatlineMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, FlatlineMinADSSmooth1);\n\t\tReadFloat(Aimbot, FlatlineMaxADSSmooth1);\n\t\tReadFloat(Aimbot, FlatlineExtraSmooth1);\n\t\tReadFloat(Aimbot, FlatlineDeadzone);\n\t\tReadFloat(Aimbot, FlatlineFOV1);\n\t\tReadFloat(Aimbot, FlatlineMinDistance1);\n\t\tReadFloat(Aimbot, FlatlineMaxDistance1);\n\t\tReadFloat(Aimbot, HemlockHipfireSmooth1);\n\t\tReadFloat(Aimbot, HemlockADSSmooth1);\n\t\tReadFloat(Aimbot, HemlockMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, HemlockMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, HemlockMinADSSmooth1);\n\t\tReadFloat(Aimbot, HemlockMaxADSSmooth1);\n\t\tReadFloat(Aimbot, HemlockExtraSmooth1);\n\t\tReadFloat(Aimbot, HemlockDeadzone);\n\t\tReadFloat(Aimbot, HemlockFOV1);\n\t\tReadFloat(Aimbot, HemlockMinDistance1);\n\t\tReadFloat(Aimbot, HemlockMaxDistance1);\n\t\tReadFloat(Aimbot, RepeaterHipfireSmooth1);\n\t\tReadFloat(Aimbot, RepeaterADSSmooth1);\n\t\tReadFloat(Aimbot, RepeaterMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, RepeaterMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, RepeaterMinADSSmooth1);\n\t\tReadFloat(Aimbot, RepeaterMaxADSSmooth1);\n\t\tReadFloat(Aimbot, RepeaterExtraSmooth1);\n\t\tReadFloat(Aimbot, RepeaterDeadzone);\n\t\tReadFloat(Aimbot, RepeaterFOV1);\n\t\tReadFloat(Aimbot, RepeaterMinDistance1);\n\t\tReadFloat(Aimbot, RepeaterMaxDistance1);\n\t\tReadFloat(Aimbot, RampageHipfireSmooth1);\n\t\tReadFloat(Aimbot, RampageMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, RampageMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, RampageMinADSSmooth1);\n\t\tReadFloat(Aimbot, RampageMaxADSSmooth1);\n\t\tReadFloat(Aimbot, RampageADSSmooth1);\n\t\tReadFloat(Aimbot, RampageExtraSmooth1);\n\t\tReadFloat(Aimbot, RampageDeadzone);\n\t\tReadFloat(Aimbot, RampageFOV1);\n\t\tReadFloat(Aimbot, RampageMinDistance1);\n\t\tReadFloat(Aimbot, RampageMaxDistance1);\n\t\tReadFloat(Aimbot, CARSMGHipfireSmooth1);\n\t\tReadFloat(Aimbot, CARSMGADSSmooth1);\n\t\tReadFloat(Aimbot, CARSMGMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, CARSMGMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, CARSMGMinADSSmooth1);\n\t\tReadFloat(Aimbot, CARSMGMaxADSSmooth1);\n\t\tReadFloat(Aimbot, CARSMGExtraSmooth1);\n\t\tReadFloat(Aimbot, CARSMGDeadzone);\n\t\tReadFloat(Aimbot, CARSMGFOV1);\n\t\tReadFloat(Aimbot, CARSMGMinDistance1);\n\t\tReadFloat(Aimbot, CARSMGMaxDistance1);\n\n\t\tReadFloat(Aimbot, HavocHipfireSmooth1);\n\t\tReadFloat(Aimbot, HavocADSSmooth1);\n\t\tReadFloat(Aimbot, HavocMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, HavocMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, HavocMinADSSmooth1);\n\t\tReadFloat(Aimbot, HavocMaxADSSmooth1);\n\t\tReadFloat(Aimbot, HavocExtraSmooth1);\n\t\tReadFloat(Aimbot, HavocDeadzone);\n\t\tReadFloat(Aimbot, HavocFOV1);\n\t\tReadFloat(Aimbot, HavocMinDistance1);\n\t\tReadFloat(Aimbot, HavocMaxDistance1);\n\t\tReadFloat(Aimbot, DevotionHipfireSmooth1);\n\t\tReadFloat(Aimbot, DevotionADSSmooth1);\n\t\tReadFloat(Aimbot, DevotionMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, DevotionMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, DevotionMinADSSmooth1);\n\t\tReadFloat(Aimbot, DevotionMaxADSSmooth1);\n\t\tReadFloat(Aimbot, DevotionExtraSmooth1);\n\t\tReadFloat(Aimbot, DevotionDeadzone);\n\t\tReadFloat(Aimbot, DevotionFOV1);\n\t\tReadFloat(Aimbot, DevotionMinDistance1);\n\t\tReadFloat(Aimbot, DevotionMaxDistance1);\n\t\tReadFloat(Aimbot, LSTARHipfireSmooth1);\n\t\tReadFloat(Aimbot, LSTARADSSmooth1);\n\t\tReadFloat(Aimbot, LSTARMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, LSTARMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, LSTARMinADSSmooth1);\n\t\tReadFloat(Aimbot, LSTARMaxADSSmooth1);\n\t\tReadFloat(Aimbot, LSTARExtraSmooth1);\n\t\tReadFloat(Aimbot, LSTARDeadzone);\n\t\tReadFloat(Aimbot, LSTARFOV1);\n\t\tReadFloat(Aimbot, LSTARMinDistance1);\n\t\tReadFloat(Aimbot, LSTARMaxDistance1);\n\t\tReadFloat(Aimbot, TripleTakeHipfireSmooth1);\n\t\tReadFloat(Aimbot, TripleTakeADSSmooth1);\n\t\tReadFloat(Aimbot, TripleTakeMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, TripleTakeMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, TripleTakeMinADSSmooth1);\n\t\tReadFloat(Aimbot, TripleTakeMaxADSSmooth1);\n\t\tReadFloat(Aimbot, TripleTakeExtraSmooth1);\n\t\tReadFloat(Aimbot, TripleTakeDeadzone);\n\t\tReadFloat(Aimbot, TripleTakeFOV1);\n\t\tReadFloat(Aimbot, TripleTakeMinDistance1);\n\t\tReadFloat(Aimbot, TripleTakeMaxDistance1);\n\t\tReadFloat(Aimbot, VoltHipfireSmooth1);\n\t\tReadFloat(Aimbot, VoltADSSmooth1);\n\t\tReadFloat(Aimbot, VoltMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, VoltMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, VoltMinADSSmooth1);\n\t\tReadFloat(Aimbot, VoltMaxADSSmooth1);\n\t\tReadFloat(Aimbot, VoltExtraSmooth1);\n\t\tReadFloat(Aimbot, VoltDeadzone);\n\t\tReadFloat(Aimbot, VoltFOV1);\n\t\tReadFloat(Aimbot, VoltMinDistance1);\n\t\tReadFloat(Aimbot, VoltMaxDistance1);\n\t\tReadFloat(Aimbot, NemesisHipfireSmooth1);\n\t\tReadFloat(Aimbot, NemesisADSSmooth1);\n\t\tReadFloat(Aimbot, NemesisMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, NemesisMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, NemesisMinADSSmooth1);\n\t\tReadFloat(Aimbot, NemesisMaxADSSmooth1);\n\t\tReadFloat(Aimbot, NemesisExtraSmooth1);\n\t\tReadFloat(Aimbot, NemesisDeadzone);\n\t\tReadFloat(Aimbot, NemesisFOV1);\n\t\tReadFloat(Aimbot, NemesisMinDistance1);\n\t\tReadFloat(Aimbot, NemesisMaxDistance1);\n\n\t\tReadFloat(Aimbot, MozambiqueHipfireSmooth1);\n\t\tReadFloat(Aimbot, MozambiqueADSSmooth1);\n\t\tReadFloat(Aimbot, MozambiqueMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, MozambiqueMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, MozambiqueMinADSSmooth1);\n\t\tReadFloat(Aimbot, MozambiqueMaxADSSmooth1);\n\t\tReadFloat(Aimbot, MozambiqueExtraSmooth1);\n\t\tReadFloat(Aimbot, MozambiqueDeadzone);\n\t\tReadFloat(Aimbot, MozambiqueFOV1);\n\t\tReadFloat(Aimbot, MozambiqueMinDistance1);\n\t\tReadFloat(Aimbot, MozambiqueMaxDistance1);\n\t\tReadFloat(Aimbot, EVA8HipfireSmooth1);\n\t\tReadFloat(Aimbot, EVA8ADSSmooth1);\n\t\tReadFloat(Aimbot, EVA8MinHipfireSmooth1);\n\t\tReadFloat(Aimbot, EVA8MaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, EVA8MinADSSmooth1);\n\t\tReadFloat(Aimbot, EVA8MaxADSSmooth1);\n\t\tReadFloat(Aimbot, EVA8ExtraSmooth1);\n\t\tReadFloat(Aimbot, EVA8Deadzone);\n\t\tReadFloat(Aimbot, EVA8FOV1);\n\t\tReadFloat(Aimbot, EVA8MinDistance1);\n\t\tReadFloat(Aimbot, EVA8MaxDistance1);\n\t\tReadFloat(Aimbot, PeacekeeperHipfireSmooth1);\n\t\tReadFloat(Aimbot, PeacekeeperADSSmooth1);\n\t\tReadFloat(Aimbot, PeacekeeperMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, PeacekeeperMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, PeacekeeperMinADSSmooth1);\n\t\tReadFloat(Aimbot, PeacekeeperMaxADSSmooth1);\n\t\tReadFloat(Aimbot, PeacekeeperExtraSmooth1);\n\t\tReadFloat(Aimbot, PeacekeeperDeadzone);\n\t\tReadFloat(Aimbot, PeacekeeperFOV1);\n\t\tReadFloat(Aimbot, PeacekeeperMinDistance1);\n\t\tReadFloat(Aimbot, PeacekeeperMaxDistance1);\n\t\tReadFloat(Aimbot, MastiffHipfireSmooth1);\n\t\tReadFloat(Aimbot, MastiffADSSmooth1);\n\t\tReadFloat(Aimbot, MastiffMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, MastiffMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, MastiffMinADSSmooth1);\n\t\tReadFloat(Aimbot, MastiffMaxADSSmooth1);\n\t\tReadFloat(Aimbot, MastiffExtraSmooth1);\n\t\tReadFloat(Aimbot, MastiffDeadzone);\n\t\tReadFloat(Aimbot, MastiffFOV1);\n\t\tReadFloat(Aimbot, MastiffMinDistance1);\n\t\tReadFloat(Aimbot, MastiffMaxDistance1);\n\n\t\tReadFloat(Aimbot, LongbowHipfireSmooth1);\n\t\tReadFloat(Aimbot, LongbowADSSmooth1);\n\t\tReadFloat(Aimbot, LongbowMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, LongbowMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, LongbowMinADSSmooth1);\n\t\tReadFloat(Aimbot, LongbowMaxADSSmooth1);\n\t\tReadFloat(Aimbot, LongbowExtraSmooth1);\n\t\tReadFloat(Aimbot, LongbowDeadzone);\n\t\tReadFloat(Aimbot, LongbowFOV1);\n\t\tReadFloat(Aimbot, LongbowMinDistance1);\n\t\tReadFloat(Aimbot, LongbowMaxDistance1);\n\t\tReadFloat(Aimbot, ChargeRifleHipfireSmooth1);\n\t\tReadFloat(Aimbot, ChargeRifleADSSmooth1);\n\t\tReadFloat(Aimbot, ChargeRifleMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, ChargeRifleMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, ChargeRifleMinADSSmooth1);\n\t\tReadFloat(Aimbot, ChargeRifleMaxADSSmooth1);\n\t\tReadFloat(Aimbot, ChargeRifleExtraSmooth1);\n\t\tReadFloat(Aimbot, ChargeRifleDeadzone);\n\t\tReadFloat(Aimbot, ChargeRifleFOV1);\n\t\tReadFloat(Aimbot, ChargeRifleMinDistance1);\n\t\tReadFloat(Aimbot, ChargeRifleMaxDistance1);\n\t\tReadFloat(Aimbot, SentinelHipfireSmooth1);\n\t\tReadFloat(Aimbot, SentinelADSSmooth1);\n\t\tReadFloat(Aimbot, SentinelMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, SentinelMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, SentinelMinADSSmooth1);\n\t\tReadFloat(Aimbot, SentinelMaxADSSmooth1);\n\t\tReadFloat(Aimbot, SentinelExtraSmooth1);\n\t\tReadFloat(Aimbot, SentinelDeadzone);\n\t\tReadFloat(Aimbot, SentinelFOV1);\n\t\tReadFloat(Aimbot, SentinelMinDistance1);\n\t\tReadFloat(Aimbot, SentinelMaxDistance1);\n\n\t\tReadFloat(Aimbot, WingmanHipfireSmooth1);\n\t\tReadFloat(Aimbot, WingmanADSSmooth1);\n\t\tReadFloat(Aimbot, WingmanMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, WingmanMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, WingmanMinADSSmooth1);\n\t\tReadFloat(Aimbot, WingmanMaxADSSmooth1);\n\t\tReadFloat(Aimbot, WingmanExtraSmooth1);\n\t\tReadFloat(Aimbot, WingmanDeadzone);\n\t\tReadFloat(Aimbot, WingmanFOV1);\n\t\tReadFloat(Aimbot, WingmanMinDistance1);\n\t\tReadFloat(Aimbot, WingmanMaxDistance1);\n\t\tReadFloat(Aimbot, ProwlerHipfireSmooth1);\n\t\tReadFloat(Aimbot, ProwlerADSSmooth1);\n\t\tReadFloat(Aimbot, ProwlerMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, ProwlerMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, ProwlerMinADSSmooth1);\n\t\tReadFloat(Aimbot, ProwlerMaxADSSmooth1);\n\t\tReadFloat(Aimbot, ProwlerExtraSmooth1);\n\t\tReadFloat(Aimbot, ProwlerDeadzone);\n\t\tReadFloat(Aimbot, ProwlerFOV1);\n\t\tReadFloat(Aimbot, ProwlerMinDistance1);\n\t\tReadFloat(Aimbot, ProwlerMaxDistance1);\n\t\tReadFloat(Aimbot, BocekHipfireSmooth1);\n\t\tReadFloat(Aimbot, BocekADSSmooth1);\n\t\tReadFloat(Aimbot, BocekMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, BocekMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, BocekMinADSSmooth1);\n\t\tReadFloat(Aimbot, BocekMaxADSSmooth1);\n\t\tReadFloat(Aimbot, BocekExtraSmooth1);\n\t\tReadFloat(Aimbot, BocekDeadzone);\n\t\tReadFloat(Aimbot, BocekFOV1);\n\t\tReadFloat(Aimbot, BocekMinDistance1);\n\t\tReadFloat(Aimbot, BocekMaxDistance1);\n\t\tReadFloat(Aimbot, KraberHipfireSmooth1);\n\t\tReadFloat(Aimbot, KraberADSSmooth1);\n\t\tReadFloat(Aimbot, KraberMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, KraberMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, KraberMinADSSmooth1);\n\t\tReadFloat(Aimbot, KraberMaxADSSmooth1);\n\t\tReadFloat(Aimbot, KraberExtraSmooth1);\n\t\tReadFloat(Aimbot, KraberDeadzone);\n\t\tReadFloat(Aimbot, KraberFOV1);\n\t\tReadFloat(Aimbot, KraberMinDistance1);\n\t\tReadFloat(Aimbot, KraberMaxDistance1);\n\t\tReadFloat(Aimbot, ThrowingKnifeHipfireSmooth1);\n\t\tReadFloat(Aimbot, ThrowingKnifeADSSmooth1);\n\t\tReadFloat(Aimbot, ThrowingKnifeMinHipfireSmooth1);\n\t\tReadFloat(Aimbot, ThrowingKnifeMaxHipfireSmooth1);\n\t\tReadFloat(Aimbot, ThrowingKnifeMinADSSmooth1);\n\t\tReadFloat(Aimbot, ThrowingKnifeMaxADSSmooth1);\n\t\tReadFloat(Aimbot, ThrowingKnifeExtraSmooth1);\n\t\tReadFloat(Aimbot, ThrowingKnifeDeadzone);\n\t\tReadFloat(Aimbot, ThrowingKnifeFOV1);\n\t\tReadFloat(Aimbot, ThrowingKnifeMinDistance1);\n\t\tReadFloat(Aimbot, ThrowingKnifeMaxDistance1);\n\n\t\tReadInt(AimbotBinds, AimBind);\n\t\tReadInt(AimbotBinds, ExtraBind);\n\t\t// Advanced Binds\n\t\tReadInt(AimbotBinds, P2020AimBind);\n\t\tReadInt(AimbotBinds, P2020ExtraBind);\n\t\tReadInt(AimbotBinds, RE45AimBind);\n\t\tReadInt(AimbotBinds, RE45ExtraBind);\n\t\tReadInt(AimbotBinds, AlternatorAimBind);\n\t\tReadInt(AimbotBinds, AlternatorExtraBind);\n\t\tReadInt(AimbotBinds, R99AimBind);\n\t\tReadInt(AimbotBinds, R99ExtraBind);\n\t\tReadInt(AimbotBinds, R301AimBind);\n\t\tReadInt(AimbotBinds, R301ExtraBind);\n\t\tReadInt(AimbotBinds, SpitfireAimBind);\n\t\tReadInt(AimbotBinds, SpitfireExtraBind);\n\t\tReadInt(AimbotBinds, G7AimBind);\n\t\tReadInt(AimbotBinds, G7ExtraBind);\n\t\tReadInt(AimbotBinds, FlatlineAimBind);\n\t\tReadInt(AimbotBinds, FlatlineExtraBind);\n\t\tReadInt(AimbotBinds, HemlockAimBind);\n\t\tReadInt(AimbotBinds, HemlockExtraBind);\n\t\tReadInt(AimbotBinds, RepeaterAimBind);\n\t\tReadInt(AimbotBinds, RepeaterExtraBind);\n\t\tReadInt(AimbotBinds, RampageAimBind);\n\t\tReadInt(AimbotBinds, RampageExtraBind);\n\t\tReadInt(AimbotBinds, CARSMGAimBind);\n\t\tReadInt(AimbotBinds, CARSMGExtraBind);\n\t\tReadInt(AimbotBinds, HavocAimBind);\n\t\tReadInt(AimbotBinds, HavocExtraBind);\n\t\tReadInt(AimbotBinds, DevotionAimBind);\n\t\tReadInt(AimbotBinds, DevotionExtraBind);\n\t\tReadInt(AimbotBinds, LSTARAimBind);\n\t\tReadInt(AimbotBinds, LSTARExtraBind);\n\t\tReadInt(AimbotBinds, TripleTakeAimBind);\n\t\tReadInt(AimbotBinds, TripleTakeExtraBind);\n\t\tReadInt(AimbotBinds, VoltAimBind);\n\t\tReadInt(AimbotBinds, VoltExtraBind);\n\t\tReadInt(AimbotBinds, NemesisAimBind);\n\t\tReadInt(AimbotBinds, NemesisExtraBind);\n\t\tReadInt(AimbotBinds, MozambiqueAimBind);\n\t\tReadInt(AimbotBinds, MozambiqueExtraBind);\n\t\tReadInt(AimbotBinds, EVA8AimBind);\n\t\tReadInt(AimbotBinds, EVA8ExtraBind);\n\t\tReadInt(AimbotBinds, PeacekeeperAimBind);\n\t\tReadInt(AimbotBinds, PeacekeeperExtraBind);\n\t\tReadInt(AimbotBinds, MastiffAimBind);\n\t\tReadInt(AimbotBinds, MastiffExtraBind);\n\t\tReadInt(AimbotBinds, LongbowAimBind);\n\t\tReadInt(AimbotBinds, LongbowExtraBind);\n\t\tReadInt(AimbotBinds, ChargeRifleAimBind);\n\t\tReadInt(AimbotBinds, ChargeRifleExtraBind);\n\t\tReadInt(AimbotBinds, SentinelAimBind);\n\t\tReadInt(AimbotBinds, SentinelExtraBind);\n\t\tReadInt(AimbotBinds, WingmanAimBind);\n\t\tReadInt(AimbotBinds, WingmanExtraBind);\n\t\tReadInt(AimbotBinds, ProwlerAimBind);\n\t\tReadInt(AimbotBinds, ProwlerExtraBind);\n\t\tReadInt(AimbotBinds, BocekAimBind);\n\t\tReadInt(AimbotBinds, BocekExtraBind);\n\t\tReadInt(AimbotBinds, KraberAimBind);\n\t\tReadInt(AimbotBinds, KraberExtraBind);\n\t\tReadInt(AimbotBinds, ThrowingKnifeAimBind);\n\t\tReadInt(AimbotBinds, ThrowingKnifeExtraBind);\n\n\t\tReadInt(AimbotHitboxes, Hitbox);\n\t\t// Advanced Hitboxes\n\t\tReadInt(AimbotHitboxes, P2020Hitbox);\n\t\tReadInt(AimbotHitboxes, RE45Hitbox);\n\t\tReadInt(AimbotHitboxes, AlternatorHitbox);\n\t\tReadInt(AimbotHitboxes, R99Hitbox);\n\t\tReadInt(AimbotHitboxes, R301Hitbox);\n\t\tReadInt(AimbotHitboxes, SpitfireHitbox);\n\t\tReadInt(AimbotHitboxes, G7Hitbox);\n\t\tReadInt(AimbotHitboxes, FlatlineHitbox);\n\t\tReadInt(AimbotHitboxes, HemlockHitbox);\n\t\tReadInt(AimbotHitboxes, RepeaterHitbox);\n\t\tReadInt(AimbotHitboxes, RampageHitbox);\n\t\tReadInt(AimbotHitboxes, CARSMGHitbox);\n\t\tReadInt(AimbotHitboxes, HavocHitbox);\n\t\tReadInt(AimbotHitboxes, DevotionHitbox);\n\t\tReadInt(AimbotHitboxes, LSTARHitbox);\n\t\tReadInt(AimbotHitboxes, TripleTakeHitbox);\n\t\tReadInt(AimbotHitboxes, VoltHitbox);\n\t\tReadInt(AimbotHitboxes, NemesisHitbox);\n\t\tReadInt(AimbotHitboxes, MozambiqueHitbox);\n\t\tReadInt(AimbotHitboxes, EVA8Hitbox);\n\t\tReadInt(AimbotHitboxes, PeacekeeperHitbox);\n\t\tReadInt(AimbotHitboxes, MastiffHitbox);\n\t\tReadInt(AimbotHitboxes, LongbowHitbox);\n\t\tReadInt(AimbotHitboxes, ChargeRifleHitbox);\n\t\tReadInt(AimbotHitboxes, SentinelHitbox);\n\t\tReadInt(AimbotHitboxes, WingmanHitbox);\n\t\tReadInt(AimbotHitboxes, ProwlerHitbox);\n\t\tReadInt(AimbotHitboxes, BocekHitbox);\n\t\tReadInt(AimbotHitboxes, KraberHitbox);\n\t\tReadInt(AimbotHitboxes, ThrowingKnifeHitbox);\n\n\t\tReadBool(Ragebot, RagebotEnabled);\n\t\tReadBool(Ragebot, RageAimbot);\n\t\tReadInt(Ragebot, AimMethod);\n\t\tReadBool(Ragebot, ClosestHitbox);\n\t\tReadInt(Ragebot, Hitbox);\n\t\tReadInt(Ragebot, BindMethod);\n\t\tReadBool(Ragebot, OnFire);\n\t\tReadBool(Ragebot, OnADS);\n\t\tReadInt(Ragebot, AimBind);\n\t\tReadInt(Ragebot, ExtraBind);\n\t\tReadBool(Ragebot, VisCheck);\n\t\tReadBool(Ragebot, TeamCheck);\n\t\tReadInt(Ragebot, Priority);\n\t\tReadBool(Ragebot, AutoShoot);\n\t\tReadBool(Ragebot, PredictMovement);\n\t\tReadBool(Ragebot, PredictBulletDrop);\n\t\tReadFloat(Ragebot, PreditcionAmount);\n\t\tReadFloat(Ragebot, FinalDistance);\n\t\tReadFloat(Ragebot, Speed);\n\t\tReadFloat(Ragebot, Smooth);\n\t\tReadFloat(Ragebot, HipfireSmooth);\n\t\tReadFloat(Ragebot, ADSSmooth);\n\t\tReadFloat(Ragebot, SmoothDistance);\n\t\tReadInt(Ragebot, Delay);\n\t\tReadFloat(Ragebot, FOV);\n\t\tReadFloat(Ragebot, ZoomScale);\n\t\tReadFloat(Ragebot, MinDistance);\n\t\tReadFloat(Ragebot, HipfireDistance);\n\t\tReadFloat(Ragebot, ZoomDistance);\n\t\t// Weapon Toggles\n\t\t// Light\n\t\tReadBool(Ragebot, P2020);\n\t\tReadBool(Ragebot, RE45);\n\t\tReadBool(Ragebot, Alternator);\n\t\tReadBool(Ragebot, R99);\n\t\tReadBool(Ragebot, R301);\n\t\tReadBool(Ragebot, Spitfire);\n\t\tReadBool(Ragebot, G7);\n\t\t// Heavy\n\t\tReadBool(Ragebot, Flatline);\n\t\tReadBool(Ragebot, Hemlock);\n\t\tReadBool(Ragebot, Repeater);\n\t\tReadBool(Ragebot, Rampage);\n\t\tReadBool(Ragebot, CARSMG);\n\t\t// Energy\n\t\tReadBool(Ragebot, Havoc);\n\t\tReadBool(Ragebot, Devotion);\n\t\tReadBool(Ragebot, LSTAR);\n\t\tReadBool(Ragebot, TripleTake);\n\t\tReadBool(Ragebot, Volt);\n\t\tReadBool(Ragebot, Nemesis);\n\t\t// Shotgun\n\t\tReadBool(Ragebot, Mozambique);\n\t\tReadBool(Ragebot, EVA8);\n\t\tReadBool(Ragebot, Peacekeeper);\n\t\tReadBool(Ragebot, Mastiff);\n\t\t// Snipers\n\t\tReadBool(Ragebot, Longbow);\n\t\tReadBool(Ragebot, ChargeRifle);\n\t\tReadBool(Ragebot, Sentinel);\n\t\t// Legendary\n\t\tReadBool(Ragebot, Wingman);\n\t\tReadBool(Ragebot, Prowler);\n\t\tReadBool(Ragebot, Bocek);\n\t\tReadBool(Ragebot, Kraber);\n\t\tReadBool(Ragebot, Knife);\n\t\tReadBool(Ragebot, RageRCS);\n\t\tReadFloat(Ragebot, RecoilRate);\n\n\t\tReadBool(Flickbot, Flickbot);\n\t\tReadInt(Flickbot, FlickbotMethod); // 0 = Mouse, 1 = Memory\n\t\tReadInt(Flickbot, FlickBind);\n\t\tReadBool(Flickbot, ClosestHitbox);\n\t\tReadInt(Flickbot, Hitbox);\n\t\tReadInt(Flickbot, Priority);\n\t\tReadBool(Flickbot, AutoShoot);\n\t\tReadInt(Flickbot, AutoShootDelay);\n\t\tReadBool(Flickbot, FlickBack);\n\t\tReadInt(Flickbot, FlickBackDelay);\n\t\tReadFloat(Flickbot, FlickBackSmoothing);\n\t\tReadBool(Flickbot, PredictMovement);\n\t\tReadBool(Flickbot, PredictBulletDrop);\n\t\tReadBool(Flickbot, TeamCheck);\n\t\tReadFloat(Flickbot, PreditcionAmount);\n\t\tReadFloat(Flickbot, FinalDistance);\n\t\tReadFloat(Flickbot, HipfireSmooth);\n\t\tReadFloat(Flickbot, ADSSmooth);\n\t\tReadFloat(Flickbot, SmoothDistance);\n\t\tReadInt(Flickbot, Delay);\n\t\tReadFloat(Flickbot, FOV);\n\t\tReadFloat(Flickbot, ZoomScale);\n\t\tReadFloat(Flickbot, MinDistance);\n\t\tReadFloat(Flickbot, HipfireDistance);\n\t\tReadFloat(Flickbot, ZoomDistance);\n\t\tReadFloat(Flickbot, Smooth);\n\t\tReadFloat(Flickbot, FlickBackSmooth);\n\t\t// Weapon Toggles\n\t\t// Light\n\t\tReadBool(Flickbot, P2020);\n\t\tReadBool(Flickbot, RE45);\n\t\tReadBool(Flickbot, Alternator);\n\t\tReadBool(Flickbot, R99);\n\t\tReadBool(Flickbot, R301);\n\t\tReadBool(Flickbot, Spitfire);\n\t\tReadBool(Flickbot, G7);\n\t\t// Heavy\n\t\tReadBool(Flickbot, Flatline);\n\t\tReadBool(Flickbot, Hemlock);\n\t\tReadBool(Flickbot, Repeater);\n\t\tReadBool(Flickbot, Rampage);\n\t\tReadBool(Flickbot, CARSMG);\n\t\t// Energy\n\t\tReadBool(Flickbot, Havoc);\n\t\tReadBool(Flickbot, Devotion);\n\t\tReadBool(Flickbot, LSTAR);\n\t\tReadBool(Flickbot, TripleTake);\n\t\tReadBool(Flickbot, Volt);\n\t\tReadBool(Flickbot, Nemesis);\n\t\t// Shotgun\n\t\tReadBool(Flickbot, Mozambique);\n\t\tReadBool(Flickbot, EVA8);\n\t\tReadBool(Flickbot, Peacekeeper);\n\t\tReadBool(Flickbot, Mastiff);\n\t\t// Snipers\n\t\tReadBool(Flickbot, Longbow);\n\t\tReadBool(Flickbot, ChargeRifle);\n\t\tReadBool(Flickbot, Sentinel);\n\t\t// Legendary\n\t\tReadBool(Flickbot, Wingman);\n\t\tReadBool(Flickbot, Prowler);\n\t\tReadBool(Flickbot, Bocek);\n\t\tReadBool(Flickbot, Kraber);\n\t\tReadBool(Flickbot, Knife);\n\n\t\tReadBool(RCS, RCSEnabled);\n\t\tReadInt(RCS, RCSMode);\n\n\t\tReadBool(RCS, OnADS);\n\n\t\tReadFloat(RCS, PitchPower);\n\t\tReadFloat(RCS, YawPower);\n\t\tReadFloat(RCS, PitchReduction);\n\t\tReadFloat(RCS, YawReduction);\n\n\t\t// Weapon Toggles\n\t\t// Light\n\t\tReadBool(RCS, P2020);\n\t\tReadBool(RCS, RE45);\n\t\tReadBool(RCS, Alternator);\n\t\tReadBool(RCS, R99);\n\t\tReadBool(RCS, R301);\n\t\tReadBool(RCS, Spitfire);\n\t\tReadBool(RCS, G7);\n\n\t\t// Heavy\n\t\tReadBool(RCS, Flatline);\n\t\tReadBool(RCS, Hemlock);\n\t\tReadBool(RCS, Repeater);\n\t\tReadBool(RCS, Rampage);\n\t\tReadBool(RCS, CARSMG);\n\n\t\t// Energy\n\t\tReadBool(RCS, Havoc);\n\t\tReadBool(RCS, Devotion);\n\t\tReadBool(RCS, LSTAR);\n\t\tReadBool(RCS, TripleTake);\n\t\tReadBool(RCS, Volt);\n\t\tReadBool(RCS, Nemesis);\n\n\t\t// Shotgun\n\t\tReadBool(RCS, Mozambique);\n\t\tReadBool(RCS, EVA8);\n\t\tReadBool(RCS, Peacekeeper);\n\t\tReadBool(RCS, Mastiff);\n\n\t\t// Snipers\n\t\tReadBool(RCS, Longbow);\n\t\tReadBool(RCS, ChargeRifle);\n\t\tReadBool(RCS, Sentinel);\n\n\t\t// Legendary\n\t\tReadBool(RCS, Wingman); // Emotional damage!\n\t\tReadBool(RCS, Prowler);\n\t\tReadBool(RCS, Kraber);\n\n\t\t//---------------Advanced---------------//\n\t\tReadBool(RCS, AdvancedRCS);\n\t\tReadFloat(RCS, AdvancedPitchPower);\n\t\tReadFloat(RCS, AdvancedYawPower);\n\t\tReadFloat(RCS, AdvancedPitchReduction);\n\t\tReadFloat(RCS, AdvancedYawReduction);\n\n\t\t// Weapons\n\t\t// Light\n\t\tReadFloat(RCS, P2020Pitch);\n\t\tReadFloat(RCS, P2020Yaw);\n\t\tReadFloat(RCS, P2020PitchReduction);\n\t\tReadFloat(RCS, P2020YawReduction);\n\t\tReadFloat(RCS, RE45Pitch);\n\t\tReadFloat(RCS, RE45Yaw);\n\t\tReadFloat(RCS, RE45PitchReduction);\n\t\tReadFloat(RCS, RE45YawReduction);\n\t\tReadFloat(RCS, AlternatorPitch);\n\t\tReadFloat(RCS, AlternatorYaw);\n\t\tReadFloat(RCS, AlternatorPitchReduction);\n\t\tReadFloat(RCS, AlternatorYawReduction);\n\t\tReadFloat(RCS, R99Pitch);\n\t\tReadFloat(RCS, R99Yaw);\n\t\tReadFloat(RCS, R99PitchReduction);\n\t\tReadFloat(RCS, R99YawReduction);\n\t\tReadFloat(RCS, R301Pitch);\n\t\tReadFloat(RCS, R301Yaw);\n\t\tReadFloat(RCS, R301PitchReduction);\n\t\tReadFloat(RCS, R301YawReduction);\n\t\tReadFloat(RCS, SpitfirePitch);\n\t\tReadFloat(RCS, SpitfireYaw);\n\t\tReadFloat(RCS, SpitfirePitchReduction);\n\t\tReadFloat(RCS, SpitfireYawReduction);\n\t\tReadFloat(RCS, G7Pitch);\n\t\tReadFloat(RCS, G7Yaw);\n\t\tReadFloat(RCS, G7PitchReduction);\n\t\tReadFloat(RCS, G7YawReduction);\n\t\t// Heavy\n\t\tReadFloat(RCS, FlatlinePitch);\n\t\tReadFloat(RCS, FlatlineYaw);\n\t\tReadFloat(RCS, FlatlinePitchReduction);\n\t\tReadFloat(RCS, FlatlineYawReduction);\n\t\tReadFloat(RCS, HemlockPitch);\n\t\tReadFloat(RCS, HemlockYaw);\n\t\tReadFloat(RCS, HemlockPitchReduction);\n\t\tReadFloat(RCS, HemlockYawReduction);\n\t\tReadFloat(RCS, RepeaterPitch);\n\t\tReadFloat(RCS, RepeaterYaw);\n\t\tReadFloat(RCS, RepeaterPitchReduction);\n\t\tReadFloat(RCS, RepeaterYawReduction);\n\t\tReadFloat(RCS, RampagePitch);\n\t\tReadFloat(RCS, RampageYaw);\n\t\tReadFloat(RCS, RampagePitchReduction);\n\t\tReadFloat(RCS, RampageYawReduction);\n\t\tReadFloat(RCS, CARSMGPitch);\n\t\tReadFloat(RCS, CARSMGYaw);\n\t\tReadFloat(RCS, CARSMGPitchReduction);\n\t\tReadFloat(RCS, CARSMGYawReduction);\n\t\t// Energy\n\t\tReadFloat(RCS, HavocPitch);\n\t\tReadFloat(RCS, HavocYaw);\n\t\tReadFloat(RCS, HavocPitchReduction);\n\t\tReadFloat(RCS, HavocYawReduction);\n\t\tReadFloat(RCS, DevotionPitch);\n\t\tReadFloat(RCS, DevotionYaw);\n\t\tReadFloat(RCS, DevotionPitchReduction);\n\t\tReadFloat(RCS, DevotionYawReduction);\n\t\tReadFloat(RCS, LSTARPitch);\n\t\tReadFloat(RCS, LSTARYaw);\n\t\tReadFloat(RCS, LSTARPitchReduction);\n\t\tReadFloat(RCS, LSTARYawReduction);\n\t\tReadFloat(RCS, TripleTakePitch);\n\t\tReadFloat(RCS, TripleTakeYaw);\n\t\tReadFloat(RCS, TripleTakePitchReduction);\n\t\tReadFloat(RCS, TripleTakeYawReduction);\n\t\tReadFloat(RCS, VoltPitch);\n\t\tReadFloat(RCS, VoltYaw);\n\t\tReadFloat(RCS, VoltPitchReduction);\n\t\tReadFloat(RCS, VoltYawReduction);\n\t\tReadFloat(RCS, NemesisPitch);\n\t\tReadFloat(RCS, NemesisYaw);\n\t\tReadFloat(RCS, NemesisPitchReduction);\n\t\tReadFloat(RCS, NemesisYawReduction);\n\t\t// Shotguns\n\t\tReadFloat(RCS, MozambiquePitch);\n\t\tReadFloat(RCS, MozambiqueYaw);\n\t\tReadFloat(RCS, MozambiquePitchReduction);\n\t\tReadFloat(RCS, MozambiqueYawReduction);\n\t\tReadFloat(RCS, EVA8Pitch);\n\t\tReadFloat(RCS, EVA8Yaw);\n\t\tReadFloat(RCS, EVA8PitchReduction);\n\t\tReadFloat(RCS, EVA8YawReduction);\n\t\tReadFloat(RCS, PeacekeeperPitch);\n\t\tReadFloat(RCS, PeacekeeperYaw);\n\t\tReadFloat(RCS, PeacekeeperPitchReduction);\n\t\tReadFloat(RCS, PeacekeeperYawReduction);\n\t\tReadFloat(RCS, MastiffPitch);\n\t\tReadFloat(RCS, MastiffYaw);\n\t\tReadFloat(RCS, MastiffPitchReduction);\n\t\tReadFloat(RCS, MastiffYawReduction);\n\t\t// Snipers\n\t\tReadFloat(RCS, LongbowPitch);\n\t\tReadFloat(RCS, LongbowYaw);\n\t\tReadFloat(RCS, LongbowPitchReduction);\n\t\tReadFloat(RCS, LongbowYawReduction);\n\t\tReadFloat(RCS, ChargeRiflePitch);\n\t\tReadFloat(RCS, ChargeRifleYaw);\n\t\tReadFloat(RCS, ChargeRiflePitchReduction);\n\t\tReadFloat(RCS, ChargeRifleYawReduction);\n\t\tReadFloat(RCS, SentinelPitch);\n\t\tReadFloat(RCS, SentinelYaw);\n\t\tReadFloat(RCS, SentinelPitchReduction);\n\t\tReadFloat(RCS, SentinelYawReduction);\n\t\t// Legendary\n\t\tReadFloat(RCS, WingmanPitch);\n\t\tReadFloat(RCS, WingmanYaw);\n\t\tReadFloat(RCS, WingmanPitchReduction);\n\t\tReadFloat(RCS, WingmanYawReduction);\n\t\tReadFloat(RCS, ProwlerPitch);\n\t\tReadFloat(RCS, ProwlerYaw);\n\t\tReadFloat(RCS, ProwlerPitchReduction);\n\t\tReadFloat(RCS, ProwlerYawReduction);\n\t\tReadFloat(RCS, KraberPitch);\n\t\tReadFloat(RCS, KraberYaw);\n\t\tReadFloat(RCS, KraberPitchReduction);\n\t\tReadFloat(RCS, KraberYawReduction);\n\n\t\tReadBool(Triggerbot, Enabled);\n\t\tReadInt(Triggerbot, BindMethod);\n\t\tReadInt(Triggerbot, AttackMethod);\n\t\tReadInt(Triggerbot, TriggerBind);\n\t\tReadBool(Triggerbot, OnADS);\n\t\tReadBool(Triggerbot, HipfireShotguns);\n\t\tReadInt(Triggerbot, Delay);\n\t\tReadFloat(Triggerbot, Range);\n\t\t// Weapon Toggles\n\t\t// Light\n\t\tReadBool(Triggerbot, P2020);\n\t\tReadBool(Triggerbot, RE45);\n\t\tReadBool(Triggerbot, Alternator);\n\t\tReadBool(Triggerbot, R99);\n\t\tReadBool(Triggerbot, R301);\n\t\tReadBool(Triggerbot, Spitfire);\n\t\tReadBool(Triggerbot, G7);\n\t\t// Heavy\n\t\tReadBool(Triggerbot, Flatline);\n\t\tReadBool(Triggerbot, Hemlock);\n\t\tReadBool(Triggerbot, Repeater);\n\t\tReadBool(Triggerbot, Rampage);\n\t\tReadBool(Triggerbot, CARSMG);\n\t\t// Energy\n\t\tReadBool(Triggerbot, Havoc);\n\t\tReadBool(Triggerbot, Devotion);\n\t\tReadBool(Triggerbot, LSTAR);\n\t\tReadBool(Triggerbot, TripleTake);\n\t\tReadBool(Triggerbot, Volt);\n\t\tReadBool(Triggerbot, Nemesis);\n\t\t// Shotgun\n\t\tReadBool(Triggerbot, Mozambique);\n\t\tReadBool(Triggerbot, EVA8);\n\t\tReadBool(Triggerbot, Peacekeeper);\n\t\tReadBool(Triggerbot, Mastiff);\n\t\t// Snipers\n\t\tReadBool(Triggerbot, Longbow);\n\t\tReadBool(Triggerbot, ChargeRifle);\n\t\tReadBool(Triggerbot, Sentinel);\n\t\t// Legendary\n\t\tReadBool(Triggerbot, Wingman);\n\t\tReadBool(Triggerbot, Prowler);\n\t\tReadBool(Triggerbot, Bocek);\n\t\tReadBool(Triggerbot, Kraber);\n\t\tReadBool(Triggerbot, Knife);\n\t\t// Advanced Triggerbot\n\t\tReadBool(Triggerbot, AdvancedTriggerbot);\n\t\tReadFloat(Triggerbot, P2020Range);\n\t\tReadFloat(Triggerbot, RE45Range);\n\t\tReadFloat(Triggerbot, AlternatorRange);\n\t\tReadFloat(Triggerbot, R99Range);\n\t\tReadFloat(Triggerbot, R301Range);\n\t\tReadFloat(Triggerbot, SpitfireRange);\n\t\tReadFloat(Triggerbot, G7Range);\n\t\tReadFloat(Triggerbot, FlatlineRange);\n\t\tReadFloat(Triggerbot, HemlockRange);\n\t\tReadFloat(Triggerbot, ProwlerRange);\n\t\tReadFloat(Triggerbot, RepeaterRange);\n\t\tReadFloat(Triggerbot, RampageRange);\n\t\tReadFloat(Triggerbot, CARSMGRange);\n\t\tReadFloat(Triggerbot, HavocRange);\n\t\tReadFloat(Triggerbot, DevotionRange);\n\t\tReadFloat(Triggerbot, LSTARRange);\n\t\tReadFloat(Triggerbot, TripleTakeRange);\n\t\tReadFloat(Triggerbot, VoltRange);\n\t\tReadFloat(Triggerbot, NemesisRange);\n\t\tReadFloat(Triggerbot, MozambiqueRange);\n\t\tReadFloat(Triggerbot, PeacekeeperRange);\n\t\tReadFloat(Triggerbot, MastiffRange);\n\t\tReadFloat(Triggerbot, LongbowRange);\n\t\tReadFloat(Triggerbot, ChargeRifleRange);\n\t\tReadFloat(Triggerbot, SentinelRange);\n\t\tReadFloat(Triggerbot, WingmanRange);\n\t\tReadFloat(Triggerbot, EVA8Range);\n\t\tReadFloat(Triggerbot, BocekRange);\n\t\tReadFloat(Triggerbot, KraberRange);\n\t\tReadFloat(Triggerbot, ThrowingKnifeRange);\n\n\t\tReadBool(Glow, NewGlow);\n\t\tReadBool(Glow, KnockedCheck);\n\t\tReadFloat(Glow, GlowMaxDistance);\n\t\tReadInt(Glow, GlowColorMode);\n\t\tReadInt(Glow, GlowColorShieldMode);\n\t\tReadInt(Glow, GlowRadius);\n\t\tReadInt(Glow, InsideFunction);\n\t\tReadInt(Glow, OutlineFunction);\n\t\tReadInt(Glow, BodyStyle);\n\t\tReadInt(Glow, OutlineStyle);\n\t\tReadBool(Glow, ViewModelGlow);\n\t\tReadInt(Glow, ViewModelGlowSetting);\n\t\tReadInt(Glow, ViewModelGlowCombo);\n\n\t\tReadBool(ItemGlow, ItemGlow);\n\t\tReadBool(ItemGlow, Common);\n\t\tReadBool(ItemGlow, Rare);\n\t\tReadBool(ItemGlow, Epic);\n\t\tReadBool(ItemGlow, Gold);\n\t\tReadBool(ItemGlow, Legendary);\n\t\tReadBool(ItemGlow, Weapons);\n\t\tReadBool(ItemGlow, Ammo);\n\t\tReadBool(ItemGlow, Deathbox);\n\t\tReadInt(ItemGlow, ItemGlowThickness);\n\t\tReadInt(ItemGlow, SelectedInsideStyle);\n\t\tReadInt(ItemGlow, SelectedOutlineStyle);\n\n\t\tReadBool(Sense, Enabled);\n\t\t// Aimbot\n\t\tReadBool(Sense, DrawFOVCircle);\n\t\tReadBool(Sense, DrawFilledFOVCircle);\n\t\tReadFloat(Sense, FOVThickness);\n\t\tReadFloat(Sense, GameFOV);\n\n\t\tReadBool(Sense, DrawTargetLine);\n\t\tReadBool(Sense, DrawTargetDot);\n\t\tReadBool(Sense, DrawTargetBox);\n\t\tReadInt(Sense, TargetMode);\n\t\tReadInt(Sense, TargetBoneMode);\n\t\tReadInt(Sense, TargetSelectedBone);\n\t\tReadInt(Sense, TargetBone);\n\t\tReadInt(Sense, TargetHitbox);\n\t\tReadInt(Sense, TargetLineThickness);\n\t\tReadInt(Sense, TargetDotRadius);\n\t\tReadInt(Sense, TargetBoxMode);\n\t\tReadInt(Sense, TargetBoxThickness);\n\t\tReadInt(Sense, TargetBoxSize);\n\n\t\tReadBool(Sense, DrawTargetInfo);\n\t\tReadInt(Sense, TargetInfoDisplayMode);\n\t\tReadBool(Sense, DrawTargetInfoName);\n\t\tReadInt(Sense, TargetInfoNamePos);\n\t\tReadBool(Sense, DrawTargetInfoLegend);\n\t\tReadInt(Sense, TargetInfoLegendPos);\n\t\tReadBool(Sense, DrawTargetInfoTeamID);\n\t\tReadBool(Sense, DrawTargetInfoDistance);\n\t\tReadBool(Sense, DrawTargetInfoWeapon);\n\t\tReadInt(Sense, TargetInfoWeaponPos);\n\t\tReadBool(Sense, DrawTargetInfoHealth);\n\t\tReadInt(Sense, TargetInfoHealthPos);\n\t\tReadBool(Sense, DrawTargetInfoShield);\n\t\tReadInt(Sense, TargetInfoShieldPos);\n\t\tReadInt(Sense, TargetInfoColorMode); \n\t\tReadInt(Sense, TargetInfoPosX);\n\t\tReadInt(Sense, TargetInfoPosY);\n\t\tReadInt(Sense, TargetInfoOffset);\n\n\t\t// Other\n\t\tReadBool(Sense, DrawCrosshair);\n\t\tReadFloat(Sense, CrosshairSize);\n\t\tReadFloat(Sense, CrosshairThickness);\n\t\tReadBool(Sense, ShowSpectators);\n\t\tReadBool(Sense, DrawSpectatorWarning);\n\t\tReadBool(Sense, DrawVisibleWarning);\n\t\tReadBool(Sense, WarningTextOutline);\n\t\tReadInt(Sense, WarningTextX);\n\t\tReadInt(Sense, WarningTextY);\n\t\t// Settings\n\t\tReadBool(Sense, TextOutline);\n\t\tReadBool(Sense, VisibilityCheck);\n\t\tReadBool(Sense, KnockedCheck);\n\t\tReadFloat(Sense, ESPMaxDistance);\n\n\t\tReadBool(SenseEnemy, DrawEnemy);\n\t\tReadBool(SenseEnemy, DrawBoxes);\n\t\tReadBool(SenseEnemy, BoxOutline);\n\t\tReadInt(SenseEnemy, BoxType);\n\t\tReadInt(SenseEnemy, BoxStyle);\n\t\tReadFloat(SenseEnemy, BoxThickness);\n\t\tReadBool(SenseEnemy, DrawSkeleton);\n\t\tReadBool(SenseEnemy, SkeletonOutline);\n\t\tReadInt(SenseEnemy, SkeletonDetail);\n\t\tReadFloat(SenseEnemy, SkeletonThickness);\n\t\tReadBool(SenseEnemy, DrawHeadCircle);\n\t\tReadBool(SenseEnemy, HeadCircleOutline);\n\t\tReadFloat(SenseEnemy, HeadCircleThickness);\n\t\tReadBool(SenseEnemy, DrawBars);\n\t\tReadBool(SenseEnemy, HealthBar);\n\t\tReadBool(SenseEnemy, ShieldBar);\n\t\tReadInt(SenseEnemy, BarMode);\n\t\tReadInt(SenseEnemy, BarStyle);\n\t\tReadFloat(SenseEnemy, BarThickness);\n\t\tReadFloat(SenseEnemy, BarThickness2);\n\t\tReadFloat(SenseEnemy, BarHeight);\n\t\tReadFloat(SenseEnemy, BarWidth);\n\t\tReadInt(SenseEnemy, BarColorMode);\n\t\tReadInt(SenseEnemy, WeaponColorType);\n\t\tReadBool(SenseEnemy, DrawDistance);\n\t\tReadInt(SenseEnemy, TracerPosition);\n\t\tReadInt(SenseEnemy, TracerBone);\n\t\tReadBool(SenseEnemy, DrawTracers);\n\t\tReadFloat(SenseEnemy, TracerThickness);\n\t\tReadBool(SenseEnemy, DrawNames);\n\t\tReadBool(SenseEnemy, DrawSeer);\n\t\tReadBool(SenseEnemy, DrawStatus);\n\t\tReadBool(SenseEnemy, DrawWeapon);\n\t\tReadBool(SenseEnemy, DrawLegend);\n\t\tReadBool(SenseEnemy, ShowMaxStatusValues);\n\n\t\tReadBool(SenseTeammate, DrawTeam);\n\t\tReadBool(SenseTeammate, DrawBoxes);\n\t\tReadBool(SenseTeammate, BoxOutline);\n\t\tReadInt(SenseTeammate, BoxType);\n\t\tReadInt(SenseTeammate, BoxStyle);\n\t\tReadFloat(SenseTeammate, BoxThickness);\n\t\tReadBool(SenseTeammate, DrawSkeleton);\n\t\tReadBool(SenseTeammate, SkeletonOutline);\n\t\tReadInt(SenseTeammate, SkeletonDetail);\n\t\tReadFloat(SenseTeammate, SkeletonThickness);\n\t\tReadBool(SenseTeammate, DrawHeadCircle);\n\t\tReadBool(SenseTeammate, HeadCircleOutline);\n\t\tReadFloat(SenseTeammate, HeadCircleThickness);\n\t\tReadBool(SenseTeammate, DrawBars);\n\t\tReadBool(SenseTeammate, HealthBar);\n\t\tReadBool(SenseTeammate, ShieldBar);\n\t\tReadInt(SenseTeammate, BarMode);\n\t\tReadInt(SenseTeammate, BarStyle);\n\t\tReadFloat(SenseTeammate, BarThickness);\n\t\tReadFloat(SenseTeammate, BarThickness2);\n\t\tReadFloat(SenseTeammate, BarHeight);\n\t\tReadFloat(SenseTeammate, BarWidth);\n\t\tReadInt(SenseTeammate, BarColorMode);\n\t\tReadBool(SenseTeammate, BarBackground);\n\t\tReadInt(SenseTeammate, WeaponColorType);\n\t\tReadBool(SenseTeammate, DrawDistance);\n\t\tReadInt(SenseTeammate, TracerPosition);\n\t\tReadInt(SenseTeammate, TracerBone);\n\t\tReadBool(SenseTeammate, DrawTracers);\n\t\tReadFloat(SenseTeammate, TracerThickness);\n\t\tReadBool(SenseTeammate, DrawNames);\n\t\tReadBool(SenseTeammate, DrawSeer);\n\t\tReadBool(SenseTeammate, DrawStatus);\n\t\tReadBool(SenseTeammate, DrawWeapon);\n\t\tReadBool(SenseTeammate, DrawLegend);\n\t\tReadBool(SenseTeammate, ShowMaxStatusValues);\n\n\t\tReadInt(SensePositions, NamePosition);\n\t\tReadInt(SensePositions, DistancePosition);\n\t\tReadInt(SensePositions, LegendPosition);\n\t\tReadInt(SensePositions, WeaponPosition);\n\t\tReadInt(SensePositions, StatusPosition);\n\n\t\tReadBool(Radar, MiniMap);\n\t\tReadFloat(Radar, MiniMapRange);\n\t\tReadInt(Radar, MiniMapScaleX);\n\t\tReadInt(Radar, MiniMapScaleY);\n\t\tReadBool(Radar, MiniMapGuides);\n\t\tReadInt(Radar, IdentifierSize);\n\t\tReadInt(Radar, MiniMapBlackBGSize);\n\t\tReadInt(Radar, EnemyIdentifier);\n\t\tReadBool(Radar, EnemyViewAngles);\n\t\tReadFloat(Radar, EnemyViewAnglesLength);\n\t\tReadFloat(Radar, RadarRounding);\n\t\tReadFloat(Radar, BackgroundColorR);\n\t\tReadFloat(Radar, BackgroundColorG);\n\t\tReadFloat(Radar, BackgroundColorB);\n\t\tReadFloat(Radar, BackgroundColorA);\n\n\t\tReadBool(Radar, BigMap);\n\t\tReadInt(Radar, BigMapBind);\n\t\tReadFloat(Radar, CircleColorR);\n\t\tReadFloat(Radar, CircleColorG);\n\t\tReadFloat(Radar, CircleColorB);\n\t\tReadFloat(Radar, CircleColorA);\n\n\t\tReadBool(Misc, SuperGlide);\n\t\tReadInt(Misc, SuperGlideMode);\n\t\tReadInt(Misc, SuperGlideFPS);\n\t\tReadBool(Misc, QuickTurn);\n\t\tReadInt(Misc, QuickTurnAngle);\n\t\tReadInt(Misc, QuickTurnBind);\n\t\tReadBool(Misc, BHop);\n\t\tReadInt(Misc, BHopDelay);\n\t\tReadInt(Misc, BHopBind);\n\t\tReadBool(Misc, WallJump);\n\t\tReadInt(Misc, WallJumpBind);\n\t\tReadBool(Misc, AutoTapStrafe);\n\t\tReadBool(Misc, RapidFire);\n\t\tReadInt(Misc, RapidFireDelay);\n\t\tReadInt(Misc, RapidFireBind);\n\t\t// Rapid Fire Weapon Toggles\n\t\t// Light\n\t\tReadBool(Misc, RapidP2020);\n\t\tReadBool(Misc, RapidR301);\n\t\tReadBool(Misc, RapidG7);\n\t\t// Heavy\n\t\tReadBool(Misc, RapidFlatline);\n\t\tReadBool(Misc, RapidHemlock);\n\t\tReadBool(Misc, RapidProwler);\n\t\t// Energy\n\t\tReadBool(Misc, RapidNemesis);\n\t\t// Shotgun\n\t\tReadBool(Misc, RapidMozambique);\n\t\tReadBool(Misc, RapidEVA8);\n\t\t// Legendary\n\t\tReadBool(Misc, RapidWingman);\n\t\tReadBool(Misc, SkinChanger);\n\t\t// Skin IDs\n\t\t// Light\n\t\tReadInt(Misc, SkinP2020);\n\t\tReadInt(Misc, SkinRE45);\n\t\tReadInt(Misc, SkinALTERNATOR);\n\t\tReadInt(Misc, SkinR99);\n\t\tReadInt(Misc, SkinR301);\n\t\tReadInt(Misc, SkinSPITFIRE);\n\t\tReadInt(Misc, SkinG7);\n\t\t// Heavy\n\t\tReadInt(Misc, SkinFLATLINE);\n\t\tReadInt(Misc, SkinHEMLOCK);\n\t\tReadInt(Misc, SkinREPEATER);\n\t\tReadInt(Misc, SkinRAMPAGE);\n\t\tReadInt(Misc, SkinCAR);\n\t\t// Energy\n\t\tReadInt(Misc, SkinHAVOC);\n\t\tReadInt(Misc, SkinDEVOTION);\n\t\tReadInt(Misc, SkinLSTAR);\n\t\tReadInt(Misc, SkinTRIPLETAKE);\n\t\tReadInt(Misc, SkinVOLT);\n\t\tReadInt(Misc, SkinNEMESIS);\n\t\t// Shotgun\n\t\tReadInt(Misc, SkinMOZAMBIQUE);\n\t\tReadInt(Misc, SkinEVA8);\n\t\tReadInt(Misc, SkinPEACEKEEPER);\n\t\tReadInt(Misc, SkinMASTIFF);\n\t\t// Snipers\n\t\tReadInt(Misc, SkinLONGBOW);\n\t\tReadInt(Misc, SkinCHARGE_RIFLE);\n\t\tReadInt(Misc, SkinSENTINEL);\n\t\t// Legendary\n\t\tReadInt(Misc, SkinWINGMAN);\n\t\tReadInt(Misc, SkinPROWLER);\n\t\tReadInt(Misc, SkinBOCEK);\n\t\tReadInt(Misc, SkinKRABER);\n\n\t\tReadInt(Colors, WeaponColorMode);\n\t\tReadFloat(Colors, TargetLineColorR);\n\t\tReadFloat(Colors, TargetLineColorG);\n\t\tReadFloat(Colors, TargetLineColorB);\n\t\tReadFloat(Colors, TargetLineColorA);\n\t\tReadFloat(Colors, TargetLineLockedColorR);\n\t\tReadFloat(Colors, TargetLineLockedColorG);\n\t\tReadFloat(Colors, TargetLineLockedColorB);\n\t\tReadFloat(Colors, TargetLineLockedColorA);\n\t\tReadFloat(Colors, TargetDotColorR);\n\t\tReadFloat(Colors, TargetDotColorG);\n\t\tReadFloat(Colors, TargetDotColorB);\n\t\tReadFloat(Colors, TargetDotColorA);\n\t\tReadFloat(Colors, TargetDotLockedColorR);\n\t\tReadFloat(Colors, TargetDotLockedColorG);\n\t\tReadFloat(Colors, TargetDotLockedColorB);\n\t\tReadFloat(Colors, TargetDotLockedColorA);\n\t\tReadFloat(Colors, TargetBoxColorR);\n\t\tReadFloat(Colors, TargetBoxColorG);\n\t\tReadFloat(Colors, TargetBoxColorB);\n\t\tReadFloat(Colors, TargetBoxColorA);\n\t\tReadFloat(Colors, TargetBoxLockedColorR);\n\t\tReadFloat(Colors, TargetBoxLockedColorG);\n\t\tReadFloat(Colors, TargetBoxLockedColorB);\n\t\tReadFloat(Colors, TargetBoxLockedColorA);\n\t\tReadFloat(Colors, TargetInfoColorR);\n\t\tReadFloat(Colors, TargetInfoColorG);\n\t\tReadFloat(Colors, TargetInfoColorB);\n\t\tReadFloat(Colors, TargetInfoColorA);\n\t\tReadFloat(Colors, TargetInfoLockedColorR);\n\t\tReadFloat(Colors, TargetInfoLockedColorG);\n\t\tReadFloat(Colors, TargetInfoLockedColorB);\n\t\tReadFloat(Colors, TargetInfoLockedColorA);\n\t\tReadFloat(Colors, FOVColorR);\n\t\tReadFloat(Colors, FOVColorG);\n\t\tReadFloat(Colors, FOVColorB);\n\t\tReadFloat(Colors, FOVColorA);\n\t\tReadFloat(Colors, FilledFOVColorR);\n\t\tReadFloat(Colors, FilledFOVColorG);\n\t\tReadFloat(Colors, FilledFOVColorB);\n\t\tReadFloat(Colors, FilledFOVColorA);\n\t\tReadFloat(Colors, CrosshairColorR);\n\t\tReadFloat(Colors, CrosshairColorG);\n\t\tReadFloat(Colors, CrosshairColorB);\n\t\tReadFloat(Colors, CrosshairColorA);\n\t\tReadFloat(Colors, SpectatorWarningColorR);\n\t\tReadFloat(Colors, SpectatorWarningColorG);\n\t\tReadFloat(Colors, SpectatorWarningColorB);\n\t\tReadFloat(Colors, SpectatorWarningColorA);\n\t\tReadFloat(Colors, VisibleWarningColorR);\n\t\tReadFloat(Colors, VisibleWarningColorG);\n\t\tReadFloat(Colors, VisibleWarningColorB);\n\t\tReadFloat(Colors, VisibleWarningColorA);\n\n\t\tReadFloat(Colors, NameColorR);\n\t\tReadFloat(Colors, NameColorG);\n\t\tReadFloat(Colors, NameColorB);\n\t\tReadFloat(Colors, NameColorA);\n\n\t\tReadFloat(EnemyColors, InvisibleBoxColorR);\n\t\tReadFloat(EnemyColors, InvisibleBoxColorG);\n\t\tReadFloat(EnemyColors, InvisibleBoxColorB);\n\t\tReadFloat(EnemyColors, InvisibleBoxColorA);\n\t\tReadFloat(EnemyColors, VisibleBoxColorR);\n\t\tReadFloat(EnemyColors, VisibleBoxColorG);\n\t\tReadFloat(EnemyColors, VisibleBoxColorB);\n\t\tReadFloat(EnemyColors, VisibleBoxColorA);\n\t\tReadFloat(EnemyColors, KnockedBoxColorR);\n\t\tReadFloat(EnemyColors, KnockedBoxColorG);\n\t\tReadFloat(EnemyColors, KnockedBoxColorB);\n\t\tReadFloat(EnemyColors, KnockedBoxColorA);\n\t\tReadFloat(EnemyColors, InvisibleFilledBoxColorR);\n\t\tReadFloat(EnemyColors, InvisibleFilledBoxColorG);\n\t\tReadFloat(EnemyColors, InvisibleFilledBoxColorB);\n\t\tReadFloat(EnemyColors, InvisibleFilledBoxColorA);\n\t\tReadFloat(EnemyColors, VisibleFilledBoxColorR);\n\t\tReadFloat(EnemyColors, VisibleFilledBoxColorG);\n\t\tReadFloat(EnemyColors, VisibleFilledBoxColorB);\n\t\tReadFloat(EnemyColors, VisibleFilledBoxColorA);\n\t\tReadFloat(EnemyColors, KnockedFilledBoxColorR);\n\t\tReadFloat(EnemyColors, KnockedFilledBoxColorG);\n\t\tReadFloat(EnemyColors, KnockedFilledBoxColorB);\n\t\tReadFloat(EnemyColors, KnockedFilledBoxColorA);\n\t\tReadFloat(EnemyColors, InvisibleTracerColorR);\n\t\tReadFloat(EnemyColors, InvisibleTracerColorG);\n\t\tReadFloat(EnemyColors, InvisibleTracerColorB);\n\t\tReadFloat(EnemyColors, InvisibleTracerColorA);\n\t\tReadFloat(EnemyColors, VisibleTracerColorR);\n\t\tReadFloat(EnemyColors, VisibleTracerColorG);\n\t\tReadFloat(EnemyColors, VisibleTracerColorB);\n\t\tReadFloat(EnemyColors, VisibleTracerColorA);\n\t\tReadFloat(EnemyColors, KnockedTracerColorR);\n\t\tReadFloat(EnemyColors, KnockedTracerColorG);\n\t\tReadFloat(EnemyColors, KnockedTracerColorB);\n\t\tReadFloat(EnemyColors, KnockedTracerColorA);\n\t\tReadFloat(EnemyColors, InvisibleSkeletonColorR);\n\t\tReadFloat(EnemyColors, InvisibleSkeletonColorG);\n\t\tReadFloat(EnemyColors, InvisibleSkeletonColorB);\n\t\tReadFloat(EnemyColors, InvisibleSkeletonColorA);\n\t\tReadFloat(EnemyColors, VisibleSkeletonColorR);\n\t\tReadFloat(EnemyColors, VisibleSkeletonColorG);\n\t\tReadFloat(EnemyColors, VisibleSkeletonColorB);\n\t\tReadFloat(EnemyColors, VisibleSkeletonColorA);\n\t\tReadFloat(EnemyColors, KnockedSkeletonColorR);\n\t\tReadFloat(EnemyColors, KnockedSkeletonColorG);\n\t\tReadFloat(EnemyColors, KnockedSkeletonColorB);\n\t\tReadFloat(EnemyColors, KnockedSkeletonColorA);\n\t\tReadFloat(EnemyColors, InvisibleHeadCircleColorR);\n\t\tReadFloat(EnemyColors, InvisibleHeadCircleColorG);\n\t\tReadFloat(EnemyColors, InvisibleHeadCircleColorB);\n\t\tReadFloat(EnemyColors, InvisibleHeadCircleColorA);\n\t\tReadFloat(EnemyColors, VisibleHeadCircleColorR);\n\t\tReadFloat(EnemyColors, VisibleHeadCircleColorG);\n\t\tReadFloat(EnemyColors, VisibleHeadCircleColorB);\n\t\tReadFloat(EnemyColors, VisibleHeadCircleColorA);\n\t\tReadFloat(EnemyColors, KnockedHeadCircleColorR);\n\t\tReadFloat(EnemyColors, KnockedHeadCircleColorG);\n\t\tReadFloat(EnemyColors, KnockedHeadCircleColorB);\n\t\tReadFloat(EnemyColors, KnockedHeadCircleColorA);\n\t\tReadFloat(EnemyColors, InvisibleNameColorR);\n\t\tReadFloat(EnemyColors, InvisibleNameColorG);\n\t\tReadFloat(EnemyColors, InvisibleNameColorB);\n\t\tReadFloat(EnemyColors, InvisibleNameColorA);\n\t\tReadFloat(EnemyColors, VisibleNameColorR);\n\t\tReadFloat(EnemyColors, VisibleNameColorG);\n\t\tReadFloat(EnemyColors, VisibleNameColorB);\n\t\tReadFloat(EnemyColors, VisibleNameColorA);\n\t\tReadFloat(EnemyColors, KnockedNameColorR);\n\t\tReadFloat(EnemyColors, KnockedNameColorG);\n\t\tReadFloat(EnemyColors, KnockedNameColorB);\n\t\tReadFloat(EnemyColors, KnockedNameColorA);\n\t\tReadFloat(EnemyColors, InvisibleDistanceColorR);\n\t\tReadFloat(EnemyColors, InvisibleDistanceColorG);\n\t\tReadFloat(EnemyColors, InvisibleDistanceColorB);\n\t\tReadFloat(EnemyColors, InvisibleDistanceColorA);\n\t\tReadFloat(EnemyColors, VisibleDistanceColorR);\n\t\tReadFloat(EnemyColors, VisibleDistanceColorG);\n\t\tReadFloat(EnemyColors, VisibleDistanceColorB);\n\t\tReadFloat(EnemyColors, VisibleDistanceColorA);\n\t\tReadFloat(EnemyColors, KnockedDistanceColorR);\n\t\tReadFloat(EnemyColors, KnockedDistanceColorG);\n\t\tReadFloat(EnemyColors, KnockedDistanceColorB);\n\t\tReadFloat(EnemyColors, KnockedDistanceColorA);\n\t\tReadFloat(EnemyColors, InvisibleLegendColorR);\n\t\tReadFloat(EnemyColors, InvisibleLegendColorG);\n\t\tReadFloat(EnemyColors, InvisibleLegendColorB);\n\t\tReadFloat(EnemyColors, InvisibleLegendColorA);\n\t\tReadFloat(EnemyColors, VisibleLegendColorR);\n\t\tReadFloat(EnemyColors, VisibleLegendColorG);\n\t\tReadFloat(EnemyColors, VisibleLegendColorB);\n\t\tReadFloat(EnemyColors, VisibleLegendColorA);\n\t\tReadFloat(EnemyColors, KnockedLegendColorR);\n\t\tReadFloat(EnemyColors, KnockedLegendColorG);\n\t\tReadFloat(EnemyColors, KnockedLegendColorB);\n\t\tReadFloat(EnemyColors, KnockedLegendColorA);\n\t\t// Bar\n\t\tReadInt(EnemyColors, BarColorMode);\n\t\t// WeaponESP Colors\n\t\tReadFloat(EnemyColors, InvisibleWeaponColorR);\n\t\tReadFloat(EnemyColors, InvisibleWeaponColorG);\n\t\tReadFloat(EnemyColors, InvisibleWeaponColorB);\n\t\tReadFloat(EnemyColors, InvisibleWeaponColorA);\n\t\tReadFloat(EnemyColors, VisibleWeaponColorR);\n\t\tReadFloat(EnemyColors, VisibleWeaponColorG);\n\t\tReadFloat(EnemyColors, VisibleWeaponColorB);\n\t\tReadFloat(EnemyColors, VisibleWeaponColorA);\n\t\tReadFloat(EnemyColors, KnockedWeaponColorR);\n\t\tReadFloat(EnemyColors, KnockedWeaponColorG);\n\t\tReadFloat(EnemyColors, KnockedWeaponColorB);\n\t\tReadFloat(EnemyColors, KnockedWeaponColorA);\n\t\t// Multiple\n\t\tReadFloat(EnemyColors, LightWeaponColorR);\n\t\tReadFloat(EnemyColors, LightWeaponColorG);\n\t\tReadFloat(EnemyColors, LightWeaponColorB);\n\t\tReadFloat(EnemyColors, LightWeaponColorA);\n\t\tReadFloat(EnemyColors, HeavyWeaponColorR);\n\t\tReadFloat(EnemyColors, HeavyWeaponColorG);\n\t\tReadFloat(EnemyColors, HeavyWeaponColorB);\n\t\tReadFloat(EnemyColors, HeavyWeaponColorA);\n\t\tReadFloat(EnemyColors, EnergyWeaponColorR);\n\t\tReadFloat(EnemyColors, EnergyWeaponColorG);\n\t\tReadFloat(EnemyColors, EnergyWeaponColorB);\n\t\tReadFloat(EnemyColors, EnergyWeaponColorA);\n\t\tReadFloat(EnemyColors, ShotgunWeaponColorR);\n\t\tReadFloat(EnemyColors, ShotgunWeaponColorG);\n\t\tReadFloat(EnemyColors, ShotgunWeaponColorB);\n\t\tReadFloat(EnemyColors, ShotgunWeaponColorA);\n\t\tReadFloat(EnemyColors, SniperWeaponColorR);\n\t\tReadFloat(EnemyColors, SniperWeaponColorG);\n\t\tReadFloat(EnemyColors, SniperWeaponColorB);\n\t\tReadFloat(EnemyColors, SniperWeaponColorA);\n\t\tReadFloat(EnemyColors, LegendaryWeaponColorR);\n\t\tReadFloat(EnemyColors, LegendaryWeaponColorG);\n\t\tReadFloat(EnemyColors, LegendaryWeaponColorB);\n\t\tReadFloat(EnemyColors, LegendaryWeaponColorA);\n\t\tReadFloat(EnemyColors, MeleeWeaponColorR);\n\t\tReadFloat(EnemyColors, MeleeWeaponColorG);\n\t\tReadFloat(EnemyColors, MeleeWeaponColorB);\n\t\tReadFloat(EnemyColors, MeleeWeaponColorA);\n\t\tReadFloat(EnemyColors, ThrowableWeaponColorR);\n\t\tReadFloat(EnemyColors, ThrowableWeaponColorG);\n\t\tReadFloat(EnemyColors, ThrowableWeaponColorB);\n\t\tReadFloat(EnemyColors, ThrowableWeaponColorA);\n\t\t// Glow\n\t\tReadFloat(EnemyColors, InvisibleGlowColorR);\n\t\tReadFloat(EnemyColors, InvisibleGlowColorG);\n\t\tReadFloat(EnemyColors, InvisibleGlowColorB);\n\t\tReadFloat(EnemyColors, VisibleGlowColorR);\n\t\tReadFloat(EnemyColors, VisibleGlowColorG);\n\t\tReadFloat(EnemyColors, VisibleGlowColorB);\n\t\tReadFloat(EnemyColors, KnockedGlowColorR);\n\t\tReadFloat(EnemyColors, KnockedGlowColorG);\n\t\tReadFloat(EnemyColors, KnockedGlowColorB);\n\t\tReadFloat(EnemyColors, RedShieldColorR);\n\t\tReadFloat(EnemyColors, RedShieldColorG);\n\t\tReadFloat(EnemyColors, RedShieldColorB);\n\t\tReadFloat(EnemyColors, PurpleShieldColorR);\n\t\tReadFloat(EnemyColors, PurpleShieldColorG);\n\t\tReadFloat(EnemyColors, PurpleShieldColorB);\n\t\tReadFloat(EnemyColors, BlueShieldColorR);\n\t\tReadFloat(EnemyColors, BlueShieldColorG);\n\t\tReadFloat(EnemyColors, BlueShieldColorB);\n\t\tReadFloat(EnemyColors, GreyShieldColorR);\n\t\tReadFloat(EnemyColors, GreyShieldColorG);\n\t\tReadFloat(EnemyColors, GreyShieldColorB);\n\t\tReadFloat(EnemyColors, LowGlowColorR);\n\t\tReadFloat(EnemyColors, LowGlowColorG);\n\t\tReadFloat(EnemyColors, LowGlowColorB);\n\n\t\tReadFloat(TeammateColors, InvisibleBoxColorR);\n\t\tReadFloat(TeammateColors, InvisibleBoxColorG);\n\t\tReadFloat(TeammateColors, InvisibleBoxColorB);\n\t\tReadFloat(TeammateColors, InvisibleBoxColorA);\n\t\tReadFloat(TeammateColors, VisibleBoxColorR);\n\t\tReadFloat(TeammateColors, VisibleBoxColorG);\n\t\tReadFloat(TeammateColors, VisibleBoxColorB);\n\t\tReadFloat(TeammateColors, VisibleBoxColorA);\n\t\tReadFloat(TeammateColors, KnockedBoxColorR);\n\t\tReadFloat(TeammateColors, KnockedBoxColorG);\n\t\tReadFloat(TeammateColors, KnockedBoxColorB);\n\t\tReadFloat(TeammateColors, KnockedBoxColorA);\n\t\tReadFloat(TeammateColors, InvisibleFilledBoxColorR);\n\t\tReadFloat(TeammateColors, InvisibleFilledBoxColorG);\n\t\tReadFloat(TeammateColors, InvisibleFilledBoxColorB);\n\t\tReadFloat(TeammateColors, InvisibleFilledBoxColorA);\n\t\tReadFloat(TeammateColors, VisibleFilledBoxColorR);\n\t\tReadFloat(TeammateColors, VisibleFilledBoxColorG);\n\t\tReadFloat(TeammateColors, VisibleFilledBoxColorB);\n\t\tReadFloat(TeammateColors, VisibleFilledBoxColorA);\n\t\tReadFloat(TeammateColors, KnockedFilledBoxColorR);\n\t\tReadFloat(TeammateColors, KnockedFilledBoxColorG);\n\t\tReadFloat(TeammateColors, KnockedFilledBoxColorB);\n\t\tReadFloat(TeammateColors, KnockedFilledBoxColorA);\n\t\tReadFloat(TeammateColors, InvisibleTracerColorR);\n\t\tReadFloat(TeammateColors, InvisibleTracerColorG);\n\t\tReadFloat(TeammateColors, InvisibleTracerColorB);\n\t\tReadFloat(TeammateColors, InvisibleTracerColorA);\n\t\tReadFloat(TeammateColors, VisibleTracerColorR);\n\t\tReadFloat(TeammateColors, VisibleTracerColorG);\n\t\tReadFloat(TeammateColors, VisibleTracerColorB);\n\t\tReadFloat(TeammateColors, VisibleTracerColorA);\n\t\tReadFloat(TeammateColors, KnockedTracerColorR);\n\t\tReadFloat(TeammateColors, KnockedTracerColorG);\n\t\tReadFloat(TeammateColors, KnockedTracerColorB);\n\t\tReadFloat(TeammateColors, KnockedTracerColorA);\n\t\tReadFloat(TeammateColors, InvisibleSkeletonColorR);\n\t\tReadFloat(TeammateColors, InvisibleSkeletonColorG);\n\t\tReadFloat(TeammateColors, InvisibleSkeletonColorB);\n\t\tReadFloat(TeammateColors, InvisibleSkeletonColorA);\n\t\tReadFloat(TeammateColors, VisibleSkeletonColorR);\n\t\tReadFloat(TeammateColors, VisibleSkeletonColorG);\n\t\tReadFloat(TeammateColors, VisibleSkeletonColorB);\n\t\tReadFloat(TeammateColors, VisibleSkeletonColorA);\n\t\tReadFloat(TeammateColors, KnockedSkeletonColorR);\n\t\tReadFloat(TeammateColors, KnockedSkeletonColorG);\n\t\tReadFloat(TeammateColors, KnockedSkeletonColorB);\n\t\tReadFloat(TeammateColors, KnockedSkeletonColorA);\n\t\tReadFloat(TeammateColors, InvisibleHeadCircleColorR);\n\t\tReadFloat(TeammateColors, InvisibleHeadCircleColorG);\n\t\tReadFloat(TeammateColors, InvisibleHeadCircleColorB);\n\t\tReadFloat(TeammateColors, InvisibleHeadCircleColorA);\n\t\tReadFloat(TeammateColors, VisibleHeadCircleColorR);\n\t\tReadFloat(TeammateColors, VisibleHeadCircleColorG);\n\t\tReadFloat(TeammateColors, VisibleHeadCircleColorB);\n\t\tReadFloat(TeammateColors, VisibleHeadCircleColorA);\n\t\tReadFloat(TeammateColors, KnockedHeadCircleColorR);\n\t\tReadFloat(TeammateColors, KnockedHeadCircleColorG);\n\t\tReadFloat(TeammateColors, KnockedHeadCircleColorB);\n\t\tReadFloat(TeammateColors, KnockedHeadCircleColorA);\n\t\tReadFloat(TeammateColors, InvisibleNameColorR);\n\t\tReadFloat(TeammateColors, InvisibleNameColorG);\n\t\tReadFloat(TeammateColors, InvisibleNameColorB);\n\t\tReadFloat(TeammateColors, InvisibleNameColorA);\n\t\tReadFloat(TeammateColors, VisibleNameColorR);\n\t\tReadFloat(TeammateColors, VisibleNameColorG);\n\t\tReadFloat(TeammateColors, VisibleNameColorB);\n\t\tReadFloat(TeammateColors, VisibleNameColorA);\n\t\tReadFloat(TeammateColors, KnockedNameColorR);\n\t\tReadFloat(TeammateColors, KnockedNameColorG);\n\t\tReadFloat(TeammateColors, KnockedNameColorB);\n\t\tReadFloat(TeammateColors, KnockedNameColorA);\n\t\tReadFloat(TeammateColors, InvisibleDistanceColorR);\n\t\tReadFloat(TeammateColors, InvisibleDistanceColorG);\n\t\tReadFloat(TeammateColors, InvisibleDistanceColorB);\n\t\tReadFloat(TeammateColors, InvisibleDistanceColorA);\n\t\tReadFloat(TeammateColors, VisibleDistanceColorR);\n\t\tReadFloat(TeammateColors, VisibleDistanceColorG);\n\t\tReadFloat(TeammateColors, VisibleDistanceColorB);\n\t\tReadFloat(TeammateColors, VisibleDistanceColorA);\n\t\tReadFloat(TeammateColors, KnockedDistanceColorR);\n\t\tReadFloat(TeammateColors, KnockedDistanceColorG);\n\t\tReadFloat(TeammateColors, KnockedDistanceColorB);\n\t\tReadFloat(TeammateColors, KnockedDistanceColorA);\n\t\tReadFloat(TeammateColors, InvisibleLegendColorR);\n\t\tReadFloat(TeammateColors, InvisibleLegendColorG);\n\t\tReadFloat(TeammateColors, InvisibleLegendColorB);\n\t\tReadFloat(TeammateColors, InvisibleLegendColorA);\n\t\tReadFloat(TeammateColors, VisibleLegendColorR);\n\t\tReadFloat(TeammateColors, VisibleLegendColorG);\n\t\tReadFloat(TeammateColors, VisibleLegendColorB);\n\t\tReadFloat(TeammateColors, VisibleLegendColorA);\n\t\tReadFloat(TeammateColors, KnockedLegendColorR);\n\t\tReadFloat(TeammateColors, KnockedLegendColorG);\n\t\tReadFloat(TeammateColors, KnockedLegendColorB);\n\t\tReadFloat(TeammateColors, KnockedLegendColorA);\n\t\t// Bar\n\t\tReadInt(TeammateColors, BarColorMode);\n\t\t// WeaponESP Colors\n\t\tReadFloat(TeammateColors, InvisibleWeaponColorR);\n\t\tReadFloat(TeammateColors, InvisibleWeaponColorG);\n\t\tReadFloat(TeammateColors, InvisibleWeaponColorB);\n\t\tReadFloat(TeammateColors, InvisibleWeaponColorA);\n\t\tReadFloat(TeammateColors, VisibleWeaponColorR);\n\t\tReadFloat(TeammateColors, VisibleWeaponColorG);\n\t\tReadFloat(TeammateColors, VisibleWeaponColorB);\n\t\tReadFloat(TeammateColors, VisibleWeaponColorA);\n\t\tReadFloat(TeammateColors, KnockedWeaponColorR);\n\t\tReadFloat(TeammateColors, KnockedWeaponColorG);\n\t\tReadFloat(TeammateColors, KnockedWeaponColorB);\n\t\tReadFloat(TeammateColors, KnockedWeaponColorA);\n\t\t// Multiple\n\t\tReadFloat(TeammateColors, LightWeaponColorR);\n\t\tReadFloat(TeammateColors, LightWeaponColorG);\n\t\tReadFloat(TeammateColors, LightWeaponColorB);\n\t\tReadFloat(TeammateColors, LightWeaponColorA);\n\t\tReadFloat(TeammateColors, HeavyWeaponColorR);\n\t\tReadFloat(TeammateColors, HeavyWeaponColorG);\n\t\tReadFloat(TeammateColors, HeavyWeaponColorB);\n\t\tReadFloat(TeammateColors, HeavyWeaponColorA);\n\t\tReadFloat(TeammateColors, EnergyWeaponColorR);\n\t\tReadFloat(TeammateColors, EnergyWeaponColorG);\n\t\tReadFloat(TeammateColors, EnergyWeaponColorB);\n\t\tReadFloat(TeammateColors, EnergyWeaponColorA);\n\t\tReadFloat(TeammateColors, ShotgunWeaponColorR);\n\t\tReadFloat(TeammateColors, ShotgunWeaponColorG);\n\t\tReadFloat(TeammateColors, ShotgunWeaponColorB);\n\t\tReadFloat(TeammateColors, ShotgunWeaponColorA);\n\t\tReadFloat(TeammateColors, SniperWeaponColorR);\n\t\tReadFloat(TeammateColors, SniperWeaponColorG);\n\t\tReadFloat(TeammateColors, SniperWeaponColorB);\n\t\tReadFloat(TeammateColors, SniperWeaponColorA);\n\t\tReadFloat(TeammateColors, LegendaryWeaponColorR);\n\t\tReadFloat(TeammateColors, LegendaryWeaponColorG);\n\t\tReadFloat(TeammateColors, LegendaryWeaponColorB);\n\t\tReadFloat(TeammateColors, LegendaryWeaponColorA);\n\t\tReadFloat(TeammateColors, MeleeWeaponColorR);\n\t\tReadFloat(TeammateColors, MeleeWeaponColorG);\n\t\tReadFloat(TeammateColors, MeleeWeaponColorB);\n\t\tReadFloat(TeammateColors, MeleeWeaponColorA);\n\t\tReadFloat(TeammateColors, ThrowableWeaponColorR);\n\t\tReadFloat(TeammateColors, ThrowableWeaponColorG);\n\t\tReadFloat(TeammateColors, ThrowableWeaponColorB);\n\t\tReadFloat(TeammateColors, ThrowableWeaponColorA);\n\n\t\tReadBool(Watermark, Watermark);\n\t\tReadInt(Watermark, WatermarkPosition);\n\t\tReadBool(Watermark, Name);\n\t\tReadBool(Watermark, ProcessingSpeed);\n\t\tReadBool(Watermark, GameFPS);\n\t\tReadBool(Watermark, Spectators);\n\n\t\tReadInt(Settings, MenuBind);\n\t\tReadBool(Settings, ESPEnabled);\n\t\tReadBool(Settings, DeadCheck);\n\t\tReadBool(Settings, OverlayEnabled);\n\t\tReadBool(Settings, AntiAliasedLines);\n\t\tReadBool(Settings, FPSCap);\n\t\tReadInt(Settings, CappedFPS);\n\t\tReadBool(Settings, ShowKeybinds);\n\t\tReadFloat(Settings, KeybindColorR);\n\t\tReadFloat(Settings, KeybindColorG);\n\t\tReadFloat(Settings, KeybindColorB);\n\t\tReadFloat(Settings, KeybindColorA);\n\n\t\tUpdateConfig();\n\t\treturn true;\n\t}\n};\n"
  },
  {
    "path": "Utils/Conversion.hpp",
    "content": "#pragma once\n#include <random>\n\nnamespace Conversion {\nfloat ToGameUnits(float Meters) { return 39.37007874 * Meters; }\n\nfloat ToMeters(float GameUnits) { return GameUnits / 39.37007874; }\n}; // namespace Conversion\n\nnamespace Utils {\ninline float RandomFloat() {\n  std::random_device rd;\n  std::mt19937 gen(rd());\n  std::uniform_real_distribution<float> dis(0.0f, 1.0f);\n  return dis(gen);\n}\n\ninline float RandomRange(float min, float max) {\n  if (min > max) {\n    float Temp = min;\n    min = max;\n    max = Temp;\n  }\n  return RandomFloat() * (max - min) + min;\n}\n} // namespace Utils"
  },
  {
    "path": "Utils/Features.hpp",
    "content": "#pragma once\n#include <string>\n#include <fstream>\n#include <iostream>\n#include \"../imgui/imgui.h\"\n#include \"../imgui/imgui_impl_glfw.h\"\n#include \"../imgui/imgui_impl_opengl3.h\"\n#include \"../Utils/HitboxType.hpp\"\n#include \"../Utils/InputTypes.hpp\"\n#include \"XDisplay.hpp\"\n\nnamespace Features {\n\n    int TotalSpectators = 0;\n\n    namespace Home {\n        bool IsMenuOpened = true;\n    };\n\n    namespace Settings {\n        InputKeyType MenuBind = InputKeyType::KEYBOARD_INSERT;\n        bool ESPEnabled = true;\n        bool DeadCheck = false;\n        bool OverlayEnabled = true;\n        bool AntiAliasedLines = true;\n        bool FPSCap = false;\n        int CappedFPS = 144;\n        bool ShowKeybinds = false;\n        float KeybindColor[4] = { 0.99, 0, 0, 0.99 };\n    };\n\n    namespace Dev {\n        bool Enabled = false;\n        bool LocalWeapon = false;\n        bool EnemyWeapon = false;\n        bool SkeletonIDs = false;\n        int BoneRange = 20;\n    };\n    \n    namespace AimbotHitboxes {\n        HitboxType Hitbox = HitboxType::UpperChest;\n\n        //Advanced Hitboxes\n        HitboxType P2020Hitbox = HitboxType::UpperChest;\n        HitboxType RE45Hitbox = HitboxType::UpperChest;\n        HitboxType AlternatorHitbox = HitboxType::UpperChest;\n        HitboxType R99Hitbox = HitboxType::UpperChest;\n        HitboxType R301Hitbox = HitboxType::UpperChest;\n        HitboxType SpitfireHitbox = HitboxType::UpperChest;\n        HitboxType G7Hitbox = HitboxType::UpperChest;\n        HitboxType FlatlineHitbox = HitboxType::UpperChest;\n        HitboxType HemlockHitbox = HitboxType::UpperChest;\n        HitboxType RepeaterHitbox = HitboxType::UpperChest;\n        HitboxType RampageHitbox = HitboxType::UpperChest;\n        HitboxType CARSMGHitbox = HitboxType::UpperChest;\n        HitboxType HavocHitbox = HitboxType::UpperChest;\n        HitboxType DevotionHitbox = HitboxType::UpperChest;\n        HitboxType LSTARHitbox = HitboxType::UpperChest;\n        HitboxType TripleTakeHitbox = HitboxType::UpperChest;\n        HitboxType VoltHitbox = HitboxType::UpperChest;\n        HitboxType NemesisHitbox = HitboxType::UpperChest;\n        HitboxType MozambiqueHitbox = HitboxType::UpperChest;\n        HitboxType EVA8Hitbox = HitboxType::UpperChest;\n        HitboxType PeacekeeperHitbox = HitboxType::UpperChest;\n        HitboxType MastiffHitbox = HitboxType::UpperChest;\n        HitboxType LongbowHitbox = HitboxType::UpperChest;\n        HitboxType ChargeRifleHitbox = HitboxType::UpperChest;\n        HitboxType SentinelHitbox = HitboxType::UpperChest;\n        HitboxType WingmanHitbox = HitboxType::UpperChest;\n        HitboxType ProwlerHitbox = HitboxType::UpperChest;\n        HitboxType BocekHitbox = HitboxType::UpperChest;\n        HitboxType KraberHitbox = HitboxType::UpperChest;\n        HitboxType ThrowingKnifeHitbox = HitboxType::UpperChest;\n    };\n\n    namespace AimbotBinds {\n        InputKeyType AimBind = InputKeyType::MOUSE_Left;\n        InputKeyType ExtraBind = InputKeyType::MOUSE_Right;\n\n        //Advanced Binds\n        InputKeyType P2020AimBind = InputKeyType::MOUSE_Left;\n        InputKeyType P2020ExtraBind = InputKeyType::INPUT_NONE;\n        InputKeyType RE45AimBind = InputKeyType::MOUSE_Left;\n        InputKeyType RE45ExtraBind = InputKeyType::INPUT_NONE;\n        InputKeyType AlternatorAimBind = InputKeyType::MOUSE_Left;\n        InputKeyType AlternatorExtraBind = InputKeyType::INPUT_NONE;\n        InputKeyType R99AimBind = InputKeyType::MOUSE_Left;\n        InputKeyType R99ExtraBind = InputKeyType::INPUT_NONE;\n        InputKeyType R301AimBind = InputKeyType::MOUSE_Left;\n        InputKeyType R301ExtraBind = InputKeyType::INPUT_NONE;\n        InputKeyType SpitfireAimBind = InputKeyType::MOUSE_Left;\n        InputKeyType SpitfireExtraBind = InputKeyType::INPUT_NONE;\n        InputKeyType G7AimBind = InputKeyType::MOUSE_Left;\n        InputKeyType G7ExtraBind = InputKeyType::MOUSE_Right;\n\n        InputKeyType FlatlineAimBind = InputKeyType::MOUSE_Left;\n        InputKeyType FlatlineExtraBind = InputKeyType::INPUT_NONE;\n        InputKeyType HemlockAimBind = InputKeyType::MOUSE_Left;\n        InputKeyType HemlockExtraBind = InputKeyType::INPUT_NONE;\n        InputKeyType RepeaterAimBind = InputKeyType::MOUSE_Left;\n        InputKeyType RepeaterExtraBind = InputKeyType::MOUSE_Right;\n        InputKeyType RampageAimBind = InputKeyType::MOUSE_Left;\n        InputKeyType RampageExtraBind = InputKeyType::INPUT_NONE;\n        InputKeyType CARSMGAimBind = InputKeyType::MOUSE_Left;\n        InputKeyType CARSMGExtraBind = InputKeyType::INPUT_NONE;\n        \n        InputKeyType HavocAimBind = InputKeyType::MOUSE_Left;\n        InputKeyType HavocExtraBind = InputKeyType::INPUT_NONE;\n        InputKeyType DevotionAimBind = InputKeyType::MOUSE_Left;\n        InputKeyType DevotionExtraBind = InputKeyType::INPUT_NONE;\n        InputKeyType LSTARAimBind = InputKeyType::MOUSE_Left;\n        InputKeyType LSTARExtraBind = InputKeyType::INPUT_NONE;\n        InputKeyType TripleTakeAimBind = InputKeyType::MOUSE_Left;\n        InputKeyType TripleTakeExtraBind = InputKeyType::MOUSE_Right;\n        InputKeyType VoltAimBind = InputKeyType::MOUSE_Left;\n        InputKeyType VoltExtraBind = InputKeyType::INPUT_NONE;\n        InputKeyType NemesisAimBind = InputKeyType::MOUSE_Left;\n        InputKeyType NemesisExtraBind = InputKeyType::INPUT_NONE;\n\n        InputKeyType MozambiqueAimBind = InputKeyType::MOUSE_Left;\n        InputKeyType MozambiqueExtraBind = InputKeyType::MOUSE_Right;\n        InputKeyType EVA8AimBind = InputKeyType::MOUSE_Left;\n        InputKeyType EVA8ExtraBind = InputKeyType::MOUSE_Right;\n        InputKeyType PeacekeeperAimBind = InputKeyType::MOUSE_Left;\n        InputKeyType PeacekeeperExtraBind = InputKeyType::MOUSE_Right;\n        InputKeyType MastiffAimBind = InputKeyType::MOUSE_Left;\n        InputKeyType MastiffExtraBind = InputKeyType::MOUSE_Right;\n\n        InputKeyType LongbowAimBind = InputKeyType::MOUSE_Left;\n        InputKeyType LongbowExtraBind = InputKeyType::MOUSE_Right;\n        InputKeyType ChargeRifleAimBind = InputKeyType::MOUSE_Left;\n        InputKeyType ChargeRifleExtraBind = InputKeyType::MOUSE_Right;\n        InputKeyType SentinelAimBind = InputKeyType::MOUSE_Left;\n        InputKeyType SentinelExtraBind = InputKeyType::MOUSE_Right;\n\n        InputKeyType WingmanAimBind = InputKeyType::MOUSE_Left;\n        InputKeyType WingmanExtraBind = InputKeyType::INPUT_NONE;\n        InputKeyType ProwlerAimBind = InputKeyType::MOUSE_Left;\n        InputKeyType ProwlerExtraBind = InputKeyType::INPUT_NONE;\n        InputKeyType BocekAimBind = InputKeyType::MOUSE_Left;\n        InputKeyType BocekExtraBind = InputKeyType::MOUSE_Right;\n        InputKeyType KraberAimBind = InputKeyType::MOUSE_Left;\n        InputKeyType KraberExtraBind = InputKeyType::MOUSE_Right;\n        InputKeyType ThrowingKnifeAimBind = InputKeyType::MOUSE_Left;\n        InputKeyType ThrowingKnifeExtraBind = InputKeyType::INPUT_NONE;\n    }\n\n    namespace Aimbot {      \n        bool AimbotEnabled = false;\n        int BindMethod = 0;\n        int AimbotMode = 0; // Cubic Beizer (xap-client) or Grinder (Possibly linear?) or [New] Cubic Beizer (Testing)\n        int InputMethod = 0; // MoveMouse or Controller (Write To ViewAngles)\n\n        bool ClosestHitbox = false;\n\n        bool SpectatorCheck = false;\n        bool SpectatorNotifier = true;\n\n        bool OnFire = true;\n        bool OnADS = true;\n        bool VisCheck = true;\n        bool TeamCheck = true;\n        bool TargetSwitching = true;\n        int Priority = 0;\n\n        bool PredictMovement = true;\n        bool PredictBulletDrop = true;\n\n        float FinalDistance = 0;\n        float Smooth = 0.9;\n\n        float Speed = 16;\n        int SmoothingMethod = 0; // 0 = Static, 1 = Random\n\n        float HipfireSmooth = 0.9;\n        float ADSSmooth = 0.99;\n        float MinHipfireSmooth = 0.9;\n        float MaxHipfireSmooth = 0.99;\n        float MinADSSmooth = 0.9;\n        float MaxADSSmooth = 0.99;\n\n        //AimMode 3 (Testing)\n        float MouseHipfireSmoothing = 300;\n        float MouseADSSmoothing = 350;\n        float MouseExtraSmoothing = 5000;\n        float MinMouseHipfireSmoothing = 300;\n        float MaxMouseHipfireSmoothing = 315;\n        float MinMouseADSSmoothing = 350;\n        float MaxMouseADSSmoothing = 360;\n\n        int Delay = 10;\n        float FOV = 15;\n        float ZoomScale = 3.3;\n        float MinDistance = 1;\n        float HipfireDistance = 60;\n        float ZoomDistance = 160;\n        \n        //AimMode 2\n        float HipfireSmooth1 = 250;\n        float ADSSmooth1 = 230;\n        float MinHipfireSmooth1 = 250;\n        float MaxHipfireSmooth1 = 300;\n        float MinADSSmooth1 = 290;\n        float MaxADSSmooth1 = 325;\n        float ExtraSmoothing = 1000;\n        float Deadzone = 0.5;\n        float FOV1 = 10;\n        float MinDistance2 = 1;\n        float MaxDistance2 = 200;\n\n        \n        //Weapon Toggles\n        std::set<int> AimList = {};\n        //Light\n        bool P2020 = true;\n        bool RE45 = true;\n        bool Alternator = true;\n        bool R99 = true;\n        bool R301 = true;\n        bool Spitfire = true;\n        bool G7 = true;\n        \n        //Heavy\n        bool Flatline = true;\n        bool Hemlock = true;\n        bool Repeater = true;\n        bool Rampage = true;\n        bool CARSMG = true;\n        \n        //Energy\n        bool Havoc = true;\n        bool Devotion = true;\n        bool LSTAR = true;\n        bool TripleTake = true;\n        bool Volt = true;\n        bool Nemesis = true;\n        \n        //Shotgun\n        bool Mozambique = true;\n        bool EVA8 = true;\n        bool Peacekeeper = true;\n        bool Mastiff = true;\n        \n        //Snipers\n        bool Longbow = true;\n        bool ChargeRifle = true;\n        bool Sentinel = true; \n        \n        //Legendary\n        bool Wingman = true;\n        bool Prowler = true;\n        bool Bocek = true;\n        bool Kraber = true;\n        bool Knife = true;\n        \n        //---------------Advanced---------------//\n        bool AdvancedAim = false;\n        bool AdvancedFire = true;\n        bool AdvancedADS = false;\n        int AdvancedSmoothingMethod = 0; // 0 = Static, 1 = Random\n        //Aimbot Mode 0 - xap-client\n        bool AdvancedClosestHitbox = true;\n        float AdvancedHitbox = 2;\n        float AdvancedSpeed = 20;\n        float AdvancedSmooth = 0.99;\n        float AdvancedHipfireSmooth = 0.99;\n        float AdvancedADSSmooth = 0.99;\n        float AdvancedMinHipfireSmooth = 0.98;\n        float AdvancedMaxHipfireSmooth = 0.99;\n        float AdvancedMinADSSmooth = 0.98;\n        float AdvancedMaxADSSmooth = 0.99;\n        //Aimbot Mode 1 - Grinder\n        float AdvancedHipfireSmooth1 = 250;\n        float AdvancedADSSmooth1 = 275;\n        float AdvancedMinHipfireSmooth1 = 0.98;\n        float AdvancedMaxHipfireSmooth1 = 0.99;\n        float AdvancedMinADSSmooth1 = 0.98;\n        float AdvancedMaxADSSmooth1 = 0.99;\n        float AdvancedExtraSmooth1 = 5000;\n        float AdvancedFOV1 = 10;\n        float AdvancedDeadzone = 0.5;\n        float AdvancedMinDistance1 = 1;\n        float AdvancedMaxDistance1 = 200;\n\n        //Advanced OnFire & OnADS - Aimbot Mode 0 & 1 - xap-client & grinder\n        bool P2020Fire = true;\n        bool P2020ADS = false;\n        bool RE45Fire = true;\n        bool RE45ADS = false;\n        bool AlternatorFire = true;\n        bool AlternatorADS = false;\n        bool R99Fire = true;\n        bool R99ADS = false;\n        bool R301Fire = true;\n        bool R301ADS = false;\n        bool SpitfireFire = true;\n        bool SpitfireADS = false;\n        bool G7Fire = true;\n        bool G7ADS = false;\n        bool FlatlineFire = true;\n        bool FlatlineADS = false;\n        bool HemlockFire = true;\n        bool HemlockADS = false;\n        bool RepeaterFire = true;\n        bool RepeaterADS = false;\n        bool RampageFire = true;\n        bool RampageADS = false;\n        bool CARSMGFire = true;\n        bool CARSMGADS = false;\n        bool HavocFire = true;\n        bool HavocADS = false;\n        bool DevotionFire = true;\n        bool DevotionADS = false;\n        bool LSTARFire = true;\n        bool LSTARADS = false;\n        bool TripleTakeFire = true;\n        bool TripleTakeADS = false;\n        bool VoltFire = true;\n        bool VoltADS = false;\n        bool NemesisFire = true;\n        bool NemesisADS = false;\n        bool MozambiqueFire = true;\n        bool MozambiqueADS = false;\n        bool EVA8Fire = true;\n        bool EVA8ADS = false;\n        bool PeacekeeperFire = true;\n        bool PeacekeeperADS = false;\n        bool MastiffFire = true;\n        bool MastiffADS = false;\n        bool LongbowFire = true;\n        bool LongbowADS = false;\n        bool ChargeRifleFire = true;\n        bool ChargeRifleADS = false;\n        bool SentinelFire = true;\n        bool SentinelADS = false;\n        bool WingmanFire = true;\n        bool WingmanADS = false;\n        bool ProwlerFire = true;\n        bool ProwlerADS = false;\n        bool KraberFire = true;\n        bool KraberADS = false;\n        bool BocekFire = true;\n        bool BocekADS = false;\n        bool ThrowingKnifeFire = true;\n        bool ThrowingKnifeADS = false;\n        \n        //Advanced Speed, Smooth + Hitbox - Aimbot Mode 0 - xap-client\n        bool P2020ClosestHitbox = true;\n        float P2020Hitbox = 2;\n        float P2020Speed = 10;\n        float P2020HipfireSmooth = 0.99;\n        float P2020ADSSmooth = 0.99;\n        int P2020SmoothingMethod = 0;\n        float P2020MinHipfireSmooth = 0.98;\n        float P2020MaxHipfireSmooth = 0.99;\n        float P2020MinADSSmooth = 0.98;\n        float P2020MaxADSSmooth = 0.99;\n        float P2020FOV = 10;\n        float P2020ZoomScale = 3.0;\n        bool RE45ClosestHitbox = true;\n        float RE45Hitbox = 2;\n        float RE45Speed = 10;\n        float RE45HipfireSmooth = 0.99;\n        float RE45ADSSmooth = 0.99;\n        int RE45SmoothingMethod = 0;\n        float RE45MinHipfireSmooth = 0.98;\n        float RE45MaxHipfireSmooth = 0.99;\n        float RE45MinADSSmooth = 0.98;\n        float RE45MaxADSSmooth = 0.99;\n        float RE45FOV = 10;\n        float RE45ZoomScale = 3.0;\n        bool AlternatorClosestHitbox = true;\n        float AlternatorHitbox = 2;\n        float AlternatorSpeed = 10;\n        float AlternatorHipfireSmooth = 0.99;\n        float AlternatorADSSmooth = 0.99;\n        int AlternatorSmoothingMethod = 0;\n        float AlternatorMinHipfireSmooth = 0.98;\n        float AlternatorMaxHipfireSmooth = 0.99;\n        float AlternatorMinADSSmooth = 0.98;\n        float AlternatorMaxADSSmooth = 0.99;\n        float AlternatorFOV = 10;\n        float AlternatorZoomScale = 3.0;\n        bool R99ClosestHitbox = true;\n        float R99Hitbox = 2;\n        float R99Speed = 10;\n        float R99HipfireSmooth = 0.99;\n        float R99ADSSmooth = 0.99;\n        int R99SmoothingMethod = 0;\n        float R99MinHipfireSmooth = 0.98;\n        float R99MaxHipfireSmooth = 0.99;\n        float R99MinADSSmooth = 0.98;\n        float R99MaxADSSmooth = 0.99;\n        float R99FOV = 10;\n        float R99ZoomScale = 3.0;\n        bool R301ClosestHitbox = true;\n        float R301Hitbox = 2;\n        float R301Speed = 10;\n        float R301HipfireSmooth = 0.99;\n        float R301ADSSmooth = 0.99;\n        int R301SmoothingMethod = 0;\n        float R301MinHipfireSmooth = 0.98;\n        float R301MaxHipfireSmooth = 0.99;\n        float R301MinADSSmooth = 0.98;\n        float R301MaxADSSmooth = 0.99;\n        float R301FOV = 10;\n        float R301ZoomScale = 3.0;\n        bool SpitfireClosestHitbox = true;\n        float SpitfireHitbox = 2;\n        float SpitfireSpeed = 10;\n        float SpitfireHipfireSmooth = 0.99;\n        float SpitfireADSSmooth = 0.99;\n        int SpitfireSmoothingMethod = 0;\n        float SpitfireMinHipfireSmooth = 0.98;\n        float SpitfireMaxHipfireSmooth = 0.99;\n        float SpitfireMinADSSmooth = 0.98;\n        float SpitfireMaxADSSmooth = 0.99;\n        float SpitfireFOV = 10;\n        float SpitfireZoomScale = 3.0;\n        bool G7ClosestHitbox = true;\n        float G7Hitbox = 2;\n        float G7Speed = 10;\n        float G7HipfireSmooth = 0.99;\n        float G7ADSSmooth = 0.99;\n        int G7SmoothingMethod = 0;\n        float G7MinHipfireSmooth = 0.98;\n        float G7MaxHipfireSmooth = 0.99;\n        float G7MinADSSmooth = 0.98;\n        float G7MaxADSSmooth = 0.99;\n        float G7FOV = 10;\n        float G7ZoomScale = 3.0;\n        //Heavy\n        bool FlatlineClosestHitbox = true;\n        float FlatlineHitbox = 2;\n        float FlatlineSpeed = 10;\n        float FlatlineHipfireSmooth = 0.99;\n        float FlatlineADSSmooth = 0.99;\n        int FlatlineSmoothingMethod = 0;\n        float FlatlineMinHipfireSmooth = 0.98;\n        float FlatlineMaxHipfireSmooth = 0.99;\n        float FlatlineMinADSSmooth = 0.98;\n        float FlatlineMaxADSSmooth = 0.99;\n        float FlatlineFOV = 10;\n        float FlatlineZoomScale = 3.0;\n        bool HemlockClosestHitbox = true;\n        float HemlockHitbox = 2;\n        float HemlockSpeed = 10;\n        float HemlockHipfireSmooth = 0.99;\n        float HemlockADSSmooth = 0.99;\n        int HemlockSmoothingMethod = 0;\n        float HemlockMinHipfireSmooth = 0.98;\n        float HemlockMaxHipfireSmooth = 0.99;\n        float HemlockMinADSSmooth = 0.98;\n        float HemlockMaxADSSmooth = 0.99;\n        float HemlockFOV = 10;\n        float HemlockZoomScale = 3.0;\n        bool RepeaterClosestHitbox = true;\n        float RepeaterHitbox = 2;\n        float RepeaterSpeed = 10;\n        float RepeaterHipfireSmooth = 0.99;\n        float RepeaterADSSmooth = 0.99;\n        int RepeaterSmoothingMethod = 0;\n        float RepeaterMinHipfireSmooth = 0.98;\n        float RepeaterMaxHipfireSmooth = 0.99;\n        float RepeaterMinADSSmooth = 0.98;\n        float RepeaterMaxADSSmooth = 0.99;\n        float RepeaterFOV = 10;\n        float RepeaterZoomScale = 3.0;\n        bool RampageClosestHitbox = true;\n        float RampageHitbox = 2;\n        float RampageSpeed = 10;\n        float RampageHipfireSmooth = 0.99;\n        float RampageADSSmooth = 0.99;\n        int RampageSmoothingMethod = 0;\n        float RampageMinHipfireSmooth = 0.98;\n        float RampageMaxHipfireSmooth = 0.99;\n        float RampageMinADSSmooth = 0.98;\n        float RampageMaxADSSmooth = 0.99;\n        float RampageFOV = 10;\n        float RampageZoomScale = 3.0;\n        bool CARSMGClosestHitbox = true;\n        float CARSMGHitbox = 2;\n        float CARSMGSpeed = 10;\n        float CARSMGHipfireSmooth = 0.99;\n        float CARSMGADSSmooth = 0.99;\n        int CARSMGSmoothingMethod = 0;\n        float CARSMGMinHipfireSmooth = 0.98;\n        float CARSMGMaxHipfireSmooth = 0.99;\n        float CARSMGMinADSSmooth = 0.98;\n        float CARSMGMaxADSSmooth = 0.99;\n        float CARSMGFOV = 10;\n        float CARSMGZoomScale = 3.0;\n        //Energy\n        bool HavocClosestHitbox = true;\n        float HavocHitbox = 2;\n        float HavocSpeed = 10;\n        float HavocHipfireSmooth = 0.99;\n        float HavocADSSmooth = 0.99;\n        int HavocSmoothingMethod = 0;\n        float HavocMinHipfireSmooth = 0.98;\n        float HavocMaxHipfireSmooth = 0.99;\n        float HavocMinADSSmooth = 0.98;\n        float HavocMaxADSSmooth = 0.99;\n        float HavocFOV = 10;\n        float HavocZoomScale = 3.0;\n        bool DevotionClosestHitbox = true;\n        float DevotionHitbox = 2;\n        float DevotionSpeed = 10;\n        float DevotionHipfireSmooth = 0.99;\n        float DevotionADSSmooth = 0.99;\n        int DevotionSmoothingMethod = 0;\n        float DevotionMinHipfireSmooth = 0.98;\n        float DevotionMaxHipfireSmooth = 0.99;\n        float DevotionMinADSSmooth = 0.98;\n        float DevotionMaxADSSmooth = 0.99;\n        float DevotionFOV = 10;\n        float DevotionZoomScale = 3.0;\n        bool LSTARClosestHitbox = true;\n        float LSTARHitbox = 2;\n        float LSTARSpeed = 10;\n        float LSTARHipfireSmooth = 0.99;\n        float LSTARADSSmooth = 0.99;\n        int LSTARSmoothingMethod = 0;\n        float LSTARMinHipfireSmooth = 0.98;\n        float LSTARMaxHipfireSmooth = 0.99;\n        float LSTARMinADSSmooth = 0.98;\n        float LSTARMaxADSSmooth = 0.99;\n        float LSTARFOV = 10;\n        float LSTARZoomScale = 3.0;\n        bool TripleTakeClosestHitbox = true;\n        float TripleTakeHitbox = 2;\n        float TripleTakeSpeed = 10;\n        float TripleTakeHipfireSmooth = 0.99;\n        float TripleTakeADSSmooth = 0.99;\n        int TripleTakeSmoothingMethod = 0;\n        float TripleTakeMinHipfireSmooth = 0.98;\n        float TripleTakeMaxHipfireSmooth = 0.99;\n        float TripleTakeMinADSSmooth = 0.98;\n        float TripleTakeMaxADSSmooth = 0.99;\n        float TripleTakeFOV = 10;\n        float TripleTakeZoomScale = 3.0;\n        bool VoltClosestHitbox = true;\n        float VoltHitbox = 2;\n        float VoltSpeed = 10;\n        float VoltHipfireSmooth = 0.99;\n        float VoltADSSmooth = 0.99;\n        int VoltSmoothingMethod = 0;\n        float VoltMinHipfireSmooth = 0.98;\n        float VoltMaxHipfireSmooth = 0.99;\n        float VoltMinADSSmooth = 0.98;\n        float VoltMaxADSSmooth = 0.99;\n        float VoltFOV = 10;\n        float VoltZoomScale = 3.0;\n        bool NemesisClosestHitbox = true;\n        float NemesisHitbox = 2;\n        float NemesisSpeed = 10;\n        float NemesisHipfireSmooth = 0.99;\n        float NemesisADSSmooth = 0.99;\n        int NemesisSmoothingMethod = 0;\n        float NemesisMinHipfireSmooth = 0.98;\n        float NemesisMaxHipfireSmooth = 0.99;\n        float NemesisMinADSSmooth = 0.98;\n        float NemesisMaxADSSmooth = 0.99;\n        float NemesisFOV = 10;\n        float NemesisZoomScale = 3.0;\n        //Shotguns\n        bool MozambiqueClosestHitbox = true;\n        float MozambiqueHitbox = 2;\n        float MozambiqueSpeed = 10;\n        float MozambiqueHipfireSmooth = 0.99;\n        float MozambiqueADSSmooth = 0.99;\n        int MozambiqueSmoothingMethod = 0;\n        float MozambiqueMinHipfireSmooth = 0.98;\n        float MozambiqueMaxHipfireSmooth = 0.99;\n        float MozambiqueMinADSSmooth = 0.98;\n        float MozambiqueMaxADSSmooth = 0.99;\n        float MozambiqueFOV = 10;\n        float MozambiqueZoomScale = 3.0;\n        bool EVA8ClosestHitbox = true;\n        float EVA8Hitbox = 2;\n        float EVA8Speed = 10;\n        float EVA8HipfireSmooth = 0.99;\n        float EVA8ADSSmooth = 0.99;\n        int EVA8SmoothingMethod = 0;\n        float EVA8MinHipfireSmooth = 0.98;\n        float EVA8MaxHipfireSmooth = 0.99;\n        float EVA8MinADSSmooth = 0.98;\n        float EVA8MaxADSSmooth = 0.99;\n        float EVA8FOV = 10;\n        float EVA8ZoomScale = 3.0;\n        bool PeacekeeperClosestHitbox = true;\n        float PeacekeeperHitbox = 2;\n        float PeacekeeperSpeed = 10;\n        float PeacekeeperHipfireSmooth = 0.99;\n        float PeacekeeperADSSmooth = 0.99;\n        int PeacekeeperSmoothingMethod = 0;\n        float PeacekeeperMinHipfireSmooth = 0.98;\n        float PeacekeeperMaxHipfireSmooth = 0.99;\n        float PeacekeeperMinADSSmooth = 0.98;\n        float PeacekeeperMaxADSSmooth = 0.99;\n        float PeacekeeperFOV = 10;\n        float PeacekeeperZoomScale = 3.0;\n        bool MastiffClosestHitbox = true;\n        float MastiffHitbox = 2;\n        float MastiffSpeed = 10;\n        float MastiffHipfireSmooth = 0.99;\n        float MastiffADSSmooth = 0.99;\n        int MastiffSmoothingMethod = 0;\n        float MastiffMinHipfireSmooth = 0.98;\n        float MastiffMaxHipfireSmooth = 0.99;\n        float MastiffMinADSSmooth = 0.98;\n        float MastiffMaxADSSmooth = 0.99;\n        float MastiffFOV = 10;\n        float MastiffZoomScale = 3.0;\n        //Snipers\n        bool LongbowClosestHitbox = true;\n        float LongbowHitbox = 2;\n        float LongbowSpeed = 10;\n        float LongbowHipfireSmooth = 0.99;\n        float LongbowADSSmooth = 0.99;\n        int LongbowSmoothingMethod = 0;\n        float LongbowMinHipfireSmooth = 0.98;\n        float LongbowMaxHipfireSmooth = 0.99;\n        float LongbowMinADSSmooth = 0.98;\n        float LongbowMaxADSSmooth = 0.99;\n        float LongbowFOV = 10;\n        float LongbowZoomScale = 3.0;\n        bool ChargeRifleClosestHitbox = true;\n        float ChargeRifleHitbox = 2;\n        float ChargeRifleSpeed = 10;\n        float ChargeRifleHipfireSmooth = 0.99;\n        float ChargeRifleADSSmooth = 0.99;\n        int ChargeRifleSmoothingMethod = 0;\n        float ChargeRifleMinHipfireSmooth = 0.98;\n        float ChargeRifleMaxHipfireSmooth = 0.99;\n        float ChargeRifleMinADSSmooth = 0.98;\n        float ChargeRifleMaxADSSmooth = 0.99;\n        float ChargeRifleFOV = 10;\n        float ChargeRifleZoomScale = 3.0;\n        bool SentinelClosestHitbox = true;\n        float SentinelHitbox = 2;\n        float SentinelSpeed = 10;\n        float SentinelHipfireSmooth = 0.99;\n        float SentinelADSSmooth = 0.99;\n        int SentinelSmoothingMethod = 0;\n        float SentinelMinHipfireSmooth = 0.98;\n        float SentinelMaxHipfireSmooth = 0.99;\n        float SentinelMinADSSmooth = 0.98;\n        float SentinelMaxADSSmooth = 0.99;\n        float SentinelFOV = 10;\n        float SentinelZoomScale = 3.0;\n        //Legendary\n        bool WingmanClosestHitbox = true;\n        float WingmanHitbox = 2;\n        float WingmanSpeed = 10;\n        float WingmanHipfireSmooth = 0.99;\n        float WingmanADSSmooth = 0.99;\n        int WingmanSmoothingMethod = 0;\n        float WingmanMinHipfireSmooth = 0.98;\n        float WingmanMaxHipfireSmooth = 0.99;\n        float WingmanMinADSSmooth = 0.98;\n        float WingmanMaxADSSmooth = 0.99;\n        float WingmanFOV = 10;\n        float WingmanZoomScale = 3.0;\n        bool ProwlerClosestHitbox = true;\n        float ProwlerHitbox = 2;\n        float ProwlerSpeed = 10;\n        float ProwlerHipfireSmooth = 0.99;\n        float ProwlerADSSmooth = 0.99;\n        int ProwlerSmoothingMethod = 0;\n        float ProwlerMinHipfireSmooth = 0.98;\n        float ProwlerMaxHipfireSmooth = 0.99;\n        float ProwlerMinADSSmooth = 0.98;\n        float ProwlerMaxADSSmooth = 0.99;\n        float ProwlerFOV = 10;\n        float ProwlerZoomScale = 3.0;\n        bool KraberClosestHitbox = true;\n        float KraberHitbox = 2;\n        float KraberSpeed = 10;\n        float KraberHipfireSmooth = 0.99;\n        float KraberADSSmooth = 0.99;\n        int KraberSmoothingMethod = 0;\n        float KraberMinHipfireSmooth = 0.98;\n        float KraberMaxHipfireSmooth = 0.99;\n        float KraberMinADSSmooth = 0.98;\n        float KraberMaxADSSmooth = 0.99;\n        float KraberFOV = 10;\n        float KraberZoomScale = 3.0;\n        bool BocekClosestHitbox = true;\n        float BocekHitbox = 2;\n        float BocekSpeed = 10;\n        float BocekHipfireSmooth = 0.99;\n        float BocekADSSmooth = 0.99;\n        int BocekSmoothingMethod = 0;\n        float BocekMinHipfireSmooth = 0.98;\n        float BocekMaxHipfireSmooth = 0.99;\n        float BocekMinADSSmooth = 0.98;\n        float BocekMaxADSSmooth = 0.99;\n        float BocekFOV = 10;\n        float BocekZoomScale = 3.0;\n        bool ThrowingKnifeClosestHitbox = true;\n        float ThrowingKnifeHitbox = 2;\n        float ThrowingKnifeSpeed = 10;\n        float ThrowingKnifeHipfireSmooth = 0.99;\n        float ThrowingKnifeADSSmooth = 0.99;\n        int ThrowingKnifeSmoothingMethod = 0;\n        float ThrowingKnifeMinHipfireSmooth = 0.98;\n        float ThrowingKnifeMaxHipfireSmooth = 0.99;\n        float ThrowingKnifeMinADSSmooth = 0.98;\n        float ThrowingKnifeMaxADSSmooth = 0.99;\n        float ThrowingKnifeFOV = 10;\n        float ThrowingKnifeZoomScale = 3.0;\n        \n        //Advanced Smooth - Aimbot Mode 1 - Grinder\n        float P2020HipfireSmooth1 = 250;\n        float P2020ADSSmooth1 = 275;\n        float P2020MinHipfireSmooth1 = 250;\n        float P2020MaxHipfireSmooth1 = 275;\n        float P2020MinADSSmooth1 = 275;\n        float P2020MaxADSSmooth1 = 300;\n        float P2020ExtraSmooth1 = 5000;\n        float P2020Deadzone = 0.5;\n        float P2020FOV1 = 10;\n        float P2020MinDistance1 = 1;\n        float P2020MaxDistance1 = 200;\n        float RE45HipfireSmooth1 = 250;\n        float RE45ADSSmooth1 = 275;\n        float RE45MinHipfireSmooth1 = 250;\n        float RE45MaxHipfireSmooth1 = 275;\n        float RE45MinADSSmooth1 = 275;\n        float RE45MaxADSSmooth1 = 300;\n        float RE45ExtraSmooth1 = 5000;\n        float RE45Deadzone = 0.5;\n        float RE45FOV1 = 10;\n        float RE45MinDistance1 = 1;\n        float RE45MaxDistance1 = 200;\n        float AlternatorHipfireSmooth1 = 250;\n        float AlternatorADSSmooth1 = 275;\n        float AlternatorMinHipfireSmooth1 = 250;\n        float AlternatorMaxHipfireSmooth1 = 275;\n        float AlternatorMinADSSmooth1 = 275;\n        float AlternatorMaxADSSmooth1 = 300;\n        float AlternatorExtraSmooth1 = 5000;\n        float AlternatorDeadzone = 0.5;\n        float AlternatorFOV1 = 10;\n        float AlternatorMinDistance1 = 1;\n        float AlternatorMaxDistance1 = 200;\n        float R99HipfireSmooth1 = 250;\n        float R99ADSSmooth1 = 275;\n        float R99MinHipfireSmooth1 = 250;\n        float R99MaxHipfireSmooth1 = 275;\n        float R99MinADSSmooth1 = 275;\n        float R99MaxADSSmooth1 = 300;\n        float R99ExtraSmooth1 = 5000;\n        float R99Deadzone = 0.5;\n        float R99FOV1 = 10;\n        float R99MinDistance1 = 1;\n        float R99MaxDistance1 = 200;\n        float R301HipfireSmooth1 = 250;\n        float R301ADSSmooth1 = 275;\n        float R301MinHipfireSmooth1 = 250;\n        float R301MaxHipfireSmooth1 = 275;\n        float R301MinADSSmooth1 = 275;\n        float R301MaxADSSmooth1 = 300;\n        float R301ExtraSmooth1 = 5000;\n        float R301Deadzone = 0.5;\n        float R301FOV1 = 10;\n        float R301MinDistance1 = 1;\n        float R301MaxDistance1 = 200;\n        float SpitfireHipfireSmooth1 = 250;\n        float SpitfireADSSmooth1 = 275;\n        float SpitfireMinHipfireSmooth1 = 250;\n        float SpitfireMaxHipfireSmooth1 = 275;\n        float SpitfireMinADSSmooth1 = 275;\n        float SpitfireMaxADSSmooth1 = 300;\n        float SpitfireExtraSmooth1 = 5000;\n        float SpitfireDeadzone = 0.5;\n        float SpitfireFOV1 = 10;\n        float SpitfireMinDistance1 = 1;\n        float SpitfireMaxDistance1 = 200;\n        float G7HipfireSmooth1 = 250;\n        float G7ADSSmooth1 = 275;\n        float G7MinHipfireSmooth1 = 250;\n        float G7MaxHipfireSmooth1 = 275;\n        float G7MinADSSmooth1 = 275;\n        float G7MaxADSSmooth1 = 300;\n        float G7ExtraSmooth1 = 5000;\n        float G7Deadzone = 0.5;\n        float G7FOV1 = 10;\n        float G7MinDistance1 = 1;\n        float G7MaxDistance1 = 200;\n        \n        float FlatlineHipfireSmooth1 = 250;\n        float FlatlineADSSmooth1 = 275;\n        float FlatlineMinHipfireSmooth1 = 250;\n        float FlatlineMaxHipfireSmooth1 = 275;\n        float FlatlineMinADSSmooth1 = 275;\n        float FlatlineMaxADSSmooth1 = 300;\n        float FlatlineExtraSmooth1 = 5000;\n        float FlatlineDeadzone = 0.5;\n        float FlatlineFOV1 = 10;\n        float FlatlineMinDistance1 = 1;\n        float FlatlineMaxDistance1 = 200;\n        float HemlockHipfireSmooth1 = 250;\n        float HemlockADSSmooth1 = 275;\n        float HemlockMinHipfireSmooth1 = 250;\n        float HemlockMaxHipfireSmooth1 = 275;\n        float HemlockMinADSSmooth1 = 275;\n        float HemlockMaxADSSmooth1 = 300;\n        float HemlockExtraSmooth1 = 5000;\n        float HemlockDeadzone = 0.5;\n        float HemlockFOV1 = 10;\n        float HemlockMinDistance1 = 1;\n        float HemlockMaxDistance1 = 200;\n        float RepeaterHipfireSmooth1 = 250;\n        float RepeaterADSSmooth1 = 275;\n        float RepeaterMinHipfireSmooth1 = 250;\n        float RepeaterMaxHipfireSmooth1 = 275;\n        float RepeaterMinADSSmooth1 = 275;\n        float RepeaterMaxADSSmooth1 = 300;\n        float RepeaterExtraSmooth1 = 5000;\n        float RepeaterDeadzone = 0.5;\n        float RepeaterFOV1 = 10;\n        float RepeaterMinDistance1 = 1;\n        float RepeaterMaxDistance1 = 200;\n        float RampageHipfireSmooth1 = 250;\n        float RampageMinHipfireSmooth1 = 250;\n        float RampageMaxHipfireSmooth1 = 275;\n        float RampageMinADSSmooth1 = 275;\n        float RampageMaxADSSmooth1 = 300;\n        float RampageADSSmooth1 = 275;\n        float RampageExtraSmooth1 = 5000;\n        float RampageDeadzone = 0.5;\n        float RampageFOV1 = 10;\n        float RampageMinDistance1 = 1;\n        float RampageMaxDistance1 = 200;\n        float CARSMGHipfireSmooth1 = 250;\n        float CARSMGADSSmooth1 = 275;\n        float CARSMGMinHipfireSmooth1 = 250;\n        float CARSMGMaxHipfireSmooth1 = 275;\n        float CARSMGMinADSSmooth1 = 275;\n        float CARSMGMaxADSSmooth1 = 300;\n        float CARSMGExtraSmooth1 = 5000;\n        float CARSMGDeadzone = 0.5;\n        float CARSMGFOV1 = 10;\n        float CARSMGMinDistance1 = 1;\n        float CARSMGMaxDistance1 = 200;\n        \n        float HavocHipfireSmooth1 = 250;\n        float HavocADSSmooth1 = 275;\n        float HavocMinHipfireSmooth1 = 250;\n        float HavocMaxHipfireSmooth1 = 275;\n        float HavocMinADSSmooth1 = 275;\n        float HavocMaxADSSmooth1 = 300;\n        float HavocExtraSmooth1 = 5000;\n        float HavocDeadzone = 0.5;\n        float HavocFOV1 = 10;\n        float HavocMinDistance1 = 1;\n        float HavocMaxDistance1 = 200;\n        float DevotionHipfireSmooth1 = 250;\n        float DevotionADSSmooth1 = 275;\n        float DevotionMinHipfireSmooth1 = 250;\n        float DevotionMaxHipfireSmooth1 = 275;\n        float DevotionMinADSSmooth1 = 275;\n        float DevotionMaxADSSmooth1 = 300;\n        float DevotionExtraSmooth1 = 5000;\n        float DevotionDeadzone = 0.5;\n        float DevotionFOV1 = 10;\n        float DevotionMinDistance1 = 1;\n        float DevotionMaxDistance1 = 200;\n        float LSTARHipfireSmooth1 = 250;\n        float LSTARADSSmooth1 = 275;\n        float LSTARMinHipfireSmooth1 = 250;\n        float LSTARMaxHipfireSmooth1 = 275;\n        float LSTARMinADSSmooth1 = 275;\n        float LSTARMaxADSSmooth1 = 300;\n        float LSTARExtraSmooth1 = 5000;\n        float LSTARDeadzone = 0.5;\n        float LSTARFOV1 = 10;\n        float LSTARMinDistance1 = 1;\n        float LSTARMaxDistance1 = 200;\n        float TripleTakeHipfireSmooth1 = 250;\n        float TripleTakeADSSmooth1 = 275;\n        float TripleTakeMinHipfireSmooth1 = 250;\n        float TripleTakeMaxHipfireSmooth1 = 275;\n        float TripleTakeMinADSSmooth1 = 275;\n        float TripleTakeMaxADSSmooth1 = 300;\n        float TripleTakeExtraSmooth1 = 5000;\n        float TripleTakeDeadzone = 0.5;\n        float TripleTakeFOV1 = 10;\n        float TripleTakeMinDistance1 = 1;\n        float TripleTakeMaxDistance1 = 200;\n        float VoltHipfireSmooth1 = 250;\n        float VoltADSSmooth1 = 275;\n        float VoltMinHipfireSmooth1 = 250;\n        float VoltMaxHipfireSmooth1 = 275;\n        float VoltMinADSSmooth1 = 275;\n        float VoltMaxADSSmooth1 = 300;\n        float VoltExtraSmooth1 = 5000;\n        float VoltDeadzone = 0.5;\n        float VoltFOV1 = 10;\n        float VoltMinDistance1 = 1;\n        float VoltMaxDistance1 = 200;\n        float NemesisHipfireSmooth1 = 250;\n        float NemesisADSSmooth1 = 275;\n        float NemesisMinHipfireSmooth1 = 250;\n        float NemesisMaxHipfireSmooth1 = 275;\n        float NemesisMinADSSmooth1 = 275;\n        float NemesisMaxADSSmooth1 = 300;\n        float NemesisExtraSmooth1 = 5000;\n        float NemesisDeadzone = 0.5;\n        float NemesisFOV1 = 10;\n        float NemesisMinDistance1 = 1;\n        float NemesisMaxDistance1 = 200;\n        \n        float MozambiqueHipfireSmooth1 = 250;\n        float MozambiqueADSSmooth1 = 275;\n        float MozambiqueMinHipfireSmooth1 = 250;\n        float MozambiqueMaxHipfireSmooth1 = 275;\n        float MozambiqueMinADSSmooth1 = 275;\n        float MozambiqueMaxADSSmooth1 = 300;\n        float MozambiqueExtraSmooth1 = 5000;\n        float MozambiqueDeadzone = 0.5;\n        float MozambiqueFOV1 = 10;\n        float MozambiqueMinDistance1 = 1;\n        float MozambiqueMaxDistance1 = 200;\n        float EVA8HipfireSmooth1 = 250;\n        float EVA8ADSSmooth1 = 275;\n        float EVA8MinHipfireSmooth1 = 250;\n        float EVA8MaxHipfireSmooth1 = 275;\n        float EVA8MinADSSmooth1 = 275;\n        float EVA8MaxADSSmooth1 = 300;\n        float EVA8ExtraSmooth1 = 5000;\n        float EVA8Deadzone = 0.5;\n        float EVA8FOV1 = 10;\n        float EVA8MinDistance1 = 1;\n        float EVA8MaxDistance1 = 200;\n        float PeacekeeperHipfireSmooth1 = 250;\n        float PeacekeeperADSSmooth1 = 275;\n        float PeacekeeperMinHipfireSmooth1 = 250;\n        float PeacekeeperMaxHipfireSmooth1 = 275;\n        float PeacekeeperMinADSSmooth1 = 275;\n        float PeacekeeperMaxADSSmooth1 = 300;\n        float PeacekeeperExtraSmooth1 = 5000;\n        float PeacekeeperDeadzone = 0.5;\n        float PeacekeeperFOV1 = 10;\n        float PeacekeeperMinDistance1 = 1;\n        float PeacekeeperMaxDistance1 = 200;\n        float MastiffHipfireSmooth1 = 250;\n        float MastiffADSSmooth1 = 275;\n        float MastiffMinHipfireSmooth1 = 250;\n        float MastiffMaxHipfireSmooth1 = 275;\n        float MastiffMinADSSmooth1 = 275;\n        float MastiffMaxADSSmooth1 = 300;\n        float MastiffExtraSmooth1 = 5000;\n        float MastiffDeadzone = 0.5;\n        float MastiffFOV1 = 10;\n        float MastiffMinDistance1 = 1;\n        float MastiffMaxDistance1 = 200;\n        \n        float LongbowHipfireSmooth1 = 250;\n        float LongbowADSSmooth1 = 275;\n        float LongbowMinHipfireSmooth1 = 250;\n        float LongbowMaxHipfireSmooth1 = 275;\n        float LongbowMinADSSmooth1 = 275;\n        float LongbowMaxADSSmooth1 = 300;\n        float LongbowExtraSmooth1 = 5000;\n        float LongbowDeadzone = 0.5;\n        float LongbowFOV1 = 10;\n        float LongbowMinDistance1 = 1;\n        float LongbowMaxDistance1 = 200;\n        float ChargeRifleHipfireSmooth1 = 250;\n        float ChargeRifleADSSmooth1 = 275;\n        float ChargeRifleMinHipfireSmooth1 = 250;\n        float ChargeRifleMaxHipfireSmooth1 = 275;\n        float ChargeRifleMinADSSmooth1 = 275;\n        float ChargeRifleMaxADSSmooth1 = 300;\n        float ChargeRifleExtraSmooth1 = 5000;\n        float ChargeRifleDeadzone = 0.5;\n        float ChargeRifleFOV1 = 10;\n        float ChargeRifleMinDistance1 = 1;\n        float ChargeRifleMaxDistance1 = 200;\n        float SentinelHipfireSmooth1 = 250;\n        float SentinelADSSmooth1 = 275;\n        float SentinelMinHipfireSmooth1 = 250;\n        float SentinelMaxHipfireSmooth1 = 275;\n        float SentinelMinADSSmooth1 = 275;\n        float SentinelMaxADSSmooth1 = 300;\n        float SentinelExtraSmooth1 = 5000;\n        float SentinelDeadzone = 0.5;\n        float SentinelFOV1 = 10;\n        float SentinelMinDistance1 = 1;\n        float SentinelMaxDistance1 = 200;\n        \n        float WingmanHipfireSmooth1 = 250;\n        float WingmanADSSmooth1 = 275;\n        float WingmanMinHipfireSmooth1 = 250;\n        float WingmanMaxHipfireSmooth1 = 275;\n        float WingmanMinADSSmooth1 = 275;\n        float WingmanMaxADSSmooth1 = 300;\n        float WingmanExtraSmooth1 = 5000;\n        float WingmanDeadzone = 0.5;\n        float WingmanFOV1 = 10;\n        float WingmanMinDistance1 = 1;\n        float WingmanMaxDistance1 = 200;\n        float ProwlerHipfireSmooth1 = 250;\n        float ProwlerADSSmooth1 = 275;\n        float ProwlerMinHipfireSmooth1 = 250;\n        float ProwlerMaxHipfireSmooth1 = 275;\n        float ProwlerMinADSSmooth1 = 275;\n        float ProwlerMaxADSSmooth1 = 300;\n        float ProwlerExtraSmooth1 = 5000;\n        float ProwlerDeadzone = 0.5;\n        float ProwlerFOV1 = 10;\n        float ProwlerMinDistance1 = 1;\n        float ProwlerMaxDistance1 = 200;\n        float BocekHipfireSmooth1 = 250;\n        float BocekADSSmooth1 = 275;\n        float BocekMinHipfireSmooth1 = 250;\n        float BocekMaxHipfireSmooth1 = 275;\n        float BocekMinADSSmooth1 = 275;\n        float BocekMaxADSSmooth1 = 300;\n        float BocekExtraSmooth1 = 5000;\n        float BocekDeadzone = 0.5;\n        float BocekFOV1 = 10;\n        float BocekMinDistance1 = 1;\n        float BocekMaxDistance1 = 200;\n        float KraberHipfireSmooth1 = 250;\n        float KraberADSSmooth1 = 275;\n        float KraberMinHipfireSmooth1 = 250;\n        float KraberMaxHipfireSmooth1 = 275;\n        float KraberMinADSSmooth1 = 275;\n        float KraberMaxADSSmooth1 = 300;\n        float KraberExtraSmooth1 = 5000;\n        float KraberDeadzone = 0.5;\n        float KraberFOV1 = 10;\n        float KraberMinDistance1 = 1;\n        float KraberMaxDistance1 = 200;\n        float ThrowingKnifeHipfireSmooth1 = 250;\n        float ThrowingKnifeADSSmooth1 = 275;\n        float ThrowingKnifeMinHipfireSmooth1 = 250;\n        float ThrowingKnifeMaxHipfireSmooth1 = 275;\n        float ThrowingKnifeMinADSSmooth1 = 275;\n        float ThrowingKnifeMaxADSSmooth1 = 300;\n        float ThrowingKnifeExtraSmooth1 = 5000;\n        float ThrowingKnifeDeadzone = 0.5;\n        float ThrowingKnifeFOV1 = 10;\n        float ThrowingKnifeMinDistance1 = 1;    \n        float ThrowingKnifeMaxDistance1 = 200;\n    };\n\n    namespace Ragebot {\n        bool RagebotEnabled = false;\n\n        bool RageAimbot = false;\n        int AimMethod = 0;\n        bool ClosestHitbox = false;\n        HitboxType Hitbox = HitboxType::Head;\n        int BindMethod = 0;\n        bool OnFire = true;\n        bool OnADS = true;\n        InputKeyType AimBind = InputKeyType::MOUSE_Left;\n        InputKeyType ExtraBind = InputKeyType::MOUSE_Right;\n        bool VisCheck = true;\n        bool TeamCheck = true;\n        int Priority = 0;\n        bool AutoShoot = false;\n        bool PredictMovement = true;\n        bool PredictBulletDrop = true;\n        float PreditcionAmount = 255;\n        float FinalDistance = 0;\n        float Speed = 1;\n        float Smooth = 0.9;\n        float HipfireSmooth = 0.9;\n        float ADSSmooth = 0.99;\n        float SmoothDistance = 100;\n        int Delay = 10;\n        float FOV = 10;\n        float ZoomScale = 3.0;\n        float MinDistance = 1;\n        float HipfireDistance = 60;\n        float ZoomDistance = 160;\n\n        //Weapon Toggles\n        std::set<int> RageList = {};\n        //Light\n        bool P2020 = true;\n        bool RE45 = true;\n        bool Alternator = true;\n        bool R99 = true;\n        bool R301 = true;\n        bool Spitfire = true;\n        bool G7 = true;\n        \n        //Heavy\n        bool Flatline = true;\n        bool Hemlock = true;\n        bool Repeater = true;\n        bool Rampage = true;\n        bool CARSMG = true;\n        \n        //Energy\n        bool Havoc = true;\n        bool Devotion = true;\n        bool LSTAR = true;\n        bool TripleTake = true;\n        bool Volt = true;\n        bool Nemesis = true;\n        \n        //Shotgun\n        bool Mozambique = true;\n        bool EVA8 = true;\n        bool Peacekeeper = true;\n        bool Mastiff = true;\n        \n        //Snipers\n        bool Longbow = true;\n        bool ChargeRifle = true;\n        bool Sentinel = true; \n        \n        //Legendary\n        bool Wingman = true;\n        bool Prowler = true;\n        bool Bocek = true;\n        bool Kraber = true;\n        bool Knife = true;\n\n        bool RageRCS = true;\n        float RecoilRate = 100.0f;\n    };\n\n    namespace Flickbot {\n        bool Flickbot = false;\n        int FlickbotMethod = 0; //0 = Mouse, 1 = Memory\n        InputKeyType FlickBind = InputKeyType::KEYBOARD_X;\n        bool ClosestHitbox = false;\n        HitboxType Hitbox = HitboxType::UpperChest;\n        int Priority = 0;\n        bool AutoShoot = true;\n        int AutoShootDelay = 16;\n        bool FlickBack = false;\n        int FlickBackDelay = 16;\n        float FlickBackSmoothing = 0.001;\n        bool PredictMovement = true;\n        bool PredictBulletDrop = true;\n        bool TeamCheck = true;\n        float PreditcionAmount = 255;\n        float FinalDistance = 0;\n        float HipfireSmooth = 0.9;\n        float ADSSmooth = 0.99;\n        float SmoothDistance = 100;\n        int Delay = 10;\n        float FOV = 10;\n        float ZoomScale = 3.0;\n        float MinDistance = 1;\n        float HipfireDistance = 60;\n        float ZoomDistance = 160;\n\n        float Smooth = 0.9;\n        float FlickBackSmooth = 0.9;\n\n        //Weapon Toggles\n        std::set<int> FlickList = {};\n        //Light\n        bool P2020 = false;\n        bool RE45 = false;\n        bool Alternator = false;\n        bool R99 = false;\n        bool R301 = false;\n        bool Spitfire = false;\n        bool G7 = false;\n        \n        //Heavy\n        bool Flatline = false;\n        bool Hemlock = false;\n        bool Repeater = false;\n        bool Rampage = false;\n        bool CARSMG = false;\n        \n        //Energy\n        bool Havoc = false;\n        bool Devotion = false;\n        bool LSTAR = false;\n        bool TripleTake = false;\n        bool Volt = false;\n        bool Nemesis = false;\n        \n        //Shotgun\n        bool Mozambique = true;\n        bool EVA8 = true;\n        bool Peacekeeper = true;\n        bool Mastiff = true;\n        \n        //Snipers\n        bool Longbow = false;\n        bool ChargeRifle = false;\n        bool Sentinel = false; \n        \n        //Legendary\n        bool Wingman = true;\n        bool Prowler = false;\n        bool Bocek = false;\n        bool Kraber = false;\n        bool Knife = false;\n    };\n    \n    namespace RCS {\n        bool RCSEnabled = false;\n        std::set<int> RCSList = {};\n        int RCSMode = 0;\n\n        bool OnADS = true;\n\n        float PitchPower = 3;\n        float YawPower = 3;\n        float PitchReduction = 50;\n        float YawReduction = 50;\n        \n        //Weapon Toggles\n        //Light\n        bool P2020 = true;\n        bool RE45 = true;\n        bool Alternator = true;\n        bool R99 = true;\n        bool R301 = true;\n        bool Spitfire = true;\n        bool G7 = true;\n        \n        //Heavy\n        bool Flatline = true;\n        bool Hemlock = true;\n        bool Repeater = true;\n        bool Rampage = true;\n        bool CARSMG = true;\n        \n        //Energy\n        bool Havoc = true;\n        bool Devotion = true;\n        bool LSTAR = true;\n        bool TripleTake = true;\n        bool Volt = true;\n        bool Nemesis = true;\n        \n        //Shotgun\n        bool Mozambique = true;\n        bool EVA8 = true;\n        bool Peacekeeper = true;\n        bool Mastiff = true;\n        \n        //Snipers\n        bool Longbow = true;\n        bool ChargeRifle = true;\n        bool Sentinel = true; \n        \n        //Legendary\n        bool Wingman = true; //Emotional damage!\n        bool Prowler = true;\n        bool Kraber = false;\n        \n        //---------------Advanced---------------//\n        bool AdvancedRCS = false;\n        float AdvancedPitchPower = 10;\n        float AdvancedYawPower = 10;\n        float AdvancedPitchReduction = 25;\n        float AdvancedYawReduction = 25;\n        \n        //Weapons\n        //Light\n        float P2020Pitch = 10;\n        float P2020Yaw = 10;\n        float P2020PitchReduction = 25;\n        float P2020YawReduction = 25;\n        float RE45Pitch = 10;\n        float RE45Yaw = 10;\n        float RE45PitchReduction = 25;\n        float RE45YawReduction = 25;\n        float AlternatorPitch = 10;\n        float AlternatorYaw = 10;\n        float AlternatorPitchReduction = 25;\n        float AlternatorYawReduction = 25;\n        float R99Pitch = 10;\n        float R99Yaw = 10;\n        float R99PitchReduction = 25;\n        float R99YawReduction = 25;\n        float R301Pitch = 10;\n        float R301Yaw = 10;\n        float R301PitchReduction = 25;\n        float R301YawReduction = 25;\n        float SpitfirePitch = 10;\n        float SpitfireYaw = 10;\n        float SpitfirePitchReduction = 25;\n        float SpitfireYawReduction = 25;\n        float G7Pitch = 10;\n        float G7Yaw = 10;\n        float G7PitchReduction = 25;\n        float G7YawReduction = 25;\n        //Heavy\n        float FlatlinePitch = 10;\n        float FlatlineYaw = 10;\n        float FlatlinePitchReduction = 25;\n        float FlatlineYawReduction = 25;\n        float HemlockPitch = 10;\n        float HemlockYaw = 10;\n        float HemlockPitchReduction = 25;\n        float HemlockYawReduction = 25;\n        float RepeaterPitch = 10;\n        float RepeaterYaw = 10;\n        float RepeaterPitchReduction = 25;\n        float RepeaterYawReduction = 25;\n        float RampagePitch = 10;\n        float RampageYaw = 10;\n        float RampagePitchReduction = 25;\n        float RampageYawReduction = 25;\n        float CARSMGPitch = 10;\n        float CARSMGYaw = 10;\n        float CARSMGPitchReduction = 25;\n        float CARSMGYawReduction = 25;\n        //Energy\n        float HavocPitch = 10;\n        float HavocYaw = 10;\n        float HavocPitchReduction = 25;\n        float HavocYawReduction = 25;\n        float DevotionPitch = 10;\n        float DevotionYaw = 10;\n        float DevotionPitchReduction = 25;\n        float DevotionYawReduction = 25;\n        float LSTARPitch = 10;\n        float LSTARYaw = 10;\n        float LSTARPitchReduction = 25;\n        float LSTARYawReduction = 25;\n        float TripleTakePitch = 10;\n        float TripleTakeYaw = 10;\n        float TripleTakePitchReduction = 25;\n        float TripleTakeYawReduction = 25;\n        float VoltPitch = 10;\n        float VoltYaw = 10;\n        float VoltPitchReduction = 25;\n        float VoltYawReduction = 25;\n        float NemesisPitch = 10;\n        float NemesisYaw = 10;\n        float NemesisPitchReduction = 25;\n        float NemesisYawReduction = 25;\n        //Shotguns\n        float MozambiquePitch = 10;\n        float MozambiqueYaw = 10;\n        float MozambiquePitchReduction = 25;\n        float MozambiqueYawReduction = 25;\n        float EVA8Pitch = 10;\n        float EVA8Yaw = 10;\n        float EVA8PitchReduction = 25;\n        float EVA8YawReduction = 25;\n        float PeacekeeperPitch = 10;\n        float PeacekeeperYaw = 10;\n        float PeacekeeperPitchReduction = 25;\n        float PeacekeeperYawReduction = 25;\n        float MastiffPitch = 10;\n        float MastiffYaw = 10;\n        float MastiffPitchReduction = 25;\n        float MastiffYawReduction = 25;\n        //Snipers\n        float LongbowPitch = 10;\n        float LongbowYaw = 10;\n        float LongbowPitchReduction = 25;\n        float LongbowYawReduction = 25;\n        float ChargeRiflePitch = 10;\n        float ChargeRifleYaw = 10;\n        float ChargeRiflePitchReduction = 25;\n        float ChargeRifleYawReduction = 25;\n        float SentinelPitch = 10;\n        float SentinelYaw = 10;\n        float SentinelPitchReduction = 25;\n        float SentinelYawReduction = 25;\n        //Legendary\n        float WingmanPitch = 10;\n        float WingmanYaw = 10;\n        float WingmanPitchReduction = 25;\n        float WingmanYawReduction = 25;\n        float ProwlerPitch = 10;\n        float ProwlerYaw = 10;\n        float ProwlerPitchReduction = 25;\n        float ProwlerYawReduction = 25;\n        float KraberPitch = 10;\n        float KraberYaw = 10;\n        float KraberPitchReduction = 25;\n        float KraberYawReduction = 25;\n    };\n    \n    namespace Triggerbot {\n        bool Enabled = false;\n        int BindMethod = 0;\n        int AttackMethod = 1; // 0 = Mouse, 1 = Memory\n        InputKeyType TriggerBind = InputKeyType::MOUSE_Right;\n        bool OnADS = true;\n        bool HipfireShotguns = false;\n        int Delay = 40;\n        float Range = 200;\n\n        //Weapon Toggles\n\n        //Light\n        bool P2020 = false;\n        bool RE45 = false;\n        bool Alternator = false;\n        bool R99 = false;\n        bool R301 = false;\n        bool Spitfire = false;\n        bool G7 = true;\n        \n        //Heavy\n        bool Flatline = false;\n        bool Hemlock = false;\n        bool Repeater = true;\n        bool Rampage = false;\n        bool CARSMG = false;\n        \n        //Energy\n        bool Havoc = false;\n        bool Devotion = false;\n        bool LSTAR = false;\n        bool TripleTake = true;\n        bool Volt = false;\n        bool Nemesis = false;\n        \n        //Shotgun\n        bool Mozambique = true;\n        bool EVA8 = true;\n        bool Peacekeeper = true;\n        bool Mastiff = true;\n        \n        //Snipers\n        bool Longbow = true;\n        bool ChargeRifle = true;\n        bool Sentinel = true; \n        \n        //Legendary\n        bool Wingman = true;\n        bool Prowler = false;\n        bool Bocek = true;\n        bool Kraber = true;\n        bool Knife = true;\n\n        // Advanced Triggerbot\n        bool AdvancedTriggerbot = false;\n        \n        float P2020Range = 150;\n        float RE45Range = 150;\n        float AlternatorRange = 150;\n        float R99Range = 150;\n        float R301Range = 150;\n        float SpitfireRange = 150;\n        float G7Range = 150;\n\n        float FlatlineRange = 150;\n        float HemlockRange = 150;\n        float ProwlerRange = 150;\n        float RepeaterRange = 150;\n        float RampageRange = 150;\n        float CARSMGRange = 150;\n\n        float HavocRange = 150;\n        float DevotionRange = 150;\n        float LSTARRange = 150;\n        float TripleTakeRange = 150;\n        float VoltRange = 150;\n        float NemesisRange = 150;\n\n        float MozambiqueRange = 150;\n        float PeacekeeperRange = 150;\n        float MastiffRange = 150;\n\n        float LongbowRange = 150;\n        float ChargeRifleRange = 150;\n        float SentinelRange = 150;\n\n        float WingmanRange = 150;\n        float EVA8Range = 150;\n        float BocekRange = 150;\n        float KraberRange = 150;\n        float ThrowingKnifeRange = 150;\n    };\n    \n    namespace Glow {\n        // Glow\n        bool NewGlow = false;\n        bool KnockedCheck = false;\n        float GlowMaxDistance = 200;\n        \n        int GlowColorMode = 1;\n        int GlowColorShieldMode = 0;\n        int GlowRadius = 64;\n        int InsideFunction = 2; //Leave\n        int OutlineFunction = 125; //Leave\n        int BodyStyle = 15;\n        int OutlineStyle = 1;\n        \n        bool ViewModelGlow = false;\n        static int ViewModelGlowSetting = 65;\n        static int ViewModelGlowCombo;\n\n        namespace Item {\n            bool ItemGlow = false;\n            bool Common = true;\n            bool Rare = true;\n            bool Epic = true;\n            bool Gold = true;\n            bool Legendary = true;\n            bool Weapons = false;\n            bool Ammo = false;\n            bool Deathbox = true;\n\n            int ItemGlowThickness = 35;\n\n            int SelectedInsideStyle = 2;\n            int SelectedOutlineStyle = 3;\n        };\n    };\n\n    namespace Sense {\n        bool Enabled = true;\n\n        namespace Enemy {\n            bool DrawEnemy = true;\n\n            bool DrawBoxes = true;\n            bool BoxOutline = true;\n            int BoxType = 0;\n            int BoxStyle = 1;\n            float BoxThickness = 1.0;\n\n            bool DrawSkeleton = true;\n            bool SkeletonOutline = false;\n            int SkeletonDetail = 0; // 0 = Detailed, 1 = Simple\n            float SkeletonThickness = 1.0;\n            bool DrawHeadCircle = true;\n            bool HeadCircleOutline = false;\n            float HeadCircleThickness = 1.0;\n\n            bool DrawBars = true;\n            bool HealthBar = true;\n            bool ShieldBar = true;\n            int BarMode = 2;\n            int BarStyle = 0;\n            float BarThickness = 1.0f;\n            float BarThickness2 = 1.05f;\n            float BarHeight = 5.0f;\n            float BarWidth = 60.0f;\n            int BarColorMode = 0;\n\n            int WeaponColorType = 1;\n            bool DrawDistance = true;\n            \n            int TracerPosition = 0;\n            int TracerBone = 0;\n            bool DrawTracers = false;\n            float TracerThickness = 2.0;\n            bool DrawNames = true;\n            bool DrawSeer = false;\n            bool DrawStatus = false;\n            bool DrawWeapon = true;\n            bool DrawLegend = true;\n            bool ShowMaxStatusValues = true;\n        };\n\n        namespace Teammate {\n            bool DrawTeam = false;\n\n            bool DrawBoxes = true;\n            bool BoxOutline = true;\n            int BoxType = 0;\n            int BoxStyle = 0;\n            float BoxThickness = 1.0;\n\n            bool DrawSkeleton = true;\n            bool SkeletonOutline = false;\n            int SkeletonDetail = 0; // 0 = Detailed, 1 = Simple\n            float SkeletonThickness = 1.0;\n            bool DrawHeadCircle = true;\n            bool HeadCircleOutline = false;\n            float HeadCircleThickness = 1.0;\n\n            bool DrawBars = true;\n            bool HealthBar = true;\n            bool ShieldBar = true;\n            int BarMode = 2;\n            int BarStyle = 0;\n            float BarThickness = 1.0f;\n            float BarThickness2 = 0.05f;\n            float BarHeight = 5.0f;\n            float BarWidth = 60.0f;\n            int BarColorMode = 0;\n            bool BarBackground = false;\n\n            int WeaponColorType = 1;\n            bool DrawDistance = true;\n            \n            int TracerPosition = 0;\n            int TracerBone = 0;\n            bool DrawTracers = true;\n            float TracerThickness = 2.0;\n            bool DrawNames = true;\n            bool DrawSeer = false;\n            bool DrawStatus = true;\n            bool DrawWeapon = false;\n            bool DrawLegend = false;\n            bool ShowMaxStatusValues = true;\n        };\n\n        namespace Positions {\n            // 0 = Top 1, 1 = Top 2, 2 = Bottom 1, 3 = Bottom 2, 4 = Bottom 3\n            int NamePosition = 0;\n            int DistancePosition = 0;\n            int LegendPosition = 2;\n            int WeaponPosition = 3;\n            int StatusPosition = 4;\n        };\n\n        // Aimbot\n        bool DrawFOVCircle = true;\n        bool DrawFilledFOVCircle = false;\n        float FOVThickness = 1.0;\n        float GameFOV = 120;\n\n        bool DrawTargetLine = false;\n        bool DrawTargetDot = false;\n        bool DrawTargetBox = false;\n        int TargetMode = 0; // 0 = Aimbot Target, 1 = Best Target\n        int TargetBoneMode = 0; // 0 = Aimbot Settings, 1 = Custom\n        int TargetSelectedBone = 0;\n        int TargetBone = 0;\n        HitboxType TargetHitbox = HitboxType::Head;\n        int TargetLineThickness = 1;\n        int TargetDotRadius = 1500;\n        int TargetBoxMode = 0;\n        int TargetBoxThickness = 1;\n        int TargetBoxSize = 4;\n\n        bool DrawTargetInfo = false;\n        int TargetInfoDisplayMode = 0;\n        bool DrawTargetInfoName = false;\n        int TargetInfoNamePos = 0;\n        bool DrawTargetInfoLegend = false;\n        int TargetInfoLegendPos = 1;\n        bool DrawTargetInfoTeamID = false;\n        bool DrawTargetInfoDistance = false;\n        bool DrawTargetInfoWeapon = false;\n        int TargetInfoWeaponPos = 2;\n        bool DrawTargetInfoHealth = false;\n        int TargetInfoHealthPos = 3;\n        bool DrawTargetInfoShield = false;\n        int TargetInfoShieldPos = 4;\n\n        int TargetInfoColorMode = 0; // 0 = Simple, 1 = Custom\n\n        int TargetInfoPosX = 0;\n        int TargetInfoPosY = 0;\n        int TargetInfoOffset = 15;\n\n        //Other\n        bool DrawCrosshair = true;\n        float CrosshairSize = 7.0;\n        float CrosshairThickness = 1.0;\n\n        bool ShowSpectators = false;\n\n        bool DrawSpectatorWarning = false;\n        bool DrawVisibleWarning = false;\n        bool WarningTextOutline = true;\n        int WarningTextX;\n        int WarningTextY;\n        int WarningTextScale = 50;\n\n        // Settings\n        bool TextOutline = true;\n        bool VisibilityCheck = false;\n        bool KnockedCheck = false;\n        float ESPMaxDistance = 200;\n        \n    };\n\n    namespace Radar {\n        bool MiniMap = false;\n        float MiniMapRange = 200;\n        int MiniMapScaleX = 215;\n        int MiniMapScaleY = 215;\n        bool MiniMapGuides = true;\n\n        int IdentifierSize = 7;\n        int MiniMapBlackBGSize = 0;\n        int EnemyIdentifier = 1;\n        bool EnemyViewAngles = true;\n        float EnemyViewAnglesLength = 15.0f;\n        float EnemyViewAnglesColor[4] = { 0, 0, 0, 0.999 };\n        float RadarRounding = 15.0f;\n        \n        bool BigMap = false;\n        InputKeyType BigMapBind = InputKeyType::KEYBOARD_K;\n        float CircleColor[4] = { 0.999, 0, 0, 0.999 };\n        float BackgroundColor[4] = { 0, 0, 0, 0.1 };\n    };\n    \n    namespace Misc {\n        bool SuperGlide = true;\n        int SuperGlideMode = 0; // 0 = Manual, 1 = Auto\n        int SuperGlideFPS = 1; // 0 = 75, 1 = 144, 2 = 240\n\n        bool BHop = false;\n        int BHopDelay = 25;\n        InputKeyType BHopBind = InputKeyType::KEYBOARD_X;\n\n        bool WallJump = false;\n        InputKeyType WallJumpBind = InputKeyType::KEYBOARD_X;\n\n        bool AutoTapStrafe = false;\n\n        bool QuickTurn = false;\n        int QuickTurnAngle = 180;\n        InputKeyType QuickTurnBind = InputKeyType::MOUSE_Middle;\n\n        bool RapidFire = false;\n        int RapidFireDelay = 75;\n        InputKeyType RapidFireBind = InputKeyType::KEYBOARD_X;\n\n        //Rapid Fire Weapon Toggles\n        //Light\n        bool RapidP2020 = true;\n        bool RapidR301 = true;\n        bool RapidG7 = true;\n        //Heavy\n        bool RapidFlatline = true;\n        bool RapidHemlock = true;\n        bool RapidProwler = true;\n        //Energy\n        bool RapidNemesis = true;\n        //Shotgun\n        bool RapidMozambique = true;\n        bool RapidEVA8 = true;\n        //Legendary\n        bool RapidWingman = true;\n\n        bool SkinChanger = false;\n        //Weapon IDs\n        //Light\n        int SkinP2020 = 1;\n        int SkinRE45 = 1;\n        int SkinALTERNATOR = 1;\n        int SkinR99 = 1;\n        int SkinR301 = 1;\n        int SkinSPITFIRE = 1;\n        int SkinG7 = 1;\n        \n        //Heavy\n        int SkinFLATLINE = 1;\n        int SkinHEMLOCK = 1;\n        int SkinREPEATER = 1;\n        int SkinRAMPAGE = 1;\n        int SkinCAR = 1;\n        \n        //Energy\n        int SkinHAVOC = 1;\n        int SkinDEVOTION = 1;\n        int SkinLSTAR = 1;\n        int SkinTRIPLETAKE = 1;\n        int SkinVOLT = 1;\n        int SkinNEMESIS = 1;\n        \n        //Shotgun\n        int SkinMOZAMBIQUE = 1;\n        int SkinEVA8 = 1;\n        int SkinPEACEKEEPER = 1;\n        int SkinMASTIFF = 1;\n        \n        //Snipers\n        int SkinLONGBOW = 1;\n        int SkinCHARGE_RIFLE = 1;\n        int SkinSENTINEL = 1; \n        \n        //Legendary\n        int SkinWINGMAN = 1;\n        int SkinPROWLER = 1;\n        int SkinBOCEK = 1;\n        int SkinKRABER = 1;\n    };\n    \n    namespace Colors {\n    \tint WeaponColorMode = 0;\n\n        namespace Enemy {\n            //ESP\n            float InvisibleBoxColor[4] = { 0.99, 0, 0, 0.99 };\n            float VisibleBoxColor[4] = { 0, 0.99, 0, 0.99 };\n            float KnockedBoxColor[4] = { 0.990, 0.671, 0.119, 0.99 };\n            float InvisibleFilledBoxColor[4] = { 0, 0, 0, 0.11 };\n            float VisibleFilledBoxColor[4] = { 0, 0, 0, 0.11 };\n            float KnockedFilledBoxColor[4] = { 0, 0, 0, 0.11 };\n            float InvisibleTracerColor[4] = { 0.99, 0, 0, 0.99 };\n            float VisibleTracerColor[4] = { 0, 0.99, 0, 0.99 };\n            float KnockedTracerColor[4] = { 0.990, 0.671, 0.119, 0.99 };\n            float InvisibleSkeletonColor[4] = { 0.99, 0, 0, 0.99 };\n            float VisibleSkeletonColor[4] = { 0, 0.99, 0, 0.99 };\n            float KnockedSkeletonColor[4] = { 0.990, 0.671, 0.119, 0.99 };\n            float InvisibleHeadCircleColor[4] = { 0.99, 0, 0, 0.99 };\n            float VisibleHeadCircleColor[4] = { 0, 0.99, 0, 0.99 };\n            float KnockedHeadCircleColor[4] = { 0.990, 0.671, 0.119, 0.99 };\n            float InvisibleNameColor[4] = { 0.99, 0, 0, 0.99 };\n            float VisibleNameColor[4] = { 0, 0.99, 0, 0.99 };\n            float KnockedNameColor[4] = { 0.990, 0.671, 0.119, 0.99 };\n            float InvisibleDistanceColor[4] = { 0.99, 0, 0, 0.99 };\n            float VisibleDistanceColor[4] = { 0, 0.99, 0, 0.99 };\n            float KnockedDistanceColor[4] = { 0.990, 0.671, 0.119, 0.99 };\n            float InvisibleLegendColor[4] = { 0.99, 0, 0, 0.99 };\n            float VisibleLegendColor[4] = { 0, 0.99, 0, 0.99 };\n            float KnockedLegendColor[4] = { 0.990, 0.671, 0.119, 0.99 };\n            float NearColor[4] = { 0.99, 0.99, 0.99, 0.99 };\n            //Bar\n            int BarColorMode = 2;\n            //WeaponESP Colors\n            float InvisibleWeaponColor[4] = { 0.99, 0, 0, 0.99 };\n            float VisibleWeaponColor[4] = { 0, 0.99, 0, 0.99 };\n            float KnockedWeaponColor[4] = { 0.990, 0.671, 0.119, 0.99 };\n            //Multiple\n            float LightWeaponColor[4] = { 0.990, 0.768, 0.039, 0.99 };\n            float HeavyWeaponColor[4] = { 0.00990, 0.990, 0.761 };\n            float EnergyWeaponColor[4] = { 0, 0.99, 0, 0.99 };\n            float ShotgunWeaponColor[4] = { 0.99, 0, 0, 0.99 };\n            float SniperWeaponColor[4] = { 0.00990, 0.337, 0.990, 0.99 };\n            float LegendaryWeaponColor[4] = { 0.99, 0.530, 0.945 };\n            float MeleeWeaponColor[4] = { 0.99, 0.99, 0.99, 0.99 };\n            float ThrowableWeaponColor[4] = { 0.990, 0.974, 0.0495, 0.99 };\n\n            //Glow\n            float InvisibleGlowColor[3] = {1, 0, 0};\n            float VisibleGlowColor[3] = {0, 1, 0};\n            float LowGlowColor[3] = {1, 1, 0};\n            float KnockedGlowColor[3] = { 0.99, 0.67, 0.12};\n            \n            float RedShieldColor[3] = {1, 0, 0};\n            float PurpleShieldColor[3] = {0.5, 0, 0.5};\n            float BlueShieldColor[3] = {0, 0.5, 1};\n            float GreyShieldColor[3] = {0.540, 0.545, 0.545};\n        };\n\n        namespace Teammate {\n            float InvisibleBoxColor[4] = { 0.0846, 0.0693, 0.990, 0.99 };\n            float VisibleBoxColor[4] = { 0.00990, 0.827, 0.990, 0.99 };\n            float KnockedBoxColor[4] = { 0.484, 0, 0.990, 0.99 };\n            float InvisibleFilledBoxColor[4] = { 0.0846, 0.0693, 0.990, 0.99 };\n            float VisibleFilledBoxColor[4] = { 0.00990, 0.827, 0.990, 0.99 };\n            float KnockedFilledBoxColor[4] = { 0.484, 0, 0.990, 0.99 };\n            float InvisibleTracerColor[4] = { 0.0846, 0.0693, 0.990, 0.99 };\n            float VisibleTracerColor[4] = { 0.00990, 0.827, 0.990, 0.99 };\n            float KnockedTracerColor[4] = { 0.484, 0, 0.990, 0.99 };\n            float InvisibleSkeletonColor[4] = { 0.0846, 0.0693, 0.990, 0.99 };\n            float VisibleSkeletonColor[4] = { 0.00990, 0.827, 0.990, 0.99 };\n            float KnockedSkeletonColor[4] = { 0.484, 0, 0.990, 0.99 };\n            float InvisibleHeadCircleColor[4] = { 0.0846, 0.0693, 0.990, 0.99 };\n            float VisibleHeadCircleColor[4] = { 0.00990, 0.827, 0.990, 0.99 };\n            float KnockedHeadCircleColor[4] = { 0.484, 0, 0.990, 0.99 };\n            float InvisibleNameColor[4] = { 0.0846, 0.0693, 0.990, 0.99 };\n            float VisibleNameColor[4] = { 0.00990, 0.827, 0.990, 0.99 };\n            float KnockedNameColor[4] = { 0.484, 0, 0.990, 0.99 };\n            float InvisibleDistanceColor[4] = { 0.0846, 0.0693, 0.990, 0.99 };\n            float VisibleDistanceColor[4] = { 0.00990, 0.827, 0.990, 0.99 };\n            float KnockedDistanceColor[4] = { 0.484, 0, 0.990, 0.99 };\n            float InvisibleLegendColor[4] = { 0.0846, 0.0693, 0.990, 0.99 };\n            float VisibleLegendColor[4] = { 0.00990, 0.827, 0.990, 0.99 };\n            float KnockedLegendColor[4] = { 0.484, 0, 0.990, 0.99 };\n            \n            //Bar\n            int BarColorMode = 2;\n            \n            //WeaponESP Colors\n            float InvisibleWeaponColor[4] = { 0.0846, 0.0693, 0.990, 0.99 };\n            float VisibleWeaponColor[4] = { 0.00990, 0.827, 0.990, 0.99 };\n            float KnockedWeaponColor[4] = { 0.484, 0, 0.990, 0.99 };\n            //Multiple\n            float LightWeaponColor[4] = { 0.990, 0.768, 0.039, 0.99 };\n            float HeavyWeaponColor[4] = { 0.00990, 0.990, 0.761 };\n            float EnergyWeaponColor[4] = { 0, 0.99, 0, 0.99 };\n            float ShotgunWeaponColor[4] = { 0.99, 0, 0, 0.99 };\n            float SniperWeaponColor[4] = { 0.00990, 0.337, 0.990, 0.99 };\n            float LegendaryWeaponColor[4] = { 0.99, 0.530, 0.945 };\n            float MeleeWeaponColor[4] = { 0.99, 0.99, 0.99, 0.99 };\n            float ThrowableWeaponColor[4] = { 0.990, 0.974, 0.0495, 0.99 };\n        };\n\n        // Aimbot\n        float TargetLineColor[4] = { 0.99, 0.99, 0.99, 0.99 };\n        float TargetDotColor[4] = { 0.99, 0.99, 0.99, 0.99 };\n        float TargetBoxColor[4] = { 0.99, 0.99, 0.99, 0.99 };\n        float TargetLineLockedColor[4] = { 0.99, 0, 0, 0.99 };\n        float TargetDotLockedColor[4] = { 0.99, 0, 0, 0.99 };\n        float TargetBoxLockedColor[4] = { 0.99, 0, 0, 0.99 };\n\n        float TargetInfoColor[4] = { 0.99, 0.99, 0.99, 0.99 };\n        float TargetInfoLockedColor[4] = { 0.99, 0, 0, 0.99 };\n\n    \tfloat FOVColor[4] = { 0.99, 0.99, 0.99, 0.99 };\n    \tfloat FilledFOVColor[4] = { 0, 0, 0, 0.11 };\n    \tfloat CrosshairColor[4] = { 0.99, 0.99, 0.99, 0.99 };\n\n        float SpectatorWarningColor[4] = { 0.99, 0, 0, 0.99};\n        float VisibleWarningColor[4] = { 0, 0.99, 0, 0.99 };\n    };\n    \n    namespace Watermark {\n        bool Watermark = true;\n\t    int WatermarkPosition = 0;\n\t    bool Name = true;\n        float NameColor[4] = { 0.4, 1, 0.343, 1};\n        bool Spectators = false;\n\t    bool ProcessingSpeed = true;\n        bool GameFPS = true;\n    };\n}; //End of namespace Features\n"
  },
  {
    "path": "Utils/HitboxType.hpp",
    "content": "#pragma once\n//REF https://www.unknowncheats.me/forum/apex-legends/496984-getting-hitbox-positions-cstudiohdr-externally.html\nenum class HitboxType {\n    Head = 0,\n    Neck = 1,\n    UpperChest = 2,\n    LowerChest = 3,\n    Stomach = 4,\n    Hip = 5,\n    Leftshoulder = 6,\n    Leftelbow = 7,\n    Lefthand = 8,\n    Rightshoulder = 9,\n    RightelbowBone = 10,\n    Righthand = 11,\n    LeftThighs = 12,\n    Leftknees = 13,\n    Leftleg = 14,\n    RightThighs = 16,\n    Rightknees = 17,\n    Rightleg = 18,\n};\n"
  },
  {
    "path": "Utils/IniReader.h",
    "content": "// Read an INI file into easy-to-access name/value pairs.\n\n// inih and INIReader are released under the New BSD license (see LICENSE.txt).\n// Go to the project home page for more info:\n//\n// https://github.com/benhoyt/inih\n/* inih -- simple .INI file parser\n\ninih is released under the New BSD license (see LICENSE.txt). Go to the project\nhome page for more info:\n\nhttps://github.com/benhoyt/inih\n\n*/\n\n#ifndef __INI_H__\n#define __INI_H__\n\n/* Make this header file easier to include in C++ code */\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#include <stdio.h>\n\n/* Typedef for prototype of handler function. */\ntypedef int (*ini_handler)(void* user, const char* section,\n                           const char* name, const char* value);\n\n/* Typedef for prototype of fgets-style reader function. */\ntypedef char* (*ini_reader)(char* str, int num, void* stream);\n\n/* Parse given INI-style file. May have [section]s, name=value pairs\n   (whitespace stripped), and comments starting with ';' (semicolon). Section\n   is \"\" if name=value pair parsed before any section heading. name:value\n   pairs are also supported as a concession to Python's configparser.\n\n   For each name=value pair parsed, call handler function with given user\n   pointer as well as section, name, and value (data only valid for duration\n   of handler call). Handler should return nonzero on success, zero on error.\n\n   Returns 0 on success, line number of first error on parse error (doesn't\n   stop on first error), -1 on file open error, or -2 on memory allocation\n   error (only when INI_USE_STACK is zero).\n*/\nint ini_parse(const char* filename, ini_handler handler, void* user);\n\n/* Same as ini_parse(), but takes a FILE* instead of filename. This doesn't\n   close the file when it's finished -- the caller must do that. */\nint ini_parse_file(FILE* file, ini_handler handler, void* user);\n\n/* Same as ini_parse(), but takes an ini_reader function pointer instead of\n   filename. Used for implementing custom or string-based I/O. */\nint ini_parse_stream(ini_reader reader, void* stream, ini_handler handler,\n                     void* user);\n\n/* Nonzero to allow multi-line value parsing, in the style of Python's\n   configparser. If allowed, ini_parse() will call the handler with the same\n   name for each subsequent line parsed. */\n#ifndef INI_ALLOW_MULTILINE\n#define INI_ALLOW_MULTILINE 1\n#endif\n\n/* Nonzero to allow a UTF-8 BOM sequence (0xEF 0xBB 0xBF) at the start of\n   the file. See http://code.google.com/p/inih/issues/detail?id=21 */\n#ifndef INI_ALLOW_BOM\n#define INI_ALLOW_BOM 1\n#endif\n\n/* Nonzero to allow inline comments (with valid inline comment characters\n   specified by INI_INLINE_COMMENT_PREFIXES). Set to 0 to turn off and match\n   Python 3.2+ configparser behaviour. */\n#ifndef INI_ALLOW_INLINE_COMMENTS\n#define INI_ALLOW_INLINE_COMMENTS 1\n#endif\n#ifndef INI_INLINE_COMMENT_PREFIXES\n#define INI_INLINE_COMMENT_PREFIXES \";\"\n#endif\n\n/* Nonzero to use stack, zero to use heap (malloc/free). */\n#ifndef INI_USE_STACK\n#define INI_USE_STACK 1\n#endif\n\n/* Stop parsing on first error (default is to keep parsing). */\n#ifndef INI_STOP_ON_FIRST_ERROR\n#define INI_STOP_ON_FIRST_ERROR 0\n#endif\n\n/* Maximum line length for any line in INI file. */\n#ifndef INI_MAX_LINE\n#define INI_MAX_LINE 200\n#endif\n\n#ifdef __cplusplus\n}\n#endif\n\n/* inih -- simple .INI file parser\n\ninih is released under the New BSD license (see LICENSE.txt). Go to the project\nhome page for more info:\n\nhttps://github.com/benhoyt/inih\n\n*/\n\n#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)\n#define _CRT_SECURE_NO_WARNINGS\n#endif\n\n#include <stdio.h>\n#include <ctype.h>\n#include <string.h>\n\n#if !INI_USE_STACK\n#include <stdlib.h>\n#endif\n\n#define MAX_SECTION 50\n#define MAX_NAME 50\n\n/* Strip whitespace chars off end of given string, in place. Return s. */\ninline static char* rstrip(char* s)\n{\n    char* p = s + strlen(s);\n    while (p > s && isspace((unsigned char)(*--p)))\n        *p = '\\0';\n    return s;\n}\n\n/* Return pointer to first non-whitespace char in given string. */\ninline static char* lskip(const char* s)\n{\n    while (*s && isspace((unsigned char)(*s)))\n        s++;\n    return (char*)s;\n}\n\n/* Return pointer to first char (of chars) or inline comment in given string,\n   or pointer to null at end of string if neither found. Inline comment must\n   be prefixed by a whitespace character to register as a comment. */\ninline static char* find_chars_or_comment(const char* s, const char* chars)\n{\n#if INI_ALLOW_INLINE_COMMENTS\n    int was_space = 0;\n    while (*s && (!chars || !strchr(chars, *s)) &&\n           !(was_space && strchr(INI_INLINE_COMMENT_PREFIXES, *s))) {\n        was_space = isspace((unsigned char)(*s));\n        s++;\n    }\n#else\n    while (*s && (!chars || !strchr(chars, *s))) {\n        s++;\n    }\n#endif\n    return (char*)s;\n}\n\n/* Version of strncpy that ensures dest (size bytes) is null-terminated. */\ninline static char* strncpy0(char* dest, const char* src, size_t size)\n{\n    strncpy(dest, src, size);\n    dest[size - 1] = '\\0';\n    return dest;\n}\n\n/* See documentation in header file. */\ninline int ini_parse_stream(ini_reader reader, void* stream, ini_handler handler,\n                     void* user)\n{\n    /* Uses a fair bit of stack (use heap instead if you need to) */\n#if INI_USE_STACK\n    char line[INI_MAX_LINE];\n#else\n    char* line;\n#endif\n    char section[MAX_SECTION] = \"\";\n    char prev_name[MAX_NAME] = \"\";\n\n    char* start;\n    char* end;\n    char* name;\n    char* value;\n    int lineno = 0;\n    int error = 0;\n\n#if !INI_USE_STACK\n    line = (char*)malloc(INI_MAX_LINE);\n    if (!line) {\n        return -2;\n    }\n#endif\n\n    /* Scan through stream line by line */\n    while (reader(line, INI_MAX_LINE, stream) != NULL) {\n        lineno++;\n\n        start = line;\n#if INI_ALLOW_BOM\n        if (lineno == 1 && (unsigned char)start[0] == 0xEF &&\n                           (unsigned char)start[1] == 0xBB &&\n                           (unsigned char)start[2] == 0xBF) {\n            start += 3;\n        }\n#endif\n        start = lskip(rstrip(start));\n\n        if (*start == ';' || *start == '#') {\n            /* Per Python configparser, allow both ; and # comments at the\n               start of a line */\n        }\n#if INI_ALLOW_MULTILINE\n        else if (*prev_name && *start && start > line) {\n\n#if INI_ALLOW_INLINE_COMMENTS\n        end = find_chars_or_comment(start, NULL);\n        if (*end)\n            *end = '\\0';\n        rstrip(start);\n#endif\n\n            /* Non-blank line with leading whitespace, treat as continuation\n               of previous name's value (as per Python configparser). */\n            if (!handler(user, section, prev_name, start) && !error)\n                error = lineno;\n        }\n#endif\n        else if (*start == '[') {\n            /* A \"[section]\" line */\n            end = find_chars_or_comment(start + 1, \"]\");\n            if (*end == ']') {\n                *end = '\\0';\n                strncpy0(section, start + 1, sizeof(section));\n                *prev_name = '\\0';\n            }\n            else if (!error) {\n                /* No ']' found on section line */\n                error = lineno;\n            }\n        }\n        else if (*start) {\n            /* Not a comment, must be a name[=:]value pair */\n            end = find_chars_or_comment(start, \"=:\");\n            if (*end == '=' || *end == ':') {\n                *end = '\\0';\n                name = rstrip(start);\n                value = lskip(end + 1);\n#if INI_ALLOW_INLINE_COMMENTS\n                end = find_chars_or_comment(value, NULL);\n                if (*end)\n                    *end = '\\0';\n#endif\n                rstrip(value);\n\n                /* Valid name[=:]value pair found, call handler */\n                strncpy0(prev_name, name, sizeof(prev_name));\n                if (!handler(user, section, name, value) && !error)\n                    error = lineno;\n            }\n            else if (!error) {\n                /* No '=' or ':' found on name[=:]value line */\n                error = lineno;\n            }\n        }\n\n#if INI_STOP_ON_FIRST_ERROR\n        if (error)\n            break;\n#endif\n    }\n\n#if !INI_USE_STACK\n    free(line);\n#endif\n\n    return error;\n}\n\n/* See documentation in header file. */\ninline int ini_parse_file(FILE* file, ini_handler handler, void* user)\n{\n    return ini_parse_stream((ini_reader)fgets, file, handler, user);\n}\n\n/* See documentation in header file. */\ninline int ini_parse(const char* filename, ini_handler handler, void* user)\n{\n    FILE* file;\n    int error;\n\n    file = fopen(filename, \"r\");\n    if (!file)\n        return -1;\n    error = ini_parse_file(file, handler, user);\n    fclose(file);\n    return error;\n}\n\n#endif /* __INI_H__ */\n\n\n#ifndef __INIREADER_H__\n#define __INIREADER_H__\n\n#include <map>\n#include <set>\n#include <string>\n\n// Read an INI file into easy-to-access name/value pairs. (Note that I've gone\n// for simplicity here rather than speed, but it should be pretty decent.)\nclass INIReader\n{\npublic:\n    // Empty Constructor\n    INIReader() {};\n\n    // Construct INIReader and parse given filename. See ini.h for more info\n    // about the parsing.\n    explicit INIReader(const std::string& filename);\n\n    // Construct INIReader and parse given file. See ini.h for more info\n    // about the parsing.\n    explicit INIReader(FILE *file);\n\n    // Return the result of ini_parse(), i.e., 0 on success, line number of\n    // first error on parse error, or -1 on file open error.\n    int ParseError() const;\n\n    // Return the list of sections found in ini file\n    const std::set<std::string>& Sections() const;\n\n    // Get a string value from INI file, returning default_value if not found.\n    std::string Get(const std::string& section, const std::string& name,\n                    const std::string& default_value) const;\n\n    // Get an integer (long) value from INI file, returning default_value if\n    // not found or not a valid integer (decimal \"1234\", \"-1234\", or hex \"0x4d2\").\n    long GetInteger(const std::string& section, const std::string& name, long default_value) const;\n\n    // Get a real (floating point double) value from INI file, returning\n    // default_value if not found or not a valid floating point value\n    // according to strtod().\n    double GetReal(const std::string& section, const std::string& name, double default_value) const;\n\n    // Get a single precision floating point number value from INI file, returning\n    // default_value if not found or not a valid floating point value\n    // according to strtof().\n    float GetFloat(const std::string& section, const std::string& name, float default_value) const;\n  \n    // Get a boolean value from INI file, returning default_value if not found or if\n    // not a valid true/false value. Valid true values are \"true\", \"yes\", \"on\", \"1\",\n    // and valid false values are \"false\", \"no\", \"off\", \"0\" (not case sensitive).\n    bool GetBoolean(const std::string& section, const std::string& name, bool default_value) const;\n\nprotected:\n    int _error;\n    std::map<std::string, std::string> _values;\n    std::set<std::string> _sections;\n    static std::string MakeKey(const std::string& section, const std::string& name);\n    static int ValueHandler(void* user, const char* section, const char* name,\n                            const char* value);\n};\n\n#endif  // __INIREADER_H__\n\n\n#ifndef __INIREADER__\n#define __INIREADER__\n\n#include <algorithm>\n#include <cctype>\n#include <cstdlib>\n\ninline INIReader::INIReader(const std::string& filename)\n{\n    _error = ini_parse(filename.c_str(), ValueHandler, this);\n}\n\ninline INIReader::INIReader(FILE *file)\n{\n    _error = ini_parse_file(file, ValueHandler, this);\n}\n\ninline int INIReader::ParseError() const\n{\n    return _error;\n}\n\ninline const std::set<std::string>& INIReader::Sections() const\n{\n    return _sections;\n}\n\ninline std::string INIReader::Get(const std::string& section, const std::string& name, const std::string& default_value) const\n{\n    std::string key = MakeKey(section, name);\n    return _values.count(key) ? _values.at(key) : default_value;\n}\n\ninline long INIReader::GetInteger(const std::string& section, const std::string& name, long default_value) const\n{\n    std::string valstr = Get(section, name, \"\");\n    const char* value = valstr.c_str();\n    char* end;\n    // This parses \"1234\" (decimal) and also \"0x4D2\" (hex)\n    long n = strtol(value, &end, 0);\n    return end > value ? n : default_value;\n}\n\ninline double INIReader::GetReal(const std::string& section, const std::string& name, double default_value) const\n{\n    std::string valstr = Get(section, name, \"\");\n    const char* value = valstr.c_str();\n    char* end;\n    double n = strtod(value, &end);\n    return end > value ? n : default_value;\n}\n\ninline float INIReader::GetFloat(const std::string& section, const std::string& name, float default_value) const\n{\n    std::string valstr = Get(section, name, \"\");\n    const char* value = valstr.c_str();\n    char* end;\n    float n = strtof(value, &end);\n    return end > value ? n : default_value;\n}\n\ninline bool INIReader::GetBoolean(const std::string& section, const std::string& name, bool default_value) const\n{\n    std::string valstr = Get(section, name, \"\");\n    // Convert to lower case to make string comparisons case-insensitive\n    std::transform(valstr.begin(), valstr.end(), valstr.begin(), ::tolower);\n    if (valstr == \"true\" || valstr == \"yes\" || valstr == \"on\" || valstr == \"1\")\n        return true;\n    else if (valstr == \"false\" || valstr == \"no\" || valstr == \"off\" || valstr == \"0\")\n        return false;\n    else\n        return default_value;\n}\n\ninline std::string INIReader::MakeKey(const std::string& section, const std::string& name)\n{\n    std::string key = section + \"=\" + name;\n    // Convert to lower case to make section/name lookups case-insensitive\n    std::transform(key.begin(), key.end(), key.begin(), ::tolower);\n    return key;\n}\n\ninline int INIReader::ValueHandler(void* user, const char* section, const char* name,\n                            const char* value)\n{\n    INIReader* reader = (INIReader*)user;\n    std::string key = MakeKey(section, name);\n    if (reader->_values[key].size() > 0)\n        reader->_values[key] += \"\\n\";\n    reader->_values[key] += value;\n    reader->_sections.insert(section);\n    return 1;\n}\n\n#endif  // __INIREADER__"
  },
  {
    "path": "Utils/InputManager.hpp",
    "content": "#pragma once\n#include <iostream>\n#include <vector>\n#include <algorithm>\n#include <atomic>\n#include <chrono>\n#include <thread>\n#include <fcntl.h>\n#include <linux/input.h>\n#include <cstring>\n#include <libudev.h>\n#include <unistd.h>\n#include <cstdio>\n#include <stdlib.h>\n#include <string.h>\n\n#include \"InputTypes.hpp\"\n\n#define test_bit(yalv, abs_b) ((((char *)abs_b)[yalv/8] & (1<<yalv%8)) > 0)\n\nstruct InputDeviceHandler{\nprivate:\n    int _fd;\n\npublic:\n    bool openDevice(const char* deviceName) {\n        _fd = open(deviceName, O_RDONLY | O_NONBLOCK);\n        if (_fd <= 0) {\n            return false;\n        }\n\n        return true;\n    }\n\n    void closeDevice() {\n        close(_fd);\n    }\n\n    bool readEv(input_event& ie) {\n        int bytes = read(_fd, &ie, sizeof(ie));\n        if (bytes > 0) {\n            if (ie.type & EV_KEY) {\n                return true;\n            }\n        }\n\n        return false;\n    }\n};\n\nclass InputManager {\nprivate:\n    static ushort _inputTypes[InputKeyTypeCount];\n    static std::vector<InputDeviceHandler> _keyboardInputHandlers;\n    static std::vector<InputDeviceHandler> _mouseInputHandlers;\n\n    static void readEv() {\n        input_event ie;\n        \n        for(auto keyboardInputHandler : _keyboardInputHandlers) {\n            ie = {0};\n            if(keyboardInputHandler.readEv(ie)) {  \n                _inputTypes[static_cast<int>(mapKeyboardKeyType(ie.code))] = ie.value;\n                //std::cout << (int)mapKeyboardKeyType(ie.code) << \" \" << ie.value  << std::endl;\n            }\n        }\n\n        for(auto mouseInputHandler : _mouseInputHandlers) {\n            ie = {0};\n            if(mouseInputHandler.readEv(ie)) {\n                _inputTypes[static_cast<int>(mapMouseButtonType(ie.code))] = ie.value;\n                //std::cout << (int)mapMouseButtonType(ie.code) << \" \" << ie.value << std::endl;\n            }\n        }\n    }\n\n    static void closeDevices() {\n        for(auto keyboardInputHandler : _keyboardInputHandlers) {\n            keyboardInputHandler.closeDevice();\n        }\n\n        for(auto mouseInputHandler : _mouseInputHandlers) {\n            mouseInputHandler.closeDevice();\n        }\n    }\n\n    static bool isValidInputDevice(const char* device) {\n        if(device == nullptr || std::string(device).find(\"event\") == std::string::npos) {\n            return false;\n        }\n\n        int fd = open(device, O_RDONLY | O_NONBLOCK);\n        if (fd <= 0) {\n            return false;\n        }\n\n        unsigned char evtype_b[(EV_MAX + 7) / 8];\n        ioctl(fd, EVIOCGBIT(0, sizeof(evtype_b)), evtype_b);\n\n        close(fd);\n\n        if (!test_bit(EV_KEY, evtype_b)) {\n            return false;\n        }\n        \n        return true;\n    }\n\n    static std::vector<std::string> listInputDevices(const char* deviceType) {\n        std::vector<std::string> result;\n\n        udev* udevContext = udev_new();\n        if (!udevContext) {\n            std::cerr << \"Failed to create udev context\" << std::endl;\n            return result;\n        }\n\n        udev_enumerate* udevEnumerate = udev_enumerate_new(udevContext);\n        if (!udevEnumerate) {\n            std::cerr << \"Failed to create udev enumeration context\\n\";\n            udev_unref(udevContext);\n            return result;\n        }\n\n        udev_enumerate_add_match_subsystem(udevEnumerate, \"input\");\n        udev_enumerate_add_match_property(udevEnumerate, deviceType, \"1\");\n        udev_enumerate_scan_devices(udevEnumerate);\n\n        udev_list_entry* devicesList = udev_enumerate_get_list_entry(udevEnumerate);\n        udev_list_entry* device = nullptr;\n\n        udev_list_entry_foreach(device, devicesList) {\n            const char* path = udev_list_entry_get_name(device);\n            udev_device* dev = udev_device_new_from_syspath(udevContext, path);\n            if (dev) {\n                const char* devnode = udev_device_get_devnode(dev);\n                if (isValidInputDevice(devnode)) {\n                    result.push_back(std::string(devnode));\n                }\n                udev_device_unref(dev);\n            }\n        }\n\n        udev_enumerate_unref(udevEnumerate);\n        udev_unref(udevContext);\n\n        return result;\n    }\n\n    static void addKeyboardHandler(std::string device) {\n        InputDeviceHandler keyboardInputHandler;\n        if(!keyboardInputHandler.openDevice(device.c_str())) {\n            return;\n        }\n\n        //std::cout << \"Found keyboard device node: \" << device << std::endl;\n        _keyboardInputHandlers.push_back(keyboardInputHandler);\n    }\n\n    static bool initKeyboard() {\n        \n        auto devices = listInputDevices(\"ID_INPUT_KEYBOARD\");\n        \n        if(devices.empty()) {\n            return false;\n        }\n\n        for(auto device : devices) {\n            addKeyboardHandler(device);\n        }\n\n        if(_keyboardInputHandlers.empty()) {\n            std::cout << \"Failed to find keyborad device. Input manager will not work.\" << std::endl;\n            return false;\n        }\n\n        return true;\n    }\n\n    static void addMouseHandler(std::string device) {\n        InputDeviceHandler mouseInputHandler;\n        if(!mouseInputHandler.openDevice(device.c_str())) {\n            return;\n        }\n\n        //std::cout << \"Found mouse device node: \" << device << std::endl;\n        _mouseInputHandlers.push_back(mouseInputHandler);\n    }\n\n    static bool initMouse() {\n        \n        auto devices = listInputDevices(\"ID_INPUT_MOUSE\");\n        \n        if(devices.empty()) {\n            return false;\n        }\n\n        for(auto device : devices) {\n            addMouseHandler(device);\n        }\n\n        if(_mouseInputHandlers.empty()) {\n            std::cout << \"Failed to find mouse device. Input manager will not work.\" << std::endl;\n            return false;\n        }\n\n        return true;\n    }\n\n    static bool init() {\n        if(!initKeyboard()) {\n            return false;\n        }\n\n        if(!initMouse()) {\n            return false;\n        }\n\n        return true;\n    }\n\npublic:\n\n    static std::atomic_bool StopThread;\n\n    static void run() {\n\n        if(!init())\n        {\n            std::cout << \"Failed to init devices. Input manager will not work.\" << std::endl;\n            return;\n        }\n\n        while (!StopThread)\n        {\n            readEv();\n            std::this_thread::sleep_for(std::chrono::milliseconds(1));\n        }\n        \n        closeDevices();\n    }\n\n    static bool isKeyDownOrPress(InputKeyType key) {\n        return _inputTypes[static_cast<int>(key)] > 0;\n    }\n\n    static bool isKeyDown(InputKeyType key) {\n        return _inputTypes[static_cast<int>(key)] == 1;\n    }\n\n    static bool isKeyPress(InputKeyType key) {\n        return _inputTypes[static_cast<int>(key)] == 2;\n    }\n\n    static bool isKeyUp(InputKeyType key) {\n        return _inputTypes[static_cast<int>(key)] == 0;\n    }\n};\n\nushort InputManager::_inputTypes[InputKeyTypeCount] = {0};\nstd::atomic_bool InputManager::StopThread(false);\nstd::vector<InputDeviceHandler> InputManager::_keyboardInputHandlers = std::vector<InputDeviceHandler>();\nstd::vector<InputDeviceHandler> InputManager::_mouseInputHandlers = std::vector<InputDeviceHandler>();"
  },
  {
    "path": "Utils/InputTypes.hpp",
    "content": "#pragma once\n\n#include <linux/input.h>\n\n#define InputKeyTypeCount 61\n\ntypedef unsigned char byte;\ntypedef unsigned short int ushort;\n\nenum class InputKeyType : int {\n    INPUT_UNKNOWN = 0,\n    KEYBOARD_1 = 1,\n    KEYBOARD_2 = 2,\n    KEYBOARD_3 = 3,\n    KEYBOARD_4 = 4,\n    KEYBOARD_5 = 5,\n    KEYBOARD_6 = 6,\n    KEYBOARD_7 = 7,\n    KEYBOARD_8 = 8,\n    KEYBOARD_9 = 9,\n    KEYBOARD_0 = 10,\n    KEYBOARD_A = 11,\n    KEYBOARD_B = 12,\n    KEYBOARD_C = 13,\n    KEYBOARD_D = 14,\n    KEYBOARD_E = 15,\n    KEYBOARD_F = 16,\n    KEYBOARD_G = 17,\n    KEYBOARD_H = 18,\n    KEYBOARD_I = 19,\n    KEYBOARD_J = 20,\n    KEYBOARD_K = 21,\n    KEYBOARD_L = 22,\n    KEYBOARD_M = 23,\n    KEYBOARD_N = 24,\n    KEYBOARD_O = 25,\n    KEYBOARD_P = 26,\n    KEYBOARD_Q = 27,\n    KEYBOARD_R = 28,\n    KEYBOARD_S = 29,\n    KEYBOARD_T = 30,\n    KEYBOARD_U = 31,\n    KEYBOARD_V = 32,\n    KEYBOARD_W = 33,\n    KEYBOARD_X = 34,\n    KEYBOARD_Y = 35,\n    KEYBOARD_Z = 36,\n    KEYBOARD_F1 = 37,\n    KEYBOARD_F2 = 38,\n    KEYBOARD_F3 = 39,\n    KEYBOARD_F4 = 40,\n    KEYBOARD_F5 = 41,\n    KEYBOARD_F6 = 42,\n    KEYBOARD_F7 = 43,\n    KEYBOARD_F8 = 44,\n    KEYBOARD_F9 = 45,\n    KEYBOARD_F10 = 46,\n    KEYBOARD_F11 = 47,\n    KEYBOARD_F12 = 48,\n    KEYBOARD_CAPS_LOCK = 49,\n    KEYBOARD_LEFT_SHIFT = 50,\n    KEYBOARD_LEFT_CTRL = 51,\n    KEYBOARD_LEFT_ALT = 52,\n    KEYBOARD_INSERT = 53,\n    KEYBOARD_DELETE = 54,\n    KEYBOARD_SPACE = 55,\n    MOUSE_Left = 56,\n    MOUSE_Right = 57,\n    MOUSE_Middle = 58,\n    MOUSE_X1 = 59,\n    MOUSE_X2 = 60,\n    INPUT_NONE = 0 //Same as unknown\n};\n\nconst char* InputKeyTypeNames[] = { \"UNKNOWN\", \"1\", \"2\", \"3\", \"4\", \"5\", \"6\", \"7\", \"8\", \"9\", \"0\", \"A\", \"B\", \"C\", \"D\", \"E\", \"F\", \"G\", \"H\", \"I\", \"J\", \"K\", \"L\", \"M\", \"N\", \"O\", \"P\", \"Q\", \"R\", \"S\", \"T\", \"U\", \"V\", \"W\", \"X\", \"Y\", \"Z\", \"F1\", \"F2\", \"F3\", \"F4\", \"F5\", \"F6\", \"F7\", \"F8\", \"F9\", \"F10\", \"F11\", \"F12\", \"CAPS_LOCK\", \"LEFT_SHIFT\", \"LEFT_CTRL\", \"LEFT_ALT\", \"INSERT\", \"DELETE\", \"SPACE\", \"Mouse_Left\", \"Mouse_Right\", \"Mouse_Middle\", \"Mouse_X1\", \"Mouse_X2\", \"None\" };\n    \n\nInputKeyType mapMouseButtonType(ushort code) {\n    switch (code)\n    {\n        case BTN_LEFT://272:\n            return InputKeyType::MOUSE_Left;\n        case BTN_RIGHT://273:\n            return InputKeyType::MOUSE_Right;\n        case BTN_MIDDLE://274:\n            return InputKeyType::MOUSE_Middle;\n        case BTN_SIDE://275:\n            return InputKeyType::MOUSE_X1;\n        case BTN_EXTRA://276:\n            return InputKeyType::MOUSE_X2;\n        default:\n            return InputKeyType::INPUT_UNKNOWN;\n        none:\n            return InputKeyType::INPUT_NONE;\n    }\n\n    return InputKeyType::INPUT_UNKNOWN;\n}\n\nInputKeyType mapKeyboardKeyType(int keyCode) {\n    switch (keyCode) {\n        case KEY_1: return InputKeyType::KEYBOARD_1;\n        case KEY_2: return InputKeyType::KEYBOARD_2;\n        case KEY_3: return InputKeyType::KEYBOARD_3;\n        case KEY_4: return InputKeyType::KEYBOARD_4;\n        case KEY_5: return InputKeyType::KEYBOARD_5;\n        case KEY_6: return InputKeyType::KEYBOARD_6;\n        case KEY_7: return InputKeyType::KEYBOARD_7;\n        case KEY_8: return InputKeyType::KEYBOARD_8;\n        case KEY_9: return InputKeyType::KEYBOARD_9;\n        case KEY_0: return InputKeyType::KEYBOARD_0;\n        case KEY_A: return InputKeyType::KEYBOARD_A;\n        case KEY_B: return InputKeyType::KEYBOARD_B;\n        case KEY_C: return InputKeyType::KEYBOARD_C;\n        case KEY_D: return InputKeyType::KEYBOARD_D;\n        case KEY_E: return InputKeyType::KEYBOARD_E;\n        case KEY_F: return InputKeyType::KEYBOARD_F;\n        case KEY_G: return InputKeyType::KEYBOARD_G;\n        case KEY_H: return InputKeyType::KEYBOARD_H;\n        case KEY_I: return InputKeyType::KEYBOARD_I;\n        case KEY_J: return InputKeyType::KEYBOARD_J;\n        case KEY_K: return InputKeyType::KEYBOARD_K;\n        case KEY_L: return InputKeyType::KEYBOARD_L;\n        case KEY_M: return InputKeyType::KEYBOARD_M;\n        case KEY_N: return InputKeyType::KEYBOARD_N;\n        case KEY_O: return InputKeyType::KEYBOARD_O;\n        case KEY_P: return InputKeyType::KEYBOARD_P;\n        case KEY_Q: return InputKeyType::KEYBOARD_Q;\n        case KEY_R: return InputKeyType::KEYBOARD_R;\n        case KEY_S: return InputKeyType::KEYBOARD_S;\n        case KEY_T: return InputKeyType::KEYBOARD_T;\n        case KEY_U: return InputKeyType::KEYBOARD_U;\n        case KEY_V: return InputKeyType::KEYBOARD_V;\n        case KEY_W: return InputKeyType::KEYBOARD_W;\n        case KEY_X: return InputKeyType::KEYBOARD_X;\n        case KEY_Y: return InputKeyType::KEYBOARD_Y;\n        case KEY_Z: return InputKeyType::KEYBOARD_Z;\n        case KEY_F1: return InputKeyType::KEYBOARD_F1;\n        case KEY_F2: return InputKeyType::KEYBOARD_F2;\n        case KEY_F3: return InputKeyType::KEYBOARD_F3;\n        case KEY_F4: return InputKeyType::KEYBOARD_F4;\n        case KEY_F5: return InputKeyType::KEYBOARD_F5;\n        case KEY_F6: return InputKeyType::KEYBOARD_F6;\n        case KEY_F7: return InputKeyType::KEYBOARD_F7;\n        case KEY_F8: return InputKeyType::KEYBOARD_F8;\n        case KEY_F9: return InputKeyType::KEYBOARD_F9;\n        case KEY_F10: return InputKeyType::KEYBOARD_F10;\n        case KEY_F11: return InputKeyType::KEYBOARD_F11;\n        case KEY_F12: return InputKeyType::KEYBOARD_F12;\n        case KEY_CAPSLOCK: return InputKeyType::KEYBOARD_CAPS_LOCK;\n        case KEY_LEFTSHIFT: return InputKeyType::KEYBOARD_LEFT_SHIFT;\n        case KEY_LEFTCTRL: return InputKeyType::KEYBOARD_LEFT_CTRL;\n        case KEY_LEFTALT: return InputKeyType::KEYBOARD_LEFT_ALT;\n        case KEY_INSERT: return InputKeyType::KEYBOARD_INSERT;\n        case KEY_SPACE: return InputKeyType::KEYBOARD_SPACE;\n        default: return InputKeyType::INPUT_UNKNOWN;\n        none: return InputKeyType::INPUT_NONE;\n    }\n}\n"
  },
  {
    "path": "Utils/Memory.hpp",
    "content": "#pragma once\n#include <iostream>\n#include <sstream>\n#include <fstream>\n#include <filesystem>\n#include <sys/uio.h>\n#include <math.h>\n#include \"Config.hpp\"\n#include \"Features.hpp\"\nnamespace fs = std::filesystem;\n\nnamespace Memory {\npid_t PID = 0;\n\npid_t GetPID() {\n    if (PID > 0)\n        return PID;\n\n    for (const auto& Entry : fs::directory_iterator(\"/proc\")) {\n        if (!Entry.is_directory())\n            continue;\n\n        std::ifstream CommandFile(std::string(Entry.path()) + \"/cmdline\");\n        std::string CommandLine;\n        std::getline(CommandFile, CommandLine);\n\n        if (CommandLine.find(\"r5apex.exe\") != std::string::npos) {\n            PID = std::stoi(Entry.path().filename());\n            break;\n        }\n\n    }\n    return PID;\n}\n\nbool IsValidPointer(long Pointer) {\n    return Pointer > 0x00010000 && Pointer < 0x7FFFFFFEFFFF;\n}\n\nbool Read(long address, void* pBuff, size_t size) {\n    if (size == 0)\n        return false;\n    void* pAddress = (void*)address;\n    pid_t pid = GetPID();\n    struct iovec iovLocalAddressSpace[1]{ 0 };\n    struct iovec iovRemoteAddressSpace[1]{ 0 };\n    iovLocalAddressSpace[0].iov_base = pBuff;     // Store data in this buffer\n    iovLocalAddressSpace[0].iov_len = size;       // which has this size.\n    iovRemoteAddressSpace[0].iov_base = pAddress; // The data comes from here\n    iovRemoteAddressSpace[0].iov_len = size;      // and has this size.\n    ssize_t sSize = process_vm_readv(\n        pid,                   // Remote process id\n        iovLocalAddressSpace,  // Local iovec array\n        1,                     // Size of the local iovec array\n        iovRemoteAddressSpace, // Remote iovec array\n        1,                     // Size of the remote iovec array\n        0);                    // Flags, unused\n    if (sSize == (ssize_t)size)\n        return true;\n    else if (sSize == 0)\n        return false;\n    return false;\n}\n\nbool Write(long address, void* pBuff, size_t size) {\n    if (size == 0)\n        return false;\n    void* pAddress = (void*)address;\n    pid_t pid = GetPID();\n    struct iovec iovLocalAddressSpace[1]{ 0 };\n    struct iovec iovRemoteAddressSpace[1]{ 0 };\n    iovLocalAddressSpace[0].iov_base = pBuff;     // Store data in this buffer\n    iovLocalAddressSpace[0].iov_len = size;       // which has this size.\n    iovRemoteAddressSpace[0].iov_base = pAddress; // The data will be writted here\n    iovRemoteAddressSpace[0].iov_len = size;      // and has this size.\n    ssize_t sSize = process_vm_writev(\n        pid,                   // Remote process id\n        iovLocalAddressSpace,  // Local iovec array\n        1,                     // Size of the local iovec array\n        iovRemoteAddressSpace, // Remote iovec array\n        1,                     // Size of the remote iovec array\n        0);                    // Flags, unused\n    if (sSize == (ssize_t)size)\n        return true;\n    else if (sSize == 0)\n        return false;\n    return false;\n}\n\ntemplate <class T>\nT Read(long Address) {\n    T buffer;\n    bool success = Read(Address, &buffer, sizeof(T));\n    //if (!success && Config::Home::ErrorLogging)\n    if (!success) {\n        PID = 0;\n        /*throw std::invalid_argument(\n            \"Failed to get \" + std::to_string(sizeof(T)) + \"at: \" + std::to_string(Address));*/\n    }\n    return buffer;\n}\n\ntemplate <class T>\nvoid Write(long Address, T Value) {\n    bool success = Write(Address, &Value, sizeof(T));\n    //if (!success && Config::Home::ErrorLogging) {\n    if (!success) {\n        PID = 0;\n        /*throw std::invalid_argument(\n            \"Failed to set \" + std::to_string(sizeof(T)) + \" at: \" + std::to_string(Address));*/\n    }\n}\n\nstd::string ReadString(long address) {\n    int size = sizeof(std::string);\n    char buffer[size] = { 0 };\n    bool success = Read(address, &buffer, size);\n    /*if (!success && Config::Home::ErrorLogging)\n        throw new std::invalid_argument(\"Failed to read string at address: \" + address);*/\n    return std::string(buffer);\n}\n\nstd::string ReadStringSize(long address, int size) {\n    char buffer[size] = { 0 };\n    bool success = Read(address, &buffer, size);\n    /*if (!success && Config::Home::ErrorLogging)\n        throw std::invalid_argument(\"Failed to read Legend String at address: \" + address);*/\n    return std::string(buffer);\n}\n\nstd::string ConvertPointerToHexString(long pointer) {\n    std::stringstream stream;\n    stream << \"0x\" << std::hex << pointer;\n    std::string result(stream.str());\n    return result;\n}\n\nvoid WriteAttack() { // For Triggerbot\n    std::this_thread::sleep_for(std::chrono::milliseconds(Features::Triggerbot::Delay));\n    Write(OFF_REGION + OFF_INATTACK + 0x8, 4);\n    std::this_thread::sleep_for(std::chrono::milliseconds(1));\n    Write(OFF_REGION + OFF_INATTACK + 0x8, 5);\n    std::this_thread::sleep_for(std::chrono::milliseconds(1));\n    Write(OFF_REGION + OFF_INATTACK + 0x8, 4);\n    std::this_thread::sleep_for(std::chrono::milliseconds(100));\n}\n\n}"
  },
  {
    "path": "Utils/Themes.hpp",
    "content": "#pragma once\n#include <string>\n#include <fstream>\n#include <iostream>\n#include \"IniReader.h\"\n#include \"../imgui/imgui.h\"\n#include \"../imgui/imgui_impl_glfw.h\"\n#include \"../imgui/imgui_impl_opengl3.h\"\n\nnamespace Themes {\n    namespace ThemeOptions {\n        namespace Styles {\n\t    \tfloat Alpha = 0.85f;\n\t    \tfloat DisabledAlpha = 1.0f;\n\t    \tImVec2 WindowPadding = ImVec2(12.0f, 12.0f);\n\t    \tfloat WindowRounding = 0.0f;\n\t    \tfloat WindowBorderSize = 0.0f;\n\t    \tImVec2 WindowMinSize = ImVec2(20.0f, 20.0f);\n\t    \tImVec2 WindowTitleAlign = ImVec2(0.5f, 0.5f);\n\t    \tfloat ChildRounding = 0.0f;\n\t    \tfloat ChildBorderSize = 1.0f;\n\t    \tfloat PopupRounding = 0.0f;\n\t    \tfloat PopupBorderSize = 1.0f;\n\t    \tImVec2 FramePadding = ImVec2(6.0f, 6.0f);\n\t    \tfloat FrameRounding = 0.0f;\n\t    \tfloat FrameBorderSize = 0.0f;\n\t    \tImVec2 ItemSpacing = ImVec2(12.0f, 6.0f);\n\t    \tImVec2 ItemInnerSpacing = ImVec2(6.0f, 3.0f);\n\t    \tfloat LogSliderDeadzone;\n\t    \tImVec2 TouchExtraPadding;\n\t    \tImVec2 CellPadding = ImVec2(12.0f, 6.0f);\n\t    \tfloat IndentSpacing = 20.0f;\n\t    \tfloat ColumnsMinSpacing = 6.0f;\n\t    \tfloat ScrollbarSize = 12.0f;\n\t    \tfloat ScrollbarRounding = 0.0f;\n\t    \tfloat GrabMinSize = 12.0f;\n\t    \tfloat GrabRounding = 0.0f;\n\t    \tfloat TabRounding = 0.0f;\n\t    \tfloat TabBorderSize = 0.0f;\n\t    \tfloat TabMinWidthForCloseButton = 0.0f;\n\t    \tImVec2 ButtonTextAlign = ImVec2(0.5f, 0.5f);\n\t    \tImVec2 SelectableTextAlign = ImVec2(0.0f, 0.0f);\n    \t};\n    \t\n    \tnamespace Colors {\n    \t\tImVec4 Text = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);\n\t\tImVec4 TextDisabled = ImVec4(0.2745098173618317f, 0.3176470696926117f, 0.4509803950786591f, 1.0f);\n\t\tImVec4 WindowBg = ImVec4(0.0784313753247261f, 0.08627451211214066f, 0.1019607856869698f, 1.0f);\n\t\tImVec4 ChildBg = ImVec4(0.0784313753247261f, 0.08627451211214066f, 0.1019607856869698f, 1.0f);\n\t\tImVec4 PopupBg = ImVec4(0.0784313753247261f, 0.08627451211214066f, 0.1019607856869698f, 1.0f);\n\t\tImVec4 Border = ImVec4(0.1568627506494522f, 0.168627455830574f, 0.1921568661928177f, 1.0f);\n\t\tImVec4 BorderShadow = ImVec4(0.0784313753247261f, 0.08627451211214066f, 0.1019607856869698f, 1.0f);\n\t\tImVec4 FrameBg = ImVec4(0.1176470592617989f, 0.1333333402872086f, 0.1490196138620377f, 1.0f);\n\t\tImVec4 FrameBgHovered = ImVec4(0.1568627506494522f, 0.168627455830574f, 0.1921568661928177f, 1.0f);\n\t\tImVec4 FrameBgActive = ImVec4(0.2352941185235977f, 0.2156862765550613f, 0.5960784554481506f, 1.0f);\n\t\tImVec4 TitleBg = ImVec4(0.0470588244497776f, 0.05490196123719215f, 0.07058823853731155f, 1.0f);\n\t\tImVec4 TitleBgActive = ImVec4(0.0470588244497776f, 0.05490196123719215f, 0.07058823853731155f, 1.0f);\n\t\tImVec4 TitleBgCollapsed = ImVec4(0.0784313753247261f, 0.08627451211214066f, 0.1019607856869698f, 1.0f);\n\t\tImVec4 MenuBarBg = ImVec4(0.09803921729326248f, 0.105882354080677f, 0.1215686276555061f, 1.0f);\n\t\tImVec4 ScrollbarBg = ImVec4(0.0470588244497776f, 0.05490196123719215f, 0.07058823853731155f, 1.0f);\n\t\tImVec4 ScrollbarGrab = ImVec4(0.1176470592617989f, 0.1333333402872086f, 0.1490196138620377f, 1.0f);\n\t\tImVec4 ScrollbarGrabHovered = ImVec4(0.1568627506494522f, 0.168627455830574f, 0.1921568661928177f, 1.0f);\n\t\tImVec4 ScrollbarGrabActive = ImVec4(0.1176470592617989f, 0.1333333402872086f, 0.1490196138620377f, 1.0f);\n\t\tImVec4 CheckMark = ImVec4(0.4980392158031464f, 0.5137255191802979f, 1.0f, 1.0f);\n\t\tImVec4 SliderGrab = ImVec4(0.4980392158031464f, 0.5137255191802979f, 1.0f, 1.0f);\n\t\tImVec4 SliderGrabActive = ImVec4(0.5372549295425415f, 0.5529412031173706f, 1.0f, 1.0f);\n\t\tImVec4 Button = ImVec4(0.1176470592617989f, 0.1333333402872086f, 0.1490196138620377f, 1.0f);\n\t\tImVec4 ButtonHovered = ImVec4(0.196078434586525f, 0.1764705926179886f, 0.5450980663299561f, 1.0f);\n\t\tImVec4 ButtonActive = ImVec4(0.2352941185235977f, 0.2156862765550613f, 0.5960784554481506f, 1.0f);\n\t\tImVec4 Header = ImVec4(0.1176470592617989f, 0.1333333402872086f, 0.1490196138620377f, 1.0f);\n\t\tImVec4 HeaderHovered = ImVec4(0.196078434586525f, 0.1764705926179886f, 0.5450980663299561f, 1.0f);\n\t\tImVec4 HeaderActive = ImVec4(0.2352941185235977f, 0.2156862765550613f, 0.5960784554481506f, 1.0f);\n\t\tImVec4 Separator = ImVec4(0.1568627506494522f, 0.1843137294054031f, 0.250980406999588f, 1.0f);\n\t\tImVec4 SeparatorHovered = ImVec4(0.1568627506494522f, 0.1843137294054031f, 0.250980406999588f, 1.0f);\n\t\tImVec4 SeparatorActive = ImVec4(0.1568627506494522f, 0.1843137294054031f, 0.250980406999588f, 1.0f);\n\t\tImVec4 ResizeGrip = ImVec4(0.1176470592617989f, 0.1333333402872086f, 0.1490196138620377f, 1.0f);\n\t\tImVec4 ResizeGripHovered = ImVec4(0.196078434586525f, 0.1764705926179886f, 0.5450980663299561f, 1.0f);\n\t\tImVec4 ResizeGripActive = ImVec4(0.2352941185235977f, 0.2156862765550613f, 0.5960784554481506f, 1.0f);\n\t\tImVec4 Tab = ImVec4(0.0470588244497776f, 0.05490196123719215f, 0.07058823853731155f, 1.0f);\n\t\tImVec4 TabHovered = ImVec4(0.1176470592617989f, 0.1333333402872086f, 0.1490196138620377f, 1.0f);\n\t\tImVec4 TabActive = ImVec4(0.09803921729326248f, 0.105882354080677f, 0.1215686276555061f, 1.0f);\n\t\tImVec4 TabUnfocused = ImVec4(0.0470588244497776f, 0.05490196123719215f, 0.07058823853731155f, 1.0f);\n\t\tImVec4 TabUnfocusedActive = ImVec4(0.0784313753247261f, 0.08627451211214066f, 0.1019607856869698f, 1.0f);\n\t\tImVec4 PlotLines = ImVec4(0.5215686559677124f, 0.6000000238418579f, 0.7019608020782471f, 1.0f);\n\t\tImVec4 PlotLinesHovered = ImVec4(0.03921568766236305f, 0.9803921580314636f, 0.9803921580314636f, 1.0f);\n\t\tImVec4 PlotHistogram = ImVec4(1.0f, 0.2901960909366608f, 0.5960784554481506f, 1.0f);\n\t\tImVec4 PlotHistogramHovered = ImVec4(0.9960784316062927f, 0.4745098054409027f, 0.6980392336845398f, 1.0f);\n\t\tImVec4 TableHeaderBg = ImVec4(0.0470588244497776f, 0.05490196123719215f, 0.07058823853731155f, 1.0f);\n\t\tImVec4 TableBorderStrong = ImVec4(0.0470588244497776f, 0.05490196123719215f, 0.07058823853731155f, 1.0f);\n\t\tImVec4 TableBorderLight = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\tImVec4 TableRowBg = ImVec4(0.1176470592617989f, 0.1333333402872086f, 0.1490196138620377f, 1.0f);\n\t\tImVec4 TableRowBgAlt = ImVec4(0.09803921729326248f, 0.105882354080677f, 0.1215686276555061f, 1.0f);\n\t\tImVec4 TextSelectedBg = ImVec4(0.2352941185235977f, 0.2156862765550613f, 0.5960784554481506f, 1.0f);\n\t\tImVec4 DragDropTarget = ImVec4(0.4980392158031464f, 0.5137255191802979f, 1.0f, 1.0f);\n\t\tImVec4 NavHighlight = ImVec4(0.4980392158031464f, 0.5137255191802979f, 1.0f, 1.0f);\n\t\tImVec4 NavWindowingHighlight = ImVec4(0.4980392158031464f, 0.5137255191802979f, 1.0f, 1.0f);\n\t\tImVec4 NavWindowingDimBg = ImVec4(0.196078434586525f, 0.1764705926179886f, 0.5450980663299561f, 0.501960813999176f);\n\t\tImVec4 ModalWindowDimBg = ImVec4(0.196078434586525f, 0.1764705926179886f, 0.5450980663299561f, 0.501960813999176f);\n\t};\n    };\n\n//Themes\n    namespace ThemeStyles {\n    \tnamespace Original {\n    \t    namespace Styles {\n\t    \tfloat Alpha = 0.85f;\n\t\tfloat DisabledAlpha = 1.0f;\n\t\tImVec2 WindowPadding = ImVec2(12.0f, 12.0f);\n\t\tfloat WindowRounding = 0.0f;\n\t\tfloat WindowBorderSize = 0.0f;\n\t\tImVec2 WindowMinSize = ImVec2(20.0f, 20.0f);\n\t\tImVec2 WindowTitleAlign = ImVec2(0.5f, 0.5f);\n\t\tfloat ChildRounding = 0.0f;\n\t\tfloat ChildBorderSize = 1.0f;\n\t\tfloat PopupRounding = 0.0f;\n\t\tfloat PopupBorderSize = 1.0f;\n\t\tImVec2 FramePadding = ImVec2(6.0f, 6.0f);\n\t\tfloat FrameRounding = 0.0f;\n\t\tfloat FrameBorderSize = 0.0f;\n\t\tImVec2 ItemSpacing = ImVec2(12.0f, 6.0f);\n\t\tImVec2 ItemInnerSpacing = ImVec2(6.0f, 3.0f);\n\t\tImVec2 CellPadding = ImVec2(12.0f, 6.0f);\n\t\tfloat IndentSpacing = 20.0f;\n\t\tfloat ColumnsMinSpacing = 6.0f;\n\t\tfloat ScrollbarSize = 12.0f;\n\t\tfloat ScrollbarRounding = 0.0f;\n\t\tfloat GrabMinSize = 12.0f;\n\t\tfloat GrabRounding = 0.0f;\n\t\tfloat TabRounding = 0.0f;\n\t\tfloat TabBorderSize = 0.0f;\n\t\tfloat TabMinWidthForCloseButton = 0.0f;\n\t\tImVec2 ButtonTextAlign = ImVec2(0.5f, 0.5f);\n\t\tImVec2 SelectableTextAlign = ImVec2(0.0f, 0.0f);\n\t\tfloat LogSliderDeadzone = 4;\n\t    };\n\t    \n\t    namespace Colors {\n\t\tImVec4 Text = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);\n\t\tImVec4 TextDisabled = ImVec4(0.2745098173618317f, 0.3176470696926117f, 0.4509803950786591f, 1.0f);\n\t\tImVec4 WindowBg = ImVec4(0.0784313753247261f, 0.08627451211214066f, 0.1019607856869698f, 1.0f);\n\t\tImVec4 ChildBg = ImVec4(0.0784313753247261f, 0.08627451211214066f, 0.1019607856869698f, 1.0f);\n\t\tImVec4 PopupBg = ImVec4(0.0784313753247261f, 0.08627451211214066f, 0.1019607856869698f, 1.0f);\n\t\tImVec4 Border = ImVec4(0.1568627506494522f, 0.168627455830574f, 0.1921568661928177f, 1.0f);\n\t\tImVec4 BorderShadow = ImVec4(0.0784313753247261f, 0.08627451211214066f, 0.1019607856869698f, 1.0f);\n\t\tImVec4 FrameBg = ImVec4(0.1176470592617989f, 0.1333333402872086f, 0.1490196138620377f, 1.0f);\n\t\tImVec4 FrameBgHovered = ImVec4(0.1568627506494522f, 0.168627455830574f, 0.1921568661928177f, 1.0f);\n\t\tImVec4 FrameBgActive = ImVec4(0.2352941185235977f, 0.2156862765550613f, 0.5960784554481506f, 1.0f);\n\t\tImVec4 TitleBg = ImVec4(0.0470588244497776f, 0.05490196123719215f, 0.07058823853731155f, 1.0f);\n\t\tImVec4 TitleBgActive = ImVec4(0.0470588244497776f, 0.05490196123719215f, 0.07058823853731155f, 1.0f);\n\t\tImVec4 TitleBgCollapsed = ImVec4(0.0784313753247261f, 0.08627451211214066f, 0.1019607856869698f, 1.0f);\n\t\tImVec4 MenuBarBg = ImVec4(0.09803921729326248f, 0.105882354080677f, 0.1215686276555061f, 1.0f);\n\t\tImVec4 ScrollbarBg = ImVec4(0.0470588244497776f, 0.05490196123719215f, 0.07058823853731155f, 1.0f);\n\t\tImVec4 ScrollbarGrab = ImVec4(0.1176470592617989f, 0.1333333402872086f, 0.1490196138620377f, 1.0f);\n\t\tImVec4 ScrollbarGrabHovered = ImVec4(0.1568627506494522f, 0.168627455830574f, 0.1921568661928177f, 1.0f);\n\t\tImVec4 ScrollbarGrabActive = ImVec4(0.1176470592617989f, 0.1333333402872086f, 0.1490196138620377f, 1.0f);\n\t\tImVec4 CheckMark = ImVec4(0.4980392158031464f, 0.5137255191802979f, 1.0f, 1.0f);\n\t\tImVec4 SliderGrab = ImVec4(0.4980392158031464f, 0.5137255191802979f, 1.0f, 1.0f);\n\t\tImVec4 SliderGrabActive = ImVec4(0.5372549295425415f, 0.5529412031173706f, 1.0f, 1.0f);\n\t\tImVec4 Button = ImVec4(0.1176470592617989f, 0.1333333402872086f, 0.1490196138620377f, 1.0f);\n\t\tImVec4 ButtonHovered = ImVec4(0.196078434586525f, 0.1764705926179886f, 0.5450980663299561f, 1.0f);\n\t\tImVec4 ButtonActive = ImVec4(0.2352941185235977f, 0.2156862765550613f, 0.5960784554481506f, 1.0f);\n\t\tImVec4 Header = ImVec4(0.1176470592617989f, 0.1333333402872086f, 0.1490196138620377f, 1.0f);\n\t\tImVec4 HeaderHovered = ImVec4(0.196078434586525f, 0.1764705926179886f, 0.5450980663299561f, 1.0f);\n\t\tImVec4 HeaderActive = ImVec4(0.2352941185235977f, 0.2156862765550613f, 0.5960784554481506f, 1.0f);\n\t\tImVec4 Separator = ImVec4(0.1568627506494522f, 0.1843137294054031f, 0.250980406999588f, 1.0f);\n\t\tImVec4 SeparatorHovered = ImVec4(0.1568627506494522f, 0.1843137294054031f, 0.250980406999588f, 1.0f);\n\t\tImVec4 SeparatorActive = ImVec4(0.1568627506494522f, 0.1843137294054031f, 0.250980406999588f, 1.0f);\n\t\tImVec4 ResizeGrip = ImVec4(0.1176470592617989f, 0.1333333402872086f, 0.1490196138620377f, 1.0f);\n\t\tImVec4 ResizeGripHovered = ImVec4(0.196078434586525f, 0.1764705926179886f, 0.5450980663299561f, 1.0f);\n\t\tImVec4 ResizeGripActive = ImVec4(0.2352941185235977f, 0.2156862765550613f, 0.5960784554481506f, 1.0f);\n\t\tImVec4 Tab = ImVec4(0.0470588244497776f, 0.05490196123719215f, 0.07058823853731155f, 1.0f);\n\t\tImVec4 TabHovered = ImVec4(0.1176470592617989f, 0.1333333402872086f, 0.1490196138620377f, 1.0f);\n\t\tImVec4 TabActive = ImVec4(0.09803921729326248f, 0.105882354080677f, 0.1215686276555061f, 1.0f);\n\t\tImVec4 TabUnfocused = ImVec4(0.0470588244497776f, 0.05490196123719215f, 0.07058823853731155f, 1.0f);\n\t\tImVec4 TabUnfocusedActive = ImVec4(0.0784313753247261f, 0.08627451211214066f, 0.1019607856869698f, 1.0f);\n\t\tImVec4 PlotLines = ImVec4(0.5215686559677124f, 0.6000000238418579f, 0.7019608020782471f, 1.0f);\n\t\tImVec4 PlotLinesHovered = ImVec4(0.03921568766236305f, 0.9803921580314636f, 0.9803921580314636f, 1.0f);\n\t\tImVec4 PlotHistogram = ImVec4(1.0f, 0.2901960909366608f, 0.5960784554481506f, 1.0f);\n\t\tImVec4 PlotHistogramHovered = ImVec4(0.9960784316062927f, 0.4745098054409027f, 0.6980392336845398f, 1.0f);\n\t\tImVec4 TableHeaderBg = ImVec4(0.0470588244497776f, 0.05490196123719215f, 0.07058823853731155f, 1.0f);\n\t\tImVec4 TableBorderStrong = ImVec4(0.0470588244497776f, 0.05490196123719215f, 0.07058823853731155f, 1.0f);\n\t\tImVec4 TableBorderLight = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\tImVec4 TableRowBg = ImVec4(0.1176470592617989f, 0.1333333402872086f, 0.1490196138620377f, 1.0f);\n\t\tImVec4 TableRowBgAlt = ImVec4(0.09803921729326248f, 0.105882354080677f, 0.1215686276555061f, 1.0f);\n\t\tImVec4 TextSelectedBg = ImVec4(0.2352941185235977f, 0.2156862765550613f, 0.5960784554481506f, 1.0f);\n\t\tImVec4 DragDropTarget = ImVec4(0.4980392158031464f, 0.5137255191802979f, 1.0f, 1.0f);\n\t\tImVec4 NavHighlight = ImVec4(0.4980392158031464f, 0.5137255191802979f, 1.0f, 1.0f);\n\t\tImVec4 NavWindowingHighlight = ImVec4(0.4980392158031464f, 0.5137255191802979f, 1.0f, 1.0f);\n\t\tImVec4 NavWindowingDimBg = ImVec4(0.196078434586525f, 0.1764705926179886f, 0.5450980663299561f, 0.501960813999176f);\n\t\tImVec4 ModalWindowDimBg = ImVec4(0.196078434586525f, 0.1764705926179886f, 0.5450980663299561f, 0.501960813999176f);\n            }; \n        };\n        \n        namespace EmbraceTheDarkness {\n            namespace Styles {\n\t\tImVec2 WindowPadding                   = ImVec2(8.00f, 8.00f);\n\t\tImVec2 FramePadding                    = ImVec2(5.00f, 2.00f);\n\t\tImVec2 CellPadding                     = ImVec2(6.00f, 6.00f);\n\t\tImVec2 ItemSpacing                     = ImVec2(6.00f, 6.00f);\n\t\tImVec2 ItemInnerSpacing                = ImVec2(6.00f, 6.00f);\n\t\tImVec2 TouchExtraPadding               = ImVec2(0.00f, 0.00f);\n\t\tint IndentSpacing                      = 25;\n\t\tint ScrollbarSize                      = 15;\n\t\tint GrabMinSize                        = 10;\n\t\tint WindowBorderSize                   = 1;\n\t\tint ChildBorderSize                    = 1;\n\t\tint PopupBorderSize                    = 1;\n\t\tint FrameBorderSize                    = 1;\n\t\tint TabBorderSize                      = 1;\n\t\tint WindowRounding                     = 7;\n\t\tint ChildRounding                      = 4;\n\t\tint FrameRounding                      = 3;\n\t\tint PopupRounding                      = 4;\n\t\tint ScrollbarRounding                  = 9;\n\t\tint GrabRounding                       = 3;\n\t\tint LogSliderDeadzone                  = 4;\n\t\tint TabRounding                        = 4;\n            };\n            \n\t    namespace Colors {\n\t    ImVec4 Text                   = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);\n\t  \tImVec4 TextDisabled           = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);\n\t  \tImVec4 WindowBg               = ImVec4(0.10f, 0.10f, 0.10f, 1.00f);\n\t  \tImVec4 ChildBg                = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n\t  \tImVec4 PopupBg                = ImVec4(0.19f, 0.19f, 0.19f, 0.92f);\n\t  \tImVec4 Border                 = ImVec4(0.19f, 0.19f, 0.19f, 0.29f);\n\t  \tImVec4 BorderShadow           = ImVec4(0.00f, 0.00f, 0.00f, 0.24f);\n\t  \tImVec4 FrameBg                = ImVec4(0.05f, 0.05f, 0.05f, 0.54f);\n\t  \tImVec4 FrameBgHovered         = ImVec4(0.19f, 0.19f, 0.19f, 0.54f);\n\t  \tImVec4 FrameBgActive          = ImVec4(0.20f, 0.22f, 0.23f, 1.00f);\n\t  \tImVec4 TitleBg                = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);\n\t  \tImVec4 TitleBgActive          = ImVec4(0.06f, 0.06f, 0.06f, 1.00f);\n\t  \tImVec4 TitleBgCollapsed       = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);\n\t  \tImVec4 MenuBarBg              = ImVec4(0.14f, 0.14f, 0.14f, 1.00f);\n\t  \tImVec4 ScrollbarBg            = ImVec4(0.05f, 0.05f, 0.05f, 0.54f);\n\t  \tImVec4 ScrollbarGrab          = ImVec4(0.34f, 0.34f, 0.34f, 0.54f);\n\t  \tImVec4 ScrollbarGrabHovered   = ImVec4(0.40f, 0.40f, 0.40f, 0.54f);\n\t  \tImVec4 ScrollbarGrabActive    = ImVec4(0.56f, 0.56f, 0.56f, 0.54f);\n\t \tImVec4 CheckMark              = ImVec4(0.33f, 0.67f, 0.86f, 1.00f);\n\t\tImVec4 SliderGrab             = ImVec4(0.34f, 0.34f, 0.34f, 0.54f);\n\t \tImVec4 SliderGrabActive       = ImVec4(0.56f, 0.56f, 0.56f, 0.54f);\n\t  \tImVec4 Button                 = ImVec4(0.05f, 0.05f, 0.05f, 0.54f);\n\t  \tImVec4 ButtonHovered          = ImVec4(0.19f, 0.19f, 0.19f, 0.54f);\n\t  \tImVec4 ButtonActive           = ImVec4(0.20f, 0.22f, 0.23f, 1.00f);\n\t  \tImVec4 Header                 = ImVec4(0.00f, 0.00f, 0.00f, 0.52f);\n\t  \tImVec4 HeaderHovered          = ImVec4(0.00f, 0.00f, 0.00f, 0.36f);\n\t  \tImVec4 HeaderActive           = ImVec4(0.20f, 0.22f, 0.23f, 0.33f);\n\t  \tImVec4 Separator              = ImVec4(0.28f, 0.28f, 0.28f, 0.29f);\n\t  \tImVec4 SeparatorHovered       = ImVec4(0.44f, 0.44f, 0.44f, 0.29f);\n\t  \tImVec4 SeparatorActive        = ImVec4(0.40f, 0.44f, 0.47f, 1.00f);\n\t  \tImVec4 ResizeGrip             = ImVec4(0.28f, 0.28f, 0.28f, 0.29f);\n\t  \tImVec4 ResizeGripHovered      = ImVec4(0.44f, 0.44f, 0.44f, 0.29f);\n\t  \tImVec4 ResizeGripActive       = ImVec4(0.40f, 0.44f, 0.47f, 1.00f);\n\t  \tImVec4 Tab                    = ImVec4(0.00f, 0.00f, 0.00f, 0.52f);\n\t  \tImVec4 TabHovered             = ImVec4(0.14f, 0.14f, 0.14f, 1.00f);\n\t  \tImVec4 TabActive              = ImVec4(0.20f, 0.20f, 0.20f, 0.36f);\n\t  \tImVec4 TabUnfocused           = ImVec4(0.00f, 0.00f, 0.00f, 0.52f);\n\t  \tImVec4 TabUnfocusedActive     = ImVec4(0.14f, 0.14f, 0.14f, 1.00f);\n\t  \tImVec4 PlotLines              = ImVec4(1.00f, 0.00f, 0.00f, 1.00f);\n\t  \tImVec4 PlotLinesHovered       = ImVec4(1.00f, 0.00f, 0.00f, 1.00f);\n\t  \tImVec4 PlotHistogram          = ImVec4(1.00f, 0.00f, 0.00f, 1.00f);\n\t  \tImVec4 PlotHistogramHovered   = ImVec4(1.00f, 0.00f, 0.00f, 1.00f);\n\t  \tImVec4 TableHeaderBg          = ImVec4(0.00f, 0.00f, 0.00f, 0.52f);\n\t  \tImVec4 TableBorderStrong      = ImVec4(0.00f, 0.00f, 0.00f, 0.52f);\n\t  \tImVec4 TableBorderLight       = ImVec4(0.28f, 0.28f, 0.28f, 0.29f);\n\t  \tImVec4 TableRowBg             = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n\t  \tImVec4 TableRowBgAlt          = ImVec4(1.00f, 1.00f, 1.00f, 0.06f);\n\t  \tImVec4 TextSelectedBg         = ImVec4(0.20f, 0.22f, 0.23f, 1.00f);\n\t  \tImVec4 DragDropTarget         = ImVec4(0.33f, 0.67f, 0.86f, 1.00f);\n\t  \tImVec4 NavHighlight           = ImVec4(1.00f, 0.00f, 0.00f, 1.00f);\n\t  \tImVec4 NavWindowingHighlight  = ImVec4(1.00f, 0.00f, 0.00f, 0.70f);\n\t  \tImVec4 NavWindowingDimBg      = ImVec4(1.00f, 0.00f, 0.00f, 0.20f);\n\t  \tImVec4 ModalWindowDimBg       = ImVec4(1.00f, 0.00f, 0.00f, 0.35f);\n\t    \n    \t    };\n\t};\n        \n        namespace Enemymouse {\n            namespace Style {\n            \tfloat Alpha = 1.0;\n\t\tfloat DisabledAlpha = 1.0f;\n\t\tImVec2 WindowPadding = ImVec2(12.0f, 12.0f);\n\t\tfloat WindowRounding = 3.0f;\n\t\tfloat WindowBorderSize = 0.0f;\n\t\tImVec2 WindowMinSize = ImVec2(20.0f, 20.0f);\n\t\tImVec2 WindowTitleAlign = ImVec2(0.5f, 0.5f);\n\t\tfloat ChildRounding = 3.0f;\n\t\tfloat ChildBorderSize = 1.0f;\n\t\tfloat PopupRounding = 0.0f;\n\t\tfloat PopupBorderSize = 1.0f;\n\t\tImVec2 FramePadding = ImVec2(6.0f, 6.0f);\n\t\tfloat FrameRounding = 3.0f;\n\t\tfloat FrameBorderSize = 0.0f;\n\t\tImVec2 ItemSpacing = ImVec2(12.0f, 6.0f);\n\t\tImVec2 ItemInnerSpacing = ImVec2(6.0f, 3.0f);\n\t\tImVec2 CellPadding = ImVec2(12.0f, 6.0f);\n\t\tfloat IndentSpacing = 20.0f;\n\t\tfloat ColumnsMinSpacing = 6.0f;\n\t\tfloat ScrollbarSize = 12.0f;\n\t\tfloat ScrollbarRounding = 0.0f;\n\t\tfloat GrabMinSize = 20.0f;\n\t\tfloat GrabRounding = 1.0f;\n\t\tfloat TabRounding = 0.0f;\n\t\tfloat TabBorderSize = 0.0f;\n\t\tfloat TabMinWidthForCloseButton = 0.0f;\n\t\tImVec2 ButtonTextAlign = ImVec2(0.5f, 0.5f);\n\t\tImVec2 SelectableTextAlign = ImVec2(0.0f, 0.0f);\n            };\n            \n            namespace Colors {\n\t\tImVec4 Text = ImVec4(0.00f, 1.00f, 1.00f, 1.00f);\n\t\tImVec4 TextDisabled = ImVec4(0.00f, 0.40f, 0.41f, 1.00f);\n\t\tImVec4 WindowBg = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);\n\t\tImVec4 Border = ImVec4(0.00f, 1.00f, 1.00f, 0.65f);\n\t\tImVec4 BorderShadow = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n\t\tImVec4 FrameBg = ImVec4(0.00f, 1.00f, 1.00f, 0.18f);\n\t\tImVec4 FrameBgHovered = ImVec4(0.00f, 1.00f, 1.00f, 0.27f);\n\t\tImVec4 FrameBgActive = ImVec4(0.00f, 1.00f, 1.00f, 0.66f);\n\t\tImVec4 PlotLines = ImVec4(0.00f, 1.00f, 1.00f, 0.65f);\n\t\tImVec4 Tab = ImVec4(0.00f, 1.00f, 1.00f, 0.18f);\n\t\tImVec4 TabHovered = ImVec4(0.00f, 1.00f, 1.00f, 0.60f);\n\t\tImVec4 TabActive = ImVec4(0.00f, 1.00f, 1.00f, 0.60f);\n\t\tImVec4 TitleBg = ImVec4(0.14f, 0.18f, 0.21f, 0.73f);\n\t\tImVec4 TitleBgCollapsed = ImVec4(0.00f, 0.00f, 0.00f, 0.54f);\n\t\tImVec4 TitleBgActive = ImVec4(0.00f, 1.00f, 1.00f, 0.27f);\n\t\tImVec4 MenuBarBg = ImVec4(0.00f, 0.00f, 0.00f, 0.20f);\n\t\tImVec4 ScrollbarBg = ImVec4(0.22f, 0.29f, 0.30f, 0.71f);\n\t\tImVec4 ScrollbarGrab = ImVec4(0.00f, 1.00f, 1.00f, 0.44f);\n\t\tImVec4 ScrollbarGrabHovered = ImVec4(0.00f, 1.00f, 1.00f, 0.74f);\n\t\tImVec4 ScrollbarGrabActive = ImVec4(0.00f, 1.00f, 1.00f, 1.00f);\n\t\tImVec4 Separator = ImVec4(0.00f, 1.00f, 1.00f, 0.65f);\n\t\tImVec4 CheckMark = ImVec4(0.00f, 1.00f, 1.00f, 0.68f);\n\t\tImVec4 SliderGrab = ImVec4(0.00f, 1.00f, 1.00f, 0.36f);\n\t\tImVec4 SliderGrabActive = ImVec4(0.00f, 1.00f, 1.00f, 0.76f);\n\t\tImVec4 Button = ImVec4(0.00f, 0.65f, 0.65f, 0.46f);\n\t\tImVec4 ButtonHovered = ImVec4(0.01f, 1.00f, 1.00f, 0.43f);\n\t\tImVec4 ButtonActive = ImVec4(0.00f, 1.00f, 1.00f, 0.62f);\n\t\tImVec4 Header = ImVec4(0.00f, 1.00f, 1.00f, 0.33f);\n\t\tImVec4 HeaderHovered = ImVec4(0.00f, 1.00f, 1.00f, 0.42f);\n\t\tImVec4 HeaderActive = ImVec4(0.00f, 1.00f, 1.00f, 0.54f);\n\t\tImVec4 ResizeGrip = ImVec4(0.00f, 1.00f, 1.00f, 0.54f);\n\t\tImVec4 ResizeGripHovered = ImVec4(0.00f, 1.00f, 1.00f, 0.74f);\n\t\tImVec4 ResizeGripActive = ImVec4(0.00f, 1.00f, 1.00f, 1.00f);\n\t\tImVec4 PlotLinesHovered = ImVec4(0.00f, 1.00f, 1.00f, 1.00f);\n\t\tImVec4 PlotHistogram = ImVec4(0.00f, 1.00f, 1.00f, 1.00f);\n\t\tImVec4 PlotHistogramHovered = ImVec4(0.00f, 1.00f, 1.00f, 1.00f);\n\t\tImVec4 TextSelectedBg = ImVec4(0.00f, 1.00f, 1.00f, 0.22f);\n            };\n        }; \n    };\n};\n"
  },
  {
    "path": "Utils/Weapons.hpp",
    "content": "#pragma once\n#include <string>\n#include <fstream>\n#include <iostream>\n     \nnamespace WeaponIDs {\n    //Weapon Ids\n    //Light\n    int P2020 = 112;\n    int RE45 = 85;\n    int ALTERNATOR = 84;\n    int R301 = 0;\n    int SPITFIRE = 113;\n    int G7 = 95;\n     \n    //Heavy\n    int FLATLINE = 94;\n    int HEMLOCK = 96;\n    int PROWLER = 107;\n    int REPEATER = 118;\n    int RAMPAGE = 6;\n    int CAR = 119;\n     \n    //Energy\n    int HAVOC = 91;\n    int LSTAR = 99;\n    int TRIPLETAKE = 114;\n    int VOLT = 117;\n    int NEMESIS = 120;\n     \n    //Shotgun\n    int MOZAMBIQUE = 102;\n    int EVA8 = 92;\n    int PEACEKEEPER = 109;\n    int MASTIFF = 101;\n     \n    //Sniper\n    int WINGMAN = 115;\n    int LONGBOW = 90;\n    int CHARGE_RIFLE = 87;\n    int SENTINEL = 1;\n     \n    //Legendary\n    int R99 = 111;\n    int DEVOTION = 89;\n    int BOCEK = 2;\n    int KRABER = 98;\n    int KNIFE = 176;\n     \n    //Melee\n    int HANDS = 121;\n};\n"
  },
  {
    "path": "Utils/XDisplay.hpp",
    "content": "#pragma once\n#include <iostream>\n#include <X11/Xlib.h>\n#include <X11/Xutil.h>\n#include <X11/extensions/XTest.h>\n#include <thread>\n\nstruct XDisplay {\nprivate:\n    Display* display = XOpenDisplay(NULL);\n\npublic:\n    XDisplay() {\n        display = XOpenDisplay(NULL);\n        if (!display) throw std::invalid_argument(\"Could not open display\");\n    }\n\n    bool KeyDown(int keyCode) {\n        char keys_return[32];\n        XQueryKeymap(display, keys_return);\n        KeyCode kc2 = XKeysymToKeycode(display, keyCode);\n        bool buttonDown = !!(keys_return[kc2 >> 3] & (1 << (kc2 & 7)));\n        return buttonDown;\n    }\n\n    void MouseClickLeft() {\n        XTestFakeButtonEvent(display, Button1, True, 0);\n        XTestFakeButtonEvent(display, Button1, False, 0);\n        XFlush(display);\n    }\n\n    void MoveMouse(int pitchMovement, int yawMovement) {\n        XTestFakeRelativeMotionEvent(display, yawMovement, pitchMovement, CurrentTime);\n        XFlush(display);\n    }\n};\n"
  },
  {
    "path": "imgui/LICENSE.txt",
    "content": "The MIT License (MIT)\n\nCopyright (c) 2014-2023 Omar Cornut\n\nPermission is hereby granted, free of charge, to any person obtaining a copy\nof this software and associated documentation files (the \"Software\"), to deal\nin the Software without restriction, including without limitation the rights\nto use, copy, modify, merge, publish, distribute, sublicense, and/or sell\ncopies of the Software, and to permit persons to whom the Software is\nfurnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n"
  },
  {
    "path": "imgui/color.h",
    "content": "#pragma once\r\n#include \"imgui.h\"\r\n\r\n\r\n\r\nnamespace colors {\r\n\r\n    inline ImVec4 general_color = ImColor(195, 105, 48, 255);\r\n    inline ImVec4 main_color = ImColor(16, 16, 16, 255);\r\n    inline ImVec4 lite_color = ImColor(20, 20, 20, 255);\r\n    inline ImVec4 gray_color = ImColor(43, 43, 43, 255);\r\n    inline ImVec4 Tab_Child = ImColor(15, 15, 15, 255);\r\n    inline ImVec4 Tab_Border = ImColor(26, 26, 26, 255);\r\n\r\n    inline ImVec4 Tab_Selected = ImColor(223, 99, 25,255);\r\n    inline ImVec4 Tab_Hovered = ImColor(130, 130, 130, 255);\r\n    inline ImVec4 Tab = ImColor(80, 80, 80, 255);\r\n\r\n    inline ImVec4 Checkbox = ImColor(14, 14, 14, 255);\r\n    inline ImVec4 Checkbox_Hovered = ImColor(12, 12, 12, 255);\r\n    inline ImVec4 Checkbox_Active = ImColor(218, 96, 21, 255);\r\n\r\n    inline ImVec4 Car_Slider = ImColor(221, 97, 23, 255);\r\n    inline ImVec4 Car_Slider_Hovered = ImColor(223, 99, 25, 255);\r\n    inline ImVec4 Car_Slider_Active = ImColor(223, 99, 25, 255);\r\n\r\n    inline ImVec4 Slider = ImColor(16, 16, 16, 255);\r\n    inline ImVec4 Slider_Hovered = ImColor(18, 18, 18, 255);\r\n    inline ImVec4 Slider_Active = ImColor(18, 18, 18, 255);\r\n\r\n    inline ImVec4 Circle_Slider = ImColor(255, 255, 255, 255);\r\n    inline ImVec4 Circle_SliderHovered = ImColor(255, 255, 255, 255);\r\n    inline ImVec4 Circle_SliderActive = ImColor(255, 255, 255, 255);\r\n\r\n    inline ImVec4 Combo = ImColor(26, 26, 26, 255);\r\n    inline ImVec4 Combo_Hovered = ImColor(26, 26, 26, 255);\r\n    inline ImVec4 Combo_Active = ImColor(26, 26, 26, 255);\r\n\r\n    inline ImVec4 InputText = ImColor(16, 16, 16, 255);\r\n    inline ImVec4 InputText_Hovered = ImColor(18, 18, 18, 255);\r\n    inline ImVec4 InputText_Active = ImColor(18, 18, 18, 255);\r\n\r\n    inline ImVec4 Button = ImColor(26, 26, 26, 255);\r\n    inline ImVec4 Button_Hovered = ImColor(30, 30, 30, 255);\r\n    inline ImVec4 Button_Active = ImColor(33, 33, 33, 255);\r\n\r\n    inline ImVec4 Selectable_Hovered = ImColor(150, 150, 150, 255);\r\n    inline ImVec4 Selectable_Active = ImColor(250, 250, 250, 255);\r\n\r\n    inline ImVec4 Picker_Active = ImColor(20, 20, 20, 255);\r\n\r\n    inline ImVec4 Text = ImColor(71, 71, 71, 255);\r\n    inline ImVec4 Text_Hovered = ImColor(200, 200, 200, 255);\r\n    inline ImVec4 Text_Active = ImColor(235, 245, 255, 255);\r\n\r\n    inline ImVec4 CheckMark = ImColor(255, 255, 255, 255);\r\n\r\n    inline ImVec4 Transparent = ImColor(0, 0, 0, 0);\r\n\r\n    inline ImVec4 tab_tooltip = ImColor(180, 180, 180, 255);\r\n\r\n    inline ImVec4 keybind_background = ImColor(17, 17, 17, 255);\r\n    inline ImVec4 keybind_border = ImColor(28, 28, 28, 255);\r\n}\r\n"
  },
  {
    "path": "imgui/imconfig.h",
    "content": "//-----------------------------------------------------------------------------\n// COMPILE-TIME OPTIONS FOR DEAR IMGUI\n// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.\n// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.\n//-----------------------------------------------------------------------------\n// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)\n// B) or '#define IMGUI_USER_CONFIG \"my_imgui_config.h\"' in your project and then add directives in your own file without touching this template.\n//-----------------------------------------------------------------------------\n// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp\n// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.\n// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.\n// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.\n//-----------------------------------------------------------------------------\n\n#pragma once\n\n//---- Define assertion handler. Defaults to calling assert().\n// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.\n//#define IM_ASSERT(_EXPR)  MyAssert(_EXPR)\n//#define IM_ASSERT(_EXPR)  ((void)(_EXPR))     // Disable asserts\n\n//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows\n// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.\n// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()\n// for each static/DLL boundary you are calling from. Read \"Context and Memory Allocators\" section of imgui.cpp for more details.\n//#define IMGUI_API __declspec( dllexport )\n//#define IMGUI_API __declspec( dllimport )\n\n//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.\n//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n//#define IMGUI_DISABLE_OBSOLETE_KEYIO                      // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions.\n\n//---- Disable all of Dear ImGui or don't implement standard windows/tools.\n// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.\n//#define IMGUI_DISABLE                                     // Disable everything: all headers and source files will be empty.\n//#define IMGUI_DISABLE_DEMO_WINDOWS                        // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty.\n//#define IMGUI_DISABLE_DEBUG_TOOLS                         // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowStackToolWindow() will be empty (this was called IMGUI_DISABLE_METRICS_WINDOW before 1.88).\n\n//---- Don't implement some functions to reduce linkage requirements.\n//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS   // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)\n//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS          // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)\n//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS         // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)\n//#define IMGUI_DISABLE_WIN32_FUNCTIONS                     // [Win32] Won't use and link with any Win32 function (clipboard, ime).\n//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS      // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).\n//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS            // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)\n//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS              // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.\n//#define IMGUI_DISABLE_FILE_FUNCTIONS                      // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)\n//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS              // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.\n//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS                  // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().\n//#define IMGUI_DISABLE_SSE                                 // Disable use of SSE intrinsics even if available\n\n//---- Include imgui_user.h at the end of imgui.h as a convenience\n//#define IMGUI_INCLUDE_IMGUI_USER_H\n\n//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)\n//#define IMGUI_USE_BGRA_PACKED_COLOR\n\n//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)\n//#define IMGUI_USE_WCHAR32\n\n//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version\n// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.\n//#define IMGUI_STB_TRUETYPE_FILENAME   \"my_folder/stb_truetype.h\"\n//#define IMGUI_STB_RECT_PACK_FILENAME  \"my_folder/stb_rect_pack.h\"\n//#define IMGUI_STB_SPRINTF_FILENAME    \"my_folder/stb_sprintf.h\"    // only used if enabled\n//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION\n//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION\n\n//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)\n// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h.\n//#define IMGUI_USE_STB_SPRINTF\n\n//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)\n// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).\n// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.\n//#define IMGUI_ENABLE_FREETYPE\n\n//---- Use stb_truetype to build and rasterize the font atlas (default)\n// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.\n//#define IMGUI_ENABLE_STB_TRUETYPE\n\n//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.\n// This will be inlined as part of ImVec2 and ImVec4 class declarations.\n/*\n#define IM_VEC2_CLASS_EXTRA                                                     \\\n        constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {}                   \\\n        operator MyVec2() const { return MyVec2(x,y); }\n\n#define IM_VEC4_CLASS_EXTRA                                                     \\\n        constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {}   \\\n        operator MyVec4() const { return MyVec4(x,y,z,w); }\n*/\n//---- ...Or use Dear ImGui's own very basic math operators.\n//#define IMGUI_DEFINE_MATH_OPERATORS\n\n//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.\n// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).\n// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.\n// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.\n//#define ImDrawIdx unsigned int\n\n//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)\n//struct ImDrawList;\n//struct ImDrawCmd;\n//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);\n//#define ImDrawCallback MyImDrawCallback\n\n//---- Debug Tools: Macro to break in Debugger\n// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)\n//#define IM_DEBUG_BREAK  IM_ASSERT(0)\n//#define IM_DEBUG_BREAK  __debugbreak()\n\n//---- Debug Tools: Enable slower asserts\n//#define IMGUI_DEBUG_PARANOID\n\n//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.\n/*\nnamespace ImGui\n{\n    void MyFunction(const char* name, const MyMatrix44& v);\n}\n*/\n"
  },
  {
    "path": "imgui/imgui.cpp",
    "content": "// dear imgui, v1.89.4 WIP\n// (main code and documentation)\n\n// Help:\n// - Read FAQ at http://dearimgui.org/faq\n// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.\n// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.\n// Read imgui.cpp for details, links and comments.\n\n// Resources:\n// - FAQ                   http://dearimgui.org/faq\n// - Homepage & latest     https://github.com/ocornut/imgui\n// - Releases & changelog  https://github.com/ocornut/imgui/releases\n// - Gallery               https://github.com/ocornut/imgui/issues/5886 (please post your screenshots/video there!)\n// - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there)\n// - Glossary              https://github.com/ocornut/imgui/wiki/Glossary\n// - Issues & support      https://github.com/ocornut/imgui/issues\n\n// Getting Started?\n// - For first-time users having issues compiling/linking/running or issues loading fonts:\n//   please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.\n\n// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.\n// See LICENSE.txt for copyright and licensing details (standard MIT License).\n// This library is free but needs your support to sustain development and maintenance.\n// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to \"contact AT dearimgui.com\".\n// Individuals: you can support continued development via donations. See docs/README or web page.\n\n// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.\n// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without\n// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't\n// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you\n// to a better solution or official support for them.\n\n/*\n\nIndex of this file:\n\nDOCUMENTATION\n\n- MISSION STATEMENT\n- END-USER GUIDE\n- PROGRAMMER GUIDE\n  - READ FIRST\n  - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI\n  - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE\n  - HOW A SIMPLE APPLICATION MAY LOOK LIKE\n  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE\n  - USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS\n- API BREAKING CHANGES (read me when you update!)\n- FREQUENTLY ASKED QUESTIONS (FAQ)\n  - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer)\n\nCODE\n(search for \"[SECTION]\" in the code to find them)\n\n// [SECTION] INCLUDES\n// [SECTION] FORWARD DECLARATIONS\n// [SECTION] CONTEXT AND MEMORY ALLOCATORS\n// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)\n// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)\n// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)\n// [SECTION] MISC HELPERS/UTILITIES (File functions)\n// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)\n// [SECTION] MISC HELPERS/UTILITIES (Color functions)\n// [SECTION] ImGuiStorage\n// [SECTION] ImGuiTextFilter\n// [SECTION] ImGuiTextBuffer, ImGuiTextIndex\n// [SECTION] ImGuiListClipper\n// [SECTION] STYLING\n// [SECTION] RENDER HELPERS\n// [SECTION] INITIALIZATION, SHUTDOWN\n// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)\n// [SECTION] INPUTS\n// [SECTION] ERROR CHECKING\n// [SECTION] LAYOUT\n// [SECTION] SCROLLING\n// [SECTION] TOOLTIPS\n// [SECTION] POPUPS\n// [SECTION] KEYBOARD/GAMEPAD NAVIGATION\n// [SECTION] DRAG AND DROP\n// [SECTION] LOGGING/CAPTURING\n// [SECTION] SETTINGS\n// [SECTION] LOCALIZATION\n// [SECTION] VIEWPORTS, PLATFORM WINDOWS\n// [SECTION] PLATFORM DEPENDENT HELPERS\n// [SECTION] METRICS/DEBUGGER WINDOW\n// [SECTION] DEBUG LOG WINDOW\n// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)\n\n*/\n\n//-----------------------------------------------------------------------------\n// DOCUMENTATION\n//-----------------------------------------------------------------------------\n\n/*\n\n MISSION STATEMENT\n =================\n\n - Easy to use to create code-driven and data-driven tools.\n - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.\n - Easy to hack and improve.\n - Minimize setup and maintenance.\n - Minimize state storage on user side.\n - Minimize state synchronization.\n - Portable, minimize dependencies, run on target (consoles, phones, etc.).\n - Efficient runtime and memory consumption.\n\n Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes:\n\n - Doesn't look fancy, doesn't animate.\n - Limited layout features, intricate layouts are typically crafted in code.\n\n\n END-USER GUIDE\n ==============\n\n - Double-click on title bar to collapse window.\n - Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin().\n - Click and drag on lower right corner to resize window (double-click to auto fit window to its contents).\n - Click and drag on any empty space to move window.\n - TAB/SHIFT+TAB to cycle through keyboard editable fields.\n - CTRL+Click on a slider or drag box to input value as text.\n - Use mouse wheel to scroll.\n - Text editor:\n   - Hold SHIFT or use mouse to select text.\n   - CTRL+Left/Right to word jump.\n   - CTRL+Shift+Left/Right to select words.\n   - CTRL+A or Double-Click to select all.\n   - CTRL+X,CTRL+C,CTRL+V to use OS clipboard/\n   - CTRL+Z,CTRL+Y to undo/redo.\n   - ESCAPE to revert text to its original value.\n   - Controls are automatically adjusted for OSX to match standard OSX text editing operations.\n - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard.\n - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. Download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets\n\n\n PROGRAMMER GUIDE\n ================\n\n READ FIRST\n ----------\n - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)\n - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or\n   destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs.\n - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.\n - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.\n - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).\n   You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.\n - Dear ImGui is a \"single pass\" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.\n   For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,\n   where the UI code is called multiple times (\"multiple passes\") from a single entry point. There are pros and cons to both approaches.\n - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.\n - This codebase is also optimized to yield decent performances with typical \"Debug\" builds settings.\n - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).\n   If you get an assert, read the messages and comments around the assert.\n - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace.\n - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.\n   See FAQ \"How can I use my own math types instead of ImVec2/ImVec4?\" for details about setting up imconfig.h for that.\n   However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.\n - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).\n\n\n HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI\n ----------------------------------------------\n - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)\n - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over \"master\".\n - You can also use '#define IMGUI_USER_CONFIG \"my_config_file.h\" to redirect configuration to your own file.\n - Read the \"API BREAKING CHANGES\" section (below). This is where we list occasional API breaking changes.\n   If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed\n   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will\n   likely be a comment about it. Please report any issue to the GitHub page!\n - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.\n - Try to keep your copy of Dear ImGui reasonably up to date.\n\n\n GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE\n ---------------------------------------------------------------\n - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.\n - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.\n - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.\n   It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).\n - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.\n - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.\n - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.\n   Effectively it means you can create widgets at any time in your code, regardless of considerations of being in \"update\" vs \"render\"\n   phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().\n - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.\n - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.\n\n\n HOW A SIMPLE APPLICATION MAY LOOK LIKE\n --------------------------------------\n EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).\n The sub-folders in examples/ contain examples applications following this structure.\n\n     // Application init: create a dear imgui context, setup some options, load fonts\n     ImGui::CreateContext();\n     ImGuiIO& io = ImGui::GetIO();\n     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.\n     // TODO: Fill optional fields of the io structure later.\n     // TODO: Load TTF/OTF fonts if you don't want to use the default font.\n\n     // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)\n     ImGui_ImplWin32_Init(hwnd);\n     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);\n\n     // Application main loop\n     while (true)\n     {\n         // Feed inputs to dear imgui, start new frame\n         ImGui_ImplDX11_NewFrame();\n         ImGui_ImplWin32_NewFrame();\n         ImGui::NewFrame();\n\n         // Any application code here\n         ImGui::Text(\"Hello, world!\");\n\n         // Render dear imgui into screen\n         ImGui::Render();\n         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());\n         g_pSwapChain->Present(1, 0);\n     }\n\n     // Shutdown\n     ImGui_ImplDX11_Shutdown();\n     ImGui_ImplWin32_Shutdown();\n     ImGui::DestroyContext();\n\n EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE\n\n     // Application init: create a dear imgui context, setup some options, load fonts\n     ImGui::CreateContext();\n     ImGuiIO& io = ImGui::GetIO();\n     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.\n     // TODO: Fill optional fields of the io structure later.\n     // TODO: Load TTF/OTF fonts if you don't want to use the default font.\n\n     // Build and load the texture atlas into a texture\n     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)\n     int width, height;\n     unsigned char* pixels = NULL;\n     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);\n\n     // At this point you've got the texture data and you need to upload that to your graphic system:\n     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.\n     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.\n     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)\n     io.Fonts->SetTexID((void*)texture);\n\n     // Application main loop\n     while (true)\n     {\n        // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.\n        // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)\n        io.DeltaTime = 1.0f/60.0f;              // set the time elapsed since the previous frame (in seconds)\n        io.DisplaySize.x = 1920.0f;             // set the current display width\n        io.DisplaySize.y = 1280.0f;             // set the current display height here\n        io.AddMousePosEvent(mouse_x, mouse_y);  // update mouse position\n        io.AddMouseButtonEvent(0, mouse_b[0]);  // update mouse button states\n        io.AddMouseButtonEvent(1, mouse_b[1]);  // update mouse button states\n\n        // Call NewFrame(), after this point you can use ImGui::* functions anytime\n        // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)\n        ImGui::NewFrame();\n\n        // Most of your application code here\n        ImGui::Text(\"Hello, world!\");\n        MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin(\"My window\"); ImGui::Text(\"Hello, world!\"); ImGui::End();\n        MyGameRender(); // may use any Dear ImGui functions as well!\n\n        // Render dear imgui, swap buffers\n        // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)\n        ImGui::EndFrame();\n        ImGui::Render();\n        ImDrawData* draw_data = ImGui::GetDrawData();\n        MyImGuiRenderFunction(draw_data);\n        SwapBuffers();\n     }\n\n     // Shutdown\n     ImGui::DestroyContext();\n\n To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,\n you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!\n Please read the FAQ and example applications for details about this!\n\n\n HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE\n ---------------------------------------------\n The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.\n\n    void MyImGuiRenderFunction(ImDrawData* draw_data)\n    {\n       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled\n       // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.\n       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize\n       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize\n       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.\n       ImVec2 clip_off = draw_data->DisplayPos;\n       for (int n = 0; n < draw_data->CmdListsCount; n++)\n       {\n          const ImDrawList* cmd_list = draw_data->CmdLists[n];\n          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui\n          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear ImGui\n          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)\n          {\n             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];\n             if (pcmd->UserCallback)\n             {\n                 pcmd->UserCallback(cmd_list, pcmd);\n             }\n             else\n             {\n                 // Project scissor/clipping rectangles into framebuffer space\n                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);\n                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);\n                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)\n                     continue;\n\n                 // We are using scissoring to clip some objects. All low-level graphics API should support it.\n                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches\n                 //   (some elements visible outside their bounds) but you can fix that once everything else works!\n                 // - Clipping coordinates are provided in imgui coordinates space:\n                 //   - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size\n                 //   - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.\n                 //   - In the interest of supporting multi-viewport applications (see 'docking' branch on github),\n                 //     always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.\n                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)\n                 MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);\n\n                 // The texture for the draw call is specified by pcmd->GetTexID().\n                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.\n                 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());\n\n                 // Render 'pcmd->ElemCount/3' indexed triangles.\n                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.\n                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);\n             }\n          }\n       }\n    }\n\n\n USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS\n ------------------------------------------\n - The gamepad/keyboard navigation is fairly functional and keeps being improved.\n - Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!\n - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.\n - Keyboard:\n    - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.\n    - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard),\n      the io.WantCaptureKeyboard flag will be set. For more advanced uses, you may want to read from:\n       - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.\n       - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used).\n       - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions.\n      Please reach out if you think the game vs navigation input sharing could be improved.\n - Gamepad:\n    - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.\n    - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.\n      For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.\n      Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).\n    - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!\n    - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets\n    - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,\n      with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.\n - Mouse:\n    - PS4/PS5 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.\n    - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard.\n    - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.\n      Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements.\n      When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.\n      When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.\n      (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse moving back and forth!)\n      (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want\n       to set a boolean to ignore your other external mouse positions until the external source is moved again.)\n\n\n API BREAKING CHANGES\n ====================\n\n Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.\n Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.\n When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.\n You can read releases logs https://github.com/ocornut/imgui/releases for more details.\n\n - 2023/02/15 (1.89.4) - moved the optional \"courtesy maths operators\" implementation from imgui_internal.h in imgui.h.\n                         Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,\n                         it has been frequently requested by people to use our own. We had an opt-in define which was\n                         previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164)\n                           - OK:     #define IMGUI_DEFINE_MATH_OPERATORS / #include \"imgui.h\" / #include \"imgui_internal.h\"\n                           - Error:  #include \"imgui.h\" / #define IMGUI_DEFINE_MATH_OPERATORS / #include \"imgui_internal.h\"\n - 2023/02/07 (1.89.3) - backends: renamed \"imgui_impl_sdl.cpp\" to \"imgui_impl_sdl2.cpp\" and \"imgui_impl_sdl.h\" to \"imgui_impl_sdl2.h\". (#6146) This is in prevision for the future release of SDL3.\n - 2022/10/26 (1.89)   - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.\n - 2022/10/12 (1.89)   - removed runtime patching of invalid \"%f\"/\"%0.f\" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.\n - 2022/09/26 (1.89)   - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).\n                           - ImGuiKey_ModCtrl  and ImGuiModFlags_Ctrl  -> ImGuiMod_Ctrl\n                           - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift\n                           - ImGuiKey_ModAlt   and ImGuiModFlags_Alt   -> ImGuiMod_Alt\n                           - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super\n                         the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.\n                         the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.\n                         exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.\n - 2022/09/20 (1.89)   - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.\n                         this will require uses of legacy backend-dependent indices to be casted, e.g.\n                            - with imgui_impl_glfw:  IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);\n                            - with imgui_impl_win32: IsKeyPressed('A')        -> IsKeyPressed((ImGuiKey)'A')\n                            - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!\n - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);\n - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):\n                         - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.\n                         - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.\n                         - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)\n - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.\n                       this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.\n                         - previously this would make the window content size ~200x200:\n                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();\n                         - instead, please submit an item:\n                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();\n                         - alternative:\n                              Begin(...) + Dummy(ImVec2(200,200)) + End();\n                         - content size is now only extended when submitting an item!\n                         - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.\n                         - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.\n - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).\n                        - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.\n                        - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));\n                          - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.\n                          - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.\n                        - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));\n                          - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.\n                          - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.\n - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).\n                        - Official backends from 1.87+                  -> no issue.\n                        - Official backends from 1.60 to 1.86           -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!\n                        - Custom backends not writing to io.NavInputs[] -> no issue.\n                        - Custom backends writing to io.NavInputs[]     -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!\n                        - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].\n - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).\n - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.\n - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.\n - 2022/01/20 (1.87) - inputs: reworded gamepad IO.\n                        - Backend writing to io.NavInputs[]            -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.\n - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).\n - 2022/01/17 (1.87) - inputs: reworked mouse IO.\n                        - Backend writing to io.MousePos               -> backend should call io.AddMousePosEvent()\n                        - Backend writing to io.MouseDown[]            -> backend should call io.AddMouseButtonEvent()\n                        - Backend writing to io.MouseWheel             -> backend should call io.AddMouseWheelEvent()\n                        - Backend writing to io.MouseHoveredViewport   -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]\n                       note: for all calls to IO new functions, the Dear ImGui context should be bound/current.\n                       read https://github.com/ocornut/imgui/issues/4921 for details.\n - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.\n                        - IsKeyPressed(MY_NATIVE_KEY_XXX)              -> use IsKeyPressed(ImGuiKey_XXX)\n                        - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))      -> use IsKeyPressed(ImGuiKey_XXX)\n                        - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).\n                        - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*\n                     - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. \"io.KeyMap[ImGuiKey_A] = ImGuiKey_A\") because those values are now larger than the legacy KeyDown[] array. Will assert.\n                     - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.\n - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.\n - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.\n - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)\n                        - ImGui::SetNextTreeNodeOpen()        -> use ImGui::SetNextItemOpen()\n                        - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x\n                        - ImGui::TreeAdvanceToLabelPos()      -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());\n                        - ImFontAtlas::CustomRect             -> use ImFontAtlasCustomRect\n                        - ImGuiColorEditFlags_RGB/HSV/HEX     -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex\n - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings\n - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.\n - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.\n - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):\n                        - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()\n                        - ImFont::GlyphRangesBuilder  -> use ImFontGlyphRangesBuilder\n - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().\n                        - if you are using official backends from the source tree: you have nothing to do.\n                        - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().\n - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.\n                        - ImDrawCornerFlags_TopLeft  -> use ImDrawFlags_RoundCornersTopLeft\n                        - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight\n                        - ImDrawCornerFlags_None     -> use ImDrawFlags_RoundCornersNone etc.\n                       flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.\n                       breaking: the default with rounding > 0.0f is now \"round all corners\" vs old implicit \"round no corners\":\n                        - rounding == 0.0f + flags == 0 --> meant no rounding  --> unchanged (common use)\n                        - rounding  > 0.0f + flags != 0 --> meant rounding     --> unchanged (common use)\n                        - rounding == 0.0f + flags != 0 --> meant no rounding  --> unchanged (unlikely use)\n                        - rounding  > 0.0f + flags == 0 --> meant no rounding  --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.\n                       this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.\n                       the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify \"round all corners\" and we sometimes encouraged using them as shortcuts.\n                       legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).\n - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):\n                        - ImGui::SetScrollHere()              -> use ImGui::SetScrollHereY()\n - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.\n - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() \"bool closed\" parameter to \"ImDrawFlags flags\". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.\n - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file  with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.\n - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.\n - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).\n                     - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).\n                     - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).\n - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.\n                     - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.\n                     - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.\n - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):\n                        - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().\n                        - ImGuiCol_ModalWindowDarkening       -> use ImGuiCol_ModalWindowDimBg\n                        - ImGuiInputTextCallback              -> use ImGuiTextEditCallback\n                        - ImGuiInputTextCallbackData          -> use ImGuiTextEditCallbackData\n - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).\n - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!\n - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.\n - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures\n - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.\n - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):\n                        - io.RenderDrawListsFn pointer        -> use ImGui::GetDrawData() value and call the render function of your backend\n                        - ImGui::IsAnyWindowFocused()         -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)\n                        - ImGui::IsAnyWindowHovered()         -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)\n                        - ImGuiStyleVar_Count_                -> use ImGuiStyleVar_COUNT\n                        - ImGuiMouseCursor_Count_             -> use ImGuiMouseCursor_COUNT\n                      - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):\n                        - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = \"%.Xf\" where X is your value for decimal_precision.\n                        - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.\n - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).\n - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).\n - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.\n - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.\n - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.\n - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!\n - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().\n                       replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).\n                       worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:\n                       - if you omitted the 'power' parameter (likely!), you are not affected.\n                       - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.\n                       - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.\n                       see https://github.com/ocornut/imgui/issues/3361 for all details.\n                       kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.\n                       for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.\n                     - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.\n - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.\n - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]\n - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.\n - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().\n - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.\n - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.\n - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.\n - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):\n                       - ShowTestWindow()                    -> use ShowDemoWindow()\n                       - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)\n                       - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)\n                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)\n                       - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()\n                       - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg\n                       - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding\n                       - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap\n                       - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS\n - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.\n - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).\n - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.\n - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.\n - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.\n - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):\n                       - Begin() [old 5 args version]        -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed\n                       - IsRootWindowOrAnyChildHovered()     -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)\n                       - AlignFirstTextHeightToWidgets()     -> use AlignTextToFramePadding()\n                       - SetNextWindowPosCenter()            -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)\n                       - ImFont::Glyph                       -> use ImFontGlyph\n - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse \"typematic\" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.\n                       if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.\n                       The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).\n                       If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.\n - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).\n - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).\n - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.\n - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have\n                       overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.\n                       This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.\n                       Please reach out if you are affected.\n - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).\n - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).\n - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.\n - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).\n - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).\n - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).\n - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!\n - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).\n - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!\n - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).\n - 2018/12/20 (1.67) - made it illegal to call Begin(\"\") with an empty string. This somehow half-worked before but had various undesirable side-effects.\n - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.\n - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.\n - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).\n - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.\n                       If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.\n - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)\n - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.\n                       NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.\n                       Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.\n - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).\n - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).\n - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).\n - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.\n - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.\n - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.\n - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).\n - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.).\n                       old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.\n                       when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.\n                       in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.\n - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.\n - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.\n - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from \"%.0f\" to \"%d\", as we are not using integers internally any more.\n                       If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.\n                       To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.\n                       If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. \"DragInt.*%f\" to help you find them.\n - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional \"int decimal_precision\" in favor of an equivalent and more flexible \"const char* format\",\n                       consistent with other functions. Kept redirection functions (will obsolete).\n - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.\n - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).\n - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.\n - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.\n - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.\n - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.\n - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.\n - 2018/02/07 (1.60) - reorganized context handling to be more explicit,\n                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.\n                       - removed Shutdown() function, as DestroyContext() serve this purpose.\n                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.\n                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.\n                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.\n - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.\n - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).\n - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).\n - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.\n - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.\n - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).\n - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags\n - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.\n - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.\n - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).\n - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).\n                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).\n - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).\n - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).\n - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.\n - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.\n                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.\n - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.\n - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.\n - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.\n - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);\n - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.\n - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.\n - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.\n                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.\n                         IsItemHoveredRect()        --> IsItemHovered(ImGuiHoveredFlags_RectOnly)\n                         IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)\n                         IsMouseHoveringWindow()    --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]\n - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!\n - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).\n - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).\n - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).\n - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace \"io.MousePos = ImVec2(-1,-1)\" with \"io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)\".\n - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!\n                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).\n                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).\n - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.\n - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an \"ambiguous call\" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.\n - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.\n - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.\n - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).\n - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).\n - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().\n - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.\n                     - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under \"Color/Picker Widgets\", to understand the various new options.\n                     - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'\n - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse\n - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.\n - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.\n - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().\n - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.\n - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.\n - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.\n - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.\n                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.\n                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:\n                       ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }\n                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.\n - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().\n - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.\n - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the \"default_open = true\" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).\n - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.\n - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).\n - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)\n - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).\n - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.\n - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.\n - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.\n - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.\n - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.\n                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.\n                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!\n - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize\n - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.\n - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason\n - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.\n                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.\n - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.\n                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(\n                     - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.\n                     - the signature of the io.RenderDrawListsFn handler has changed!\n                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)\n                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).\n                         parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'\n                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.\n                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.\n                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.\n                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!\n                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!\n - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.\n - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).\n - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.\n - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence\n - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!\n - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).\n - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).\n - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.\n - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the \"open\" state of a popup. BeginPopup() returns true if the popup is opened.\n - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).\n - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.\n - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API\n - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.\n - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.\n - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.\n - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing\n - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.\n - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)\n - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.\n - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.\n - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.\n - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior\n - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()\n - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)\n - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.\n - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.\n - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.\n                       - old:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];\n                       - new:  unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);\n                       you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.\n - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()\n - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)\n - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets\n - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)\n - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)\n - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility\n - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()\n - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)\n - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)\n - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()\n - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn\n - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)\n - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite\n - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes\n\n\n FREQUENTLY ASKED QUESTIONS (FAQ)\n ================================\n\n Read all answers online:\n   https://www.dearimgui.org/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)\n Read all answers locally (with a text editor or ideally a Markdown viewer):\n   docs/FAQ.md\n Some answers are copied down here to facilitate searching in code.\n\n Q&A: Basics\n ===========\n\n Q: Where is the documentation?\n A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.\n    - Run the examples/ and explore them.\n    - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.\n    - The demo covers most features of Dear ImGui, so you can read the code and see its output.\n    - See documentation and comments at the top of imgui.cpp + effectively imgui.h.\n    - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the\n      examples/ folder to explain how to integrate Dear ImGui with your own engine/application.\n    - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.\n    - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.\n    - Your programming IDE is your friend, find the type or function declaration to find comments\n      associated with it.\n\n Q: What is this library called?\n Q: Which version should I get?\n >> This library is called \"Dear ImGui\", please don't call it \"ImGui\" :)\n >> See https://www.dearimgui.org/faq for details.\n\n Q&A: Integration\n ================\n\n Q: How to get started?\n A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.\n\n Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?\n A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!\n >> See https://www.dearimgui.org/faq for a fully detailed answer. You really want to read this.\n\n Q. How can I enable keyboard controls?\n Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)\n Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...\n Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...\n Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...\n >> See https://www.dearimgui.org/faq\n\n Q&A: Usage\n ----------\n\n Q: About the ID Stack system..\n   - Why is my widget not reacting when I click on it?\n   - How can I have widgets with an empty label?\n   - How can I have multiple widgets with the same label?\n   - How can I have multiple windows with the same label?\n Q: How can I display an image? What is ImTextureID, how does it work?\n Q: How can I use my own math types instead of ImVec2/ImVec4?\n Q: How can I interact with standard C++ types (such as std::string and std::vector)?\n Q: How can I display custom shapes? (using low-level ImDrawList API)\n >> See https://www.dearimgui.org/faq\n\n Q&A: Fonts, Text\n ================\n\n Q: How should I handle DPI in my application?\n Q: How can I load a different font than the default?\n Q: How can I easily use icons in my application?\n Q: How can I load multiple fonts?\n Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?\n >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md\n\n Q&A: Concerns\n =============\n\n Q: Who uses Dear ImGui?\n Q: Can you create elaborate/serious tools with Dear ImGui?\n Q: Can you reskin the look of Dear ImGui?\n Q: Why using C++ (as opposed to C)?\n >> See https://www.dearimgui.org/faq\n\n Q&A: Community\n ==============\n\n Q: How can I help?\n A: - Businesses: please reach out to \"contact AT dearimgui.com\" if you work in a place using Dear ImGui!\n      We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.\n      This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project.\n    - Individuals: you can support continued development via PayPal donations. See README.\n    - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt\n      and see how you want to help and can help!\n    - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.\n      You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.\n      But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.\n    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).\n\n*/\n\n//-------------------------------------------------------------------------\n// [SECTION] INCLUDES\n//-------------------------------------------------------------------------\n\n#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)\n#define _CRT_SECURE_NO_WARNINGS\n#endif\n\n#ifndef IMGUI_DEFINE_MATH_OPERATORS\n#define IMGUI_DEFINE_MATH_OPERATORS\n#endif\n\n#include \"imgui.h\"\n#ifndef IMGUI_DISABLE\n#include \"imgui_internal.h\"\n\n// System includes\n#include <stdio.h>      // vsnprintf, sscanf, printf\n#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier\n#include <stddef.h>     // intptr_t\n#else\n#include <stdint.h>     // intptr_t\n#endif\n\n// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled\n#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)\n#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS\n#endif\n\n// [Windows] OS specific includes (optional)\n#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)\n#define IMGUI_DISABLE_WIN32_FUNCTIONS\n#endif\n#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)\n#ifndef WIN32_LEAN_AND_MEAN\n#define WIN32_LEAN_AND_MEAN\n#endif\n#ifndef NOMINMAX\n#define NOMINMAX\n#endif\n#ifndef __MINGW32__\n#include <Windows.h>        // _wfopen, OpenClipboard\n#else\n#include <windows.h>\n#endif\n#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions\n#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS\n#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS\n#endif\n#endif\n\n// [Apple] OS specific includes\n#if defined(__APPLE__)\n#include <TargetConditionals.h>\n#endif\n\n// Visual Studio warnings\n#ifdef _MSC_VER\n#pragma warning (disable: 4127)             // condition expression is constant\n#pragma warning (disable: 4996)             // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen\n#if defined(_MSC_VER) && _MSC_VER >= 1922   // MSVC 2019 16.2 or later\n#pragma warning (disable: 5054)             // operator '|': deprecated between enumerations of different types\n#endif\n#pragma warning (disable: 26451)            // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).\n#pragma warning (disable: 26495)            // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).\n#pragma warning (disable: 26812)            // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).\n#endif\n\n// Clang/GCC warnings with -Weverything\n#if defined(__clang__)\n#if __has_warning(\"-Wunknown-warning-option\")\n#pragma clang diagnostic ignored \"-Wunknown-warning-option\"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!\n#endif\n#pragma clang diagnostic ignored \"-Wunknown-pragmas\"                // warning: unknown warning group 'xxx'\n#pragma clang diagnostic ignored \"-Wold-style-cast\"                 // warning: use of old-style cast                            // yes, they are more terse.\n#pragma clang diagnostic ignored \"-Wfloat-equal\"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.\n#pragma clang diagnostic ignored \"-Wformat-nonliteral\"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.\n#pragma clang diagnostic ignored \"-Wexit-time-destructors\"          // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.\n#pragma clang diagnostic ignored \"-Wglobal-constructors\"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.\n#pragma clang diagnostic ignored \"-Wsign-conversion\"                // warning: implicit conversion changes signedness\n#pragma clang diagnostic ignored \"-Wformat-pedantic\"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.\n#pragma clang diagnostic ignored \"-Wint-to-void-pointer-cast\"       // warning: cast to 'void *' from smaller integer type 'int'\n#pragma clang diagnostic ignored \"-Wzero-as-null-pointer-constant\"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0\n#pragma clang diagnostic ignored \"-Wdouble-promotion\"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.\n#pragma clang diagnostic ignored \"-Wimplicit-int-float-conversion\"  // warning: implicit conversion from 'xxx' to 'float' may lose precision\n#elif defined(__GNUC__)\n// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.\n#pragma GCC diagnostic ignored \"-Wpragmas\"                  // warning: unknown option after '#pragma GCC diagnostic' kind\n#pragma GCC diagnostic ignored \"-Wunused-function\"          // warning: 'xxxx' defined but not used\n#pragma GCC diagnostic ignored \"-Wint-to-pointer-cast\"      // warning: cast to pointer from integer of different size\n#pragma GCC diagnostic ignored \"-Wformat\"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'\n#pragma GCC diagnostic ignored \"-Wdouble-promotion\"         // warning: implicit conversion from 'float' to 'double' when passing argument to function\n#pragma GCC diagnostic ignored \"-Wconversion\"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value\n#pragma GCC diagnostic ignored \"-Wformat-nonliteral\"        // warning: format not a string literal, format string not checked\n#pragma GCC diagnostic ignored \"-Wstrict-overflow\"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false\n#pragma GCC diagnostic ignored \"-Wclass-memaccess\"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead\n#endif\n\n// Debug options\n#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL\n#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window\n#define IMGUI_DEBUG_INI_SETTINGS    0   // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower)\n\n// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.\nstatic const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in\nstatic const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear\n\n// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)\nstatic const float WINDOWS_HOVER_PADDING                    = 4.0f;     // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().\nstatic const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.\nstatic const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 0.70f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.\n\n//-------------------------------------------------------------------------\n// [SECTION] FORWARD DECLARATIONS\n//-------------------------------------------------------------------------\n\nstatic void             SetCurrentWindow(ImGuiWindow* window);\nstatic void             FindHoveredWindow();\nstatic ImGuiWindow*     CreateNewWindow(const char* name, ImGuiWindowFlags flags);\nstatic ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);\n\nstatic void             AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);\nstatic void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);\n\n// Settings\nstatic void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);\nstatic void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);\nstatic void             WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);\nstatic void             WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);\nstatic void             WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);\n\n// Platform Dependents default implementation for IO functions\nstatic const char*      GetClipboardTextFn_DefaultImpl(void* user_data);\nstatic void             SetClipboardTextFn_DefaultImpl(void* user_data, const char* text);\nstatic void             SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);\n\nnamespace ImGui\n{\n// Navigation\nstatic void             NavUpdate();\nstatic void             NavUpdateWindowing();\nstatic void             NavUpdateWindowingOverlay();\nstatic void             NavUpdateCancelRequest();\nstatic void             NavUpdateCreateMoveRequest();\nstatic void             NavUpdateCreateTabbingRequest();\nstatic float            NavUpdatePageUpPageDown();\nstatic inline void      NavUpdateAnyRequestFlag();\nstatic void             NavUpdateCreateWrappingRequest();\nstatic void             NavEndFrame();\nstatic bool             NavScoreItem(ImGuiNavItemData* result);\nstatic void             NavApplyItemToResult(ImGuiNavItemData* result);\nstatic void             NavProcessItem();\nstatic void             NavProcessItemForTabbingRequest(ImGuiID id);\nstatic ImVec2           NavCalcPreferredRefPos();\nstatic void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);\nstatic ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);\nstatic void             NavRestoreLayer(ImGuiNavLayer layer);\nstatic void             NavRestoreHighlightAfterMove();\nstatic int              FindWindowFocusIndex(ImGuiWindow* window);\n\n// Error Checking and Debug Tools\nstatic void             ErrorCheckNewFrameSanityChecks();\nstatic void             ErrorCheckEndFrameSanityChecks();\nstatic void             UpdateDebugToolItemPicker();\nstatic void             UpdateDebugToolStackQueries();\n\n// Inputs\nstatic void             UpdateKeyboardInputs();\nstatic void             UpdateMouseInputs();\nstatic void             UpdateMouseWheel();\nstatic void             UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);\n\n// Misc\nstatic void             UpdateSettings();\nstatic bool             UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);\nstatic void             RenderWindowOuterBorders(ImGuiWindow* window);\nstatic void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);\nstatic void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);\nstatic void             RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);\nstatic void             RenderDimmedBackgrounds();\nstatic ImGuiWindow*     FindBlockingModal(ImGuiWindow* window);\n\n// Viewports\nstatic void             UpdateViewportsNewFrame();\n\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] CONTEXT AND MEMORY ALLOCATORS\n//-----------------------------------------------------------------------------\n\n// DLL users:\n// - Heaps and globals are not shared across DLL boundaries!\n// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.\n// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).\n// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.\n// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).\n\n// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.\n// - ImGui::CreateContext() will automatically set this pointer if it is NULL.\n//   Change to a different context by calling ImGui::SetCurrentContext().\n// - Important: Dear ImGui functions are not thread-safe because of this pointer.\n//   If you want thread-safety to allow N threads to access N different contexts:\n//   - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:\n//         struct ImGuiContext;\n//         extern thread_local ImGuiContext* MyImGuiTLS;\n//         #define GImGui MyImGuiTLS\n//     And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.\n//   - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586\n//   - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.\n// - DLL users: read comments above.\n#ifndef GImGui\nImGuiContext*   GImGui = NULL;\n#endif\n\n// Memory Allocator functions. Use SetAllocatorFunctions() to change them.\n// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.\n// - DLL users: read comments above.\n#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS\nstatic void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); return malloc(size); }\nstatic void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); free(ptr); }\n#else\nstatic void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }\nstatic void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }\n#endif\nstatic ImGuiMemAllocFunc    GImAllocatorAllocFunc = MallocWrapper;\nstatic ImGuiMemFreeFunc     GImAllocatorFreeFunc = FreeWrapper;\nstatic void*                GImAllocatorUserData = NULL;\n\n//-----------------------------------------------------------------------------\n// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)\n//-----------------------------------------------------------------------------\n\nImGuiStyle::ImGuiStyle()\n{\n    Alpha                   = 1.0f;             // Global alpha applies to everything in Dear ImGui.\n    DisabledAlpha           = 0.60f;            // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.\n    WindowPadding           = ImVec2(8,8);      // Padding within a window\n    WindowRounding          = 0.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.\n    WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.\n    WindowMinSize           = ImVec2(32,32);    // Minimum window size\n    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text\n    WindowMenuButtonPosition= ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.\n    ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows\n    ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.\n    SliderThickness         = 1.0f;             // Thickness of sliders. Can be set between 0.0f (rectangle witdh is null) and 1.0f (full rectangle is drawn).\n    SliderContrast          = 0.5f;             // Contrast between the left and right sides of the slider track.\n    SliderValuePos         = ImVec2(0.5f,0.5f);\n    PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows\n    PopupBorderSize         = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.\n    FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)\n    FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).\n    FrameBorderSize         = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.\n    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines\n    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)\n    CellPadding             = ImVec2(4,2);      // Padding within a table cell\n    TouchExtraPadding       = ImVec2(0,0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!\n    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).\n    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).\n    ScrollbarSize           = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar\n    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar\n    GrabMinSize             = 12.0f;            // Minimum width/height of a grab box for slider/scrollbar\n    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.\n    LogSliderDeadzone       = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.\n    TabRounding             = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.\n    TabBorderSize           = 0.0f;             // Thickness of border around tabs.\n    TabMinWidthForCloseButton = 0.0f;           // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.\n    ColorButtonPosition     = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.\n    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.\n    SelectableTextAlign     = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.\n    SeparatorTextBorderSize = 3.0f;             // Thickkness of border in SeparatorText()\n    SeparatorTextAlign      = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).\n    SeparatorTextPadding    = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.\n    DisplayWindowPadding    = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.\n    DisplaySafeAreaPadding  = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.\n    MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.\n    AntiAliasedLines        = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.\n    AntiAliasedLinesUseTex  = true;             // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).\n    AntiAliasedFill         = true;             // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).\n    CurveTessellationTol    = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.\n    CircleTessellationMaxError = 0.30f;         // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.\n\n    // Default theme\n    ImGui::StyleColorsDark(this);\n}\n\n// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.\n// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.\nvoid ImGuiStyle::ScaleAllSizes(float scale_factor)\n{\n    WindowPadding = ImFloor(WindowPadding * scale_factor);\n    WindowRounding = ImFloor(WindowRounding * scale_factor);\n    WindowMinSize = ImFloor(WindowMinSize * scale_factor);\n    ChildRounding = ImFloor(ChildRounding * scale_factor);\n    PopupRounding = ImFloor(PopupRounding * scale_factor);\n    FramePadding = ImFloor(FramePadding * scale_factor);\n    FrameRounding = ImFloor(FrameRounding * scale_factor);\n    ItemSpacing = ImFloor(ItemSpacing * scale_factor);\n    ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor);\n    CellPadding = ImFloor(CellPadding * scale_factor);\n    TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor);\n    IndentSpacing = ImFloor(IndentSpacing * scale_factor);\n    ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor);\n    ScrollbarSize = ImFloor(ScrollbarSize * scale_factor);\n    ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor);\n    GrabMinSize = ImFloor(GrabMinSize * scale_factor);\n    GrabRounding = ImFloor(GrabRounding * scale_factor);\n    LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor);\n    TabRounding = ImFloor(TabRounding * scale_factor);\n    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;\n    SeparatorTextPadding = ImFloor(SeparatorTextPadding * scale_factor);\n    DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor);\n    DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor);\n    MouseCursorScale = ImFloor(MouseCursorScale * scale_factor);\n}\n\nImGuiIO::ImGuiIO()\n{\n    // Most fields are initialized with zero\n    memset(this, 0, sizeof(*this));\n    IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);\n\n    // Settings\n    ConfigFlags = ImGuiConfigFlags_None;\n    BackendFlags = ImGuiBackendFlags_None;\n    DisplaySize = ImVec2(-1.0f, -1.0f);\n    DeltaTime = 1.0f / 60.0f;\n    IniSavingRate = 5.0f;\n    IniFilename = \"imgui.ini\"; // Important: \"imgui.ini\" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).\n    LogFilename = \"imgui_log.txt\";\n    MouseDoubleClickTime = 0.30f;\n    MouseDoubleClickMaxDist = 6.0f;\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n    for (int i = 0; i < ImGuiKey_COUNT; i++)\n        KeyMap[i] = -1;\n#endif\n    KeyRepeatDelay = 0.275f;\n    KeyRepeatRate = 0.050f;\n    HoverDelayNormal = 0.30f;\n    HoverDelayShort = 0.10f;\n    UserData = NULL;\n\n    Fonts = NULL;\n    FontGlobalScale = 1.0f;\n    FontDefault = NULL;\n    FontAllowUserScaling = false;\n    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);\n\n    // Miscellaneous options\n    MouseDrawCursor = false;\n#ifdef __APPLE__\n    ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag\n#else\n    ConfigMacOSXBehaviors = false;\n#endif\n    ConfigInputTrickleEventQueue = true;\n    ConfigInputTextCursorBlink = true;\n    ConfigInputTextEnterKeepActive = false;\n    ConfigDragClickToInputText = false;\n    ConfigWindowsResizeFromEdges = true;\n    ConfigWindowsMoveFromTitleBarOnly = false;\n    ConfigMemoryCompactTimer = 60.0f;\n\n    // Platform Functions\n    BackendPlatformName = BackendRendererName = NULL;\n    BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;\n    GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;   // Platform dependent default implementations\n    SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;\n    ClipboardUserData = NULL;\n    SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;\n\n    // Input (NB: we already have memset zero the entire structure!)\n    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);\n    MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);\n    MouseDragThreshold = 6.0f;\n    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;\n    for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }\n    AppAcceptingEvents = true;\n    BackendUsingLegacyKeyArrays = (ImS8)-1;\n    BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong\n}\n\n// Pass in translated ASCII characters for text input.\n// - with glfw you can get those from the callback set in glfwSetCharCallback()\n// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message\n// FIXME: Should in theory be called \"AddCharacterEvent()\" to be consistent with new API\nvoid ImGuiIO::AddInputCharacter(unsigned int c)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(&g.IO == this && \"Can only add events to current context.\");\n    if (c == 0 || !AppAcceptingEvents)\n        return;\n\n    ImGuiInputEvent e;\n    e.Type = ImGuiInputEventType_Text;\n    e.Source = ImGuiInputSource_Keyboard;\n    e.Text.Char = c;\n    g.InputEventsQueue.push_back(e);\n}\n\n// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so\n// we should save the high surrogate.\nvoid ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)\n{\n    if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)\n        return;\n\n    if ((c & 0xFC00) == 0xD800) // High surrogate, must save\n    {\n        if (InputQueueSurrogate != 0)\n            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);\n        InputQueueSurrogate = c;\n        return;\n    }\n\n    ImWchar cp = c;\n    if (InputQueueSurrogate != 0)\n    {\n        if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate\n        {\n            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);\n        }\n        else\n        {\n#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF\n            cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar\n#else\n            cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);\n#endif\n        }\n\n        InputQueueSurrogate = 0;\n    }\n    AddInputCharacter((unsigned)cp);\n}\n\nvoid ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)\n{\n    if (!AppAcceptingEvents)\n        return;\n    while (*utf8_chars != 0)\n    {\n        unsigned int c = 0;\n        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);\n        AddInputCharacter(c);\n    }\n}\n\n// FIXME: Perhaps we could clear queued events as well?\nvoid ImGuiIO::ClearInputCharacters()\n{\n    InputQueueCharacters.resize(0);\n}\n\n// FIXME: Perhaps we could clear queued events as well?\nvoid ImGuiIO::ClearInputKeys()\n{\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n    memset(KeysDown, 0, sizeof(KeysDown));\n#endif\n    for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)\n    {\n        KeysData[n].Down             = false;\n        KeysData[n].DownDuration     = -1.0f;\n        KeysData[n].DownDurationPrev = -1.0f;\n    }\n    KeyCtrl = KeyShift = KeyAlt = KeySuper = false;\n    KeyMods = ImGuiMod_None;\n    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);\n    for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)\n    {\n        MouseDown[n] = false;\n        MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;\n    }\n    MouseWheel = MouseWheelH = 0.0f;\n}\n\nstatic ImGuiInputEvent* FindLatestInputEvent(ImGuiInputEventType type, int arg = -1)\n{\n    ImGuiContext& g = *GImGui;\n    for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)\n    {\n        ImGuiInputEvent* e = &g.InputEventsQueue[n];\n        if (e->Type != type)\n            continue;\n        if (type == ImGuiInputEventType_Key && e->Key.Key != arg)\n            continue;\n        if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)\n            continue;\n        return e;\n    }\n    return NULL;\n}\n\n// Queue a new key down/up event.\n// - ImGuiKey key:       Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)\n// - bool down:          Is the key down? use false to signify a key release.\n// - float analog_value: 0.0f..1.0f\nvoid ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)\n{\n    //if (e->Down) { IMGUI_DEBUG_LOG_IO(\"AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\\n\", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }\n    if (key == ImGuiKey_None || !AppAcceptingEvents)\n        return;\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(&g.IO == this && \"Can only add events to current context.\");\n    IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.\n    IM_ASSERT(!ImGui::IsAliasKey(key)); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.\n    IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself)\n\n    // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n    IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && \"Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!\");\n    if (BackendUsingLegacyKeyArrays == -1)\n        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)\n            IM_ASSERT(KeyMap[n] == -1 && \"Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!\");\n    BackendUsingLegacyKeyArrays = 0;\n#endif\n    if (ImGui::IsGamepadKey(key))\n        BackendUsingLegacyNavInputArray = false;\n\n    // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)\n    const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_Key, (int)key);\n    const ImGuiKeyData* key_data = ImGui::GetKeyData(key);\n    const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;\n    const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;\n    if (latest_key_down == down && latest_key_analog == analog_value)\n        return;\n\n    // Add event\n    ImGuiInputEvent e;\n    e.Type = ImGuiInputEventType_Key;\n    e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;\n    e.Key.Key = key;\n    e.Key.Down = down;\n    e.Key.AnalogValue = analog_value;\n    g.InputEventsQueue.push_back(e);\n}\n\nvoid ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)\n{\n    if (!AppAcceptingEvents)\n        return;\n    AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);\n}\n\n// [Optional] Call after AddKeyEvent().\n// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.\n// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.\nvoid ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)\n{\n    if (key == ImGuiKey_None)\n        return;\n    IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512\n    IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511\n    IM_UNUSED(native_keycode);  // Yet unused\n    IM_UNUSED(native_scancode); // Yet unused\n\n    // Build native->imgui map so old user code can still call key functions with native 0..511 values.\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n    const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;\n    if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))\n        return;\n    KeyMap[legacy_key] = key;\n    KeyMap[key] = legacy_key;\n#else\n    IM_UNUSED(key);\n    IM_UNUSED(native_legacy_index);\n#endif\n}\n\n// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.\nvoid ImGuiIO::SetAppAcceptingEvents(bool accepting_events)\n{\n    AppAcceptingEvents = accepting_events;\n}\n\n// Queue a mouse move event\nvoid ImGuiIO::AddMousePosEvent(float x, float y)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(&g.IO == this && \"Can only add events to current context.\");\n    if (!AppAcceptingEvents)\n        return;\n\n    // Apply same flooring as UpdateMouseInputs()\n    ImVec2 pos((x > -FLT_MAX) ? ImFloorSigned(x) : x, (y > -FLT_MAX) ? ImFloorSigned(y) : y);\n\n    // Filter duplicate\n    const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MousePos);\n    const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;\n    if (latest_pos.x == pos.x && latest_pos.y == pos.y)\n        return;\n\n    ImGuiInputEvent e;\n    e.Type = ImGuiInputEventType_MousePos;\n    e.Source = ImGuiInputSource_Mouse;\n    e.MousePos.PosX = pos.x;\n    e.MousePos.PosY = pos.y;\n    g.InputEventsQueue.push_back(e);\n}\n\nvoid ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(&g.IO == this && \"Can only add events to current context.\");\n    IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);\n    if (!AppAcceptingEvents)\n        return;\n\n    // Filter duplicate\n    const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MouseButton, (int)mouse_button);\n    const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];\n    if (latest_button_down == down)\n        return;\n\n    ImGuiInputEvent e;\n    e.Type = ImGuiInputEventType_MouseButton;\n    e.Source = ImGuiInputSource_Mouse;\n    e.MouseButton.Button = mouse_button;\n    e.MouseButton.Down = down;\n    g.InputEventsQueue.push_back(e);\n}\n\n// Queue a mouse wheel event (some mouse/API may only have a Y component)\nvoid ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(&g.IO == this && \"Can only add events to current context.\");\n\n    // Filter duplicate (unlike most events, wheel values are relative and easy to filter)\n    if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))\n        return;\n\n    ImGuiInputEvent e;\n    e.Type = ImGuiInputEventType_MouseWheel;\n    e.Source = ImGuiInputSource_Mouse;\n    e.MouseWheel.WheelX = wheel_x;\n    e.MouseWheel.WheelY = wheel_y;\n    g.InputEventsQueue.push_back(e);\n}\n\nvoid ImGuiIO::AddFocusEvent(bool focused)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(&g.IO == this && \"Can only add events to current context.\");\n\n    // Filter duplicate\n    const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_Focus);\n    const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;\n    if (latest_focused == focused)\n        return;\n\n    ImGuiInputEvent e;\n    e.Type = ImGuiInputEventType_Focus;\n    e.AppFocused.Focused = focused;\n    g.InputEventsQueue.push_back(e);\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)\n//-----------------------------------------------------------------------------\n\nImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)\n{\n    IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()\n    ImVec2 p_last = p1;\n    ImVec2 p_closest;\n    float p_closest_dist2 = FLT_MAX;\n    float t_step = 1.0f / (float)num_segments;\n    for (int i_step = 1; i_step <= num_segments; i_step++)\n    {\n        ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);\n        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);\n        float dist2 = ImLengthSqr(p - p_line);\n        if (dist2 < p_closest_dist2)\n        {\n            p_closest = p_line;\n            p_closest_dist2 = dist2;\n        }\n        p_last = p_current;\n    }\n    return p_closest;\n}\n\n// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp\nstatic void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)\n{\n    float dx = x4 - x1;\n    float dy = y4 - y1;\n    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);\n    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);\n    d2 = (d2 >= 0) ? d2 : -d2;\n    d3 = (d3 >= 0) ? d3 : -d3;\n    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))\n    {\n        ImVec2 p_current(x4, y4);\n        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);\n        float dist2 = ImLengthSqr(p - p_line);\n        if (dist2 < p_closest_dist2)\n        {\n            p_closest = p_line;\n            p_closest_dist2 = dist2;\n        }\n        p_last = p_current;\n    }\n    else if (level < 10)\n    {\n        float x12 = (x1 + x2)*0.5f,       y12 = (y1 + y2)*0.5f;\n        float x23 = (x2 + x3)*0.5f,       y23 = (y2 + y3)*0.5f;\n        float x34 = (x3 + x4)*0.5f,       y34 = (y3 + y4)*0.5f;\n        float x123 = (x12 + x23)*0.5f,    y123 = (y12 + y23)*0.5f;\n        float x234 = (x23 + x34)*0.5f,    y234 = (y23 + y34)*0.5f;\n        float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;\n        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);\n        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);\n    }\n}\n\n// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol\n// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.\nImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)\n{\n    IM_ASSERT(tess_tol > 0.0f);\n    ImVec2 p_last = p1;\n    ImVec2 p_closest;\n    float p_closest_dist2 = FLT_MAX;\n    ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);\n    return p_closest;\n}\n\nImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)\n{\n    ImVec2 ap = p - a;\n    ImVec2 ab_dir = b - a;\n    float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;\n    if (dot < 0.0f)\n        return a;\n    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;\n    if (dot > ab_len_sqr)\n        return b;\n    return a + ab_dir * dot / ab_len_sqr;\n}\n\nbool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)\n{\n    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;\n    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;\n    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;\n    return ((b1 == b2) && (b2 == b3));\n}\n\nvoid ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)\n{\n    ImVec2 v0 = b - a;\n    ImVec2 v1 = c - a;\n    ImVec2 v2 = p - a;\n    const float denom = v0.x * v1.y - v1.x * v0.y;\n    out_v = (v2.x * v1.y - v1.x * v2.y) / denom;\n    out_w = (v0.x * v2.y - v2.x * v0.y) / denom;\n    out_u = 1.0f - out_v - out_w;\n}\n\nImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)\n{\n    ImVec2 proj_ab = ImLineClosestPoint(a, b, p);\n    ImVec2 proj_bc = ImLineClosestPoint(b, c, p);\n    ImVec2 proj_ca = ImLineClosestPoint(c, a, p);\n    float dist2_ab = ImLengthSqr(p - proj_ab);\n    float dist2_bc = ImLengthSqr(p - proj_bc);\n    float dist2_ca = ImLengthSqr(p - proj_ca);\n    float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));\n    if (m == dist2_ab)\n        return proj_ab;\n    if (m == dist2_bc)\n        return proj_bc;\n    return proj_ca;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)\n//-----------------------------------------------------------------------------\n\n// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.\nint ImStricmp(const char* str1, const char* str2)\n{\n    int d;\n    while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }\n    return d;\n}\n\nint ImStrnicmp(const char* str1, const char* str2, size_t count)\n{\n    int d = 0;\n    while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }\n    return d;\n}\n\nvoid ImStrncpy(char* dst, const char* src, size_t count)\n{\n    if (count < 1)\n        return;\n    if (count > 1)\n        strncpy(dst, src, count - 1);\n    dst[count - 1] = 0;\n}\n\nchar* ImStrdup(const char* str)\n{\n    size_t len = strlen(str);\n    void* buf = IM_ALLOC(len + 1);\n    return (char*)memcpy(buf, (const void*)str, len + 1);\n}\n\nchar* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)\n{\n    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;\n    size_t src_size = strlen(src) + 1;\n    if (dst_buf_size < src_size)\n    {\n        IM_FREE(dst);\n        dst = (char*)IM_ALLOC(src_size);\n        if (p_dst_size)\n            *p_dst_size = src_size;\n    }\n    return (char*)memcpy(dst, (const void*)src, src_size);\n}\n\nconst char* ImStrchrRange(const char* str, const char* str_end, char c)\n{\n    const char* p = (const char*)memchr(str, (int)c, str_end - str);\n    return p;\n}\n\nint ImStrlenW(const ImWchar* str)\n{\n    //return (int)wcslen((const wchar_t*)str);  // FIXME-OPT: Could use this when wchar_t are 16-bit\n    int n = 0;\n    while (*str++) n++;\n    return n;\n}\n\n// Find end-of-line. Return pointer will point to either first \\n, either str_end.\nconst char* ImStreolRange(const char* str, const char* str_end)\n{\n    const char* p = (const char*)memchr(str, '\\n', str_end - str);\n    return p ? p : str_end;\n}\n\nconst ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line\n{\n    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\\n')\n        buf_mid_line--;\n    return buf_mid_line;\n}\n\nconst char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)\n{\n    if (!needle_end)\n        needle_end = needle + strlen(needle);\n\n    const char un0 = (char)ImToUpper(*needle);\n    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))\n    {\n        if (ImToUpper(*haystack) == un0)\n        {\n            const char* b = needle + 1;\n            for (const char* a = haystack + 1; b < needle_end; a++, b++)\n                if (ImToUpper(*a) != ImToUpper(*b))\n                    break;\n            if (b == needle_end)\n                return haystack;\n        }\n        haystack++;\n    }\n    return NULL;\n}\n\n// Trim str by offsetting contents when there's leading data + writing a \\0 at the trailing position. We use this in situation where the cost is negligible.\nvoid ImStrTrimBlanks(char* buf)\n{\n    char* p = buf;\n    while (p[0] == ' ' || p[0] == '\\t')     // Leading blanks\n        p++;\n    char* p_start = p;\n    while (*p != 0)                         // Find end of string\n        p++;\n    while (p > p_start && (p[-1] == ' ' || p[-1] == '\\t'))  // Trailing blanks\n        p--;\n    if (p_start != buf)                     // Copy memory if we had leading blanks\n        memmove(buf, p_start, p - p_start);\n    buf[p - p_start] = 0;                   // Zero terminate\n}\n\nconst char* ImStrSkipBlank(const char* str)\n{\n    while (str[0] == ' ' || str[0] == '\\t')\n        str++;\n    return str;\n}\n\n// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).\n// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.\n// B) When buf==NULL vsnprintf() will return the output size.\n#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS\n\n// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)\n// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS\n// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are\n// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)\n#ifdef IMGUI_USE_STB_SPRINTF\n#define STB_SPRINTF_IMPLEMENTATION\n#ifdef IMGUI_STB_SPRINTF_FILENAME\n#include IMGUI_STB_SPRINTF_FILENAME\n#else\n#include \"stb_sprintf.h\"\n#endif\n#endif\n\n#if defined(_MSC_VER) && !defined(vsnprintf)\n#define vsnprintf _vsnprintf\n#endif\n\nint ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n#ifdef IMGUI_USE_STB_SPRINTF\n    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);\n#else\n    int w = vsnprintf(buf, buf_size, fmt, args);\n#endif\n    va_end(args);\n    if (buf == NULL)\n        return w;\n    if (w == -1 || w >= (int)buf_size)\n        w = (int)buf_size - 1;\n    buf[w] = 0;\n    return w;\n}\n\nint ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)\n{\n#ifdef IMGUI_USE_STB_SPRINTF\n    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);\n#else\n    int w = vsnprintf(buf, buf_size, fmt, args);\n#endif\n    if (buf == NULL)\n        return w;\n    if (w == -1 || w >= (int)buf_size)\n        w = (int)buf_size - 1;\n    buf[w] = 0;\n    return w;\n}\n#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS\n\nvoid ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)\n{\n    ImGuiContext& g = *GImGui;\n    va_list args;\n    va_start(args, fmt);\n    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)\n    {\n        const char* buf = va_arg(args, const char*); // Skip formatting when using \"%s\"\n        *out_buf = buf;\n        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }\n    }\n    else\n    {\n        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);\n        *out_buf = g.TempBuffer.Data;\n        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }\n    }\n    va_end(args);\n}\n\nvoid ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)\n{\n    ImGuiContext& g = *GImGui;\n    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)\n    {\n        const char* buf = va_arg(args, const char*); // Skip formatting when using \"%s\"\n        *out_buf = buf;\n        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }\n    }\n    else\n    {\n        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);\n        *out_buf = g.TempBuffer.Data;\n        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }\n    }\n}\n\n// CRC32 needs a 1KB lookup table (not cache friendly)\n// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:\n// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.\nstatic const ImU32 GCrc32LookupTable[256] =\n{\n    0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,\n    0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,\n    0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,\n    0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,\n    0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,\n    0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,\n    0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,\n    0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,\n    0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,\n    0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,\n    0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,\n    0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,\n    0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,\n    0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,\n    0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,\n    0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,\n};\n\n// Known size hash\n// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.\n// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.\nImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)\n{\n    ImU32 crc = ~seed;\n    const unsigned char* data = (const unsigned char*)data_p;\n    const ImU32* crc32_lut = GCrc32LookupTable;\n    while (data_size-- != 0)\n        crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];\n    return ~crc;\n}\n\n// Zero-terminated string hash, with support for ### to reset back to seed value\n// We support a syntax of \"label###id\" where only \"###id\" is included in the hash, and only \"label\" gets displayed.\n// Because this syntax is rarely used we are optimizing for the common case.\n// - If we reach ### in the string we discard the hash so far and reset to the seed.\n// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)\n// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.\nImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)\n{\n    seed = ~seed;\n    ImU32 crc = seed;\n    const unsigned char* data = (const unsigned char*)data_p;\n    const ImU32* crc32_lut = GCrc32LookupTable;\n    if (data_size != 0)\n    {\n        while (data_size-- != 0)\n        {\n            unsigned char c = *data++;\n            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')\n                crc = seed;\n            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];\n        }\n    }\n    else\n    {\n        while (unsigned char c = *data++)\n        {\n            if (c == '#' && data[0] == '#' && data[1] == '#')\n                crc = seed;\n            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];\n        }\n    }\n    return ~crc;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] MISC HELPERS/UTILITIES (File functions)\n//-----------------------------------------------------------------------------\n\n// Default file functions\n#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS\n\nImFileHandle ImFileOpen(const char* filename, const char* mode)\n{\n#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)\n    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.\n    // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!\n    const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);\n    const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);\n    ImVector<wchar_t> buf;\n    buf.resize(filename_wsize + mode_wsize);\n    ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize);\n    ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize);\n    return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]);\n#else\n    return fopen(filename, mode);\n#endif\n}\n\n// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.\nbool    ImFileClose(ImFileHandle f)     { return fclose(f) == 0; }\nImU64   ImFileGetSize(ImFileHandle f)   { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }\nImU64   ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f)           { return fread(data, (size_t)sz, (size_t)count, f); }\nImU64   ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)    { return fwrite(data, (size_t)sz, (size_t)count, f); }\n#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS\n\n// Helper: Load file content into memory\n// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()\n// This can't really be used with \"rt\" because fseek size won't match read size.\nvoid*   ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)\n{\n    IM_ASSERT(filename && mode);\n    if (out_file_size)\n        *out_file_size = 0;\n\n    ImFileHandle f;\n    if ((f = ImFileOpen(filename, mode)) == NULL)\n        return NULL;\n\n    size_t file_size = (size_t)ImFileGetSize(f);\n    if (file_size == (size_t)-1)\n    {\n        ImFileClose(f);\n        return NULL;\n    }\n\n    void* file_data = IM_ALLOC(file_size + padding_bytes);\n    if (file_data == NULL)\n    {\n        ImFileClose(f);\n        return NULL;\n    }\n    if (ImFileRead(file_data, 1, file_size, f) != file_size)\n    {\n        ImFileClose(f);\n        IM_FREE(file_data);\n        return NULL;\n    }\n    if (padding_bytes > 0)\n        memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);\n\n    ImFileClose(f);\n    if (out_file_size)\n        *out_file_size = file_size;\n\n    return file_data;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)\n//-----------------------------------------------------------------------------\n\nIM_MSVC_RUNTIME_CHECKS_OFF\n\n// Convert UTF-8 to 32-bit character, process single character input.\n// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).\n// We handle UTF-8 decoding error by skipping forward.\nint ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)\n{\n    static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };\n    static const int masks[]  = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };\n    static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };\n    static const int shiftc[] = { 0, 18, 12, 6, 0 };\n    static const int shifte[] = { 0, 6, 4, 2, 0 };\n    int len = lengths[*(const unsigned char*)in_text >> 3];\n    int wanted = len + (len ? 0 : 1);\n\n    if (in_text_end == NULL)\n        in_text_end = in_text + wanted; // Max length, nulls will be taken into account.\n\n    // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,\n    // so it is fast even with excessive branching.\n    unsigned char s[4];\n    s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;\n    s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;\n    s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;\n    s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;\n\n    // Assume a four-byte character and load four bytes. Unused bits are shifted out.\n    *out_char  = (uint32_t)(s[0] & masks[len]) << 18;\n    *out_char |= (uint32_t)(s[1] & 0x3f) << 12;\n    *out_char |= (uint32_t)(s[2] & 0x3f) <<  6;\n    *out_char |= (uint32_t)(s[3] & 0x3f) <<  0;\n    *out_char >>= shiftc[len];\n\n    // Accumulate the various error conditions.\n    int e = 0;\n    e  = (*out_char < mins[len]) << 6; // non-canonical encoding\n    e |= ((*out_char >> 11) == 0x1b) << 7;  // surrogate half?\n    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range?\n    e |= (s[1] & 0xc0) >> 2;\n    e |= (s[2] & 0xc0) >> 4;\n    e |= (s[3]       ) >> 6;\n    e ^= 0x2a; // top two bits of each tail byte correct?\n    e >>= shifte[len];\n\n    if (e)\n    {\n        // No bytes are consumed when *in_text == 0 || in_text == in_text_end.\n        // One byte is consumed in case of invalid first byte of in_text.\n        // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.\n        // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.\n        wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);\n        *out_char = IM_UNICODE_CODEPOINT_INVALID;\n    }\n\n    return wanted;\n}\n\nint ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)\n{\n    ImWchar* buf_out = buf;\n    ImWchar* buf_end = buf + buf_size;\n    while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)\n    {\n        unsigned int c;\n        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);\n        *buf_out++ = (ImWchar)c;\n    }\n    *buf_out = 0;\n    if (in_text_remaining)\n        *in_text_remaining = in_text;\n    return (int)(buf_out - buf);\n}\n\nint ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)\n{\n    int char_count = 0;\n    while ((!in_text_end || in_text < in_text_end) && *in_text)\n    {\n        unsigned int c;\n        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);\n        char_count++;\n    }\n    return char_count;\n}\n\n// Based on stb_to_utf8() from github.com/nothings/stb/\nstatic inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)\n{\n    if (c < 0x80)\n    {\n        buf[0] = (char)c;\n        return 1;\n    }\n    if (c < 0x800)\n    {\n        if (buf_size < 2) return 0;\n        buf[0] = (char)(0xc0 + (c >> 6));\n        buf[1] = (char)(0x80 + (c & 0x3f));\n        return 2;\n    }\n    if (c < 0x10000)\n    {\n        if (buf_size < 3) return 0;\n        buf[0] = (char)(0xe0 + (c >> 12));\n        buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));\n        buf[2] = (char)(0x80 + ((c ) & 0x3f));\n        return 3;\n    }\n    if (c <= 0x10FFFF)\n    {\n        if (buf_size < 4) return 0;\n        buf[0] = (char)(0xf0 + (c >> 18));\n        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));\n        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));\n        buf[3] = (char)(0x80 + ((c ) & 0x3f));\n        return 4;\n    }\n    // Invalid code point, the max unicode is 0x10FFFF\n    return 0;\n}\n\nconst char* ImTextCharToUtf8(char out_buf[5], unsigned int c)\n{\n    int count = ImTextCharToUtf8_inline(out_buf, 5, c);\n    out_buf[count] = 0;\n    return out_buf;\n}\n\n// Not optimal but we very rarely use this function.\nint ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)\n{\n    unsigned int unused = 0;\n    return ImTextCharFromUtf8(&unused, in_text, in_text_end);\n}\n\nstatic inline int ImTextCountUtf8BytesFromChar(unsigned int c)\n{\n    if (c < 0x80) return 1;\n    if (c < 0x800) return 2;\n    if (c < 0x10000) return 3;\n    if (c <= 0x10FFFF) return 4;\n    return 3;\n}\n\nint ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)\n{\n    char* buf_p = out_buf;\n    const char* buf_end = out_buf + out_buf_size;\n    while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)\n    {\n        unsigned int c = (unsigned int)(*in_text++);\n        if (c < 0x80)\n            *buf_p++ = (char)c;\n        else\n            buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);\n    }\n    *buf_p = 0;\n    return (int)(buf_p - out_buf);\n}\n\nint ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)\n{\n    int bytes_count = 0;\n    while ((!in_text_end || in_text < in_text_end) && *in_text)\n    {\n        unsigned int c = (unsigned int)(*in_text++);\n        if (c < 0x80)\n            bytes_count++;\n        else\n            bytes_count += ImTextCountUtf8BytesFromChar(c);\n    }\n    return bytes_count;\n}\nIM_MSVC_RUNTIME_CHECKS_RESTORE\n\n//-----------------------------------------------------------------------------\n// [SECTION] MISC HELPERS/UTILITIES (Color functions)\n// Note: The Convert functions are early design which are not consistent with other API.\n//-----------------------------------------------------------------------------\n\nIMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)\n{\n    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;\n    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);\n    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);\n    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);\n    return IM_COL32(r, g, b, 0xFF);\n}\n\nImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)\n{\n    float s = 1.0f / 255.0f;\n    return ImVec4(\n        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,\n        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,\n        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,\n        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);\n}\n\nImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)\n{\n    ImU32 out;\n    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;\n    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;\n    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;\n    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;\n    return out;\n}\n\n// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592\n// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv\nvoid ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)\n{\n    float K = 0.f;\n    if (g < b)\n    {\n        ImSwap(g, b);\n        K = -1.f;\n    }\n    if (r < g)\n    {\n        ImSwap(r, g);\n        K = -2.f / 6.f - K;\n    }\n\n    const float chroma = r - (g < b ? g : b);\n    out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));\n    out_s = chroma / (r + 1e-20f);\n    out_v = r;\n}\n\n// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593\n// also http://en.wikipedia.org/wiki/HSL_and_HSV\nvoid ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)\n{\n    if (s == 0.0f)\n    {\n        // gray\n        out_r = out_g = out_b = v;\n        return;\n    }\n\n    h = ImFmod(h, 1.0f) / (60.0f / 360.0f);\n    int   i = (int)h;\n    float f = h - (float)i;\n    float p = v * (1.0f - s);\n    float q = v * (1.0f - s * f);\n    float t = v * (1.0f - s * (1.0f - f));\n\n    switch (i)\n    {\n    case 0: out_r = v; out_g = t; out_b = p; break;\n    case 1: out_r = q; out_g = v; out_b = p; break;\n    case 2: out_r = p; out_g = v; out_b = t; break;\n    case 3: out_r = p; out_g = q; out_b = v; break;\n    case 4: out_r = t; out_g = p; out_b = v; break;\n    case 5: default: out_r = v; out_g = p; out_b = q; break;\n    }\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImGuiStorage\n// Helper: Key->value storage\n//-----------------------------------------------------------------------------\n\n// std::lower_bound but without the bullshit\nstatic ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)\n{\n    ImGuiStorage::ImGuiStoragePair* first = data.Data;\n    ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;\n    size_t count = (size_t)(last - first);\n    while (count > 0)\n    {\n        size_t count2 = count >> 1;\n        ImGuiStorage::ImGuiStoragePair* mid = first + count2;\n        if (mid->key < key)\n        {\n            first = ++mid;\n            count -= count2 + 1;\n        }\n        else\n        {\n            count = count2;\n        }\n    }\n    return first;\n}\n\n// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.\nvoid ImGuiStorage::BuildSortByKey()\n{\n    struct StaticFunc\n    {\n        static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)\n        {\n            // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.\n            if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;\n            if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;\n            return 0;\n        }\n    };\n    ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID);\n}\n\nint ImGuiStorage::GetInt(ImGuiID key, int default_val) const\n{\n    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);\n    if (it == Data.end() || it->key != key)\n        return default_val;\n    return it->val_i;\n}\n\nbool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const\n{\n    return GetInt(key, default_val ? 1 : 0) != 0;\n}\n\nfloat ImGuiStorage::GetFloat(ImGuiID key, float default_val) const\n{\n    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);\n    if (it == Data.end() || it->key != key)\n        return default_val;\n    return it->val_f;\n}\n\nvoid* ImGuiStorage::GetVoidPtr(ImGuiID key) const\n{\n    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);\n    if (it == Data.end() || it->key != key)\n        return NULL;\n    return it->val_p;\n}\n\n// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.\nint* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)\n{\n    ImGuiStoragePair* it = LowerBound(Data, key);\n    if (it == Data.end() || it->key != key)\n        it = Data.insert(it, ImGuiStoragePair(key, default_val));\n    return &it->val_i;\n}\n\nbool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)\n{\n    return (bool*)GetIntRef(key, default_val ? 1 : 0);\n}\n\nfloat* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)\n{\n    ImGuiStoragePair* it = LowerBound(Data, key);\n    if (it == Data.end() || it->key != key)\n        it = Data.insert(it, ImGuiStoragePair(key, default_val));\n    return &it->val_f;\n}\n\nvoid** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)\n{\n    ImGuiStoragePair* it = LowerBound(Data, key);\n    if (it == Data.end() || it->key != key)\n        it = Data.insert(it, ImGuiStoragePair(key, default_val));\n    return &it->val_p;\n}\n\n// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)\nvoid ImGuiStorage::SetInt(ImGuiID key, int val)\n{\n    ImGuiStoragePair* it = LowerBound(Data, key);\n    if (it == Data.end() || it->key != key)\n    {\n        Data.insert(it, ImGuiStoragePair(key, val));\n        return;\n    }\n    it->val_i = val;\n}\n\nvoid ImGuiStorage::SetBool(ImGuiID key, bool val)\n{\n    SetInt(key, val ? 1 : 0);\n}\n\nvoid ImGuiStorage::SetFloat(ImGuiID key, float val)\n{\n    ImGuiStoragePair* it = LowerBound(Data, key);\n    if (it == Data.end() || it->key != key)\n    {\n        Data.insert(it, ImGuiStoragePair(key, val));\n        return;\n    }\n    it->val_f = val;\n}\n\nvoid ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)\n{\n    ImGuiStoragePair* it = LowerBound(Data, key);\n    if (it == Data.end() || it->key != key)\n    {\n        Data.insert(it, ImGuiStoragePair(key, val));\n        return;\n    }\n    it->val_p = val;\n}\n\nvoid ImGuiStorage::SetAllInt(int v)\n{\n    for (int i = 0; i < Data.Size; i++)\n        Data[i].val_i = v;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImGuiTextFilter\n//-----------------------------------------------------------------------------\n\n// Helper: Parse and apply text filters. In format \"aaaaa[,bbbb][,ccccc]\"\nImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077\n{\n    InputBuf[0] = 0;\n    CountGrep = 0;\n    if (default_filter)\n    {\n        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));\n        Build();\n    }\n}\n\nbool ImGuiTextFilter::Draw(const char* label, float width)\n{\n    if (width != 0.0f)\n        ImGui::SetNextItemWidth(width);\n    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));\n    if (value_changed)\n        Build();\n    return value_changed;\n}\n\nvoid ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const\n{\n    out->resize(0);\n    const char* wb = b;\n    const char* we = wb;\n    while (we < e)\n    {\n        if (*we == separator)\n        {\n            out->push_back(ImGuiTextRange(wb, we));\n            wb = we + 1;\n        }\n        we++;\n    }\n    if (wb != we)\n        out->push_back(ImGuiTextRange(wb, we));\n}\n\nvoid ImGuiTextFilter::Build()\n{\n    Filters.resize(0);\n    ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));\n    input_range.split(',', &Filters);\n\n    CountGrep = 0;\n    for (int i = 0; i != Filters.Size; i++)\n    {\n        ImGuiTextRange& f = Filters[i];\n        while (f.b < f.e && ImCharIsBlankA(f.b[0]))\n            f.b++;\n        while (f.e > f.b && ImCharIsBlankA(f.e[-1]))\n            f.e--;\n        if (f.empty())\n            continue;\n        if (Filters[i].b[0] != '-')\n            CountGrep += 1;\n    }\n}\n\nbool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const\n{\n    if (Filters.empty())\n        return true;\n\n    if (text == NULL)\n        text = \"\";\n\n    for (int i = 0; i != Filters.Size; i++)\n    {\n        const ImGuiTextRange& f = Filters[i];\n        if (f.empty())\n            continue;\n        if (f.b[0] == '-')\n        {\n            // Subtract\n            if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)\n                return false;\n        }\n        else\n        {\n            // Grep\n            if (ImStristr(text, text_end, f.b, f.e) != NULL)\n                return true;\n        }\n    }\n\n    // Implicit * grep\n    if (CountGrep == 0)\n        return true;\n\n    return false;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImGuiTextBuffer, ImGuiTextIndex\n//-----------------------------------------------------------------------------\n\n// On some platform vsnprintf() takes va_list by reference and modifies it.\n// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.\n#ifndef va_copy\n#if defined(__GNUC__) || defined(__clang__)\n#define va_copy(dest, src) __builtin_va_copy(dest, src)\n#else\n#define va_copy(dest, src) (dest = src)\n#endif\n#endif\n\nchar ImGuiTextBuffer::EmptyString[1] = { 0 };\n\nvoid ImGuiTextBuffer::append(const char* str, const char* str_end)\n{\n    int len = str_end ? (int)(str_end - str) : (int)strlen(str);\n\n    // Add zero-terminator the first time\n    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;\n    const int needed_sz = write_off + len;\n    if (write_off + len >= Buf.Capacity)\n    {\n        int new_capacity = Buf.Capacity * 2;\n        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);\n    }\n\n    Buf.resize(needed_sz);\n    memcpy(&Buf[write_off - 1], str, (size_t)len);\n    Buf[write_off - 1 + len] = 0;\n}\n\nvoid ImGuiTextBuffer::appendf(const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    appendfv(fmt, args);\n    va_end(args);\n}\n\n// Helper: Text buffer for logging/accumulating text\nvoid ImGuiTextBuffer::appendfv(const char* fmt, va_list args)\n{\n    va_list args_copy;\n    va_copy(args_copy, args);\n\n    int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.\n    if (len <= 0)\n    {\n        va_end(args_copy);\n        return;\n    }\n\n    // Add zero-terminator the first time\n    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;\n    const int needed_sz = write_off + len;\n    if (write_off + len >= Buf.Capacity)\n    {\n        int new_capacity = Buf.Capacity * 2;\n        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);\n    }\n\n    Buf.resize(needed_sz);\n    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);\n    va_end(args_copy);\n}\n\nvoid ImGuiTextIndex::append(const char* base, int old_size, int new_size)\n{\n    IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);\n    if (old_size == new_size)\n        return;\n    if (EndOffset == 0 || base[EndOffset - 1] == '\\n')\n        LineOffsets.push_back(EndOffset);\n    const char* base_end = base + new_size;\n    for (const char* p = base + old_size; (p = (const char*)memchr(p, '\\n', base_end - p)) != 0; )\n        if (++p < base_end) // Don't push a trailing offset on last \\n\n            LineOffsets.push_back((int)(intptr_t)(p - base));\n    EndOffset = ImMax(EndOffset, new_size);\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImGuiListClipper\n// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed\n// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO)\n//-----------------------------------------------------------------------------\n\n// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.\n// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.\nstatic bool GetSkipItemForListClipping()\n{\n    ImGuiContext& g = *GImGui;\n    return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);\n}\n\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n// Legacy helper to calculate coarse clipping of large list of evenly sized items.\n// This legacy API is not ideal because it assumes we will return a single contiguous rectangle.\n// Prefer using ImGuiListClipper which can returns non-contiguous ranges.\nvoid ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (g.LogEnabled)\n    {\n        // If logging is active, do not perform any clipping\n        *out_items_display_start = 0;\n        *out_items_display_end = items_count;\n        return;\n    }\n    if (GetSkipItemForListClipping())\n    {\n        *out_items_display_start = *out_items_display_end = 0;\n        return;\n    }\n\n    // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect\n    // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly.\n    ImRect rect = window->ClipRect;\n    if (g.NavMoveScoringItems)\n        rect.Add(g.NavScoringNoClipRect);\n    if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)\n        rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel\n\n    const ImVec2 pos = window->DC.CursorPos;\n    int start = (int)((rect.Min.y - pos.y) / items_height);\n    int end = (int)((rect.Max.y - pos.y) / items_height);\n\n    // When performing a navigation request, ensure we have one item extra in the direction we are moving to\n    // FIXME: Verify this works with tabbing\n    const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);\n    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up)\n        start--;\n    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down)\n        end++;\n\n    start = ImClamp(start, 0, items_count);\n    end = ImClamp(end + 1, start, items_count);\n    *out_items_display_start = start;\n    *out_items_display_end = end;\n}\n#endif\n\nstatic void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)\n{\n    if (ranges.Size - offset <= 1)\n        return;\n\n    // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)\n    for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)\n        for (int i = offset; i < sort_end + offset; ++i)\n            if (ranges[i].Min > ranges[i + 1].Min)\n                ImSwap(ranges[i], ranges[i + 1]);\n\n    // Now fuse ranges together as much as possible.\n    for (int i = 1 + offset; i < ranges.Size; i++)\n    {\n        IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);\n        if (ranges[i - 1].Max < ranges[i].Min)\n            continue;\n        ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);\n        ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);\n        ranges.erase(ranges.Data + i);\n        i--;\n    }\n}\n\nstatic void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)\n{\n    // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.\n    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.\n    // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    float off_y = pos_y - window->DC.CursorPos.y;\n    window->DC.CursorPos.y = pos_y;\n    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);\n    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;  // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.\n    window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y);      // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.\n    if (ImGuiOldColumns* columns = window->DC.CurrentColumns)\n        columns->LineMinY = window->DC.CursorPos.y;                         // Setting this so that cell Y position are set properly\n    if (ImGuiTable* table = g.CurrentTable)\n    {\n        if (table->IsInsideRow)\n            ImGui::TableEndRow(table);\n        table->RowPosY2 = window->DC.CursorPos.y;\n        const int row_increase = (int)((off_y / line_height) + 0.5f);\n        //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()\n        table->RowBgColorCounter += row_increase;\n    }\n}\n\nstatic void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n)\n{\n    // StartPosY starts from ItemsFrozen hence the subtraction\n    // Perform the add and multiply with double to allow seeking through larger ranges\n    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;\n    float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight);\n    ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight);\n}\n\nImGuiListClipper::ImGuiListClipper()\n{\n    memset(this, 0, sizeof(*this));\n    ItemsCount = -1;\n}\n\nImGuiListClipper::~ImGuiListClipper()\n{\n    End();\n}\n\nvoid ImGuiListClipper::Begin(int items_count, float items_height)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IMGUI_DEBUG_LOG_CLIPPER(\"Clipper: Begin(%d,%.2f) in '%s'\\n\", items_count, items_height, window->Name);\n\n    if (ImGuiTable* table = g.CurrentTable)\n        if (table->IsInsideRow)\n            ImGui::TableEndRow(table);\n\n    StartPosY = window->DC.CursorPos.y;\n    ItemsHeight = items_height;\n    ItemsCount = items_count;\n    DisplayStart = -1;\n    DisplayEnd = 0;\n\n    // Acquire temporary buffer\n    if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)\n        g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());\n    ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];\n    data->Reset(this);\n    data->LossynessOffset = window->DC.CursorStartPosLossyness.y;\n    TempData = data;\n}\n\nvoid ImGuiListClipper::End()\n{\n    ImGuiContext& g = *GImGui;\n    if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)\n    {\n        // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.\n        IMGUI_DEBUG_LOG_CLIPPER(\"Clipper: End() in '%s'\\n\", g.CurrentWindow->Name);\n        if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)\n            ImGuiListClipper_SeekCursorForItem(this, ItemsCount);\n\n        // Restore temporary buffer and fix back pointers which may be invalidated when nesting\n        IM_ASSERT(data->ListClipper == this);\n        data->StepNo = data->Ranges.Size;\n        if (--g.ClipperTempDataStacked > 0)\n        {\n            data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];\n            data->ListClipper->TempData = data;\n        }\n        TempData = NULL;\n    }\n    ItemsCount = -1;\n}\n\nvoid ImGuiListClipper::ForceDisplayRangeByIndices(int item_min, int item_max)\n{\n    ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;\n    IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.\n    IM_ASSERT(item_min <= item_max);\n    if (item_min < item_max)\n        data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_min, item_max));\n}\n\nstatic bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;\n    IM_ASSERT(data != NULL && \"Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?\");\n\n    ImGuiTable* table = g.CurrentTable;\n    if (table && table->IsInsideRow)\n        ImGui::TableEndRow(table);\n\n    // No items\n    if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())\n        return false;\n\n    // While we are in frozen row state, keep displaying items one by one, unclipped\n    // FIXME: Could be stored as a table-agnostic state.\n    if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)\n    {\n        clipper->DisplayStart = data->ItemsFrozen;\n        clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);\n        if (clipper->DisplayStart < clipper->DisplayEnd)\n            data->ItemsFrozen++;\n        return true;\n    }\n\n    // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)\n    bool calc_clipping = false;\n    if (data->StepNo == 0)\n    {\n        clipper->StartPosY = window->DC.CursorPos.y;\n        if (clipper->ItemsHeight <= 0.0f)\n        {\n            // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)\n            data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));\n            clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);\n            clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);\n            data->StepNo = 1;\n            return true;\n        }\n        calc_clipping = true;   // If on the first step with known item height, calculate clipping.\n    }\n\n    // Step 1: Let the clipper infer height from first range\n    if (clipper->ItemsHeight <= 0.0f)\n    {\n        IM_ASSERT(data->StepNo == 1);\n        if (table)\n            IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);\n\n        clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);\n        bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);\n        if (affected_by_floating_point_precision)\n            clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.\n\n        IM_ASSERT(clipper->ItemsHeight > 0.0f && \"Unable to calculate item height! First item hasn't moved the cursor vertically!\");\n        calc_clipping = true;   // If item height had to be calculated, calculate clipping afterwards.\n    }\n\n    // Step 0 or 1: Calculate the actual ranges of visible elements.\n    const int already_submitted = clipper->DisplayEnd;\n    if (calc_clipping)\n    {\n        if (g.LogEnabled)\n        {\n            // If logging is active, do not perform any clipping\n            data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));\n        }\n        else\n        {\n            // Add range selected to be included for navigation\n            const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);\n            if (is_nav_request)\n                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));\n            if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && g.NavTabbingDir == -1)\n                data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));\n\n            // Add focused/active item\n            ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);\n            if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)\n                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));\n\n            // Add visible range\n            const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;\n            const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;\n            data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));\n        }\n\n        // Convert position ranges to item index ranges\n        // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.\n        // - Due to how Selectable extra padding they tend to be \"unaligned\" with exact unit in the item list,\n        //   which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.\n        for (int i = 0; i < data->Ranges.Size; i++)\n            if (data->Ranges[i].PosToIndexConvert)\n            {\n                int m1 = (int)(((double)data->Ranges[i].Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);\n                int m2 = (int)((((double)data->Ranges[i].Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);\n                data->Ranges[i].Min = ImClamp(already_submitted + m1 + data->Ranges[i].PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);\n                data->Ranges[i].Max = ImClamp(already_submitted + m2 + data->Ranges[i].PosToIndexOffsetMax, data->Ranges[i].Min + 1, clipper->ItemsCount);\n                data->Ranges[i].PosToIndexConvert = false;\n            }\n        ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);\n    }\n\n    // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.\n    if (data->StepNo < data->Ranges.Size)\n    {\n        clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);\n        clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);\n        if (clipper->DisplayStart > already_submitted) //-V1051\n            ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart);\n        data->StepNo++;\n        return true;\n    }\n\n    // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),\n    // Advance the cursor to the end of the list and then returns 'false' to end the loop.\n    if (clipper->ItemsCount < INT_MAX)\n        ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount);\n\n    return false;\n}\n\nbool ImGuiListClipper::Step()\n{\n    ImGuiContext& g = *GImGui;\n    bool need_items_height = (ItemsHeight <= 0.0f);\n    bool ret = ImGuiListClipper_StepInternal(this);\n    if (ret && (DisplayStart == DisplayEnd))\n        ret = false;\n    if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)\n        IMGUI_DEBUG_LOG_CLIPPER(\"Clipper: Step(): inside frozen table row.\\n\");\n    if (need_items_height && ItemsHeight > 0.0f)\n        IMGUI_DEBUG_LOG_CLIPPER(\"Clipper: Step(): computed ItemsHeight: %.2f.\\n\", ItemsHeight);\n    if (ret)\n    {\n        IMGUI_DEBUG_LOG_CLIPPER(\"Clipper: Step(): display %d to %d.\\n\", DisplayStart, DisplayEnd);\n    }\n    else\n    {\n        IMGUI_DEBUG_LOG_CLIPPER(\"Clipper: Step(): End.\\n\");\n        End();\n    }\n    return ret;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] STYLING\n//-----------------------------------------------------------------------------\n\nImGuiStyle& ImGui::GetStyle()\n{\n    IM_ASSERT(GImGui != NULL && \"No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?\");\n    return GImGui->Style;\n}\n\nImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)\n{\n    ImGuiStyle& style = GImGui->Style;\n    ImVec4 c = style.Colors[idx];\n    c.w *= style.Alpha * alpha_mul;\n    return ColorConvertFloat4ToU32(c);\n}\n\nImU32 ImGui::GetColorU32(const ImVec4& col)\n{\n    ImGuiStyle& style = GImGui->Style;\n    ImVec4 c = col;\n    c.w *= style.Alpha;\n    return ColorConvertFloat4ToU32(c);\n}\n\nconst ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)\n{\n    ImGuiStyle& style = GImGui->Style;\n    return style.Colors[idx];\n}\n\nImU32 ImGui::GetColorU32(ImU32 col)\n{\n    ImGuiStyle& style = GImGui->Style;\n    if (style.Alpha >= 1.0f)\n        return col;\n    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;\n    a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.\n    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);\n}\n\n// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32\nvoid ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiColorMod backup;\n    backup.Col = idx;\n    backup.BackupValue = g.Style.Colors[idx];\n    g.ColorStack.push_back(backup);\n    g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);\n}\n\nvoid ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiColorMod backup;\n    backup.Col = idx;\n    backup.BackupValue = g.Style.Colors[idx];\n    g.ColorStack.push_back(backup);\n    g.Style.Colors[idx] = col;\n}\n\nvoid ImGui::PopStyleColor(int count)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.ColorStack.Size < count)\n    {\n        IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, \"Calling PopStyleColor() too many times: stack underflow.\");\n        count = g.ColorStack.Size;\n    }\n    while (count > 0)\n    {\n        ImGuiColorMod& backup = g.ColorStack.back();\n        g.Style.Colors[backup.Col] = backup.BackupValue;\n        g.ColorStack.pop_back();\n        count--;\n    }\n}\n\nstruct ImGuiStyleVarInfo\n{\n    ImGuiDataType   Type;\n    ImU32           Count;\n    ImU32           Offset;\n    void*           GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); }\n};\n\nstatic const ImGuiStyleVarInfo GStyleVarInfo[] =\n{\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },               // ImGuiStyleVar_Alpha\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) },       // ImGuiStyleVar_DisabledAlpha\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) },       // ImGuiStyleVar_WindowPadding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) },      // ImGuiStyleVar_WindowRounding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) },    // ImGuiStyleVar_WindowBorderSize\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) },       // ImGuiStyleVar_WindowMinSize\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) },    // ImGuiStyleVar_WindowTitleAlign\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) },       // ImGuiStyleVar_ChildRounding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) },     // ImGuiStyleVar_ChildBorderSize\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, SliderThickness) },     // ImGuiStyleVar_SliderThickness\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, SliderContrast) },      // ImGuiStyleVar_SliderContrast\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SliderValuePos) },      // ImGuiStyleVar_SliderValuePos\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) },       // ImGuiStyleVar_PopupRounding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) },     // ImGuiStyleVar_PopupBorderSize\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) },        // ImGuiStyleVar_FramePadding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) },       // ImGuiStyleVar_FrameRounding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) },     // ImGuiStyleVar_FrameBorderSize\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) },         // ImGuiStyleVar_ItemSpacing\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) },    // ImGuiStyleVar_ItemInnerSpacing\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) },       // ImGuiStyleVar_IndentSpacing\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) },         // ImGuiStyleVar_CellPadding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) },       // ImGuiStyleVar_ScrollbarSize\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) },   // ImGuiStyleVar_ScrollbarRounding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) },         // ImGuiStyleVar_GrabMinSize\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) },        // ImGuiStyleVar_GrabRounding\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) },         // ImGuiStyleVar_TabRounding\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) },     // ImGuiStyleVar_ButtonTextAlign\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign\n    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextBorderSize) },// ImGuiStyleVar_SeparatorTextBorderSize\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextAlign) },     // ImGuiStyleVar_SeparatorTextAlign\n    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextPadding) },   // ImGuiStyleVar_SeparatorTextPadding\n};\n\nstatic const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx)\n{\n    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);\n    IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);\n    return &GStyleVarInfo[idx];\n}\n\nvoid ImGui::PushStyleVar(ImGuiStyleVar idx, float val)\n{\n    const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);\n    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)\n    {\n        ImGuiContext& g = *GImGui;\n        float* pvar = (float*)var_info->GetVarPtr(&g.Style);\n        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));\n        *pvar = val;\n        return;\n    }\n    IM_ASSERT(0 && \"Called PushStyleVar() float variant but variable is not a float!\");\n}\n\nvoid ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)\n{\n    const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);\n    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)\n    {\n        ImGuiContext& g = *GImGui;\n        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);\n        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));\n        *pvar = val;\n        return;\n    }\n    IM_ASSERT(0 && \"Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!\");\n}\n\nvoid ImGui::PopStyleVar(int count)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.StyleVarStack.Size < count)\n    {\n        IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, \"Calling PopStyleVar() too many times: stack underflow.\");\n        count = g.StyleVarStack.Size;\n    }\n    while (count > 0)\n    {\n        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.\n        ImGuiStyleMod& backup = g.StyleVarStack.back();\n        const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx);\n        void* data = info->GetVarPtr(&g.Style);\n        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }\n        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }\n        g.StyleVarStack.pop_back();\n        count--;\n    }\n}\n\nconst char* ImGui::GetStyleColorName(ImGuiCol idx)\n{\n    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\\1: return \"\\1\";\n    switch (idx)\n    {\n    case ImGuiCol_Text: return \"Text\";\n    case ImGuiCol_TextDisabled: return \"TextDisabled\";\n    case ImGuiCol_WindowBg: return \"WindowBg\";\n    case ImGuiCol_ChildBg: return \"ChildBg\";\n    case ImGuiCol_PopupBg: return \"PopupBg\";\n    case ImGuiCol_Border: return \"Border\";\n    case ImGuiCol_BorderShadow: return \"BorderShadow\";\n    case ImGuiCol_FrameBg: return \"FrameBg\";\n    case ImGuiCol_FrameBgHovered: return \"FrameBgHovered\";\n    case ImGuiCol_FrameBgActive: return \"FrameBgActive\";\n    case ImGuiCol_TitleBg: return \"TitleBg\";\n    case ImGuiCol_TitleBgActive: return \"TitleBgActive\";\n    case ImGuiCol_TitleBgCollapsed: return \"TitleBgCollapsed\";\n    case ImGuiCol_MenuBarBg: return \"MenuBarBg\";\n    case ImGuiCol_ScrollbarBg: return \"ScrollbarBg\";\n    case ImGuiCol_ScrollbarGrab: return \"ScrollbarGrab\";\n    case ImGuiCol_ScrollbarGrabHovered: return \"ScrollbarGrabHovered\";\n    case ImGuiCol_ScrollbarGrabActive: return \"ScrollbarGrabActive\";\n    case ImGuiCol_CheckMark: return \"CheckMark\";\n    case ImGuiCol_SliderGrab: return \"SliderGrab\";\n    case ImGuiCol_SliderGrabActive: return \"SliderGrabActive\";\n    case ImGuiCol_Button: return \"Button\";\n    case ImGuiCol_ButtonHovered: return \"ButtonHovered\";\n    case ImGuiCol_ButtonActive: return \"ButtonActive\";\n    case ImGuiCol_Header: return \"Header\";\n    case ImGuiCol_HeaderHovered: return \"HeaderHovered\";\n    case ImGuiCol_HeaderActive: return \"HeaderActive\";\n    case ImGuiCol_Separator: return \"Separator\";\n    case ImGuiCol_SeparatorHovered: return \"SeparatorHovered\";\n    case ImGuiCol_SeparatorActive: return \"SeparatorActive\";\n    case ImGuiCol_ResizeGrip: return \"ResizeGrip\";\n    case ImGuiCol_ResizeGripHovered: return \"ResizeGripHovered\";\n    case ImGuiCol_ResizeGripActive: return \"ResizeGripActive\";\n    case ImGuiCol_Tab: return \"Tab\";\n    case ImGuiCol_TabHovered: return \"TabHovered\";\n    case ImGuiCol_TabActive: return \"TabActive\";\n    case ImGuiCol_TabUnfocused: return \"TabUnfocused\";\n    case ImGuiCol_TabUnfocusedActive: return \"TabUnfocusedActive\";\n    case ImGuiCol_PlotLines: return \"PlotLines\";\n    case ImGuiCol_PlotLinesHovered: return \"PlotLinesHovered\";\n    case ImGuiCol_PlotHistogram: return \"PlotHistogram\";\n    case ImGuiCol_PlotHistogramHovered: return \"PlotHistogramHovered\";\n    case ImGuiCol_TableHeaderBg: return \"TableHeaderBg\";\n    case ImGuiCol_TableBorderStrong: return \"TableBorderStrong\";\n    case ImGuiCol_TableBorderLight: return \"TableBorderLight\";\n    case ImGuiCol_TableRowBg: return \"TableRowBg\";\n    case ImGuiCol_TableRowBgAlt: return \"TableRowBgAlt\";\n    case ImGuiCol_TextSelectedBg: return \"TextSelectedBg\";\n    case ImGuiCol_DragDropTarget: return \"DragDropTarget\";\n    case ImGuiCol_NavHighlight: return \"NavHighlight\";\n    case ImGuiCol_NavWindowingHighlight: return \"NavWindowingHighlight\";\n    case ImGuiCol_NavWindowingDimBg: return \"NavWindowingDimBg\";\n    case ImGuiCol_ModalWindowDimBg: return \"ModalWindowDimBg\";\n    }\n    IM_ASSERT(0);\n    return \"Unknown\";\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] RENDER HELPERS\n// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,\n// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.\n// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.\n//-----------------------------------------------------------------------------\n\nconst char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)\n{\n    const char* text_display_end = text;\n    if (!text_end)\n        text_end = (const char*)-1;\n\n    while (text_display_end < text_end && *text_display_end != '\\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))\n        text_display_end++;\n    return text_display_end;\n}\n\n// Internal ImGui functions to render text\n// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()\nvoid ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    // Hide anything after a '##' string\n    const char* text_display_end;\n    if (hide_text_after_hash)\n    {\n        text_display_end = FindRenderedTextEnd(text, text_end);\n    }\n    else\n    {\n        if (!text_end)\n            text_end = text + strlen(text); // FIXME-OPT\n        text_display_end = text_end;\n    }\n\n    if (text != text_display_end)\n    {\n        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);\n        if (g.LogEnabled)\n            LogRenderedText(&pos, text, text_display_end);\n    }\n}\n\nvoid ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    if (!text_end)\n        text_end = text + strlen(text); // FIXME-OPT\n\n    if (text != text_end)\n    {\n        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);\n        if (g.LogEnabled)\n            LogRenderedText(&pos, text, text_end);\n    }\n}\n\n// Default clip_rect uses (pos_min,pos_max)\n// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)\nvoid ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)\n{\n    // Perform CPU side clipping for single clipped element to avoid using scissor state\n    ImVec2 pos = pos_min;\n    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);\n\n    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;\n    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;\n    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);\n    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min\n        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);\n\n    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.\n    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);\n    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);\n\n    // Render\n    if (need_clipping)\n    {\n        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);\n        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);\n    }\n    else\n    {\n        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);\n    }\n}\n\nvoid ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)\n{\n    // Hide anything after a '##' string\n    const char* text_display_end = FindRenderedTextEnd(text, text_end);\n    const int text_len = (int)(text_display_end - text);\n    if (text_len == 0)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);\n    if (g.LogEnabled)\n        LogRenderedText(&pos_min, text, text_display_end);\n}\n\n// Another overly complex function until we reorganize everything into a nice all-in-one helper.\n// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.\n// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.\nvoid ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)\n{\n    ImGuiContext& g = *GImGui;\n    if (text_end_full == NULL)\n        text_end_full = FindRenderedTextEnd(text);\n    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);\n\n    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));\n    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));\n    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));\n    // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.\n    if (text_size.x > pos_max.x - pos_min.x)\n    {\n        // Hello wo...\n        // |       |   |\n        // min   max   ellipsis_max\n        //          <-> this is generally some padding value\n\n        const ImFont* font = draw_list->_Data->Font;\n        const float font_size = draw_list->_Data->FontSize;\n        const float font_scale = font_size / font->FontSize;\n        const char* text_end_ellipsis = NULL;\n        const float ellipsis_width = font->EllipsisWidth * font_scale;\n\n        // We can now claim the space between pos_max.x and ellipsis_max.x\n        const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);\n        float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;\n        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)\n        {\n            // Always display at least 1 character if there's no room for character + ellipsis\n            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);\n            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;\n        }\n        while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))\n        {\n            // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)\n            text_end_ellipsis--;\n            text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte\n        }\n\n        // Render text, render ellipsis\n        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));\n        ImVec2 ellipsis_pos = ImFloor(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));\n        if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)\n            for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)\n                font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);\n    }\n    else\n    {\n        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));\n    }\n\n    if (g.LogEnabled)\n        LogRenderedText(&pos_min, text, text_end_full);\n}\n\n// Render a rectangle shaped with optional rounding and borders\nvoid ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);\n    const float border_size = g.Style.FrameBorderSize;\n    if (border && border_size > 0.0f)\n    {\n        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);\n        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);\n    }\n}\n\nvoid ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    const float border_size = g.Style.FrameBorderSize;\n    if (border_size > 0.0f)\n    {\n        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);\n        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);\n    }\n}\n\nvoid ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    if (id != g.NavId)\n        return;\n    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))\n        return;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->DC.NavHideHighlightOneFrame)\n        return;\n\n    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;\n    ImRect display_rect = bb;\n    display_rect.ClipWith(window->ClipRect);\n    if (flags & ImGuiNavHighlightFlags_TypeDefault)\n    {\n        const float THICKNESS = 2.0f;\n        const float DISTANCE = 3.0f + THICKNESS * 0.5f;\n        display_rect.Expand(ImVec2(DISTANCE, DISTANCE));\n        bool fully_visible = window->ClipRect.Contains(display_rect);\n        if (!fully_visible)\n            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);\n        window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS);\n        if (!fully_visible)\n            window->DrawList->PopClipRect();\n    }\n    if (flags & ImGuiNavHighlightFlags_TypeThin)\n    {\n        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f);\n    }\n}\n\nvoid ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);\n    ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;\n    for (int n = 0; n < g.Viewports.Size; n++)\n    {\n        // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.\n        ImVec2 offset, size, uv[4];\n        if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))\n            continue;\n        ImGuiViewportP* viewport = g.Viewports[n];\n        const ImVec2 pos = base_pos - offset;\n        const float scale = base_scale;\n        if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))\n            continue;\n        ImDrawList* draw_list = GetForegroundDrawList(viewport);\n        ImTextureID tex_id = font_atlas->TexID;\n        draw_list->PushTextureID(tex_id);\n        draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);\n        draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);\n        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[2], uv[3], col_border);\n        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[0], uv[1], col_fill);\n        draw_list->PopTextureID();\n    }\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] INITIALIZATION, SHUTDOWN\n//-----------------------------------------------------------------------------\n\n// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself\n// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module\nImGuiContext* ImGui::GetCurrentContext()\n{\n    return GImGui;\n}\n\nvoid ImGui::SetCurrentContext(ImGuiContext* ctx)\n{\n#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC\n    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.\n#else\n    GImGui = ctx;\n#endif\n}\n\nvoid ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)\n{\n    GImAllocatorAllocFunc = alloc_func;\n    GImAllocatorFreeFunc = free_func;\n    GImAllocatorUserData = user_data;\n}\n\n// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)\nvoid ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)\n{\n    *p_alloc_func = GImAllocatorAllocFunc;\n    *p_free_func = GImAllocatorFreeFunc;\n    *p_user_data = GImAllocatorUserData;\n}\n\nImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)\n{\n    ImGuiContext* prev_ctx = GetCurrentContext();\n    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);\n    SetCurrentContext(ctx);\n    Initialize();\n    if (prev_ctx != NULL)\n        SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.\n    return ctx;\n}\n\nvoid ImGui::DestroyContext(ImGuiContext* ctx)\n{\n    ImGuiContext* prev_ctx = GetCurrentContext();\n    if (ctx == NULL) //-V1051\n        ctx = prev_ctx;\n    SetCurrentContext(ctx);\n    Shutdown();\n    SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);\n    IM_DELETE(ctx);\n}\n\n// IMPORTANT: ###xxx suffixes must be same in ALL languages\nstatic const ImGuiLocEntry GLocalizationEntriesEnUS[] =\n{\n    { ImGuiLocKey_TableSizeOne,         \"Size column to fit###SizeOne\"          },\n    { ImGuiLocKey_TableSizeAllFit,      \"Size all columns to fit###SizeAll\"     },\n    { ImGuiLocKey_TableSizeAllDefault,  \"Size all columns to default###SizeAll\" },\n    { ImGuiLocKey_TableResetOrder,      \"Reset order###ResetOrder\"              },\n    { ImGuiLocKey_WindowingMainMenuBar, \"(Main menu bar)\"                       },\n    { ImGuiLocKey_WindowingPopup,       \"(Popup)\"                               },\n    { ImGuiLocKey_WindowingUntitled,    \"(Untitled)\"                            },\n};\n\nvoid ImGui::Initialize()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);\n\n    // Add .ini handle for ImGuiWindow and ImGuiTable types\n    {\n        ImGuiSettingsHandler ini_handler;\n        ini_handler.TypeName = \"Window\";\n        ini_handler.TypeHash = ImHashStr(\"Window\");\n        ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;\n        ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;\n        ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;\n        ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;\n        ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;\n        AddSettingsHandler(&ini_handler);\n    }\n    TableSettingsAddSettingsHandler();\n\n    // Setup default localization table\n    LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));\n\n    // Create default viewport\n    ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();\n    g.Viewports.push_back(viewport);\n    g.TempBuffer.resize(1024 * 3 + 1, 0);\n\n#ifdef IMGUI_HAS_DOCK\n#endif\n\n    g.Initialized = true;\n}\n\n// This function is merely here to free heap allocations.\nvoid ImGui::Shutdown()\n{\n    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)\n    ImGuiContext& g = *GImGui;\n    if (g.IO.Fonts && g.FontAtlasOwnedByContext)\n    {\n        g.IO.Fonts->Locked = false;\n        IM_DELETE(g.IO.Fonts);\n    }\n    g.IO.Fonts = NULL;\n    g.DrawListSharedData.TempBuffer.clear();\n\n    // Cleanup of other data are conditional on actually having initialized Dear ImGui.\n    if (!g.Initialized)\n        return;\n\n    // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)\n    if (g.SettingsLoaded && g.IO.IniFilename != NULL)\n        SaveIniSettingsToDisk(g.IO.IniFilename);\n\n    CallContextHooks(&g, ImGuiContextHookType_Shutdown);\n\n    // Clear everything else\n    g.Windows.clear_delete();\n    g.WindowsFocusOrder.clear();\n    g.WindowsTempSortBuffer.clear();\n    g.CurrentWindow = NULL;\n    g.CurrentWindowStack.clear();\n    g.WindowsById.Clear();\n    g.NavWindow = NULL;\n    g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;\n    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;\n    g.MovingWindow = NULL;\n\n    g.KeysRoutingTable.Clear();\n\n    g.ColorStack.clear();\n    g.StyleVarStack.clear();\n    g.FontStack.clear();\n    g.OpenPopupStack.clear();\n    g.BeginPopupStack.clear();\n\n    g.Viewports.clear_delete();\n\n    g.TabBars.Clear();\n    g.CurrentTabBarStack.clear();\n    g.ShrinkWidthBuffer.clear();\n\n    g.ClipperTempData.clear_destruct();\n\n    g.Tables.Clear();\n    g.TablesTempData.clear_destruct();\n    g.DrawChannelsTempMergeBuffer.clear();\n\n    g.ClipboardHandlerData.clear();\n    g.MenusIdSubmittedThisFrame.clear();\n    g.InputTextState.ClearFreeMemory();\n\n    g.SettingsWindows.clear();\n    g.SettingsHandlers.clear();\n\n    if (g.LogFile)\n    {\n#ifndef IMGUI_DISABLE_TTY_FUNCTIONS\n        if (g.LogFile != stdout)\n#endif\n            ImFileClose(g.LogFile);\n        g.LogFile = NULL;\n    }\n    g.LogBuffer.clear();\n    g.DebugLogBuf.clear();\n    g.DebugLogIndex.clear();\n\n    g.Initialized = false;\n}\n\n// No specific ordering/dependency support, will see as needed\nImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)\n{\n    ImGuiContext& g = *ctx;\n    IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);\n    g.Hooks.push_back(*hook);\n    g.Hooks.back().HookId = ++g.HookIdNext;\n    return g.HookIdNext;\n}\n\n// Deferred removal, avoiding issue with changing vector while iterating it\nvoid ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)\n{\n    ImGuiContext& g = *ctx;\n    IM_ASSERT(hook_id != 0);\n    for (int n = 0; n < g.Hooks.Size; n++)\n        if (g.Hooks[n].HookId == hook_id)\n            g.Hooks[n].Type = ImGuiContextHookType_PendingRemoval_;\n}\n\n// Call context hooks (used by e.g. test engine)\n// We assume a small number of hooks so all stored in same array\nvoid ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)\n{\n    ImGuiContext& g = *ctx;\n    for (int n = 0; n < g.Hooks.Size; n++)\n        if (g.Hooks[n].Type == hook_type)\n            g.Hooks[n].Callback(&g, &g.Hooks[n]);\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)\n//-----------------------------------------------------------------------------\n\n// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods\nImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) : DrawListInst(NULL)\n{\n    memset(this, 0, sizeof(*this));\n    Name = ImStrdup(name);\n    NameBufLen = (int)strlen(name) + 1;\n    ID = ImHashStr(name);\n    IDStack.push_back(ID);\n    MoveId = GetID(\"#MOVE\");\n    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);\n    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);\n    AutoFitFramesX = AutoFitFramesY = -1;\n    AutoPosLastDirection = ImGuiDir_None;\n    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = 0;\n    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);\n    LastFrameActive = -1;\n    LastTimeActive = -1.0f;\n    FontWindowScale = 1.0f;\n    SettingsOffset = -1;\n    DrawList = &DrawListInst;\n    DrawList->_Data = &context->DrawListSharedData;\n    DrawList->_OwnerName = Name;\n}\n\nImGuiWindow::~ImGuiWindow()\n{\n    IM_ASSERT(DrawList == &DrawListInst);\n    IM_DELETE(Name);\n    ColumnsStorage.clear_destruct();\n}\n\nImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)\n{\n    ImGuiID seed = IDStack.back();\n    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);\n    ImGuiContext& g = *GImGui;\n    if (g.DebugHookIdInfo == id)\n        ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);\n    return id;\n}\n\nImGuiID ImGuiWindow::GetID(const void* ptr)\n{\n    ImGuiID seed = IDStack.back();\n    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);\n    ImGuiContext& g = *GImGui;\n    if (g.DebugHookIdInfo == id)\n        ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);\n    return id;\n}\n\nImGuiID ImGuiWindow::GetID(int n)\n{\n    ImGuiID seed = IDStack.back();\n    ImGuiID id = ImHashData(&n, sizeof(n), seed);\n    ImGuiContext& g = *GImGui;\n    if (g.DebugHookIdInfo == id)\n        ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);\n    return id;\n}\n\n// This is only used in rare/specific situations to manufacture an ID out of nowhere.\nImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)\n{\n    ImGuiID seed = IDStack.back();\n    ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);\n    ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);\n    return id;\n}\n\nstatic void SetCurrentWindow(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    g.CurrentWindow = window;\n    g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;\n    if (window)\n        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();\n}\n\nvoid ImGui::GcCompactTransientMiscBuffers()\n{\n    ImGuiContext& g = *GImGui;\n    g.ItemFlagsStack.clear();\n    g.GroupStack.clear();\n    TableGcCompactSettings();\n}\n\n// Free up/compact internal window buffers, we can use this when a window becomes unused.\n// Not freed:\n// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)\n// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.\nvoid ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)\n{\n    window->MemoryCompacted = true;\n    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;\n    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;\n    window->IDStack.clear();\n    window->DrawList->_ClearFreeMemory();\n    window->DC.ChildWindows.clear();\n    window->DC.ItemWidthStack.clear();\n    window->DC.TextWrapPosStack.clear();\n}\n\nvoid ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)\n{\n    // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.\n    // The other buffers tends to amortize much faster.\n    window->MemoryCompacted = false;\n    window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);\n    window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);\n    window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;\n}\n\nvoid ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n\n    // While most behaved code would make an effort to not steal active id during window move/drag operations,\n    // we at least need to be resilient to it. Cancelling the move is rather aggressive and users of 'master' branch\n    // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.\n    if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)\n    {\n        IMGUI_DEBUG_LOG_ACTIVEID(\"SetActiveID() cancel MovingWindow\\n\");\n        g.MovingWindow = NULL;\n    }\n\n    // Set active id\n    g.ActiveIdIsJustActivated = (g.ActiveId != id);\n    if (g.ActiveIdIsJustActivated)\n    {\n        IMGUI_DEBUG_LOG_ACTIVEID(\"SetActiveID() old:0x%08X (window \\\"%s\\\") -> new:0x%08X (window \\\"%s\\\")\\n\", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : \"\", id, window ? window->Name : \"\");\n        g.ActiveIdTimer = 0.0f;\n        g.ActiveIdHasBeenPressedBefore = false;\n        g.ActiveIdHasBeenEditedBefore = false;\n        g.ActiveIdMouseButton = -1;\n        if (id != 0)\n        {\n            g.LastActiveId = id;\n            g.LastActiveIdTimer = 0.0f;\n        }\n    }\n    g.ActiveId = id;\n    g.ActiveIdAllowOverlap = false;\n    g.ActiveIdNoClearOnFocusLoss = false;\n    g.ActiveIdWindow = window;\n    g.ActiveIdHasBeenEditedThisFrame = false;\n    if (id)\n    {\n        g.ActiveIdIsAlive = id;\n        g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustMovedToId == id) ? (ImGuiInputSource)ImGuiInputSource_Nav : ImGuiInputSource_Mouse;\n    }\n\n    // Clear declaration of inputs claimed by the widget\n    // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)\n    g.ActiveIdUsingNavDirMask = 0x00;\n    g.ActiveIdUsingAllKeyboardKeys = false;\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n    g.ActiveIdUsingNavInputMask = 0x00;\n#endif\n}\n\nvoid ImGui::ClearActiveID()\n{\n    SetActiveID(0, NULL); // g.ActiveId = 0;\n}\n\nvoid ImGui::SetHoveredID(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    g.HoveredId = id;\n    g.HoveredIdAllowOverlap = false;\n    if (id != 0 && g.HoveredIdPreviousFrame != id)\n        g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;\n}\n\nImGuiID ImGui::GetHoveredID()\n{\n    ImGuiContext& g = *GImGui;\n    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;\n}\n\n// This is called by ItemAdd().\n// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().\nvoid ImGui::KeepAliveID(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.ActiveId == id)\n        g.ActiveIdIsAlive = id;\n    if (g.ActiveIdPreviousFrame == id)\n        g.ActiveIdPreviousFrameIsAlive = true;\n}\n\nvoid ImGui::MarkItemEdited(ImGuiID id)\n{\n    // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().\n    // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive);\n    IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out.\n    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);\n    g.ActiveIdHasBeenEditedThisFrame = true;\n    g.ActiveIdHasBeenEditedBefore = true;\n    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;\n}\n\nstatic inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)\n{\n    // An active popup disable hovering on other windows (apart from its own children)\n    // FIXME-OPT: This could be cached/stored within the window.\n    ImGuiContext& g = *GImGui;\n    if (g.NavWindow)\n        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow)\n            if (focused_root_window->WasActive && focused_root_window != window->RootWindow)\n            {\n                // For the purpose of those flags we differentiate \"standard popup\" from \"modal popup\"\n                // NB: The 'else' is important because Modal windows are also Popups.\n                bool want_inhibit = false;\n                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)\n                    want_inhibit = true;\n                else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))\n                    want_inhibit = true;\n\n                // Inhibit hover unless the window is within the stack of our modal/popup\n                if (want_inhibit)\n                    if (!ImGui::IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))\n                        return false;\n            }\n    return true;\n}\n\n// This is roughly matching the behavior of internal-facing ItemHoverable()\n// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()\n// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId\nbool ImGui::IsItemHovered(ImGuiHoveredFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))\n    {\n        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))\n            return false;\n        if (!IsItemFocused())\n            return false;\n    }\n    else\n    {\n        // Test for bounding box overlap, as updated as ItemAdd()\n        ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;\n        if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))\n            return false;\n        IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy)) == 0);   // Flags not supported by this function\n\n        // Done with rectangle culling so we can perform heavier checks now\n        // Test if we are hovering the right window (our window could be behind another window)\n        // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)\n        // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable\n        // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was\n        // the test that has been running for a long while.\n        if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)\n            if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0)\n                return false;\n\n        // Test if another item is active (e.g. being dragged)\n        if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)\n            if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId)\n                return false;\n\n        // Test if interactions on this window are blocked by an active popup or modal.\n        // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.\n        if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck))\n            return false;\n\n        // Test if the item is disabled\n        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))\n            return false;\n\n        // Special handling for calling after Begin() which represent the title bar or tab.\n        // When the window is skipped/collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.\n        if (g.LastItemData.ID == window->MoveId && window->WriteAccessed)\n            return false;\n    }\n\n    // Handle hover delay\n    // (some ideas: https://www.nngroup.com/articles/timing-exposing-content)\n    float delay;\n    if (flags & ImGuiHoveredFlags_DelayNormal)\n        delay = g.IO.HoverDelayNormal;\n    else if (flags & ImGuiHoveredFlags_DelayShort)\n        delay = g.IO.HoverDelayShort;\n    else\n        delay = 0.0f;\n    if (delay > 0.0f)\n    {\n        ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect);\n        if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverDelayIdPreviousFrame != hover_delay_id))\n            g.HoverDelayTimer = 0.0f;\n        g.HoverDelayId = hover_delay_id;\n        return g.HoverDelayTimer >= delay;\n    }\n\n    return true;\n}\n\n// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().\nbool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)\n        return false;\n\n    ImGuiWindow* window = g.CurrentWindow;\n    if (g.HoveredWindow != window)\n        return false;\n    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)\n        return false;\n    if (!IsMouseHoveringRect(bb.Min, bb.Max))\n        return false;\n\n    // Done with rectangle culling so we can perform heavier checks now.\n    ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags);\n    if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))\n    {\n        g.HoveredIdDisabled = true;\n        return false;\n    }\n\n    // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level\n    // hover test in widgets code. We could also decide to split this function is two.\n    if (id != 0)\n        SetHoveredID(id);\n\n    // When disabled we'll return false but still set HoveredId\n    if (item_flags & ImGuiItemFlags_Disabled)\n    {\n        // Release active id if turning disabled\n        if (g.ActiveId == id)\n            ClearActiveID();\n        g.HoveredIdDisabled = true;\n        return false;\n    }\n\n    if (id != 0)\n    {\n        // [DEBUG] Item Picker tool!\n        // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making\n        // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered\n        // items if we performed the test in ItemAdd(), but that would incur a small runtime cost.\n        if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)\n            GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));\n        if (g.DebugItemPickerBreakId == id)\n            IM_DEBUG_BREAK();\n    }\n\n    if (g.NavDisableMouseHover)\n        return false;\n\n    return true;\n}\n\n// FIXME: This is inlined/duplicated in ItemAdd()\nbool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (!bb.Overlaps(window->ClipRect))\n        if (id == 0 || (id != g.ActiveId && id != g.NavId))\n            if (!g.LogEnabled)\n                return true;\n    return false;\n}\n\n// This is also inlined in ItemAdd()\n// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set window->DC.LastItemDisplayRect!\nvoid ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)\n{\n    ImGuiContext& g = *GImGui;\n    g.LastItemData.ID = item_id;\n    g.LastItemData.InFlags = in_flags;\n    g.LastItemData.StatusFlags = item_flags;\n    g.LastItemData.Rect = item_rect;\n}\n\nfloat ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)\n{\n    if (wrap_pos_x < 0.0f)\n        return 0.0f;\n\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (wrap_pos_x == 0.0f)\n    {\n        // We could decide to setup a default wrapping max point for auto-resizing windows,\n        // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?\n        //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))\n        //    wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);\n        //else\n        wrap_pos_x = window->WorkRect.Max.x;\n    }\n    else if (wrap_pos_x > 0.0f)\n    {\n        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space\n    }\n\n    return ImMax(wrap_pos_x - pos.x, 1.0f);\n}\n\n// IM_ALLOC() == ImGui::MemAlloc()\nvoid* ImGui::MemAlloc(size_t size)\n{\n    if (ImGuiContext* ctx = GImGui)\n        ctx->IO.MetricsActiveAllocations++;\n    return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);\n}\n\n// IM_FREE() == ImGui::MemFree()\nvoid ImGui::MemFree(void* ptr)\n{\n    if (ptr)\n        if (ImGuiContext* ctx = GImGui)\n            ctx->IO.MetricsActiveAllocations--;\n    return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);\n}\n\nconst char* ImGui::GetClipboardText()\n{\n    ImGuiContext& g = *GImGui;\n    return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : \"\";\n}\n\nvoid ImGui::SetClipboardText(const char* text)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.IO.SetClipboardTextFn)\n        g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);\n}\n\nconst char* ImGui::GetVersion()\n{\n    return IMGUI_VERSION;\n}\n\nImGuiIO& ImGui::GetIO()\n{\n    IM_ASSERT(GImGui != NULL && \"No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?\");\n    return GImGui->IO;\n}\n\n// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()\nImDrawData* ImGui::GetDrawData()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiViewportP* viewport = g.Viewports[0];\n    return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;\n}\n\ndouble ImGui::GetTime()\n{\n    return GImGui->Time;\n}\n\nint ImGui::GetFrameCount()\n{\n    return GImGui->FrameCount;\n}\n\nstatic ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)\n{\n    // Create the draw list on demand, because they are not frequently used for all viewports\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists));\n    ImDrawList* draw_list = viewport->DrawLists[drawlist_no];\n    if (draw_list == NULL)\n    {\n        draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);\n        draw_list->_OwnerName = drawlist_name;\n        viewport->DrawLists[drawlist_no] = draw_list;\n    }\n\n    // Our ImDrawList system requires that there is always a command\n    if (viewport->DrawListsLastFrame[drawlist_no] != g.FrameCount)\n    {\n        draw_list->_ResetForNewFrame();\n        draw_list->PushTextureID(g.IO.Fonts->TexID);\n        draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);\n        viewport->DrawListsLastFrame[drawlist_no] = g.FrameCount;\n    }\n    return draw_list;\n}\n\nImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)\n{\n    return GetViewportDrawList((ImGuiViewportP*)viewport, 0, \"##Background\");\n}\n\nImDrawList* ImGui::GetBackgroundDrawList()\n{\n    ImGuiContext& g = *GImGui;\n    return GetBackgroundDrawList(g.Viewports[0]);\n}\n\nImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)\n{\n    return GetViewportDrawList((ImGuiViewportP*)viewport, 1, \"##Foreground\");\n}\n\nImDrawList* ImGui::GetForegroundDrawList()\n{\n    ImGuiContext& g = *GImGui;\n    return GetForegroundDrawList(g.Viewports[0]);\n}\n\nImDrawListSharedData* ImGui::GetDrawListSharedData()\n{\n    return &GImGui->DrawListSharedData;\n}\n\nvoid ImGui::StartMouseMovingWindow(ImGuiWindow* window)\n{\n    // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.\n    // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.\n    // This is because we want ActiveId to be set even when the window is not permitted to move.\n    ImGuiContext& g = *GImGui;\n    FocusWindow(window);\n    SetActiveID(window->MoveId, window);\n    g.NavDisableHighlight = true;\n    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos;\n    g.ActiveIdNoClearOnFocusLoss = true;\n    SetActiveIdUsingAllKeyboardKeys();\n\n    bool can_move_window = true;\n    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove))\n        can_move_window = false;\n    if (can_move_window)\n        g.MovingWindow = window;\n}\n\n// Handle mouse moving window\n// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()\n// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.\n// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,\n// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.\nvoid ImGui::UpdateMouseMovingWindowNewFrame()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.MovingWindow != NULL)\n    {\n        // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).\n        // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.\n        KeepAliveID(g.ActiveId);\n        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow);\n        ImGuiWindow* moving_window = g.MovingWindow->RootWindow;\n        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos))\n        {\n            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;\n            SetWindowPos(moving_window, pos, ImGuiCond_Always);\n            FocusWindow(g.MovingWindow);\n        }\n        else\n        {\n            g.MovingWindow = NULL;\n            ClearActiveID();\n        }\n    }\n    else\n    {\n        // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.\n        if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)\n        {\n            KeepAliveID(g.ActiveId);\n            if (!g.IO.MouseDown[0])\n                ClearActiveID();\n        }\n    }\n}\n\n// Initiate moving window when clicking on empty space or title bar.\n// Handle left-click and right-click focus.\nvoid ImGui::UpdateMouseMovingWindowEndFrame()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.ActiveId != 0 || g.HoveredId != 0)\n        return;\n\n    // Unless we just made a window/popup appear\n    if (g.NavWindow && g.NavWindow->Appearing)\n        return;\n\n    // Click on empty space to focus window and start moving\n    // (after we're done with all our widgets)\n    if (g.IO.MouseClicked[0])\n    {\n        // Handle the edge case of a popup being closed while clicking in its empty space.\n        // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.\n        ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;\n        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);\n\n        if (root_window != NULL && !is_closed_popup)\n        {\n            StartMouseMovingWindow(g.HoveredWindow); //-V595\n\n            // Cancel moving if clicked outside of title bar\n            if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar))\n                if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))\n                    g.MovingWindow = NULL;\n\n            // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)\n            if (g.HoveredIdDisabled)\n                g.MovingWindow = NULL;\n        }\n        else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL)\n        {\n            // Clicking on void disable focus\n            FocusWindow(NULL);\n        }\n    }\n\n    // With right mouse button we close popups without changing focus based on where the mouse is aimed\n    // Instead, focus will be restored to the window under the bottom-most closed popup.\n    // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)\n    if (g.IO.MouseClicked[1])\n    {\n        // Find the top-most window between HoveredWindow and the top-most Modal Window.\n        // This is where we can trim the popup stack.\n        ImGuiWindow* modal = GetTopMostPopupModal();\n        bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));\n        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);\n    }\n}\n\nstatic bool IsWindowActiveAndVisible(ImGuiWindow* window)\n{\n    return (window->Active) && (!window->Hidden);\n}\n\n// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)\nvoid ImGui::UpdateHoveredWindowAndCaptureFlags()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiIO& io = g.IO;\n    g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));\n\n    // Find the window hovered by mouse:\n    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.\n    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.\n    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.\n    bool clear_hovered_windows = false;\n    FindHoveredWindow();\n\n    // Modal windows prevents mouse from hovering behind them.\n    ImGuiWindow* modal_window = GetTopMostPopupModal();\n    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window))\n        clear_hovered_windows = true;\n\n    // Disabled mouse?\n    if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)\n        clear_hovered_windows = true;\n\n    // We track click ownership. When clicked outside of a window the click is owned by the application and\n    // won't report hovering nor request capture even while dragging over our windows afterward.\n    const bool has_open_popup = (g.OpenPopupStack.Size > 0);\n    const bool has_open_modal = (modal_window != NULL);\n    int mouse_earliest_down = -1;\n    bool mouse_any_down = false;\n    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)\n    {\n        if (io.MouseClicked[i])\n        {\n            io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;\n            io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;\n        }\n        mouse_any_down |= io.MouseDown[i];\n        if (io.MouseDown[i])\n            if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])\n                mouse_earliest_down = i;\n    }\n    const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];\n    const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];\n\n    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.\n    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)\n    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;\n    if (!mouse_avail && !mouse_dragging_extern_payload)\n        clear_hovered_windows = true;\n\n    if (clear_hovered_windows)\n        g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;\n\n    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)\n    // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag\n    if (g.WantCaptureMouseNextFrame != -1)\n    {\n        io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);\n    }\n    else\n    {\n        io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;\n        io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;\n    }\n\n    // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)\n    if (g.WantCaptureKeyboardNextFrame != -1)\n        io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);\n    else\n        io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);\n    if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))\n        io.WantCaptureKeyboard = true;\n\n    // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible\n    io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;\n}\n\nvoid ImGui::NewFrame()\n{\n    IM_ASSERT(GImGui != NULL && \"No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?\");\n    ImGuiContext& g = *GImGui;\n\n    // Remove pending delete hooks before frame start.\n    // This deferred removal avoid issues of removal while iterating the hook vector\n    for (int n = g.Hooks.Size - 1; n >= 0; n--)\n        if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)\n            g.Hooks.erase(&g.Hooks[n]);\n\n    CallContextHooks(&g, ImGuiContextHookType_NewFramePre);\n\n    // Check and assert for various common IO and Configuration mistakes\n    ErrorCheckNewFrameSanityChecks();\n\n    // Load settings on first frame, save settings when modified (after a delay)\n    UpdateSettings();\n\n    g.Time += g.IO.DeltaTime;\n    g.WithinFrameScope = true;\n    g.FrameCount += 1;\n    g.TooltipOverrideCount = 0;\n    g.WindowsActiveCount = 0;\n    g.MenusIdSubmittedThisFrame.resize(0);\n\n    // Calculate frame-rate for the user, as a purely luxurious feature\n    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];\n    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;\n    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);\n    g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));\n    g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;\n\n    // Process input queue (trickle as many events as possible), turn events into writes to IO structure\n    g.InputEventsTrail.resize(0);\n    UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);\n\n    // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)\n    UpdateViewportsNewFrame();\n\n    // Setup current font and draw list shared data\n    g.IO.Fonts->Locked = true;\n    SetCurrentFont(GetDefaultFont());\n    IM_ASSERT(g.Font->IsLoaded());\n    ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);\n    for (int n = 0; n < g.Viewports.Size; n++)\n        virtual_space.Add(g.Viewports[n]->GetMainRect());\n    g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();\n    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;\n    g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);\n    g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;\n    if (g.Style.AntiAliasedLines)\n        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;\n    if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))\n        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;\n    if (g.Style.AntiAliasedFill)\n        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;\n    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)\n        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;\n\n    // Mark rendering data as invalid to prevent user who may have a handle on it to use it.\n    for (int n = 0; n < g.Viewports.Size; n++)\n    {\n        ImGuiViewportP* viewport = g.Viewports[n];\n        viewport->DrawDataP.Clear();\n    }\n\n    // Drag and drop keep the source ID alive so even if the source disappear our state is consistent\n    if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)\n        KeepAliveID(g.DragDropPayload.SourceId);\n\n    // Update HoveredId data\n    if (!g.HoveredIdPreviousFrame)\n        g.HoveredIdTimer = 0.0f;\n    if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))\n        g.HoveredIdNotActiveTimer = 0.0f;\n    if (g.HoveredId)\n        g.HoveredIdTimer += g.IO.DeltaTime;\n    if (g.HoveredId && g.ActiveId != g.HoveredId)\n        g.HoveredIdNotActiveTimer += g.IO.DeltaTime;\n    g.HoveredIdPreviousFrame = g.HoveredId;\n    g.HoveredId = 0;\n    g.HoveredIdAllowOverlap = false;\n    g.HoveredIdDisabled = false;\n\n    // Clear ActiveID if the item is not alive anymore.\n    // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().\n    // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.\n    if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)\n    {\n        IMGUI_DEBUG_LOG_ACTIVEID(\"NewFrame(): ClearActiveID() because it isn't marked alive anymore!\\n\");\n        ClearActiveID();\n    }\n\n    // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)\n    if (g.ActiveId)\n        g.ActiveIdTimer += g.IO.DeltaTime;\n    g.LastActiveIdTimer += g.IO.DeltaTime;\n    g.ActiveIdPreviousFrame = g.ActiveId;\n    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;\n    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;\n    g.ActiveIdIsAlive = 0;\n    g.ActiveIdHasBeenEditedThisFrame = false;\n    g.ActiveIdPreviousFrameIsAlive = false;\n    g.ActiveIdIsJustActivated = false;\n    if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)\n        g.TempInputId = 0;\n    if (g.ActiveId == 0)\n    {\n        g.ActiveIdUsingNavDirMask = 0x00;\n        g.ActiveIdUsingAllKeyboardKeys = false;\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n        g.ActiveIdUsingNavInputMask = 0x00;\n#endif\n    }\n\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n    if (g.ActiveId == 0)\n        g.ActiveIdUsingNavInputMask = 0;\n    else if (g.ActiveIdUsingNavInputMask != 0)\n    {\n        // If your custom widget code used:                 { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }\n        // Since IMGUI_VERSION_NUM >= 18804 it should be:   { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); }\n        if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))\n            SetKeyOwner(ImGuiKey_Escape, g.ActiveId);\n        if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))\n            IM_ASSERT(0); // Other values unsupported\n    }\n#endif\n\n    // Update hover delay for IsItemHovered() with delays and tooltips\n    g.HoverDelayIdPreviousFrame = g.HoverDelayId;\n    if (g.HoverDelayId != 0)\n    {\n        //if (g.IO.MouseDelta.x == 0.0f && g.IO.MouseDelta.y == 0.0f) // Need design/flags\n        g.HoverDelayTimer += g.IO.DeltaTime;\n        g.HoverDelayClearTimer = 0.0f;\n        g.HoverDelayId = 0;\n    }\n    else if (g.HoverDelayTimer > 0.0f)\n    {\n        // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps\n        g.HoverDelayClearTimer += g.IO.DeltaTime;\n        if (g.HoverDelayClearTimer >= ImMax(0.20f, g.IO.DeltaTime * 2.0f)) // ~6 frames at 30 Hz + allow for low framerate\n            g.HoverDelayTimer = g.HoverDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.\n    }\n\n    // Drag and drop\n    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;\n    g.DragDropAcceptIdCurr = 0;\n    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;\n    g.DragDropWithinSource = false;\n    g.DragDropWithinTarget = false;\n    g.DragDropHoldJustPressedId = 0;\n\n    // Close popups on focus lost (currently wip/opt-in)\n    //if (g.IO.AppFocusLost)\n    //    ClosePopupsExceptModals();\n\n    // Update keyboard input state\n    UpdateKeyboardInputs();\n\n    //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));\n    //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));\n    //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));\n    //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));\n\n    // Update gamepad/keyboard navigation\n    NavUpdate();\n\n    // Update mouse input state\n    UpdateMouseInputs();\n\n    // Find hovered window\n    // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)\n    UpdateHoveredWindowAndCaptureFlags();\n\n    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)\n    UpdateMouseMovingWindowNewFrame();\n\n    // Background darkening/whitening\n    if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))\n        g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);\n    else\n        g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);\n\n    g.MouseCursor = ImGuiMouseCursor_Arrow;\n    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;\n\n    // Platform IME data: reset for the frame\n    g.PlatformImeDataPrev = g.PlatformImeData;\n    g.PlatformImeData.WantVisible = false;\n\n    // Mouse wheel scrolling, scale\n    UpdateMouseWheel();\n\n    // Mark all windows as not visible and compact unused memory.\n    IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);\n    const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;\n    for (int i = 0; i != g.Windows.Size; i++)\n    {\n        ImGuiWindow* window = g.Windows[i];\n        window->WasActive = window->Active;\n        window->Active = false;\n        window->WriteAccessed = false;\n        window->BeginCountPreviousFrame = window->BeginCount;\n        window->BeginCount = 0;\n\n        // Garbage collect transient buffers of recently unused windows\n        if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)\n            GcCompactTransientWindowBuffers(window);\n    }\n\n    // Garbage collect transient buffers of recently unused tables\n    for (int i = 0; i < g.TablesLastTimeActive.Size; i++)\n        if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)\n            TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));\n    for (int i = 0; i < g.TablesTempData.Size; i++)\n        if (g.TablesTempData[i].LastTimeActive >= 0.0f && g.TablesTempData[i].LastTimeActive < memory_compact_start_time)\n            TableGcCompactTransientBuffers(&g.TablesTempData[i]);\n    if (g.GcCompactAll)\n        GcCompactTransientMiscBuffers();\n    g.GcCompactAll = false;\n\n    // Closing the focused window restore focus to the first active root window in descending z-order\n    if (g.NavWindow && !g.NavWindow->WasActive)\n        FocusTopMostWindowUnderOne(NULL, NULL);\n\n    // No window should be open at the beginning of the frame.\n    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.\n    g.CurrentWindowStack.resize(0);\n    g.BeginPopupStack.resize(0);\n    g.ItemFlagsStack.resize(0);\n    g.ItemFlagsStack.push_back(ImGuiItemFlags_None);\n    g.GroupStack.resize(0);\n\n    // [DEBUG] Update debug features\n    UpdateDebugToolItemPicker();\n    UpdateDebugToolStackQueries();\n    if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)\n        g.DebugLocateId = 0;\n\n    // Create implicit/fallback window - which we will only render it if the user has added something to it.\n    // We don't use \"Debug\" to avoid colliding with user trying to create a \"Debug\" window with custom flags.\n    // This fallback is particularly important as it prevents ImGui:: calls from crashing.\n    g.WithinFrameScopeWithImplicitWindow = true;\n    SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);\n    Begin(\"Debug##Default\");\n    IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);\n\n    CallContextHooks(&g, ImGuiContextHookType_NewFramePost);\n}\n\n// FIXME: Add a more explicit sort order in the window structure.\nstatic int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)\n{\n    const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;\n    const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;\n    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))\n        return d;\n    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))\n        return d;\n    return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);\n}\n\nstatic void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)\n{\n    out_sorted_windows->push_back(window);\n    if (window->Active)\n    {\n        int count = window->DC.ChildWindows.Size;\n        ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);\n        for (int i = 0; i < count; i++)\n        {\n            ImGuiWindow* child = window->DC.ChildWindows[i];\n            if (child->Active)\n                AddWindowToSortBuffer(out_sorted_windows, child);\n        }\n    }\n}\n\nstatic void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)\n{\n    if (draw_list->CmdBuffer.Size == 0)\n        return;\n    if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL)\n        return;\n\n    // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.\n    // May trigger for you if you are using PrimXXX functions incorrectly.\n    IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);\n    IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);\n    if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))\n        IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);\n\n    // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)\n    // If this assert triggers because you are drawing lots of stuff manually:\n    // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.\n    //   Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.\n    // - If you want large meshes with more than 64K vertices, you can either:\n    //   (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.\n    //       Most example backends already support this from 1.71. Pre-1.71 backends won't.\n    //       Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.\n    //   (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.\n    //       Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:\n    //         glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);\n    //       Your own engine or render API may use different parameters or function calls to specify index sizes.\n    //       2 and 4 bytes indices are generally supported by most graphics API.\n    // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching\n    //   the 64K limit to split your draw commands in multiple draw lists.\n    if (sizeof(ImDrawIdx) == 2)\n        IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && \"Too many vertices in ImDrawList using 16-bit indices. Read comment above\");\n\n    out_list->push_back(draw_list);\n}\n\nstatic void AddWindowToDrawData(ImGuiWindow* window, int layer)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiViewportP* viewport = g.Viewports[0];\n    g.IO.MetricsRenderWindows++;\n    AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList);\n    for (int i = 0; i < window->DC.ChildWindows.Size; i++)\n    {\n        ImGuiWindow* child = window->DC.ChildWindows[i];\n        if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active\n            AddWindowToDrawData(child, layer);\n    }\n}\n\nstatic inline int GetWindowDisplayLayer(ImGuiWindow* window)\n{\n    return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;\n}\n\n// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)\nstatic inline void AddRootWindowToDrawData(ImGuiWindow* window)\n{\n    AddWindowToDrawData(window, GetWindowDisplayLayer(window));\n}\n\nvoid ImDrawDataBuilder::FlattenIntoSingleLayer()\n{\n    int n = Layers[0].Size;\n    int size = n;\n    for (int i = 1; i < IM_ARRAYSIZE(Layers); i++)\n        size += Layers[i].Size;\n    Layers[0].resize(size);\n    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++)\n    {\n        ImVector<ImDrawList*>& layer = Layers[layer_n];\n        if (layer.empty())\n            continue;\n        memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));\n        n += layer.Size;\n        layer.resize(0);\n    }\n}\n\nstatic void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector<ImDrawList*>* draw_lists)\n{\n    ImGuiIO& io = ImGui::GetIO();\n    ImDrawData* draw_data = &viewport->DrawDataP;\n    draw_data->Valid = true;\n    draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;\n    draw_data->CmdListsCount = draw_lists->Size;\n    draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;\n    draw_data->DisplayPos = viewport->Pos;\n    draw_data->DisplaySize = viewport->Size;\n    draw_data->FramebufferScale = io.DisplayFramebufferScale;\n    for (int n = 0; n < draw_lists->Size; n++)\n    {\n        ImDrawList* draw_list = draw_lists->Data[n];\n        draw_list->_PopUnusedDrawCmd();\n        draw_data->TotalVtxCount += draw_list->VtxBuffer.Size;\n        draw_data->TotalIdxCount += draw_list->IdxBuffer.Size;\n    }\n}\n\n// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.\n// - When using this function it is sane to ensure that float are perfectly rounded to integer values,\n//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.\n// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():\n//   some frequently called functions which to modify both channels and clipping simultaneously tend to use the\n//   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.\nvoid ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);\n    window->ClipRect = window->DrawList->_ClipRectStack.back();\n}\n\nvoid ImGui::PopClipRect()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DrawList->PopClipRect();\n    window->ClipRect = window->DrawList->_ClipRectStack.back();\n}\n\nstatic void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    ImGuiViewportP* viewport = (ImGuiViewportP*)GetMainViewport();\n    ImRect viewport_rect = viewport->GetMainRect();\n\n    // Draw behind window by moving the draw command at the FRONT of the draw list\n    {\n        // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows,\n        // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing.\n        // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.\n        ImDrawList* draw_list = window->RootWindow->DrawList;\n        if (draw_list->CmdBuffer.Size == 0)\n            draw_list->AddDrawCmd();\n        draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // Ensure ImDrawCmd are not merged\n        draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);\n        ImDrawCmd cmd = draw_list->CmdBuffer.back();\n        IM_ASSERT(cmd.ElemCount == 6);\n        draw_list->CmdBuffer.pop_back();\n        draw_list->CmdBuffer.push_front(cmd);\n        draw_list->PopClipRect();\n        draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.\n    }\n}\n\nImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* bottom_most_visible_window = parent_window;\n    for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)\n    {\n        ImGuiWindow* window = g.Windows[i];\n        if (window->Flags & ImGuiWindowFlags_ChildWindow)\n            continue;\n        if (!IsWindowWithinBeginStackOf(window, parent_window))\n            break;\n        if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))\n            bottom_most_visible_window = window;\n    }\n    return bottom_most_visible_window;\n}\n\nstatic void ImGui::RenderDimmedBackgrounds()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();\n    if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)\n        return;\n    const bool dim_bg_for_modal = (modal_window != NULL);\n    const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);\n    if (!dim_bg_for_modal && !dim_bg_for_window_list)\n        return;\n\n    if (dim_bg_for_modal)\n    {\n        // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.\n        ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);\n        RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio));\n    }\n    else if (dim_bg_for_window_list)\n    {\n        // Draw dimming behind CTRL+Tab target window\n        RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));\n\n        // Draw border around CTRL+Tab target window\n        ImGuiWindow* window = g.NavWindowingTargetAnim;\n        ImGuiViewport* viewport = GetMainViewport();\n        float distance = g.FontSize;\n        ImRect bb = window->Rect();\n        bb.Expand(distance);\n        if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)\n            bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward\n        if (window->DrawList->CmdBuffer.Size == 0)\n            window->DrawList->AddDrawCmd();\n        window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);\n        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);\n        window->DrawList->PopClipRect();\n    }\n}\n\n// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.\nvoid ImGui::EndFrame()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.Initialized);\n\n    // Don't process EndFrame() multiple times.\n    if (g.FrameCountEnded == g.FrameCount)\n        return;\n    IM_ASSERT(g.WithinFrameScope && \"Forgot to call ImGui::NewFrame()?\");\n\n    CallContextHooks(&g, ImGuiContextHookType_EndFramePre);\n\n    ErrorCheckEndFrameSanityChecks();\n\n    // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)\n    ImGuiPlatformImeData* ime_data = &g.PlatformImeData;\n    if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)\n    {\n        IMGUI_DEBUG_LOG_IO(\"Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\\n\", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);\n        g.IO.SetPlatformImeDataFn(GetMainViewport(), ime_data);\n    }\n\n    // Hide implicit/fallback \"Debug\" window if it hasn't been used\n    g.WithinFrameScopeWithImplicitWindow = false;\n    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)\n        g.CurrentWindow->Active = false;\n    End();\n\n    // Update navigation: CTRL+Tab, wrap-around requests\n    NavEndFrame();\n\n    // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)\n    if (g.DragDropActive)\n    {\n        bool is_delivered = g.DragDropPayload.Delivery;\n        bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));\n        if (is_delivered || is_elapsed)\n            ClearDragDrop();\n    }\n\n    // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.\n    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))\n    {\n        g.DragDropWithinSource = true;\n        SetTooltip(\"...\");\n        g.DragDropWithinSource = false;\n    }\n\n    // End frame\n    g.WithinFrameScope = false;\n    g.FrameCountEnded = g.FrameCount;\n\n    // Initiate moving window + handle left-click and right-click focus\n    UpdateMouseMovingWindowEndFrame();\n\n    // Sort the window list so that all child windows are after their parent\n    // We cannot do that on FocusWindow() because children may not exist yet\n    g.WindowsTempSortBuffer.resize(0);\n    g.WindowsTempSortBuffer.reserve(g.Windows.Size);\n    for (int i = 0; i != g.Windows.Size; i++)\n    {\n        ImGuiWindow* window = g.Windows[i];\n        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it\n            continue;\n        AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);\n    }\n\n    // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.\n    IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);\n    g.Windows.swap(g.WindowsTempSortBuffer);\n    g.IO.MetricsActiveWindows = g.WindowsActiveCount;\n\n    // Unlock font atlas\n    g.IO.Fonts->Locked = false;\n\n    // Clear Input data for next frame\n    g.IO.AppFocusLost = false;\n    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;\n    g.IO.InputQueueCharacters.resize(0);\n\n    CallContextHooks(&g, ImGuiContextHookType_EndFramePost);\n}\n\n// Prepare the data for rendering so you can call GetDrawData()\n// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:\n// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)\nvoid ImGui::Render()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.Initialized);\n\n    if (g.FrameCountEnded != g.FrameCount)\n        EndFrame();\n    const bool first_render_of_frame = (g.FrameCountRendered != g.FrameCount);\n    g.FrameCountRendered = g.FrameCount;\n    g.IO.MetricsRenderWindows = 0;\n\n    CallContextHooks(&g, ImGuiContextHookType_RenderPre);\n\n    // Add background ImDrawList (for each active viewport)\n    for (int n = 0; n != g.Viewports.Size; n++)\n    {\n        ImGuiViewportP* viewport = g.Viewports[n];\n        viewport->DrawDataBuilder.Clear();\n        if (viewport->DrawLists[0] != NULL)\n            AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));\n    }\n\n    // Draw modal/window whitening backgrounds\n    if (first_render_of_frame)\n        RenderDimmedBackgrounds();\n\n    // Add ImDrawList to render\n    ImGuiWindow* windows_to_render_top_most[2];\n    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;\n    windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);\n    for (int n = 0; n != g.Windows.Size; n++)\n    {\n        ImGuiWindow* window = g.Windows[n];\n        IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive \"warning C6011: Dereferencing NULL pointer 'window'\"\n        if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])\n            AddRootWindowToDrawData(window);\n    }\n    for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)\n        if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window\n            AddRootWindowToDrawData(windows_to_render_top_most[n]);\n\n    // Draw software mouse cursor if requested by io.MouseDrawCursor flag\n    if (g.IO.MouseDrawCursor && first_render_of_frame && g.MouseCursor != ImGuiMouseCursor_None)\n        RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));\n\n    // Setup ImDrawData structures for end-user\n    g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;\n    for (int n = 0; n < g.Viewports.Size; n++)\n    {\n        ImGuiViewportP* viewport = g.Viewports[n];\n        viewport->DrawDataBuilder.FlattenIntoSingleLayer();\n\n        // Add foreground ImDrawList (for each active viewport)\n        if (viewport->DrawLists[1] != NULL)\n            AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));\n\n        SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]);\n        ImDrawData* draw_data = &viewport->DrawDataP;\n        g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;\n        g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;\n    }\n\n    CallContextHooks(&g, ImGuiContextHookType_RenderPost);\n}\n\n// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.\n// CalcTextSize(\"\") should return ImVec2(0.0f, g.FontSize)\nImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)\n{\n    ImGuiContext& g = *GImGui;\n\n    const char* text_display_end;\n    if (hide_text_after_double_hash)\n        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string\n    else\n        text_display_end = text_end;\n\n    ImFont* font = g.Font;\n    const float font_size = g.FontSize;\n    if (text == text_display_end)\n        return ImVec2(0.0f, font_size);\n    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);\n\n    // Round\n    // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.\n    // FIXME: Investigate using ceilf or e.g.\n    // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c\n    // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html\n    text_size.x = IM_FLOOR(text_size.x + 0.99999f);\n\n    return text_size;\n}\n\n// Find window given position, search front-to-back\n// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically\n// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is\n// called, aka before the next Begin(). Moving window isn't affected.\nstatic void FindHoveredWindow()\n{\n    ImGuiContext& g = *GImGui;\n\n    ImGuiWindow* hovered_window = NULL;\n    ImGuiWindow* hovered_window_ignoring_moving_window = NULL;\n    if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))\n        hovered_window = g.MovingWindow;\n\n    ImVec2 padding_regular = g.Style.TouchExtraPadding;\n    ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;\n    for (int i = g.Windows.Size - 1; i >= 0; i--)\n    {\n        ImGuiWindow* window = g.Windows[i];\n        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.\n        if (!window->Active || window->Hidden)\n            continue;\n        if (window->Flags & ImGuiWindowFlags_NoMouseInputs)\n            continue;\n\n        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)\n        ImRect bb(window->OuterRectClipped);\n        if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize))\n            bb.Expand(padding_regular);\n        else\n            bb.Expand(padding_for_resize);\n        if (!bb.Contains(g.IO.MousePos))\n            continue;\n\n        // Support for one rectangular hole in any given window\n        // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)\n        if (window->HitTestHoleSize.x != 0)\n        {\n            ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);\n            ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);\n            if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))\n                continue;\n        }\n\n        if (hovered_window == NULL)\n            hovered_window = window;\n        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.\n        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow))\n            hovered_window_ignoring_moving_window = window;\n        if (hovered_window && hovered_window_ignoring_moving_window)\n            break;\n    }\n\n    g.HoveredWindow = hovered_window;\n    g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;\n}\n\nbool ImGui::IsItemActive()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.ActiveId)\n        return g.ActiveId == g.LastItemData.ID;\n    return false;\n}\n\nbool ImGui::IsItemActivated()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.ActiveId)\n        if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)\n            return true;\n    return false;\n}\n\nbool ImGui::IsItemDeactivated()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)\n        return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;\n    return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);\n}\n\nbool ImGui::IsItemDeactivatedAfterEdit()\n{\n    ImGuiContext& g = *GImGui;\n    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));\n}\n\n// == GetItemID() == GetFocusID()\nbool ImGui::IsItemFocused()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.NavId != g.LastItemData.ID || g.NavId == 0)\n        return false;\n    return true;\n}\n\n// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!\n// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.\nbool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)\n{\n    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);\n}\n\nbool ImGui::IsItemToggledOpen()\n{\n    ImGuiContext& g = *GImGui;\n    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;\n}\n\nbool ImGui::IsItemToggledSelection()\n{\n    ImGuiContext& g = *GImGui;\n    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;\n}\n\nbool ImGui::IsAnyItemHovered()\n{\n    ImGuiContext& g = *GImGui;\n    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;\n}\n\nbool ImGui::IsAnyItemActive()\n{\n    ImGuiContext& g = *GImGui;\n    return g.ActiveId != 0;\n}\n\nbool ImGui::IsAnyItemFocused()\n{\n    ImGuiContext& g = *GImGui;\n    return g.NavId != 0 && !g.NavDisableHighlight;\n}\n\nbool ImGui::IsItemVisible()\n{\n    ImGuiContext& g = *GImGui;\n    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0;\n}\n\nbool ImGui::IsItemEdited()\n{\n    ImGuiContext& g = *GImGui;\n    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;\n}\n\n// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.\n// FIXME: Although this is exposed, its interaction and ideal idiom with using ImGuiButtonFlags_AllowItemOverlap flag are extremely confusing, need rework.\nvoid ImGui::SetItemAllowOverlap()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiID id = g.LastItemData.ID;\n    if (g.HoveredId == id)\n        g.HoveredIdAllowOverlap = true;\n    if (g.ActiveId == id)\n        g.ActiveIdAllowOverlap = true;\n}\n\n// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function.\nvoid ImGui::SetActiveIdUsingAllKeyboardKeys()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.ActiveId != 0);\n    g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;\n    g.ActiveIdUsingAllKeyboardKeys = true;\n    NavMoveRequestCancel();\n}\n\nImGuiID ImGui::GetItemID()\n{\n    ImGuiContext& g = *GImGui;\n    return g.LastItemData.ID;\n}\n\nImVec2 ImGui::GetItemRectMin()\n{\n    ImGuiContext& g = *GImGui;\n    return g.LastItemData.Rect.Min;\n}\n\nImVec2 ImGui::GetItemRectMax()\n{\n    ImGuiContext& g = *GImGui;\n    return g.LastItemData.Rect.Max;\n}\n\nImVec2 ImGui::GetItemRectSize()\n{\n    ImGuiContext& g = *GImGui;\n    return g.LastItemData.Rect.GetSize();\n}\n\nbool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* parent_window = g.CurrentWindow;\n\n    flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow;\n    flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove);  // Inherit the NoMove flag\n\n    // Size\n    const ImVec2 content_avail = GetContentRegionAvail();\n    ImVec2 size = ImFloor(size_arg);\n    const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);\n    if (size.x <= 0.0f)\n        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too many issues)\n    if (size.y <= 0.0f)\n        size.y = ImMax(content_avail.y + size.y, 4.0f);\n    SetNextWindowSize(size);\n\n    // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.\n    const char* temp_window_name;\n    if (name)\n        ImFormatStringToTempBuffer(&temp_window_name, NULL, \"%s/%s_%08X\", parent_window->Name, name, id);\n    else\n        ImFormatStringToTempBuffer(&temp_window_name, NULL, \"%s/%08X\", parent_window->Name, id);\n\n    const float backup_border_size = g.Style.ChildBorderSize;\n    if (!border)\n        g.Style.ChildBorderSize = 0.0f;\n    bool ret = Begin(temp_window_name, NULL, flags);\n    g.Style.ChildBorderSize = backup_border_size;\n\n    ImGuiWindow* child_window = g.CurrentWindow;\n    child_window->ChildId = id;\n    child_window->AutoFitChildAxises = (ImS8)auto_fit_axises;\n\n    // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.\n    // While this is not really documented/defined, it seems that the expected thing to do.\n    if (child_window->BeginCount == 1)\n        parent_window->DC.CursorPos = child_window->Pos;\n\n    // Process navigation-in immediately so NavInit can run on first frame\n    if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavHasScroll))\n    {\n        FocusWindow(child_window);\n        NavInitWindow(child_window, false);\n        SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item\n        g.ActiveIdSource = ImGuiInputSource_Nav;\n    }\n    return ret;\n}\n\nbool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags);\n}\n\nbool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)\n{\n    IM_ASSERT(id != 0);\n    return BeginChildEx(NULL, id, size_arg, border, extra_flags);\n}\n\nvoid ImGui::EndChild()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    IM_ASSERT(g.WithinEndChild == false);\n    IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls\n\n    g.WithinEndChild = true;\n    if (window->BeginCount > 1)\n    {\n        End();\n    }\n    else\n    {\n        ImVec2 sz = window->Size;\n        if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f\n            sz.x = ImMax(4.0f, sz.x);\n        if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y))\n            sz.y = ImMax(4.0f, sz.y);\n        End();\n\n        ImGuiWindow* parent_window = g.CurrentWindow;\n        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);\n        ItemSize(sz);\n        if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened))\n        {\n            ItemAdd(bb, window->ChildId);\n            RenderNavHighlight(bb, window->ChildId);\n\n            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)\n            if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow)\n                RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);\n        }\n        else\n        {\n            // Not navigable into\n            ItemAdd(bb, 0);\n        }\n        if (g.HoveredWindow == window)\n            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;\n    }\n    g.WithinEndChild = false;\n    g.LogLinePosY = -FLT_MAX; // To enforce a carriage return\n}\n\n// Helper to create a child window / scrolling region that looks like a normal widget frame.\nbool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags)\n{\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);\n    PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);\n    PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);\n    PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);\n    bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_NoScrollbar | extra_flags);\n    PopStyleVar(3);\n    PopStyleColor();\n    return ret;\n}\n\nvoid ImGui::EndChildFrame()\n{\n    EndChild();\n}\n\nstatic void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)\n{\n    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);\n    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);\n    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);\n}\n\nImGuiWindow* ImGui::FindWindowByID(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);\n}\n\nImGuiWindow* ImGui::FindWindowByName(const char* name)\n{\n    ImGuiID id = ImHashStr(name);\n    return FindWindowByID(id);\n}\n\nstatic void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)\n{\n    window->Pos = ImFloor(ImVec2(settings->Pos.x, settings->Pos.y));\n    if (settings->Size.x > 0 && settings->Size.y > 0)\n        window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y));\n    window->Collapsed = settings->Collapsed;\n}\n\nstatic void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)\n{\n    ImGuiContext& g = *GImGui;\n\n    const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);\n    const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;\n    if ((just_created || child_flag_changed) && !new_is_explicit_child)\n    {\n        IM_ASSERT(!g.WindowsFocusOrder.contains(window));\n        g.WindowsFocusOrder.push_back(window);\n        window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);\n    }\n    else if (!just_created && child_flag_changed && new_is_explicit_child)\n    {\n        IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);\n        for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)\n            g.WindowsFocusOrder[n]->FocusOrder--;\n        g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);\n        window->FocusOrder = -1;\n    }\n    window->IsExplicitChild = new_is_explicit_child;\n}\n\nstatic void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)\n{\n    // Initial window state with e.g. default/arbitrary window position\n    // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.\n    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();\n    window->Pos = main_viewport->Pos + ImVec2(60, 60);\n    window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;\n\n    if (settings != NULL)\n    {\n        SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);\n        ApplyWindowSettings(window, settings);\n    }\n    window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values\n\n    if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)\n    {\n        window->AutoFitFramesX = window->AutoFitFramesY = 2;\n        window->AutoFitOnlyGrows = false;\n    }\n    else\n    {\n        if (window->Size.x <= 0.0f)\n            window->AutoFitFramesX = 2;\n        if (window->Size.y <= 0.0f)\n            window->AutoFitFramesY = 2;\n        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);\n    }\n}\n\nstatic ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)\n{\n    // Create window the first time\n    //IMGUI_DEBUG_LOG(\"CreateNewWindow '%s', flags = 0x%08X\\n\", name, flags);\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);\n    window->Flags = flags;\n    g.WindowsById.SetVoidPtr(window->ID, window);\n\n    ImGuiWindowSettings* settings = NULL;\n    if (!(flags & ImGuiWindowFlags_NoSavedSettings))\n        if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0)\n            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);\n\n    InitOrLoadWindowSettings(window, settings);\n\n    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)\n        g.Windows.push_front(window); // Quite slow but rare and only once\n    else\n        g.Windows.push_back(window);\n\n    return window;\n}\n\nstatic ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)\n{\n    ImGuiContext& g = *GImGui;\n    ImVec2 new_size = size_desired;\n    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)\n    {\n        // Using -1,-1 on either X/Y axis to preserve the current size.\n        ImRect cr = g.NextWindowData.SizeConstraintRect;\n        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;\n        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;\n        if (g.NextWindowData.SizeCallback)\n        {\n            ImGuiSizeCallbackData data;\n            data.UserData = g.NextWindowData.SizeCallbackUserData;\n            data.Pos = window->Pos;\n            data.CurrentSize = window->SizeFull;\n            data.DesiredSize = new_size;\n            g.NextWindowData.SizeCallback(&data);\n            new_size = data.DesiredSize;\n        }\n        new_size.x = IM_FLOOR(new_size.x);\n        new_size.y = IM_FLOOR(new_size.y);\n    }\n\n    // Minimum size\n    if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))\n    {\n        ImGuiWindow* window_for_height = window;\n        new_size = ImMax(new_size, g.Style.WindowMinSize);\n        const float minimum_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f);\n        new_size.y = ImMax(new_size.y, minimum_height); // Reduce artifacts with very small windows\n    }\n    return new_size;\n}\n\nstatic void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)\n{\n    bool preserve_old_content_sizes = false;\n    if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)\n        preserve_old_content_sizes = true;\n    else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)\n        preserve_old_content_sizes = true;\n    if (preserve_old_content_sizes)\n    {\n        *content_size_current = window->ContentSize;\n        *content_size_ideal = window->ContentSizeIdeal;\n        return;\n    }\n\n    content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);\n    content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);\n    content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);\n    content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);\n}\n\nstatic ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiStyle& style = g.Style;\n    const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x;\n    const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;\n    ImVec2 size_pad = window->WindowPadding * 2.0f;\n    ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);\n    if (window->Flags & ImGuiWindowFlags_Tooltip)\n    {\n        // Tooltip always resize\n        return size_desired;\n    }\n    else\n    {\n        // Maximum window size is determined by the viewport size or monitor size\n        const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;\n        const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;\n        ImVec2 size_min = style.WindowMinSize;\n        if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)\n            size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));\n\n        ImVec2 avail_size = ImGui::GetMainViewport()->WorkSize;\n        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f));\n\n        // When the window cannot fit all contents (either because of constraints, either because screen is too small),\n        // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.\n        ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);\n        bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x  && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);\n        bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);\n        if (will_have_scrollbar_x)\n            size_auto_fit.y += style.ScrollbarSize;\n        if (will_have_scrollbar_y)\n            size_auto_fit.x += style.ScrollbarSize;\n        return size_auto_fit;\n    }\n}\n\nstatic ImVec2 CalcWindowContentSize(ImGuiWindow* window)\n{\n\tif (window->Collapsed)\n\t\tif (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)\n\t\t\treturn window->ContentSize;\n\tif (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)\n\t\treturn window->ContentSize;\n\n\tImVec2 sz;\n\tsz.x = IM_FLOOR((window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);\n\tsz.y = IM_FLOOR((window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);\n\treturn sz;\n}\n\nImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)\n{\n    ImVec2 size_contents_current;\n    ImVec2 size_contents_ideal;\n    CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);\n    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);\n    ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);\n    return size_final;\n}\n\nImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window)\n{\n\tImVec2 size_contents = CalcWindowContentSize(window);\n\tImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents);\n\tImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);\n\treturn size_final;\n}\n\nstatic ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)\n{\n    if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))\n        return ImGuiCol_PopupBg;\n    if (window->Flags & ImGuiWindowFlags_ChildWindow)\n        return ImGuiCol_ChildBg;\n    return ImGuiCol_WindowBg;\n}\n\nstatic void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)\n{\n    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left\n    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right\n    ImVec2 size_expected = pos_max - pos_min;\n    ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);\n    *out_pos = pos_min;\n    if (corner_norm.x == 0.0f)\n        out_pos->x -= (size_constrained.x - size_expected.x);\n    if (corner_norm.y == 0.0f)\n        out_pos->y -= (size_constrained.y - size_expected.y);\n    *out_size = size_constrained;\n}\n\n// Data for resizing from corner\nstruct ImGuiResizeGripDef\n{\n    ImVec2  CornerPosN;\n    ImVec2  InnerDir;\n    int     AngleMin12, AngleMax12;\n};\nstatic const ImGuiResizeGripDef resize_grip_def[4] =\n{\n    { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 },  // Lower-right\n    { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 },  // Lower-left\n    { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 },  // Upper-left (Unused)\n    { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }  // Upper-right (Unused)\n};\n\n// Data for resizing from borders\nstruct ImGuiResizeBorderDef\n{\n    ImVec2 InnerDir;\n    ImVec2 SegmentN1, SegmentN2;\n    float  OuterAngle;\n};\nstatic const ImGuiResizeBorderDef resize_border_def[4] =\n{\n    { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left\n    { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right\n    { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up\n    { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }  // Down\n};\n\nstatic ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)\n{\n    ImRect rect = window->Rect();\n    if (thickness == 0.0f)\n        rect.Max -= ImVec2(1, 1);\n    if (border_n == ImGuiDir_Left)  { return ImRect(rect.Min.x - thickness,    rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding); }\n    if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x + thickness,    rect.Max.y - perp_padding); }\n    if (border_n == ImGuiDir_Up)    { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness,    rect.Max.x - perp_padding, rect.Min.y + thickness);    }\n    if (border_n == ImGuiDir_Down)  { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y + thickness);    }\n    IM_ASSERT(0);\n    return ImRect();\n}\n\n// 0..3: corners (Lower-right, Lower-left, Unused, Unused)\nImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)\n{\n    IM_ASSERT(n >= 0 && n < 4);\n    ImGuiID id = window->ID;\n    id = ImHashStr(\"#RESIZE\", 0, id);\n    id = ImHashData(&n, sizeof(int), id);\n    return id;\n}\n\n// Borders (Left, Right, Up, Down)\nImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)\n{\n    IM_ASSERT(dir >= 0 && dir < 4);\n    int n = (int)dir + 4;\n    ImGuiID id = window->ID;\n    id = ImHashStr(\"#RESIZE\", 0, id);\n    id = ImHashData(&n, sizeof(int), id);\n    return id;\n}\n\n// Handle resize for: Resize Grips, Borders, Gamepad\n// Return true when using auto-fit (double-click on resize grip)\nstatic bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindowFlags flags = window->Flags;\n\n    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)\n        return false;\n    if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.\n        return false;\n\n    bool ret_auto_fit = false;\n    const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;\n    const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));\n    const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f);\n    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;\n\n    ImVec2 pos_target(FLT_MAX, FLT_MAX);\n    ImVec2 size_target(FLT_MAX, FLT_MAX);\n\n    // Resize grips and borders are on layer 1\n    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;\n\n    // Manual resize grips\n    PushID(\"#RESIZE\");\n    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)\n    {\n        const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];\n        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);\n\n        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window\n        bool hovered, held;\n        ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);\n        if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);\n        if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);\n        ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()\n        ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav);\n        ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);\n        //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));\n        if (hovered || held)\n            g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;\n\n        if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0)\n        {\n            // Manual auto-fit when double-clicking\n            size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);\n            ret_auto_fit = true;\n            ClearActiveID();\n        }\n        else if (held)\n        {\n            // Resize from any of the four corners\n            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position\n            ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, def.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX);\n            ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX);\n            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip\n            corner_target = ImClamp(corner_target, clamp_min, clamp_max);\n            CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);\n        }\n\n        // Only lower-left grip is visible before hovering/activating\n        if (resize_grip_n == 0 || held || hovered)\n            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);\n    }\n    for (int border_n = 0; border_n < resize_border_count; border_n++)\n    {\n        const ImGuiResizeBorderDef& def = resize_border_def[border_n];\n        const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;\n\n        bool hovered, held;\n        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);\n        ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()\n        ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);\n        ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);\n        //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));\n        if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)\n        {\n            g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;\n            if (held)\n                *border_held = border_n;\n        }\n        if (held)\n        {\n            ImVec2 clamp_min(border_n == ImGuiDir_Right ? visibility_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down ? visibility_rect.Min.y : -FLT_MAX);\n            ImVec2 clamp_max(border_n == ImGuiDir_Left  ? visibility_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up   ? visibility_rect.Max.y : +FLT_MAX);\n            ImVec2 border_target = window->Pos;\n            border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING;\n            border_target = ImClamp(border_target, clamp_min, clamp_max);\n            CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);\n        }\n    }\n    PopID();\n\n    // Restore nav layer\n    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;\n\n    // Navigation resize (keyboard/gamepad)\n    // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user.\n    // Not even sure the callback works here.\n    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)\n    {\n        ImVec2 nav_resize_dir;\n        if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)\n            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);\n        if (g.NavInputSource == ImGuiInputSource_Gamepad)\n            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);\n        if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)\n        {\n            const float NAV_RESIZE_SPEED = 600.0f;\n            const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y);\n            g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step;\n            g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, visibility_rect.Min - window->Pos - window->Size); // We need Pos+Size >= visibility_rect.Min, so Size >= visibility_rect.Min - Pos, so size_delta >= visibility_rect.Min - window->Pos - window->Size\n            g.NavWindowingToggleLayer = false;\n            g.NavDisableMouseHover = true;\n            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);\n            ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaSize);\n            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)\n            {\n                // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.\n                size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored);\n                g.NavWindowingAccumDeltaSize -= accum_floored;\n            }\n        }\n    }\n\n    // Apply back modified position/size to window\n    if (size_target.x != FLT_MAX)\n    {\n        window->SizeFull = size_target;\n        MarkIniSettingsDirty(window);\n    }\n    if (pos_target.x != FLT_MAX)\n    {\n        window->Pos = ImFloor(pos_target);\n        MarkIniSettingsDirty(window);\n    }\n\n    window->Size = window->SizeFull;\n    return ret_auto_fit;\n}\n\nstatic inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)\n{\n    ImGuiContext& g = *GImGui;\n    ImVec2 size_for_clamping = window->Size;\n    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar))\n        size_for_clamping.y = window->TitleBarHeight();\n    window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);\n}\n\nstatic void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    float rounding = window->WindowRounding;\n    float border_size = window->WindowBorderSize;\n    if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))\n        window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);\n\n    int border_held = window->ResizeBorderHeld;\n    if (border_held != -1)\n    {\n        const ImGuiResizeBorderDef& def = resize_border_def[border_held];\n        ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f);\n        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);\n        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);\n        window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual\n    }\n    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar))\n    {\n        float y = window->Pos.y + window->TitleBarHeight() - 1;\n        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);\n    }\n}\n\n// Draw background and borders\n// Draw and handle scrollbars\nvoid ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiStyle& style = g.Style;\n    ImGuiWindowFlags flags = window->Flags;\n\n    // Ensure that ScrollBar doesn't read last frame's SkipItems\n    IM_ASSERT(window->BeginCount == 0);\n    window->SkipItems = false;\n\n    // Draw window + handle manual resize\n    // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.\n    const float window_rounding = window->WindowRounding;\n    const float window_border_size = window->WindowBorderSize;\n    if (window->Collapsed)\n    {\n        // Title bar only\n        const float backup_border_size = style.FrameBorderSize;\n        g.Style.FrameBorderSize = window->WindowBorderSize;\n        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);\n        RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);\n        g.Style.FrameBorderSize = backup_border_size;\n    }\n    else\n    {\n        // Window background\n        if (!(flags & ImGuiWindowFlags_NoBackground))\n        {\n            ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));\n            bool override_alpha = false;\n            float alpha = 1.0f;\n            if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)\n            {\n                alpha = g.NextWindowData.BgAlphaVal;\n                override_alpha = true;\n            }\n            if (override_alpha)\n                bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);\n            window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);\n        }\n\n        // Title bar\n        if (!(flags & ImGuiWindowFlags_NoTitleBar))\n        {\n            ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);\n            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);\n        }\n\n        // Menu bar\n        if (flags & ImGuiWindowFlags_MenuBar)\n        {\n            ImRect menu_bar_rect = window->MenuBarRect();\n            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.\n            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);\n            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)\n                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);\n        }\n\n        // Scrollbars\n        if (window->ScrollbarX)\n            Scrollbar(ImGuiAxis_X);\n        if (window->ScrollbarY)\n            Scrollbar(ImGuiAxis_Y);\n\n        // Render resize grips (after their input handling so we don't have a frame of latency)\n        if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))\n        {\n            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)\n            {\n                const ImU32 col = resize_grip_col[resize_grip_n];\n                if ((col & IM_COL32_A_MASK) == 0)\n                    continue;\n                const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];\n                const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);\n                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));\n                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));\n                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);\n                window->DrawList->PathFillConvex(col);\n            }\n        }\n\n        // Borders\n        if (handle_borders_and_resize_grips)\n            RenderWindowOuterBorders(window);\n    }\n}\n\n// Render title text, collapse button, close button\nvoid ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiStyle& style = g.Style;\n    ImGuiWindowFlags flags = window->Flags;\n\n    const bool has_close_button = (p_open != NULL);\n    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);\n\n    // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)\n    // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?\n    const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;\n    g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;\n    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;\n\n    // Layout buttons\n    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.\n    float pad_l = style.FramePadding.x;\n    float pad_r = style.FramePadding.x;\n    float button_sz = g.FontSize;\n    ImVec2 close_button_pos;\n    ImVec2 collapse_button_pos;\n    if (has_close_button)\n    {\n        pad_r += button_sz;\n        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);\n    }\n    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)\n    {\n        pad_r += button_sz;\n        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);\n    }\n    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)\n    {\n        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y);\n        pad_l += button_sz;\n    }\n\n    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)\n    if (has_collapse_button)\n        if (CollapseButton(window->GetID(\"#COLLAPSE\"), collapse_button_pos))\n            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function\n\n    // Close button\n    if (has_close_button)\n        if (CloseButton(window->GetID(\"#CLOSE\"), close_button_pos))\n            *p_open = false;\n\n    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;\n    g.CurrentItemFlags = item_flags_backup;\n\n    // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional \"unsaved document\" marker)\n    // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..\n    const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;\n    const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);\n\n    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,\n    // while uncentered title text will still reach edges correctly.\n    if (pad_l > style.FramePadding.x)\n        pad_l += g.Style.ItemInnerSpacing.x;\n    if (pad_r > style.FramePadding.x)\n        pad_r += g.Style.ItemInnerSpacing.x;\n    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)\n    {\n        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center\n        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);\n        pad_l = ImMax(pad_l, pad_extend * centerness);\n        pad_r = ImMax(pad_r, pad_extend * centerness);\n    }\n\n    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);\n    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);\n    if (flags & ImGuiWindowFlags_UnsavedDocument)\n    {\n        ImVec2 marker_pos;\n        marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);\n        marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;\n        if (marker_pos.x > layout_r.Min.x)\n        {\n            RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));\n            clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));\n        }\n    }\n    //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]\n    //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]\n    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);\n}\n\nvoid ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)\n{\n    window->ParentWindow = parent_window;\n    window->RootWindow = window->RootWindowPopupTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;\n    if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))\n        window->RootWindow = parent_window->RootWindow;\n    if (parent_window && (flags & ImGuiWindowFlags_Popup))\n        window->RootWindowPopupTree = parent_window->RootWindowPopupTree;\n    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))\n        window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;\n    while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)\n    {\n        IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);\n        window->RootWindowForNav = window->RootWindowForNav->ParentWindow;\n    }\n}\n\n// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)\n// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.\n// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.\n// - Window             // FindBlockingModal() returns Modal1\n//   - Window           //                  .. returns Modal1\n//   - Modal1           //                  .. returns Modal2\n//      - Window        //                  .. returns Modal2\n//          - Window    //                  .. returns Modal2\n//          - Modal2    //                  .. returns Modal2\nstatic ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.OpenPopupStack.Size <= 0)\n        return NULL;\n\n    // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.\n    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)\n    {\n        ImGuiWindow* popup_window = g.OpenPopupStack.Data[i].Window;\n        if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))\n            continue;\n        if (!popup_window->Active && !popup_window->WasActive)      // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.\n            continue;\n        if (IsWindowWithinBeginStackOf(window, popup_window))       // Window is rendered over last modal, no render order change needed.\n            break;\n        for (ImGuiWindow* parent = popup_window->ParentWindowInBeginStack->RootWindow; parent != NULL; parent = parent->ParentWindowInBeginStack->RootWindow)\n            if (IsWindowWithinBeginStackOf(window, parent))\n                return popup_window;                                // Place window above its begin stack parent.\n    }\n    return NULL;\n}\n\n// Push a new Dear ImGui window to add widgets to.\n// - A default window called \"Debug\" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.\n// - Begin/End can be called multiple times during the frame with the same window name to append content.\n// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).\n//   You can use the \"##\" or \"###\" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.\n// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.\n// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.\nbool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    IM_ASSERT(name != NULL && name[0] != '\\0');     // Window name required\n    IM_ASSERT(g.WithinFrameScope);                  // Forgot to call ImGui::NewFrame()\n    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet\n\n    // Find or create\n    ImGuiWindow* window = FindWindowByName(name);\n    const bool window_just_created = (window == NULL);\n    if (window_just_created)\n        window = CreateNewWindow(name, flags);\n\n    // Automatically disable manual moving/resizing when NoInputs is set\n    if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)\n        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;\n\n    if (flags & ImGuiWindowFlags_NavFlattened)\n        IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);\n\n    const int current_frame = g.FrameCount;\n    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);\n    window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);\n\n    // Update the Appearing flag\n    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1);   // Not using !WasActive because the implicit \"Debug\" window would always toggle off->on\n    if (flags & ImGuiWindowFlags_Popup)\n    {\n        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];\n        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed\n        window_just_activated_by_user |= (window != popup_ref.Window);\n    }\n    window->Appearing = window_just_activated_by_user;\n    if (window->Appearing)\n        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);\n\n    // Update Flags, LastFrameActive, BeginOrderXXX fields\n    if (first_begin_of_the_frame)\n    {\n        UpdateWindowInFocusOrderList(window, window_just_created, flags);\n        window->Flags = (ImGuiWindowFlags)flags;\n        window->LastFrameActive = current_frame;\n        window->LastTimeActive = (float)g.Time;\n        window->BeginOrderWithinParent = 0;\n        window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);\n    }\n    else\n    {\n        flags = window->Flags;\n    }\n\n    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack\n    ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;\n    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;\n    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));\n\n    // We allow window memory to be compacted so recreate the base stack when needed.\n    if (window->IDStack.Size == 0)\n        window->IDStack.push_back(window->ID);\n\n    // Add to stack\n    // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()\n    g.CurrentWindow = window;\n    ImGuiWindowStackData window_stack_data;\n    window_stack_data.Window = window;\n    window_stack_data.ParentLastItemDataBackup = g.LastItemData;\n    window_stack_data.StackSizesOnBegin.SetToCurrentState();\n    g.CurrentWindowStack.push_back(window_stack_data);\n    if (flags & ImGuiWindowFlags_ChildMenu)\n        g.BeginMenuCount++;\n\n    // Update ->RootWindow and others pointers (before any possible call to FocusWindow)\n    if (first_begin_of_the_frame)\n    {\n        UpdateWindowParentAndRootLinks(window, flags, parent_window);\n        window->ParentWindowInBeginStack = parent_window_in_stack;\n    }\n\n    // Add to focus scope stack\n    PushFocusScope(window->ID);\n    window->NavRootFocusScopeId = g.CurrentFocusScopeId;\n    g.CurrentWindow = NULL;\n\n    // Add to popup stack\n    if (flags & ImGuiWindowFlags_Popup)\n    {\n        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];\n        popup_ref.Window = window;\n        popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent;\n        g.BeginPopupStack.push_back(popup_ref);\n        window->PopupId = popup_ref.PopupId;\n    }\n\n    // Process SetNextWindow***() calls\n    // (FIXME: Consider splitting the HasXXX flags into X/Y components\n    bool window_pos_set_by_api = false;\n    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;\n    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)\n    {\n        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;\n        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)\n        {\n            // May be processed on the next frame if this is our first frame and we are measuring size\n            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.\n            window->SetWindowPosVal = g.NextWindowData.PosVal;\n            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;\n            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);\n        }\n        else\n        {\n            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);\n        }\n    }\n    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)\n    {\n        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);\n        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);\n        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);\n    }\n    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)\n    {\n        if (g.NextWindowData.ScrollVal.x >= 0.0f)\n        {\n            window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;\n            window->ScrollTargetCenterRatio.x = 0.0f;\n        }\n        if (g.NextWindowData.ScrollVal.y >= 0.0f)\n        {\n            window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;\n            window->ScrollTargetCenterRatio.y = 0.0f;\n        }\n    }\n    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)\n        window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;\n    else if (first_begin_of_the_frame)\n        window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);\n    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)\n        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);\n    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)\n        FocusWindow(window);\n    if (window->Appearing)\n        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);\n\n    // When reusing window again multiple times a frame, just append content (don't need to setup again)\n    if (first_begin_of_the_frame)\n    {\n        // Initialize\n        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)\n        const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);\n        window->Active = true;\n        window->HasCloseButton = (p_open != NULL);\n        window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);\n        window->IDStack.resize(1);\n        window->DrawList->_ResetForNewFrame();\n        window->DC.CurrentTableIdx = -1;\n\n        // Restore buffer capacity when woken from a compacted state, to avoid\n        if (window->MemoryCompacted)\n            GcAwakeTransientWindowBuffers(window);\n\n        // Update stored window name when it changes (which can _only_ happen with the \"###\" operator, so the ID would stay unchanged).\n        // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.\n        bool window_title_visible_elsewhere = false;\n        if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB\n            window_title_visible_elsewhere = true;\n        if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)\n        {\n            size_t buf_len = (size_t)window->NameBufLen;\n            window->Name = ImStrdupcpy(window->Name, &buf_len, name);\n            window->NameBufLen = (int)buf_len;\n        }\n\n        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS\n\n        // Update contents size from last frame for auto-fitting (or use explicit size)\n        CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);\n        if (window->HiddenFramesCanSkipItems > 0)\n            window->HiddenFramesCanSkipItems--;\n        if (window->HiddenFramesCannotSkipItems > 0)\n            window->HiddenFramesCannotSkipItems--;\n        if (window->HiddenFramesForRenderOnly > 0)\n            window->HiddenFramesForRenderOnly--;\n\n        // Hide new windows for one frame until they calculate their size\n        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))\n            window->HiddenFramesCannotSkipItems = 1;\n\n        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)\n        // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.\n        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)\n        {\n            window->HiddenFramesCannotSkipItems = 1;\n            if (flags & ImGuiWindowFlags_AlwaysAutoResize)\n            {\n                if (!window_size_x_set_by_api)\n                    window->Size.x = window->SizeFull.x = 0.f;\n                if (!window_size_y_set_by_api)\n                    window->Size.y = window->SizeFull.y = 0.f;\n                window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);\n            }\n        }\n\n        // SELECT VIEWPORT\n        // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style)\n\n        ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();\n        SetWindowViewport(window, viewport);\n        SetCurrentWindow(window);\n\n        // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)\n\n        if (flags & ImGuiWindowFlags_ChildWindow)\n            window->WindowBorderSize = style.ChildBorderSize;\n        else\n            window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;\n        window->WindowPadding = style.WindowPadding;\n        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)\n            window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);\n\n        // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.\n        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);\n        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;\n\n        bool use_current_size_for_scrollbar_x = window_just_created;\n        bool use_current_size_for_scrollbar_y = window_just_created;\n\n        // Collapse window by double-clicking on title bar\n        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing\n        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse))\n        {\n            // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.\n            ImRect title_bar_rect = window->TitleBarRect();\n            if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2)\n                window->WantCollapseToggle = true;\n            if (window->WantCollapseToggle)\n            {\n                window->Collapsed = !window->Collapsed;\n                if (!window->Collapsed)\n                    use_current_size_for_scrollbar_y = true;\n                MarkIniSettingsDirty(window);\n            }\n        }\n        else\n        {\n            window->Collapsed = false;\n        }\n        window->WantCollapseToggle = false;\n\n        // SIZE\n\n        // Outer Decoration Sizes\n        // (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations).\n        const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;\n        window->DecoOuterSizeX1 = 0.0f;\n        window->DecoOuterSizeX2 = 0.0f;\n        window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight();\n        window->DecoOuterSizeY2 = 0.0f;\n        window->ScrollbarSizes = ImVec2(0.0f, 0.0f);\n\n        // Calculate auto-fit size, handle automatic resize\n        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);\n        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)\n        {\n            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.\n            if (!window_size_x_set_by_api)\n            {\n                window->SizeFull.x = size_auto_fit.x;\n                use_current_size_for_scrollbar_x = true;\n            }\n            if (!window_size_y_set_by_api)\n            {\n                window->SizeFull.y = size_auto_fit.y;\n                use_current_size_for_scrollbar_y = true;\n            }\n        }\n        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)\n        {\n            // Auto-fit may only grow window during the first few frames\n            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.\n            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)\n            {\n                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;\n                use_current_size_for_scrollbar_x = true;\n            }\n            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)\n            {\n                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;\n                use_current_size_for_scrollbar_y = true;\n            }\n            if (!window->Collapsed)\n                MarkIniSettingsDirty(window);\n        }\n\n        // Apply minimum/maximum window size constraints and final size\n        window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);\n        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;\n\n        // POSITION\n\n        // Popup latch its initial position, will position itself when it appears next frame\n        if (window_just_activated_by_user)\n        {\n            window->AutoPosLastDirection = ImGuiDir_None;\n            if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()\n                window->Pos = g.BeginPopupStack.back().OpenPopupPos;\n        }\n\n        // Position child window\n        if (flags & ImGuiWindowFlags_ChildWindow)\n        {\n            IM_ASSERT(parent_window && parent_window->Active);\n            window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;\n            parent_window->DC.ChildWindows.push_back(window);\n            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)\n                window->Pos = parent_window->DC.CursorPos;\n        }\n\n        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);\n        if (window_pos_with_pivot)\n            SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)\n        else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)\n            window->Pos = FindBestWindowPosForPopup(window);\n        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)\n            window->Pos = FindBestWindowPosForPopup(window);\n        else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)\n            window->Pos = FindBestWindowPosForPopup(window);\n\n        // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)\n        // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.\n        ImRect viewport_rect(viewport->GetMainRect());\n        ImRect viewport_work_rect(viewport->GetWorkRect());\n        ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);\n        ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);\n\n        // Clamp position/size so window stays visible within its viewport or monitor\n        // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.\n        if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))\n            if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f)\n                ClampWindowPos(window, visibility_rect);\n        window->Pos = ImFloor(window->Pos);\n\n        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)\n        // Large values tend to lead to variety of artifacts and are not recommended.\n        window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;\n\n        // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.\n        //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))\n        //    window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);\n\n        // Apply window focus (new and reactivated windows are moved to front)\n        bool want_focus = false;\n        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))\n        {\n            if (flags & ImGuiWindowFlags_Popup)\n                want_focus = true;\n            else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0)\n                want_focus = true;\n\n            ImGuiWindow* modal = GetTopMostPopupModal();\n            if (modal != NULL && !IsWindowWithinBeginStackOf(window, modal))\n            {\n                // Avoid focusing a window that is created outside of active modal. This will prevent active modal from being closed.\n                // Since window is not focused it would reappear at the same display position like the last time it was visible.\n                // In case of completely new windows it would go to the top (over current modal), but input to such window would still be blocked by modal.\n                // Position window behind a modal that is not a begin-parent of this window.\n                want_focus = false;\n                if (window == window->RootWindow)\n                {\n                    ImGuiWindow* blocking_modal = FindBlockingModal(window);\n                    IM_ASSERT(blocking_modal != NULL);\n                    BringWindowToDisplayBehind(window, blocking_modal);\n                }\n            }\n        }\n\n        // [Test Engine] Register whole window in the item system\n#ifdef IMGUI_ENABLE_TEST_ENGINE\n        if (g.TestEngineHookItems)\n        {\n            IM_ASSERT(window->IDStack.Size == 1);\n            window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.\n            IMGUI_TEST_ENGINE_ITEM_ADD(window->Rect(), window->ID);\n            IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);\n            window->IDStack.Size = 1;\n        }\n#endif\n\n        // Handle manual resize: Resize Grips, Borders, Gamepad\n        int border_held = -1;\n        ImU32 resize_grip_col[4] = {};\n        const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.\n        const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));\n        if (!window->Collapsed)\n            if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))\n                use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;\n        window->ResizeBorderHeld = (signed char)border_held;\n\n        // SCROLLBAR VISIBILITY\n\n        // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).\n        if (!window->Collapsed)\n        {\n            // When reading the current size we need to read it after size constraints have been applied.\n            // Intentionally use previous frame values for InnerRect and ScrollbarSizes.\n            // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet.\n            ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2));\n            ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame;\n            ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;\n            float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;\n            float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;\n            //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?\n            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));\n            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));\n            if (window->ScrollbarX && !window->ScrollbarY)\n                window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);\n            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);\n\n            // Amend the partially filled window->DecorationXXX values.\n            window->DecoOuterSizeX2 += window->ScrollbarSizes.x;\n            window->DecoOuterSizeY2 += window->ScrollbarSizes.y;\n        }\n\n        // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)\n        // Update various regions. Variables they depend on should be set above in this function.\n        // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.\n\n        // Outer rectangle\n        // Not affected by window border size. Used by:\n        // - FindHoveredWindow() (w/ extra padding when border resize is enabled)\n        // - Begin() initial clipping rect for drawing window background and borders.\n        // - Begin() clipping whole child\n        const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;\n        const ImRect outer_rect = window->Rect();\n        const ImRect title_bar_rect = window->TitleBarRect();\n        window->OuterRectClipped = outer_rect;\n        window->OuterRectClipped.ClipWith(host_rect);\n\n        // Inner rectangle\n        // Not affected by window border size. Used by:\n        // - InnerClipRect\n        // - ScrollToRectEx()\n        // - NavUpdatePageUpPageDown()\n        // - Scrollbar()\n        window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1;\n        window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1;\n        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2;\n        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2;\n\n        // Inner clipping rectangle.\n        // Will extend a little bit outside the normal work region.\n        // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.\n        // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.\n        // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.\n        // Affected by window/frame border size. Used by:\n        // - Begin() initial clip rect\n        float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);\n        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));\n        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);\n        window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));\n        window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);\n        window->InnerClipRect.ClipWithFull(host_rect);\n\n        // Default item width. Make it proportional to window size if window manually resizes\n        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))\n            window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f);\n        else\n            window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f);\n\n        // SCROLLING\n\n        // Lock down maximum scrolling\n        // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate\n        // for right/bottom aligned items without creating a scrollbar.\n        window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());\n        window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());\n\n        // Apply scrolling\n        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);\n        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);\n        window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f;\n\n        // DRAWING\n\n        // Setup draw list and outer clipping rectangle\n        IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);\n        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);\n        PushClipRect(host_rect.Min, host_rect.Max, false);\n\n        // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)\n        // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.\n        // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)\n        {\n            bool render_decorations_in_parent = false;\n            if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)\n            {\n                // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)\n                // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs\n                ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;\n                bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;\n                bool parent_is_empty = parent_window->DrawList->VtxBuffer.Size > 0;\n                if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_is_empty && !previous_child_overlapping)\n                    render_decorations_in_parent = true;\n            }\n            if (render_decorations_in_parent)\n                window->DrawList = parent_window->DrawList;\n\n            // Handle title bar, scrollbar, resize grips and resize borders\n            const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;\n            const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);\n            const bool handle_borders_and_resize_grips = true; // This exists to facilitate merge with 'docking' branch.\n            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);\n\n            if (render_decorations_in_parent)\n                window->DrawList = &window->DrawListInst;\n        }\n\n        // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)\n\n        // Work rectangle.\n        // Affected by window padding and border size. Used by:\n        // - Columns() for right-most edge\n        // - TreeNode(), CollapsingHeader() for right-most edge\n        // - BeginTabBar() for right-most edge\n        const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);\n        const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);\n        const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));\n        const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));\n        window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));\n        window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));\n        window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;\n        window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;\n        window->ParentWorkRect = window->WorkRect;\n\n        // [LEGACY] Content Region\n        // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.\n        // Used by:\n        // - Mouse wheel scrolling + many other things\n        window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1;\n        window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1;\n        window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));\n        window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));\n\n        // Setup drawing context\n        // (NB: That term \"drawing context / DC\" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)\n        window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x;\n        window->DC.GroupOffset.x = 0.0f;\n        window->DC.ColumnsOffset.x = 0.0f;\n\n        // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.\n        // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.\n        double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x;\n        double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1;\n        window->DC.CursorStartPos  = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);\n        window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));\n        window->DC.CursorPos = window->DC.CursorStartPos;\n        window->DC.CursorPosPrevLine = window->DC.CursorPos;\n        window->DC.CursorMaxPos = window->DC.CursorStartPos;\n        window->DC.IdealMaxPos = window->DC.CursorStartPos;\n        window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);\n        window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;\n        window->DC.IsSameLine = window->DC.IsSetPos = false;\n\n        window->DC.NavLayerCurrent = ImGuiNavLayer_Main;\n        window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;\n        window->DC.NavLayersActiveMaskNext = 0x00;\n        window->DC.NavHideHighlightOneFrame = false;\n        window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);\n\n        window->DC.MenuBarAppending = false;\n        window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);\n        window->DC.TreeDepth = 0;\n        window->DC.TreeJumpToParentOnPopMask = 0x00;\n        window->DC.ChildWindows.resize(0);\n        window->DC.StateStorage = &window->StateStorage;\n        window->DC.CurrentColumns = NULL;\n        window->DC.LayoutType = ImGuiLayoutType_Vertical;\n        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;\n\n        window->DC.ItemWidth = window->ItemWidthDefault;\n        window->DC.TextWrapPos = -1.0f; // disabled\n        window->DC.ItemWidthStack.resize(0);\n        window->DC.TextWrapPosStack.resize(0);\n\n        if (window->AutoFitFramesX > 0)\n            window->AutoFitFramesX--;\n        if (window->AutoFitFramesY > 0)\n            window->AutoFitFramesY--;\n\n        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)\n        if (want_focus)\n        {\n            FocusWindow(window);\n            NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls\n        }\n\n        // Title bar\n        if (!(flags & ImGuiWindowFlags_NoTitleBar))\n            RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);\n\n        // Clear hit test shape every frame\n        window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;\n\n        // Pressing CTRL+C while holding on a window copy its content to the clipboard\n        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.\n        // Maybe we can support CTRL+C on every element?\n        /*\n        //if (g.NavWindow == window && g.ActiveId == 0)\n        if (g.ActiveId == window->MoveId)\n            if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C))\n                LogToClipboard();\n        */\n\n        // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().\n        // This is useful to allow creating context menus on title bar only, etc.\n        SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);\n\n        // [DEBUG]\n#ifndef IMGUI_DISABLE_DEBUG_TOOLS\n        if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId))\n            DebugLocateItemResolveWithLastItem();\n#endif\n\n        // [Test Engine] Register title bar / tab\n#ifdef IMGUI_ENABLE_TEST_ENGINE\n        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))\n            IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.Rect, g.LastItemData.ID);\n#endif\n    }\n    else\n    {\n        // Append\n        SetCurrentWindow(window);\n    }\n\n    PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);\n\n    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default \"Debug\" window is unused)\n    window->WriteAccessed = false;\n    window->BeginCount++;\n    g.NextWindowData.ClearFlags();\n\n    // Update visibility\n    if (first_begin_of_the_frame)\n    {\n        if (flags & ImGuiWindowFlags_ChildWindow)\n        {\n            // Child window can be out of sight and have \"negative\" clip windows.\n            // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).\n            IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);\n            if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow??\n            {\n                const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);\n                if (!g.LogEnabled && !nav_request)\n                    if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)\n                        window->HiddenFramesCanSkipItems = 1;\n            }\n\n            // Hide along with parent or if parent is collapsed\n            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))\n                window->HiddenFramesCanSkipItems = 1;\n            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))\n                window->HiddenFramesCannotSkipItems = 1;\n        }\n\n        // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)\n        if (style.Alpha <= 0.0f)\n            window->HiddenFramesCanSkipItems = 1;\n\n        // Update the Hidden flag\n        bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);\n        window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);\n\n        // Disable inputs for requested number of frames\n        if (window->DisableInputsFrames > 0)\n        {\n            window->DisableInputsFrames--;\n            window->Flags |= ImGuiWindowFlags_NoInputs;\n        }\n\n        // Update the SkipItems flag, used to early out of all items functions (no layout required)\n        bool skip_items = false;\n        if (window->Collapsed || !window->Active || hidden_regular)\n            if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)\n                skip_items = true;\n        window->SkipItems = skip_items;\n    }\n\n    return !window->SkipItems;\n}\n\nvoid ImGui::End()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    // Error checking: verify that user hasn't called End() too many times!\n    if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)\n    {\n        IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, \"Calling End() too many times!\");\n        return;\n    }\n    IM_ASSERT(g.CurrentWindowStack.Size > 0);\n\n    // Error checking: verify that user doesn't directly call End() on a child window.\n    if (window->Flags & ImGuiWindowFlags_ChildWindow)\n        IM_ASSERT_USER_ERROR(g.WithinEndChild, \"Must call EndChild() and not End()!\");\n\n    // Close anything that is open\n    if (window->DC.CurrentColumns)\n        EndColumns();\n    PopClipRect();   // Inner window clip rectangle\n    PopFocusScope();\n\n    // Stop logging\n    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging\n        LogFinish();\n\n    if (window->DC.IsSetPos)\n        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();\n\n    // Pop from window stack\n    g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;\n    if (window->Flags & ImGuiWindowFlags_ChildMenu)\n        g.BeginMenuCount--;\n    if (window->Flags & ImGuiWindowFlags_Popup)\n        g.BeginPopupStack.pop_back();\n    g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithCurrentState();\n    g.CurrentWindowStack.pop_back();\n    SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);\n}\n\nvoid ImGui::BringWindowToFocusFront(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(window == window->RootWindow);\n\n    const int cur_order = window->FocusOrder;\n    IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);\n    if (g.WindowsFocusOrder.back() == window)\n        return;\n\n    const int new_order = g.WindowsFocusOrder.Size - 1;\n    for (int n = cur_order; n < new_order; n++)\n    {\n        g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];\n        g.WindowsFocusOrder[n]->FocusOrder--;\n        IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);\n    }\n    g.WindowsFocusOrder[new_order] = window;\n    window->FocusOrder = (short)new_order;\n}\n\nvoid ImGui::BringWindowToDisplayFront(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* current_front_window = g.Windows.back();\n    if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better)\n        return;\n    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window\n        if (g.Windows[i] == window)\n        {\n            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));\n            g.Windows[g.Windows.Size - 1] = window;\n            break;\n        }\n}\n\nvoid ImGui::BringWindowToDisplayBack(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.Windows[0] == window)\n        return;\n    for (int i = 0; i < g.Windows.Size; i++)\n        if (g.Windows[i] == window)\n        {\n            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));\n            g.Windows[0] = window;\n            break;\n        }\n}\n\nvoid ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)\n{\n    IM_ASSERT(window != NULL && behind_window != NULL);\n    ImGuiContext& g = *GImGui;\n    window = window->RootWindow;\n    behind_window = behind_window->RootWindow;\n    int pos_wnd = FindWindowDisplayIndex(window);\n    int pos_beh = FindWindowDisplayIndex(behind_window);\n    if (pos_wnd < pos_beh)\n    {\n        size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);\n        memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);\n        g.Windows[pos_beh - 1] = window;\n    }\n    else\n    {\n        size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);\n        memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);\n        g.Windows[pos_beh] = window;\n    }\n}\n\nint ImGui::FindWindowDisplayIndex(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    return g.Windows.index_from_ptr(g.Windows.find(window));\n}\n\n// Moving window to front of display and set focus (which happens to be back of our sorted list)\nvoid ImGui::FocusWindow(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n\n    if (g.NavWindow != window)\n    {\n        SetNavWindow(window);\n        if (window && g.NavDisableMouseHover)\n            g.NavMousePosDirty = true;\n        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId\n        g.NavLayer = ImGuiNavLayer_Main;\n        g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0;\n        g.NavIdIsAlive = false;\n\n        // Close popups if any\n        ClosePopupsOverWindow(window, false);\n    }\n\n    // Move the root window to the top of the pile\n    IM_ASSERT(window == NULL || window->RootWindow != NULL);\n    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop\n    ImGuiWindow* display_front_window = window ? window->RootWindow : NULL;\n\n    // Steal active widgets. Some of the cases it triggers includes:\n    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.\n    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)\n    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)\n        if (!g.ActiveIdNoClearOnFocusLoss)\n            ClearActiveID();\n\n    // Passing NULL allow to disable keyboard focus\n    if (!window)\n        return;\n\n    // Bring to front\n    BringWindowToFocusFront(focus_front_window);\n    if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)\n        BringWindowToDisplayFront(display_front_window);\n}\n\nvoid ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window)\n{\n    ImGuiContext& g = *GImGui;\n    int start_idx = g.WindowsFocusOrder.Size - 1;\n    if (under_this_window != NULL)\n    {\n        // Aim at root window behind us, if we are in a child window that's our own root (see #4640)\n        int offset = -1;\n        while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)\n        {\n            under_this_window = under_this_window->ParentWindow;\n            offset = 0;\n        }\n        start_idx = FindWindowFocusIndex(under_this_window) + offset;\n    }\n    for (int i = start_idx; i >= 0; i--)\n    {\n        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.\n        ImGuiWindow* window = g.WindowsFocusOrder[i];\n        IM_ASSERT(window == window->RootWindow);\n        if (window != ignore_window && window->WasActive)\n            if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))\n            {\n                ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);\n                FocusWindow(focus_window);\n                return;\n            }\n    }\n    FocusWindow(NULL);\n}\n\n// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.\nvoid ImGui::SetCurrentFont(ImFont* font)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?\n    IM_ASSERT(font->Scale > 0.0f);\n    g.Font = font;\n    g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);\n    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;\n\n    ImFontAtlas* atlas = g.Font->ContainerAtlas;\n    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;\n    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;\n    g.DrawListSharedData.Font = g.Font;\n    g.DrawListSharedData.FontSize = g.FontSize;\n}\n\nvoid ImGui::PushFont(ImFont* font)\n{\n    ImGuiContext& g = *GImGui;\n    if (!font)\n        font = GetDefaultFont();\n    SetCurrentFont(font);\n    g.FontStack.push_back(font);\n    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);\n}\n\nvoid  ImGui::PopFont()\n{\n    ImGuiContext& g = *GImGui;\n    g.CurrentWindow->DrawList->PopTextureID();\n    g.FontStack.pop_back();\n    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());\n}\n\nvoid ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiItemFlags item_flags = g.CurrentItemFlags;\n    IM_ASSERT(item_flags == g.ItemFlagsStack.back());\n    if (enabled)\n        item_flags |= option;\n    else\n        item_flags &= ~option;\n    g.CurrentItemFlags = item_flags;\n    g.ItemFlagsStack.push_back(item_flags);\n}\n\nvoid ImGui::PopItemFlag()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.\n    g.ItemFlagsStack.pop_back();\n    g.CurrentItemFlags = g.ItemFlagsStack.back();\n}\n\n// BeginDisabled()/EndDisabled()\n// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)\n// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.\n// - Feedback welcome at https://github.com/ocornut/imgui/issues/211\n// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.\n// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()\nvoid ImGui::BeginDisabled(bool disabled)\n{\n    ImGuiContext& g = *GImGui;\n    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;\n    if (!was_disabled && disabled)\n    {\n        g.DisabledAlphaBackup = g.Style.Alpha;\n        g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);\n    }\n    if (was_disabled || disabled)\n        g.CurrentItemFlags |= ImGuiItemFlags_Disabled;\n    g.ItemFlagsStack.push_back(g.CurrentItemFlags);\n    g.DisabledStackSize++;\n}\n\nvoid ImGui::EndDisabled()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.DisabledStackSize > 0);\n    g.DisabledStackSize--;\n    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;\n    //PopItemFlag();\n    g.ItemFlagsStack.pop_back();\n    g.CurrentItemFlags = g.ItemFlagsStack.back();\n    if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)\n        g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();\n}\n\n// FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system.\nvoid ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus)\n{\n    PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus);\n}\n\nvoid ImGui::PopAllowKeyboardFocus()\n{\n    PopItemFlag();\n}\n\nvoid ImGui::PushButtonRepeat(bool repeat)\n{\n    PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);\n}\n\nvoid ImGui::PopButtonRepeat()\n{\n    PopItemFlag();\n}\n\nvoid ImGui::PushTextWrapPos(float wrap_pos_x)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);\n    window->DC.TextWrapPos = wrap_pos_x;\n}\n\nvoid ImGui::PopTextWrapPos()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();\n    window->DC.TextWrapPosStack.pop_back();\n}\n\nstatic ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy)\n{\n    ImGuiWindow* last_window = NULL;\n    while (last_window != window)\n    {\n        last_window = window;\n        window = window->RootWindow;\n        if (popup_hierarchy)\n            window = window->RootWindowPopupTree;\n    }\n    return window;\n}\n\nbool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy)\n{\n    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy);\n    if (window_root == potential_parent)\n        return true;\n    while (window != NULL)\n    {\n        if (window == potential_parent)\n            return true;\n        if (window == window_root) // end of chain\n            return false;\n        window = window->ParentWindow;\n    }\n    return false;\n}\n\nbool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)\n{\n    if (window->RootWindow == potential_parent)\n        return true;\n    while (window != NULL)\n    {\n        if (window == potential_parent)\n            return true;\n        window = window->ParentWindowInBeginStack;\n    }\n    return false;\n}\n\nbool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)\n{\n    ImGuiContext& g = *GImGui;\n\n    // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array\n    const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);\n    if (display_layer_delta != 0)\n        return display_layer_delta > 0;\n\n    for (int i = g.Windows.Size - 1; i >= 0; i--)\n    {\n        ImGuiWindow* candidate_window = g.Windows[i];\n        if (candidate_window == potential_above)\n            return true;\n        if (candidate_window == potential_below)\n            return false;\n    }\n    return false;\n}\n\nbool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)\n{\n    IM_ASSERT((flags & (ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled)) == 0);   // Flags not supported by this function\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* ref_window = g.HoveredWindow;\n    ImGuiWindow* cur_window = g.CurrentWindow;\n    if (ref_window == NULL)\n        return false;\n\n    if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)\n    {\n        IM_ASSERT(cur_window); // Not inside a Begin()/End()\n        const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;\n        if (flags & ImGuiHoveredFlags_RootWindow)\n            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);\n\n        bool result;\n        if (flags & ImGuiHoveredFlags_ChildWindows)\n            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy);\n        else\n            result = (ref_window == cur_window);\n        if (!result)\n            return false;\n    }\n\n    if (!IsWindowContentHoverable(ref_window, flags))\n        return false;\n    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))\n        if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)\n            return false;\n    return true;\n}\n\nbool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* ref_window = g.NavWindow;\n    ImGuiWindow* cur_window = g.CurrentWindow;\n\n    if (ref_window == NULL)\n        return false;\n    if (flags & ImGuiFocusedFlags_AnyWindow)\n        return true;\n\n    IM_ASSERT(cur_window); // Not inside a Begin()/End()\n    const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;\n    if (flags & ImGuiHoveredFlags_RootWindow)\n        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);\n\n    if (flags & ImGuiHoveredFlags_ChildWindows)\n        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy);\n    else\n        return (ref_window == cur_window);\n}\n\n// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)\n// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.\n// If you want a window to never be focused, you may use the e.g. NoInputs flag.\nbool ImGui::IsWindowNavFocusable(ImGuiWindow* window)\n{\n    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);\n}\n\nfloat ImGui::GetWindowWidth()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->Size.x;\n}\n\nfloat ImGui::GetWindowHeight()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->Size.y;\n}\n\nImVec2 ImGui::GetWindowPos()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    return window->Pos;\n}\n\nvoid ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)\n{\n    // Test condition (NB: bit 0 is always true) and clear flags for next time\n    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)\n        return;\n\n    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.\n    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);\n    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);\n\n    // Set\n    const ImVec2 old_pos = window->Pos;\n    window->Pos = ImFloor(pos);\n    ImVec2 offset = window->Pos - old_pos;\n    if (offset.x == 0.0f && offset.y == 0.0f)\n        return;\n    MarkIniSettingsDirty(window);\n    window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor\n    window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.\n    window->DC.IdealMaxPos += offset;\n    window->DC.CursorStartPos += offset;\n}\n\nvoid ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    SetWindowPos(window, pos, cond);\n}\n\nvoid ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)\n{\n    if (ImGuiWindow* window = FindWindowByName(name))\n        SetWindowPos(window, pos, cond);\n}\n\nImVec2 ImGui::GetWindowSize()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->Size;\n}\n\nvoid ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)\n{\n    // Test condition (NB: bit 0 is always true) and clear flags for next time\n    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)\n        return;\n\n    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.\n    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);\n\n    // Set\n    ImVec2 old_size = window->SizeFull;\n    window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0;\n    window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0;\n    if (size.x <= 0.0f)\n        window->AutoFitOnlyGrows = false;\n    else\n        window->SizeFull.x = IM_FLOOR(size.x);\n    if (size.y <= 0.0f)\n        window->AutoFitOnlyGrows = false;\n    else\n        window->SizeFull.y = IM_FLOOR(size.y);\n    if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)\n        MarkIniSettingsDirty(window);\n}\n\nvoid ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)\n{\n    SetWindowSize(GImGui->CurrentWindow, size, cond);\n}\n\nvoid ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)\n{\n    if (ImGuiWindow* window = FindWindowByName(name))\n        SetWindowSize(window, size, cond);\n}\n\nvoid ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)\n{\n    // Test condition (NB: bit 0 is always true) and clear flags for next time\n    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)\n        return;\n    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);\n\n    // Set\n    window->Collapsed = collapsed;\n}\n\nvoid ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)\n{\n    IM_ASSERT(window->HitTestHoleSize.x == 0);     // We don't support multiple holes/hit test filters\n    window->HitTestHoleSize = ImVec2ih(size);\n    window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);\n}\n\nvoid ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)\n{\n    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);\n}\n\nbool ImGui::IsWindowCollapsed()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->Collapsed;\n}\n\nbool ImGui::IsWindowAppearing()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->Appearing;\n}\n\nvoid ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)\n{\n    if (ImGuiWindow* window = FindWindowByName(name))\n        SetWindowCollapsed(window, collapsed, cond);\n}\n\nvoid ImGui::SetWindowFocus()\n{\n    FocusWindow(GImGui->CurrentWindow);\n}\n\nvoid ImGui::SetWindowFocus(const char* name)\n{\n    if (name)\n    {\n        if (ImGuiWindow* window = FindWindowByName(name))\n            FocusWindow(window);\n    }\n    else\n    {\n        FocusWindow(NULL);\n    }\n}\n\nvoid ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.\n    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;\n    g.NextWindowData.PosVal = pos;\n    g.NextWindowData.PosPivotVal = pivot;\n    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;\n}\n\nvoid ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.\n    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;\n    g.NextWindowData.SizeVal = size;\n    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;\n}\n\nvoid ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)\n{\n    ImGuiContext& g = *GImGui;\n    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;\n    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);\n    g.NextWindowData.SizeCallback = custom_callback;\n    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;\n}\n\n// Content size = inner scrollable rectangle, padded with WindowPadding.\n// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.\nvoid ImGui::SetNextWindowContentSize(const ImVec2& size)\n{\n    ImGuiContext& g = *GImGui;\n    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;\n    g.NextWindowData.ContentSizeVal = ImFloor(size);\n}\n\nvoid ImGui::SetNextWindowScroll(const ImVec2& scroll)\n{\n    ImGuiContext& g = *GImGui;\n    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;\n    g.NextWindowData.ScrollVal = scroll;\n}\n\nvoid ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.\n    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;\n    g.NextWindowData.CollapsedVal = collapsed;\n    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;\n}\n\nvoid ImGui::SetNextWindowFocus()\n{\n    ImGuiContext& g = *GImGui;\n    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;\n}\n\nvoid ImGui::SetNextWindowBgAlpha(float alpha)\n{\n    ImGuiContext& g = *GImGui;\n    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;\n    g.NextWindowData.BgAlphaVal = alpha;\n}\n\nImDrawList* ImGui::GetWindowDrawList()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    return window->DrawList;\n}\n\nImFont* ImGui::GetFont()\n{\n    return GImGui->Font;\n}\n\nfloat ImGui::GetFontSize()\n{\n    return GImGui->FontSize;\n}\n\nImVec2 ImGui::GetFontTexUvWhitePixel()\n{\n    return GImGui->DrawListSharedData.TexUvWhitePixel;\n}\n\nvoid ImGui::SetWindowFontScale(float scale)\n{\n    IM_ASSERT(scale > 0.0f);\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    window->FontWindowScale = scale;\n    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();\n}\n\nvoid ImGui::ActivateItem(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    g.NavNextActivateId = id;\n    g.NavNextActivateFlags = ImGuiActivateFlags_None;\n}\n\nvoid ImGui::PushFocusScope(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    g.FocusScopeStack.push_back(id);\n    g.CurrentFocusScopeId = id;\n}\n\nvoid ImGui::PopFocusScope()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?\n    g.FocusScopeStack.pop_back();\n    g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0;\n}\n\n// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!\nvoid ImGui::SetKeyboardFocusHere(int offset)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_ASSERT(offset >= -1);    // -1 is allowed but not below\n    IMGUI_DEBUG_LOG_ACTIVEID(\"SetKeyboardFocusHere(%d) in window \\\"%s\\\"\\n\", offset, window->Name);\n\n    // It makes sense in the vast majority of cases to never interrupt a drag and drop.\n    // When we refactor this function into ActivateItem() we may want to make this an option.\n    // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but\n    // is also automatically dropped in the event g.ActiveId is stolen.\n    if (g.DragDropActive || g.MovingWindow != NULL)\n    {\n        IMGUI_DEBUG_LOG_ACTIVEID(\"SetKeyboardFocusHere() ignored while DragDropActive!\\n\");\n        return;\n    }\n\n    SetNavWindow(window);\n\n    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;\n    NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.\n    if (offset == -1)\n    {\n        NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);\n    }\n    else\n    {\n        g.NavTabbingDir = 1;\n        g.NavTabbingCounter = offset + 1;\n    }\n}\n\nvoid ImGui::SetItemDefaultFocus()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (!window->Appearing)\n        return;\n    if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResultId == 0) || g.NavLayer != window->DC.NavLayerCurrent)\n        return;\n\n    g.NavInitRequest = false;\n    g.NavInitResultId = g.LastItemData.ID;\n    g.NavInitResultRectRel = WindowRectAbsToRel(window, g.LastItemData.Rect);\n    NavUpdateAnyRequestFlag();\n\n    // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll)\n    if (!IsItemVisible())\n        ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);\n}\n\nvoid ImGui::SetStateStorage(ImGuiStorage* tree)\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    window->DC.StateStorage = tree ? tree : &window->StateStorage;\n}\n\nImGuiStorage* ImGui::GetStateStorage()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->DC.StateStorage;\n}\n\nvoid ImGui::PushID(const char* str_id)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiID id = window->GetID(str_id);\n    window->IDStack.push_back(id);\n}\n\nvoid ImGui::PushID(const char* str_id_begin, const char* str_id_end)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiID id = window->GetID(str_id_begin, str_id_end);\n    window->IDStack.push_back(id);\n}\n\nvoid ImGui::PushID(const void* ptr_id)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiID id = window->GetID(ptr_id);\n    window->IDStack.push_back(id);\n}\n\nvoid ImGui::PushID(int int_id)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiID id = window->GetID(int_id);\n    window->IDStack.push_back(id);\n}\n\n// Push a given id value ignoring the ID stack as a seed.\nvoid ImGui::PushOverrideID(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (g.DebugHookIdInfo == id)\n        DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);\n    window->IDStack.push_back(id);\n}\n\n// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call\n// (note that when using this pattern, TestEngine's \"Stack Tool\" will tend to not display the intermediate stack level.\n//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)\nImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)\n{\n    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);\n    ImGuiContext& g = *GImGui;\n    if (g.DebugHookIdInfo == id)\n        DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);\n    return id;\n}\n\nImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed)\n{\n    ImGuiID id = ImHashData(&n, sizeof(n), seed);\n    ImGuiContext& g = *GImGui;\n    if (g.DebugHookIdInfo == id)\n        DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);\n    return id;\n}\n\nvoid ImGui::PopID()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?\n    window->IDStack.pop_back();\n}\n\nImGuiID ImGui::GetID(const char* str_id)\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->GetID(str_id);\n}\n\nImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->GetID(str_id_begin, str_id_end);\n}\n\nImGuiID ImGui::GetID(const void* ptr_id)\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->GetID(ptr_id);\n}\n\nbool ImGui::IsRectVisible(const ImVec2& size)\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));\n}\n\nbool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] INPUTS\n//-----------------------------------------------------------------------------\n// - GetKeyData() [Internal]\n// - GetKeyIndex() [Internal]\n// - GetKeyName()\n// - GetKeyChordName() [Internal]\n// - CalcTypematicRepeatAmount() [Internal]\n// - GetTypematicRepeatRate() [Internal]\n// - GetKeyPressedAmount() [Internal]\n// - GetKeyMagnitude2d() [Internal]\n//-----------------------------------------------------------------------------\n// - UpdateKeyRoutingTable() [Internal]\n// - GetRoutingIdFromOwnerId() [Internal]\n// - GetShortcutRoutingData() [Internal]\n// - CalcRoutingScore() [Internal]\n// - SetShortcutRouting() [Internal]\n// - TestShortcutRouting() [Internal]\n//-----------------------------------------------------------------------------\n// - IsKeyDown()\n// - IsKeyPressed()\n// - IsKeyReleased()\n//-----------------------------------------------------------------------------\n// - IsMouseDown()\n// - IsMouseClicked()\n// - IsMouseReleased()\n// - IsMouseDoubleClicked()\n// - GetMouseClickedCount()\n// - IsMouseHoveringRect() [Internal]\n// - IsMouseDragPastThreshold() [Internal]\n// - IsMouseDragging()\n// - GetMousePos()\n// - GetMousePosOnOpeningCurrentPopup()\n// - IsMousePosValid()\n// - IsAnyMouseDown()\n// - GetMouseDragDelta()\n// - ResetMouseDragDelta()\n// - GetMouseCursor()\n// - SetMouseCursor()\n//-----------------------------------------------------------------------------\n// - UpdateAliasKey()\n// - GetMergedModsFromKeys()\n// - UpdateKeyboardInputs()\n// - UpdateMouseInputs()\n//-----------------------------------------------------------------------------\n// - LockWheelingWindow [Internal]\n// - FindBestWheelingWindow [Internal]\n// - UpdateMouseWheel() [Internal]\n//-----------------------------------------------------------------------------\n// - SetNextFrameWantCaptureKeyboard()\n// - SetNextFrameWantCaptureMouse()\n//-----------------------------------------------------------------------------\n// - GetInputSourceName() [Internal]\n// - DebugPrintInputEvent() [Internal]\n// - UpdateInputEvents() [Internal]\n//-----------------------------------------------------------------------------\n// - GetKeyOwner() [Internal]\n// - TestKeyOwner() [Internal]\n// - SetKeyOwner() [Internal]\n// - SetItemKeyOwner() [Internal]\n// - Shortcut() [Internal]\n//-----------------------------------------------------------------------------\n\nImGuiKeyData* ImGui::GetKeyData(ImGuiKey key)\n{\n    ImGuiContext& g = *GImGui;\n\n    // Special storage location for mods\n    if (key & ImGuiMod_Mask_)\n        key = ConvertSingleModFlagToKey(key);\n\n    int index;\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n    IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);\n    if (IsLegacyKey(key))\n        index = (g.IO.KeyMap[key] != -1) ? g.IO.KeyMap[key] : key; // Remap native->imgui or imgui->native\n    else\n        index = key;\n#else\n    IM_ASSERT(IsNamedKey(key) && \"Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.\");\n    index = key - ImGuiKey_NamedKey_BEGIN;\n#endif\n    return &g.IO.KeysData[index];\n}\n\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\nImGuiKey ImGui::GetKeyIndex(ImGuiKey key)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(IsNamedKey(key));\n    const ImGuiKeyData* key_data = GetKeyData(key);\n    return (ImGuiKey)(key_data - g.IO.KeysData);\n}\n#endif\n\n// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.\nstatic const char* const GKeyNames[] =\n{\n    \"Tab\", \"LeftArrow\", \"RightArrow\", \"UpArrow\", \"DownArrow\", \"PageUp\", \"PageDown\",\n    \"Home\", \"End\", \"Insert\", \"Delete\", \"Backspace\", \"Space\", \"Enter\", \"Escape\",\n    \"LeftCtrl\", \"LeftShift\", \"LeftAlt\", \"LeftSuper\", \"RightCtrl\", \"RightShift\", \"RightAlt\", \"RightSuper\", \"Menu\",\n    \"0\", \"1\", \"2\", \"3\", \"4\", \"5\", \"6\", \"7\", \"8\", \"9\", \"A\", \"B\", \"C\", \"D\", \"E\", \"F\", \"G\", \"H\",\n    \"I\", \"J\", \"K\", \"L\", \"M\", \"N\", \"O\", \"P\", \"Q\", \"R\", \"S\", \"T\", \"U\", \"V\", \"W\", \"X\", \"Y\", \"Z\",\n    \"F1\", \"F2\", \"F3\", \"F4\", \"F5\", \"F6\", \"F7\", \"F8\", \"F9\", \"F10\", \"F11\", \"F12\",\n    \"Apostrophe\", \"Comma\", \"Minus\", \"Period\", \"Slash\", \"Semicolon\", \"Equal\", \"LeftBracket\",\n    \"Backslash\", \"RightBracket\", \"GraveAccent\", \"CapsLock\", \"ScrollLock\", \"NumLock\", \"PrintScreen\",\n    \"Pause\", \"Keypad0\", \"Keypad1\", \"Keypad2\", \"Keypad3\", \"Keypad4\", \"Keypad5\", \"Keypad6\",\n    \"Keypad7\", \"Keypad8\", \"Keypad9\", \"KeypadDecimal\", \"KeypadDivide\", \"KeypadMultiply\",\n    \"KeypadSubtract\", \"KeypadAdd\", \"KeypadEnter\", \"KeypadEqual\",\n    \"GamepadStart\", \"GamepadBack\",\n    \"GamepadFaceLeft\", \"GamepadFaceRight\", \"GamepadFaceUp\", \"GamepadFaceDown\",\n    \"GamepadDpadLeft\", \"GamepadDpadRight\", \"GamepadDpadUp\", \"GamepadDpadDown\",\n    \"GamepadL1\", \"GamepadR1\", \"GamepadL2\", \"GamepadR2\", \"GamepadL3\", \"GamepadR3\",\n    \"GamepadLStickLeft\", \"GamepadLStickRight\", \"GamepadLStickUp\", \"GamepadLStickDown\",\n    \"GamepadRStickLeft\", \"GamepadRStickRight\", \"GamepadRStickUp\", \"GamepadRStickDown\",\n    \"MouseLeft\", \"MouseRight\", \"MouseMiddle\", \"MouseX1\", \"MouseX2\", \"MouseWheelX\", \"MouseWheelY\",\n    \"ModCtrl\", \"ModShift\", \"ModAlt\", \"ModSuper\", // ReservedForModXXX are showing the ModXXX names.\n};\nIM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));\n\nconst char* ImGui::GetKeyName(ImGuiKey key)\n{\n#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO\n    IM_ASSERT((IsNamedKey(key) || key == ImGuiKey_None) && \"Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.\");\n#else\n    if (IsLegacyKey(key))\n    {\n        ImGuiIO& io = GetIO();\n        if (io.KeyMap[key] == -1)\n            return \"N/A\";\n        IM_ASSERT(IsNamedKey((ImGuiKey)io.KeyMap[key]));\n        key = (ImGuiKey)io.KeyMap[key];\n    }\n#endif\n    if (key == ImGuiKey_None)\n        return \"None\";\n    if (key & ImGuiMod_Mask_)\n        key = ConvertSingleModFlagToKey(key);\n    if (!IsNamedKey(key))\n        return \"Unknown\";\n\n    return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];\n}\n\n// ImGuiMod_Shortcut is translated to either Ctrl or Super.\nvoid ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size)\n{\n    ImGuiContext& g = *GImGui;\n    if (key_chord & ImGuiMod_Shortcut)\n        key_chord = ConvertShortcutMod(key_chord);\n    ImFormatString(out_buf, (size_t)out_buf_size, \"%s%s%s%s%s\",\n        (key_chord & ImGuiMod_Ctrl) ? \"Ctrl+\" : \"\",\n        (key_chord & ImGuiMod_Shift) ? \"Shift+\" : \"\",\n        (key_chord & ImGuiMod_Alt) ? \"Alt+\" : \"\",\n        (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? \"Cmd+\" : \"Super+\") : \"\",\n        GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_)));\n}\n\n// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)\n// t1 = current time (e.g.: g.Time)\n// An event is triggered at:\n//  t = 0.0f     t = repeat_delay,    t = repeat_delay + repeat_rate*N\nint ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)\n{\n    if (t1 == 0.0f)\n        return 1;\n    if (t0 >= t1)\n        return 0;\n    if (repeat_rate <= 0.0f)\n        return (t0 < repeat_delay) && (t1 >= repeat_delay);\n    const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);\n    const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);\n    const int count = count_t1 - count_t0;\n    return count;\n}\n\nvoid ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)\n{\n    ImGuiContext& g = *GImGui;\n    switch (flags & ImGuiInputFlags_RepeatRateMask_)\n    {\n    case ImGuiInputFlags_RepeatRateNavMove:             *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;\n    case ImGuiInputFlags_RepeatRateNavTweak:            *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;\n    case ImGuiInputFlags_RepeatRateDefault: default:    *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;\n    }\n}\n\n// Return value representing the number of presses in the last time period, for the given repeat rate\n// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate)\nint ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)\n{\n    ImGuiContext& g = *GImGui;\n    const ImGuiKeyData* key_data = GetKeyData(key);\n    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)\n        return 0;\n    const float t = key_data->DownDuration;\n    return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);\n}\n\n// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).\nImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)\n{\n    return ImVec2(\n        GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,\n        GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);\n}\n\n// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.\n//   Entries   D,A,B,B,A,C,B     --> A,A,B,B,B,C,D\n//   Index     A:1 B:2 C:5 D:0   --> A:0 B:2 C:5 D:6\n// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.\nstatic void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)\n{\n    ImGuiContext& g = *GImGui;\n    rt->EntriesNext.resize(0);\n    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))\n    {\n        const int new_routing_start_idx = rt->EntriesNext.Size;\n        ImGuiKeyRoutingData* routing_entry;\n        for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)\n        {\n            routing_entry = &rt->Entries[old_routing_idx];\n            routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry\n            routing_entry->RoutingNext = ImGuiKeyOwner_None;\n            routing_entry->RoutingNextScore = 255;\n            if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)\n                continue;\n            rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer\n\n            // Apply routing to owner if there's no owner already (RoutingCurr == None at this point)\n            if (routing_entry->Mods == g.IO.KeyMods)\n            {\n                ImGuiKeyOwnerData* owner_data = ImGui::GetKeyOwnerData(key);\n                if (owner_data->OwnerCurr == ImGuiKeyOwner_None)\n                    owner_data->OwnerCurr = routing_entry->RoutingCurr;\n            }\n        }\n\n        // Rewrite linked-list\n        rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);\n        for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)\n            rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);\n    }\n    rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes\n}\n\n// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().\nstatic inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)\n{\n    ImGuiContext& g = *GImGui;\n    return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;\n}\n\nImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)\n{\n    // Majority of shortcuts will be Key + any number of Mods\n    // We accept _Single_ mod with ImGuiKey_None.\n    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl);                    // Legal\n    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift);   // Legal\n    //  - Shortcut(ImGuiMod_Ctrl);                                 // Legal\n    //  - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift);                // Not legal\n    ImGuiContext& g = *GImGui;\n    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;\n    ImGuiKeyRoutingData* routing_data;\n    if (key_chord & ImGuiMod_Shortcut)\n        key_chord = ConvertShortcutMod(key_chord);\n    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);\n    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);\n    if (key == ImGuiKey_None)\n        key = ConvertSingleModFlagToKey(mods);\n    IM_ASSERT(IsNamedKey(key));\n\n    // Get (in the majority of case, the linked list will have one element so this should be 2 reads.\n    // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).\n    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)\n    {\n        routing_data = &rt->Entries[idx];\n        if (routing_data->Mods == mods)\n            return routing_data;\n    }\n\n    // Add to linked-list\n    ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;\n    rt->Entries.push_back(ImGuiKeyRoutingData());\n    routing_data = &rt->Entries[routing_data_idx];\n    routing_data->Mods = (ImU16)mods;\n    routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list\n    rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx;\n    return routing_data;\n}\n\n// Current score encoding (lower is highest priority):\n//  -   0: ImGuiInputFlags_RouteGlobalHigh\n//  -   1: ImGuiInputFlags_RouteFocused (if item active)\n//  -   2: ImGuiInputFlags_RouteGlobal\n//  -  3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)\n//  - 254: ImGuiInputFlags_RouteGlobalLow\n//  - 255: never route\n// 'flags' should include an explicit routing policy\nstatic int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags)\n{\n    if (flags & ImGuiInputFlags_RouteFocused)\n    {\n        ImGuiContext& g = *GImGui;\n        ImGuiWindow* focused = g.NavWindow;\n\n        // ActiveID gets top priority\n        // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)\n        if (owner_id != 0 && g.ActiveId == owner_id)\n            return 1;\n\n        // Score based on distance to focused window (lower is better)\n        // Assuming both windows are submitting a routing request,\n        // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)\n        // - When Window/ChildB is focused -> Window scores 4,        Window/ChildB scores 3 (best)\n        // Assuming only WindowA is submitting a routing request,\n        // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.\n        if (focused != NULL && focused->RootWindow == location->RootWindow)\n            for (int next_score = 3; focused != NULL; next_score++)\n            {\n                if (focused == location)\n                {\n                    IM_ASSERT(next_score < 255);\n                    return next_score;\n                }\n                focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path\n            }\n        return 255;\n    }\n\n    // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional\n    if (flags & ImGuiInputFlags_RouteGlobal)\n        return 2;\n    if (flags & ImGuiInputFlags_RouteGlobalLow)\n        return 254;\n    return 0;\n}\n\n// Request a desired route for an input chord (key + mods).\n// Return true if the route is available this frame.\n// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.\n//   (Conceptually this does a \"Submit for next frame\" + \"Test for current frame\".\n//   As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)\n// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)\n// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut.\nbool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    if ((flags & ImGuiInputFlags_RouteMask_) == 0)\n        flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()\n    else\n        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used\n\n    if (flags & ImGuiInputFlags_RouteUnlessBgFocused)\n        if (g.NavWindow == NULL)\n            return false;\n    if (flags & ImGuiInputFlags_RouteAlways)\n        return true;\n\n    const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags);\n    if (score == 255)\n        return false;\n\n    // Submit routing for NEXT frame (assuming score is sufficient)\n    // FIXME: Could expose a way to use a \"serve last\" policy for same score resolution (using <= instead of <).\n    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);\n    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);\n    //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);\n    if (score < routing_data->RoutingNextScore)\n    {\n        routing_data->RoutingNext = routing_id;\n        routing_data->RoutingNextScore = (ImU8)score;\n    }\n\n    // Return routing state for CURRENT frame\n    return routing_data->RoutingCurr == routing_id;\n}\n\n// Currently unused by core (but used by tests)\n// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.\nbool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)\n{\n    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);\n    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.\n    return routing_data->RoutingCurr == routing_id;\n}\n\n// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.\n// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)\nbool ImGui::IsKeyDown(ImGuiKey key)\n{\n    return IsKeyDown(key, ImGuiKeyOwner_Any);\n}\n\nbool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)\n{\n    const ImGuiKeyData* key_data = GetKeyData(key);\n    if (!key_data->Down)\n        return false;\n    if (!TestKeyOwner(key, owner_id))\n        return false;\n    return true;\n}\n\nbool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)\n{\n    return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);\n}\n\n// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.\nbool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)\n{\n    const ImGuiKeyData* key_data = GetKeyData(key);\n    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)\n        return false;\n    const float t = key_data->DownDuration;\n    if (t < 0.0f)\n        return false;\n    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!\n\n    bool pressed = (t == 0.0f);\n    if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0))\n    {\n        float repeat_delay, repeat_rate;\n        GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);\n        pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;\n    }\n    if (!pressed)\n        return false;\n    if (!TestKeyOwner(key, owner_id))\n        return false;\n    return true;\n}\n\nbool ImGui::IsKeyReleased(ImGuiKey key)\n{\n    return IsKeyReleased(key, ImGuiKeyOwner_Any);\n}\n\nbool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)\n{\n    const ImGuiKeyData* key_data = GetKeyData(key);\n    if (key_data->DownDurationPrev < 0.0f || key_data->Down)\n        return false;\n    if (!TestKeyOwner(key, owner_id))\n        return false;\n    return true;\n}\n\nbool ImGui::IsMouseDown(ImGuiMouseButton button)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.\n}\n\nbool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.\n}\n\nbool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)\n{\n    return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);\n}\n\nbool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)\n        return false;\n    const float t = g.IO.MouseDownDuration[button];\n    if (t < 0.0f)\n        return false;\n    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!\n\n    const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;\n    const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);\n    if (!pressed)\n        return false;\n\n    if (!TestKeyOwner(MouseButtonToKey(button), owner_id))\n        return false;\n\n    return true;\n}\n\nbool ImGui::IsMouseReleased(ImGuiMouseButton button)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)\n}\n\nbool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)\n}\n\nbool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);\n}\n\nint ImGui::GetMouseClickedCount(ImGuiMouseButton button)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    return g.IO.MouseClickedCount[button];\n}\n\n// Test if mouse cursor is hovering given rectangle\n// NB- Rectangle is clipped by our current clip setting\n// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)\nbool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)\n{\n    ImGuiContext& g = *GImGui;\n\n    // Clip\n    ImRect rect_clipped(r_min, r_max);\n    if (clip)\n        rect_clipped.ClipWith(g.CurrentWindow->ClipRect);\n\n    // Expand for touch input\n    const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);\n    if (!rect_for_touch.Contains(g.IO.MousePos))\n        return false;\n    return true;\n}\n\n// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.\n// [Internal] This doesn't test if the button is pressed\nbool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    if (lock_threshold < 0.0f)\n        lock_threshold = g.IO.MouseDragThreshold;\n    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;\n}\n\nbool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    if (!g.IO.MouseDown[button])\n        return false;\n    return IsMouseDragPastThreshold(button, lock_threshold);\n}\n\nImVec2 ImGui::GetMousePos()\n{\n    ImGuiContext& g = *GImGui;\n    return g.IO.MousePos;\n}\n\n// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!\nImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.BeginPopupStack.Size > 0)\n        return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;\n    return g.IO.MousePos;\n}\n\n// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.\nbool ImGui::IsMousePosValid(const ImVec2* mouse_pos)\n{\n    // The assert is only to silence a false-positive in XCode Static Analysis.\n    // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).\n    IM_ASSERT(GImGui != NULL);\n    const float MOUSE_INVALID = -256000.0f;\n    ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;\n    return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;\n}\n\n// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.\nbool ImGui::IsAnyMouseDown()\n{\n    ImGuiContext& g = *GImGui;\n    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)\n        if (g.IO.MouseDown[n])\n            return true;\n    return false;\n}\n\n// Return the delta from the initial clicking position while the mouse button is clicked or was just released.\n// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.\n// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.\nImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    if (lock_threshold < 0.0f)\n        lock_threshold = g.IO.MouseDragThreshold;\n    if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])\n        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)\n            if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))\n                return g.IO.MousePos - g.IO.MouseClickedPos[button];\n    return ImVec2(0.0f, 0.0f);\n}\n\nvoid ImGui::ResetMouseDragDelta(ImGuiMouseButton button)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));\n    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr\n    g.IO.MouseClickedPos[button] = g.IO.MousePos;\n}\n\n// Get desired mouse cursor shape.\n// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),\n// updated during the frame, and locked in EndFrame()/Render().\n// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you\nImGuiMouseCursor ImGui::GetMouseCursor()\n{\n    ImGuiContext& g = *GImGui;\n    return g.MouseCursor;\n}\n\nvoid ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)\n{\n    ImGuiContext& g = *GImGui;\n    g.MouseCursor = cursor_type;\n}\n\nstatic void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)\n{\n    IM_ASSERT(ImGui::IsAliasKey(key));\n    ImGuiKeyData* key_data = ImGui::GetKeyData(key);\n    key_data->Down = v;\n    key_data->AnalogValue = analog_value;\n}\n\n// [Internal] Do not use directly\nstatic ImGuiKeyChord GetMergedModsFromKeys()\n{\n    ImGuiKeyChord mods = 0;\n    if (ImGui::IsKeyDown(ImGuiMod_Ctrl))     { mods |= ImGuiMod_Ctrl; }\n    if (ImGui::IsKeyDown(ImGuiMod_Shift))    { mods |= ImGuiMod_Shift; }\n    if (ImGui::IsKeyDown(ImGuiMod_Alt))      { mods |= ImGuiMod_Alt; }\n    if (ImGui::IsKeyDown(ImGuiMod_Super))    { mods |= ImGuiMod_Super; }\n    return mods;\n}\n\nstatic void ImGui::UpdateKeyboardInputs()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiIO& io = g.IO;\n\n    // Import legacy keys or verify they are not used\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n    if (io.BackendUsingLegacyKeyArrays == 0)\n    {\n        // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.\n        for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)\n            IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && \"Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!\");\n    }\n    else\n    {\n        if (g.FrameCount == 0)\n            for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)\n                IM_ASSERT(g.IO.KeyMap[n] == -1 && \"Backend is not allowed to write to io.KeyMap[0..511]!\");\n\n        // Build reverse KeyMap (Named -> Legacy)\n        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)\n            if (io.KeyMap[n] != -1)\n            {\n                IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));\n                io.KeyMap[io.KeyMap[n]] = n;\n            }\n\n        // Import legacy keys into new ones\n        for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)\n            if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)\n            {\n                const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);\n                IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));\n                io.KeysData[key].Down = io.KeysDown[n];\n                if (key != n)\n                    io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends\n                io.BackendUsingLegacyKeyArrays = 1;\n            }\n        if (io.BackendUsingLegacyKeyArrays == 1)\n        {\n            GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;\n            GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;\n            GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;\n            GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;\n        }\n    }\n\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;\n    if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)\n    {\n        #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1)           do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)\n        #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2)    do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)\n        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);\n        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);\n        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);\n        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);\n        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);\n        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);\n        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);\n        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);\n        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);\n        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);\n        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);\n        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);\n        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);\n        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);\n        #undef NAV_MAP_KEY\n    }\n#endif\n#endif\n\n    // Update aliases\n    for (int n = 0; n < ImGuiMouseButton_COUNT; n++)\n        UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);\n    UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);\n    UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);\n\n    // Synchronize io.KeyMods and io.KeyXXX values.\n    // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) ->                                      -> (here) deriving io.KeyMods + io.KeyXXX from key array.\n    // - Legacy backends:      set io.KeyXXX bools               -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.\n    // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.\n    io.KeyMods = GetMergedModsFromKeys();\n    io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;\n    io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;\n    io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;\n    io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;\n\n    // Clear gamepad data if disabled\n    if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)\n        for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)\n        {\n            io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;\n            io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;\n        }\n\n    // Update keys\n    for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)\n    {\n        ImGuiKeyData* key_data = &io.KeysData[i];\n        key_data->DownDurationPrev = key_data->DownDuration;\n        key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;\n    }\n\n    // Update keys/input owner (named keys only): one entry per key\n    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))\n    {\n        ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];\n        ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];\n        owner_data->OwnerCurr = owner_data->OwnerNext;\n        if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.\n            owner_data->OwnerNext = ImGuiKeyOwner_None;\n        owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down;  // Clear LockUntilRelease when key is not Down anymore\n    }\n\n    UpdateKeyRoutingTable(&g.KeysRoutingTable);\n}\n\nstatic void ImGui::UpdateMouseInputs()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiIO& io = g.IO;\n\n    // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)\n    if (IsMousePosValid(&io.MousePos))\n        io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos);\n\n    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta\n    if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))\n        io.MouseDelta = io.MousePos - io.MousePosPrev;\n    else\n        io.MouseDelta = ImVec2(0.0f, 0.0f);\n\n    // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.\n    if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)\n        g.NavDisableMouseHover = false;\n\n    io.MousePosPrev = io.MousePos;\n    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)\n    {\n        io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;\n        io.MouseClickedCount[i] = 0; // Will be filled below\n        io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;\n        io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];\n        io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;\n        if (io.MouseClicked[i])\n        {\n            bool is_repeated_click = false;\n            if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)\n            {\n                ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);\n                if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)\n                    is_repeated_click = true;\n            }\n            if (is_repeated_click)\n                io.MouseClickedLastCount[i]++;\n            else\n                io.MouseClickedLastCount[i] = 1;\n            io.MouseClickedTime[i] = g.Time;\n            io.MouseClickedPos[i] = io.MousePos;\n            io.MouseClickedCount[i] = io.MouseClickedLastCount[i];\n            io.MouseDragMaxDistanceSqr[i] = 0.0f;\n        }\n        else if (io.MouseDown[i])\n        {\n            // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold\n            float delta_sqr_click_pos = IsMousePosValid(&io.MousePos) ? ImLengthSqr(io.MousePos - io.MouseClickedPos[i]) : 0.0f;\n            io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], delta_sqr_click_pos);\n        }\n\n        // We provide io.MouseDoubleClicked[] as a legacy service\n        io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);\n\n        // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation\n        if (io.MouseClicked[i])\n            g.NavDisableMouseHover = false;\n    }\n}\n\nstatic void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)\n{\n    ImGuiContext& g = *GImGui;\n    if (window)\n        g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);\n    else\n        g.WheelingWindowReleaseTimer = 0.0f;\n    if (g.WheelingWindow == window)\n        return;\n    IMGUI_DEBUG_LOG_IO(\"LockWheelingWindow() \\\"%s\\\"\\n\", window ? window->Name : \"NULL\");\n    g.WheelingWindow = window;\n    g.WheelingWindowRefMousePos = g.IO.MousePos;\n    if (window == NULL)\n    {\n        g.WheelingWindowStartFrame = -1;\n        g.WheelingAxisAvg = ImVec2(0.0f, 0.0f);\n    }\n}\n\nstatic ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel)\n{\n    // For each axis, find window in the hierarchy that may want to use scrolling\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* windows[2] = { NULL, NULL };\n    for (int axis = 0; axis < 2; axis++)\n        if (wheel[axis] != 0.0f)\n            for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow)\n            {\n                // Bubble up into parent window if:\n                // - a child window doesn't allow any scrolling.\n                // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.\n                //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP)\n                const bool has_scrolling = (window->ScrollMax[axis] != 0.0f);\n                const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);\n                //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]);\n                if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits)\n                    break; // select this window\n            }\n    if (windows[0] == NULL && windows[1] == NULL)\n        return NULL;\n\n    // If there's only one window or only one axis then there's no ambiguity\n    if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL)\n        return windows[1] ? windows[1] : windows[0];\n\n    // If candidate are different windows we need to decide which one to prioritize\n    // - First frame: only find a winner if one axis is zero.\n    // - Subsequent frames: only find a winner when one is more than the other.\n    if (g.WheelingWindowStartFrame == -1)\n        g.WheelingWindowStartFrame = g.FrameCount;\n    if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y))\n    {\n        g.WheelingWindowWheelRemainder = wheel;\n        return NULL;\n    }\n    return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1];\n}\n\n// Called by NewFrame()\nvoid ImGui::UpdateMouseWheel()\n{\n    // Reset the locked window if we move the mouse or after the timer elapses.\n    // FIXME: Ideally we could refactor to have one timer for \"changing window w/ same axis\" and a shorter timer for \"changing window or axis w/ other axis\" (#3795)\n    ImGuiContext& g = *GImGui;\n    if (g.WheelingWindow != NULL)\n    {\n        g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;\n        if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)\n            g.WheelingWindowReleaseTimer = 0.0f;\n        if (g.WheelingWindowReleaseTimer <= 0.0f)\n            LockWheelingWindow(NULL, 0.0f);\n    }\n\n    ImVec2 wheel;\n    wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f;\n    wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f;\n\n    //IMGUI_DEBUG_LOG(\"MouseWheel X:%.3f Y:%.3f\\n\", wheel_x, wheel_y);\n    ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;\n    if (!mouse_window || mouse_window->Collapsed)\n        return;\n\n    // Zoom / Scale window\n    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.\n    if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)\n    {\n        LockWheelingWindow(mouse_window, wheel.y);\n        ImGuiWindow* window = mouse_window;\n        const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);\n        const float scale = new_font_scale / window->FontWindowScale;\n        window->FontWindowScale = new_font_scale;\n        if (window == window->RootWindow)\n        {\n            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;\n            SetWindowPos(window, window->Pos + offset, 0);\n            window->Size = ImFloor(window->Size * scale);\n            window->SizeFull = ImFloor(window->SizeFull * scale);\n        }\n        return;\n    }\n    if (g.IO.KeyCtrl)\n        return;\n\n    // Mouse wheel scrolling\n    // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead\n    // - We avoid doing it on OSX as it the OS input layer handles this already.\n    // - However this means when running on OSX over Emcripten, Shift+WheelY will incur two swappings (1 in OS, 1 here), cancelling the feature.\n    const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors;\n    if (swap_axis)\n    {\n        wheel.x = wheel.y;\n        wheel.y = 0.0f;\n    }\n\n    // Maintain a rough average of moving magnitude on both axises\n    // FIXME: should by based on wall clock time rather than frame-counter\n    g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);\n    g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);\n\n    // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now.\n    wheel += g.WheelingWindowWheelRemainder;\n    g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f);\n    if (wheel.x == 0.0f && wheel.y == 0.0f)\n        return;\n\n    // Mouse wheel scrolling: find target and apply\n    // - don't renew lock if axis doesn't apply on the window.\n    // - select a main axis when both axises are being moved.\n    if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))\n        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))\n        {\n            bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f };\n            if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y])\n                do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false;\n            if (do_scroll[ImGuiAxis_X])\n            {\n                LockWheelingWindow(window, wheel.x);\n                float max_step = window->InnerRect.GetWidth() * 0.67f;\n                float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));\n                SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);\n            }\n            if (do_scroll[ImGuiAxis_Y])\n            {\n                LockWheelingWindow(window, wheel.y);\n                float max_step = window->InnerRect.GetHeight() * 0.67f;\n                float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));\n                SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);\n            }\n        }\n}\n\nvoid ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)\n{\n    ImGuiContext& g = *GImGui;\n    g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0;\n}\n\nvoid ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)\n{\n    ImGuiContext& g = *GImGui;\n    g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0;\n}\n\n#ifndef IMGUI_DISABLE_DEBUG_TOOLS\nstatic const char* GetInputSourceName(ImGuiInputSource source)\n{\n    const char* input_source_names[] = { \"None\", \"Mouse\", \"Keyboard\", \"Gamepad\", \"Nav\", \"Clipboard\" };\n    IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);\n    return input_source_names[source];\n}\nstatic void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)\n{\n    ImGuiContext& g = *GImGui;\n    if (e->Type == ImGuiInputEventType_MousePos)    { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO(\"%s: MousePos (-FLT_MAX, -FLT_MAX)\\n\", prefix); else IMGUI_DEBUG_LOG_IO(\"%s: MousePos (%.1f, %.1f)\\n\", prefix, e->MousePos.PosX, e->MousePos.PosY); return; }\n    if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO(\"%s: MouseButton %d %s\\n\", prefix, e->MouseButton.Button, e->MouseButton.Down ? \"Down\" : \"Up\"); return; }\n    if (e->Type == ImGuiInputEventType_MouseWheel)  { IMGUI_DEBUG_LOG_IO(\"%s: MouseWheel (%.3f, %.3f)\\n\", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; }\n    if (e->Type == ImGuiInputEventType_Key)         { IMGUI_DEBUG_LOG_IO(\"%s: Key \\\"%s\\\" %s\\n\", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? \"Down\" : \"Up\"); return; }\n    if (e->Type == ImGuiInputEventType_Text)        { IMGUI_DEBUG_LOG_IO(\"%s: Text: %c (U+%08X)\\n\", prefix, e->Text.Char, e->Text.Char); return; }\n    if (e->Type == ImGuiInputEventType_Focus)       { IMGUI_DEBUG_LOG_IO(\"%s: AppFocused %d\\n\", prefix, e->AppFocused.Focused); return; }\n}\n#endif\n\n// Process input queue\n// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.\n// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)\n// - trickle_fast_inputs = true  : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)\nvoid ImGui::UpdateInputEvents(bool trickle_fast_inputs)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiIO& io = g.IO;\n\n    // Only trickle chars<>key when working with InputText()\n    // FIXME: InputText() could parse event trail?\n    // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)\n    const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);\n\n    bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;\n    int  mouse_button_changed = 0x00;\n    ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;\n\n    int event_n = 0;\n    for (; event_n < g.InputEventsQueue.Size; event_n++)\n    {\n        ImGuiInputEvent* e = &g.InputEventsQueue[event_n];\n        if (e->Type == ImGuiInputEventType_MousePos)\n        {\n            // Trickling Rule: Stop processing queued events if we already handled a mouse button change\n            ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);\n            if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))\n                break;\n            io.MousePos = event_pos;\n            mouse_moved = true;\n        }\n        else if (e->Type == ImGuiInputEventType_MouseButton)\n        {\n            // Trickling Rule: Stop processing queued events if we got multiple action on the same button\n            const ImGuiMouseButton button = e->MouseButton.Button;\n            IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);\n            if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))\n                break;\n            io.MouseDown[button] = e->MouseButton.Down;\n            mouse_button_changed |= (1 << button);\n        }\n        else if (e->Type == ImGuiInputEventType_MouseWheel)\n        {\n            // Trickling Rule: Stop processing queued events if we got multiple action on the event\n            if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))\n                break;\n            io.MouseWheelH += e->MouseWheel.WheelX;\n            io.MouseWheel += e->MouseWheel.WheelY;\n            mouse_wheeled = true;\n        }\n        else if (e->Type == ImGuiInputEventType_Key)\n        {\n            // Trickling Rule: Stop processing queued events if we got multiple action on the same button\n            ImGuiKey key = e->Key.Key;\n            IM_ASSERT(key != ImGuiKey_None);\n            ImGuiKeyData* key_data = GetKeyData(key);\n            const int key_data_index = (int)(key_data - g.IO.KeysData);\n            if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))\n                break;\n            key_data->Down = e->Key.Down;\n            key_data->AnalogValue = e->Key.AnalogValue;\n            key_changed = true;\n            key_changed_mask.SetBit(key_data_index);\n\n            // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n            io.KeysDown[key_data_index] = key_data->Down;\n            if (io.KeyMap[key_data_index] != -1)\n                io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;\n#endif\n        }\n        else if (e->Type == ImGuiInputEventType_Text)\n        {\n            // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with\n            if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))\n                break;\n            unsigned int c = e->Text.Char;\n            io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);\n            if (trickle_interleaved_keys_and_text)\n                text_inputted = true;\n        }\n        else if (e->Type == ImGuiInputEventType_Focus)\n        {\n            // We intentionally overwrite this and process in NewFrame(), in order to give a chance\n            // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.\n            const bool focus_lost = !e->AppFocused.Focused;\n            io.AppFocusLost = focus_lost;\n        }\n        else\n        {\n            IM_ASSERT(0 && \"Unknown event!\");\n        }\n    }\n\n    // Record trail (for domain-specific applications wanting to access a precise trail)\n    //if (event_n != 0) IMGUI_DEBUG_LOG_IO(\"Processed: %d / Remaining: %d\\n\", event_n, g.InputEventsQueue.Size - event_n);\n    for (int n = 0; n < event_n; n++)\n        g.InputEventsTrail.push_back(g.InputEventsQueue[n]);\n\n    // [DEBUG]\n#ifndef IMGUI_DISABLE_DEBUG_TOOLS\n    if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))\n        for (int n = 0; n < g.InputEventsQueue.Size; n++)\n            DebugPrintInputEvent(n < event_n ? \"Processed\" : \"Remaining\", &g.InputEventsQueue[n]);\n#endif\n\n    // Remaining events will be processed on the next frame\n    if (event_n == g.InputEventsQueue.Size)\n        g.InputEventsQueue.resize(0);\n    else\n        g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);\n\n    // Clear buttons state when focus is lost\n    // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle.\n    // - we clear in EndFrame() and not now in order allow application/user code polling this flag\n    //   (e.g. custom backend may want to clear additional data, custom widgets may want to react with a \"canceling\" event).\n    if (g.IO.AppFocusLost)\n        g.IO.ClearInputKeys();\n}\n\nImGuiID ImGui::GetKeyOwner(ImGuiKey key)\n{\n    if (!IsNamedKeyOrModKey(key))\n        return ImGuiKeyOwner_None;\n\n    ImGuiContext& g = *GImGui;\n    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);\n    ImGuiID owner_id = owner_data->OwnerCurr;\n\n    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)\n        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)\n            return ImGuiKeyOwner_None;\n\n    return owner_id;\n}\n\n// TestKeyOwner(..., ID)   : (owner == None || owner == ID)\n// TestKeyOwner(..., None) : (owner == None)\n// TestKeyOwner(..., Any)  : no owner test\n// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.\nbool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)\n{\n    if (!IsNamedKeyOrModKey(key))\n        return true;\n\n    ImGuiContext& g = *GImGui;\n    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)\n        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)\n            return false;\n\n    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);\n    if (owner_id == ImGuiKeyOwner_Any)\n        return (owner_data->LockThisFrame == false);\n\n    // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId\n    // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.\n    // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.\n    if (owner_data->OwnerCurr != owner_id)\n    {\n        if (owner_data->LockThisFrame)\n            return false;\n        if (owner_data->OwnerCurr != ImGuiKeyOwner_None)\n            return false;\n    }\n\n    return true;\n}\n\n// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.\n// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.\n// - SetKeyOwner(..., None)              : clears owner\n// - SetKeyOwner(..., Any, !Lock)        : illegal (assert)\n// - SetKeyOwner(..., Any or None, Lock) : set lock\nvoid ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)\n{\n    IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)\n    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!\n\n    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);\n    owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;\n\n    // We cannot lock by default as it would likely break lots of legacy code.\n    // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)\n    owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;\n    owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);\n}\n\n// This is more or less equivalent to:\n//   if (IsItemHovered() || IsItemActive())\n//       SetKeyOwner(key, GetItemID());\n// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.\n// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.\n// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.\nvoid ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiID id = g.LastItemData.ID;\n    if (id == 0 || (g.HoveredId != id && g.ActiveId != id))\n        return;\n    if ((flags & ImGuiInputFlags_CondMask_) == 0)\n        flags |= ImGuiInputFlags_CondDefault_;\n    if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))\n    {\n        IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!\n        SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);\n    }\n}\n\nbool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n\n    // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.\n    if ((flags & ImGuiInputFlags_RouteMask_) == 0)\n        flags |= ImGuiInputFlags_RouteFocused;\n    if (!SetShortcutRouting(key_chord, owner_id, flags))\n        return false;\n\n    if (key_chord & ImGuiMod_Shortcut)\n        key_chord = ConvertShortcutMod(key_chord);\n    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);\n    if (g.IO.KeyMods != mods)\n        return false;\n\n    // Special storage location for mods\n    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);\n    if (key == ImGuiKey_None)\n        key = ConvertSingleModFlagToKey(mods);\n\n    if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateMask_))))\n        return false;\n    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!\n\n    return true;\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] ERROR CHECKING\n//-----------------------------------------------------------------------------\n\n// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.\n// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit\n// If this triggers you have an issue:\n// - Most commonly: mismatched headers and compiled code version.\n// - Or: mismatched configuration #define, compilation settings, packing pragma etc.\n//   The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui,\n//   which is way it is required you put them in your imconfig file (and not just before including imgui.h).\n//   Otherwise it is possible that different compilation units would see different structure layout\nbool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)\n{\n    bool error = false;\n    if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && \"Mismatched version string!\"); }\n    if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && \"Mismatched struct layout!\"); }\n    if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && \"Mismatched struct layout!\"); }\n    if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && \"Mismatched struct layout!\"); }\n    if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && \"Mismatched struct layout!\"); }\n    if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && \"Mismatched struct layout!\"); }\n    if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && \"Mismatched struct layout!\"); }\n    return !error;\n}\n\n// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell)\n// This is causing issues and ambiguity and we need to retire that.\n// See https://github.com/ocornut/imgui/issues/5548 for more details.\n// [Scenario 1]\n//  Previously this would make the window content size ~200x200:\n//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();  // NOT OK\n//  Instead, please submit an item:\n//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK\n//  Alternative:\n//    Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK\n// [Scenario 2]\n//  For reference this is one of the issue what we aim to fix with this change:\n//    BeginGroup() + SomeItem(\"foobar\") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup()\n//  The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller!\n//  While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue.\nvoid ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_ASSERT(window->DC.IsSetPos);\n    window->DC.IsSetPos = false;\n#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)\n        return;\n    if (window->SkipItems)\n        return;\n    IM_ASSERT(0 && \"Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.\");\n#else\n    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);\n#endif\n}\n\nstatic void ImGui::ErrorCheckNewFrameSanityChecks()\n{\n    ImGuiContext& g = *GImGui;\n\n    // Check user IM_ASSERT macro\n    // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!\n    //  If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.\n    //  This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)\n    // #define IM_ASSERT(EXPR)   if (SomeCode(EXPR)) SomeMoreCode();                    // Wrong!\n    // #define IM_ASSERT(EXPR)   do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0)   // Correct!\n    if (true) IM_ASSERT(1); else IM_ASSERT(0);\n\n    // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644)\n    // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it.\n#ifdef __EMSCRIPTEN__\n    if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0)\n        g.IO.DeltaTime = 0.00001f;\n#endif\n\n    // Check user data\n    // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)\n    IM_ASSERT(g.Initialized);\n    IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && \"Need a positive DeltaTime!\");\n    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && \"Forgot to call Render() or EndFrame() at the end of the previous frame?\");\n    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && \"Invalid DisplaySize value!\");\n    IM_ASSERT(g.IO.Fonts->IsBuilt()                                     && \"Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()\");\n    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && \"Invalid style setting!\");\n    IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f                 && \"Invalid style setting!\");\n    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && \"Invalid style setting!\"); // Allows us to avoid a few clamps in color computations\n    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && \"Invalid style setting.\");\n    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);\n    IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n    for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)\n        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && \"io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)\");\n\n    // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)\n    if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)\n        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && \"ImGuiKey_Space is not mapped, required for keyboard navigation.\");\n#endif\n\n    // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.\n    if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))\n        g.IO.ConfigWindowsResizeFromEdges = false;\n}\n\nstatic void ImGui::ErrorCheckEndFrameSanityChecks()\n{\n    ImGuiContext& g = *GImGui;\n\n    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()\n    // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().\n    // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will\n    // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.\n    // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),\n    // while still correctly asserting on mid-frame key press events.\n    const ImGuiKeyChord key_mods = GetMergedModsFromKeys();\n    IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && \"Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods\");\n    IM_UNUSED(key_mods);\n\n    // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().\n    //ErrorCheckEndFrameRecover();\n\n    // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you\n    // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).\n    if (g.CurrentWindowStack.Size != 1)\n    {\n        if (g.CurrentWindowStack.Size > 1)\n        {\n            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, \"Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?\");\n            while (g.CurrentWindowStack.Size > 1)\n                End();\n        }\n        else\n        {\n            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, \"Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?\");\n        }\n    }\n\n    IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, \"Missing EndGroup call!\");\n}\n\n// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.\n// Must be called during or before EndFrame().\n// This is generally flawed as we are not necessarily End/Popping things in the right order.\n// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.\n// FIXME: Can't recover from interleaved BeginTabBar/Begin\nvoid    ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)\n{\n    // PVS-Studio V1044 is \"Loop break conditions do not depend on the number of iterations\"\n    ImGuiContext& g = *GImGui;\n    while (g.CurrentWindowStack.Size > 0) //-V1044\n    {\n        ErrorCheckEndWindowRecover(log_callback, user_data);\n        ImGuiWindow* window = g.CurrentWindow;\n        if (g.CurrentWindowStack.Size == 1)\n        {\n            IM_ASSERT(window->IsFallbackWindow);\n            break;\n        }\n        if (window->Flags & ImGuiWindowFlags_ChildWindow)\n        {\n            if (log_callback) log_callback(user_data, \"Recovered from missing EndChild() for '%s'\", window->Name);\n            EndChild();\n        }\n        else\n        {\n            if (log_callback) log_callback(user_data, \"Recovered from missing End() for '%s'\", window->Name);\n            End();\n        }\n    }\n}\n\n// Must be called before End()/EndChild()\nvoid    ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)\n{\n    ImGuiContext& g = *GImGui;\n    while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))\n    {\n        if (log_callback) log_callback(user_data, \"Recovered from missing EndTable() in '%s'\", g.CurrentTable->OuterWindow->Name);\n        EndTable();\n    }\n\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;\n    IM_ASSERT(window != NULL);\n    while (g.CurrentTabBar != NULL) //-V1044\n    {\n        if (log_callback) log_callback(user_data, \"Recovered from missing EndTabBar() in '%s'\", window->Name);\n        EndTabBar();\n    }\n    while (window->DC.TreeDepth > 0)\n    {\n        if (log_callback) log_callback(user_data, \"Recovered from missing TreePop() in '%s'\", window->Name);\n        TreePop();\n    }\n    while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044\n    {\n        if (log_callback) log_callback(user_data, \"Recovered from missing EndGroup() in '%s'\", window->Name);\n        EndGroup();\n    }\n    while (window->IDStack.Size > 1)\n    {\n        if (log_callback) log_callback(user_data, \"Recovered from missing PopID() in '%s'\", window->Name);\n        PopID();\n    }\n    while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044\n    {\n        if (log_callback) log_callback(user_data, \"Recovered from missing EndDisabled() in '%s'\", window->Name);\n        EndDisabled();\n    }\n    while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)\n    {\n        if (log_callback) log_callback(user_data, \"Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s\", window->Name, GetStyleColorName(g.ColorStack.back().Col));\n        PopStyleColor();\n    }\n    while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044\n    {\n        if (log_callback) log_callback(user_data, \"Recovered from missing PopItemFlag() in '%s'\", window->Name);\n        PopItemFlag();\n    }\n    while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044\n    {\n        if (log_callback) log_callback(user_data, \"Recovered from missing PopStyleVar() in '%s'\", window->Name);\n        PopStyleVar();\n    }\n    while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044\n    {\n        if (log_callback) log_callback(user_data, \"Recovered from missing PopFocusScope() in '%s'\", window->Name);\n        PopFocusScope();\n    }\n}\n\n// Save current stack sizes for later compare\nvoid ImGuiStackSizes::SetToCurrentState()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    SizeOfIDStack = (short)window->IDStack.Size;\n    SizeOfColorStack = (short)g.ColorStack.Size;\n    SizeOfStyleVarStack = (short)g.StyleVarStack.Size;\n    SizeOfFontStack = (short)g.FontStack.Size;\n    SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;\n    SizeOfGroupStack = (short)g.GroupStack.Size;\n    SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;\n    SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;\n    SizeOfDisabledStack = (short)g.DisabledStackSize;\n}\n\n// Compare to detect usage errors\nvoid ImGuiStackSizes::CompareWithCurrentState()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_UNUSED(window);\n\n    // Window stacks\n    // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)\n    IM_ASSERT(SizeOfIDStack         == window->IDStack.Size     && \"PushID/PopID or TreeNode/TreePop Mismatch!\");\n\n    // Global stacks\n    // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.\n    IM_ASSERT(SizeOfGroupStack      == g.GroupStack.Size        && \"BeginGroup/EndGroup Mismatch!\");\n    IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size   && \"BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!\");\n    IM_ASSERT(SizeOfDisabledStack   == g.DisabledStackSize      && \"BeginDisabled/EndDisabled Mismatch!\");\n    IM_ASSERT(SizeOfItemFlagsStack  >= g.ItemFlagsStack.Size    && \"PushItemFlag/PopItemFlag Mismatch!\");\n    IM_ASSERT(SizeOfColorStack      >= g.ColorStack.Size        && \"PushStyleColor/PopStyleColor Mismatch!\");\n    IM_ASSERT(SizeOfStyleVarStack   >= g.StyleVarStack.Size     && \"PushStyleVar/PopStyleVar Mismatch!\");\n    IM_ASSERT(SizeOfFontStack       >= g.FontStack.Size         && \"PushFont/PopFont Mismatch!\");\n    IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size   && \"PushFocusScope/PopFocusScope Mismatch!\");\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] LAYOUT\n//-----------------------------------------------------------------------------\n// - ItemSize()\n// - ItemAdd()\n// - SameLine()\n// - GetCursorScreenPos()\n// - SetCursorScreenPos()\n// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()\n// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()\n// - GetCursorStartPos()\n// - Indent()\n// - Unindent()\n// - SetNextItemWidth()\n// - PushItemWidth()\n// - PushMultiItemsWidths()\n// - PopItemWidth()\n// - CalcItemWidth()\n// - CalcItemSize()\n// - GetTextLineHeight()\n// - GetTextLineHeightWithSpacing()\n// - GetFrameHeight()\n// - GetFrameHeightWithSpacing()\n// - GetContentRegionMax()\n// - GetContentRegionMaxAbs() [Internal]\n// - GetContentRegionAvail(),\n// - GetWindowContentRegionMin(), GetWindowContentRegionMax()\n// - BeginGroup()\n// - EndGroup()\n// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.\n//-----------------------------------------------------------------------------\n\n// Advance cursor given item size for layout.\n// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.\n// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.\nvoid ImGui::ItemSize(const ImVec2& size, float text_baseline_y)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return;\n\n    // We increase the height in this function to accommodate for baseline offset.\n    // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,\n    // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.\n    const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;\n\n    const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;\n    const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);\n\n    // Always align ourselves on pixel boundaries\n    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]\n    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;\n    window->DC.CursorPosPrevLine.y = line_y1;\n    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);    // Next line\n    window->DC.CursorPos.y = IM_FLOOR(line_y1 + line_height + g.Style.ItemSpacing.y);                       // Next line\n    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);\n    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);\n    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]\n\n    window->DC.PrevLineSize.y = line_height;\n    window->DC.CurrLineSize.y = 0.0f;\n    window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);\n    window->DC.CurrLineTextBaseOffset = 0.0f;\n    window->DC.IsSameLine = window->DC.IsSetPos = false;\n\n    // Horizontal layout mode\n    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)\n        SameLine();\n}\n\n// Declare item bounding box for clipping and interaction.\n// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface\n// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.\nbool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    // Set item data\n    // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)\n    g.LastItemData.ID = id;\n    g.LastItemData.Rect = bb;\n    g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;\n    g.LastItemData.InFlags = g.CurrentItemFlags | extra_flags;\n    g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;\n\n    // Directional navigation processing\n    if (id != 0)\n    {\n        KeepAliveID(id);\n\n        // Runs prior to clipping early-out\n        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget\n        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests\n        //      unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of\n        //      thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.\n        //      We could early out with \"if (is_clipped && !g.NavInitRequest) return false;\" but when we wouldn't be able\n        //      to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).\n        // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.\n        // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.\n        if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))\n        {\n            window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);\n            if (g.NavId == id || g.NavAnyRequest)\n                if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)\n                    if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))\n                        NavProcessItem();\n        }\n\n        // [DEBUG] People keep stumbling on this problem and using \"\" as identifier in the root of a window instead of \"##something\".\n        // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use \"##something\".\n        // READ THE FAQ: https://dearimgui.org/faq\n        IM_ASSERT(id != window->ID && \"Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!\");\n    }\n    g.NextItemData.Flags = ImGuiNextItemDataFlags_None;\n\n#ifdef IMGUI_ENABLE_TEST_ENGINE\n    if (id != 0)\n        IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id);\n#endif\n\n    // Clipping test\n    // (FIXME: This is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)\n    //const bool is_clipped = IsClippedEx(bb, id);\n    //if (is_clipped)\n    //    return false;\n    const bool is_rect_visible = bb.Overlaps(window->ClipRect);\n    if (!is_rect_visible)\n        if (id == 0 || (id != g.ActiveId && id != g.NavId))\n            if (!g.LogEnabled)\n                return false;\n\n    // [DEBUG]\n#ifndef IMGUI_DISABLE_DEBUG_TOOLS\n    if (id != 0 && id == g.DebugLocateId)\n        DebugLocateItemResolveWithLastItem();\n#endif\n    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]\n\n    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)\n    if (is_rect_visible)\n        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;\n    if (IsMouseHoveringRect(bb.Min, bb.Max))\n        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;\n    return true;\n}\n\n// Gets back to previous line and continue with horizontal layout\n//      offset_from_start_x == 0 : follow right after previous item\n//      offset_from_start_x != 0 : align to specified x position (relative to window/group left)\n//      spacing_w < 0            : use default spacing if pos_x == 0, no spacing if pos_x != 0\n//      spacing_w >= 0           : enforce spacing amount\nvoid ImGui::SameLine(float offset_from_start_x, float spacing_w)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return;\n\n    if (offset_from_start_x != 0.0f)\n    {\n        if (spacing_w < 0.0f)\n            spacing_w = 0.0f;\n        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;\n        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;\n    }\n    else\n    {\n        if (spacing_w < 0.0f)\n            spacing_w = g.Style.ItemSpacing.x;\n        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;\n        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;\n    }\n    window->DC.CurrLineSize = window->DC.PrevLineSize;\n    window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;\n    window->DC.IsSameLine = true;\n}\n\nImVec2 ImGui::GetCursorScreenPos()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.CursorPos;\n}\n\n// 2022/08/05: Setting cursor position also extend boundaries (via modifying CursorMaxPos) used to compute window size, group size etc.\n// I believe this was is a judicious choice but it's probably being relied upon (it has been the case since 1.31 and 1.50)\n// It would be sane if we requested user to use SetCursorPos() + Dummy(ImVec2(0,0)) to extend CursorMaxPos...\nvoid ImGui::SetCursorScreenPos(const ImVec2& pos)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.CursorPos = pos;\n    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);\n    window->DC.IsSetPos = true;\n}\n\n// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.\n// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.\nImVec2 ImGui::GetCursorPos()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.CursorPos - window->Pos + window->Scroll;\n}\n\nfloat ImGui::GetCursorPosX()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;\n}\n\nfloat ImGui::GetCursorPosY()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;\n}\n\nvoid ImGui::SetCursorPos(const ImVec2& local_pos)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;\n    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);\n    window->DC.IsSetPos = true;\n}\n\nvoid ImGui::SetCursorPosX(float x)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;\n    //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);\n    window->DC.IsSetPos = true;\n}\n\nvoid ImGui::SetCursorPosY(float y)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;\n    //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);\n    window->DC.IsSetPos = true;\n}\n\nImVec2 ImGui::GetCursorStartPos()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.CursorStartPos - window->Pos;\n}\n\nvoid ImGui::Indent(float indent_w)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;\n    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;\n}\n\nvoid ImGui::Unindent(float indent_w)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;\n    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;\n}\n\n// Affect large frame+labels widgets only.\nvoid ImGui::SetNextItemWidth(float item_width)\n{\n    ImGuiContext& g = *GImGui;\n    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;\n    g.NextItemData.Width = item_width;\n}\n\n// FIXME: Remove the == 0.0f behavior?\nvoid ImGui::PushItemWidth(float item_width)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width\n    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);\n    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;\n}\n\nvoid ImGui::PushMultiItemsWidths(int components, float w_full)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    const ImGuiStyle& style = g.Style;\n    const float w_item_one  = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));\n    const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));\n    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width\n    window->DC.ItemWidthStack.push_back(w_item_last);\n    for (int i = 0; i < components - 2; i++)\n        window->DC.ItemWidthStack.push_back(w_item_one);\n    window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one;\n    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;\n}\n\nvoid ImGui::PopItemWidth()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    window->DC.ItemWidth = window->DC.ItemWidthStack.back();\n    window->DC.ItemWidthStack.pop_back();\n}\n\n// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().\n// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()\nfloat ImGui::CalcItemWidth()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    float w;\n    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)\n        w = g.NextItemData.Width;\n    else\n        w = window->DC.ItemWidth;\n    if (w < 0.0f)\n    {\n        float region_max_x = GetContentRegionMaxAbs().x;\n        w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);\n    }\n    w = IM_FLOOR(w);\n    return w;\n}\n\n// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().\n// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.\n// Note that only CalcItemWidth() is publicly exposed.\n// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)\nImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    ImVec2 region_max;\n    if (size.x < 0.0f || size.y < 0.0f)\n        region_max = GetContentRegionMaxAbs();\n\n    if (size.x == 0.0f)\n        size.x = default_w;\n    else if (size.x < 0.0f)\n        size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);\n\n    if (size.y == 0.0f)\n        size.y = default_h;\n    else if (size.y < 0.0f)\n        size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);\n\n    return size;\n}\n\nfloat ImGui::GetTextLineHeight()\n{\n    ImGuiContext& g = *GImGui;\n    return g.FontSize;\n}\n\nfloat ImGui::GetTextLineHeightWithSpacing()\n{\n    ImGuiContext& g = *GImGui;\n    return g.FontSize + g.Style.ItemSpacing.y;\n}\n\nfloat ImGui::GetFrameHeight()\n{\n    ImGuiContext& g = *GImGui;\n    return g.FontSize + g.Style.FramePadding.y * 2.0f;\n}\n\nfloat ImGui::GetFrameHeightWithSpacing()\n{\n    ImGuiContext& g = *GImGui;\n    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;\n}\n\n// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW \"WORK RECT\" API. Thanks for your patience!\n\n// FIXME: This is in window space (not screen space!).\nImVec2 ImGui::GetContentRegionMax()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImVec2 mx = window->ContentRegionRect.Max - window->Pos;\n    if (window->DC.CurrentColumns || g.CurrentTable)\n        mx.x = window->WorkRect.Max.x - window->Pos.x;\n    return mx;\n}\n\n// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.\nImVec2 ImGui::GetContentRegionMaxAbs()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImVec2 mx = window->ContentRegionRect.Max;\n    if (window->DC.CurrentColumns || g.CurrentTable)\n        mx.x = window->WorkRect.Max.x;\n    return mx;\n}\n\nImVec2 ImGui::GetContentRegionAvail()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return GetContentRegionMaxAbs() - window->DC.CursorPos;\n}\n\n// In window space (not screen space!)\nImVec2 ImGui::GetWindowContentRegionMin()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->ContentRegionRect.Min - window->Pos;\n}\n\nImVec2 ImGui::GetWindowContentRegionMax()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->ContentRegionRect.Max - window->Pos;\n}\n\n// Lock horizontal starting position + capture group bounding box into one \"item\" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)\n// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.\n// FIXME-OPT: Could we safely early out on ->SkipItems?\nvoid ImGui::BeginGroup()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    g.GroupStack.resize(g.GroupStack.Size + 1);\n    ImGuiGroupData& group_data = g.GroupStack.back();\n    group_data.WindowID = window->ID;\n    group_data.BackupCursorPos = window->DC.CursorPos;\n    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;\n    group_data.BackupIndent = window->DC.Indent;\n    group_data.BackupGroupOffset = window->DC.GroupOffset;\n    group_data.BackupCurrLineSize = window->DC.CurrLineSize;\n    group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;\n    group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;\n    group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;\n    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;\n    group_data.EmitItem = true;\n\n    window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;\n    window->DC.Indent = window->DC.GroupOffset;\n    window->DC.CursorMaxPos = window->DC.CursorPos;\n    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);\n    if (g.LogEnabled)\n        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return\n}\n\nvoid ImGui::EndGroup()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls\n\n    ImGuiGroupData& group_data = g.GroupStack.back();\n    IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?\n\n    if (window->DC.IsSetPos)\n        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();\n\n    ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));\n\n    window->DC.CursorPos = group_data.BackupCursorPos;\n    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);\n    window->DC.Indent = group_data.BackupIndent;\n    window->DC.GroupOffset = group_data.BackupGroupOffset;\n    window->DC.CurrLineSize = group_data.BackupCurrLineSize;\n    window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;\n    if (g.LogEnabled)\n        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return\n\n    if (!group_data.EmitItem)\n    {\n        g.GroupStack.pop_back();\n        return;\n    }\n\n    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.\n    ItemSize(group_bb.GetSize());\n    ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);\n\n    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.\n    // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.\n    // Also if you grep for LastItemId you'll notice it is only used in that context.\n    // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)\n    const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;\n    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);\n    if (group_contains_curr_active_id)\n        g.LastItemData.ID = g.ActiveId;\n    else if (group_contains_prev_active_id)\n        g.LastItemData.ID = g.ActiveIdPreviousFrame;\n    g.LastItemData.Rect = group_bb;\n\n    // Forward Hovered flag\n    const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;\n    if (group_contains_curr_hovered_id)\n        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;\n\n    // Forward Edited flag\n    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)\n        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;\n\n    // Forward Deactivated flag\n    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;\n    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)\n        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;\n\n    g.GroupStack.pop_back();\n    //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] SCROLLING\n//-----------------------------------------------------------------------------\n\n// Helper to snap on edges when aiming at an item very close to the edge,\n// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.\n// When we refactor the scrolling API this may be configurable with a flag?\n// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.\nstatic float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)\n{\n    if (target <= snap_min + snap_threshold)\n        return ImLerp(snap_min, target, center_ratio);\n    if (target >= snap_max - snap_threshold)\n        return ImLerp(target, snap_max, center_ratio);\n    return target;\n}\n\nstatic ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)\n{\n    ImVec2 scroll = window->Scroll;\n    ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2);\n    for (int axis = 0; axis < 2; axis++)\n    {\n        if (window->ScrollTarget[axis] < FLT_MAX)\n        {\n            float center_ratio = window->ScrollTargetCenterRatio[axis];\n            float scroll_target = window->ScrollTarget[axis];\n            if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f)\n            {\n                float snap_min = 0.0f;\n                float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];\n                scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);\n            }\n            scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);\n        }\n        scroll[axis] = IM_FLOOR(ImMax(scroll[axis], 0.0f));\n        if (!window->Collapsed && !window->SkipItems)\n            scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);\n    }\n    return scroll;\n}\n\nvoid ImGui::ScrollToItem(ImGuiScrollFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ScrollToRectEx(window, g.LastItemData.NavRect, flags);\n}\n\nvoid ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)\n{\n    ScrollToRectEx(window, item_rect, flags);\n}\n\n// Scroll to keep newly navigated item fully into view\nImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));\n    scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x);\n    scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y);\n    //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG]\n    //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG]\n\n    // Check that only one behavior is selected per axis\n    IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));\n    IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));\n\n    // Defaults\n    ImGuiScrollFlags in_flags = flags;\n    if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)\n        flags |= ImGuiScrollFlags_KeepVisibleEdgeX;\n    if ((flags & ImGuiScrollFlags_MaskY_) == 0)\n        flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;\n\n    const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x;\n    const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y;\n    const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;\n    const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;\n\n    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)\n    {\n        if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x)\n            SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);\n        else if (item_rect.Max.x >= scroll_rect.Max.x)\n            SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);\n    }\n    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))\n    {\n        if (can_be_fully_visible_x)\n            SetScrollFromPosX(window, ImFloor((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);\n        else\n            SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);\n    }\n\n    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)\n    {\n        if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y)\n            SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);\n        else if (item_rect.Max.y >= scroll_rect.Max.y)\n            SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);\n    }\n    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))\n    {\n        if (can_be_fully_visible_y)\n            SetScrollFromPosY(window, ImFloor((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);\n        else\n            SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);\n    }\n\n    ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);\n    ImVec2 delta_scroll = next_scroll - window->Scroll;\n\n    // Also scroll parent window to keep us into view if necessary\n    if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))\n    {\n        // FIXME-SCROLL: May be an option?\n        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)\n            in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;\n        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)\n            in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;\n        delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);\n    }\n\n    return delta_scroll;\n}\n\nfloat ImGui::GetScrollX()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->Scroll.x;\n}\n\nfloat ImGui::GetScrollY()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->Scroll.y;\n}\n\nfloat ImGui::GetScrollMaxX()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->ScrollMax.x;\n}\n\nfloat ImGui::GetScrollMaxY()\n{\n    ImGuiWindow* window = GImGui->CurrentWindow;\n    return window->ScrollMax.y;\n}\n\nvoid ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)\n{\n    window->ScrollTarget.x = scroll_x;\n    window->ScrollTargetCenterRatio.x = 0.0f;\n    window->ScrollTargetEdgeSnapDist.x = 0.0f;\n}\n\nvoid ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)\n{\n    window->ScrollTarget.y = scroll_y;\n    window->ScrollTargetCenterRatio.y = 0.0f;\n    window->ScrollTargetEdgeSnapDist.y = 0.0f;\n}\n\nvoid ImGui::SetScrollX(float scroll_x)\n{\n    ImGuiContext& g = *GImGui;\n    SetScrollX(g.CurrentWindow, scroll_x);\n}\n\nvoid ImGui::SetScrollY(float scroll_y)\n{\n    ImGuiContext& g = *GImGui;\n    SetScrollY(g.CurrentWindow, scroll_y);\n}\n\n// Note that a local position will vary depending on initial scroll value,\n// This is a little bit confusing so bear with us:\n//  - local_pos = (absolution_pos - window->Pos)\n//  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,\n//    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.\n//  - They mostly exist because of legacy API.\n// Following the rules above, when trying to work with scrolling code, consider that:\n//  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!\n//  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense\n// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size\nvoid ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)\n{\n    IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);\n    window->ScrollTarget.x = IM_FLOOR(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset\n    window->ScrollTargetCenterRatio.x = center_x_ratio;\n    window->ScrollTargetEdgeSnapDist.x = 0.0f;\n}\n\nvoid ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)\n{\n    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);\n    window->ScrollTarget.y = IM_FLOOR(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset\n    window->ScrollTargetCenterRatio.y = center_y_ratio;\n    window->ScrollTargetEdgeSnapDist.y = 0.0f;\n}\n\nvoid ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)\n{\n    ImGuiContext& g = *GImGui;\n    SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);\n}\n\nvoid ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)\n{\n    ImGuiContext& g = *GImGui;\n    SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);\n}\n\n// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.\nvoid ImGui::SetScrollHereX(float center_x_ratio)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);\n    float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);\n    SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos\n\n    // Tweak: snap on edges when aiming at an item very close to the edge\n    window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);\n}\n\n// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.\nvoid ImGui::SetScrollHereY(float center_y_ratio)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);\n    float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);\n    SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos\n\n    // Tweak: snap on edges when aiming at an item very close to the edge\n    window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] TOOLTIPS\n//-----------------------------------------------------------------------------\n\nvoid ImGui::BeginTooltip()\n{\n    BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);\n}\n\nvoid ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)\n{\n    ImGuiContext& g = *GImGui;\n\n    if (g.DragDropWithinSource || g.DragDropWithinTarget)\n    {\n        // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor)\n        // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor.\n        // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do.\n        //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;\n        ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale);\n        SetNextWindowPos(tooltip_pos);\n        SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);\n        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(\n        tooltip_flags |= ImGuiTooltipFlags_OverridePreviousTooltip;\n    }\n\n    char window_name[16];\n    ImFormatString(window_name, IM_ARRAYSIZE(window_name), \"##Tooltip_%02d\", g.TooltipOverrideCount);\n    if (tooltip_flags & ImGuiTooltipFlags_OverridePreviousTooltip)\n        if (ImGuiWindow* window = FindWindowByName(window_name))\n            if (window->Active)\n            {\n                // Hide previous tooltip from being displayed. We can't easily \"reset\" the content of a window so we create a new one.\n                window->Hidden = true;\n                window->HiddenFramesCanSkipItems = 1; // FIXME: This may not be necessary?\n                ImFormatString(window_name, IM_ARRAYSIZE(window_name), \"##Tooltip_%02d\", ++g.TooltipOverrideCount);\n            }\n    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize;\n    Begin(window_name, NULL, flags | extra_window_flags);\n}\n\nvoid ImGui::EndTooltip()\n{\n    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls\n    End();\n}\n\nvoid ImGui::SetTooltipV(const char* fmt, va_list args)\n{\n    BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None);\n    TextV(fmt, args);\n    EndTooltip();\n}\n\nvoid ImGui::SetTooltip(const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    SetTooltipV(fmt, args);\n    va_end(args);\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] POPUPS\n//-----------------------------------------------------------------------------\n\n// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel\nbool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)\n{\n    ImGuiContext& g = *GImGui;\n    if (popup_flags & ImGuiPopupFlags_AnyPopupId)\n    {\n        // Return true if any popup is open at the current BeginPopup() level of the popup stack\n        // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.\n        IM_ASSERT(id == 0);\n        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)\n            return g.OpenPopupStack.Size > 0;\n        else\n            return g.OpenPopupStack.Size > g.BeginPopupStack.Size;\n    }\n    else\n    {\n        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)\n        {\n            // Return true if the popup is open anywhere in the popup stack\n            for (int n = 0; n < g.OpenPopupStack.Size; n++)\n                if (g.OpenPopupStack[n].PopupId == id)\n                    return true;\n            return false;\n        }\n        else\n        {\n            // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)\n            return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;\n        }\n    }\n}\n\nbool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);\n    if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)\n        IM_ASSERT(0 && \"Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel.\"); // But non-string version is legal and used internally\n    return IsPopupOpen(id, popup_flags);\n}\n\nImGuiWindow* ImGui::GetTopMostPopupModal()\n{\n    ImGuiContext& g = *GImGui;\n    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)\n        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)\n            if (popup->Flags & ImGuiWindowFlags_Modal)\n                return popup;\n    return NULL;\n}\n\nImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()\n{\n    ImGuiContext& g = *GImGui;\n    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)\n        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)\n            if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))\n                return popup;\n    return NULL;\n}\n\nvoid ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiID id = g.CurrentWindow->GetID(str_id);\n    IMGUI_DEBUG_LOG_POPUP(\"[popup] OpenPopup(\\\"%s\\\" -> 0x%08X)\\n\", str_id, id);\n    OpenPopupEx(id, popup_flags);\n}\n\nvoid ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)\n{\n    OpenPopupEx(id, popup_flags);\n}\n\n// Mark popup as open (toggle toward open state).\n// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.\n// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).\n// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)\nvoid ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* parent_window = g.CurrentWindow;\n    const int current_stack_size = g.BeginPopupStack.Size;\n\n    if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)\n        if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId))\n            return;\n\n    ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.\n    popup_ref.PopupId = id;\n    popup_ref.Window = NULL;\n    popup_ref.BackupNavWindow = g.NavWindow;            // When popup closes focus may be restored to NavWindow (depend on window type).\n    popup_ref.OpenFrameCount = g.FrameCount;\n    popup_ref.OpenParentId = parent_window->IDStack.back();\n    popup_ref.OpenPopupPos = NavCalcPreferredRefPos();\n    popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;\n\n    IMGUI_DEBUG_LOG_POPUP(\"[popup] OpenPopupEx(0x%08X)\\n\", id);\n    if (g.OpenPopupStack.Size < current_stack_size + 1)\n    {\n        g.OpenPopupStack.push_back(popup_ref);\n    }\n    else\n    {\n        // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui\n        // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing\n        // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.\n        if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)\n        {\n            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;\n        }\n        else\n        {\n            // Close child popups if any, then flag popup for open/reopen\n            ClosePopupToLevel(current_stack_size, false);\n            g.OpenPopupStack.push_back(popup_ref);\n        }\n\n        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().\n        // This is equivalent to what ClosePopupToLevel() does.\n        //if (g.OpenPopupStack[current_stack_size].PopupId == id)\n        //    FocusWindow(parent_window);\n    }\n}\n\n// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.\n// This function closes any popups that are over 'ref_window'.\nvoid ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.OpenPopupStack.Size == 0)\n        return;\n\n    // Don't close our own child popup windows.\n    int popup_count_to_keep = 0;\n    if (ref_window)\n    {\n        // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)\n        for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)\n        {\n            ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];\n            if (!popup.Window)\n                continue;\n            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);\n            if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)\n                continue;\n\n            // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)\n            // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:\n            //     Window -> Popup1 -> Popup2 -> Popup3\n            // - Each popups may contain child windows, which is why we compare ->RootWindow!\n            //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child\n            bool ref_window_is_descendent_of_popup = false;\n            for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)\n                if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)\n                    if (IsWindowWithinBeginStackOf(ref_window, popup_window))\n                    {\n                        ref_window_is_descendent_of_popup = true;\n                        break;\n                    }\n            if (!ref_window_is_descendent_of_popup)\n                break;\n        }\n    }\n    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below\n    {\n        IMGUI_DEBUG_LOG_POPUP(\"[popup] ClosePopupsOverWindow(\\\"%s\\\")\\n\", ref_window ? ref_window->Name : \"<NULL>\");\n        ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);\n    }\n}\n\nvoid ImGui::ClosePopupsExceptModals()\n{\n    ImGuiContext& g = *GImGui;\n\n    int popup_count_to_keep;\n    for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)\n    {\n        ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;\n        if (!window || window->Flags & ImGuiWindowFlags_Modal)\n            break;\n    }\n    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below\n        ClosePopupToLevel(popup_count_to_keep, true);\n}\n\nvoid ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)\n{\n    ImGuiContext& g = *GImGui;\n    IMGUI_DEBUG_LOG_POPUP(\"[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\\n\", remaining, restore_focus_to_window_under_popup);\n    IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);\n\n    // Trim open popup stack\n    ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;\n    ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow;\n    g.OpenPopupStack.resize(remaining);\n\n    if (restore_focus_to_window_under_popup)\n    {\n        ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window;\n        if (focus_window && !focus_window->WasActive && popup_window)\n        {\n            // Fallback\n            FocusTopMostWindowUnderOne(popup_window, NULL);\n        }\n        else\n        {\n            if (g.NavLayer == ImGuiNavLayer_Main && focus_window)\n                focus_window = NavRestoreLastChildNavWindow(focus_window);\n            FocusWindow(focus_window);\n        }\n    }\n}\n\n// Close the popup we have begin-ed into.\nvoid ImGui::CloseCurrentPopup()\n{\n    ImGuiContext& g = *GImGui;\n    int popup_idx = g.BeginPopupStack.Size - 1;\n    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)\n        return;\n\n    // Closing a menu closes its top-most parent popup (unless a modal)\n    while (popup_idx > 0)\n    {\n        ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;\n        ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;\n        bool close_parent = false;\n        if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))\n            if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))\n                close_parent = true;\n        if (!close_parent)\n            break;\n        popup_idx--;\n    }\n    IMGUI_DEBUG_LOG_POPUP(\"[popup] CloseCurrentPopup %d -> %d\\n\", g.BeginPopupStack.Size - 1, popup_idx);\n    ClosePopupToLevel(popup_idx, true);\n\n    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.\n    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.\n    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.\n    if (ImGuiWindow* window = g.NavWindow)\n        window->DC.NavHideHighlightOneFrame = true;\n}\n\n// Attention! BeginPopup() adds default flags which BeginPopupEx()!\nbool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    if (!IsPopupOpen(id, ImGuiPopupFlags_None))\n    {\n        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values\n        return false;\n    }\n\n    char name[20];\n    if (flags & ImGuiWindowFlags_ChildMenu)\n        ImFormatString(name, IM_ARRAYSIZE(name), \"##Menu_%02d\", g.BeginMenuCount); // Recycle windows based on depth\n    else\n        ImFormatString(name, IM_ARRAYSIZE(name), \"##Popup_%08x\", id); // Not recycling, so we can close/open during the same frame\n\n    flags |= ImGuiWindowFlags_Popup;\n    bool is_open = Begin(name, NULL, flags);\n    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)\n        EndPopup();\n\n    return is_open;\n}\n\nbool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance\n    {\n        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values\n        return false;\n    }\n    flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;\n    ImGuiID id = g.CurrentWindow->GetID(str_id);\n    return BeginPopupEx(id, flags);\n}\n\n// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.\n// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here.\nbool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    const ImGuiID id = window->GetID(name);\n    if (!IsPopupOpen(id, ImGuiPopupFlags_None))\n    {\n        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values\n        return false;\n    }\n\n    // Center modal windows by default for increased visibility\n    // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)\n    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.\n    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)\n    {\n        const ImGuiViewport* viewport = GetMainViewport();\n        SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));\n    }\n\n    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse;\n    const bool is_open = Begin(name, p_open, flags);\n    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)\n    {\n        EndPopup();\n        if (is_open)\n            ClosePopupToLevel(g.BeginPopupStack.Size, true);\n        return false;\n    }\n    return is_open;\n}\n\nvoid ImGui::EndPopup()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls\n    IM_ASSERT(g.BeginPopupStack.Size > 0);\n\n    // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)\n    if (g.NavWindow == window)\n        NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);\n\n    // Child-popups don't need to be laid out\n    IM_ASSERT(g.WithinEndChild == false);\n    if (window->Flags & ImGuiWindowFlags_ChildWindow)\n        g.WithinEndChild = true;\n    End();\n    g.WithinEndChild = false;\n}\n\n// Helper to open a popup if mouse button is released over the item\n// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()\nvoid ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);\n    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))\n    {\n        ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!\n        IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)\n        OpenPopupEx(id, popup_flags);\n    }\n}\n\n// This is a helper to handle the simplest case of associating one named popup to one given widget.\n// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.\n// - To create a popup with a specific identifier, pass it in str_id.\n//    - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.\n//    - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.\n// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).\n//   This is essentially the same as:\n//       id = str_id ? GetID(str_id) : GetItemID();\n//       OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);\n//       return BeginPopup(id);\n//   Which is essentially the same as:\n//       id = str_id ? GetID(str_id) : GetItemID();\n//       if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))\n//           OpenPopup(id);\n//       return BeginPopup(id);\n//   The main difference being that this is tweaked to avoid computing the ID twice.\nbool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return false;\n    ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!\n    IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)\n    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);\n    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))\n        OpenPopupEx(id, popup_flags);\n    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);\n}\n\nbool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (!str_id)\n        str_id = \"window_context\";\n    ImGuiID id = window->GetID(str_id);\n    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);\n    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))\n        if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())\n            OpenPopupEx(id, popup_flags);\n    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);\n}\n\nbool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (!str_id)\n        str_id = \"void_context\";\n    ImGuiID id = window->GetID(str_id);\n    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);\n    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))\n        if (GetTopMostPopupModal() == NULL)\n            OpenPopupEx(id, popup_flags);\n    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);\n}\n\nstatic ImRect GetViewportRect()\n{\n\tImGuiContext& g = *GImGui;\n\treturn ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);\n}\n\nImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window)\n{\n\tIM_UNUSED(window);\n\tImVec2 padding = GImGui->Style.DisplaySafeAreaPadding;\n\tImRect r_screen = GetViewportRect();\n\tr_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));\n\treturn r_screen;\n}\n\n// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)\n// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.\n// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor\n//  information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.\n//  this allows us to have tooltips/popups displayed out of the parent viewport.)\nImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)\n{\n    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);\n    //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));\n    //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));\n\n    // Combo Box policy (we want a connecting edge)\n    if (policy == ImGuiPopupPositionPolicy_ComboBox)\n    {\n        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };\n        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)\n        {\n            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];\n            if (n != -1 && dir == *last_dir) // Already tried this direction?\n                continue;\n            ImVec2 pos;\n            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)\n            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right\n            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left\n            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left\n            if (!r_outer.Contains(ImRect(pos, pos + size)))\n                continue;\n            *last_dir = dir;\n            return pos;\n        }\n    }\n\n    // Tooltip and Default popup policy\n    // (Always first try the direction we used on the last frame, if any)\n    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)\n    {\n        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };\n        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)\n        {\n            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];\n            if (n != -1 && dir == *last_dir) // Already tried this direction?\n                continue;\n\n            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);\n            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);\n\n            // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)\n            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))\n                continue;\n            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))\n                continue;\n\n            ImVec2 pos;\n            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;\n            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;\n\n            // Clamp top-left corner of popup\n            pos.x = ImMax(pos.x, r_outer.Min.x);\n            pos.y = ImMax(pos.y, r_outer.Min.y);\n\n            *last_dir = dir;\n            return pos;\n        }\n    }\n\n    // Fallback when not enough room:\n    *last_dir = ImGuiDir_None;\n\n    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.\n    if (policy == ImGuiPopupPositionPolicy_Tooltip)\n        return ref_pos + ImVec2(2, 2);\n\n    // Otherwise try to keep within display\n    ImVec2 pos = ref_pos;\n    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);\n    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);\n    return pos;\n}\n\n// Note that this is used for popups, which can overlap the non work-area of individual viewports.\nImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    IM_UNUSED(window);\n    ImRect r_screen = ((ImGuiViewportP*)(void*)GetMainViewport())->GetMainRect();\n    ImVec2 padding = g.Style.DisplaySafeAreaPadding;\n    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));\n    return r_screen;\n}\n\nImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n\n    ImRect r_outer = GetPopupAllowedExtentRect(window);\n    if (window->Flags & ImGuiWindowFlags_ChildMenu)\n    {\n        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.\n        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.\n        IM_ASSERT(g.CurrentWindow == window);\n        ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2].Window;\n        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).\n        ImRect r_avoid;\n        if (parent_window->DC.MenuBarAppending)\n            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field\n        else\n            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);\n        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);\n    }\n    if (window->Flags & ImGuiWindowFlags_Popup)\n    {\n        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here\n    }\n    if (window->Flags & ImGuiWindowFlags_Tooltip)\n    {\n        // Position tooltip (always follows mouse)\n        float sc = g.Style.MouseCursorScale;\n        ImVec2 ref_pos = NavCalcPreferredRefPos();\n        ImRect r_avoid;\n        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))\n            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);\n        else\n            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.\n        return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);\n    }\n    IM_ASSERT(0);\n    return window->Pos;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] KEYBOARD/GAMEPAD NAVIGATION\n//-----------------------------------------------------------------------------\n\n// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.\n// In our terminology those should be interchangeable, yet right now this is super confusing.\n// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.\n\nvoid ImGui::SetNavWindow(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.NavWindow != window)\n    {\n        IMGUI_DEBUG_LOG_FOCUS(\"[focus] SetNavWindow(\\\"%s\\\")\\n\", window ? window->Name : \"<NULL>\");\n        g.NavWindow = window;\n    }\n    g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;\n    NavUpdateAnyRequestFlag();\n}\n\nvoid ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.NavWindow != NULL);\n    IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);\n    g.NavId = id;\n    g.NavLayer = nav_layer;\n    g.NavFocusScopeId = focus_scope_id;\n    g.NavWindow->NavLastIds[nav_layer] = id;\n    g.NavWindow->NavRectRel[nav_layer] = rect_rel;\n}\n\nvoid ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(id != 0);\n\n    if (g.NavWindow != window)\n       SetNavWindow(window);\n\n    // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.\n    // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)\n    const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;\n    g.NavId = id;\n    g.NavLayer = nav_layer;\n    g.NavFocusScopeId = g.CurrentFocusScopeId;\n    window->NavLastIds[nav_layer] = id;\n    if (g.LastItemData.ID == id)\n        window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);\n\n    if (g.ActiveIdSource == ImGuiInputSource_Nav)\n        g.NavDisableMouseHover = true;\n    else\n        g.NavDisableHighlight = true;\n}\n\nImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)\n{\n    if (ImFabs(dx) > ImFabs(dy))\n        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;\n    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;\n}\n\nstatic float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1)\n{\n    if (a1 < b0)\n        return a1 - b0;\n    if (b1 < a0)\n        return a0 - b1;\n    return 0.0f;\n}\n\nstatic void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect)\n{\n    if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)\n    {\n        r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y);\n        r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y);\n    }\n    else // FIXME: PageUp/PageDown are leaving move_dir == None\n    {\n        r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x);\n        r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x);\n    }\n}\n\n// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057\nstatic bool ImGui::NavScoreItem(ImGuiNavItemData* result)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (g.NavLayer != window->DC.NavLayerCurrent)\n        return false;\n\n    // FIXME: Those are not good variables names\n    ImRect cand = g.LastItemData.NavRect;   // Current item nav rectangle\n    const ImRect curr = g.NavScoringRect;   // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)\n    g.NavScoringDebugCount++;\n\n    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring\n    if (window->ParentWindow == g.NavWindow)\n    {\n        IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);\n        if (!window->ClipRect.Overlaps(cand))\n            return false;\n        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window\n    }\n\n    // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items)\n    // For example, this ensures that items in one column are not reached when moving vertically from items in another column.\n    NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect);\n\n    // Compute distance between boxes\n    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.\n    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);\n    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items\n    if (dby != 0.0f && dbx != 0.0f)\n        dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);\n    float dist_box = ImFabs(dbx) + ImFabs(dby);\n\n    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)\n    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);\n    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);\n    float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)\n\n    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance\n    ImGuiDir quadrant;\n    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;\n    if (dbx != 0.0f || dby != 0.0f)\n    {\n        // For non-overlapping boxes, use distance between boxes\n        dax = dbx;\n        day = dby;\n        dist_axial = dist_box;\n        quadrant = ImGetDirQuadrantFromDelta(dbx, dby);\n    }\n    else if (dcx != 0.0f || dcy != 0.0f)\n    {\n        // For overlapping boxes with different centers, use distance between centers\n        dax = dcx;\n        day = dcy;\n        dist_axial = dist_center;\n        quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);\n    }\n    else\n    {\n        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)\n        quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;\n    }\n\n#if IMGUI_DEBUG_NAV_SCORING\n    char buf[128];\n    if (IsMouseHoveringRect(cand.Min, cand.Max))\n    {\n        ImFormatString(buf, IM_ARRAYSIZE(buf), \"dbox (%.2f,%.2f->%.4f)\\ndcen (%.2f,%.2f->%.4f)\\nd (%.2f,%.2f->%.4f)\\nnav %c, quadrant %c\", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, \"WENS\"[g.NavMoveDir], \"WENS\"[quadrant]);\n        ImDrawList* draw_list = GetForegroundDrawList(window);\n        draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100));\n        draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));\n        draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150));\n        draw_list->AddText(cand.Max, ~0U, buf);\n    }\n    else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate.\n    {\n        if (quadrant == g.NavMoveDir)\n        {\n            ImFormatString(buf, IM_ARRAYSIZE(buf), \"%.0f/%.0f\", dist_box, dist_center);\n            ImDrawList* draw_list = GetForegroundDrawList(window);\n            draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));\n            draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);\n        }\n    }\n#endif\n\n    // Is it in the quadrant we're interested in moving to?\n    bool new_best = false;\n    const ImGuiDir move_dir = g.NavMoveDir;\n    if (quadrant == move_dir)\n    {\n        // Does it beat the current best candidate?\n        if (dist_box < result->DistBox)\n        {\n            result->DistBox = dist_box;\n            result->DistCenter = dist_center;\n            return true;\n        }\n        if (dist_box == result->DistBox)\n        {\n            // Try using distance between center points to break ties\n            if (dist_center < result->DistCenter)\n            {\n                result->DistCenter = dist_center;\n                new_best = true;\n            }\n            else if (dist_center == result->DistCenter)\n            {\n                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving \"later\" items\n                // (with higher index) to the right/downwards by an infinitesimal amount since we the current \"best\" button already (so it must have a lower index),\n                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.\n                if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance\n                    new_best = true;\n            }\n        }\n    }\n\n    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no \"real\" matches\n    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)\n    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.\n    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.\n    // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?\n    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match\n        if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))\n            if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))\n            {\n                result->DistAxial = dist_axial;\n                new_best = true;\n            }\n\n    return new_best;\n}\n\nstatic void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    result->Window = window;\n    result->ID = g.LastItemData.ID;\n    result->FocusScopeId = g.CurrentFocusScopeId;\n    result->InFlags = g.LastItemData.InFlags;\n    result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);\n}\n\n// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)\n// This is called after LastItemData is set.\nstatic void ImGui::NavProcessItem()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    const ImGuiID id = g.LastItemData.ID;\n    const ImRect nav_bb = g.LastItemData.NavRect;\n    const ImGuiItemFlags item_flags = g.LastItemData.InFlags;\n\n    // Process Init Request\n    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)\n    {\n        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback\n        const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;\n        if (candidate_for_nav_default_focus || g.NavInitResultId == 0)\n        {\n            g.NavInitResultId = id;\n            g.NavInitResultRectRel = WindowRectAbsToRel(window, nav_bb);\n        }\n        if (candidate_for_nav_default_focus)\n        {\n            g.NavInitRequest = false; // Found a match, clear request\n            NavUpdateAnyRequestFlag();\n        }\n    }\n\n    // Process Move Request (scoring for navigation)\n    // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)\n    if (g.NavMoveScoringItems)\n    {\n        const bool is_tab_stop = (item_flags & ImGuiItemFlags_Inputable) && (item_flags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;\n        const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) != 0;\n        if (is_tabbing)\n        {\n            if (is_tab_stop || (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi))\n                NavProcessItemForTabbingRequest(id);\n        }\n        else if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & ImGuiItemFlags_Disabled))\n        {\n            ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;\n            if (!is_tabbing)\n            {\n                if (NavScoreItem(result))\n                    NavApplyItemToResult(result);\n\n                // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.\n                const float VISIBLE_RATIO = 0.70f;\n                if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))\n                    if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)\n                        if (NavScoreItem(&g.NavMoveResultLocalVisible))\n                            NavApplyItemToResult(&g.NavMoveResultLocalVisible);\n            }\n        }\n    }\n\n    // Update window-relative bounding box of navigated item\n    if (g.NavId == id)\n    {\n        if (g.NavWindow != window)\n            SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.\n        g.NavLayer = window->DC.NavLayerCurrent;\n        g.NavFocusScopeId = g.CurrentFocusScopeId;\n        g.NavIdIsAlive = true;\n        window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb);    // Store item bounding box (relative to window position)\n    }\n}\n\n// Handle \"scoring\" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().\n// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!\n// - Case 1: no nav/active id:    set result to first eligible item, stop storing.\n// - Case 2: tab forward:         on ref id set counter, on counter elapse store result\n// - Case 3: tab forward wrap:    set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request\n// - Case 4: tab backward:        store all results, on ref id pick prev, stop storing\n// - Case 5: tab backward wrap:   store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested\nvoid ImGui::NavProcessItemForTabbingRequest(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n\n    // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)\n    ImGuiNavItemData* result = &g.NavMoveResultLocal;\n    if (g.NavTabbingDir == +1)\n    {\n        // Tab Forward or SetKeyboardFocusHere() with >= 0\n        if (g.NavTabbingResultFirst.ID == 0)\n            NavApplyItemToResult(&g.NavTabbingResultFirst);\n        if (--g.NavTabbingCounter == 0)\n            NavMoveRequestResolveWithLastItem(result);\n        else if (g.NavId == id)\n            g.NavTabbingCounter = 1;\n    }\n    else if (g.NavTabbingDir == -1)\n    {\n        // Tab Backward\n        if (g.NavId == id)\n        {\n            if (result->ID)\n            {\n                g.NavMoveScoringItems = false;\n                NavUpdateAnyRequestFlag();\n            }\n        }\n        else\n        {\n            NavApplyItemToResult(result);\n        }\n    }\n    else if (g.NavTabbingDir == 0)\n    {\n        // Tab Init\n        if (g.NavTabbingResultFirst.ID == 0)\n            NavMoveRequestResolveWithLastItem(&g.NavTabbingResultFirst);\n    }\n}\n\nbool ImGui::NavMoveRequestButNoResultYet()\n{\n    ImGuiContext& g = *GImGui;\n    return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;\n}\n\n// FIXME: ScoringRect is not set\nvoid ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.NavWindow != NULL);\n\n    if (move_flags & ImGuiNavMoveFlags_Tabbing)\n        move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;\n\n    g.NavMoveSubmitted = g.NavMoveScoringItems = true;\n    g.NavMoveDir = move_dir;\n    g.NavMoveDirForDebug = move_dir;\n    g.NavMoveClipDir = clip_dir;\n    g.NavMoveFlags = move_flags;\n    g.NavMoveScrollFlags = scroll_flags;\n    g.NavMoveForwardToNextFrame = false;\n    g.NavMoveKeyMods = g.IO.KeyMods;\n    g.NavMoveResultLocal.Clear();\n    g.NavMoveResultLocalVisible.Clear();\n    g.NavMoveResultOther.Clear();\n    g.NavTabbingCounter = 0;\n    g.NavTabbingResultFirst.Clear();\n    NavUpdateAnyRequestFlag();\n}\n\nvoid ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)\n{\n    ImGuiContext& g = *GImGui;\n    g.NavMoveScoringItems = false; // Ensure request doesn't need more processing\n    NavApplyItemToResult(result);\n    NavUpdateAnyRequestFlag();\n}\n\nvoid ImGui::NavMoveRequestCancel()\n{\n    ImGuiContext& g = *GImGui;\n    g.NavMoveSubmitted = g.NavMoveScoringItems = false;\n    NavUpdateAnyRequestFlag();\n}\n\n// Forward will reuse the move request again on the next frame (generally with modifications done to it)\nvoid ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.NavMoveForwardToNextFrame == false);\n    NavMoveRequestCancel();\n    g.NavMoveForwardToNextFrame = true;\n    g.NavMoveDir = move_dir;\n    g.NavMoveClipDir = clip_dir;\n    g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;\n    g.NavMoveScrollFlags = scroll_flags;\n}\n\n// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire\n// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.\nvoid ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(wrap_flags != 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY\n    // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it, NavEndFrame() will do the same test\n    if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)\n        g.NavMoveFlags |= wrap_flags;\n}\n\n// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).\n// This way we could find the last focused window among our children. It would be much less confusing this way?\nstatic void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)\n{\n    ImGuiWindow* parent = nav_window;\n    while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)\n        parent = parent->ParentWindow;\n    if (parent && parent != nav_window)\n        parent->NavLastChildNavWindow = nav_window;\n}\n\n// Restore the last focused child.\n// Call when we are expected to land on the Main Layer (0) after FocusWindow()\nstatic ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)\n{\n    if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)\n        return window->NavLastChildNavWindow;\n    return window;\n}\n\nvoid ImGui::NavRestoreLayer(ImGuiNavLayer layer)\n{\n    ImGuiContext& g = *GImGui;\n    if (layer == ImGuiNavLayer_Main)\n    {\n        ImGuiWindow* prev_nav_window = g.NavWindow;\n        g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);    // FIXME-NAV: Should clear ongoing nav requests?\n        if (prev_nav_window)\n            IMGUI_DEBUG_LOG_FOCUS(\"[focus] NavRestoreLayer: from \\\"%s\\\" to SetNavWindow(\\\"%s\\\")\\n\", prev_nav_window->Name, g.NavWindow->Name);\n    }\n    ImGuiWindow* window = g.NavWindow;\n    if (window->NavLastIds[layer] != 0)\n    {\n        SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);\n    }\n    else\n    {\n        g.NavLayer = layer;\n        NavInitWindow(window, true);\n    }\n}\n\nvoid ImGui::NavRestoreHighlightAfterMove()\n{\n    ImGuiContext& g = *GImGui;\n    g.NavDisableHighlight = false;\n    g.NavDisableMouseHover = g.NavMousePosDirty = true;\n}\n\nstatic inline void ImGui::NavUpdateAnyRequestFlag()\n{\n    ImGuiContext& g = *GImGui;\n    g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);\n    if (g.NavAnyRequest)\n        IM_ASSERT(g.NavWindow != NULL);\n}\n\n// This needs to be called before we submit any widget (aka in or before Begin)\nvoid ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(window == g.NavWindow);\n\n    if (window->Flags & ImGuiWindowFlags_NoNavInputs)\n    {\n        g.NavId = 0;\n        g.NavFocusScopeId = window->NavRootFocusScopeId;\n        return;\n    }\n\n    bool init_for_nav = false;\n    if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)\n        init_for_nav = true;\n    IMGUI_DEBUG_LOG_NAV(\"[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\\\"%s\\\", layer=%d\\n\", init_for_nav, window->Name, g.NavLayer);\n    if (init_for_nav)\n    {\n        SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());\n        g.NavInitRequest = true;\n        g.NavInitRequestFromMove = false;\n        g.NavInitResultId = 0;\n        g.NavInitResultRectRel = ImRect();\n        NavUpdateAnyRequestFlag();\n    }\n    else\n    {\n        g.NavId = window->NavLastIds[0];\n        g.NavFocusScopeId = window->NavRootFocusScopeId;\n    }\n}\n\nstatic ImVec2 ImGui::NavCalcPreferredRefPos()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.NavWindow;\n    if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window)\n    {\n        // Mouse (we need a fallback in case the mouse becomes invalid after being used)\n        // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.\n        // In theory we could move that +1.0f offset in OpenPopupEx()\n        ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;\n        return ImVec2(p.x + 1.0f, p.y);\n    }\n    else\n    {\n        // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item\n        // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)\n        ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);\n        if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))\n        {\n            ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);\n            rect_rel.Translate(window->Scroll - next_scroll);\n        }\n        ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));\n        ImGuiViewport* viewport = GetMainViewport();\n        return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.\n    }\n}\n\nfloat ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)\n{\n    ImGuiContext& g = *GImGui;\n    float repeat_delay, repeat_rate;\n    GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);\n\n    ImGuiKey key_less, key_more;\n    if (g.NavInputSource == ImGuiInputSource_Gamepad)\n    {\n        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp;\n        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown;\n    }\n    else\n    {\n        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow;\n        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow;\n    }\n    float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate);\n    if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase\n        amount = 0.0f;\n    return amount;\n}\n\nstatic void ImGui::NavUpdate()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiIO& io = g.IO;\n\n    io.WantSetMousePos = false;\n    //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV(\"[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\\n\", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : \"NULL\", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);\n\n    // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard)\n    // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?\n    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;\n    const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };\n    if (nav_gamepad_active)\n        for (ImGuiKey key : nav_gamepad_keys_to_change_source)\n            if (IsKeyDown(key))\n                g.NavInputSource = ImGuiInputSource_Gamepad;\n    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;\n    const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };\n    if (nav_keyboard_active)\n        for (ImGuiKey key : nav_keyboard_keys_to_change_source)\n            if (IsKeyDown(key))\n                g.NavInputSource = ImGuiInputSource_Keyboard;\n\n    // Process navigation init request (select first/default focus)\n    if (g.NavInitResultId != 0)\n        NavInitRequestApplyResult();\n    g.NavInitRequest = false;\n    g.NavInitRequestFromMove = false;\n    g.NavInitResultId = 0;\n    g.NavJustMovedToId = 0;\n\n    // Process navigation move request\n    if (g.NavMoveSubmitted)\n        NavMoveRequestApplyResult();\n    g.NavTabbingCounter = 0;\n    g.NavMoveSubmitted = g.NavMoveScoringItems = false;\n\n    // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)\n    bool set_mouse_pos = false;\n    if (g.NavMousePosDirty && g.NavIdIsAlive)\n        if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)\n            set_mouse_pos = true;\n    g.NavMousePosDirty = false;\n    IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);\n\n    // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0\n    if (g.NavWindow)\n        NavSaveLastChildNavWindowIntoParent(g.NavWindow);\n    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)\n        g.NavWindow->NavLastChildNavWindow = NULL;\n\n    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)\n    NavUpdateWindowing();\n\n    // Set output flags for user application\n    io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);\n    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);\n\n    // Process NavCancel input (to close a popup, get back to parent, clear focus)\n    NavUpdateCancelRequest();\n\n    // Process manual activation request\n    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavActivateInputId = 0;\n    g.NavActivateFlags = ImGuiActivateFlags_None;\n    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))\n    {\n        const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate));\n        const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false)));\n        const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput));\n        const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false)));\n        if (g.ActiveId == 0 && activate_pressed)\n        {\n            g.NavActivateId = g.NavId;\n            g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;\n        }\n        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)\n        {\n            g.NavActivateInputId = g.NavId;\n            g.NavActivateFlags = ImGuiActivateFlags_PreferInput;\n        }\n        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down)\n            g.NavActivateDownId = g.NavId;\n        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed)\n            g.NavActivatePressedId = g.NavId;\n    }\n    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))\n        g.NavDisableHighlight = true;\n    if (g.NavActivateId != 0)\n        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);\n\n    // Process programmatic activation request\n    // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)\n    if (g.NavNextActivateId != 0)\n    {\n        if (g.NavNextActivateFlags & ImGuiActivateFlags_PreferInput)\n            g.NavActivateInputId = g.NavNextActivateId;\n        else\n            g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;\n        g.NavActivateFlags = g.NavNextActivateFlags;\n    }\n    g.NavNextActivateId = 0;\n\n    // Process move requests\n    NavUpdateCreateMoveRequest();\n    if (g.NavMoveDir == ImGuiDir_None)\n        NavUpdateCreateTabbingRequest();\n    NavUpdateAnyRequestFlag();\n    g.NavIdIsAlive = false;\n\n    // Scrolling\n    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)\n    {\n        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item\n        ImGuiWindow* window = g.NavWindow;\n        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.\n        const ImGuiDir move_dir = g.NavMoveDir;\n        if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && move_dir != ImGuiDir_None)\n        {\n            if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)\n                SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));\n            if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)\n                SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));\n        }\n\n        // *Normal* Manual scroll with LStick\n        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.\n        if (nav_gamepad_active)\n        {\n            const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);\n            const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;\n            if (scroll_dir.x != 0.0f && window->ScrollbarX)\n                SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));\n            if (scroll_dir.y != 0.0f)\n                SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));\n        }\n    }\n\n    // Always prioritize mouse highlight if navigation is disabled\n    if (!nav_keyboard_active && !nav_gamepad_active)\n    {\n        g.NavDisableHighlight = true;\n        g.NavDisableMouseHover = set_mouse_pos = false;\n    }\n\n    // Update mouse position if requested\n    // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)\n    if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))\n    {\n        io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos();\n        io.WantSetMousePos = true;\n        //IMGUI_DEBUG_LOG_IO(\"SetMousePos: (%.1f,%.1f)\\n\", io.MousePos.x, io.MousePos.y);\n    }\n\n    // [DEBUG]\n    g.NavScoringDebugCount = 0;\n#if IMGUI_DEBUG_NAV_RECTS\n    if (g.NavWindow)\n    {\n        ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow);\n        if (1) { for (int layer = 0; layer < 2; layer++) { ImRect r = WindowRectRelToAbs(g.NavWindow, g.NavWindow->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255,200,0,255)); } } // [DEBUG]\n        if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, \"%d\", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }\n    }\n#endif\n}\n\nvoid ImGui::NavInitRequestApplyResult()\n{\n    // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)\n    ImGuiContext& g = *GImGui;\n    if (!g.NavWindow)\n        return;\n\n    // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)\n    // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.\n    IMGUI_DEBUG_LOG_NAV(\"[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \\\"%s\\\"\\n\", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);\n    SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);\n    g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result\n    if (g.NavInitRequestFromMove)\n        NavRestoreHighlightAfterMove();\n}\n\nvoid ImGui::NavUpdateCreateMoveRequest()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiIO& io = g.IO;\n    ImGuiWindow* window = g.NavWindow;\n    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;\n    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;\n\n    if (g.NavMoveForwardToNextFrame && window != NULL)\n    {\n        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)\n        // (preserve most state, which were already set by the NavMoveRequestForward() function)\n        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);\n        IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);\n        IMGUI_DEBUG_LOG_NAV(\"[nav] NavMoveRequestForward %d\\n\", g.NavMoveDir);\n    }\n    else\n    {\n        // Initiate directional inputs request\n        g.NavMoveDir = ImGuiDir_None;\n        g.NavMoveFlags = ImGuiNavMoveFlags_None;\n        g.NavMoveScrollFlags = ImGuiScrollFlags_None;\n        if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))\n        {\n            const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove;\n            if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }\n            if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }\n            if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp,    ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow,    ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }\n            if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }\n        }\n        g.NavMoveClipDir = g.NavMoveDir;\n        g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);\n    }\n\n    // Update PageUp/PageDown/Home/End scroll\n    // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?\n    float scoring_rect_offset_y = 0.0f;\n    if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)\n        scoring_rect_offset_y = NavUpdatePageUpPageDown();\n    if (scoring_rect_offset_y != 0.0f)\n    {\n        g.NavScoringNoClipRect = window->InnerRect;\n        g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);\n    }\n\n    // [DEBUG] Always send a request\n#if IMGUI_DEBUG_NAV_SCORING\n    if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))\n        g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);\n    if (io.KeyCtrl && g.NavMoveDir == ImGuiDir_None)\n    {\n        g.NavMoveDir = g.NavMoveDirForDebug;\n        g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;\n    }\n#endif\n\n    // Submit\n    g.NavMoveForwardToNextFrame = false;\n    if (g.NavMoveDir != ImGuiDir_None)\n        NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);\n\n    // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match)\n    if (g.NavMoveSubmitted && g.NavId == 0)\n    {\n        IMGUI_DEBUG_LOG_NAV(\"[nav] NavInitRequest: from move, window \\\"%s\\\", layer=%d\\n\", window ? window->Name : \"<NULL>\", g.NavLayer);\n        g.NavInitRequest = g.NavInitRequestFromMove = true;\n        g.NavInitResultId = 0;\n        g.NavDisableHighlight = false;\n    }\n\n    // When using gamepad, we project the reference nav bounding box into window visible area.\n    // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad all movements are relative\n    // (can't focus a visible object like we can with the mouse).\n    if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))\n    {\n        bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;\n        bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;\n        ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));\n        if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))\n        {\n            //IMGUI_DEBUG_LOG_NAV(\"[nav] NavMoveRequest: clamp NavRectRel for gamepad move\\n\");\n            float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);\n            float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item\n            inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;\n            inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;\n            inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;\n            inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;\n            window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);\n            g.NavId = 0;\n        }\n    }\n\n    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)\n    ImRect scoring_rect;\n    if (window != NULL)\n    {\n        ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);\n        scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);\n        scoring_rect.TranslateY(scoring_rect_offset_y);\n        scoring_rect.Min.x = ImMin(scoring_rect.Min.x + 1.0f, scoring_rect.Max.x);\n        scoring_rect.Max.x = scoring_rect.Min.x;\n        IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().\n        //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]\n        //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]\n    }\n    g.NavScoringRect = scoring_rect;\n    g.NavScoringNoClipRect.Add(scoring_rect);\n}\n\nvoid ImGui::NavUpdateCreateTabbingRequest()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.NavWindow;\n    IM_ASSERT(g.NavMoveDir == ImGuiDir_None);\n    if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))\n        return;\n\n    const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;\n    if (!tab_pressed)\n        return;\n\n    // Initiate tabbing request\n    // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)\n    // Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests.\n    // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.\n    //// FIXME: We use (g.ActiveId == 0) but (g.NavDisableHighlight == false) might be righter once we can tab through anything\n    g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;\n    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;\n    ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;\n    NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.\n    g.NavTabbingCounter = -1;\n}\n\n// Apply result from previous frame navigation directional move request. Always called from NavUpdate()\nvoid ImGui::NavMoveRequestApplyResult()\n{\n    ImGuiContext& g = *GImGui;\n#if IMGUI_DEBUG_NAV_SCORING\n    if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times\n        return;\n#endif\n\n    // Select which result to use\n    ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;\n\n    // Tabbing forward wrap\n    if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)\n        if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)\n            result = &g.NavTabbingResultFirst;\n\n    // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)\n    if (result == NULL)\n    {\n        if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)\n            g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight;\n        if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0)\n            NavRestoreHighlightAfterMove();\n        return;\n    }\n\n    // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.\n    if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)\n        if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)\n            result = &g.NavMoveResultLocalVisible;\n\n    // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.\n    if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)\n        if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))\n            result = &g.NavMoveResultOther;\n    IM_ASSERT(g.NavWindow && result->Window);\n\n    // Scroll to keep newly navigated item fully into view.\n    if (g.NavLayer == ImGuiNavLayer_Main)\n    {\n        if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)\n        {\n            // FIXME: Should remove this\n            float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;\n            SetScrollY(result->Window, scroll_target);\n        }\n        else\n        {\n            ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);\n            ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);\n        }\n    }\n\n    if (g.NavWindow != result->Window)\n    {\n        IMGUI_DEBUG_LOG_FOCUS(\"[focus] NavMoveRequest: SetNavWindow(\\\"%s\\\")\\n\", result->Window->Name);\n        g.NavWindow = result->Window;\n    }\n    if (g.ActiveId != result->ID)\n        ClearActiveID();\n    if (g.NavId != result->ID)\n    {\n        // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)\n        g.NavJustMovedToId = result->ID;\n        g.NavJustMovedToFocusScopeId = result->FocusScopeId;\n        g.NavJustMovedToKeyMods = g.NavMoveKeyMods;\n    }\n\n    // Focus\n    IMGUI_DEBUG_LOG_NAV(\"[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \\\"%s\\\"\\n\", result->ID, g.NavLayer, g.NavWindow->Name);\n    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);\n\n    // Tabbing: Activates Inputable or Focus non-Inputable\n    if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable))\n    {\n        g.NavNextActivateId = result->ID;\n        g.NavNextActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState;\n        g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight;\n    }\n\n    // Activate\n    if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)\n    {\n        g.NavNextActivateId = result->ID;\n        g.NavNextActivateFlags = ImGuiActivateFlags_None;\n    }\n\n    // Enable nav highlight\n    if ((g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0)\n        NavRestoreHighlightAfterMove();\n}\n\n// Process NavCancel input (to close a popup, get back to parent, clear focus)\n// FIXME: In order to support e.g. Escape to clear a selection we'll need:\n// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.\n// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept\nstatic void ImGui::NavUpdateCancelRequest()\n{\n    ImGuiContext& g = *GImGui;\n    const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;\n    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;\n    if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None)))\n        return;\n\n    IMGUI_DEBUG_LOG_NAV(\"[nav] NavUpdateCancelRequest()\\n\");\n    if (g.ActiveId != 0)\n    {\n        ClearActiveID();\n    }\n    else if (g.NavLayer != ImGuiNavLayer_Main)\n    {\n        // Leave the \"menu\" layer\n        NavRestoreLayer(ImGuiNavLayer_Main);\n        NavRestoreHighlightAfterMove();\n    }\n    else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)\n    {\n        // Exit child window\n        ImGuiWindow* child_window = g.NavWindow;\n        ImGuiWindow* parent_window = g.NavWindow->ParentWindow;\n        IM_ASSERT(child_window->ChildId != 0);\n        ImRect child_rect = child_window->Rect();\n        FocusWindow(parent_window);\n        SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect));\n        NavRestoreHighlightAfterMove();\n    }\n    else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))\n    {\n        // Close open popup/menu\n        ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);\n    }\n    else\n    {\n        // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were\n        if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))\n            g.NavWindow->NavLastIds[0] = 0;\n        g.NavId = 0;\n    }\n}\n\n// Handle PageUp/PageDown/Home/End keys\n// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request\n// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference\n// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?\nstatic float ImGui::NavUpdatePageUpPageDown()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.NavWindow;\n    if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)\n        return 0.0f;\n\n    const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None);\n    const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None);\n    const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);\n    const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);\n    if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out\n        return 0.0f;\n\n    if (g.NavLayer != ImGuiNavLayer_Main)\n        NavRestoreLayer(ImGuiNavLayer_Main);\n\n    if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll)\n    {\n        // Fallback manual-scroll when window has no navigable item\n        if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))\n            SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());\n        else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))\n            SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());\n        else if (home_pressed)\n            SetScrollY(window, 0.0f);\n        else if (end_pressed)\n            SetScrollY(window, window->ScrollMax.y);\n    }\n    else\n    {\n        ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];\n        const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());\n        float nav_scoring_rect_offset_y = 0.0f;\n        if (IsKeyPressed(ImGuiKey_PageUp, true))\n        {\n            nav_scoring_rect_offset_y = -page_offset_y;\n            g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)\n            g.NavMoveClipDir = ImGuiDir_Up;\n            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;\n        }\n        else if (IsKeyPressed(ImGuiKey_PageDown, true))\n        {\n            nav_scoring_rect_offset_y = +page_offset_y;\n            g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)\n            g.NavMoveClipDir = ImGuiDir_Down;\n            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;\n        }\n        else if (home_pressed)\n        {\n            // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y\n            // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.\n            // Preserve current horizontal position if we have any.\n            nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;\n            if (nav_rect_rel.IsInverted())\n                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;\n            g.NavMoveDir = ImGuiDir_Down;\n            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;\n            // FIXME-NAV: MoveClipDir left to _None, intentional?\n        }\n        else if (end_pressed)\n        {\n            nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;\n            if (nav_rect_rel.IsInverted())\n                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;\n            g.NavMoveDir = ImGuiDir_Up;\n            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;\n            // FIXME-NAV: MoveClipDir left to _None, intentional?\n        }\n        return nav_scoring_rect_offset_y;\n    }\n    return 0.0f;\n}\n\nstatic void ImGui::NavEndFrame()\n{\n    ImGuiContext& g = *GImGui;\n\n    // Show CTRL+TAB list window\n    if (g.NavWindowingTarget != NULL)\n        NavUpdateWindowingOverlay();\n\n    // Perform wrap-around in menus\n    // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.\n    // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.\n    const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY;\n    if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & wanted_flags) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)\n        NavUpdateCreateWrappingRequest();\n}\n\nstatic void ImGui::NavUpdateCreateWrappingRequest()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.NavWindow;\n\n    bool do_forward = false;\n    ImRect bb_rel = window->NavRectRel[g.NavLayer];\n    ImGuiDir clip_dir = g.NavMoveDir;\n    const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;\n    if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))\n    {\n        bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;\n        if (move_flags & ImGuiNavMoveFlags_WrapX)\n        {\n            bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row\n            clip_dir = ImGuiDir_Up;\n        }\n        do_forward = true;\n    }\n    if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))\n    {\n        bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;\n        if (move_flags & ImGuiNavMoveFlags_WrapX)\n        {\n            bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row\n            clip_dir = ImGuiDir_Down;\n        }\n        do_forward = true;\n    }\n    if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))\n    {\n        bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;\n        if (move_flags & ImGuiNavMoveFlags_WrapY)\n        {\n            bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column\n            clip_dir = ImGuiDir_Left;\n        }\n        do_forward = true;\n    }\n    if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))\n    {\n        bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;\n        if (move_flags & ImGuiNavMoveFlags_WrapY)\n        {\n            bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column\n            clip_dir = ImGuiDir_Right;\n        }\n        do_forward = true;\n    }\n    if (!do_forward)\n        return;\n    window->NavRectRel[g.NavLayer] = bb_rel;\n    NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);\n}\n\nstatic int ImGui::FindWindowFocusIndex(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    IM_UNUSED(g);\n    int order = window->FocusOrder;\n    IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)\n    IM_ASSERT(g.WindowsFocusOrder[order] == window);\n    return order;\n}\n\nstatic ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)\n{\n    ImGuiContext& g = *GImGui;\n    for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)\n        if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))\n            return g.WindowsFocusOrder[i];\n    return NULL;\n}\n\nstatic void NavUpdateWindowingHighlightWindow(int focus_change_dir)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.NavWindowingTarget);\n    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)\n        return;\n\n    const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);\n    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);\n    if (!window_target)\n        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);\n    if (window_target) // Don't reset windowing target if there's a single window in the list\n    {\n        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;\n        g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);\n    }\n    g.NavWindowingToggleLayer = false;\n}\n\n// Windowing management mode\n// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)\n// Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)\nstatic void ImGui::NavUpdateWindowing()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiIO& io = g.IO;\n\n    ImGuiWindow* apply_focus_window = NULL;\n    bool apply_toggle_layer = false;\n\n    ImGuiWindow* modal_window = GetTopMostPopupModal();\n    bool allow_windowing = (modal_window == NULL);\n    if (!allow_windowing)\n        g.NavWindowingTarget = NULL;\n\n    // Fade out\n    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)\n    {\n        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);\n        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)\n            g.NavWindowingTargetAnim = NULL;\n    }\n\n    // Start CTRL+Tab or Square+L/R window selection\n    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;\n    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;\n    const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);\n    const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);\n    const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None);\n    const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!\n    if (start_windowing_with_gamepad || start_windowing_with_keyboard)\n        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))\n        {\n            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;\n            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;\n            g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);\n            g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer\n            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;\n        }\n\n    // Gamepad update\n    g.NavWindowingTimer += io.DeltaTime;\n    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)\n    {\n        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise\n        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));\n\n        // Select window to focus\n        const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);\n        if (focus_change_dir != 0)\n        {\n            NavUpdateWindowingHighlightWindow(focus_change_dir);\n            g.NavWindowingHighlightAlpha = 1.0f;\n        }\n\n        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)\n        if (!IsKeyDown(ImGuiKey_NavGamepadMenu))\n        {\n            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.\n            if (g.NavWindowingToggleLayer && g.NavWindow)\n                apply_toggle_layer = true;\n            else if (!g.NavWindowingToggleLayer)\n                apply_focus_window = g.NavWindowingTarget;\n            g.NavWindowingTarget = NULL;\n        }\n    }\n\n    // Keyboard: Focus\n    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)\n    {\n        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise\n        ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;\n        IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to \"hold\", otherwise Prev actions would keep cycling between two windows.\n        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f\n        if (keyboard_next_window || keyboard_prev_window)\n            NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1);\n        else if ((io.KeyMods & shared_mods) != shared_mods)\n            apply_focus_window = g.NavWindowingTarget;\n    }\n\n    // Keyboard: Press and Release ALT to toggle menu layer\n    // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.\n    // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.\n    if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None))\n    {\n        g.NavWindowingToggleLayer = true;\n        g.NavInputSource = ImGuiInputSource_Keyboard;\n    }\n    if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)\n    {\n        // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)\n        // We cancel toggling nav layer when other modifiers are pressed. (See #4439)\n        // We cancel toggling nav layer if an owner has claimed the key.\n        if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false)\n            g.NavWindowingToggleLayer = false;\n\n        // Apply layer toggle on release\n        // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.\n        if (IsKeyReleased(ImGuiMod_Alt) && g.NavWindowingToggleLayer)\n            if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)\n                if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))\n                    apply_toggle_layer = true;\n        if (!IsKeyDown(ImGuiMod_Alt))\n            g.NavWindowingToggleLayer = false;\n    }\n\n    // Move window\n    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))\n    {\n        ImVec2 nav_move_dir;\n        if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)\n            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);\n        if (g.NavInputSource == ImGuiInputSource_Gamepad)\n            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);\n        if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)\n        {\n            const float NAV_MOVE_SPEED = 800.0f;\n            const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);\n            g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;\n            g.NavDisableMouseHover = true;\n            ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaPos);\n            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)\n            {\n                ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow;\n                SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always);\n                g.NavWindowingAccumDeltaPos -= accum_floored;\n            }\n        }\n    }\n\n    // Apply final focus\n    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))\n    {\n        ClearActiveID();\n        NavRestoreHighlightAfterMove();\n        apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);\n        ClosePopupsOverWindow(apply_focus_window, false);\n        FocusWindow(apply_focus_window);\n        if (apply_focus_window->NavLastIds[0] == 0)\n            NavInitWindow(apply_focus_window, false);\n\n        // If the window has ONLY a menu layer (no main layer), select it directly\n        // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,\n        // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since\n        // the target window as already been previewed once.\n        // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,\n        // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*\n        // won't be valid.\n        if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))\n            g.NavLayer = ImGuiNavLayer_Menu;\n    }\n    if (apply_focus_window)\n        g.NavWindowingTarget = NULL;\n\n    // Apply menu/layer toggle\n    if (apply_toggle_layer && g.NavWindow)\n    {\n        ClearActiveID();\n\n        // Move to parent menu if necessary\n        ImGuiWindow* new_nav_window = g.NavWindow;\n        while (new_nav_window->ParentWindow\n            && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0\n            && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0\n            && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)\n            new_nav_window = new_nav_window->ParentWindow;\n        if (new_nav_window != g.NavWindow)\n        {\n            ImGuiWindow* old_nav_window = g.NavWindow;\n            FocusWindow(new_nav_window);\n            new_nav_window->NavLastChildNavWindow = old_nav_window;\n        }\n\n        // Toggle layer\n        const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;\n        if (new_nav_layer != g.NavLayer)\n        {\n            // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)\n            if (new_nav_layer == ImGuiNavLayer_Menu)\n                g.NavWindow->NavLastIds[new_nav_layer] = 0;\n            NavRestoreLayer(new_nav_layer);\n            NavRestoreHighlightAfterMove();\n        }\n    }\n}\n\n// Window has already passed the IsWindowNavFocusable()\nstatic const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)\n{\n    if (window->Flags & ImGuiWindowFlags_Popup)\n        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);\n    if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, \"##MainMenuBar\") == 0)\n        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);\n    return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);\n}\n\n// Overlay displayed when using CTRL+TAB. Called by EndFrame().\nvoid ImGui::NavUpdateWindowingOverlay()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.NavWindowingTarget != NULL);\n\n    if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)\n        return;\n\n    if (g.NavWindowingListWindow == NULL)\n        g.NavWindowingListWindow = FindWindowByName(\"###NavWindowingList\");\n    const ImGuiViewport* viewport = GetMainViewport();\n    SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));\n    SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));\n    PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);\n    Begin(\"###NavWindowingList\", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);\n    for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)\n    {\n        ImGuiWindow* window = g.WindowsFocusOrder[n];\n        IM_ASSERT(window != NULL); // Fix static analyzers\n        if (!IsWindowNavFocusable(window))\n            continue;\n        const char* label = window->Name;\n        if (label == FindRenderedTextEnd(label))\n            label = GetFallbackWindowNameForWindowingList(window);\n        Selectable(label, g.NavWindowingTarget == window);\n    }\n    End();\n    PopStyleVar();\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] DRAG AND DROP\n//-----------------------------------------------------------------------------\n\nbool ImGui::IsDragDropActive()\n{\n    ImGuiContext& g = *GImGui;\n    return g.DragDropActive;\n}\n\nvoid ImGui::ClearDragDrop()\n{\n    ImGuiContext& g = *GImGui;\n    g.DragDropActive = false;\n    g.DragDropPayload.Clear();\n    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;\n    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;\n    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;\n    g.DragDropAcceptFrameCount = -1;\n\n    g.DragDropPayloadBufHeap.clear();\n    memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));\n}\n\n// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()\n// If the item has an identifier:\n// - This assume/require the item to be activated (typically via ButtonBehavior).\n// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.\n// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.\n// If the item has no identifier:\n// - Currently always assume left mouse button.\nbool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    // FIXME-DRAGDROP: While in the common-most \"drag from non-zero active id\" case we can tell the mouse button,\n    // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).\n    ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;\n\n    bool source_drag_active = false;\n    ImGuiID source_id = 0;\n    ImGuiID source_parent_id = 0;\n    if (!(flags & ImGuiDragDropFlags_SourceExtern))\n    {\n        source_id = g.LastItemData.ID;\n        if (source_id != 0)\n        {\n            // Common path: items with ID\n            if (g.ActiveId != source_id)\n                return false;\n            if (g.ActiveIdMouseButton != -1)\n                mouse_button = g.ActiveIdMouseButton;\n            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)\n                return false;\n            g.ActiveIdAllowOverlap = false;\n        }\n        else\n        {\n            // Uncommon path: items without ID\n            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)\n                return false;\n            if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))\n                return false;\n\n            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:\n            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.\n            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))\n            {\n                IM_ASSERT(0);\n                return false;\n            }\n\n            // Magic fallback to handle items with no assigned ID, e.g. Text(), Image()\n            // We build a throwaway ID based on current ID stack + relative AABB of items in window.\n            // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.\n            // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.\n            // Rely on keeping other window->LastItemXXX fields intact.\n            source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);\n            KeepAliveID(source_id);\n            bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id);\n            if (is_hovered && g.IO.MouseClicked[mouse_button])\n            {\n                SetActiveID(source_id, window);\n                FocusWindow(window);\n            }\n            if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.\n                g.ActiveIdAllowOverlap = is_hovered;\n        }\n        if (g.ActiveId != source_id)\n            return false;\n        source_parent_id = window->IDStack.back();\n        source_drag_active = IsMouseDragging(mouse_button);\n\n        // Disable navigation and key inputs while dragging + cancel existing request if any\n        SetActiveIdUsingAllKeyboardKeys();\n    }\n    else\n    {\n        window = NULL;\n        source_id = ImHashStr(\"#SourceExtern\");\n        source_drag_active = true;\n    }\n\n    if (source_drag_active)\n    {\n        if (!g.DragDropActive)\n        {\n            IM_ASSERT(source_id != 0);\n            ClearDragDrop();\n            ImGuiPayload& payload = g.DragDropPayload;\n            payload.SourceId = source_id;\n            payload.SourceParentId = source_parent_id;\n            g.DragDropActive = true;\n            g.DragDropSourceFlags = flags;\n            g.DragDropMouseButton = mouse_button;\n            if (payload.SourceId == g.ActiveId)\n                g.ActiveIdNoClearOnFocusLoss = true;\n        }\n        g.DragDropSourceFrameCount = g.FrameCount;\n        g.DragDropWithinSource = true;\n\n        if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))\n        {\n            // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)\n            // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.\n            BeginTooltip();\n            if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))\n            {\n                ImGuiWindow* tooltip_window = g.CurrentWindow;\n                tooltip_window->Hidden = tooltip_window->SkipItems = true;\n                tooltip_window->HiddenFramesCanSkipItems = 1;\n            }\n        }\n\n        if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))\n            g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;\n\n        return true;\n    }\n    return false;\n}\n\nvoid ImGui::EndDragDropSource()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.DragDropActive);\n    IM_ASSERT(g.DragDropWithinSource && \"Not after a BeginDragDropSource()?\");\n\n    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))\n        EndTooltip();\n\n    // Discard the drag if have not called SetDragDropPayload()\n    if (g.DragDropPayload.DataFrameCount == -1)\n        ClearDragDrop();\n    g.DragDropWithinSource = false;\n}\n\n// Use 'cond' to choose to submit payload on drag start or every frame\nbool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiPayload& payload = g.DragDropPayload;\n    if (cond == 0)\n        cond = ImGuiCond_Always;\n\n    IM_ASSERT(type != NULL);\n    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && \"Payload type can be at most 32 characters long\");\n    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));\n    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);\n    IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()\n\n    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)\n    {\n        // Copy payload\n        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));\n        g.DragDropPayloadBufHeap.resize(0);\n        if (data_size > sizeof(g.DragDropPayloadBufLocal))\n        {\n            // Store in heap\n            g.DragDropPayloadBufHeap.resize((int)data_size);\n            payload.Data = g.DragDropPayloadBufHeap.Data;\n            memcpy(payload.Data, data, data_size);\n        }\n        else if (data_size > 0)\n        {\n            // Store locally\n            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));\n            payload.Data = g.DragDropPayloadBufLocal;\n            memcpy(payload.Data, data, data_size);\n        }\n        else\n        {\n            payload.Data = NULL;\n        }\n        payload.DataSize = (int)data_size;\n    }\n    payload.DataFrameCount = g.FrameCount;\n\n    // Return whether the payload has been accepted\n    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);\n}\n\nbool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    if (!g.DragDropActive)\n        return false;\n\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;\n    if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)\n        return false;\n    IM_ASSERT(id != 0);\n    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))\n        return false;\n    if (window->SkipItems)\n        return false;\n\n    IM_ASSERT(g.DragDropWithinTarget == false);\n    g.DragDropTargetRect = bb;\n    g.DragDropTargetId = id;\n    g.DragDropWithinTarget = true;\n    return true;\n}\n\n// We don't use BeginDragDropTargetCustom() and duplicate its code because:\n// 1) we use LastItemRectHoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.\n// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.\n// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)\nbool ImGui::BeginDragDropTarget()\n{\n    ImGuiContext& g = *GImGui;\n    if (!g.DragDropActive)\n        return false;\n\n    ImGuiWindow* window = g.CurrentWindow;\n    if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))\n        return false;\n    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;\n    if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow || window->SkipItems)\n        return false;\n\n    const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;\n    ImGuiID id = g.LastItemData.ID;\n    if (id == 0)\n    {\n        id = window->GetIDFromRectangle(display_rect);\n        KeepAliveID(id);\n    }\n    if (g.DragDropPayload.SourceId == id)\n        return false;\n\n    IM_ASSERT(g.DragDropWithinTarget == false);\n    g.DragDropTargetRect = display_rect;\n    g.DragDropTargetId = id;\n    g.DragDropWithinTarget = true;\n    return true;\n}\n\nbool ImGui::IsDragDropPayloadBeingAccepted()\n{\n    ImGuiContext& g = *GImGui;\n    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;\n}\n\nconst ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiPayload& payload = g.DragDropPayload;\n    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?\n    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?\n    if (type != NULL && !payload.IsDataType(type))\n        return NULL;\n\n    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.\n    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!\n    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);\n    ImRect r = g.DragDropTargetRect;\n    float r_surface = r.GetWidth() * r.GetHeight();\n    if (r_surface > g.DragDropAcceptIdCurrRectSurface)\n        return NULL;\n\n    g.DragDropAcceptFlags = flags;\n    g.DragDropAcceptIdCurr = g.DragDropTargetId;\n    g.DragDropAcceptIdCurrRectSurface = r_surface;\n    //IMGUI_DEBUG_LOG(\"AcceptDragDropPayload(): %08X: accept\\n\", g.DragDropTargetId);\n\n    // Render default drop visuals\n    payload.Preview = was_accepted_previously;\n    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)\n    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)\n        window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);\n\n    g.DragDropAcceptFrameCount = g.FrameCount;\n    payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()\n    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))\n        return NULL;\n\n    //IMGUI_DEBUG_LOG(\"AcceptDragDropPayload(): %08X: return payload\\n\", g.DragDropTargetId);\n    return &payload;\n}\n\n// FIXME-DRAGDROP: Settle on a proper default visuals for drop target.\nvoid ImGui::RenderDragDropTargetRect(const ImRect& bb)\n{\n    GetWindowDrawList()->AddRect(bb.Min - ImVec2(3.5f, 3.5f), bb.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);\n}\n\nconst ImGuiPayload* ImGui::GetDragDropPayload()\n{\n    ImGuiContext& g = *GImGui;\n    return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL;\n}\n\nvoid ImGui::EndDragDropTarget()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.DragDropActive);\n    IM_ASSERT(g.DragDropWithinTarget);\n    g.DragDropWithinTarget = false;\n\n    // Clear drag and drop state payload right after delivery\n    if (g.DragDropPayload.Delivery)\n        ClearDragDrop();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] LOGGING/CAPTURING\n//-----------------------------------------------------------------------------\n// All text output from the interface can be captured into tty/file/clipboard.\n// By default, tree nodes are automatically opened during logging.\n//-----------------------------------------------------------------------------\n\n// Pass text data straight to log (without being displayed)\nstatic inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)\n{\n    if (g.LogFile)\n    {\n        g.LogBuffer.Buf.resize(0);\n        g.LogBuffer.appendfv(fmt, args);\n        ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);\n    }\n    else\n    {\n        g.LogBuffer.appendfv(fmt, args);\n    }\n}\n\nvoid ImGui::LogText(const char* fmt, ...)\n{\n    ImGuiContext& g = *GImGui;\n    if (!g.LogEnabled)\n        return;\n\n    va_list args;\n    va_start(args, fmt);\n    LogTextV(g, fmt, args);\n    va_end(args);\n}\n\nvoid ImGui::LogTextV(const char* fmt, va_list args)\n{\n    ImGuiContext& g = *GImGui;\n    if (!g.LogEnabled)\n        return;\n\n    LogTextV(g, fmt, args);\n}\n\n// Internal version that takes a position to decide on newline placement and pad items according to their depth.\n// We split text into individual lines to add current tree level padding\n// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.\nvoid ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    const char* prefix = g.LogNextPrefix;\n    const char* suffix = g.LogNextSuffix;\n    g.LogNextPrefix = g.LogNextSuffix = NULL;\n\n    if (!text_end)\n        text_end = FindRenderedTextEnd(text, text_end);\n\n    const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);\n    if (ref_pos)\n        g.LogLinePosY = ref_pos->y;\n    if (log_new_line)\n    {\n        LogText(IM_NEWLINE);\n        g.LogLineFirstItem = true;\n    }\n\n    if (prefix)\n        LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure \"##\" are included here.\n\n    // Re-adjust padding if we have popped out of our starting depth\n    if (g.LogDepthRef > window->DC.TreeDepth)\n        g.LogDepthRef = window->DC.TreeDepth;\n    const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);\n\n    const char* text_remaining = text;\n    for (;;)\n    {\n        // Split the string. Each new line (after a '\\n') is followed by indentation corresponding to the current depth of our log entry.\n        // We don't add a trailing \\n yet to allow a subsequent item on the same line to be captured.\n        const char* line_start = text_remaining;\n        const char* line_end = ImStreolRange(line_start, text_end);\n        const bool is_last_line = (line_end == text_end);\n        if (line_start != line_end || !is_last_line)\n        {\n            const int line_length = (int)(line_end - line_start);\n            const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;\n            LogText(\"%*s%.*s\", indentation, \"\", line_length, line_start);\n            g.LogLineFirstItem = false;\n            if (*line_end == '\\n')\n            {\n                LogText(IM_NEWLINE);\n                g.LogLineFirstItem = true;\n            }\n        }\n        if (is_last_line)\n            break;\n        text_remaining = line_end + 1;\n    }\n\n    if (suffix)\n        LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));\n}\n\n// Start logging/capturing text output\nvoid ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_ASSERT(g.LogEnabled == false);\n    IM_ASSERT(g.LogFile == NULL);\n    IM_ASSERT(g.LogBuffer.empty());\n    g.LogEnabled = true;\n    g.LogType = type;\n    g.LogNextPrefix = g.LogNextSuffix = NULL;\n    g.LogDepthRef = window->DC.TreeDepth;\n    g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);\n    g.LogLinePosY = FLT_MAX;\n    g.LogLineFirstItem = true;\n}\n\n// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)\nvoid ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)\n{\n    ImGuiContext& g = *GImGui;\n    g.LogNextPrefix = prefix;\n    g.LogNextSuffix = suffix;\n}\n\nvoid ImGui::LogToTTY(int auto_open_depth)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.LogEnabled)\n        return;\n    IM_UNUSED(auto_open_depth);\n#ifndef IMGUI_DISABLE_TTY_FUNCTIONS\n    LogBegin(ImGuiLogType_TTY, auto_open_depth);\n    g.LogFile = stdout;\n#endif\n}\n\n// Start logging/capturing text output to given file\nvoid ImGui::LogToFile(int auto_open_depth, const char* filename)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.LogEnabled)\n        return;\n\n    // FIXME: We could probably open the file in text mode \"at\", however note that clipboard/buffer logging will still\n    // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.\n    // By opening the file in binary mode \"ab\" we have consistent output everywhere.\n    if (!filename)\n        filename = g.IO.LogFilename;\n    if (!filename || !filename[0])\n        return;\n    ImFileHandle f = ImFileOpen(filename, \"ab\");\n    if (!f)\n    {\n        IM_ASSERT(0);\n        return;\n    }\n\n    LogBegin(ImGuiLogType_File, auto_open_depth);\n    g.LogFile = f;\n}\n\n// Start logging/capturing text output to clipboard\nvoid ImGui::LogToClipboard(int auto_open_depth)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.LogEnabled)\n        return;\n    LogBegin(ImGuiLogType_Clipboard, auto_open_depth);\n}\n\nvoid ImGui::LogToBuffer(int auto_open_depth)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.LogEnabled)\n        return;\n    LogBegin(ImGuiLogType_Buffer, auto_open_depth);\n}\n\nvoid ImGui::LogFinish()\n{\n    ImGuiContext& g = *GImGui;\n    if (!g.LogEnabled)\n        return;\n\n    LogText(IM_NEWLINE);\n    switch (g.LogType)\n    {\n    case ImGuiLogType_TTY:\n#ifndef IMGUI_DISABLE_TTY_FUNCTIONS\n        fflush(g.LogFile);\n#endif\n        break;\n    case ImGuiLogType_File:\n        ImFileClose(g.LogFile);\n        break;\n    case ImGuiLogType_Buffer:\n        break;\n    case ImGuiLogType_Clipboard:\n        if (!g.LogBuffer.empty())\n            SetClipboardText(g.LogBuffer.begin());\n        break;\n    case ImGuiLogType_None:\n        IM_ASSERT(0);\n        break;\n    }\n\n    g.LogEnabled = false;\n    g.LogType = ImGuiLogType_None;\n    g.LogFile = NULL;\n    g.LogBuffer.clear();\n}\n\n// Helper to display logging buttons\n// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)\nvoid ImGui::LogButtons()\n{\n    ImGuiContext& g = *GImGui;\n\n    PushID(\"LogButtons\");\n#ifndef IMGUI_DISABLE_TTY_FUNCTIONS\n    const bool log_to_tty = Button(\"Log To TTY\"); SameLine();\n#else\n    const bool log_to_tty = false;\n#endif\n    const bool log_to_file = Button(\"Log To File\"); SameLine();\n    const bool log_to_clipboard = Button(\"Log To Clipboard\"); SameLine();\n    PushAllowKeyboardFocus(false);\n    SetNextItemWidth(80.0f);\n    SliderInt(\"Default Depth\", &g.LogDepthToExpandDefault, 0, 9, NULL);\n    PopAllowKeyboardFocus();\n    PopID();\n\n    // Start logging at the end of the function so that the buttons don't appear in the log\n    if (log_to_tty)\n        LogToTTY();\n    if (log_to_file)\n        LogToFile();\n    if (log_to_clipboard)\n        LogToClipboard();\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] SETTINGS\n//-----------------------------------------------------------------------------\n// - UpdateSettings() [Internal]\n// - MarkIniSettingsDirty() [Internal]\n// - FindSettingsHandler() [Internal]\n// - ClearIniSettings() [Internal]\n// - LoadIniSettingsFromDisk()\n// - LoadIniSettingsFromMemory()\n// - SaveIniSettingsToDisk()\n// - SaveIniSettingsToMemory()\n//-----------------------------------------------------------------------------\n// - CreateNewWindowSettings() [Internal]\n// - FindWindowSettingsByID() [Internal]\n// - FindWindowSettingsByWindow() [Internal]\n// - ClearWindowSettings() [Internal]\n// - WindowSettingsHandler_***() [Internal]\n//-----------------------------------------------------------------------------\n\n// Called by NewFrame()\nvoid ImGui::UpdateSettings()\n{\n    // Load settings on first frame (if not explicitly loaded manually before)\n    ImGuiContext& g = *GImGui;\n    if (!g.SettingsLoaded)\n    {\n        IM_ASSERT(g.SettingsWindows.empty());\n        if (g.IO.IniFilename)\n            LoadIniSettingsFromDisk(g.IO.IniFilename);\n        g.SettingsLoaded = true;\n    }\n\n    // Save settings (with a delay after the last modification, so we don't spam disk too much)\n    if (g.SettingsDirtyTimer > 0.0f)\n    {\n        g.SettingsDirtyTimer -= g.IO.DeltaTime;\n        if (g.SettingsDirtyTimer <= 0.0f)\n        {\n            if (g.IO.IniFilename != NULL)\n                SaveIniSettingsToDisk(g.IO.IniFilename);\n            else\n                g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.\n            g.SettingsDirtyTimer = 0.0f;\n        }\n    }\n}\n\nvoid ImGui::MarkIniSettingsDirty()\n{\n    ImGuiContext& g = *GImGui;\n    if (g.SettingsDirtyTimer <= 0.0f)\n        g.SettingsDirtyTimer = g.IO.IniSavingRate;\n}\n\nvoid ImGui::MarkIniSettingsDirty(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))\n        if (g.SettingsDirtyTimer <= 0.0f)\n            g.SettingsDirtyTimer = g.IO.IniSavingRate;\n}\n\nvoid ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);\n    g.SettingsHandlers.push_back(*handler);\n}\n\nvoid ImGui::RemoveSettingsHandler(const char* type_name)\n{\n    ImGuiContext& g = *GImGui;\n    if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))\n        g.SettingsHandlers.erase(handler);\n}\n\nImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)\n{\n    ImGuiContext& g = *GImGui;\n    const ImGuiID type_hash = ImHashStr(type_name);\n    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)\n        if (g.SettingsHandlers[handler_n].TypeHash == type_hash)\n            return &g.SettingsHandlers[handler_n];\n    return NULL;\n}\n\n// Clear all settings (windows, tables, docking etc.)\nvoid ImGui::ClearIniSettings()\n{\n    ImGuiContext& g = *GImGui;\n    g.SettingsIniData.clear();\n    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)\n        if (g.SettingsHandlers[handler_n].ClearAllFn)\n            g.SettingsHandlers[handler_n].ClearAllFn(&g, &g.SettingsHandlers[handler_n]);\n}\n\nvoid ImGui::LoadIniSettingsFromDisk(const char* ini_filename)\n{\n    size_t file_data_size = 0;\n    char* file_data = (char*)ImFileLoadToMemory(ini_filename, \"rb\", &file_data_size);\n    if (!file_data)\n        return;\n    if (file_data_size > 0)\n        LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);\n    IM_FREE(file_data);\n}\n\n// Zero-tolerance, no error reporting, cheap .ini parsing\nvoid ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.Initialized);\n    //IM_ASSERT(!g.WithinFrameScope && \"Cannot be called between NewFrame() and EndFrame()\");\n    //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);\n\n    // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).\n    // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..\n    if (ini_size == 0)\n        ini_size = strlen(ini_data);\n    g.SettingsIniData.Buf.resize((int)ini_size + 1);\n    char* const buf = g.SettingsIniData.Buf.Data;\n    char* const buf_end = buf + ini_size;\n    memcpy(buf, ini_data, ini_size);\n    buf_end[0] = 0;\n\n    // Call pre-read handlers\n    // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)\n    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)\n        if (g.SettingsHandlers[handler_n].ReadInitFn)\n            g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]);\n\n    void* entry_data = NULL;\n    ImGuiSettingsHandler* entry_handler = NULL;\n\n    char* line_end = NULL;\n    for (char* line = buf; line < buf_end; line = line_end + 1)\n    {\n        // Skip new lines markers, then find end of the line\n        while (*line == '\\n' || *line == '\\r')\n            line++;\n        line_end = line;\n        while (line_end < buf_end && *line_end != '\\n' && *line_end != '\\r')\n            line_end++;\n        line_end[0] = 0;\n        if (line[0] == ';')\n            continue;\n        if (line[0] == '[' && line_end > line && line_end[-1] == ']')\n        {\n            // Parse \"[Type][Name]\". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.\n            line_end[-1] = 0;\n            const char* name_end = line_end - 1;\n            const char* type_start = line + 1;\n            char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');\n            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;\n            if (!type_end || !name_start)\n                continue;\n            *type_end = 0; // Overwrite first ']'\n            name_start++;  // Skip second '['\n            entry_handler = FindSettingsHandler(type_start);\n            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;\n        }\n        else if (entry_handler != NULL && entry_data != NULL)\n        {\n            // Let type handler parse the line\n            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);\n        }\n    }\n    g.SettingsLoaded = true;\n\n    // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)\n    memcpy(buf, ini_data, ini_size);\n\n    // Call post-read handlers\n    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)\n        if (g.SettingsHandlers[handler_n].ApplyAllFn)\n            g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]);\n}\n\nvoid ImGui::SaveIniSettingsToDisk(const char* ini_filename)\n{\n    ImGuiContext& g = *GImGui;\n    g.SettingsDirtyTimer = 0.0f;\n    if (!ini_filename)\n        return;\n\n    size_t ini_data_size = 0;\n    const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);\n    ImFileHandle f = ImFileOpen(ini_filename, \"wt\");\n    if (!f)\n        return;\n    ImFileWrite(ini_data, sizeof(char), ini_data_size, f);\n    ImFileClose(f);\n}\n\n// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer\nconst char* ImGui::SaveIniSettingsToMemory(size_t* out_size)\n{\n    ImGuiContext& g = *GImGui;\n    g.SettingsDirtyTimer = 0.0f;\n    g.SettingsIniData.Buf.resize(0);\n    g.SettingsIniData.Buf.push_back(0);\n    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)\n    {\n        ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n];\n        handler->WriteAllFn(&g, handler, &g.SettingsIniData);\n    }\n    if (out_size)\n        *out_size = (size_t)g.SettingsIniData.size();\n    return g.SettingsIniData.c_str();\n}\n\nImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)\n{\n    ImGuiContext& g = *GImGui;\n\n#if !IMGUI_DEBUG_INI_SETTINGS\n    // Skip to the \"###\" marker if any. We don't skip past to match the behavior of GetID()\n    // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier.\n    if (const char* p = strstr(name, \"###\"))\n        name = p;\n#endif\n    const size_t name_len = strlen(name);\n\n    // Allocate chunk\n    const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;\n    ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);\n    IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();\n    settings->ID = ImHashStr(name, name_len);\n    memcpy(settings->GetName(), name, name_len + 1);   // Store with zero terminator\n\n    return settings;\n}\n\n// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names.\n// This is called once per window .ini entry + once per newly instantiated window.\nImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))\n        if (settings->ID == id)\n            return settings;\n    return NULL;\n}\n\n// This is faster if you are holding on a Window already as we don't need to perform a search.\nImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)\n{\n    ImGuiContext& g = *GImGui;\n    if (window->SettingsOffset != -1)\n        return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);\n    return FindWindowSettingsByID(window->ID);\n}\n\n// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more.\nvoid ImGui::ClearWindowSettings(const char* name)\n{\n    //IMGUI_DEBUG_LOG(\"ClearWindowSettings('%s')\\n\", name);\n    ImGuiWindow* window = FindWindowByName(name);\n    if (window != NULL)\n    {\n        window->Flags |= ImGuiWindowFlags_NoSavedSettings;\n        InitOrLoadWindowSettings(window, NULL);\n    }\n    if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name)))\n        settings->WantDelete = true;\n}\n\nstatic void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)\n{\n    ImGuiContext& g = *ctx;\n    for (int i = 0; i != g.Windows.Size; i++)\n        g.Windows[i]->SettingsOffset = -1;\n    g.SettingsWindows.clear();\n}\n\nstatic void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)\n{\n    ImGuiID id = ImHashStr(name);\n    ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id);\n    if (settings)\n        *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry\n    else\n        settings = ImGui::CreateNewWindowSettings(name);\n    settings->ID = id;\n    settings->WantApply = true;\n    return (void*)settings;\n}\n\nstatic void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)\n{\n    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;\n    int x, y;\n    int i;\n    if (sscanf(line, \"Pos=%i,%i\", &x, &y) == 2)         { settings->Pos = ImVec2ih((short)x, (short)y); }\n    else if (sscanf(line, \"Size=%i,%i\", &x, &y) == 2)   { settings->Size = ImVec2ih((short)x, (short)y); }\n    else if (sscanf(line, \"Collapsed=%d\", &i) == 1)     { settings->Collapsed = (i != 0); }\n}\n\n// Apply to existing windows (if any)\nstatic void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)\n{\n    ImGuiContext& g = *ctx;\n    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))\n        if (settings->WantApply)\n        {\n            if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))\n                ApplyWindowSettings(window, settings);\n            settings->WantApply = false;\n        }\n}\n\nstatic void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)\n{\n    // Gather data from windows that were active during this session\n    // (if a window wasn't opened in this session we preserve its settings)\n    ImGuiContext& g = *ctx;\n    for (int i = 0; i != g.Windows.Size; i++)\n    {\n        ImGuiWindow* window = g.Windows[i];\n        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)\n            continue;\n\n        ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window);\n        if (!settings)\n        {\n            settings = ImGui::CreateNewWindowSettings(window->Name);\n            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);\n        }\n        IM_ASSERT(settings->ID == window->ID);\n        settings->Pos = ImVec2ih(window->Pos);\n        settings->Size = ImVec2ih(window->SizeFull);\n\n        settings->Collapsed = window->Collapsed;\n        settings->WantDelete = false;\n    }\n\n    // Write to text buffer\n    buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve\n    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))\n    {\n        if (settings->WantDelete)\n            continue;\n        const char* settings_name = settings->GetName();\n        buf->appendf(\"[%s][%s]\\n\", handler->TypeName, settings_name);\n        buf->appendf(\"Pos=%d,%d\\n\", settings->Pos.x, settings->Pos.y);\n        buf->appendf(\"Size=%d,%d\\n\", settings->Size.x, settings->Size.y);\n        buf->appendf(\"Collapsed=%d\\n\", settings->Collapsed);\n        buf->append(\"\\n\");\n    }\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] LOCALIZATION\n//-----------------------------------------------------------------------------\n\nvoid ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)\n{\n    ImGuiContext& g = *GImGui;\n    for (int n = 0; n < count; n++)\n        g.LocalizationTable[entries[n].Key] = entries[n].Text;\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] VIEWPORTS, PLATFORM WINDOWS\n//-----------------------------------------------------------------------------\n// - GetMainViewport()\n// - SetWindowViewport() [Internal]\n// - UpdateViewportsNewFrame() [Internal]\n// (this section is more complete in the 'docking' branch)\n//-----------------------------------------------------------------------------\n\nImGuiViewport* ImGui::GetMainViewport()\n{\n    ImGuiContext& g = *GImGui;\n    return g.Viewports[0];\n}\n\nvoid ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)\n{\n    window->Viewport = viewport;\n}\n\n// Update viewports and monitor infos\nstatic void ImGui::UpdateViewportsNewFrame()\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.Viewports.Size == 1);\n\n    // Update main viewport with current platform position.\n    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.\n    ImGuiViewportP* main_viewport = g.Viewports[0];\n    main_viewport->Flags = ImGuiViewportFlags_IsPlatformWindow | ImGuiViewportFlags_OwnedByApp;\n    main_viewport->Pos = ImVec2(0.0f, 0.0f);\n    main_viewport->Size = g.IO.DisplaySize;\n\n    for (int n = 0; n < g.Viewports.Size; n++)\n    {\n        ImGuiViewportP* viewport = g.Viewports[n];\n\n        // Lock down space taken by menu bars and status bars, reset the offset for fucntions like BeginMainMenuBar() to alter them again.\n        viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;\n        viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;\n        viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);\n        viewport->UpdateWorkRect();\n    }\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] DOCKING\n//-----------------------------------------------------------------------------\n\n// (this section is filled in the 'docking' branch)\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] PLATFORM DEPENDENT HELPERS\n//-----------------------------------------------------------------------------\n\n#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)\n\n#ifdef _MSC_VER\n#pragma comment(lib, \"user32\")\n#pragma comment(lib, \"kernel32\")\n#endif\n\n// Win32 clipboard implementation\n// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()\nstatic const char* GetClipboardTextFn_DefaultImpl(void*)\n{\n    ImGuiContext& g = *GImGui;\n    g.ClipboardHandlerData.clear();\n    if (!::OpenClipboard(NULL))\n        return NULL;\n    HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);\n    if (wbuf_handle == NULL)\n    {\n        ::CloseClipboard();\n        return NULL;\n    }\n    if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))\n    {\n        int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);\n        g.ClipboardHandlerData.resize(buf_len);\n        ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);\n    }\n    ::GlobalUnlock(wbuf_handle);\n    ::CloseClipboard();\n    return g.ClipboardHandlerData.Data;\n}\n\nstatic void SetClipboardTextFn_DefaultImpl(void*, const char* text)\n{\n    if (!::OpenClipboard(NULL))\n        return;\n    const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);\n    HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));\n    if (wbuf_handle == NULL)\n    {\n        ::CloseClipboard();\n        return;\n    }\n    WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);\n    ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);\n    ::GlobalUnlock(wbuf_handle);\n    ::EmptyClipboard();\n    if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)\n        ::GlobalFree(wbuf_handle);\n    ::CloseClipboard();\n}\n\n#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)\n\n#include <Carbon/Carbon.h>  // Use old API to avoid need for separate .mm file\nstatic PasteboardRef main_clipboard = 0;\n\n// OSX clipboard implementation\n// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!\nstatic void SetClipboardTextFn_DefaultImpl(void*, const char* text)\n{\n    if (!main_clipboard)\n        PasteboardCreate(kPasteboardClipboard, &main_clipboard);\n    PasteboardClear(main_clipboard);\n    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));\n    if (cf_data)\n    {\n        PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR(\"public.utf8-plain-text\"), cf_data, 0);\n        CFRelease(cf_data);\n    }\n}\n\nstatic const char* GetClipboardTextFn_DefaultImpl(void*)\n{\n    if (!main_clipboard)\n        PasteboardCreate(kPasteboardClipboard, &main_clipboard);\n    PasteboardSynchronize(main_clipboard);\n\n    ItemCount item_count = 0;\n    PasteboardGetItemCount(main_clipboard, &item_count);\n    for (ItemCount i = 0; i < item_count; i++)\n    {\n        PasteboardItemID item_id = 0;\n        PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);\n        CFArrayRef flavor_type_array = 0;\n        PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);\n        for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)\n        {\n            CFDataRef cf_data;\n            if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR(\"public.utf8-plain-text\"), &cf_data) == noErr)\n            {\n                ImGuiContext& g = *GImGui;\n                g.ClipboardHandlerData.clear();\n                int length = (int)CFDataGetLength(cf_data);\n                g.ClipboardHandlerData.resize(length + 1);\n                CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);\n                g.ClipboardHandlerData[length] = 0;\n                CFRelease(cf_data);\n                return g.ClipboardHandlerData.Data;\n            }\n        }\n    }\n    return NULL;\n}\n\n#else\n\n// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.\nstatic const char* GetClipboardTextFn_DefaultImpl(void*)\n{\n    ImGuiContext& g = *GImGui;\n    return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();\n}\n\nstatic void SetClipboardTextFn_DefaultImpl(void*, const char* text)\n{\n    ImGuiContext& g = *GImGui;\n    g.ClipboardHandlerData.clear();\n    const char* text_end = text + strlen(text);\n    g.ClipboardHandlerData.resize((int)(text_end - text) + 1);\n    memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));\n    g.ClipboardHandlerData[(int)(text_end - text)] = 0;\n}\n\n#endif\n\n// Win32 API IME support (for Asian languages, etc.)\n#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)\n\n#include <imm.h>\n#ifdef _MSC_VER\n#pragma comment(lib, \"imm32\")\n#endif\n\nstatic void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)\n{\n    // Notify OS Input Method Editor of text input position\n    HWND hwnd = (HWND)viewport->PlatformHandleRaw;\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    if (hwnd == 0)\n        hwnd = (HWND)ImGui::GetIO().ImeWindowHandle;\n#endif\n    if (hwnd == 0)\n        return;\n\n    //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);\n    if (HIMC himc = ::ImmGetContext(hwnd))\n    {\n        COMPOSITIONFORM composition_form = {};\n        composition_form.ptCurrentPos.x = (LONG)data->InputPos.x;\n        composition_form.ptCurrentPos.y = (LONG)data->InputPos.y;\n        composition_form.dwStyle = CFS_FORCE_POSITION;\n        ::ImmSetCompositionWindow(himc, &composition_form);\n        CANDIDATEFORM candidate_form = {};\n        candidate_form.dwStyle = CFS_CANDIDATEPOS;\n        candidate_form.ptCurrentPos.x = (LONG)data->InputPos.x;\n        candidate_form.ptCurrentPos.y = (LONG)data->InputPos.y;\n        ::ImmSetCandidateWindow(himc, &candidate_form);\n        ::ImmReleaseContext(hwnd, himc);\n    }\n}\n\n#else\n\nstatic void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {}\n\n#endif\n\n//-----------------------------------------------------------------------------\n// [SECTION] METRICS/DEBUGGER WINDOW\n//-----------------------------------------------------------------------------\n// - RenderViewportThumbnail() [Internal]\n// - RenderViewportsThumbnails() [Internal]\n// - DebugTextEncoding()\n// - MetricsHelpMarker() [Internal]\n// - ShowFontAtlas() [Internal]\n// - ShowMetricsWindow()\n// - DebugNodeColumns() [Internal]\n// - DebugNodeDrawList() [Internal]\n// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]\n// - DebugNodeFont() [Internal]\n// - DebugNodeFontGlyph() [Internal]\n// - DebugNodeStorage() [Internal]\n// - DebugNodeTabBar() [Internal]\n// - DebugNodeViewport() [Internal]\n// - DebugNodeWindow() [Internal]\n// - DebugNodeWindowSettings() [Internal]\n// - DebugNodeWindowsList() [Internal]\n// - DebugNodeWindowsListByBeginStackParent() [Internal]\n//-----------------------------------------------------------------------------\n\n#ifndef IMGUI_DISABLE_DEBUG_TOOLS\n\nvoid ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    ImVec2 scale = bb.GetSize() / viewport->Size;\n    ImVec2 off = bb.Min - viewport->Pos * scale;\n    float alpha_mul = 1.0f;\n    window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));\n    for (int i = 0; i != g.Windows.Size; i++)\n    {\n        ImGuiWindow* thumb_window = g.Windows[i];\n        if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))\n            continue;\n\n        ImRect thumb_r = thumb_window->Rect();\n        ImRect title_r = thumb_window->TitleBarRect();\n        thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off +  thumb_r.Max * scale));\n        title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off +  ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height\n        thumb_r.ClipWithFull(bb);\n        title_r.ClipWithFull(bb);\n        const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);\n        window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));\n        window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));\n        window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));\n        window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));\n    }\n    draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));\n}\n\nstatic void RenderViewportsThumbnails()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports.\n    float SCALE = 1.0f / 8.0f;\n    ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);\n    for (int n = 0; n < g.Viewports.Size; n++)\n        bb_full.Add(g.Viewports[n]->GetMainRect());\n    ImVec2 p = window->DC.CursorPos;\n    ImVec2 off = p - bb_full.Min * SCALE;\n    for (int n = 0; n < g.Viewports.Size; n++)\n    {\n        ImGuiViewportP* viewport = g.Viewports[n];\n        ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);\n        ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);\n    }\n    ImGui::Dummy(bb_full.GetSize() * SCALE);\n}\n\n// Draw an arbitrary US keyboard layout to visualize translated keys\nvoid ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)\n{\n    const ImVec2 key_size = ImVec2(35.0f, 35.0f);\n    const float  key_rounding = 3.0f;\n    const ImVec2 key_face_size = ImVec2(25.0f, 25.0f);\n    const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f);\n    const float  key_face_rounding = 2.0f;\n    const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f);\n    const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);\n    const float  key_row_offset = 9.0f;\n\n    ImVec2 board_min = GetCursorScreenPos();\n    ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);\n    ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);\n\n    struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };\n    const KeyLayoutData keys_to_display[] =\n    {\n        { 0, 0, \"\", ImGuiKey_Tab },      { 0, 1, \"Q\", ImGuiKey_Q }, { 0, 2, \"W\", ImGuiKey_W }, { 0, 3, \"E\", ImGuiKey_E }, { 0, 4, \"R\", ImGuiKey_R },\n        { 1, 0, \"\", ImGuiKey_CapsLock }, { 1, 1, \"A\", ImGuiKey_A }, { 1, 2, \"S\", ImGuiKey_S }, { 1, 3, \"D\", ImGuiKey_D }, { 1, 4, \"F\", ImGuiKey_F },\n        { 2, 0, \"\", ImGuiKey_LeftShift },{ 2, 1, \"Z\", ImGuiKey_Z }, { 2, 2, \"X\", ImGuiKey_X }, { 2, 3, \"C\", ImGuiKey_C }, { 2, 4, \"V\", ImGuiKey_V }\n    };\n\n    // Elements rendered manually via ImDrawList API are not clipped automatically.\n    // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.\n    Dummy(board_max - board_min);\n    if (!IsItemVisible())\n        return;\n    draw_list->PushClipRect(board_min, board_max, true);\n    for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)\n    {\n        const KeyLayoutData* key_data = &keys_to_display[n];\n        ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);\n        ImVec2 key_max = key_min + key_size;\n        draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);\n        draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);\n        ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);\n        ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);\n        draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);\n        draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);\n        ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);\n        draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);\n        if (ImGui::IsKeyDown(key_data->Key))\n            draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);\n    }\n    draw_list->PopClipRect();\n}\n\n// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.\nvoid ImGui::DebugTextEncoding(const char* str)\n{\n    Text(\"Text: \\\"%s\\\"\", str);\n    if (!BeginTable(\"list\", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit))\n        return;\n    TableSetupColumn(\"Offset\");\n    TableSetupColumn(\"UTF-8\");\n    TableSetupColumn(\"Glyph\");\n    TableSetupColumn(\"Codepoint\");\n    TableHeadersRow();\n    for (const char* p = str; *p != 0; )\n    {\n        unsigned int c;\n        const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);\n        TableNextColumn();\n        Text(\"%d\", (int)(p - str));\n        TableNextColumn();\n        for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)\n        {\n            if (byte_index > 0)\n                SameLine();\n            Text(\"0x%02X\", (int)(unsigned char)p[byte_index]);\n        }\n        TableNextColumn();\n        if (GetFont()->FindGlyphNoFallback((ImWchar)c))\n            TextUnformatted(p, p + c_utf8_len);\n        else\n            TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? \"[invalid]\" : \"[missing]\");\n        TableNextColumn();\n        Text(\"U+%04X\", (int)c);\n        p += c_utf8_len;\n    }\n    EndTable();\n}\n\n// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.\nstatic void MetricsHelpMarker(const char* desc)\n{\n    ImGui::TextDisabled(\"(?)\");\n    if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort))\n    {\n        ImGui::BeginTooltip();\n        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);\n        ImGui::TextUnformatted(desc);\n        ImGui::PopTextWrapPos();\n        ImGui::EndTooltip();\n    }\n}\n\n// [DEBUG] List fonts in a font atlas and display its texture\nvoid ImGui::ShowFontAtlas(ImFontAtlas* atlas)\n{\n    for (int i = 0; i < atlas->Fonts.Size; i++)\n    {\n        ImFont* font = atlas->Fonts[i];\n        PushID(font);\n        DebugNodeFont(font);\n        PopID();\n    }\n    if (TreeNode(\"Font Atlas\", \"Font Atlas (%dx%d pixels)\", atlas->TexWidth, atlas->TexHeight))\n    {\n        ImGuiContext& g = *GImGui;\n        ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;\n        OriginalCheckbox(\"Tint with Text Color\", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons\n        ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f);\n        ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border);\n        Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);\n        TreePop();\n    }\n}\n\nvoid ImGui::ShowMetricsWindow(bool* p_open)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiIO& io = g.IO;\n    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;\n    if (cfg->ShowDebugLog)\n        ShowDebugLogWindow(&cfg->ShowDebugLog);\n    if (cfg->ShowStackTool)\n        ShowStackToolWindow(&cfg->ShowStackTool);\n\n    if (!Begin(\"Dear ImGui Metrics/Debugger\", p_open) || GetCurrentWindow()->BeginCount > 1)\n    {\n        End();\n        return;\n    }\n\n    // Basic info\n    Text(\"Dear ImGui %s\", GetVersion());\n    Text(\"Application average %.3f ms/frame (%.1f FPS)\", 1000.0f / io.Framerate, io.Framerate);\n    Text(\"%d vertices, %d indices (%d triangles)\", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);\n    Text(\"%d visible windows, %d active allocations\", io.MetricsRenderWindows, io.MetricsActiveAllocations);\n    //SameLine(); if (SmallButton(\"GC\")) { g.GcCompactAll = true; }\n\n    Separator();\n\n    // Debugging enums\n    enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type\n    const char* wrt_rects_names[WRT_Count] = { \"OuterRect\", \"OuterRectClipped\", \"InnerRect\", \"InnerClipRect\", \"WorkRect\", \"Content\", \"ContentIdeal\", \"ContentRegionRect\" };\n    enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type\n    const char* trt_rects_names[TRT_Count] = { \"OuterRect\", \"InnerRect\", \"WorkRect\", \"HostClipRect\", \"InnerClipRect\", \"BackgroundClipRect\", \"ColumnsRect\", \"ColumnsWorkRect\", \"ColumnsClipRect\", \"ColumnsContentHeadersUsed\", \"ColumnsContentHeadersIdeal\", \"ColumnsContentFrozen\", \"ColumnsContentUnfrozen\" };\n    if (cfg->ShowWindowsRectsType < 0)\n        cfg->ShowWindowsRectsType = WRT_WorkRect;\n    if (cfg->ShowTablesRectsType < 0)\n        cfg->ShowTablesRectsType = TRT_WorkRect;\n\n    struct Funcs\n    {\n        static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)\n        {\n            ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance\n            if (rect_type == TRT_OuterRect)                     { return table->OuterRect; }\n            else if (rect_type == TRT_InnerRect)                { return table->InnerRect; }\n            else if (rect_type == TRT_WorkRect)                 { return table->WorkRect; }\n            else if (rect_type == TRT_HostClipRect)             { return table->HostClipRect; }\n            else if (rect_type == TRT_InnerClipRect)            { return table->InnerClipRect; }\n            else if (rect_type == TRT_BackgroundClipRect)       { return table->BgClipRect; }\n            else if (rect_type == TRT_ColumnsRect)              { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }\n            else if (rect_type == TRT_ColumnsWorkRect)          { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }\n            else if (rect_type == TRT_ColumnsClipRect)          { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }\n            else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } // Note: y1/y2 not always accurate\n            else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); }\n            else if (rect_type == TRT_ColumnsContentFrozen)     { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); }\n            else if (rect_type == TRT_ColumnsContentUnfrozen)   { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }\n            IM_ASSERT(0);\n            return ImRect();\n        }\n\n        static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)\n        {\n            if (rect_type == WRT_OuterRect)                 { return window->Rect(); }\n            else if (rect_type == WRT_OuterRectClipped)     { return window->OuterRectClipped; }\n            else if (rect_type == WRT_InnerRect)            { return window->InnerRect; }\n            else if (rect_type == WRT_InnerClipRect)        { return window->InnerClipRect; }\n            else if (rect_type == WRT_WorkRect)             { return window->WorkRect; }\n            else if (rect_type == WRT_Content)       { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }\n            else if (rect_type == WRT_ContentIdeal)         { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }\n            else if (rect_type == WRT_ContentRegionRect)    { return window->ContentRegionRect; }\n            IM_ASSERT(0);\n            return ImRect();\n        }\n    };\n\n    // Tools\n    if (TreeNode(\"Tools\"))\n    {\n        bool show_encoding_viewer = TreeNode(\"UTF-8 Encoding viewer\");\n        SameLine();\n        MetricsHelpMarker(\"You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.\");\n        if (show_encoding_viewer)\n        {\n            static char buf[100] = \"\";\n            SetNextItemWidth(-FLT_MIN);\n            InputText(\"##Text\", buf, IM_ARRAYSIZE(buf));\n            if (buf[0] != 0)\n                DebugTextEncoding(buf);\n            TreePop();\n        }\n\n        // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.\n        if (OriginalCheckbox(\"Show Item Picker\", &g.DebugItemPickerActive) && g.DebugItemPickerActive)\n            DebugStartItemPicker();\n        SameLine();\n        MetricsHelpMarker(\"Will call the IM_DEBUG_BREAK() macro to break in debugger.\\nWarning: If you don't have a debugger attached, this will probably crash.\");\n\n        // Stack Tool is your best friend!\n        OriginalCheckbox(\"Show Debug Log\", &cfg->ShowDebugLog);\n        SameLine();\n        MetricsHelpMarker(\"You can also call ImGui::ShowDebugLogWindow() from your code.\");\n\n        // Stack Tool is your best friend!\n        OriginalCheckbox(\"Show Stack Tool\", &cfg->ShowStackTool);\n        SameLine();\n        MetricsHelpMarker(\"You can also call ImGui::ShowStackToolWindow() from your code.\");\n\n        OriginalCheckbox(\"Show windows begin order\", &cfg->ShowWindowsBeginOrder);\n        OriginalCheckbox(\"Show windows rectangles\", &cfg->ShowWindowsRects);\n        SameLine();\n        SetNextItemWidth(GetFontSize() * 12);\n        cfg->ShowWindowsRects |= Combo(\"##show_windows_rect_type\", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);\n        if (cfg->ShowWindowsRects && g.NavWindow != NULL)\n        {\n            BulletText(\"'%s':\", g.NavWindow->Name);\n            Indent();\n            for (int rect_n = 0; rect_n < WRT_Count; rect_n++)\n            {\n                ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);\n                Text(\"(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s\", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);\n            }\n            Unindent();\n        }\n\n        OriginalCheckbox(\"Show tables rectangles\", &cfg->ShowTablesRects);\n        SameLine();\n        SetNextItemWidth(GetFontSize() * 12);\n        cfg->ShowTablesRects |= Combo(\"##show_table_rects_type\", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);\n        if (cfg->ShowTablesRects && g.NavWindow != NULL)\n        {\n            for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)\n            {\n                ImGuiTable* table = g.Tables.TryGetMapData(table_n);\n                if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))\n                    continue;\n\n                BulletText(\"Table 0x%08X (%d columns, in '%s')\", table->ID, table->ColumnsCount, table->OuterWindow->Name);\n                if (IsItemHovered())\n                    GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);\n                Indent();\n                char buf[128];\n                for (int rect_n = 0; rect_n < TRT_Count; rect_n++)\n                {\n                    if (rect_n >= TRT_ColumnsRect)\n                    {\n                        if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)\n                            continue;\n                        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n                        {\n                            ImRect r = Funcs::GetTableRect(table, rect_n, column_n);\n                            ImFormatString(buf, IM_ARRAYSIZE(buf), \"(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s\", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);\n                            Selectable(buf);\n                            if (IsItemHovered())\n                                GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);\n                        }\n                    }\n                    else\n                    {\n                        ImRect r = Funcs::GetTableRect(table, rect_n, -1);\n                        ImFormatString(buf, IM_ARRAYSIZE(buf), \"(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s\", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);\n                        Selectable(buf);\n                        if (IsItemHovered())\n                            GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);\n                    }\n                }\n                Unindent();\n            }\n        }\n\n        TreePop();\n    }\n\n    // Windows\n    if (TreeNode(\"Windows\", \"Windows (%d)\", g.Windows.Size))\n    {\n        //SetNextItemOpen(true, ImGuiCond_Once);\n        DebugNodeWindowsList(&g.Windows, \"By display order\");\n        DebugNodeWindowsList(&g.WindowsFocusOrder, \"By focus order (root windows)\");\n        if (TreeNode(\"By submission order (begin stack)\"))\n        {\n            // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!\n            ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;\n            temp_buffer.resize(0);\n            for (int i = 0; i < g.Windows.Size; i++)\n                if (g.Windows[i]->LastFrameActive + 1 >= g.FrameCount)\n                    temp_buffer.push_back(g.Windows[i]);\n            struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };\n            ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);\n            DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);\n            TreePop();\n        }\n\n        TreePop();\n    }\n\n    // DrawLists\n    int drawlist_count = 0;\n    for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)\n        drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount();\n    if (TreeNode(\"DrawLists\", \"DrawLists (%d)\", drawlist_count))\n    {\n        OriginalCheckbox(\"Show ImDrawCmd mesh when hovering\", &cfg->ShowDrawCmdMesh);\n        OriginalCheckbox(\"Show ImDrawCmd bounding boxes when hovering\", &cfg->ShowDrawCmdBoundingBoxes);\n        for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)\n        {\n            ImGuiViewportP* viewport = g.Viewports[viewport_i];\n            for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)\n                for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)\n                    DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], \"DrawList\");\n        }\n        TreePop();\n    }\n\n    // Viewports\n    if (TreeNode(\"Viewports\", \"Viewports (%d)\", g.Viewports.Size))\n    {\n        Indent(GetTreeNodeToLabelSpacing());\n        RenderViewportsThumbnails();\n        Unindent(GetTreeNodeToLabelSpacing());\n        for (int i = 0; i < g.Viewports.Size; i++)\n            DebugNodeViewport(g.Viewports[i]);\n        TreePop();\n    }\n\n    // Details for Popups\n    if (TreeNode(\"Popups\", \"Popups (%d)\", g.OpenPopupStack.Size))\n    {\n        for (int i = 0; i < g.OpenPopupStack.Size; i++)\n        {\n            // As it's difficult to interact with tree nodes while popups are open, we display everything inline.\n            const ImGuiPopupData* popup_data = &g.OpenPopupStack[i];\n            ImGuiWindow* window = popup_data->Window;\n            BulletText(\"PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'\",\n                popup_data->PopupId, window ? window->Name : \"NULL\", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? \"Child;\" : \"\", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? \"Menu;\" : \"\",\n                popup_data->BackupNavWindow ? popup_data->BackupNavWindow->Name : \"NULL\", window && window->ParentWindow ? window->ParentWindow->Name : \"NULL\");\n        }\n        TreePop();\n    }\n\n    // Details for TabBars\n    if (TreeNode(\"TabBars\", \"Tab Bars (%d)\", g.TabBars.GetAliveCount()))\n    {\n        for (int n = 0; n < g.TabBars.GetMapSize(); n++)\n            if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))\n            {\n                PushID(tab_bar);\n                DebugNodeTabBar(tab_bar, \"TabBar\");\n                PopID();\n            }\n        TreePop();\n    }\n\n    // Details for Tables\n    if (TreeNode(\"Tables\", \"Tables (%d)\", g.Tables.GetAliveCount()))\n    {\n        for (int n = 0; n < g.Tables.GetMapSize(); n++)\n            if (ImGuiTable* table = g.Tables.TryGetMapData(n))\n                DebugNodeTable(table);\n        TreePop();\n    }\n\n    // Details for Fonts\n    ImFontAtlas* atlas = g.IO.Fonts;\n    if (TreeNode(\"Fonts\", \"Fonts (%d)\", atlas->Fonts.Size))\n    {\n        ShowFontAtlas(atlas);\n        TreePop();\n    }\n\n    // Details for InputText\n    if (TreeNode(\"InputText\"))\n    {\n        DebugNodeInputTextState(&g.InputTextState);\n        TreePop();\n    }\n\n    // Details for Docking\n#ifdef IMGUI_HAS_DOCK\n    if (TreeNode(\"Docking\"))\n    {\n        TreePop();\n    }\n#endif // #ifdef IMGUI_HAS_DOCK\n\n    // Settings\n    if (TreeNode(\"Settings\"))\n    {\n        if (SmallButton(\"Clear\"))\n            ClearIniSettings();\n        SameLine();\n        if (SmallButton(\"Save to memory\"))\n            SaveIniSettingsToMemory();\n        SameLine();\n        if (SmallButton(\"Save to disk\"))\n            SaveIniSettingsToDisk(g.IO.IniFilename);\n        SameLine();\n        if (g.IO.IniFilename)\n            Text(\"\\\"%s\\\"\", g.IO.IniFilename);\n        else\n            TextUnformatted(\"<NULL>\");\n        Text(\"SettingsDirtyTimer %.2f\", g.SettingsDirtyTimer);\n        if (TreeNode(\"SettingsHandlers\", \"Settings handlers: (%d)\", g.SettingsHandlers.Size))\n        {\n            for (int n = 0; n < g.SettingsHandlers.Size; n++)\n                BulletText(\"%s\", g.SettingsHandlers[n].TypeName);\n            TreePop();\n        }\n        if (TreeNode(\"SettingsWindows\", \"Settings packed data: Windows: %d bytes\", g.SettingsWindows.size()))\n        {\n            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))\n                DebugNodeWindowSettings(settings);\n            TreePop();\n        }\n\n        if (TreeNode(\"SettingsTables\", \"Settings packed data: Tables: %d bytes\", g.SettingsTables.size()))\n        {\n            for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))\n                DebugNodeTableSettings(settings);\n            TreePop();\n        }\n\n#ifdef IMGUI_HAS_DOCK\n#endif // #ifdef IMGUI_HAS_DOCK\n\n        if (TreeNode(\"SettingsIniData\", \"Settings unpacked data (.ini): %d bytes\", g.SettingsIniData.size()))\n        {\n            InputTextMultiline(\"##Ini\", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);\n            TreePop();\n        }\n        TreePop();\n    }\n\n    if (TreeNode(\"Inputs\"))\n    {\n        Text(\"KEYBOARD/GAMEPAD/MOUSE KEYS\");\n        {\n            // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.\n            // User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes.\n            Indent();\n#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO\n            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };\n#else\n            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array\n            //Text(\"Legacy raw:\");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text(\"\\\"%s\\\" %d\", GetKeyName(key), key); } }\n#endif\n            Text(\"Keys down:\");         for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue;     SameLine(); Text(IsNamedKey(key) ? \"\\\"%s\\\"\" : \"\\\"%s\\\" %d\", GetKeyName(key), key); SameLine(); Text(\"(%.02f)\", GetKeyData(key)->DownDuration); }\n            Text(\"Keys pressed:\");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue;  SameLine(); Text(IsNamedKey(key) ? \"\\\"%s\\\"\" : \"\\\"%s\\\" %d\", GetKeyName(key), key); }\n            Text(\"Keys released:\");     for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? \"\\\"%s\\\"\" : \"\\\"%s\\\" %d\", GetKeyName(key), key); }\n            Text(\"Keys mods: %s%s%s%s\", io.KeyCtrl ? \"CTRL \" : \"\", io.KeyShift ? \"SHIFT \" : \"\", io.KeyAlt ? \"ALT \" : \"\", io.KeySuper ? \"SUPER \" : \"\");\n            Text(\"Chars queue:\");       for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text(\"\\'%c\\' (0x%04X)\", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.\n            DebugRenderKeyboardPreview(GetWindowDrawList());\n            Unindent();\n        }\n\n        Text(\"MOUSE STATE\");\n        {\n            Indent();\n            if (IsMousePosValid())\n                Text(\"Mouse pos: (%g, %g)\", io.MousePos.x, io.MousePos.y);\n            else\n                Text(\"Mouse pos: <INVALID>\");\n            Text(\"Mouse delta: (%g, %g)\", io.MouseDelta.x, io.MouseDelta.y);\n            int count = IM_ARRAYSIZE(io.MouseDown);\n            Text(\"Mouse down:\");     for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text(\"b%d (%.02f secs)\", i, io.MouseDownDuration[i]); }\n            Text(\"Mouse clicked:\");  for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text(\"b%d (%d)\", i, io.MouseClickedCount[i]); }\n            Text(\"Mouse released:\"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text(\"b%d\", i); }\n            Text(\"Mouse wheel: %.1f\", io.MouseWheel);\n            Text(\"Pen Pressure: %.1f\", io.PenPressure); // Note: currently unused\n            Unindent();\n        }\n\n        Text(\"MOUSE WHEELING\");\n        {\n            Indent();\n            Text(\"WheelingWindow: '%s'\", g.WheelingWindow ? g.WheelingWindow->Name : \"NULL\");\n            Text(\"WheelingWindowReleaseTimer: %.2f\", g.WheelingWindowReleaseTimer);\n            Text(\"WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s\", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? \"X\" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? \"Y\" : \"<none>\");\n            Unindent();\n        }\n\n        Text(\"KEY OWNERS\");\n        {\n            Indent();\n            if (BeginListBox(\"##owners\", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))\n            {\n                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))\n                {\n                    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);\n                    if (owner_data->OwnerCurr == ImGuiKeyOwner_None)\n                        continue;\n                    Text(\"%s: 0x%08X%s\", GetKeyName(key), owner_data->OwnerCurr,\n                        owner_data->LockUntilRelease ? \" LockUntilRelease\" : owner_data->LockThisFrame ? \" LockThisFrame\" : \"\");\n                    DebugLocateItemOnHover(owner_data->OwnerCurr);\n                }\n                EndListBox();\n            }\n            Unindent();\n        }\n        Text(\"SHORTCUT ROUTING\");\n        {\n            Indent();\n            if (BeginListBox(\"##routes\", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))\n            {\n                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))\n                {\n                    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;\n                    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )\n                    {\n                        char key_chord_name[64];\n                        ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];\n                        GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name));\n                        Text(\"%s: 0x%08X\", key_chord_name, routing_data->RoutingCurr);\n                        DebugLocateItemOnHover(routing_data->RoutingCurr);\n                        idx = routing_data->NextEntryIndex;\n                    }\n                }\n                EndListBox();\n            }\n            Text(\"(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)\", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);\n            Unindent();\n        }\n        TreePop();\n    }\n\n    if (TreeNode(\"Internal state\"))\n    {\n        Text(\"WINDOWING\");\n        Indent();\n        Text(\"HoveredWindow: '%s'\", g.HoveredWindow ? g.HoveredWindow->Name : \"NULL\");\n        Text(\"HoveredWindow->Root: '%s'\", g.HoveredWindow ? g.HoveredWindow->RootWindow->Name : \"NULL\");\n        Text(\"HoveredWindowUnderMovingWindow: '%s'\", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : \"NULL\");\n        Text(\"MovingWindow: '%s'\", g.MovingWindow ? g.MovingWindow->Name : \"NULL\");\n        Unindent();\n\n        Text(\"ITEMS\");\n        Indent();\n        Text(\"ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s\", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));\n        DebugLocateItemOnHover(g.ActiveId);\n        Text(\"ActiveIdWindow: '%s'\", g.ActiveIdWindow ? g.ActiveIdWindow->Name : \"NULL\");\n        Text(\"ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X\", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);\n        Text(\"HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d\", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame\n        Text(\"HoverDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f\", g.HoverDelayId, g.HoverDelayTimer, g.HoverDelayClearTimer);\n        Text(\"DragDrop: %d, SourceId = 0x%08X, Payload \\\"%s\\\" (%d bytes)\", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);\n        DebugLocateItemOnHover(g.DragDropPayload.SourceId);\n        Unindent();\n\n        Text(\"NAV,FOCUS\");\n        Indent();\n        Text(\"NavWindow: '%s'\", g.NavWindow ? g.NavWindow->Name : \"NULL\");\n        Text(\"NavId: 0x%08X, NavLayer: %d\", g.NavId, g.NavLayer);\n        DebugLocateItemOnHover(g.NavId);\n        Text(\"NavInputSource: %s\", GetInputSourceName(g.NavInputSource));\n        Text(\"NavActive: %d, NavVisible: %d\", g.IO.NavActive, g.IO.NavVisible);\n        Text(\"NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X\", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId);\n        Text(\"NavActivateFlags: %04X\", g.NavActivateFlags);\n        Text(\"NavDisableHighlight: %d, NavDisableMouseHover: %d\", g.NavDisableHighlight, g.NavDisableMouseHover);\n        Text(\"NavFocusScopeId = 0x%08X\", g.NavFocusScopeId);\n        Text(\"NavWindowingTarget: '%s'\", g.NavWindowingTarget ? g.NavWindowingTarget->Name : \"NULL\");\n        Unindent();\n\n        TreePop();\n    }\n\n    // Overlay: Display windows Rectangles and Begin Order\n    if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)\n    {\n        for (int n = 0; n < g.Windows.Size; n++)\n        {\n            ImGuiWindow* window = g.Windows[n];\n            if (!window->WasActive)\n                continue;\n            ImDrawList* draw_list = GetForegroundDrawList(window);\n            if (cfg->ShowWindowsRects)\n            {\n                ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);\n                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));\n            }\n            if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))\n            {\n                char buf[32];\n                ImFormatString(buf, IM_ARRAYSIZE(buf), \"%d\", window->BeginOrderWithinContext);\n                float font_size = GetFontSize();\n                draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));\n                draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);\n            }\n        }\n    }\n\n    // Overlay: Display Tables Rectangles\n    if (cfg->ShowTablesRects)\n    {\n        for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)\n        {\n            ImGuiTable* table = g.Tables.TryGetMapData(table_n);\n            if (table == NULL || table->LastFrameActive < g.FrameCount - 1)\n                continue;\n            ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);\n            if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)\n            {\n                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n                {\n                    ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);\n                    ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);\n                    float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;\n                    draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);\n                }\n            }\n            else\n            {\n                ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);\n                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));\n            }\n        }\n    }\n\n#ifdef IMGUI_HAS_DOCK\n    // Overlay: Display Docking info\n    if (show_docking_nodes && g.IO.KeyCtrl)\n    {\n    }\n#endif // #ifdef IMGUI_HAS_DOCK\n\n    End();\n}\n\n// [DEBUG] Display contents of Columns\nvoid ImGui::DebugNodeColumns(ImGuiOldColumns* columns)\n{\n    if (!TreeNode((void*)(uintptr_t)columns->ID, \"Columns Id: 0x%08X, Count: %d, Flags: 0x%04X\", columns->ID, columns->Count, columns->Flags))\n        return;\n    BulletText(\"Width: %.1f (MinX: %.1f, MaxX: %.1f)\", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);\n    for (int column_n = 0; column_n < columns->Columns.Size; column_n++)\n        BulletText(\"Column %02d: OffsetNorm %.3f (= %.1f px)\", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm));\n    TreePop();\n}\n\n// [DEBUG] Display contents of ImDrawList\nvoid ImGui::DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;\n    int cmd_count = draw_list->CmdBuffer.Size;\n    if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)\n        cmd_count--;\n    bool node_open = TreeNode(draw_list, \"%s: '%s' %d vtx, %d indices, %d cmds\", label, draw_list->_OwnerName ? draw_list->_OwnerName : \"\", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);\n    if (draw_list == GetWindowDrawList())\n    {\n        SameLine();\n        TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), \"CURRENTLY APPENDING\"); // Can't display stats for active draw list! (we don't have the data double-buffered)\n        if (node_open)\n            TreePop();\n        return;\n    }\n\n    ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list\n    if (window && IsItemHovered() && fg_draw_list)\n        fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));\n    if (!node_open)\n        return;\n\n    if (window && !window->WasActive)\n        TextDisabled(\"Warning: owning Window is inactive. This DrawList is not being rendered!\");\n\n    for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)\n    {\n        if (pcmd->UserCallback)\n        {\n            BulletText(\"Callback %p, user_data %p\", pcmd->UserCallback, pcmd->UserCallbackData);\n            continue;\n        }\n\n        char buf[300];\n        ImFormatString(buf, IM_ARRAYSIZE(buf), \"DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)\",\n            pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,\n            pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);\n        bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), \"%s\", buf);\n        if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)\n            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);\n        if (!pcmd_node_open)\n            continue;\n\n        // Calculate approximate coverage area (touched pixel count)\n        // This will be in pixels squared as long there's no post-scaling happening to the renderer output.\n        const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;\n        const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;\n        float total_area = 0.0f;\n        for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )\n        {\n            ImVec2 triangle[3];\n            for (int n = 0; n < 3; n++, idx_n++)\n                triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;\n            total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);\n        }\n\n        // Display vertex information summary. Hover to get all triangles drawn in wire-frame\n        ImFormatString(buf, IM_ARRAYSIZE(buf), \"Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px\", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);\n        Selectable(buf);\n        if (IsItemHovered() && fg_draw_list)\n            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);\n\n        // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.\n        ImGuiListClipper clipper;\n        clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.\n        while (clipper.Step())\n            for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)\n            {\n                char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);\n                ImVec2 triangle[3];\n                for (int n = 0; n < 3; n++, idx_i++)\n                {\n                    const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];\n                    triangle[n] = v.pos;\n                    buf_p += ImFormatString(buf_p, buf_end - buf_p, \"%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\\n\",\n                        (n == 0) ? \"Vert:\" : \"     \", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);\n                }\n\n                Selectable(buf, false);\n                if (fg_draw_list && IsItemHovered())\n                {\n                    ImDrawListFlags backup_flags = fg_draw_list->Flags;\n                    fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.\n                    fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);\n                    fg_draw_list->Flags = backup_flags;\n                }\n            }\n        TreePop();\n    }\n    TreePop();\n}\n\n// [DEBUG] Display mesh/aabb of a ImDrawCmd\nvoid ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)\n{\n    IM_ASSERT(show_mesh || show_aabb);\n\n    // Draw wire-frame version of all triangles\n    ImRect clip_rect = draw_cmd->ClipRect;\n    ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);\n    ImDrawListFlags backup_flags = out_draw_list->Flags;\n    out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.\n    for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )\n    {\n        ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list\n        ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;\n\n        ImVec2 triangle[3];\n        for (int n = 0; n < 3; n++, idx_n++)\n            vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));\n        if (show_mesh)\n            out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles\n    }\n    // Draw bounding boxes\n    if (show_aabb)\n    {\n        out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU\n        out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles\n    }\n    out_draw_list->Flags = backup_flags;\n}\n\n// [DEBUG] Display details for a single font, called by ShowStyleEditor().\nvoid ImGui::DebugNodeFont(ImFont* font)\n{\n    bool opened = TreeNode(font, \"Font: \\\"%s\\\"\\n%.2f px, %d glyphs, %d file(s)\",\n        font->ConfigData ? font->ConfigData[0].Name : \"\", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);\n    SameLine();\n    if (SmallButton(\"Set as default\"))\n        GetIO().FontDefault = font;\n    if (!opened)\n        return;\n\n    // Display preview text\n    PushFont(font);\n    Text(\"The quick brown fox jumps over the lazy dog\");\n    PopFont();\n\n    // Display details\n    SetNextItemWidth(GetFontSize() * 8);\n    DragFloat(\"Font scale\", &font->Scale, 0.005f, 0.3f, 2.0f, \"%.1f\");\n    SameLine(); MetricsHelpMarker(\n        \"Note than the default embedded font is NOT meant to be scaled.\\n\\n\"\n        \"Font are currently rendered into bitmaps at a given size at the time of building the atlas. \"\n        \"You may oversample them to get some flexibility with scaling. \"\n        \"You can also render at multiple sizes and select which one to use at runtime.\\n\\n\"\n        \"(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)\");\n    Text(\"Ascent: %f, Descent: %f, Height: %f\", font->Ascent, font->Descent, font->Ascent - font->Descent);\n    char c_str[5];\n    Text(\"Fallback character: '%s' (U+%04X)\", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);\n    Text(\"Ellipsis character: '%s' (U+%04X)\", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);\n    const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);\n    Text(\"Texture Area: about %d px ~%dx%d px\", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);\n    for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)\n        if (font->ConfigData)\n            if (const ImFontConfig* cfg = &font->ConfigData[config_i])\n                BulletText(\"Input %d: \\'%s\\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)\",\n                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);\n\n    // Display all glyphs of the fonts in separate pages of 256 characters\n    if (TreeNode(\"Glyphs\", \"Glyphs (%d)\", font->Glyphs.Size))\n    {\n        ImDrawList* draw_list = GetWindowDrawList();\n        const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);\n        const float cell_size = font->FontSize * 1;\n        const float cell_spacing = GetStyle().ItemSpacing.y;\n        for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)\n        {\n            // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)\n            // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT\n            // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)\n            if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))\n            {\n                base += 4096 - 256;\n                continue;\n            }\n\n            int count = 0;\n            for (unsigned int n = 0; n < 256; n++)\n                if (font->FindGlyphNoFallback((ImWchar)(base + n)))\n                    count++;\n            if (count <= 0)\n                continue;\n            if (!TreeNode((void*)(intptr_t)base, \"U+%04X..U+%04X (%d %s)\", base, base + 255, count, count > 1 ? \"glyphs\" : \"glyph\"))\n                continue;\n\n            // Draw a 16x16 grid of glyphs\n            ImVec2 base_pos = GetCursorScreenPos();\n            for (unsigned int n = 0; n < 256; n++)\n            {\n                // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions\n                // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.\n                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));\n                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);\n                const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));\n                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));\n                if (!glyph)\n                    continue;\n                font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));\n                if (IsMouseHoveringRect(cell_p1, cell_p2))\n                {\n                    BeginTooltip();\n                    DebugNodeFontGlyph(font, glyph);\n                    EndTooltip();\n                }\n            }\n            Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));\n            TreePop();\n        }\n        TreePop();\n    }\n    TreePop();\n}\n\nvoid ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)\n{\n    Text(\"Codepoint: U+%04X\", glyph->Codepoint);\n    Separator();\n    Text(\"Visible: %d\", glyph->Visible);\n    Text(\"AdvanceX: %.1f\", glyph->AdvanceX);\n    Text(\"Pos: (%.2f,%.2f)->(%.2f,%.2f)\", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);\n    Text(\"UV: (%.3f,%.3f)->(%.3f,%.3f)\", glyph->U0, glyph->V0, glyph->U1, glyph->V1);\n}\n\n// [DEBUG] Display contents of ImGuiStorage\nvoid ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)\n{\n    if (!TreeNode(label, \"%s: %d entries, %d bytes\", label, storage->Data.Size, storage->Data.size_in_bytes()))\n        return;\n    for (int n = 0; n < storage->Data.Size; n++)\n    {\n        const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n];\n        BulletText(\"Key 0x%08X Value { i: %d }\", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.\n    }\n    TreePop();\n}\n\n// [DEBUG] Display contents of ImGuiTabBar\nvoid ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)\n{\n    // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.\n    char buf[256];\n    char* p = buf;\n    const char* buf_end = buf + IM_ARRAYSIZE(buf);\n    const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);\n    p += ImFormatString(p, buf_end - p, \"%s 0x%08X (%d tabs)%s\", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? \"\" : \" *Inactive*\");\n    p += ImFormatString(p, buf_end - p, \"  { \");\n    for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)\n    {\n        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];\n        p += ImFormatString(p, buf_end - p, \"%s'%s'\",\n            tab_n > 0 ? \", \" : \"\", TabBarGetTabName(tab_bar, tab));\n    }\n    p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? \" ... }\" : \" } \");\n    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }\n    bool open = TreeNode(label, \"%s\", buf);\n    if (!is_active) { PopStyleColor(); }\n    if (is_active && IsItemHovered())\n    {\n        ImDrawList* draw_list = GetForegroundDrawList();\n        draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));\n        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));\n        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));\n    }\n    if (open)\n    {\n        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)\n        {\n            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];\n            PushID(tab);\n            if (SmallButton(\"<\")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);\n            if (SmallButton(\">\")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();\n            Text(\"%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f\",\n                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth);\n            PopID();\n        }\n        TreePop();\n    }\n}\n\nvoid ImGui::DebugNodeViewport(ImGuiViewportP* viewport)\n{\n    SetNextItemOpen(true, ImGuiCond_Once);\n    if (TreeNode(\"viewport0\", \"Viewport #%d\", 0))\n    {\n        ImGuiWindowFlags flags = viewport->Flags;\n        BulletText(\"Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\",\n            viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,\n            viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y);\n        BulletText(\"Flags: 0x%04X =%s%s%s\", viewport->Flags,\n            (flags & ImGuiViewportFlags_IsPlatformWindow)  ? \" IsPlatformWindow\"  : \"\",\n            (flags & ImGuiViewportFlags_IsPlatformMonitor) ? \" IsPlatformMonitor\" : \"\",\n            (flags & ImGuiViewportFlags_OwnedByApp)        ? \" OwnedByApp\"        : \"\");\n        for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)\n            for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)\n                DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], \"DrawList\");\n        TreePop();\n    }\n}\n\nvoid ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)\n{\n    if (window == NULL)\n    {\n        BulletText(\"%s: NULL\", label);\n        return;\n    }\n\n    ImGuiContext& g = *GImGui;\n    const bool is_active = window->WasActive;\n    ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;\n    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }\n    const bool open = TreeNodeEx(label, tree_node_flags, \"%s '%s'%s\", label, window->Name, is_active ? \"\" : \" *Inactive*\");\n    if (!is_active) { PopStyleColor(); }\n    if (IsItemHovered() && is_active)\n        GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));\n    if (!open)\n        return;\n\n    if (window->MemoryCompacted)\n        TextDisabled(\"Note: some memory buffers have been compacted/freed.\");\n\n    ImGuiWindowFlags flags = window->Flags;\n    DebugNodeDrawList(window, window->DrawList, \"DrawList\");\n    BulletText(\"Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)\", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);\n    BulletText(\"Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)\", flags,\n        (flags & ImGuiWindowFlags_ChildWindow)  ? \"Child \" : \"\",      (flags & ImGuiWindowFlags_Tooltip)     ? \"Tooltip \"   : \"\",  (flags & ImGuiWindowFlags_Popup) ? \"Popup \" : \"\",\n        (flags & ImGuiWindowFlags_Modal)        ? \"Modal \" : \"\",      (flags & ImGuiWindowFlags_ChildMenu)   ? \"ChildMenu \" : \"\",  (flags & ImGuiWindowFlags_NoSavedSettings) ? \"NoSavedSettings \" : \"\",\n        (flags & ImGuiWindowFlags_NoMouseInputs)? \"NoMouseInputs\":\"\", (flags & ImGuiWindowFlags_NoNavInputs) ? \"NoNavInputs\" : \"\", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? \"AlwaysAutoResize\" : \"\");\n    BulletText(\"Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s\", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? \"X\" : \"\", window->ScrollbarY ? \"Y\" : \"\");\n    BulletText(\"Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d\", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);\n    BulletText(\"Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d\", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);\n    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)\n    {\n        ImRect r = window->NavRectRel[layer];\n        if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)\n            BulletText(\"NavLastIds[%d]: 0x%08X\", layer, window->NavLastIds[layer]);\n        else\n            BulletText(\"NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)\", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);\n        DebugLocateItemOnHover(window->NavLastIds[layer]);\n    }\n    BulletText(\"NavLayersActiveMask: %X, NavLastChildNavWindow: %s\", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : \"NULL\");\n    if (window->RootWindow != window)       { DebugNodeWindow(window->RootWindow, \"RootWindow\"); }\n    if (window->ParentWindow != NULL)       { DebugNodeWindow(window->ParentWindow, \"ParentWindow\"); }\n    if (window->DC.ChildWindows.Size > 0)   { DebugNodeWindowsList(&window->DC.ChildWindows, \"ChildWindows\"); }\n    if (window->ColumnsStorage.Size > 0 && TreeNode(\"Columns\", \"Columns sets (%d)\", window->ColumnsStorage.Size))\n    {\n        for (int n = 0; n < window->ColumnsStorage.Size; n++)\n            DebugNodeColumns(&window->ColumnsStorage[n]);\n        TreePop();\n    }\n    DebugNodeStorage(&window->StateStorage, \"Storage\");\n    TreePop();\n}\n\nvoid ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)\n{\n    if (settings->WantDelete)\n        BeginDisabled();\n    Text(\"0x%08X \\\"%s\\\" Pos (%d,%d) Size (%d,%d) Collapsed=%d\",\n        settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);\n    if (settings->WantDelete)\n        EndDisabled();\n}\n\nvoid ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)\n{\n    if (!TreeNode(label, \"%s (%d)\", label, windows->Size))\n        return;\n    for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back\n    {\n        PushID((*windows)[i]);\n        DebugNodeWindow((*windows)[i], \"Window\");\n        PopID();\n    }\n    TreePop();\n}\n\n// FIXME-OPT: This is technically suboptimal, but it is simpler this way.\nvoid ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)\n{\n    for (int i = 0; i < windows_size; i++)\n    {\n        ImGuiWindow* window = windows[i];\n        if (window->ParentWindowInBeginStack != parent_in_begin_stack)\n            continue;\n        char buf[20];\n        ImFormatString(buf, IM_ARRAYSIZE(buf), \"[%04d] Window\", window->BeginOrderWithinContext);\n        //BulletText(\"[%04d] Window '%s'\", window->BeginOrderWithinContext, window->Name);\n        DebugNodeWindow(window, buf);\n        Indent();\n        DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);\n        Unindent();\n    }\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] DEBUG LOG WINDOW\n//-----------------------------------------------------------------------------\n\nvoid ImGui::DebugLog(const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    DebugLogV(fmt, args);\n    va_end(args);\n}\n\nvoid ImGui::DebugLogV(const char* fmt, va_list args)\n{\n    ImGuiContext& g = *GImGui;\n    const int old_size = g.DebugLogBuf.size();\n    g.DebugLogBuf.appendf(\"[%05d] \", g.FrameCount);\n    g.DebugLogBuf.appendfv(fmt, args);\n    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)\n        IMGUI_DEBUG_PRINTF(\"%s\", g.DebugLogBuf.begin() + old_size);\n    g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size());\n}\n\nvoid ImGui::ShowDebugLogWindow(bool* p_open)\n{\n    ImGuiContext& g = *GImGui;\n    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))\n        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);\n    if (!Begin(\"Dear ImGui Debug Log\", p_open) || GetCurrentWindow()->BeginCount > 1)\n    {\n        End();\n        return;\n    }\n\n    AlignTextToFramePadding();\n    Text(\"Log events:\");\n    SameLine(); CheckboxFlags(\"All\", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_);\n    SameLine(); CheckboxFlags(\"ActiveId\", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId);\n    SameLine(); CheckboxFlags(\"Focus\", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus);\n    SameLine(); CheckboxFlags(\"Popup\", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup);\n    SameLine(); CheckboxFlags(\"Nav\", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav);\n    SameLine(); CheckboxFlags(\"Clipper\", &g.DebugLogFlags, ImGuiDebugLogFlags_EventClipper);\n    SameLine(); CheckboxFlags(\"IO\", &g.DebugLogFlags, ImGuiDebugLogFlags_EventIO);\n\n    if (SmallButton(\"Clear\"))\n    {\n        g.DebugLogBuf.clear();\n        g.DebugLogIndex.clear();\n    }\n    SameLine();\n    if (SmallButton(\"Copy\"))\n        SetClipboardText(g.DebugLogBuf.c_str());\n    BeginChild(\"##log\", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);\n\n    ImGuiListClipper clipper;\n    clipper.Begin(g.DebugLogIndex.size());\n    while (clipper.Step())\n        for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)\n        {\n            const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no);\n            const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no);\n            TextUnformatted(line_begin, line_end);\n            ImRect text_rect = g.LastItemData.Rect;\n            if (IsItemHovered())\n                for (const char* p = line_begin; p < line_end - 10; p++)\n                {\n                    ImGuiID id = 0;\n                    if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, \"%X\", &id) != 1)\n                        continue;\n                    ImVec2 p0 = CalcTextSize(line_begin, p);\n                    ImVec2 p1 = CalcTextSize(p, p + 10);\n                    g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y));\n                    if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true))\n                        DebugLocateItemOnHover(id);\n                    p += 10;\n                }\n        }\n    if (GetScrollY() >= GetScrollMaxY())\n        SetScrollHereY(1.0f);\n    EndChild();\n\n    End();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)\n//-----------------------------------------------------------------------------\n\nstatic const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255);  // Green\n\nvoid ImGui::DebugLocateItem(ImGuiID target_id)\n{\n    ImGuiContext& g = *GImGui;\n    g.DebugLocateId = target_id;\n    g.DebugLocateFrames = 2;\n}\n\nvoid ImGui::DebugLocateItemOnHover(ImGuiID target_id)\n{\n    if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))\n        return;\n    ImGuiContext& g = *GImGui;\n    DebugLocateItem(target_id);\n    GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR);\n}\n\nvoid ImGui::DebugLocateItemResolveWithLastItem()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiLastItemData item_data = g.LastItemData;\n    g.DebugLocateId = 0;\n    ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow);\n    ImRect r = item_data.Rect;\n    r.Expand(3.0f);\n    ImVec2 p1 = g.IO.MousePos;\n    ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y);\n    draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR);\n    draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR);\n}\n\n// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.\nvoid ImGui::UpdateDebugToolItemPicker()\n{\n    ImGuiContext& g = *GImGui;\n    g.DebugItemPickerBreakId = 0;\n    if (!g.DebugItemPickerActive)\n        return;\n\n    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;\n    SetMouseCursor(ImGuiMouseCursor_Hand);\n    if (IsKeyPressed(ImGuiKey_Escape))\n        g.DebugItemPickerActive = false;\n    const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift);\n    if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id)\n    {\n        g.DebugItemPickerBreakId = hovered_id;\n        g.DebugItemPickerActive = false;\n    }\n    for (int mouse_button = 0; mouse_button < 3; mouse_button++)\n        if (change_mapping && IsMouseClicked(mouse_button))\n            g.DebugItemPickerMouseButton = (ImU8)mouse_button;\n    SetNextWindowBgAlpha(0.70f);\n    BeginTooltip();\n    Text(\"HoveredId: 0x%08X\", hovered_id);\n    Text(\"Press ESC to abort picking.\");\n    const char* mouse_button_names[] = { \"Left\", \"Right\", \"Middle\" };\n    if (change_mapping)\n        Text(\"Remap w/ Ctrl+Shift: click anywhere to select new mouse button.\");\n    else\n        TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), \"Click %s Button to break in debugger! (remap w/ Ctrl+Shift)\", mouse_button_names[g.DebugItemPickerMouseButton]);\n    EndTooltip();\n}\n\n// [DEBUG] Stack Tool: update queries. Called by NewFrame()\nvoid ImGui::UpdateDebugToolStackQueries()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiStackTool* tool = &g.DebugStackTool;\n\n    // Clear hook when stack tool is not visible\n    g.DebugHookIdInfo = 0;\n    if (g.FrameCount != tool->LastActiveFrame + 1)\n        return;\n\n    // Update queries. The steps are: -1: query Stack, >= 0: query each stack item\n    // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time\n    const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;\n    if (tool->QueryId != query_id)\n    {\n        tool->QueryId = query_id;\n        tool->StackLevel = -1;\n        tool->Results.resize(0);\n    }\n    if (query_id == 0)\n        return;\n\n    // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)\n    int stack_level = tool->StackLevel;\n    if (stack_level >= 0 && stack_level < tool->Results.Size)\n        if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)\n            tool->StackLevel++;\n\n    // Update hook\n    stack_level = tool->StackLevel;\n    if (stack_level == -1)\n        g.DebugHookIdInfo = query_id;\n    if (stack_level >= 0 && stack_level < tool->Results.Size)\n    {\n        g.DebugHookIdInfo = tool->Results[stack_level].ID;\n        tool->Results[stack_level].QueryFrameCount++;\n    }\n}\n\n// [DEBUG] Stack tool: hooks called by GetID() family functions\nvoid ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiStackTool* tool = &g.DebugStackTool;\n\n    // Step 0: stack query\n    // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget.\n    if (tool->StackLevel == -1)\n    {\n        tool->StackLevel++;\n        tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());\n        for (int n = 0; n < window->IDStack.Size + 1; n++)\n            tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;\n        return;\n    }\n\n    // Step 1+: query for individual level\n    IM_ASSERT(tool->StackLevel >= 0);\n    if (tool->StackLevel != window->IDStack.Size)\n        return;\n    ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];\n    IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);\n\n    switch (data_type)\n    {\n    case ImGuiDataType_S32:\n        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), \"%d\", (int)(intptr_t)data_id);\n        break;\n    case ImGuiDataType_String:\n        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), \"%.*s\", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);\n        break;\n    case ImGuiDataType_Pointer:\n        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), \"(void*)0x%p\", data_id);\n        break;\n    case ImGuiDataType_ID:\n        if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.\n            return;\n        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), \"0x%08X [override]\", id);\n        break;\n    default:\n        IM_ASSERT(0);\n    }\n    info->QuerySuccess = true;\n    info->DataType = data_type;\n}\n\nstatic int StackToolFormatLevelInfo(ImGuiStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)\n{\n    ImGuiStackLevelInfo* info = &tool->Results[n];\n    ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;\n    if (window)                                                                 // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)\n        return ImFormatString(buf, buf_size, format_for_ui ? \"\\\"%s\\\" [window]\" : \"%s\", window->Name);\n    if (info->QuerySuccess)                                                     // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button(\"\") where they both have same id)\n        return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? \"\\\"%s\\\"\" : \"%s\", info->Desc);\n    if (tool->StackLevel < tool->Results.Size)                                  // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.\n        return (*buf = 0);\n#ifdef IMGUI_ENABLE_TEST_ENGINE\n    if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID))   // Source: ImGuiTestEngine's ItemInfo()\n        return ImFormatString(buf, buf_size, format_for_ui ? \"??? \\\"%s\\\"\" : \"%s\", label);\n#endif\n    return ImFormatString(buf, buf_size, \"???\");\n}\n\n// Stack Tool: Display UI\nvoid ImGui::ShowStackToolWindow(bool* p_open)\n{\n    ImGuiContext& g = *GImGui;\n    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))\n        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);\n    if (!Begin(\"Dear ImGui Stack Tool\", p_open) || GetCurrentWindow()->BeginCount > 1)\n    {\n        End();\n        return;\n    }\n\n    // Display hovered/active status\n    ImGuiStackTool* tool = &g.DebugStackTool;\n    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;\n    const ImGuiID active_id = g.ActiveId;\n#ifdef IMGUI_ENABLE_TEST_ENGINE\n    Text(\"HoveredId: 0x%08X (\\\"%s\\\"), ActiveId:  0x%08X (\\\"%s\\\")\", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : \"\", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : \"\");\n#else\n    Text(\"HoveredId: 0x%08X, ActiveId:  0x%08X\", hovered_id, active_id);\n#endif\n    SameLine();\n    MetricsHelpMarker(\"Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\\nEach level of the stack correspond to a PushID() call.\\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\\nRead FAQ entry about the ID stack for details.\");\n\n    // CTRL+C to copy path\n    const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;\n    OriginalCheckbox(\"Ctrl+C: copy path to clipboard\", &tool->CopyToClipboardOnCtrlC);\n    SameLine();\n    TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), \"*COPIED*\");\n    if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C))\n    {\n        tool->CopyToClipboardLastTime = (float)g.Time;\n        char* p = g.TempBuffer.Data;\n        char* p_end = p + g.TempBuffer.Size;\n        for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)\n        {\n            *p++ = '/';\n            char level_desc[256];\n            StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));\n            for (int n = 0; level_desc[n] && p + 2 < p_end; n++)\n            {\n                if (level_desc[n] == '/')\n                    *p++ = '\\\\';\n                *p++ = level_desc[n];\n            }\n        }\n        *p = '\\0';\n        SetClipboardText(g.TempBuffer.Data);\n    }\n\n    // Display decorated stack\n    tool->LastActiveFrame = g.FrameCount;\n    if (tool->Results.Size > 0 && BeginTable(\"##table\", 3, ImGuiTableFlags_Borders))\n    {\n        const float id_width = CalcTextSize(\"0xDDDDDDDD\").x;\n        TableSetupColumn(\"Seed\", ImGuiTableColumnFlags_WidthFixed, id_width);\n        TableSetupColumn(\"PushID\", ImGuiTableColumnFlags_WidthStretch);\n        TableSetupColumn(\"Result\", ImGuiTableColumnFlags_WidthFixed, id_width);\n        TableHeadersRow();\n        for (int n = 0; n < tool->Results.Size; n++)\n        {\n            ImGuiStackLevelInfo* info = &tool->Results[n];\n            TableNextColumn();\n            Text(\"0x%08X\", (n > 0) ? tool->Results[n - 1].ID : 0);\n            TableNextColumn();\n            StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);\n            TextUnformatted(g.TempBuffer.Data);\n            TableNextColumn();\n            Text(\"0x%08X\", info->ID);\n            if (n == tool->Results.Size - 1)\n                TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));\n        }\n        EndTable();\n    }\n    End();\n}\n\n#else\n\nvoid ImGui::ShowMetricsWindow(bool*) {}\nvoid ImGui::ShowFontAtlas(ImFontAtlas*) {}\nvoid ImGui::DebugNodeColumns(ImGuiOldColumns*) {}\nvoid ImGui::DebugNodeDrawList(ImGuiWindow*, const ImDrawList*, const char*) {}\nvoid ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}\nvoid ImGui::DebugNodeFont(ImFont*) {}\nvoid ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}\nvoid ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}\nvoid ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}\nvoid ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}\nvoid ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}\nvoid ImGui::DebugNodeViewport(ImGuiViewportP*) {}\n\nvoid ImGui::DebugLog(const char*, ...) {}\nvoid ImGui::DebugLogV(const char*, va_list) {}\nvoid ImGui::ShowDebugLogWindow(bool*) {}\nvoid ImGui::ShowStackToolWindow(bool*) {}\nvoid ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}\nvoid ImGui::UpdateDebugToolItemPicker() {}\nvoid ImGui::UpdateDebugToolStackQueries() {}\n\n#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS\n\n//-----------------------------------------------------------------------------\n\n// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.\n// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.\n#ifdef IMGUI_INCLUDE_IMGUI_USER_INL\n#include \"imgui_user.inl\"\n#endif\n\n//-----------------------------------------------------------------------------\n\n#endif // #ifndef IMGUI_DISABLE\n"
  },
  {
    "path": "imgui/imgui.h",
    "content": "// dear imgui, v1.89.4 WIP\n// (headers)\n\n// Help:\n// - Read FAQ at http://dearimgui.org/faq\n// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.\n// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.\n// Read imgui.cpp for details, links and comments.\n\n// Resources:\n// - FAQ                   http://dearimgui.org/faq\n// - Homepage & latest     https://github.com/ocornut/imgui\n// - Releases & changelog  https://github.com/ocornut/imgui/releases\n// - Gallery               https://github.com/ocornut/imgui/issues/5886 (please post your screenshots/video there!)\n// - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there)\n// - Glossary              https://github.com/ocornut/imgui/wiki/Glossary\n// - Issues & support      https://github.com/ocornut/imgui/issues\n\n// Getting Started?\n// - For first-time users having issues compiling/linking/running or issues loading fonts:\n//   please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above..\n\n// Library Version\n// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')\n#define IMGUI_VERSION               \"1.89.4 WIP\"\n#define IMGUI_VERSION_NUM           18933\n#define IMGUI_HAS_TABLE\n\n/*\n\nIndex of this file:\n// [SECTION] Header mess\n// [SECTION] Forward declarations and basic types\n// [SECTION] Dear ImGui end-user API functions\n// [SECTION] Flags & Enumerations\n// [SECTION] Helpers: Memory allocations macros, ImVector<>\n// [SECTION] ImGuiStyle\n// [SECTION] ImGuiIO\n// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)\n// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)\n// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)\n// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)\n// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)\n// [SECTION] Platform Dependent Interfaces (ImGuiPlatformImeData)\n// [SECTION] Obsolete functions and types\n\n*/\n\n#pragma once\n\n// Configuration file with compile-time options\n// (edit imconfig.h or '#define IMGUI_USER_CONFIG \"myfilename.h\" from your build system')\n#ifdef IMGUI_USER_CONFIG\n#include IMGUI_USER_CONFIG\n#endif\n#include \"imconfig.h\"\n\n#ifndef IMGUI_DISABLE\n\n//-----------------------------------------------------------------------------\n// [SECTION] Header mess\n//-----------------------------------------------------------------------------\n\n// Includes\n#include <float.h>                  // FLT_MIN, FLT_MAX\n#include <stdarg.h>                 // va_list, va_start, va_end\n#include <stddef.h>                 // ptrdiff_t, NULL\n#include <string.h>                 // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp\n\n// Define attributes of all API symbols declarations (e.g. for DLL under Windows)\n// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)\n// Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API)\n#ifndef IMGUI_API\n#define IMGUI_API\n#endif\n#ifndef IMGUI_IMPL_API\n#define IMGUI_IMPL_API              IMGUI_API\n#endif\n\n// Helper Macros\n#ifndef IM_ASSERT\n#include <assert.h>\n#define IM_ASSERT(_EXPR)            assert(_EXPR)                               // You can override the default assert handler by editing imconfig.h\n#endif\n#define IM_ARRAYSIZE(_ARR)          ((int)(sizeof(_ARR) / sizeof(*(_ARR))))     // Size of a static C-style array. Don't use on pointers!\n#define IM_UNUSED(_VAR)             ((void)(_VAR))                              // Used to silence \"unused variable warnings\". Often useful as asserts may be stripped out from final builds.\n#define IM_OFFSETOF(_TYPE,_MEMBER)  offsetof(_TYPE, _MEMBER)                    // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11\n#define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))\n\n// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.\n#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)\n#define IM_FMTARGS(FMT)             __attribute__((format(gnu_printf, FMT, FMT+1)))\n#define IM_FMTLIST(FMT)             __attribute__((format(gnu_printf, FMT, 0)))\n#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))\n#define IM_FMTARGS(FMT)             __attribute__((format(printf, FMT, FMT+1)))\n#define IM_FMTLIST(FMT)             __attribute__((format(printf, FMT, 0)))\n#else\n#define IM_FMTARGS(FMT)\n#define IM_FMTLIST(FMT)\n#endif\n\n// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)\n#if defined(_MSC_VER) && !defined(__clang__)  && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)\n#define IM_MSVC_RUNTIME_CHECKS_OFF      __pragma(runtime_checks(\"\",off))     __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))\n#define IM_MSVC_RUNTIME_CHECKS_RESTORE  __pragma(runtime_checks(\"\",restore)) __pragma(check_stack())    __pragma(strict_gs_check(pop))\n#else\n#define IM_MSVC_RUNTIME_CHECKS_OFF\n#define IM_MSVC_RUNTIME_CHECKS_RESTORE\n#endif\n\n// Warnings\n#ifdef _MSC_VER\n#pragma warning (push)\n#pragma warning (disable: 26495)    // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).\n#endif\n#if defined(__clang__)\n#pragma clang diagnostic push\n#pragma clang diagnostic ignored \"-Wold-style-cast\"\n#if __has_warning(\"-Wzero-as-null-pointer-constant\")\n#pragma clang diagnostic ignored \"-Wzero-as-null-pointer-constant\"\n#endif\n#elif defined(__GNUC__)\n#pragma GCC diagnostic push\n#pragma GCC diagnostic ignored \"-Wpragmas\"          // warning: unknown option after '#pragma GCC diagnostic' kind\n#pragma GCC diagnostic ignored \"-Wclass-memaccess\"  // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead\n#endif\n\n//-----------------------------------------------------------------------------\n// [SECTION] Forward declarations and basic types\n//-----------------------------------------------------------------------------\n\n// Forward declarations\nstruct ImDrawChannel;               // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()\nstruct ImDrawCmd;                   // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)\nstruct ImDrawData;                  // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.\nstruct ImDrawList;                  // A single draw command list (generally one per window, conceptually you may see this as a dynamic \"mesh\" builder)\nstruct ImDrawListSharedData;        // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)\nstruct ImDrawListSplitter;          // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.\nstruct ImDrawVert;                  // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)\nstruct ImFont;                      // Runtime data for a single font within a parent ImFontAtlas\nstruct ImFontAtlas;                 // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader\nstruct ImFontBuilderIO;             // Opaque interface to a font builder (stb_truetype or FreeType).\nstruct ImFontConfig;                // Configuration data when adding a font or merging fonts\nstruct ImFontGlyph;                 // A single font glyph (code point + coordinates within in ImFontAtlas + offset)\nstruct ImFontGlyphRangesBuilder;    // Helper to build glyph ranges from text/string data\nstruct ImColor;                     // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)\nstruct ImGuiContext;                // Dear ImGui context (opaque structure, unless including imgui_internal.h)\nstruct ImGuiIO;                     // Main configuration and I/O between your application and ImGui\nstruct ImGuiInputTextCallbackData;  // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)\nstruct ImGuiKeyData;                // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.\nstruct ImGuiListClipper;            // Helper to manually clip large list of items\nstruct ImGuiOnceUponAFrame;         // Helper for running a block of code not more than once a frame\nstruct ImGuiPayload;                // User data payload for drag and drop operations\nstruct ImGuiPlatformImeData;        // Platform IME data for io.SetPlatformImeDataFn() function.\nstruct ImGuiSizeCallbackData;       // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)\nstruct ImGuiStorage;                // Helper for key->value storage\nstruct ImGuiStyle;                  // Runtime data for styling/colors\nstruct ImGuiTableSortSpecs;         // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)\nstruct ImGuiTableColumnSortSpecs;   // Sorting specification for one column of a table\nstruct ImGuiTextBuffer;             // Helper to hold and append into a text buffer (~string builder)\nstruct ImGuiTextFilter;             // Helper to parse and apply text filters (e.g. \"aaaaa[,bbbbb][,ccccc]\")\nstruct ImGuiViewport;               // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor\n\n// Enumerations\n// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration)\n// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!\n//   In Visual Studio IDE: CTRL+comma (\"Edit.GoToAll\") can follow symbols in comments, whereas CTRL+F12 (\"Edit.GoToImplementation\") cannot.\n//   With Visual Assist installed: ALT+G (\"VAssistX.GoToImplementation\") can also follow symbols in comments.\nenum ImGuiKey : int;                // -> enum ImGuiKey              // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)\ntypedef int ImGuiCol;               // -> enum ImGuiCol_             // Enum: A color identifier for styling\ntypedef int ImGuiCond;              // -> enum ImGuiCond_            // Enum: A condition for many Set*() functions\ntypedef int ImGuiDataType;          // -> enum ImGuiDataType_        // Enum: A primary data type\ntypedef int ImGuiDir;               // -> enum ImGuiDir_             // Enum: A cardinal direction\ntypedef int ImGuiMouseButton;       // -> enum ImGuiMouseButton_     // Enum: A mouse button identifier (0=left, 1=right, 2=middle)\ntypedef int ImGuiMouseCursor;       // -> enum ImGuiMouseCursor_     // Enum: A mouse cursor shape\ntypedef int ImGuiSortDirection;     // -> enum ImGuiSortDirection_   // Enum: A sorting direction (ascending or descending)\ntypedef int ImGuiStyleVar;          // -> enum ImGuiStyleVar_        // Enum: A variable identifier for styling\ntypedef int ImGuiTableBgTarget;     // -> enum ImGuiTableBgTarget_   // Enum: A color target for TableSetBgColor()\n\n// Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file)\n// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!\n//   In Visual Studio IDE: CTRL+comma (\"Edit.GoToAll\") can follow symbols in comments, whereas CTRL+F12 (\"Edit.GoToImplementation\") cannot.\n//   With Visual Assist installed: ALT+G (\"VAssistX.GoToImplementation\") can also follow symbols in comments.\ntypedef int ImDrawFlags;            // -> enum ImDrawFlags_          // Flags: for ImDrawList functions\ntypedef int ImDrawListFlags;        // -> enum ImDrawListFlags_      // Flags: for ImDrawList instance\ntypedef int ImFontAtlasFlags;       // -> enum ImFontAtlasFlags_     // Flags: for ImFontAtlas build\ntypedef int ImGuiBackendFlags;      // -> enum ImGuiBackendFlags_    // Flags: for io.BackendFlags\ntypedef int ImGuiButtonFlags;       // -> enum ImGuiButtonFlags_     // Flags: for InvisibleButton()\ntypedef int ImGuiColorEditFlags;    // -> enum ImGuiColorEditFlags_  // Flags: for ColorEdit4(), ColorPicker4() etc.\ntypedef int ImGuiConfigFlags;       // -> enum ImGuiConfigFlags_     // Flags: for io.ConfigFlags\ntypedef int ImGuiComboFlags;        // -> enum ImGuiComboFlags_      // Flags: for BeginCombo()\ntypedef int ImGuiDragDropFlags;     // -> enum ImGuiDragDropFlags_   // Flags: for BeginDragDropSource(), AcceptDragDropPayload()\ntypedef int ImGuiFocusedFlags;      // -> enum ImGuiFocusedFlags_    // Flags: for IsWindowFocused()\ntypedef int ImGuiHoveredFlags;      // -> enum ImGuiHoveredFlags_    // Flags: for IsItemHovered(), IsWindowHovered() etc.\ntypedef int ImGuiInputTextFlags;    // -> enum ImGuiInputTextFlags_  // Flags: for InputText(), InputTextMultiline()\ntypedef int ImGuiKeyChord;          // -> ImGuiKey | ImGuiMod_XXX    // Flags: for storage only for now: an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.\ntypedef int ImGuiPopupFlags;        // -> enum ImGuiPopupFlags_      // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()\ntypedef int ImGuiSelectableFlags;   // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()\ntypedef int ImGuiSliderFlags;       // -> enum ImGuiSliderFlags_     // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.\ntypedef int ImGuiTabBarFlags;       // -> enum ImGuiTabBarFlags_     // Flags: for BeginTabBar()\ntypedef int ImGuiTabItemFlags;      // -> enum ImGuiTabItemFlags_    // Flags: for BeginTabItem()\ntypedef int ImGuiTableFlags;        // -> enum ImGuiTableFlags_      // Flags: For BeginTable()\ntypedef int ImGuiTableColumnFlags;  // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()\ntypedef int ImGuiTableRowFlags;     // -> enum ImGuiTableRowFlags_   // Flags: For TableNextRow()\ntypedef int ImGuiTreeNodeFlags;     // -> enum ImGuiTreeNodeFlags_   // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()\ntypedef int ImGuiViewportFlags;     // -> enum ImGuiViewportFlags_   // Flags: for ImGuiViewport\ntypedef int ImGuiWindowFlags;       // -> enum ImGuiWindowFlags_     // Flags: for Begin(), BeginChild()\n\n// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]\n// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.\n// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.\n#ifndef ImTextureID\ntypedef void* ImTextureID;          // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)\n#endif\n\n// ImDrawIdx: vertex index. [Compile-time configurable type]\n// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).\n// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.\n#ifndef ImDrawIdx\ntypedef unsigned short ImDrawIdx;   // Default: 16-bit (for maximum compatibility with renderer backends)\n#endif\n\n// Scalar data types\ntypedef unsigned int        ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)\ntypedef signed char         ImS8;   // 8-bit signed integer\ntypedef unsigned char       ImU8;   // 8-bit unsigned integer\ntypedef signed short        ImS16;  // 16-bit signed integer\ntypedef unsigned short      ImU16;  // 16-bit unsigned integer\ntypedef signed int          ImS32;  // 32-bit signed integer == int\ntypedef unsigned int        ImU32;  // 32-bit unsigned integer (often used to store packed colors)\ntypedef signed   long long  ImS64;  // 64-bit signed integer\ntypedef unsigned long long  ImU64;  // 64-bit unsigned integer\n\n// Character types\n// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)\ntypedef unsigned short ImWchar16;   // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.\ntypedef unsigned int ImWchar32;     // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.\n#ifdef IMGUI_USE_WCHAR32            // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]\ntypedef ImWchar32 ImWchar;\n#else\ntypedef ImWchar16 ImWchar;\n#endif\n\n// Callback and functions types\ntypedef int     (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data);    // Callback function for ImGui::InputText()\ntypedef void    (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);              // Callback function for ImGui::SetNextWindowSizeConstraints()\ntypedef void*   (*ImGuiMemAllocFunc)(size_t sz, void* user_data);               // Function signature for ImGui::SetAllocatorFunctions()\ntypedef void    (*ImGuiMemFreeFunc)(void* ptr, void* user_data);                // Function signature for ImGui::SetAllocatorFunctions()\n\n// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]\n// This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.\nIM_MSVC_RUNTIME_CHECKS_OFF\nstruct ImVec2\n{\n    float                                   x, y;\n    constexpr ImVec2()                      : x(0.0f), y(0.0f) { }\n    constexpr ImVec2(float _x, float _y)    : x(_x), y(_y) { }\n    float  operator[] (size_t idx) const    { IM_ASSERT(idx == 0 || idx == 1); return (&x)[idx]; }  // We very rarely use this [] operator, the assert overhead is fine.\n    float& operator[] (size_t idx)          { IM_ASSERT(idx == 0 || idx == 1); return (&x)[idx]; }  // We very rarely use this [] operator, the assert overhead is fine.\n#ifdef IM_VEC2_CLASS_EXTRA\n    IM_VEC2_CLASS_EXTRA     // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.\n#endif\n};\n\n// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]\nstruct ImVec4\n{\n    float                                                     x, y, z, w;\n    constexpr ImVec4()                                        : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }\n    constexpr ImVec4(float _x, float _y, float _z, float _w)  : x(_x), y(_y), z(_z), w(_w) { }\n#ifdef IM_VEC4_CLASS_EXTRA\n    IM_VEC4_CLASS_EXTRA     // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.\n#endif\n};\nIM_MSVC_RUNTIME_CHECKS_RESTORE\n\n//-----------------------------------------------------------------------------\n// [SECTION] Dear ImGui end-user API functions\n// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)\n//-----------------------------------------------------------------------------\n\nnamespace ImGui\n{\n    // Context creation and access\n    // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts.\n    // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()\n    //   for each static/DLL boundary you are calling from. Read \"Context and Memory Allocators\" section of imgui.cpp for details.\n    IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);\n    IMGUI_API void          DestroyContext(ImGuiContext* ctx = NULL);   // NULL = destroy current context\n    IMGUI_API ImGuiContext* GetCurrentContext();\n    IMGUI_API void          SetCurrentContext(ImGuiContext* ctx);\n\n    // Main\n    IMGUI_API ImGuiIO&      GetIO();                                    // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)\n    IMGUI_API ImGuiStyle&   GetStyle();                                 // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame!\n    IMGUI_API void          NewFrame();                                 // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().\n    IMGUI_API void          EndFrame();                                 // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!\n    IMGUI_API void          Render();                                   // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().\n    IMGUI_API ImDrawData*   GetDrawData();                              // valid after Render() and until the next call to NewFrame(). this is what you have to render.\n\n    // Demo, Debug, Information\n    IMGUI_API void          ShowDemoWindow(bool* p_open = NULL);        // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!\n    IMGUI_API void          ShowMetricsWindow(bool* p_open = NULL);     // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.\n    IMGUI_API void          ShowDebugLogWindow(bool* p_open = NULL);    // create Debug Log window. display a simplified log of important dear imgui events.\n    IMGUI_API void          ShowStackToolWindow(bool* p_open = NULL);   // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.\n    IMGUI_API void          ShowAboutWindow(bool* p_open = NULL);       // create About window. display Dear ImGui version, credits and build/system information.\n    IMGUI_API void          ShowStyleEditor(ImGuiStyle* ref = NULL);    // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)\n    IMGUI_API bool          ShowStyleSelector(const char* label);       // add style selector block (not a window), essentially a combo listing the default styles.\n    IMGUI_API void          ShowFontSelector(const char* label);        // add font selector block (not a window), essentially a combo listing the loaded fonts.\n    IMGUI_API void          ShowUserGuide();                            // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).\n    IMGUI_API const char*   GetVersion();                               // get the compiled version string e.g. \"1.80 WIP\" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)\n\n    // Styles\n    IMGUI_API void          StyleColorsDark(ImGuiStyle* dst = NULL);    // new, recommended style (default)\n    IMGUI_API void          StyleColorsLight(ImGuiStyle* dst = NULL);   // best used with borders and a custom, thicker font\n    IMGUI_API void          StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style\n\n    // Windows\n    // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.\n    // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,\n    //   which clicking will set the boolean to false when clicked.\n    // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.\n    //   Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().\n    // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting\n    //   anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!\n    //   [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,\n    //    BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function\n    //    returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]\n    // - Note that the bottom of window stack always contains a window called \"Debug\".\n    IMGUI_API bool          Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);\n    IMGUI_API void          End();\n\n    // Child Windows\n    // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.\n    // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).\n    // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.\n    //   Always call a matching EndChild() for each BeginChild() call, regardless of its return value.\n    //   [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,\n    //    BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function\n    //    returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]\n    IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);\n    IMGUI_API bool          BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);\n    IMGUI_API void          EndChild();\n\n    // Windows Utilities\n    // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.\n    IMGUI_API bool          IsWindowAppearing();\n    IMGUI_API bool          IsWindowCollapsed();\n    IMGUI_API bool          IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.\n    IMGUI_API bool          IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!\n    IMGUI_API ImDrawList*   GetWindowDrawList();                        // get draw list associated to the current window, to append your own drawing primitives\n    IMGUI_API ImVec2        GetWindowPos();                             // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)\n    IMGUI_API ImVec2        GetWindowSize();                            // get current window size\n    IMGUI_API float         GetWindowWidth();                           // get current window width (shortcut for GetWindowSize().x)\n    IMGUI_API float         GetWindowHeight();                          // get current window height (shortcut for GetWindowSize().y)\n\n    // Window manipulation\n    // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).\n    IMGUI_API void          SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.\n    IMGUI_API void          SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0);                  // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()\n    IMGUI_API void          SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.\n    IMGUI_API void          SetNextWindowContentSize(const ImVec2& size);                               // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()\n    IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                 // set next window collapsed state. call before Begin()\n    IMGUI_API void          SetNextWindowFocus();                                                       // set next window to be focused / top-most. call before Begin()\n    IMGUI_API void          SetNextWindowScroll(const ImVec2& scroll);                                  // set next window scrolling value (use < 0.0f to not affect a given axis).\n    IMGUI_API void          SetNextWindowBgAlpha(float alpha);                                          // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.\n    IMGUI_API void          SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0);                        // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.\n    IMGUI_API void          SetWindowSize(const ImVec2& size, ImGuiCond cond = 0);                      // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.\n    IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                     // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().\n    IMGUI_API void          SetWindowFocus();                                                           // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().\n    IMGUI_API void          SetWindowFontScale(float scale);                                            // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().\n    IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0);      // set named window position.\n    IMGUI_API void          SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0);    // set named window size. set axis to 0.0f to force an auto-fit on this axis.\n    IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0);   // set named window collapsed state\n    IMGUI_API void          SetWindowFocus(const char* name);                                           // set named window to be focused / top-most. use NULL to remove focus.\n\n    // Content region\n    // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful.\n    // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion)\n    IMGUI_API ImVec2        GetContentRegionAvail();                                        // == GetContentRegionMax() - GetCursorPos()\n    IMGUI_API ImVec2        GetContentRegionMax();                                          // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates\n    IMGUI_API ImVec2        GetWindowContentRegionMin();                                    // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates\n    IMGUI_API ImVec2        GetWindowContentRegionMax();                                    // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be overridden with SetNextWindowContentSize(), in window coordinates\n\n    // Windows Scrolling\n    // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().\n    // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().\n    IMGUI_API float         GetScrollX();                                                   // get scrolling amount [0 .. GetScrollMaxX()]\n    IMGUI_API float         GetScrollY();                                                   // get scrolling amount [0 .. GetScrollMaxY()]\n    IMGUI_API void          SetScrollX(float scroll_x);                                     // set scrolling amount [0 .. GetScrollMaxX()]\n    IMGUI_API void          SetScrollY(float scroll_y);                                     // set scrolling amount [0 .. GetScrollMaxY()]\n    IMGUI_API float         GetScrollMaxX();                                                // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x\n    IMGUI_API float         GetScrollMaxY();                                                // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y\n    IMGUI_API void          SetScrollHereX(float center_x_ratio = 0.5f);                    // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a \"default/current item\" visible, consider using SetItemDefaultFocus() instead.\n    IMGUI_API void          SetScrollHereY(float center_y_ratio = 0.5f);                    // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a \"default/current item\" visible, consider using SetItemDefaultFocus() instead.\n    IMGUI_API void          SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f);  // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.\n    IMGUI_API void          SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f);  // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.\n\n    // Parameters stacks (shared)\n    IMGUI_API void          PushFont(ImFont* font);                                         // use NULL as a shortcut to push default font\n    IMGUI_API void          PopFont();\n    IMGUI_API void          PushStyleColor(ImGuiCol idx, ImU32 col);                        // modify a style color. always use this if you modify the style after NewFrame().\n    IMGUI_API void          PushStyleColor(ImGuiCol idx, const ImVec4& col);\n    IMGUI_API void          PopStyleColor(int count = 1);\n    IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, float val);                     // modify a style float variable. always use this if you modify the style after NewFrame().\n    IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);             // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().\n    IMGUI_API void          PopStyleVar(int count = 1);\n    IMGUI_API void          PushAllowKeyboardFocus(bool allow_keyboard_focus);              // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets\n    IMGUI_API void          PopAllowKeyboardFocus();\n    IMGUI_API void          PushButtonRepeat(bool repeat);                                  // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.\n    IMGUI_API void          PopButtonRepeat();\n\n    // Parameters stacks (current window)\n    IMGUI_API void          PushItemWidth(float item_width);                                // push width of items for common large \"item+label\" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).\n    IMGUI_API void          PopItemWidth();\n    IMGUI_API void          SetNextItemWidth(float item_width);                             // set width of the _next_ common large \"item+label\" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)\n    IMGUI_API float         CalcItemWidth();                                                // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.\n    IMGUI_API void          PushTextWrapPos(float wrap_local_pos_x = 0.0f);                 // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space\n    IMGUI_API void          PopTextWrapPos();\n\n    // Style read access\n    // - Use the ShowStyleEditor() function to interactively see/edit the colors.\n    IMGUI_API ImFont*       GetFont();                                                      // get current font\n    IMGUI_API float         GetFontSize();                                                  // get current font size (= height in pixels) of current font with current scale applied\n    IMGUI_API ImVec2        GetFontTexUvWhitePixel();                                       // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API\n    IMGUI_API ImU32         GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f);              // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList\n    IMGUI_API ImU32         GetColorU32(const ImVec4& col);                                 // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList\n    IMGUI_API ImU32         GetColorU32(ImU32 col);                                         // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList\n    IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx);                                // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.\n\n    // Cursor / Layout\n    // - By \"cursor\" we mean the current output position.\n    // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.\n    // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.\n    // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:\n    //    Window-local coordinates:   SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()\n    //    Absolute coordinate:        GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.\n    IMGUI_API void          Separator();                                                    // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.\n    IMGUI_API void          SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f);  // call between widgets or groups to layout them horizontally. X position given in window coordinates.\n    IMGUI_API void          NewLine();                                                      // undo a SameLine() or force a new line when in a horizontal-layout context.\n    IMGUI_API void          Spacing();                                                      // add vertical spacing.\n    IMGUI_API void          Dummy(const ImVec2& size);                                      // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.\n    IMGUI_API void          Indent(float indent_w = 0.0f);                                  // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0\n    IMGUI_API void          Unindent(float indent_w = 0.0f);                                // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0\n    IMGUI_API void          BeginGroup();                                                   // lock horizontal starting position\n    IMGUI_API void          EndGroup();                                                     // unlock horizontal starting position + capture the whole group bounding box into one \"item\" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)\n    IMGUI_API ImVec2        GetCursorPos();                                                 // cursor position in window coordinates (relative to window position)\n    IMGUI_API float         GetCursorPosX();                                                //   (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.\n    IMGUI_API float         GetCursorPosY();                                                //    other functions such as GetCursorScreenPos or everything in ImDrawList::\n    IMGUI_API void          SetCursorPos(const ImVec2& local_pos);                          //    are using the main, absolute coordinate system.\n    IMGUI_API void          SetCursorPosX(float local_x);                                   //    GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)\n    IMGUI_API void          SetCursorPosY(float local_y);                                   //\n    IMGUI_API ImVec2        GetCursorStartPos();                                            // initial cursor position in window coordinates\n    IMGUI_API ImVec2        GetCursorScreenPos();                                           // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode.\n    IMGUI_API void          SetCursorScreenPos(const ImVec2& pos);                          // cursor position in absolute coordinates\n    IMGUI_API void          AlignTextToFramePadding();                                      // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)\n    IMGUI_API float         GetTextLineHeight();                                            // ~ FontSize\n    IMGUI_API float         GetTextLineHeightWithSpacing();                                 // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)\n    IMGUI_API float         GetFrameHeight();                                               // ~ FontSize + style.FramePadding.y * 2\n    IMGUI_API float         GetFrameHeightWithSpacing();                                    // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)\n\n    // ID stack/scopes\n    // Read the FAQ (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui.\n    // - Those questions are answered and impacted by understanding of the ID stack system:\n    //   - \"Q: Why is my widget not reacting when I click on it?\"\n    //   - \"Q: How can I have widgets with an empty label?\"\n    //   - \"Q: How can I have multiple widgets with the same label?\"\n    // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely\n    //   want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.\n    // - You can also use the \"Label##foobar\" syntax within widget label to distinguish them from each others.\n    // - In this header file we use the \"label\"/\"name\" terminology to denote a string that will be displayed + used as an ID,\n    //   whereas \"str_id\" denote a string that is only used as an ID and not normally displayed.\n    IMGUI_API void          PushID(const char* str_id);                                     // push string into the ID stack (will hash string).\n    IMGUI_API void          PushID(const char* str_id_begin, const char* str_id_end);       // push string into the ID stack (will hash string).\n    IMGUI_API void          PushID(const void* ptr_id);                                     // push pointer into the ID stack (will hash pointer).\n    IMGUI_API void          PushID(int int_id);                                             // push integer into the ID stack (will hash integer).\n    IMGUI_API void          PopID();                                                        // pop from the ID stack.\n    IMGUI_API ImGuiID       GetID(const char* str_id);                                      // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself\n    IMGUI_API ImGuiID       GetID(const char* str_id_begin, const char* str_id_end);\n    IMGUI_API ImGuiID       GetID(const void* ptr_id);\n\n    // Widgets: Text\n    IMGUI_API void          TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text(\"%s\", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.\n    IMGUI_API void          Text(const char* fmt, ...)                                      IM_FMTARGS(1); // formatted text\n    IMGUI_API void          TextV(const char* fmt, va_list args)                            IM_FMTLIST(1);\n    IMGUI_API void          TextColored(const ImVec4& col, const char* fmt, ...)            IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();\n    IMGUI_API void          TextColoredV(const ImVec4& col, const char* fmt, va_list args)  IM_FMTLIST(2);\n    IMGUI_API void          TextDisabled(const char* fmt, ...)                              IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();\n    IMGUI_API void          TextDisabledV(const char* fmt, va_list args)                    IM_FMTLIST(1);\n    IMGUI_API void          TextWrapped(const char* fmt, ...)                               IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().\n    IMGUI_API void          TextWrappedV(const char* fmt, va_list args)                     IM_FMTLIST(1);\n    IMGUI_API void          LabelText(const char* label, const char* fmt, ...)              IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets\n    IMGUI_API void          LabelTextV(const char* label, const char* fmt, va_list args)    IM_FMTLIST(2);\n    IMGUI_API void          BulletText(const char* fmt, ...)                                IM_FMTARGS(1); // shortcut for Bullet()+Text()\n    IMGUI_API void          BulletTextV(const char* fmt, va_list args)                      IM_FMTLIST(1);\n    IMGUI_API void          SeparatorText(const char* label);                               // currently: formatted text with an horizontal line\n\n    // Widgets: Main\n    // - Most widgets return true when the value has been changed or when pressed/selected\n    // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.\n    IMGUI_API bool          Button(const char* label, const ImVec2& size = ImVec2(0, 0));   // button\n    IMGUI_API bool          SmallButton(const char* label);                                 // button with FramePadding=(0,0) to easily embed within text\n    IMGUI_API bool          InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)\n    IMGUI_API bool          ArrowButton(const char* str_id, ImGuiDir dir);                  // square button with an arrow shape\n    IMGUI_API bool          Switchbox(const char* label, bool* v);\n    IMGUI_API bool          Checkbox(const char* label, bool* v);\n    IMGUI_API bool          OriginalCheckbox(const char* label, bool* v);\n    IMGUI_API bool          ColorCheckbox(const char* label, bool* v);\n    IMGUI_API bool          CheckboxFlags(const char* label, int* flags, int flags_value);\n    IMGUI_API bool          CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);\n    IMGUI_API bool          RadioButton(const char* label, bool active);                    // use with e.g. if (RadioButton(\"one\", my_value==1)) { my_value = 1; }\n    IMGUI_API bool          RadioButton(const char* label, int* v, int v_button);           // shortcut to handle the above pattern when value is an integer\n    IMGUI_API void          ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);\n    IMGUI_API void          Bullet();                                                       // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses\n\n    // Widgets: Images\n    // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples\n    IMGUI_API void          Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0));\n    IMGUI_API bool          ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));\n\n    // Widgets: Combo Box (Dropdown)\n    // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.\n    // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.\n    IMGUI_API bool          BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);\n    IMGUI_API bool          BeginComboBox(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);\n    IMGUI_API void          EndCombo(); // only call EndCombo() if BeginCombo() returns true!\n    IMGUI_API bool          Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);\n    IMGUI_API bool          Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1);      // Separate items with \\0 within a string, end item-list with \\0\\0. e.g. \"One\\0Two\\0Three\\0\"\n    IMGUI_API bool          Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1);\n    IMGUI_API bool          ComboBox(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);\n    IMGUI_API bool          ComboBox(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1);      // Separate items with \\0 within a string, end item-list with \\0\\0. e.g. \"One\\0Two\\0Three\\0\"\n    IMGUI_API bool          ComboBox(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1);\n\n    // Widgets: Drag Sliders\n    // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.\n    // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v',\n    //   the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x\n    // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. \"%.3f\" -> 1.234; \"%5.2f secs\" -> 01.23 secs; \"Biscuit: %.0f\" -> Biscuit: 1; etc.\n    // - Format string may also be set to NULL or use the default format (\"%f\" or \"%d\").\n    // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).\n    // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.\n    // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.\n    // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.\n    // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.\n    //   If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361\n    IMGUI_API bool          DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = \"%.3f\", ImGuiSliderFlags flags = 0);     // If v_min >= v_max we have no bound\n    IMGUI_API bool          DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = \"%.3f\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = \"%.3f\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = \"%.3f\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = \"%.3f\", const char* format_max = NULL, ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = \"%d\", ImGuiSliderFlags flags = 0);  // If v_min >= v_max we have no bound\n    IMGUI_API bool          DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = \"%d\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = \"%d\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = \"%d\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = \"%d\", const char* format_max = NULL, ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);\n\n    // Widgets: Regular Sliders\n    // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.\n    // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. \"%.3f\" -> 1.234; \"%5.2f secs\" -> 01.23 secs; \"Biscuit: %.0f\" -> Biscuit: 1; etc.\n    // - Format string may also be set to NULL or use the default format (\"%f\" or \"%d\").\n    // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.\n    //   If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361\n    IMGUI_API bool          SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = \"%.3f\", ImGuiSliderFlags flags = 0);     // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.\n    IMGUI_API bool          SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = \"%.3f\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = \"%.3f\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = \"%.3f\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = \"%.0f deg\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = \"%d\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = \"%d\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = \"%d\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = \"%d\", ImGuiSliderFlags flags = 0);\n    \n    IMGUI_API bool          MainSliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          MainSliderInt(const char* label, int* v, int v_min, int v_max, const char* format = \"%d\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          MainSliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = \"%d\", ImGuiSliderFlags flags = 0);\n    \n    IMGUI_API bool          SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = \"%.3f\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = \"%d\", ImGuiSliderFlags flags = 0);\n    IMGUI_API bool          VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);\n\n    // Widgets: Input with Keyboard\n    // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.\n    // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.\n    IMGUI_API bool          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);\n    IMGUI_API bool          InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);\n    IMGUI_API bool          InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);\n    IMGUI_API bool          InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = \"%.3f\", ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputFloat2(const char* label, float v[2], const char* format = \"%.3f\", ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputFloat3(const char* label, float v[3], const char* format = \"%.3f\", ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputFloat4(const char* label, float v[4], const char* format = \"%.3f\", ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = \"%.6f\", ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);\n    IMGUI_API bool          InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);\n\n    // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)\n    // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible.\n    // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x\n    IMGUI_API bool          ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);\n    IMGUI_API bool          ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);\n    IMGUI_API bool          ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);\n    IMGUI_API bool          ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);\n    IMGUI_API bool          ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.\n    IMGUI_API void          SetColorEditOptions(ImGuiColorEditFlags flags);                     // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.\n\n    // Widgets: Trees\n    // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.\n    IMGUI_API bool          TreeNode(const char* label);\n    IMGUI_API bool          TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2);   // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().\n    IMGUI_API bool          TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2);   // \"\n    IMGUI_API bool          TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);\n    IMGUI_API bool          TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);\n    IMGUI_API bool          TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);\n    IMGUI_API bool          TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);\n    IMGUI_API bool          TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);\n    IMGUI_API bool          TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);\n    IMGUI_API bool          TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);\n    IMGUI_API void          TreePush(const char* str_id);                                       // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.\n    IMGUI_API void          TreePush(const void* ptr_id);                                       // \"\n    IMGUI_API void          TreePop();                                                          // ~ Unindent()+PopId()\n    IMGUI_API float         GetTreeNodeToLabelSpacing();                                        // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode\n    IMGUI_API bool          CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0);  // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().\n    IMGUI_API bool          CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.\n    IMGUI_API void          SetNextItemOpen(bool is_open, ImGuiCond cond = 0);                  // set next TreeNode/CollapsingHeader open state.\n\n    // Widgets: Selectables\n    // - A selectable highlights when hovered, and can display another color when selected.\n    // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.\n    IMGUI_API bool          Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // \"bool selected\" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height\n    IMGUI_API bool          Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0));      // \"bool* p_selected\" point to the selection state (read-write), as a convenient helper.\n\n    // Widgets: List Boxes\n    // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes.\n    // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items.\n    // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.\n    // - Choose frame width:   size.x > 0.0f: custom  /  size.x < 0.0f or -FLT_MIN: right-align   /  size.x = 0.0f (default): use current ItemWidth\n    // - Choose frame height:  size.y > 0.0f: custom  /  size.y < 0.0f or -FLT_MIN: bottom-align  /  size.y = 0.0f (default): arbitrary default height which can fit ~7 items\n    IMGUI_API bool          BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region\n    IMGUI_API void          EndListBox();                                                       // only call EndListBox() if BeginListBox() returned true!\n    IMGUI_API bool          ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);\n    IMGUI_API bool          ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);\n\n    // Widgets: Data Plotting\n    // - Consider using ImPlot (https://github.com/epezent/implot) which is much better!\n    IMGUI_API void          PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));\n    IMGUI_API void          PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));\n    IMGUI_API void          PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));\n    IMGUI_API void          PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));\n\n    // Widgets: Value() Helpers.\n    // - Those are merely shortcut to calling Text() with a format string. Output single value in \"name: value\" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)\n    IMGUI_API void          Value(const char* prefix, bool b);\n    IMGUI_API void          Value(const char* prefix, int v);\n    IMGUI_API void          Value(const char* prefix, unsigned int v);\n    IMGUI_API void          Value(const char* prefix, float v, const char* float_format = NULL);\n\n    // Widgets: Menus\n    // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.\n    // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.\n    // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.\n    // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.\n    IMGUI_API bool          SubTab(const char* label, bool selected, const ImVec2& size_arg);\n    IMGUI_API bool          BeginMenuBar();                                                     // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).\n    IMGUI_API void          EndMenuBar();                                                       // only call EndMenuBar() if BeginMenuBar() returns true!\n    IMGUI_API bool          BeginMainMenuBar();                                                 // create and append to a full screen menu-bar.\n    IMGUI_API void          EndMainMenuBar();                                                   // only call EndMainMenuBar() if BeginMainMenuBar() returns true!\n    IMGUI_API bool          BeginMenu(const char* label, bool enabled = true);                  // create a sub-menu entry. only call EndMenu() if this returns true!\n    IMGUI_API void          EndMenu();                                                          // only call EndMenu() if BeginMenu() returns true!\n    IMGUI_API bool          MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true);  // return true when activated.\n    IMGUI_API bool          MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true);              // return true when activated + toggle (*p_selected) if p_selected != NULL\n\n    // Tooltips\n    // - Tooltip are windows following the mouse. They do not take focus away.\n    IMGUI_API void          BeginTooltip();                                                     // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).\n    IMGUI_API void          EndTooltip();\n    IMGUI_API void          SetTooltip(const char* fmt, ...) IM_FMTARGS(1);                     // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().\n    IMGUI_API void          SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);\n\n    // Popups, Modals\n    //  - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.\n    //  - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.\n    //  - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.\n    //  - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.\n    //  - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().\n    //  - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.\n    //    This is sometimes leading to confusing mistakes. May rework this in the future.\n\n    // Popups: begin/end functions\n    //  - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window.\n    //  - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.\n    IMGUI_API bool          BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0);                         // return true if the popup is open, and you can start outputting to it.\n    IMGUI_API bool          BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.\n    IMGUI_API void          EndPopup();                                                                         // only call EndPopup() if BeginPopupXXX() returns true!\n\n    // Popups: open/close functions\n    //  - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.\n    //  - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.\n    //  - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.\n    //  - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).\n    //  - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().\n    //  - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.\n    //  - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter\n    IMGUI_API void          OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0);                     // call to mark popup as open (don't call every frame!).\n    IMGUI_API void          OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0);                             // id overload to facilitate calling from nested stacks\n    IMGUI_API void          OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);   // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)\n    IMGUI_API void          CloseCurrentPopup();                                                                // manually close the popup we have begin-ed into.\n\n    // Popups: open+begin combined functions helpers\n    //  - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.\n    //  - They are convenient to easily create context menus, hence the name.\n    //  - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.\n    //  - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.\n    IMGUI_API bool          BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);  // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!\n    IMGUI_API bool          BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.\n    IMGUI_API bool          BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);  // open+begin popup when clicked in void (where there are no windows).\n\n    // Popups: query functions\n    //  - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.\n    //  - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.\n    //  - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.\n    IMGUI_API bool          IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0);                         // return true if the popup is open.\n\n    // Tables\n    // - Full-featured replacement for old Columns API.\n    // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.\n    // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.\n    // The typical call flow is:\n    // - 1. Call BeginTable(), early out if returning false.\n    // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.\n    // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.\n    // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.\n    // - 5. Populate contents:\n    //    - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.\n    //    - If you are using tables as a sort of grid, where every column is holding the same type of contents,\n    //      you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().\n    //      TableNextColumn() will automatically wrap-around into the next row if needed.\n    //    - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!\n    //    - Summary of possible call flow:\n    //        --------------------------------------------------------------------------------------------------------\n    //        TableNextRow() -> TableSetColumnIndex(0) -> Text(\"Hello 0\") -> TableSetColumnIndex(1) -> Text(\"Hello 1\")  // OK\n    //        TableNextRow() -> TableNextColumn()      -> Text(\"Hello 0\") -> TableNextColumn()      -> Text(\"Hello 1\")  // OK\n    //                          TableNextColumn()      -> Text(\"Hello 0\") -> TableNextColumn()      -> Text(\"Hello 1\")  // OK: TableNextColumn() automatically gets to next row!\n    //        TableNextRow()                           -> Text(\"Hello 0\")                                               // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!\n    //        --------------------------------------------------------------------------------------------------------\n    // - 5. Call EndTable()\n    IMGUI_API bool          BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);\n    IMGUI_API void          EndTable();                                         // only call EndTable() if BeginTable() returns true!\n    IMGUI_API void          TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.\n    IMGUI_API bool          TableNextColumn();                                  // append into the next column (or first column of next row if currently in last column). Return true when column is visible.\n    IMGUI_API bool          TableSetColumnIndex(int column_n);                  // append into the specified column. Return true when column is visible.\n\n    // Tables: Headers & Columns declaration\n    // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.\n    // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.\n    //   Headers are required to perform: reordering, sorting, and opening the context menu.\n    //   The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.\n    // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in\n    //   some advanced use cases (e.g. adding custom widgets in header row).\n    // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.\n    IMGUI_API void          TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);\n    IMGUI_API void          TableSetupScrollFreeze(int cols, int rows);         // lock columns/rows so they stay visible when scrolled.\n    IMGUI_API void          TableHeadersRow();                                  // submit all headers cells based on data provided to TableSetupColumn() + submit context menu\n    IMGUI_API void          TableHeader(const char* label);                     // submit one header cell manually (rarely used)\n\n    // Tables: Sorting & Miscellaneous functions\n    // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.\n    //   When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have\n    //   changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,\n    //   else you may wastefully sort your data every frame!\n    // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.\n    IMGUI_API ImGuiTableSortSpecs*  TableGetSortSpecs();                        // get latest sort specs for the table (NULL if not sorting).  Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().\n    IMGUI_API int                   TableGetColumnCount();                      // return number of columns (value passed to BeginTable)\n    IMGUI_API int                   TableGetColumnIndex();                      // return current column index.\n    IMGUI_API int                   TableGetRowIndex();                         // return current row index.\n    IMGUI_API const char*           TableGetColumnName(int column_n = -1);      // return \"\" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.\n    IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1);     // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.\n    IMGUI_API void                  TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)\n    IMGUI_API void                  TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1);  // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.\n\n    // Legacy Columns API (prefer using Tables!)\n    // - You can also use SameLine(pos_x) to mimic simplified columns.\n    IMGUI_API void          Columns(int count = 1, const char* id = NULL, bool border = true);\n    IMGUI_API void          NextColumn();                                                       // next column, defaults to current row or next row if the current row is finished\n    IMGUI_API int           GetColumnIndex();                                                   // get current column index\n    IMGUI_API float         GetColumnWidth(int column_index = -1);                              // get column width (in pixels). pass -1 to use current column\n    IMGUI_API void          SetColumnWidth(int column_index, float width);                      // set column width (in pixels). pass -1 to use current column\n    IMGUI_API float         GetColumnOffset(int column_index = -1);                             // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f\n    IMGUI_API void          SetColumnOffset(int column_index, float offset_x);                  // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column\n    IMGUI_API int           GetColumnsCount();\n\n    // Tab Bars, Tabs\n    // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.\n    IMGUI_API bool          BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0);        // create and append into a TabBar\n    IMGUI_API void          EndTabBar();                                                        // only call EndTabBar() if BeginTabBar() returns true!\n    IMGUI_API bool          BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.\n    IMGUI_API void          EndTabItem();                                                       // only call EndTabItem() if BeginTabItem() returns true!\n    IMGUI_API bool          TabItemButton(const char* label, ImGuiTabItemFlags flags = 0);      // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.\n    IMGUI_API void          SetTabItemClosed(const char* tab_or_docked_window_label);           // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.\n\n    // Logging/Capture\n    // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.\n    IMGUI_API void          LogToTTY(int auto_open_depth = -1);                                 // start logging to tty (stdout)\n    IMGUI_API void          LogToFile(int auto_open_depth = -1, const char* filename = NULL);   // start logging to file\n    IMGUI_API void          LogToClipboard(int auto_open_depth = -1);                           // start logging to OS clipboard\n    IMGUI_API void          LogFinish();                                                        // stop logging (close file, etc.)\n    IMGUI_API void          LogButtons();                                                       // helper to display buttons for logging to tty/file/clipboard\n    IMGUI_API void          LogText(const char* fmt, ...) IM_FMTARGS(1);                        // pass text data straight to log (without being displayed)\n    IMGUI_API void          LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);\n\n    // Drag and Drop\n    // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().\n    // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().\n    // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback \"...\" tooltip, see #1725)\n    // - An item can be both drag source and drop target.\n    IMGUI_API bool          BeginDragDropSource(ImGuiDragDropFlags flags = 0);                                      // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()\n    IMGUI_API bool          SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0);  // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted.\n    IMGUI_API void          EndDragDropSource();                                                                    // only call EndDragDropSource() if BeginDragDropSource() returns true!\n    IMGUI_API bool                  BeginDragDropTarget();                                                          // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()\n    IMGUI_API const ImGuiPayload*   AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0);          // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.\n    IMGUI_API void                  EndDragDropTarget();                                                            // only call EndDragDropTarget() if BeginDragDropTarget() returns true!\n    IMGUI_API const ImGuiPayload*   GetDragDropPayload();                                                           // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.\n\n    // Disabling [BETA API]\n    // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)\n    // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)\n    // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.\n    IMGUI_API void          BeginDisabled(bool disabled = true);\n    IMGUI_API void          EndDisabled();\n\n    // Clipping\n    // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.\n    IMGUI_API void          PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);\n    IMGUI_API void          PopClipRect();\n\n    // Focus, Activation\n    // - Prefer using \"SetItemDefaultFocus()\" over \"if (IsWindowAppearing()) SetScrollHereY()\" when applicable to signify \"this is the default item\"\n    IMGUI_API void          SetItemDefaultFocus();                                              // make last item the default focused item of a window.\n    IMGUI_API void          SetKeyboardFocusHere(int offset = 0);                               // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.\n\n    // Item/Widgets Utilities and Query Functions\n    // - Most of the functions are referring to the previous Item that has been submitted.\n    // - See Demo Window under \"Widgets->Querying Status\" for an interactive visualization of most of those functions.\n    IMGUI_API bool          IsItemHovered(ImGuiHoveredFlags flags = 0);                         // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.\n    IMGUI_API bool          IsItemActive();                                                     // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)\n    IMGUI_API bool          IsItemFocused();                                                    // is the last item focused for keyboard/gamepad navigation?\n    IMGUI_API bool          IsItemClicked(ImGuiMouseButton mouse_button = 0);                   // is the last item hovered and mouse clicked on? (**)  == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.\n    IMGUI_API bool          IsItemVisible();                                                    // is the last item visible? (items may be out of sight because of clipping/scrolling)\n    IMGUI_API bool          IsItemEdited();                                                     // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the \"bool\" return value of many widgets.\n    IMGUI_API bool          IsItemActivated();                                                  // was the last item just made active (item was previously inactive).\n    IMGUI_API bool          IsItemDeactivated();                                                // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing.\n    IMGUI_API bool          IsItemDeactivatedAfterEdit();                                       // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).\n    IMGUI_API bool          IsItemToggledOpen();                                                // was the last item open state toggled? set by TreeNode().\n    IMGUI_API bool          IsAnyItemHovered();                                                 // is any item hovered?\n    IMGUI_API bool          IsAnyItemActive();                                                  // is any item active?\n    IMGUI_API bool          IsAnyItemFocused();                                                 // is any item focused?\n    IMGUI_API ImGuiID       GetItemID();                                                        // get ID of last item (~~ often same ImGui::GetID(label) beforehand)\n    IMGUI_API ImVec2        GetItemRectMin();                                                   // get upper-left bounding rectangle of the last item (screen space)\n    IMGUI_API ImVec2        GetItemRectMax();                                                   // get lower-right bounding rectangle of the last item (screen space)\n    IMGUI_API ImVec2        GetItemRectSize();                                                  // get size of last item\n    IMGUI_API void          SetItemAllowOverlap();                                              // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.\n\n    // Viewports\n    // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.\n    // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.\n    // - In the future we will extend this concept further to also represent Platform Monitor and support a \"no main platform window\" operation mode.\n    IMGUI_API ImGuiViewport* GetMainViewport();                                                 // return primary/default viewport. This can never be NULL.\n\n    // Background/Foreground Draw Lists\n    IMGUI_API ImDrawList*   GetBackgroundDrawList();                                            // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents.\n    IMGUI_API ImDrawList*   GetForegroundDrawList();                                            // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.\n\n    // Miscellaneous Utilities\n    IMGUI_API bool          IsRectVisible(const ImVec2& size);                                  // test if rectangle (of given size, starting from cursor position) is visible / not clipped.\n    IMGUI_API bool          IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max);      // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.\n    IMGUI_API double        GetTime();                                                          // get global imgui time. incremented by io.DeltaTime every frame.\n    IMGUI_API int           GetFrameCount();                                                    // get global imgui frame count. incremented by 1 every frame.\n    IMGUI_API ImDrawListSharedData* GetDrawListSharedData();                                    // you may use this when creating your own ImDrawList instances.\n    IMGUI_API const char*   GetStyleColorName(ImGuiCol idx);                                    // get a string corresponding to the enum value (for display, saving, etc.).\n    IMGUI_API void          SetStateStorage(ImGuiStorage* storage);                             // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)\n    IMGUI_API ImGuiStorage* GetStateStorage();\n    IMGUI_API bool          BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame\n    IMGUI_API void          EndChildFrame();                                                    // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)\n\n    // Text Utilities\n    IMGUI_API ImVec2        CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);\n\n    // Color Utilities\n    IMGUI_API ImVec4        ColorConvertU32ToFloat4(ImU32 in);\n    IMGUI_API ImU32         ColorConvertFloat4ToU32(const ImVec4& in);\n    IMGUI_API void          ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);\n    IMGUI_API void          ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);\n\n    // Inputs Utilities: Keyboard/Mouse/Gamepad\n    // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).\n    // - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values:\n    //  - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey.\n    //  - with    IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined).\n    IMGUI_API bool          IsKeyDown(ImGuiKey key);                                            // is key being held.\n    IMGUI_API bool          IsKeyPressed(ImGuiKey key, bool repeat = true);                     // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate\n    IMGUI_API bool          IsKeyReleased(ImGuiKey key);                                        // was key released (went from Down to !Down)?\n    IMGUI_API int           GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate);  // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate\n    IMGUI_API const char*   GetKeyName(ImGuiKey key);                                           // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.\n    IMGUI_API void          SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard);        // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting \"io.WantCaptureKeyboard = want_capture_keyboard\"; after the next NewFrame() call.\n\n    // Inputs Utilities: Mouse specific\n    // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.\n    // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.\n    // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')\n    IMGUI_API bool          IsMouseDown(ImGuiMouseButton button);                               // is mouse button held?\n    IMGUI_API bool          IsMouseClicked(ImGuiMouseButton button, bool repeat = false);       // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.\n    IMGUI_API bool          IsMouseReleased(ImGuiMouseButton button);                           // did mouse button released? (went from Down to !Down)\n    IMGUI_API bool          IsMouseDoubleClicked(ImGuiMouseButton button);                      // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)\n    IMGUI_API int           GetMouseClickedCount(ImGuiMouseButton button);                      // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).\n    IMGUI_API bool          IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.\n    IMGUI_API bool          IsMousePosValid(const ImVec2* mouse_pos = NULL);                    // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available\n    IMGUI_API bool          IsAnyMouseDown();                                                   // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.\n    IMGUI_API ImVec2        GetMousePos();                                                      // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls\n    IMGUI_API ImVec2        GetMousePosOnOpeningCurrentPopup();                                 // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)\n    IMGUI_API bool          IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f);         // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)\n    IMGUI_API ImVec2        GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f);   // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)\n    IMGUI_API void          ResetMouseDragDelta(ImGuiMouseButton button = 0);                   //\n    IMGUI_API ImGuiMouseCursor GetMouseCursor();                                                // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you\n    IMGUI_API void          SetMouseCursor(ImGuiMouseCursor cursor_type);                       // set desired mouse cursor shape\n    IMGUI_API void          SetNextFrameWantCaptureMouse(bool want_capture_mouse);              // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting \"io.WantCaptureMouse = want_capture_mouse;\" after the next NewFrame() call.\n\n    // Clipboard Utilities\n    // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.\n    IMGUI_API const char*   GetClipboardText();\n    IMGUI_API void          SetClipboardText(const char* text);\n\n    // Settings/.Ini Utilities\n    // - The disk functions are automatically called if io.IniFilename != NULL (default is \"imgui.ini\").\n    // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.\n    // - Important: default value \"imgui.ini\" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables).\n    IMGUI_API void          LoadIniSettingsFromDisk(const char* ini_filename);                  // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).\n    IMGUI_API void          LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.\n    IMGUI_API void          SaveIniSettingsToDisk(const char* ini_filename);                    // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).\n    IMGUI_API const char*   SaveIniSettingsToMemory(size_t* out_ini_size = NULL);               // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.\n\n    // Debug Utilities\n    IMGUI_API void          DebugTextEncoding(const char* text);\n    IMGUI_API bool          DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.\n\n    // Memory Allocators\n    // - Those functions are not reliant on the current context.\n    // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()\n    //   for each static/DLL boundary you are calling from. Read \"Context and Memory Allocators\" section of imgui.cpp for more details.\n    IMGUI_API void          SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);\n    IMGUI_API void          GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);\n    IMGUI_API void*         MemAlloc(size_t size);\n    IMGUI_API void          MemFree(void* ptr);\n\n} // namespace ImGui\n\n//-----------------------------------------------------------------------------\n// [SECTION] Flags & Enumerations\n//-----------------------------------------------------------------------------\n\n// Flags for ImGui::Begin()\n// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)\nenum ImGuiWindowFlags_\n{\n    ImGuiWindowFlags_None                   = 0,\n    ImGuiWindowFlags_NoTitleBar             = 1 << 0,   // Disable title-bar\n    ImGuiWindowFlags_NoResize               = 1 << 1,   // Disable user resizing with the lower-right grip\n    ImGuiWindowFlags_NoMove                 = 1 << 2,   // Disable user moving the window\n    ImGuiWindowFlags_NoScrollbar            = 1 << 3,   // Disable scrollbars (window can still scroll with mouse or programmatically)\n    ImGuiWindowFlags_NoScrollWithMouse      = 1 << 4,   // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.\n    ImGuiWindowFlags_NoCollapse             = 1 << 5,   // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node).\n    ImGuiWindowFlags_AlwaysAutoResize       = 1 << 6,   // Resize every window to its content every frame\n    ImGuiWindowFlags_NoBackground           = 1 << 7,   // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).\n    ImGuiWindowFlags_NoSavedSettings        = 1 << 8,   // Never load/save settings in .ini file\n    ImGuiWindowFlags_NoMouseInputs          = 1 << 9,   // Disable catching mouse, hovering test with pass through.\n    ImGuiWindowFlags_MenuBar                = 1 << 10,  // Has a menu-bar\n    ImGuiWindowFlags_HorizontalScrollbar    = 1 << 11,  // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the \"Horizontal Scrolling\" section.\n    ImGuiWindowFlags_NoFocusOnAppearing     = 1 << 12,  // Disable taking focus when transitioning from hidden to visible state\n    ImGuiWindowFlags_NoBringToFrontOnFocus  = 1 << 13,  // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)\n    ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14,  // Always show vertical scrollbar (even if ContentSize.y < Size.y)\n    ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15,  // Always show horizontal scrollbar (even if ContentSize.x < Size.x)\n    ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16,  // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)\n    ImGuiWindowFlags_NoNavInputs            = 1 << 18,  // No gamepad/keyboard navigation within the window\n    ImGuiWindowFlags_NoNavFocus             = 1 << 19,  // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)\n    ImGuiWindowFlags_UnsavedDocument        = 1 << 20,  // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.\n    ImGuiWindowFlags_NoNav                  = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,\n    ImGuiWindowFlags_NoDecoration           = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,\n    ImGuiWindowFlags_NoInputs               = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,\n\n    // [Internal]\n    ImGuiWindowFlags_NavFlattened           = 1 << 23,  // [BETA] On child window: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.\n    ImGuiWindowFlags_ChildWindow            = 1 << 24,  // Don't use! For internal use by BeginChild()\n    ImGuiWindowFlags_Tooltip                = 1 << 25,  // Don't use! For internal use by BeginTooltip()\n    ImGuiWindowFlags_Popup                  = 1 << 26,  // Don't use! For internal use by BeginPopup()\n    ImGuiWindowFlags_Modal                  = 1 << 27,  // Don't use! For internal use by BeginPopupModal()\n    ImGuiWindowFlags_ChildMenu              = 1 << 28,  // Don't use! For internal use by BeginMenu()\n};\n\n// Flags for ImGui::InputText()\n// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)\nenum ImGuiInputTextFlags_\n{\n    ImGuiInputTextFlags_None                = 0,\n    ImGuiInputTextFlags_CharsDecimal        = 1 << 0,   // Allow 0123456789.+-*/\n    ImGuiInputTextFlags_CharsHexadecimal    = 1 << 1,   // Allow 0123456789ABCDEFabcdef\n    ImGuiInputTextFlags_CharsUppercase      = 1 << 2,   // Turn a..z into A..Z\n    ImGuiInputTextFlags_CharsNoBlank        = 1 << 3,   // Filter out spaces, tabs\n    ImGuiInputTextFlags_AutoSelectAll       = 1 << 4,   // Select entire text when first taking mouse focus\n    ImGuiInputTextFlags_EnterReturnsTrue    = 1 << 5,   // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.\n    ImGuiInputTextFlags_CallbackCompletion  = 1 << 6,   // Callback on pressing TAB (for completion handling)\n    ImGuiInputTextFlags_CallbackHistory     = 1 << 7,   // Callback on pressing Up/Down arrows (for history handling)\n    ImGuiInputTextFlags_CallbackAlways      = 1 << 8,   // Callback on each iteration. User code may query cursor position, modify text buffer.\n    ImGuiInputTextFlags_CallbackCharFilter  = 1 << 9,   // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.\n    ImGuiInputTextFlags_AllowTabInput       = 1 << 10,  // Pressing TAB input a '\\t' character into the text field\n    ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11,  // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).\n    ImGuiInputTextFlags_NoHorizontalScroll  = 1 << 12,  // Disable following the cursor horizontally\n    ImGuiInputTextFlags_AlwaysOverwrite     = 1 << 13,  // Overwrite mode\n    ImGuiInputTextFlags_ReadOnly            = 1 << 14,  // Read-only mode\n    ImGuiInputTextFlags_Password            = 1 << 15,  // Password mode, display all characters as '*'\n    ImGuiInputTextFlags_NoUndoRedo          = 1 << 16,  // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().\n    ImGuiInputTextFlags_CharsScientific     = 1 << 17,  // Allow 0123456789.+-*/eE (Scientific notation input)\n    ImGuiInputTextFlags_CallbackResize      = 1 << 18,  // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)\n    ImGuiInputTextFlags_CallbackEdit        = 1 << 19,  // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)\n    ImGuiInputTextFlags_EscapeClearsAll     = 1 << 20,  // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)\n\n    // Obsolete names (will be removed soon)\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    ImGuiInputTextFlags_AlwaysInsertMode    = ImGuiInputTextFlags_AlwaysOverwrite   // [renamed in 1.82] name was not matching behavior\n#endif\n};\n\n// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()\nenum ImGuiTreeNodeFlags_\n{\n    ImGuiTreeNodeFlags_None                 = 0,\n    ImGuiTreeNodeFlags_Selected             = 1 << 0,   // Draw as selected\n    ImGuiTreeNodeFlags_Framed               = 1 << 1,   // Draw frame with background (e.g. for CollapsingHeader)\n    ImGuiTreeNodeFlags_AllowItemOverlap     = 1 << 2,   // Hit testing to allow subsequent widgets to overlap this one\n    ImGuiTreeNodeFlags_NoTreePushOnOpen     = 1 << 3,   // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack\n    ImGuiTreeNodeFlags_NoAutoOpenOnLog      = 1 << 4,   // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)\n    ImGuiTreeNodeFlags_DefaultOpen          = 1 << 5,   // Default node to be open\n    ImGuiTreeNodeFlags_OpenOnDoubleClick    = 1 << 6,   // Need double-click to open node\n    ImGuiTreeNodeFlags_OpenOnArrow          = 1 << 7,   // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.\n    ImGuiTreeNodeFlags_Leaf                 = 1 << 8,   // No collapsing, no arrow (use as a convenience for leaf nodes).\n    ImGuiTreeNodeFlags_Bullet               = 1 << 9,   // Display a bullet instead of arrow\n    ImGuiTreeNodeFlags_FramePadding         = 1 << 10,  // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().\n    ImGuiTreeNodeFlags_SpanAvailWidth       = 1 << 11,  // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default.\n    ImGuiTreeNodeFlags_SpanFullWidth        = 1 << 12,  // Extend hit box to the left-most and right-most edges (bypass the indented area).\n    ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13,  // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)\n    //ImGuiTreeNodeFlags_NoScrollOnOpen     = 1 << 14,  // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible\n    ImGuiTreeNodeFlags_CollapsingHeader     = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,\n};\n\n// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.\n// - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat\n//   small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.\n//   It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.\n// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.\n//   IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter\n//   and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.\n// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).\nenum ImGuiPopupFlags_\n{\n    ImGuiPopupFlags_None                    = 0,\n    ImGuiPopupFlags_MouseButtonLeft         = 0,        // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)\n    ImGuiPopupFlags_MouseButtonRight        = 1,        // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)\n    ImGuiPopupFlags_MouseButtonMiddle       = 2,        // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)\n    ImGuiPopupFlags_MouseButtonMask_        = 0x1F,\n    ImGuiPopupFlags_MouseButtonDefault_     = 1,\n    ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5,   // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack\n    ImGuiPopupFlags_NoOpenOverItems         = 1 << 6,   // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space\n    ImGuiPopupFlags_AnyPopupId              = 1 << 7,   // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.\n    ImGuiPopupFlags_AnyPopupLevel           = 1 << 8,   // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)\n    ImGuiPopupFlags_AnyPopup                = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,\n};\n\n// Flags for ImGui::Selectable()\nenum ImGuiSelectableFlags_\n{\n    ImGuiSelectableFlags_None               = 0,\n    ImGuiSelectableFlags_DontClosePopups    = 1 << 0,   // Clicking this doesn't close parent popup window\n    ImGuiSelectableFlags_SpanAllColumns     = 1 << 1,   // Selectable frame can span all columns (text will still fit in current column)\n    ImGuiSelectableFlags_AllowDoubleClick   = 1 << 2,   // Generate press events on double clicks too\n    ImGuiSelectableFlags_Disabled           = 1 << 3,   // Cannot be selected, display grayed out text\n    ImGuiSelectableFlags_AllowItemOverlap   = 1 << 4,   // (WIP) Hit testing to allow subsequent widgets to overlap this one\n};\n\n// Flags for ImGui::BeginCombo()\nenum ImGuiComboFlags_\n{\n    ImGuiComboFlags_None                    = 0,\n    ImGuiComboFlags_PopupAlignLeft          = 1 << 0,   // Align the popup toward the left by default\n    ImGuiComboFlags_HeightSmall             = 1 << 1,   // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo()\n    ImGuiComboFlags_HeightRegular           = 1 << 2,   // Max ~8 items visible (default)\n    ImGuiComboFlags_HeightLarge             = 1 << 3,   // Max ~20 items visible\n    ImGuiComboFlags_HeightLargest           = 1 << 4,   // As many fitting items as possible\n    ImGuiComboFlags_NoArrowButton           = 1 << 5,   // Display on the preview box without the square arrow button\n    ImGuiComboFlags_NoPreview               = 1 << 6,   // Display only a square arrow button\n    ImGuiComboFlags_HeightMask_             = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,\n};\n\n// Flags for ImGui::BeginTabBar()\nenum ImGuiTabBarFlags_\n{\n    ImGuiTabBarFlags_None                           = 0,\n    ImGuiTabBarFlags_Reorderable                    = 1 << 0,   // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list\n    ImGuiTabBarFlags_AutoSelectNewTabs              = 1 << 1,   // Automatically select new tabs when they appear\n    ImGuiTabBarFlags_TabListPopupButton             = 1 << 2,   // Disable buttons to open the tab list popup\n    ImGuiTabBarFlags_NoCloseWithMiddleMouseButton   = 1 << 3,   // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.\n    ImGuiTabBarFlags_NoTabListScrollingButtons      = 1 << 4,   // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)\n    ImGuiTabBarFlags_NoTooltip                      = 1 << 5,   // Disable tooltips when hovering a tab\n    ImGuiTabBarFlags_FittingPolicyResizeDown        = 1 << 6,   // Resize tabs when they don't fit\n    ImGuiTabBarFlags_FittingPolicyScroll            = 1 << 7,   // Add scroll buttons when tabs don't fit\n    ImGuiTabBarFlags_FittingPolicyMask_             = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,\n    ImGuiTabBarFlags_FittingPolicyDefault_          = ImGuiTabBarFlags_FittingPolicyResizeDown,\n};\n\n// Flags for ImGui::BeginTabItem()\nenum ImGuiTabItemFlags_\n{\n    ImGuiTabItemFlags_None                          = 0,\n    ImGuiTabItemFlags_UnsavedDocument               = 1 << 0,   // Display a dot next to the title + tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.\n    ImGuiTabItemFlags_SetSelected                   = 1 << 1,   // Trigger flag to programmatically make the tab selected when calling BeginTabItem()\n    ImGuiTabItemFlags_NoCloseWithMiddleMouseButton  = 1 << 2,   // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.\n    ImGuiTabItemFlags_NoPushId                      = 1 << 3,   // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()\n    ImGuiTabItemFlags_NoTooltip                     = 1 << 4,   // Disable tooltip for the given tab\n    ImGuiTabItemFlags_NoReorder                     = 1 << 5,   // Disable reordering this tab or having another tab cross over this tab\n    ImGuiTabItemFlags_Leading                       = 1 << 6,   // Enforce the tab position to the left of the tab bar (after the tab list popup button)\n    ImGuiTabItemFlags_Trailing                      = 1 << 7,   // Enforce the tab position to the right of the tab bar (before the scrolling buttons)\n};\n\n// Flags for ImGui::BeginTable()\n// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.\n//   Read comments/demos carefully + experiment with live demos to get acquainted with them.\n// - The DEFAULT sizing policies are:\n//    - Default to ImGuiTableFlags_SizingFixedFit    if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n//    - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.\n// - When ScrollX is off:\n//    - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.\n//    - Columns sizing policy allowed: Stretch (default), Fixed/Auto.\n//    - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).\n//    - Stretch Columns will share the remaining width according to their respective weight.\n//    - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.\n//      The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.\n//      (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).\n// - When ScrollX is on:\n//    - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed\n//    - Columns sizing policy allowed: Fixed/Auto mostly.\n//    - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.\n//    - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.\n//    - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().\n//      If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.\n// - Read on documentation at the top of imgui_tables.cpp for details.\nenum ImGuiTableFlags_\n{\n    // Features\n    ImGuiTableFlags_None                       = 0,\n    ImGuiTableFlags_Resizable                  = 1 << 0,   // Enable resizing columns.\n    ImGuiTableFlags_Reorderable                = 1 << 1,   // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)\n    ImGuiTableFlags_Hideable                   = 1 << 2,   // Enable hiding/disabling columns in context menu.\n    ImGuiTableFlags_Sortable                   = 1 << 3,   // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.\n    ImGuiTableFlags_NoSavedSettings            = 1 << 4,   // Disable persisting columns order, width and sort settings in the .ini file.\n    ImGuiTableFlags_ContextMenuInBody          = 1 << 5,   // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().\n    // Decorations\n    ImGuiTableFlags_RowBg                      = 1 << 6,   // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)\n    ImGuiTableFlags_BordersInnerH              = 1 << 7,   // Draw horizontal borders between rows.\n    ImGuiTableFlags_BordersOuterH              = 1 << 8,   // Draw horizontal borders at the top and bottom.\n    ImGuiTableFlags_BordersInnerV              = 1 << 9,   // Draw vertical borders between columns.\n    ImGuiTableFlags_BordersOuterV              = 1 << 10,  // Draw vertical borders on the left and right sides.\n    ImGuiTableFlags_BordersH                   = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.\n    ImGuiTableFlags_BordersV                   = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.\n    ImGuiTableFlags_BordersInner               = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.\n    ImGuiTableFlags_BordersOuter               = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.\n    ImGuiTableFlags_Borders                    = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter,   // Draw all borders.\n    ImGuiTableFlags_NoBordersInBody            = 1 << 11,  // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style\n    ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12,  // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style\n    // Sizing Policy (read above for defaults)\n    ImGuiTableFlags_SizingFixedFit             = 1 << 13,  // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.\n    ImGuiTableFlags_SizingFixedSame            = 2 << 13,  // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.\n    ImGuiTableFlags_SizingStretchProp          = 3 << 13,  // Columns default to _WidthStretch with default weights proportional to each columns contents widths.\n    ImGuiTableFlags_SizingStretchSame          = 4 << 13,  // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().\n    // Sizing Extra Options\n    ImGuiTableFlags_NoHostExtendX              = 1 << 16,  // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.\n    ImGuiTableFlags_NoHostExtendY              = 1 << 17,  // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.\n    ImGuiTableFlags_NoKeepColumnsVisible       = 1 << 18,  // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.\n    ImGuiTableFlags_PreciseWidths              = 1 << 19,  // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.\n    // Clipping\n    ImGuiTableFlags_NoClip                     = 1 << 20,  // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().\n    // Padding\n    ImGuiTableFlags_PadOuterX                  = 1 << 21,  // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.\n    ImGuiTableFlags_NoPadOuterX                = 1 << 22,  // Default if BordersOuterV is off. Disable outermost padding.\n    ImGuiTableFlags_NoPadInnerX                = 1 << 23,  // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).\n    // Scrolling\n    ImGuiTableFlags_ScrollX                    = 1 << 24,  // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX.\n    ImGuiTableFlags_ScrollY                    = 1 << 25,  // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.\n    // Sorting\n    ImGuiTableFlags_SortMulti                  = 1 << 26,  // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).\n    ImGuiTableFlags_SortTristate               = 1 << 27,  // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).\n\n    // [Internal] Combinations and masks\n    ImGuiTableFlags_SizingMask_                = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,\n};\n\n// Flags for ImGui::TableSetupColumn()\nenum ImGuiTableColumnFlags_\n{\n    // Input configuration flags\n    ImGuiTableColumnFlags_None                  = 0,\n    ImGuiTableColumnFlags_Disabled              = 1 << 0,   // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state)\n    ImGuiTableColumnFlags_DefaultHide           = 1 << 1,   // Default as a hidden/disabled column.\n    ImGuiTableColumnFlags_DefaultSort           = 1 << 2,   // Default as a sorting column.\n    ImGuiTableColumnFlags_WidthStretch          = 1 << 3,   // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).\n    ImGuiTableColumnFlags_WidthFixed            = 1 << 4,   // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).\n    ImGuiTableColumnFlags_NoResize              = 1 << 5,   // Disable manual resizing.\n    ImGuiTableColumnFlags_NoReorder             = 1 << 6,   // Disable manual reordering this column, this will also prevent other columns from crossing over this column.\n    ImGuiTableColumnFlags_NoHide                = 1 << 7,   // Disable ability to hide/disable this column.\n    ImGuiTableColumnFlags_NoClip                = 1 << 8,   // Disable clipping for this column (all NoClip columns will render in a same draw command).\n    ImGuiTableColumnFlags_NoSort                = 1 << 9,   // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).\n    ImGuiTableColumnFlags_NoSortAscending       = 1 << 10,  // Disable ability to sort in the ascending direction.\n    ImGuiTableColumnFlags_NoSortDescending      = 1 << 11,  // Disable ability to sort in the descending direction.\n    ImGuiTableColumnFlags_NoHeaderLabel         = 1 << 12,  // TableHeadersRow() will not submit label for this column. Convenient for some small columns. Name will still appear in context menu.\n    ImGuiTableColumnFlags_NoHeaderWidth         = 1 << 13,  // Disable header text width contribution to automatic column width.\n    ImGuiTableColumnFlags_PreferSortAscending   = 1 << 14,  // Make the initial sort direction Ascending when first sorting on this column (default).\n    ImGuiTableColumnFlags_PreferSortDescending  = 1 << 15,  // Make the initial sort direction Descending when first sorting on this column.\n    ImGuiTableColumnFlags_IndentEnable          = 1 << 16,  // Use current Indent value when entering cell (default for column 0).\n    ImGuiTableColumnFlags_IndentDisable         = 1 << 17,  // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.\n\n    // Output status flags, read-only via TableGetColumnFlags()\n    ImGuiTableColumnFlags_IsEnabled             = 1 << 24,  // Status: is enabled == not hidden by user/api (referred to as \"Hide\" in _DefaultHide and _NoHide) flags.\n    ImGuiTableColumnFlags_IsVisible             = 1 << 25,  // Status: is visible == is enabled AND not clipped by scrolling.\n    ImGuiTableColumnFlags_IsSorted              = 1 << 26,  // Status: is currently part of the sort specs\n    ImGuiTableColumnFlags_IsHovered             = 1 << 27,  // Status: is hovered by mouse\n\n    // [Internal] Combinations and masks\n    ImGuiTableColumnFlags_WidthMask_            = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,\n    ImGuiTableColumnFlags_IndentMask_           = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,\n    ImGuiTableColumnFlags_StatusMask_           = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,\n    ImGuiTableColumnFlags_NoDirectResize_       = 1 << 30,  // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)\n};\n\n// Flags for ImGui::TableNextRow()\nenum ImGuiTableRowFlags_\n{\n    ImGuiTableRowFlags_None                     = 0,\n    ImGuiTableRowFlags_Headers                  = 1 << 0,   // Identify header row (set default background color + width of its contents accounted differently for auto column width)\n};\n\n// Enum for ImGui::TableSetBgColor()\n// Background colors are rendering in 3 layers:\n//  - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.\n//  - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.\n//  - Layer 2: draw with CellBg color if set.\n// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color.\n// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.\n// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.\n// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.\nenum ImGuiTableBgTarget_\n{\n    ImGuiTableBgTarget_None                     = 0,\n    ImGuiTableBgTarget_RowBg0                   = 1,        // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)\n    ImGuiTableBgTarget_RowBg1                   = 2,        // Set row background color 1 (generally used for selection marking)\n    ImGuiTableBgTarget_CellBg                   = 3,        // Set cell background color (top-most color)\n};\n\n// Flags for ImGui::IsWindowFocused()\nenum ImGuiFocusedFlags_\n{\n    ImGuiFocusedFlags_None                          = 0,\n    ImGuiFocusedFlags_ChildWindows                  = 1 << 0,   // Return true if any children of the window is focused\n    ImGuiFocusedFlags_RootWindow                    = 1 << 1,   // Test from root window (top most parent of the current hierarchy)\n    ImGuiFocusedFlags_AnyWindow                     = 1 << 2,   // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!\n    ImGuiFocusedFlags_NoPopupHierarchy              = 1 << 3,   // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)\n    //ImGuiFocusedFlags_DockHierarchy               = 1 << 4,   // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)\n    ImGuiFocusedFlags_RootAndChildWindows           = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,\n};\n\n// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()\n// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ!\n// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.\nenum ImGuiHoveredFlags_\n{\n    ImGuiHoveredFlags_None                          = 0,        // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.\n    ImGuiHoveredFlags_ChildWindows                  = 1 << 0,   // IsWindowHovered() only: Return true if any children of the window is hovered\n    ImGuiHoveredFlags_RootWindow                    = 1 << 1,   // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)\n    ImGuiHoveredFlags_AnyWindow                     = 1 << 2,   // IsWindowHovered() only: Return true if any window is hovered\n    ImGuiHoveredFlags_NoPopupHierarchy              = 1 << 3,   // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)\n    //ImGuiHoveredFlags_DockHierarchy               = 1 << 4,   // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)\n    ImGuiHoveredFlags_AllowWhenBlockedByPopup       = 1 << 5,   // Return true even if a popup window is normally blocking access to this item/window\n    //ImGuiHoveredFlags_AllowWhenBlockedByModal     = 1 << 6,   // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.\n    ImGuiHoveredFlags_AllowWhenBlockedByActiveItem  = 1 << 7,   // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.\n    ImGuiHoveredFlags_AllowWhenOverlapped           = 1 << 8,   // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window\n    ImGuiHoveredFlags_AllowWhenDisabled             = 1 << 9,   // IsItemHovered() only: Return true even if the item is disabled\n    ImGuiHoveredFlags_NoNavOverride                 = 1 << 10,  // Disable using gamepad/keyboard navigation state when active, always query mouse.\n    ImGuiHoveredFlags_RectOnly                      = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,\n    ImGuiHoveredFlags_RootAndChildWindows           = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,\n\n    // Hovering delays (for tooltips)\n    ImGuiHoveredFlags_DelayNormal                   = 1 << 11,  // Return true after io.HoverDelayNormal elapsed (~0.30 sec)\n    ImGuiHoveredFlags_DelayShort                    = 1 << 12,  // Return true after io.HoverDelayShort elapsed (~0.10 sec)\n    ImGuiHoveredFlags_NoSharedDelay                 = 1 << 13,  // Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)\n};\n\n// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()\nenum ImGuiDragDropFlags_\n{\n    ImGuiDragDropFlags_None                         = 0,\n    // BeginDragDropSource() flags\n    ImGuiDragDropFlags_SourceNoPreviewTooltip       = 1 << 0,   // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior.\n    ImGuiDragDropFlags_SourceNoDisableHover         = 1 << 1,   // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item.\n    ImGuiDragDropFlags_SourceNoHoldToOpenOthers     = 1 << 2,   // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.\n    ImGuiDragDropFlags_SourceAllowNullID            = 1 << 3,   // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.\n    ImGuiDragDropFlags_SourceExtern                 = 1 << 4,   // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.\n    ImGuiDragDropFlags_SourceAutoExpirePayload      = 1 << 5,   // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)\n    // AcceptDragDropPayload() flags\n    ImGuiDragDropFlags_AcceptBeforeDelivery         = 1 << 10,  // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.\n    ImGuiDragDropFlags_AcceptNoDrawDefaultRect      = 1 << 11,  // Do not draw the default highlight rectangle when hovering over target.\n    ImGuiDragDropFlags_AcceptNoPreviewTooltip       = 1 << 12,  // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.\n    ImGuiDragDropFlags_AcceptPeekOnly               = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.\n};\n\n// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.\n#define IMGUI_PAYLOAD_TYPE_COLOR_3F     \"_COL3F\"    // float[3]: Standard type for colors, without alpha. User code may use this type.\n#define IMGUI_PAYLOAD_TYPE_COLOR_4F     \"_COL4F\"    // float[4]: Standard type for colors. User code may use this type.\n\n// A primary data type\nenum ImGuiDataType_\n{\n    ImGuiDataType_S8,       // signed char / char (with sensible compilers)\n    ImGuiDataType_U8,       // unsigned char\n    ImGuiDataType_S16,      // short\n    ImGuiDataType_U16,      // unsigned short\n    ImGuiDataType_S32,      // int\n    ImGuiDataType_U32,      // unsigned int\n    ImGuiDataType_S64,      // long long / __int64\n    ImGuiDataType_U64,      // unsigned long long / unsigned __int64\n    ImGuiDataType_Float,    // float\n    ImGuiDataType_Double,   // double\n    ImGuiDataType_COUNT\n};\n\n// A cardinal direction\nenum ImGuiDir_\n{\n    ImGuiDir_None    = -1,\n    ImGuiDir_Left    = 0,\n    ImGuiDir_Right   = 1,\n    ImGuiDir_Up      = 2,\n    ImGuiDir_Down    = 3,\n    ImGuiDir_COUNT\n};\n\n// A sorting direction\nenum ImGuiSortDirection_\n{\n    ImGuiSortDirection_None         = 0,\n    ImGuiSortDirection_Ascending    = 1,    // Ascending = 0->9, A->Z etc.\n    ImGuiSortDirection_Descending   = 2     // Descending = 9->0, Z->A etc.\n};\n\n// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.\n// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87).\n// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey.\n// Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921\nenum ImGuiKey : int\n{\n    // Keyboard\n    ImGuiKey_None = 0,\n    ImGuiKey_Tab = 512,             // == ImGuiKey_NamedKey_BEGIN\n    ImGuiKey_LeftArrow,\n    ImGuiKey_RightArrow,\n    ImGuiKey_UpArrow,\n    ImGuiKey_DownArrow,\n    ImGuiKey_PageUp,\n    ImGuiKey_PageDown,\n    ImGuiKey_Home,\n    ImGuiKey_End,\n    ImGuiKey_Insert,\n    ImGuiKey_Delete,\n    ImGuiKey_Backspace,\n    ImGuiKey_Space,\n    ImGuiKey_Enter,\n    ImGuiKey_Escape,\n    ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper,\n    ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,\n    ImGuiKey_Menu,\n    ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,\n    ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,\n    ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,\n    ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,\n    ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,\n    ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,\n    ImGuiKey_Apostrophe,        // '\n    ImGuiKey_Comma,             // ,\n    ImGuiKey_Minus,             // -\n    ImGuiKey_Period,            // .\n    ImGuiKey_Slash,             // /\n    ImGuiKey_Semicolon,         // ;\n    ImGuiKey_Equal,             // =\n    ImGuiKey_LeftBracket,       // [\n    ImGuiKey_Backslash,         // \\ (this text inhibit multiline comment caused by backslash)\n    ImGuiKey_RightBracket,      // ]\n    ImGuiKey_GraveAccent,       // `\n    ImGuiKey_CapsLock,\n    ImGuiKey_ScrollLock,\n    ImGuiKey_NumLock,\n    ImGuiKey_PrintScreen,\n    ImGuiKey_Pause,\n    ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,\n    ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,\n    ImGuiKey_KeypadDecimal,\n    ImGuiKey_KeypadDivide,\n    ImGuiKey_KeypadMultiply,\n    ImGuiKey_KeypadSubtract,\n    ImGuiKey_KeypadAdd,\n    ImGuiKey_KeypadEnter,\n    ImGuiKey_KeypadEqual,\n\n    // Gamepad (some of those are analog values, 0.0f to 1.0f)                          // NAVIGATION ACTION\n    // (download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets)\n    ImGuiKey_GamepadStart,          // Menu (Xbox)      + (Switch)   Start/Options (PS)\n    ImGuiKey_GamepadBack,           // View (Xbox)      - (Switch)   Share (PS)\n    ImGuiKey_GamepadFaceLeft,       // X (Xbox)         Y (Switch)   Square (PS)        // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)\n    ImGuiKey_GamepadFaceRight,      // B (Xbox)         A (Switch)   Circle (PS)        // Cancel / Close / Exit\n    ImGuiKey_GamepadFaceUp,         // Y (Xbox)         X (Switch)   Triangle (PS)      // Text Input / On-screen Keyboard\n    ImGuiKey_GamepadFaceDown,       // A (Xbox)         B (Switch)   Cross (PS)         // Activate / Open / Toggle / Tweak\n    ImGuiKey_GamepadDpadLeft,       // D-pad Left                                       // Move / Tweak / Resize Window (in Windowing mode)\n    ImGuiKey_GamepadDpadRight,      // D-pad Right                                      // Move / Tweak / Resize Window (in Windowing mode)\n    ImGuiKey_GamepadDpadUp,         // D-pad Up                                         // Move / Tweak / Resize Window (in Windowing mode)\n    ImGuiKey_GamepadDpadDown,       // D-pad Down                                       // Move / Tweak / Resize Window (in Windowing mode)\n    ImGuiKey_GamepadL1,             // L Bumper (Xbox)  L (Switch)   L1 (PS)            // Tweak Slower / Focus Previous (in Windowing mode)\n    ImGuiKey_GamepadR1,             // R Bumper (Xbox)  R (Switch)   R1 (PS)            // Tweak Faster / Focus Next (in Windowing mode)\n    ImGuiKey_GamepadL2,             // L Trig. (Xbox)   ZL (Switch)  L2 (PS) [Analog]\n    ImGuiKey_GamepadR2,             // R Trig. (Xbox)   ZR (Switch)  R2 (PS) [Analog]\n    ImGuiKey_GamepadL3,             // L Stick (Xbox)   L3 (Switch)  L3 (PS)\n    ImGuiKey_GamepadR3,             // R Stick (Xbox)   R3 (Switch)  R3 (PS)\n    ImGuiKey_GamepadLStickLeft,     // [Analog]                                         // Move Window (in Windowing mode)\n    ImGuiKey_GamepadLStickRight,    // [Analog]                                         // Move Window (in Windowing mode)\n    ImGuiKey_GamepadLStickUp,       // [Analog]                                         // Move Window (in Windowing mode)\n    ImGuiKey_GamepadLStickDown,     // [Analog]                                         // Move Window (in Windowing mode)\n    ImGuiKey_GamepadRStickLeft,     // [Analog]\n    ImGuiKey_GamepadRStickRight,    // [Analog]\n    ImGuiKey_GamepadRStickUp,       // [Analog]\n    ImGuiKey_GamepadRStickDown,     // [Analog]\n\n    // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)\n    // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.\n    ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,\n\n    // [Internal] Reserved for mod storage\n    ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,\n    ImGuiKey_COUNT,\n\n    // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)\n    // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing\n    //   them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.\n    // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those\n    //   and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).\n    // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.\n    //   In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and\n    //   backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...\n    ImGuiMod_None                   = 0,\n    ImGuiMod_Ctrl                   = 1 << 12, // Ctrl\n    ImGuiMod_Shift                  = 1 << 13, // Shift\n    ImGuiMod_Alt                    = 1 << 14, // Option/Menu\n    ImGuiMod_Super                  = 1 << 15, // Cmd/Super/Windows\n    ImGuiMod_Shortcut               = 1 << 11, // Alias for Ctrl (non-macOS) _or_ Super (macOS).\n    ImGuiMod_Mask_                  = 0xF800,  // 5-bits\n\n    // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array.\n    // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)\n    ImGuiKey_NamedKey_BEGIN         = 512,\n    ImGuiKey_NamedKey_END           = ImGuiKey_COUNT,\n    ImGuiKey_NamedKey_COUNT         = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,\n#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO\n    ImGuiKey_KeysData_SIZE          = ImGuiKey_NamedKey_COUNT,          // Size of KeysData[]: only hold named keys\n    ImGuiKey_KeysData_OFFSET        = ImGuiKey_NamedKey_BEGIN,          // First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET).\n#else\n    ImGuiKey_KeysData_SIZE          = ImGuiKey_COUNT,                   // Size of KeysData[]: hold legacy 0..512 keycodes + named keys\n    ImGuiKey_KeysData_OFFSET        = 0,                                // First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET).\n#endif\n\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89\n    ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter,    // Renamed in 1.87\n#endif\n};\n\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].\n// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set.\n// Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.\nenum ImGuiNavInput\n{\n    ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown,\n    ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast,\n    ImGuiNavInput_COUNT,\n};\n#endif\n\n// Configuration flags stored in io.ConfigFlags. Set by user/application.\nenum ImGuiConfigFlags_\n{\n    ImGuiConfigFlags_None                   = 0,\n    ImGuiConfigFlags_NavEnableKeyboard      = 1 << 0,   // Master keyboard navigation enable flag.\n    ImGuiConfigFlags_NavEnableGamepad       = 1 << 1,   // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.\n    ImGuiConfigFlags_NavEnableSetMousePos   = 1 << 2,   // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.\n    ImGuiConfigFlags_NavNoCaptureKeyboard   = 1 << 3,   // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.\n    ImGuiConfigFlags_NoMouse                = 1 << 4,   // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend.\n    ImGuiConfigFlags_NoMouseCursorChange    = 1 << 5,   // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.\n\n    // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)\n    ImGuiConfigFlags_IsSRGB                 = 1 << 20,  // Application is SRGB-aware.\n    ImGuiConfigFlags_IsTouchScreen          = 1 << 21,  // Application is using a touch screen instead of a mouse.\n};\n\n// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.\nenum ImGuiBackendFlags_\n{\n    ImGuiBackendFlags_None                  = 0,\n    ImGuiBackendFlags_HasGamepad            = 1 << 0,   // Backend Platform supports gamepad and currently has one connected.\n    ImGuiBackendFlags_HasMouseCursors       = 1 << 1,   // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.\n    ImGuiBackendFlags_HasSetMousePos        = 1 << 2,   // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).\n    ImGuiBackendFlags_RendererHasVtxOffset  = 1 << 3,   // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.\n};\n\n// Enumeration for PushStyleColor() / PopStyleColor()\nenum ImGuiCol_\n{\n    ImGuiCol_Text,\n    ImGuiCol_TextDisabled,\n    ImGuiCol_WindowBg,              // Background of normal windows\n    ImGuiCol_ChildBg,               // Background of child windows\n    ImGuiCol_PopupBg,               // Background of popups, menus, tooltips windows\n    ImGuiCol_Border,\n    ImGuiCol_BorderShadow,\n    ImGuiCol_FrameBg,               // Background of checkbox, radio button, plot, slider, text input\n    ImGuiCol_FrameBgHovered,\n    ImGuiCol_FrameBgActive,\n    ImGuiCol_TitleBg,\n    ImGuiCol_TitleBgActive,\n    ImGuiCol_TitleBgCollapsed,\n    ImGuiCol_MenuBarBg,\n    ImGuiCol_ScrollbarBg,\n    ImGuiCol_ScrollbarGrab,\n    ImGuiCol_ScrollbarGrabHovered,\n    ImGuiCol_ScrollbarGrabActive,\n    ImGuiCol_CheckMark,\n    ImGuiCol_SliderGrab,\n    ImGuiCol_SliderGrabActive,\n    ImGuiCol_Button,\n    ImGuiCol_ButtonHovered,\n    ImGuiCol_ButtonActive,\n    ImGuiCol_Header,                // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem\n    ImGuiCol_HeaderHovered,\n    ImGuiCol_HeaderActive,\n    ImGuiCol_Separator,\n    ImGuiCol_SeparatorHovered,\n    ImGuiCol_SeparatorActive,\n    ImGuiCol_ResizeGrip,            // Resize grip in lower-right and lower-left corners of windows.\n    ImGuiCol_ResizeGripHovered,\n    ImGuiCol_ResizeGripActive,\n    ImGuiCol_Tab,                   // TabItem in a TabBar\n    ImGuiCol_TabHovered,\n    ImGuiCol_TabActive,\n    ImGuiCol_TabUnfocused,\n    ImGuiCol_TabUnfocusedActive,\n    ImGuiCol_PlotLines,\n    ImGuiCol_PlotLinesHovered,\n    ImGuiCol_PlotHistogram,\n    ImGuiCol_PlotHistogramHovered,\n    ImGuiCol_TableHeaderBg,         // Table header background\n    ImGuiCol_TableBorderStrong,     // Table outer and header borders (prefer using Alpha=1.0 here)\n    ImGuiCol_TableBorderLight,      // Table inner borders (prefer using Alpha=1.0 here)\n    ImGuiCol_TableRowBg,            // Table row background (even rows)\n    ImGuiCol_TableRowBgAlt,         // Table row background (odd rows)\n    ImGuiCol_TextSelectedBg,\n    ImGuiCol_DragDropTarget,        // Rectangle highlighting a drop target\n    ImGuiCol_NavHighlight,          // Gamepad/keyboard: current highlighted item\n    ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB\n    ImGuiCol_NavWindowingDimBg,     // Darken/colorize entire screen behind the CTRL+TAB window list, when active\n    ImGuiCol_ModalWindowDimBg,      // Darken/colorize entire screen behind a modal window, when one is active\n    ImGuiCol_COUNT\n};\n\n// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.\n// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.\n//   During initialization or between frames, feel free to just poke into ImGuiStyle directly.\n// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.\n//   In Visual Studio IDE: CTRL+comma (\"Edit.GoToAll\") can follow symbols in comments, whereas CTRL+F12 (\"Edit.GoToImplementation\") cannot.\n//   With Visual Assist installed: ALT+G (\"VAssistX.GoToImplementation\") can also follow symbols in comments.\n// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.\nenum ImGuiStyleVar_\n{\n    // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)\n    ImGuiStyleVar_Alpha,               // float     Alpha\n    ImGuiStyleVar_DisabledAlpha,       // float     DisabledAlpha\n    ImGuiStyleVar_WindowPadding,       // ImVec2    WindowPadding\n    ImGuiStyleVar_WindowRounding,      // float     WindowRounding\n    ImGuiStyleVar_WindowBorderSize,    // float     WindowBorderSize\n    ImGuiStyleVar_WindowMinSize,       // ImVec2    WindowMinSize\n    ImGuiStyleVar_WindowTitleAlign,    // ImVec2    WindowTitleAlign\n    ImGuiStyleVar_ChildRounding,       // float     ChildRounding\n    ImGuiStyleVar_ChildBorderSize,     // float     ChildBorderSize\n    ImGuiStyleVar_SliderThickness,     // float     SliderThickness\n    ImGuiStyleVar_SliderContrast,      // float     SliderContrast\n    ImGuiStyleVar_SliderValuePos,      // ImVec2    SliderValuePos\n    ImGuiStyleVar_PopupRounding,       // float     PopupRounding\n    ImGuiStyleVar_PopupBorderSize,     // float     PopupBorderSize\n    ImGuiStyleVar_FramePadding,        // ImVec2    FramePadding\n    ImGuiStyleVar_FrameRounding,       // float     FrameRounding\n    ImGuiStyleVar_FrameBorderSize,     // float     FrameBorderSize\n    ImGuiStyleVar_ItemSpacing,         // ImVec2    ItemSpacing\n    ImGuiStyleVar_ItemInnerSpacing,    // ImVec2    ItemInnerSpacing\n    ImGuiStyleVar_IndentSpacing,       // float     IndentSpacing\n    ImGuiStyleVar_CellPadding,         // ImVec2    CellPadding\n    ImGuiStyleVar_ScrollbarSize,       // float     ScrollbarSize\n    ImGuiStyleVar_ScrollbarRounding,   // float     ScrollbarRounding\n    ImGuiStyleVar_GrabMinSize,         // float     GrabMinSize\n    ImGuiStyleVar_GrabRounding,        // float     GrabRounding\n    ImGuiStyleVar_TabRounding,         // float     TabRounding\n    ImGuiStyleVar_ButtonTextAlign,     // ImVec2    ButtonTextAlign\n    ImGuiStyleVar_SelectableTextAlign, // ImVec2    SelectableTextAlign\n    ImGuiStyleVar_SeparatorTextBorderSize,// float  SeparatorTextBorderSize\n    ImGuiStyleVar_SeparatorTextAlign,  // ImVec2    SeparatorTextAlign\n    ImGuiStyleVar_SeparatorTextPadding,// ImVec2    SeparatorTextPadding\n    ImGuiStyleVar_COUNT\n};\n\n// Flags for InvisibleButton() [extended in imgui_internal.h]\nenum ImGuiButtonFlags_\n{\n    ImGuiButtonFlags_None                   = 0,\n    ImGuiButtonFlags_MouseButtonLeft        = 1 << 0,   // React on left mouse button (default)\n    ImGuiButtonFlags_MouseButtonRight       = 1 << 1,   // React on right mouse button\n    ImGuiButtonFlags_MouseButtonMiddle      = 1 << 2,   // React on center mouse button\n\n    // [Internal]\n    ImGuiButtonFlags_MouseButtonMask_       = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,\n    ImGuiButtonFlags_MouseButtonDefault_    = ImGuiButtonFlags_MouseButtonLeft,\n};\n\n// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()\nenum ImGuiColorEditFlags_\n{\n    ImGuiColorEditFlags_None            = 0,\n    ImGuiColorEditFlags_NoAlpha         = 1 << 1,   //              // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).\n    ImGuiColorEditFlags_NoPicker        = 1 << 2,   //              // ColorEdit: disable picker when clicking on color square.\n    ImGuiColorEditFlags_NoOptions       = 1 << 3,   //              // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.\n    ImGuiColorEditFlags_NoSmallPreview  = 1 << 4,   //              // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)\n    ImGuiColorEditFlags_NoInputs        = 1 << 5,   //              // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).\n    ImGuiColorEditFlags_NoTooltip       = 1 << 6,   //              // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.\n    ImGuiColorEditFlags_NoLabel         = 1 << 7,   //              // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).\n    ImGuiColorEditFlags_NoSidePreview   = 1 << 8,   //              // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.\n    ImGuiColorEditFlags_NoDragDrop      = 1 << 9,   //              // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.\n    ImGuiColorEditFlags_NoBorder        = 1 << 10,  //              // ColorButton: disable border (which is enforced by default)\n\n    // User Options (right-click on widget to change some of them).\n    ImGuiColorEditFlags_AlphaBar        = 1 << 16,  //              // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.\n    ImGuiColorEditFlags_AlphaPreview    = 1 << 17,  //              // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.\n    ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18,  //              // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.\n    ImGuiColorEditFlags_HDR             = 1 << 19,  //              // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).\n    ImGuiColorEditFlags_DisplayRGB      = 1 << 20,  // [Display]    // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.\n    ImGuiColorEditFlags_DisplayHSV      = 1 << 21,  // [Display]    // \"\n    ImGuiColorEditFlags_DisplayHex      = 1 << 22,  // [Display]    // \"\n    ImGuiColorEditFlags_Uint8           = 1 << 23,  // [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.\n    ImGuiColorEditFlags_Float           = 1 << 24,  // [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.\n    ImGuiColorEditFlags_PickerHueBar    = 1 << 25,  // [Picker]     // ColorPicker: bar for Hue, rectangle for Sat/Value.\n    ImGuiColorEditFlags_PickerHueWheel  = 1 << 26,  // [Picker]     // ColorPicker: wheel for Hue, triangle for Sat/Value.\n    ImGuiColorEditFlags_InputRGB        = 1 << 27,  // [Input]      // ColorEdit, ColorPicker: input and output data in RGB format.\n    ImGuiColorEditFlags_InputHSV        = 1 << 28,  // [Input]      // ColorEdit, ColorPicker: input and output data in HSV format.\n\n    // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to\n    // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.\n    ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,\n\n    // [Internal] Masks\n    ImGuiColorEditFlags_DisplayMask_    = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,\n    ImGuiColorEditFlags_DataTypeMask_   = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,\n    ImGuiColorEditFlags_PickerMask_     = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,\n    ImGuiColorEditFlags_InputMask_      = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,\n\n    // Obsolete names (will be removed)\n    // ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex  // [renamed in 1.69]\n};\n\n// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.\n// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.\n// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigDragClickToInputText)\nenum ImGuiSliderFlags_\n{\n    ImGuiSliderFlags_None                   = 0,\n    ImGuiSliderFlags_AlwaysClamp            = 1 << 4,       // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.\n    ImGuiSliderFlags_Logarithmic            = 1 << 5,       // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.\n    ImGuiSliderFlags_NoRoundToFormat        = 1 << 6,       // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits)\n    ImGuiSliderFlags_NoInput                = 1 << 7,       // Disable CTRL+Click or Enter key allowing to input text directly into the widget\n    ImGuiSliderFlags_InvalidMask_           = 0x7000000F,   // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.\n\n    // Obsolete names (will be removed)\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79]\n#endif\n};\n\n// Identify a mouse button.\n// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.\nenum ImGuiMouseButton_\n{\n    ImGuiMouseButton_Left = 0,\n    ImGuiMouseButton_Right = 1,\n    ImGuiMouseButton_Middle = 2,\n    ImGuiMouseButton_COUNT = 5\n};\n\n// Enumeration for GetMouseCursor()\n// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here\nenum ImGuiMouseCursor_\n{\n    ImGuiMouseCursor_None = -1,\n    ImGuiMouseCursor_Arrow = 0,\n    ImGuiMouseCursor_TextInput,         // When hovering over InputText, etc.\n    ImGuiMouseCursor_ResizeAll,         // (Unused by Dear ImGui functions)\n    ImGuiMouseCursor_ResizeNS,          // When hovering over a horizontal border\n    ImGuiMouseCursor_ResizeEW,          // When hovering over a vertical border or a column\n    ImGuiMouseCursor_ResizeNESW,        // When hovering over the bottom-left corner of a window\n    ImGuiMouseCursor_ResizeNWSE,        // When hovering over the bottom-right corner of a window\n    ImGuiMouseCursor_Hand,              // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)\n    ImGuiMouseCursor_NotAllowed,        // When hovering something with disallowed interaction. Usually a crossed circle.\n    ImGuiMouseCursor_COUNT\n};\n\n// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions\n// Represent a condition.\n// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.\nenum ImGuiCond_\n{\n    ImGuiCond_None          = 0,        // No condition (always set the variable), same as _Always\n    ImGuiCond_Always        = 1 << 0,   // No condition (always set the variable), same as _None\n    ImGuiCond_Once          = 1 << 1,   // Set the variable once per runtime session (only the first call will succeed)\n    ImGuiCond_FirstUseEver  = 1 << 2,   // Set the variable if the object/window has no persistently saved data (no entry in .ini file)\n    ImGuiCond_Appearing     = 1 << 3,   // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Helpers: Memory allocations macros, ImVector<>\n//-----------------------------------------------------------------------------\n\n//-----------------------------------------------------------------------------\n// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()\n// We call C++ constructor on own allocated memory via the placement \"new(ptr) Type()\" syntax.\n// Defining a custom placement new() with a custom parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.\n//-----------------------------------------------------------------------------\n\nstruct ImNewWrapper {};\ninline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }\ninline void  operator delete(void*, ImNewWrapper, void*)   {} // This is only required so we can use the symmetrical new()\n#define IM_ALLOC(_SIZE)                     ImGui::MemAlloc(_SIZE)\n#define IM_FREE(_PTR)                       ImGui::MemFree(_PTR)\n#define IM_PLACEMENT_NEW(_PTR)              new(ImNewWrapper(), _PTR)\n#define IM_NEW(_TYPE)                       new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE\ntemplate<typename T> void IM_DELETE(T* p)   { if (p) { p->~T(); ImGui::MemFree(p); } }\n\n//-----------------------------------------------------------------------------\n// ImVector<>\n// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).\n//-----------------------------------------------------------------------------\n// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it.\n// - We use std-like naming convention here, which is a little unusual for this codebase.\n// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.\n// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,\n//   Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.\n//-----------------------------------------------------------------------------\n\nIM_MSVC_RUNTIME_CHECKS_OFF\ntemplate<typename T>\nstruct ImVector\n{\n    int                 Size;\n    int                 Capacity;\n    T*                  Data;\n\n    // Provide standard typedefs but we don't use them ourselves.\n    typedef T                   value_type;\n    typedef value_type*         iterator;\n    typedef const value_type*   const_iterator;\n\n    // Constructors, destructor\n    inline ImVector()                                       { Size = Capacity = 0; Data = NULL; }\n    inline ImVector(const ImVector<T>& src)                 { Size = Capacity = 0; Data = NULL; operator=(src); }\n    inline ImVector<T>& operator=(const ImVector<T>& src)   { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }\n    inline ~ImVector()                                      { if (Data) IM_FREE(Data); } // Important: does not destruct anything\n\n    inline void         clear()                             { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } }  // Important: does not destruct anything\n    inline void         clear_delete()                      { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); }     // Important: never called automatically! always explicit.\n    inline void         clear_destruct()                    { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); }           // Important: never called automatically! always explicit.\n\n    inline bool         empty() const                       { return Size == 0; }\n    inline int          size() const                        { return Size; }\n    inline int          size_in_bytes() const               { return Size * (int)sizeof(T); }\n    inline int          max_size() const                    { return 0x7FFFFFFF / (int)sizeof(T); }\n    inline int          capacity() const                    { return Capacity; }\n    inline T&           operator[](int i)                   { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }\n    inline const T&     operator[](int i) const             { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }\n\n    inline T*           begin()                             { return Data; }\n    inline const T*     begin() const                       { return Data; }\n    inline T*           end()                               { return Data + Size; }\n    inline const T*     end() const                         { return Data + Size; }\n    inline T&           front()                             { IM_ASSERT(Size > 0); return Data[0]; }\n    inline const T&     front() const                       { IM_ASSERT(Size > 0); return Data[0]; }\n    inline T&           back()                              { IM_ASSERT(Size > 0); return Data[Size - 1]; }\n    inline const T&     back() const                        { IM_ASSERT(Size > 0); return Data[Size - 1]; }\n    inline void         swap(ImVector<T>& rhs)              { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }\n\n    inline int          _grow_capacity(int sz) const        { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }\n    inline void         resize(int new_size)                { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }\n    inline void         resize(int new_size, const T& v)    { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }\n    inline void         shrink(int new_size)                { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation\n    inline void         reserve(int new_capacity)           { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }\n    inline void         reserve_discard(int new_capacity)   { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; }\n\n    // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.\n    inline void         push_back(const T& v)               { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }\n    inline void         pop_back()                          { IM_ASSERT(Size > 0); Size--; }\n    inline void         push_front(const T& v)              { if (Size == 0) push_back(v); else insert(Data, v); }\n    inline T*           erase(const T* it)                  { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; }\n    inline T*           erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; }\n    inline T*           erase_unsorted(const T* it)         { IM_ASSERT(it >= Data && it < Data + Size);  const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; }\n    inline T*           insert(const T* it, const T& v)     { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }\n    inline bool         contains(const T& v) const          { const T* data = Data;  const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }\n    inline T*           find(const T& v)                    { T* data = Data;  const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }\n    inline const T*     find(const T& v) const              { const T* data = Data;  const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }\n    inline bool         find_erase(const T& v)              { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }\n    inline bool         find_erase_unsorted(const T& v)     { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }\n    inline int          index_from_ptr(const T* it) const   { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; }\n};\nIM_MSVC_RUNTIME_CHECKS_RESTORE\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImGuiStyle\n//-----------------------------------------------------------------------------\n// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().\n// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,\n// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.\n//-----------------------------------------------------------------------------\n\nstruct ImGuiStyle\n{\n    float       Alpha;                      // Global alpha applies to everything in Dear ImGui.\n    float       DisabledAlpha;              // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.\n    ImVec2      WindowPadding;              // Padding within a window.\n    float       WindowRounding;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.\n    float       WindowBorderSize;           // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).\n    ImVec2      WindowMinSize;              // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().\n    ImVec2      WindowTitleAlign;           // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.\n    ImGuiDir    WindowMenuButtonPosition;   // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.\n    float       ChildRounding;              // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.\n    float       ChildBorderSize;            // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).\n    float       SliderThickness;            // Thickness of sliders. Can be set between 0.0f (rectangle witdh is null) and 1.0f (full rectangle is drawn), \n    float       SliderContrast;             // Contrast between the left and right sides of the slider track. \n    ImVec2      SliderValuePos;             // Defaults to (0.5f, 0.5f) (centered).\n    float       PopupRounding;              // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)\n    float       PopupBorderSize;            // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).\n    ImVec2      FramePadding;               // Padding within a framed rectangle (used by most widgets).\n    float       FrameRounding;              // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).\n    float       FrameBorderSize;            // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).\n    ImVec2      ItemSpacing;                // Horizontal and vertical spacing between widgets/lines.\n    ImVec2      ItemInnerSpacing;           // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).\n    ImVec2      CellPadding;                // Padding within a table cell\n    ImVec2      TouchExtraPadding;          // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!\n    float       IndentSpacing;              // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).\n    float       ColumnsMinSpacing;          // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).\n    float       ScrollbarSize;              // Width of the vertical scrollbar, Height of the horizontal scrollbar.\n    float       ScrollbarRounding;          // Radius of grab corners for scrollbar.\n    float       GrabMinSize;                // Minimum width/height of a grab box for slider/scrollbar.\n    float       GrabRounding;               // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.\n    float       LogSliderDeadzone;          // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.\n    float       TabRounding;                // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.\n    float       TabBorderSize;              // Thickness of border around tabs.\n    float       TabMinWidthForCloseButton;  // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.\n    ImGuiDir    ColorButtonPosition;        // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.\n    ImVec2      ButtonTextAlign;            // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).\n    ImVec2      SelectableTextAlign;        // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.\n    float       SeparatorTextBorderSize;    // Thickkness of border in SeparatorText()\n    ImVec2      SeparatorTextAlign;         // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).\n    ImVec2      SeparatorTextPadding;       // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.\n    ImVec2      DisplayWindowPadding;       // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.\n    ImVec2      DisplaySafeAreaPadding;     // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!\n    float       MouseCursorScale;           // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.\n    bool        AntiAliasedLines;           // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).\n    bool        AntiAliasedLinesUseTex;     // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).\n    bool        AntiAliasedFill;            // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).\n    float       CurveTessellationTol;       // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.\n    float       CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.\n    ImVec4      Colors[ImGuiCol_COUNT];\n\n    IMGUI_API ImGuiStyle();\n    IMGUI_API void ScaleAllSizes(float scale_factor);\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImGuiIO\n//-----------------------------------------------------------------------------\n// Communicate most settings and inputs/outputs to Dear ImGui using this structure.\n// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.\n//-----------------------------------------------------------------------------\n\n// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.\n// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration.\nstruct ImGuiKeyData\n{\n    bool        Down;               // True for if key is down\n    float       DownDuration;       // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)\n    float       DownDurationPrev;   // Last frame duration the key has been down\n    float       AnalogValue;        // 0.0f..1.0f for gamepad values\n};\n\nstruct ImGuiIO\n{\n    //------------------------------------------------------------------\n    // Configuration                            // Default value\n    //------------------------------------------------------------------\n\n    ImGuiConfigFlags   ConfigFlags;             // = 0              // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.\n    ImGuiBackendFlags  BackendFlags;            // = 0              // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.\n    ImVec2      DisplaySize;                    // <unset>          // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.\n    float       DeltaTime;                      // = 1.0f/60.0f     // Time elapsed since last frame, in seconds. May change every frame.\n    float       IniSavingRate;                  // = 5.0f           // Minimum time between saving positions/sizes to .ini file, in seconds.\n    const char* IniFilename;                    // = \"imgui.ini\"    // Path to .ini file (important: default \"imgui.ini\" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.\n    const char* LogFilename;                    // = \"imgui_log.txt\"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).\n    float       MouseDoubleClickTime;           // = 0.30f          // Time for a double-click, in seconds.\n    float       MouseDoubleClickMaxDist;        // = 6.0f           // Distance threshold to stay in to validate a double-click, in pixels.\n    float       MouseDragThreshold;             // = 6.0f           // Distance threshold before considering we are dragging.\n    float       KeyRepeatDelay;                 // = 0.275f         // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).\n    float       KeyRepeatRate;                  // = 0.050f         // When holding a key/button, rate at which it repeats, in seconds.\n    float       HoverDelayNormal;               // = 0.30 sec       // Delay on hovering before IsItemHovered(ImGuiHoveredFlags_DelayNormal) returns true.\n    float       HoverDelayShort;                // = 0.10 sec       // Delay on hovering before IsItemHovered(ImGuiHoveredFlags_DelayShort) returns true.\n    void*       UserData;                       // = NULL           // Store your own data.\n\n    ImFontAtlas*Fonts;                          // <auto>           // Font atlas: load, rasterize and pack one or more fonts into a single texture.\n    float       FontGlobalScale;                // = 1.0f           // Global scale all fonts\n    bool        FontAllowUserScaling;           // = false          // Allow user scaling text of individual window with CTRL+Wheel.\n    ImFont*     FontDefault;                    // = NULL           // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].\n    ImVec2      DisplayFramebufferScale;        // = (1, 1)         // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.\n\n    // Miscellaneous options\n    bool        MouseDrawCursor;                // = false          // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.\n    bool        ConfigMacOSXBehaviors;          // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.\n    bool        ConfigInputTrickleEventQueue;   // = true           // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.\n    bool        ConfigInputTextCursorBlink;     // = true           // Enable blinking cursor (optional as some users consider it to be distracting).\n    bool        ConfigInputTextEnterKeepActive; // = false          // [BETA] Pressing Enter will keep item active and select contents (single-line only).\n    bool        ConfigDragClickToInputText;     // = false          // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.\n    bool        ConfigWindowsResizeFromEdges;   // = true           // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)\n    bool        ConfigWindowsMoveFromTitleBarOnly; // = false       // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.\n    float       ConfigMemoryCompactTimer;       // = 60.0f          // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.\n\n    //------------------------------------------------------------------\n    // Platform Functions\n    // (the imgui_impl_xxxx backend files are setting those up for you)\n    //------------------------------------------------------------------\n\n    // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.\n    const char* BackendPlatformName;            // = NULL\n    const char* BackendRendererName;            // = NULL\n    void*       BackendPlatformUserData;        // = NULL           // User data for platform backend\n    void*       BackendRendererUserData;        // = NULL           // User data for renderer backend\n    void*       BackendLanguageUserData;        // = NULL           // User data for non C++ programming language backend\n\n    // Optional: Access OS clipboard\n    // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)\n    const char* (*GetClipboardTextFn)(void* user_data);\n    void        (*SetClipboardTextFn)(void* user_data, const char* text);\n    void*       ClipboardUserData;\n\n    // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)\n    // (default to use native imm32 api on Windows)\n    void        (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data);\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    void*       ImeWindowHandle;                // = NULL           // [Obsolete] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.\n#else\n    void*       _UnusedPadding;                                     // Unused field to keep data structure the same size.\n#endif\n\n    //------------------------------------------------------------------\n    // Input - Call before calling NewFrame()\n    //------------------------------------------------------------------\n\n    // Input Functions\n    IMGUI_API void  AddKeyEvent(ImGuiKey key, bool down);                   // Queue a new key down/up event. Key should be \"translated\" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)\n    IMGUI_API void  AddKeyAnalogEvent(ImGuiKey key, bool down, float v);    // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.\n    IMGUI_API void  AddMousePosEvent(float x, float y);                     // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)\n    IMGUI_API void  AddMouseButtonEvent(int button, bool down);             // Queue a mouse button change\n    IMGUI_API void  AddMouseWheelEvent(float wheel_x, float wheel_y);       // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left.\n    IMGUI_API void  AddFocusEvent(bool focused);                            // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)\n    IMGUI_API void  AddInputCharacter(unsigned int c);                      // Queue a new character input\n    IMGUI_API void  AddInputCharacterUTF16(ImWchar16 c);                    // Queue a new character input from a UTF-16 character, it can be a surrogate\n    IMGUI_API void  AddInputCharactersUTF8(const char* str);                // Queue a new characters input from a UTF-8 string\n\n    IMGUI_API void  SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.\n    IMGUI_API void  SetAppAcceptingEvents(bool accepting_events);           // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.\n    IMGUI_API void  ClearInputCharacters();                                 // [Internal] Clear the text input buffer manually\n    IMGUI_API void  ClearInputKeys();                                       // [Internal] Release all keys\n\n    //------------------------------------------------------------------\n    // Output - Updated by NewFrame() or EndFrame()/Render()\n    // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is\n    //  generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)\n    //------------------------------------------------------------------\n\n    bool        WantCaptureMouse;                   // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).\n    bool        WantCaptureKeyboard;                // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).\n    bool        WantTextInput;                      // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).\n    bool        WantSetMousePos;                    // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.\n    bool        WantSaveIniSettings;                // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!\n    bool        NavActive;                          // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.\n    bool        NavVisible;                         // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).\n    float       Framerate;                          // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally.\n    int         MetricsRenderVertices;              // Vertices output during last call to Render()\n    int         MetricsRenderIndices;               // Indices output during last call to Render() = number of triangles * 3\n    int         MetricsRenderWindows;               // Number of visible windows\n    int         MetricsActiveWindows;               // Number of active windows\n    int         MetricsActiveAllocations;           // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.\n    ImVec2      MouseDelta;                         // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.\n\n    // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.\n    // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().\n    //   Old (<1.87):  ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n    int         KeyMap[ImGuiKey_COUNT];             // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your \"native\" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.\n    bool        KeysDown[ImGuiKey_COUNT];           // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the \"native\" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.\n    float       NavInputs[ImGuiNavInput_COUNT];     // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.\n#endif\n\n    //------------------------------------------------------------------\n    // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!\n    //------------------------------------------------------------------\n\n    // Main Input State\n    // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead)\n    // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)\n    ImVec2      MousePos;                           // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)\n    bool        MouseDown[5];                       // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.\n    float       MouseWheel;                         // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll.\n    float       MouseWheelH;                        // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.\n    bool        KeyCtrl;                            // Keyboard modifier down: Control\n    bool        KeyShift;                           // Keyboard modifier down: Shift\n    bool        KeyAlt;                             // Keyboard modifier down: Alt\n    bool        KeySuper;                           // Keyboard modifier down: Cmd/Super/Windows\n\n    // Other state maintained from data above + IO function calls\n    ImGuiKeyChord KeyMods;                          // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. DOES NOT CONTAINS ImGuiMod_Shortcut which is pretranslated). Read-only, updated by NewFrame()\n    ImGuiKeyData  KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this.\n    bool        WantCaptureMouseUnlessPopupClose;   // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.\n    ImVec2      MousePosPrev;                       // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)\n    ImVec2      MouseClickedPos[5];                 // Position at time of clicking\n    double      MouseClickedTime[5];                // Time of last click (used to figure out double-click)\n    bool        MouseClicked[5];                    // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)\n    bool        MouseDoubleClicked[5];              // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)\n    ImU16       MouseClickedCount[5];               // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down\n    ImU16       MouseClickedLastCount[5];           // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.\n    bool        MouseReleased[5];                   // Mouse button went from Down to !Down\n    bool        MouseDownOwned[5];                  // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.\n    bool        MouseDownOwnedUnlessPopupClose[5];  // Track if button was clicked inside a dear imgui window.\n    float       MouseDownDuration[5];               // Duration the mouse button has been down (0.0f == just clicked)\n    float       MouseDownDurationPrev[5];           // Previous time the mouse button has been down\n    float       MouseDragMaxDistanceSqr[5];         // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)\n    float       PenPressure;                        // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.\n    bool        AppFocusLost;                       // Only modify via AddFocusEvent()\n    bool        AppAcceptingEvents;                 // Only modify via SetAppAcceptingEvents()\n    ImS8        BackendUsingLegacyKeyArrays;        // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]\n    bool        BackendUsingLegacyNavInputArray;    // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly\n    ImWchar16   InputQueueSurrogate;                // For AddInputCharacterUTF16()\n    ImVector<ImWchar> InputQueueCharacters;         // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.\n\n    IMGUI_API   ImGuiIO();\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Misc data structures\n//-----------------------------------------------------------------------------\n\n// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.\n// The callback function should return 0 by default.\n// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)\n// - ImGuiInputTextFlags_CallbackEdit:        Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)\n// - ImGuiInputTextFlags_CallbackAlways:      Callback on each iteration\n// - ImGuiInputTextFlags_CallbackCompletion:  Callback on pressing TAB\n// - ImGuiInputTextFlags_CallbackHistory:     Callback on pressing Up/Down arrows\n// - ImGuiInputTextFlags_CallbackCharFilter:  Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.\n// - ImGuiInputTextFlags_CallbackResize:      Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.\nstruct ImGuiInputTextCallbackData\n{\n    ImGuiInputTextFlags EventFlag;      // One ImGuiInputTextFlags_Callback*    // Read-only\n    ImGuiInputTextFlags Flags;          // What user passed to InputText()      // Read-only\n    void*               UserData;       // What user passed to InputText()      // Read-only\n\n    // Arguments for the different callback events\n    // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary.\n    // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state.\n    ImWchar             EventChar;      // Character input                      // Read-write   // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;\n    ImGuiKey            EventKey;       // Key pressed (Up/Down/TAB)            // Read-only    // [Completion,History]\n    char*               Buf;            // Text buffer                          // Read-write   // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!\n    int                 BufTextLen;     // Text length (in bytes)               // Read-write   // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()\n    int                 BufSize;        // Buffer size (in bytes) = capacity+1  // Read-only    // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1\n    bool                BufDirty;       // Set if you modify Buf/BufTextLen!    // Write        // [Completion,History,Always]\n    int                 CursorPos;      //                                      // Read-write   // [Completion,History,Always]\n    int                 SelectionStart; //                                      // Read-write   // [Completion,History,Always] == to SelectionEnd when no selection)\n    int                 SelectionEnd;   //                                      // Read-write   // [Completion,History,Always]\n\n    // Helper functions for text manipulation.\n    // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.\n    IMGUI_API ImGuiInputTextCallbackData();\n    IMGUI_API void      DeleteChars(int pos, int bytes_count);\n    IMGUI_API void      InsertChars(int pos, const char* text, const char* text_end = NULL);\n    void                SelectAll()             { SelectionStart = 0; SelectionEnd = BufTextLen; }\n    void                ClearSelection()        { SelectionStart = SelectionEnd = BufTextLen; }\n    bool                HasSelection() const    { return SelectionStart != SelectionEnd; }\n};\n\n// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().\n// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.\nstruct ImGuiSizeCallbackData\n{\n    void*   UserData;       // Read-only.   What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).\n    ImVec2  Pos;            // Read-only.   Window position, for reference.\n    ImVec2  CurrentSize;    // Read-only.   Current window size.\n    ImVec2  DesiredSize;    // Read-write.  Desired size, based on user's mouse position. Write to this field to restrain resizing.\n};\n\n// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()\nstruct ImGuiPayload\n{\n    // Members\n    void*           Data;               // Data (copied and owned by dear imgui)\n    int             DataSize;           // Data size\n\n    // [Internal]\n    ImGuiID         SourceId;           // Source item id\n    ImGuiID         SourceParentId;     // Source parent id (if available)\n    int             DataFrameCount;     // Data timestamp\n    char            DataType[32 + 1];   // Data type tag (short user-supplied string, 32 characters max)\n    bool            Preview;            // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)\n    bool            Delivery;           // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.\n\n    ImGuiPayload()  { Clear(); }\n    void Clear()    { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }\n    bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }\n    bool IsPreview() const                  { return Preview; }\n    bool IsDelivery() const                 { return Delivery; }\n};\n\n// Sorting specification for one column of a table (sizeof == 12 bytes)\nstruct ImGuiTableColumnSortSpecs\n{\n    ImGuiID                     ColumnUserID;       // User id of the column (if specified by a TableSetupColumn() call)\n    ImS16                       ColumnIndex;        // Index of the column\n    ImS16                       SortOrder;          // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)\n    ImGuiSortDirection          SortDirection : 8;  // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function)\n\n    ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }\n};\n\n// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)\n// Obtained by calling TableGetSortSpecs().\n// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.\n// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!\nstruct ImGuiTableSortSpecs\n{\n    const ImGuiTableColumnSortSpecs* Specs;     // Pointer to sort spec array.\n    int                         SpecsCount;     // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.\n    bool                        SpecsDirty;     // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.\n\n    ImGuiTableSortSpecs()       { memset(this, 0, sizeof(*this)); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)\n//-----------------------------------------------------------------------------\n\n// Helper: Unicode defines\n#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD     // Invalid Unicode code point (standard value).\n#ifdef IMGUI_USE_WCHAR32\n#define IM_UNICODE_CODEPOINT_MAX     0x10FFFF   // Maximum Unicode code point supported by this build.\n#else\n#define IM_UNICODE_CODEPOINT_MAX     0xFFFF     // Maximum Unicode code point supported by this build.\n#endif\n\n// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame.\n// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text(\"This will be called only once per frame\");\nstruct ImGuiOnceUponAFrame\n{\n    ImGuiOnceUponAFrame() { RefFrame = -1; }\n    mutable int RefFrame;\n    operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }\n};\n\n// Helper: Parse and apply text filters. In format \"aaaaa[,bbbb][,ccccc]\"\nstruct ImGuiTextFilter\n{\n    IMGUI_API           ImGuiTextFilter(const char* default_filter = \"\");\n    IMGUI_API bool      Draw(const char* label = \"Filter (inc,-exc)\", float width = 0.0f);  // Helper calling InputText+Build\n    IMGUI_API bool      PassFilter(const char* text, const char* text_end = NULL) const;\n    IMGUI_API void      Build();\n    void                Clear()          { InputBuf[0] = 0; Build(); }\n    bool                IsActive() const { return !Filters.empty(); }\n\n    // [Internal]\n    struct ImGuiTextRange\n    {\n        const char*     b;\n        const char*     e;\n\n        ImGuiTextRange()                                { b = e = NULL; }\n        ImGuiTextRange(const char* _b, const char* _e)  { b = _b; e = _e; }\n        bool            empty() const                   { return b == e; }\n        IMGUI_API void  split(char separator, ImVector<ImGuiTextRange>* out) const;\n    };\n    char                    InputBuf[256];\n    ImVector<ImGuiTextRange>Filters;\n    int                     CountGrep;\n};\n\n// Helper: Growable text buffer for logging/accumulating text\n// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')\nstruct ImGuiTextBuffer\n{\n    ImVector<char>      Buf;\n    IMGUI_API static char EmptyString[1];\n\n    ImGuiTextBuffer()   { }\n    inline char         operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }\n    const char*         begin() const           { return Buf.Data ? &Buf.front() : EmptyString; }\n    const char*         end() const             { return Buf.Data ? &Buf.back() : EmptyString; }   // Buf is zero-terminated, so end() will point on the zero-terminator\n    int                 size() const            { return Buf.Size ? Buf.Size - 1 : 0; }\n    bool                empty() const           { return Buf.Size <= 1; }\n    void                clear()                 { Buf.clear(); }\n    void                reserve(int capacity)   { Buf.reserve(capacity); }\n    const char*         c_str() const           { return Buf.Data ? Buf.Data : EmptyString; }\n    IMGUI_API void      append(const char* str, const char* str_end = NULL);\n    IMGUI_API void      appendf(const char* fmt, ...) IM_FMTARGS(2);\n    IMGUI_API void      appendfv(const char* fmt, va_list args) IM_FMTLIST(2);\n};\n\n// Helper: Key->Value storage\n// Typically you don't have to worry about this since a storage is held within each Window.\n// We use it to e.g. store collapse state for a tree (Int 0/1)\n// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)\n// You can use it as custom user storage for temporary values. Declare your own storage if, for example:\n// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).\n// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)\n// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.\nstruct ImGuiStorage\n{\n    // [Internal]\n    struct ImGuiStoragePair\n    {\n        ImGuiID key;\n        union { int val_i; float val_f; void* val_p; };\n        ImGuiStoragePair(ImGuiID _key, int _val_i)      { key = _key; val_i = _val_i; }\n        ImGuiStoragePair(ImGuiID _key, float _val_f)    { key = _key; val_f = _val_f; }\n        ImGuiStoragePair(ImGuiID _key, void* _val_p)    { key = _key; val_p = _val_p; }\n    };\n\n    ImVector<ImGuiStoragePair>      Data;\n\n    // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)\n    // - Set***() functions find pair, insertion on demand if missing.\n    // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.\n    void                Clear() { Data.clear(); }\n    IMGUI_API int       GetInt(ImGuiID key, int default_val = 0) const;\n    IMGUI_API void      SetInt(ImGuiID key, int val);\n    IMGUI_API bool      GetBool(ImGuiID key, bool default_val = false) const;\n    IMGUI_API void      SetBool(ImGuiID key, bool val);\n    IMGUI_API float     GetFloat(ImGuiID key, float default_val = 0.0f) const;\n    IMGUI_API void      SetFloat(ImGuiID key, float val);\n    IMGUI_API void*     GetVoidPtr(ImGuiID key) const; // default_val is NULL\n    IMGUI_API void      SetVoidPtr(ImGuiID key, void* val);\n\n    // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.\n    // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.\n    // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct)\n    //      float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat(\"var\", pvar, 0, 100.0f); some_var += *pvar;\n    IMGUI_API int*      GetIntRef(ImGuiID key, int default_val = 0);\n    IMGUI_API bool*     GetBoolRef(ImGuiID key, bool default_val = false);\n    IMGUI_API float*    GetFloatRef(ImGuiID key, float default_val = 0.0f);\n    IMGUI_API void**    GetVoidPtrRef(ImGuiID key, void* default_val = NULL);\n\n    // Use on your own storage if you know only integer are being stored (open/close all tree nodes)\n    IMGUI_API void      SetAllInt(int val);\n\n    // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.\n    IMGUI_API void      BuildSortByKey();\n};\n\n// Helper: Manually clip large list of items.\n// If you have lots evenly spaced items and you have random access to the list, you can perform coarse\n// clipping based on visibility to only submit items that are in view.\n// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.\n// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally\n//  fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily\n//  scale using lists with tens of thousands of items without a problem)\n// Usage:\n//   ImGuiListClipper clipper;\n//   clipper.Begin(1000);         // We have 1000 elements, evenly spaced.\n//   while (clipper.Step())\n//       for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)\n//           ImGui::Text(\"line number %d\", i);\n// Generally what happens is:\n// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.\n// - User code submit that one element.\n// - Clipper can measure the height of the first element\n// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.\n// - User code submit visible elements.\n// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.\nstruct ImGuiListClipper\n{\n    int             DisplayStart;       // First item to display, updated by each call to Step()\n    int             DisplayEnd;         // End of items to display (exclusive)\n    int             ItemsCount;         // [Internal] Number of items\n    float           ItemsHeight;        // [Internal] Height of item after a first step and item submission can calculate it\n    float           StartPosY;          // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed\n    void*           TempData;           // [Internal] Internal data\n\n    // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step)\n    // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().\n    IMGUI_API ImGuiListClipper();\n    IMGUI_API ~ImGuiListClipper();\n    IMGUI_API void  Begin(int items_count, float items_height = -1.0f);\n    IMGUI_API void  End();             // Automatically called on the last call of Step() that returns false.\n    IMGUI_API bool  Step();            // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.\n\n    // Call ForceDisplayRangeByIndices() before first call to Step() if you need a range of items to be displayed regardless of visibility.\n    IMGUI_API void  ForceDisplayRangeByIndices(int item_min, int item_max); // item_max is exclusive e.g. use (42, 42+1) to make item 42 always visible BUT due to alignment/padding of certain items it is likely that an extra item may be included on either end of the display range.\n\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]\n#endif\n};\n\n// Helpers: ImVec2/ImVec4 operators\n// - It is important that we are keeping those disabled by default so they don't leak in user space.\n// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h)\n// - You can use '#define IMGUI_DEFINE_MATH_OPERATORS' to import our operators, provided as a courtesy.\n// - We unfortunately don't have a unary- operator for ImVec2 because this would needs to be defined inside the class itself.\n#ifdef IMGUI_DEFINE_MATH_OPERATORS\n#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED\nIM_MSVC_RUNTIME_CHECKS_OFF\nstatic inline ImVec2  operator*(const ImVec2& lhs, const float rhs)     { return ImVec2(lhs.x * rhs, lhs.y * rhs); }\nstatic inline ImVec2  operator/(const ImVec2& lhs, const float rhs)     { return ImVec2(lhs.x / rhs, lhs.y / rhs); }\nstatic inline ImVec2  operator+(const ImVec2& lhs, const ImVec2& rhs)   { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }\nstatic inline ImVec2  operator-(const ImVec2& lhs, const ImVec2& rhs)   { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }\nstatic inline ImVec2  operator*(const ImVec2& lhs, const ImVec2& rhs)   { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }\nstatic inline ImVec2  operator/(const ImVec2& lhs, const ImVec2& rhs)   { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }\nstatic inline ImVec2& operator*=(ImVec2& lhs, const float rhs)          { lhs.x *= rhs; lhs.y *= rhs; return lhs; }\nstatic inline ImVec2& operator/=(ImVec2& lhs, const float rhs)          { lhs.x /= rhs; lhs.y /= rhs; return lhs; }\nstatic inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs)        { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }\nstatic inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs)        { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }\nstatic inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs)        { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }\nstatic inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs)        { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }\nstatic inline ImVec4  operator+(const ImVec4& lhs, const ImVec4& rhs)   { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); }\nstatic inline ImVec4  operator-(const ImVec4& lhs, const ImVec4& rhs)   { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); }\nstatic inline ImVec4  operator*(const ImVec4& lhs, const ImVec4& rhs)   { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }\nIM_MSVC_RUNTIME_CHECKS_RESTORE\n#endif\n\n// Helpers macros to generate 32-bit encoded colors\n// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.\n#ifndef IM_COL32_R_SHIFT\n#ifdef IMGUI_USE_BGRA_PACKED_COLOR\n#define IM_COL32_R_SHIFT    16\n#define IM_COL32_G_SHIFT    8\n#define IM_COL32_B_SHIFT    0\n#define IM_COL32_A_SHIFT    24\n#define IM_COL32_A_MASK     0xFF000000\n#else\n#define IM_COL32_R_SHIFT    0\n#define IM_COL32_G_SHIFT    8\n#define IM_COL32_B_SHIFT    16\n#define IM_COL32_A_SHIFT    24\n#define IM_COL32_A_MASK     0xFF000000\n#endif\n#endif\n#define IM_COL32(R,G,B,A)    (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))\n#define IM_COL32_WHITE       IM_COL32(255,255,255,255)  // Opaque white = 0xFFFFFFFF\n#define IM_COL32_BLACK       IM_COL32(0,0,0,255)        // Opaque black\n#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0)          // Transparent black = 0x00000000\n\n// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)\n// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.\n// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.\n// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.\nstruct ImColor\n{\n    ImVec4          Value;\n\n    constexpr ImColor()                                             { }\n    constexpr ImColor(float r, float g, float b, float a = 1.0f)    : Value(r, g, b, a) { }\n    constexpr ImColor(const ImVec4& col)                            : Value(col) {}\n    ImColor(int r, int g, int b, int a = 255)                       { float sc = 1.0f / 255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; }\n    ImColor(ImU32 rgba)                                             { float sc = 1.0f / 255.0f; Value.x = (float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * sc; Value.y = (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * sc; Value.z = (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * sc; Value.w = (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * sc; }\n    inline operator ImU32() const                                   { return ImGui::ColorConvertFloat4ToU32(Value); }\n    inline operator ImVec4() const                                  { return Value; }\n\n    // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.\n    inline void    SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; }\n    static ImColor HSV(float h, float s, float v, float a = 1.0f)   { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)\n// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.\n//-----------------------------------------------------------------------------\n\n// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.\n#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX\n#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX     (63)\n#endif\n\n// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]\n// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,\n// you can poke into the draw list for that! Draw callback may be useful for example to:\n//  A) Change your GPU render state,\n//  B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.\n// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'\n// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly.\n#ifndef ImDrawCallback\ntypedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);\n#endif\n\n// Special Draw callback value to request renderer backend to reset the graphics/render state.\n// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.\n// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored.\n// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call).\n#define ImDrawCallback_ResetRenderState     (ImDrawCallback)(-1)\n\n// Typically, 1 command = 1 GPU draw call (unless command is a callback)\n// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,\n//   this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.\n//   Backends made for <1.71. will typically ignore the VtxOffset fields.\n// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).\nstruct ImDrawCmd\n{\n    ImVec4          ClipRect;           // 4*4  // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in \"viewport\" coordinates\n    ImTextureID     TextureId;          // 4-8  // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.\n    unsigned int    VtxOffset;          // 4    // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.\n    unsigned int    IdxOffset;          // 4    // Start offset in index buffer.\n    unsigned int    ElemCount;          // 4    // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].\n    ImDrawCallback  UserCallback;       // 4-8  // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.\n    void*           UserCallbackData;   // 4-8  // The draw callback code can access this.\n\n    ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed\n\n    // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)\n    inline ImTextureID GetTexID() const { return TextureId; }\n};\n\n// Vertex layout\n#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT\nstruct ImDrawVert\n{\n    ImVec2  pos;\n    ImVec2  uv;\n    ImU32   col;\n};\n#else\n// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h\n// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.\n// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up.\n// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM.\nIMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;\n#endif\n\n// [Internal] For use by ImDrawList\nstruct ImDrawCmdHeader\n{\n    ImVec4          ClipRect;\n    ImTextureID     TextureId;\n    unsigned int    VtxOffset;\n};\n\n// [Internal] For use by ImDrawListSplitter\nstruct ImDrawChannel\n{\n    ImVector<ImDrawCmd>         _CmdBuffer;\n    ImVector<ImDrawIdx>         _IdxBuffer;\n};\n\n\n// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.\n// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.\nstruct ImDrawListSplitter\n{\n    int                         _Current;    // Current channel number (0)\n    int                         _Count;      // Number of active channels (1+)\n    ImVector<ImDrawChannel>     _Channels;   // Draw channels (not resized down so _Count might be < Channels.Size)\n\n    inline ImDrawListSplitter()  { memset(this, 0, sizeof(*this)); }\n    inline ~ImDrawListSplitter() { ClearFreeMemory(); }\n    inline void                 Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame\n    IMGUI_API void              ClearFreeMemory();\n    IMGUI_API void              Split(ImDrawList* draw_list, int count);\n    IMGUI_API void              Merge(ImDrawList* draw_list);\n    IMGUI_API void              SetCurrentChannel(ImDrawList* draw_list, int channel_idx);\n};\n\n// Flags for ImDrawList functions\n// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused)\nenum ImDrawFlags_\n{\n    ImDrawFlags_None                        = 0,\n    ImDrawFlags_Closed                      = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)\n    ImDrawFlags_RoundCornersTopLeft         = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.\n    ImDrawFlags_RoundCornersTopRight        = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.\n    ImDrawFlags_RoundCornersBottomLeft      = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.\n    ImDrawFlags_RoundCornersBottomRight     = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.\n    ImDrawFlags_RoundCornersNone            = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!\n    ImDrawFlags_RoundCornersTop             = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,\n    ImDrawFlags_RoundCornersBottom          = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,\n    ImDrawFlags_RoundCornersLeft            = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,\n    ImDrawFlags_RoundCornersRight           = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,\n    ImDrawFlags_RoundCornersAll             = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,\n    ImDrawFlags_RoundCornersDefault_        = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.\n    ImDrawFlags_RoundCornersMask_           = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,\n};\n\n// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.\n// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.\nenum ImDrawListFlags_\n{\n    ImDrawListFlags_None                    = 0,\n    ImDrawListFlags_AntiAliasedLines        = 1 << 0,  // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)\n    ImDrawListFlags_AntiAliasedLinesUseTex  = 1 << 1,  // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).\n    ImDrawListFlags_AntiAliasedFill         = 1 << 2,  // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).\n    ImDrawListFlags_AllowVtxOffset          = 1 << 3,  // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.\n};\n\n// Draw command list\n// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,\n// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.\n// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to\n// access the current window draw list and draw custom primitives.\n// You can interleave normal ImGui:: calls and adding primitives to the current draw list.\n// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).\n// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)\n// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.\nstruct ImDrawList\n{\n    // This is what you have to render\n    ImVector<ImDrawCmd>     CmdBuffer;          // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.\n    ImVector<ImDrawIdx>     IdxBuffer;          // Index buffer. Each command consume ImDrawCmd::ElemCount of those\n    ImVector<ImDrawVert>    VtxBuffer;          // Vertex buffer.\n    ImDrawListFlags         Flags;              // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.\n\n    // [Internal, used while building lists]\n    unsigned int            _VtxCurrentIdx;     // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.\n    ImDrawListSharedData*   _Data;              // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)\n    const char*             _OwnerName;         // Pointer to owner window's name for debugging\n    ImDrawVert*             _VtxWritePtr;       // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)\n    ImDrawIdx*              _IdxWritePtr;       // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)\n    ImVector<ImVec4>        _ClipRectStack;     // [Internal]\n    ImVector<ImTextureID>   _TextureIdStack;    // [Internal]\n    ImVector<ImVec2>        _Path;              // [Internal] current path building\n    ImDrawCmdHeader         _CmdHeader;         // [Internal] template of active commands. Fields should match those of CmdBuffer.back().\n    ImDrawListSplitter      _Splitter;          // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)\n    float                   _FringeScale;       // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content\n\n    // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)\n    ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }\n\n    ~ImDrawList() { _ClearFreeMemory(); }\n    IMGUI_API void  PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false);  // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)\n    IMGUI_API void  PushClipRectFullScreen();\n    IMGUI_API void  PopClipRect();\n    IMGUI_API void  PushTextureID(ImTextureID texture_id);\n    IMGUI_API void  PopTextureID();\n    inline ImVec2   GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }\n    inline ImVec2   GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }\n\n    // Primitives\n    // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have \"inward\" anti-aliasing.\n    // - For rectangular primitives, \"p_min\" and \"p_max\" represent the upper-left and lower-right corners.\n    // - For circle primitives, use \"num_segments == 0\" to automatically calculate tessellation (preferred).\n    //   In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.\n    //   In future versions we will use textures to provide cheaper and higher-quality circles.\n    //   Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.\n    IMGUI_API void  AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);\n    IMGUI_API void  AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f);   // a: upper-left, b: lower-right (== upper-left + size)\n    IMGUI_API void  AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0);                     // a: upper-left, b: lower-right (== upper-left + size)\n    IMGUI_API void  AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);\n    IMGUI_API void  AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);\n    IMGUI_API void  AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);\n    IMGUI_API void  AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);\n    IMGUI_API void  AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);\n    IMGUI_API void  AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);\n    IMGUI_API void  AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);\n    IMGUI_API void  AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);\n    IMGUI_API void  AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);\n    IMGUI_API void  AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);\n    IMGUI_API void  AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);\n    IMGUI_API void  AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);\n    IMGUI_API void  AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);\n    IMGUI_API void  AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)\n    IMGUI_API void  AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0);               // Quadratic Bezier (3 control points)\n    IMGUI_API void  AddHexagon(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p5, const ImVec2& p6, ImU32 col, float thickness = 1.0f);\n    IMGUI_API void  AddHexagonFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p5, const ImVec2& p6, ImU32 col);\n\n    // Image primitives\n    // - Read FAQ to understand what ImTextureID is.\n    // - \"p_min\" and \"p_max\" represent the upper-left and lower-right corners of the rectangle.\n    // - \"uv_min\" and \"uv_max\" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.\n    IMGUI_API void  AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);\n    IMGUI_API void  AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);\n    IMGUI_API void  AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);\n\n    // Stateful path API, add points then finish with PathFillConvex() or PathStroke()\n    // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have \"inward\" anti-aliasing.\n    inline    void  PathClear()                                                 { _Path.Size = 0; }\n    inline    void  PathLineTo(const ImVec2& pos)                               { _Path.push_back(pos); }\n    inline    void  PathLineToMergeDuplicate(const ImVec2& pos)                 { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }\n    inline    void  PathFillConvex(ImU32 col)                                   { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }\n    inline    void  PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }\n    IMGUI_API void  PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);\n    IMGUI_API void  PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12);                // Use precomputed angles for a 12 steps circle\n    IMGUI_API void  PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)\n    IMGUI_API void  PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0);               // Quadratic Bezier (3 control points)\n    IMGUI_API void  PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);\n\n    // Advanced\n    IMGUI_API void  AddCallback(ImDrawCallback callback, void* callback_data);  // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.\n    IMGUI_API void  AddDrawCmd();                                               // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible\n    IMGUI_API ImDrawList* CloneOutput() const;                                  // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.\n\n    // Advanced: Channels\n    // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)\n    // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)\n    // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place!\n    //   Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.\n    //   Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.\n    inline void     ChannelsSplit(int count)    { _Splitter.Split(this, count); }\n    inline void     ChannelsMerge()             { _Splitter.Merge(this); }\n    inline void     ChannelsSetCurrent(int n)   { _Splitter.SetCurrentChannel(this, n); }\n\n    // Advanced: Primitives allocations\n    // - We render triangles (three vertices)\n    // - All primitives needs to be reserved via PrimReserve() beforehand.\n    IMGUI_API void  PrimReserve(int idx_count, int vtx_count);\n    IMGUI_API void  PrimUnreserve(int idx_count, int vtx_count);\n    IMGUI_API void  PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col);      // Axis aligned rectangle (composed of two triangles)\n    IMGUI_API void  PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);\n    IMGUI_API void  PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);\n    inline    void  PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)    { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }\n    inline    void  PrimWriteIdx(ImDrawIdx idx)                                     { *_IdxWritePtr = idx; _IdxWritePtr++; }\n    inline    void  PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)         { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index\n\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    inline    void  AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021)\n    inline    void  PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021)\n#endif\n\n    // [Internal helpers]\n    IMGUI_API void  _ResetForNewFrame();\n    IMGUI_API void  _ClearFreeMemory();\n    IMGUI_API void  _PopUnusedDrawCmd();\n    IMGUI_API void  _TryMergeDrawCmds();\n    IMGUI_API void  _OnChangedClipRect();\n    IMGUI_API void  _OnChangedTextureID();\n    IMGUI_API void  _OnChangedVtxOffset();\n    IMGUI_API int   _CalcCircleAutoSegmentCount(float radius) const;\n    IMGUI_API void  _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);\n    IMGUI_API void  _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);\n};\n\n// All draw data to render a Dear ImGui frame\n// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,\n// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)\nstruct ImDrawData\n{\n    bool            Valid;                  // Only valid after Render() is called and before the next NewFrame() is called.\n    int             CmdListsCount;          // Number of ImDrawList* to render\n    int             TotalIdxCount;          // For convenience, sum of all ImDrawList's IdxBuffer.Size\n    int             TotalVtxCount;          // For convenience, sum of all ImDrawList's VtxBuffer.Size\n    ImDrawList**    CmdLists;               // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.\n    ImVec2          DisplayPos;             // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)\n    ImVec2          DisplaySize;            // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)\n    ImVec2          FramebufferScale;       // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.\n\n    // Functions\n    ImDrawData()    { Clear(); }\n    void Clear()    { memset(this, 0, sizeof(*this)); }     // The ImDrawList are owned by ImGuiContext!\n    IMGUI_API void  DeIndexAllBuffers();                    // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!\n    IMGUI_API void  ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)\n//-----------------------------------------------------------------------------\n\nstruct ImFontConfig\n{\n    void*           FontData;               //          // TTF/OTF data\n    int             FontDataSize;           //          // TTF/OTF data size\n    bool            FontDataOwnedByAtlas;   // true     // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).\n    int             FontNo;                 // 0        // Index of font within TTF/OTF file\n    float           SizePixels;             //          // Size in pixels for rasterizer (more or less maps to the resulting font height).\n    int             OversampleH;            // 3        // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.\n    int             OversampleV;            // 1        // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.\n    bool            PixelSnapH;             // false    // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.\n    ImVec2          GlyphExtraSpacing;      // 0, 0     // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.\n    ImVec2          GlyphOffset;            // 0, 0     // Offset all glyphs from this font input.\n    const ImWchar*  GlyphRanges;            // NULL     // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).\n    float           GlyphMinAdvanceX;       // 0        // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font\n    float           GlyphMaxAdvanceX;       // FLT_MAX  // Maximum AdvanceX for glyphs\n    bool            MergeMode;              // false    // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.\n    unsigned int    FontBuilderFlags;       // 0        // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.\n    float           RasterizerMultiply;     // 1.0f     // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.\n    ImWchar         EllipsisChar;           // -1       // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.\n\n    // [Internal]\n    char            Name[40];               // Name (strictly to ease debugging)\n    ImFont*         DstFont;\n\n    IMGUI_API ImFontConfig();\n};\n\n// Hold rendering data for one glyph.\n// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this)\nstruct ImFontGlyph\n{\n    unsigned int    Colored : 1;        // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)\n    unsigned int    Visible : 1;        // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.\n    unsigned int    Codepoint : 30;     // 0x0000..0x10FFFF\n    float           AdvanceX;           // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)\n    float           X0, Y0, X1, Y1;     // Glyph corners\n    float           U0, V0, U1, V1;     // Texture coordinates\n};\n\n// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().\n// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.\nstruct ImFontGlyphRangesBuilder\n{\n    ImVector<ImU32> UsedChars;            // Store 1-bit per Unicode code point (0=unused, 1=used)\n\n    ImFontGlyphRangesBuilder()              { Clear(); }\n    inline void     Clear()                 { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }\n    inline bool     GetBit(size_t n) const  { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; }  // Get bit n in the array\n    inline void     SetBit(size_t n)        { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; }               // Set bit n in the array\n    inline void     AddChar(ImWchar c)      { SetBit(c); }                      // Add character\n    IMGUI_API void  AddText(const char* text, const char* text_end = NULL);     // Add string (each character of the UTF-8 string are added)\n    IMGUI_API void  AddRanges(const ImWchar* ranges);                           // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext\n    IMGUI_API void  BuildRanges(ImVector<ImWchar>* out_ranges);                 // Output new ranges\n};\n\n// See ImFontAtlas::AddCustomRectXXX functions.\nstruct ImFontAtlasCustomRect\n{\n    unsigned short  Width, Height;  // Input    // Desired rectangle dimension\n    unsigned short  X, Y;           // Output   // Packed position in Atlas\n    unsigned int    GlyphID;        // Input    // For custom font glyphs only (ID < 0x110000)\n    float           GlyphAdvanceX;  // Input    // For custom font glyphs only: glyph xadvance\n    ImVec2          GlyphOffset;    // Input    // For custom font glyphs only: glyph display offset\n    ImFont*         Font;           // Input    // For custom font glyphs only: target font\n    ImFontAtlasCustomRect()         { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }\n    bool IsPacked() const           { return X != 0xFFFF; }\n};\n\n// Flags for ImFontAtlas build\nenum ImFontAtlasFlags_\n{\n    ImFontAtlasFlags_None               = 0,\n    ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0,   // Don't round the height to next power of two\n    ImFontAtlasFlags_NoMouseCursors     = 1 << 1,   // Don't build software mouse cursors into the atlas (save a little texture memory)\n    ImFontAtlasFlags_NoBakedLines       = 1 << 2,   // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).\n};\n\n// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:\n//  - One or more fonts.\n//  - Custom graphics data needed to render the shapes needed by Dear ImGui.\n//  - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).\n// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.\n//  - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.\n//  - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.\n//  - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)\n//  - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.\n//    This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.\n// Common pitfalls:\n// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the\n//   atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.\n// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.\n//   You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,\n// - Even though many functions are suffixed with \"TTF\", OTF data is supported just as well.\n// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!\nstruct ImFontAtlas\n{\n    IMGUI_API ImFontAtlas();\n    IMGUI_API ~ImFontAtlas();\n    IMGUI_API ImFont*           AddFont(const ImFontConfig* font_cfg);\n    IMGUI_API ImFont*           AddFontDefault(const ImFontConfig* font_cfg = NULL);\n    IMGUI_API ImFont*           AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);\n    IMGUI_API ImFont*           AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.\n    IMGUI_API ImFont*           AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.\n    IMGUI_API ImFont*           AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);              // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.\n    IMGUI_API void              ClearInputData();           // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.\n    IMGUI_API void              ClearTexData();             // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.\n    IMGUI_API void              ClearFonts();               // Clear output font data (glyphs storage, UV coordinates).\n    IMGUI_API void              Clear();                    // Clear all input and output.\n\n    // Build atlas, retrieve pixel data.\n    // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().\n    // The pitch is always = Width * BytesPerPixels (1 or 4)\n    // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into\n    // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.\n    IMGUI_API bool              Build();                    // Build pixels data. This is called automatically for you by the GetTexData*** functions.\n    IMGUI_API void              GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 1 byte per-pixel\n    IMGUI_API void              GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 4 bytes-per-pixel\n    bool                        IsBuilt() const             { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent...\n    void                        SetTexID(ImTextureID id)    { TexID = id; }\n\n    //-------------------------------------------\n    // Glyph Ranges\n    //-------------------------------------------\n\n    // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)\n    // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8\"Hello world\" syntax. See FAQ for details.\n    // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.\n    IMGUI_API const ImWchar*    GetGlyphRangesDefault();                // Basic Latin, Extended Latin\n    IMGUI_API const ImWchar*    GetGlyphRangesGreek();                  // Default + Greek and Coptic\n    IMGUI_API const ImWchar*    GetGlyphRangesKorean();                 // Default + Korean characters\n    IMGUI_API const ImWchar*    GetGlyphRangesJapanese();               // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs\n    IMGUI_API const ImWchar*    GetGlyphRangesChineseFull();            // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs\n    IMGUI_API const ImWchar*    GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese\n    IMGUI_API const ImWchar*    GetGlyphRangesCyrillic();               // Default + about 400 Cyrillic characters\n    IMGUI_API const ImWchar*    GetGlyphRangesThai();                   // Default + Thai characters\n    IMGUI_API const ImWchar*    GetGlyphRangesVietnamese();             // Default + Vietnamese characters\n\n    //-------------------------------------------\n    // [BETA] Custom Rectangles/Glyphs API\n    //-------------------------------------------\n\n    // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.\n    // - After calling Build(), you can query the rectangle position and render your pixels.\n    // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format.\n    // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),\n    //   so you can render e.g. custom colorful icons and use them as regular glyphs.\n    // - Read docs/FONTS.md for more details about using colorful icons.\n    // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.\n    IMGUI_API int               AddCustomRectRegular(int width, int height);\n    IMGUI_API int               AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));\n    ImFontAtlasCustomRect*      GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }\n\n    // [Internal]\n    IMGUI_API void              CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;\n    IMGUI_API bool              GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);\n\n    //-------------------------------------------\n    // Members\n    //-------------------------------------------\n\n    ImFontAtlasFlags            Flags;              // Build flags (see ImFontAtlasFlags_)\n    ImTextureID                 TexID;              // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.\n    int                         TexDesiredWidth;    // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.\n    int                         TexGlyphPadding;    // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).\n    bool                        Locked;             // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.\n    void*                       UserData;           // Store your own atlas related user-data (if e.g. you have multiple font atlas).\n\n    // [Internal]\n    // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.\n    bool                        TexReady;           // Set when texture was built matching current font input\n    bool                        TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.\n    unsigned char*              TexPixelsAlpha8;    // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight\n    unsigned int*               TexPixelsRGBA32;    // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4\n    int                         TexWidth;           // Texture width calculated during Build().\n    int                         TexHeight;          // Texture height calculated during Build().\n    ImVec2                      TexUvScale;         // = (1.0f/TexWidth, 1.0f/TexHeight)\n    ImVec2                      TexUvWhitePixel;    // Texture coordinates to a white pixel\n    ImVector<ImFont*>           Fonts;              // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.\n    ImVector<ImFontAtlasCustomRect> CustomRects;    // Rectangles for packing custom texture data into the atlas.\n    ImVector<ImFontConfig>      ConfigData;         // Configuration data\n    ImVec4                      TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1];  // UVs for baked anti-aliased lines\n\n    // [Internal] Font builder\n    const ImFontBuilderIO*      FontBuilderIO;      // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).\n    unsigned int                FontBuilderFlags;   // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig.\n\n    // [Internal] Packing data\n    int                         PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors\n    int                         PackIdLines;        // Custom texture rectangle ID for baked anti-aliased lines\n\n    // [Obsolete]\n    //typedef ImFontAtlasCustomRect    CustomRect;         // OBSOLETED in 1.72+\n    //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+\n};\n\n// Font runtime data and rendering\n// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().\nstruct ImFont\n{\n    // Members: Hot ~20/24 bytes (for CalcTextSize)\n    ImVector<float>             IndexAdvanceX;      // 12-16 // out //            // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI).\n    float                       FallbackAdvanceX;   // 4     // out // = FallbackGlyph->AdvanceX\n    float                       FontSize;           // 4     // in  //            // Height of characters/line, set during loading (don't change after loading)\n\n    // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)\n    ImVector<ImWchar>           IndexLookup;        // 12-16 // out //            // Sparse. Index glyphs by Unicode code-point.\n    ImVector<ImFontGlyph>       Glyphs;             // 12-16 // out //            // All glyphs.\n    const ImFontGlyph*          FallbackGlyph;      // 4-8   // out // = FindGlyph(FontFallbackChar)\n\n    // Members: Cold ~32/40 bytes\n    ImFontAtlas*                ContainerAtlas;     // 4-8   // out //            // What we has been loaded into\n    const ImFontConfig*         ConfigData;         // 4-8   // in  //            // Pointer within ContainerAtlas->ConfigData\n    short                       ConfigDataCount;    // 2     // in  // ~ 1        // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.\n    ImWchar                     FallbackChar;       // 2     // out // = FFFD/'?' // Character used if a glyph isn't found.\n    ImWchar                     EllipsisChar;       // 2     // out // = '...'/'.'// Character used for ellipsis rendering.\n    short                       EllipsisCharCount;  // 1     // out // 1 or 3\n    float                       EllipsisWidth;      // 4     // out               // Width\n    float                       EllipsisCharStep;   // 4     // out               // Step between characters when EllipsisCount > 0\n    bool                        DirtyLookupTables;  // 1     // out //\n    float                       Scale;              // 4     // in  // = 1.f      // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()\n    float                       Ascent, Descent;    // 4+4   // out //            // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]\n    int                         MetricsTotalSurface;// 4     // out //            // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)\n    ImU8                        Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.\n\n    // Methods\n    IMGUI_API ImFont();\n    IMGUI_API ~ImFont();\n    IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;\n    IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;\n    float                       GetCharAdvance(ImWchar c) const     { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }\n    bool                        IsLoaded() const                    { return ContainerAtlas != NULL; }\n    const char*                 GetDebugName() const                { return ConfigData ? ConfigData->Name : \"<unknown>\"; }\n\n    // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.\n    // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.\n    IMGUI_API ImVec2            CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8\n    IMGUI_API const char*       CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;\n    IMGUI_API void              RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const;\n    IMGUI_API void              RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;\n\n    // [Internal] Don't use!\n    IMGUI_API void              BuildLookupTable();\n    IMGUI_API void              ClearOutputData();\n    IMGUI_API void              GrowIndex(int new_size);\n    IMGUI_API void              AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);\n    IMGUI_API void              AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.\n    IMGUI_API void              SetGlyphVisible(ImWchar c, bool visible);\n    IMGUI_API bool              IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Viewports\n//-----------------------------------------------------------------------------\n\n// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.\nenum ImGuiViewportFlags_\n{\n    ImGuiViewportFlags_None                     = 0,\n    ImGuiViewportFlags_IsPlatformWindow         = 1 << 0,   // Represent a Platform Window\n    ImGuiViewportFlags_IsPlatformMonitor        = 1 << 1,   // Represent a Platform Monitor (unused yet)\n    ImGuiViewportFlags_OwnedByApp               = 1 << 2,   // Platform Window: is created/managed by the application (rather than a dear imgui backend)\n};\n\n// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.\n// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.\n// - In the future we will extend this concept further to also represent Platform Monitor and support a \"no main platform window\" operation mode.\n// - About Main Area vs Work Area:\n//   - Main Area = entire viewport.\n//   - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).\n//   - Windows are generally trying to stay within the Work Area of their host viewport.\nstruct ImGuiViewport\n{\n    ImGuiViewportFlags  Flags;                  // See ImGuiViewportFlags_\n    ImVec2              Pos;                    // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)\n    ImVec2              Size;                   // Main Area: Size of the viewport.\n    ImVec2              WorkPos;                // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)\n    ImVec2              WorkSize;               // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)\n\n    // Platform/Backend Dependent Data\n    void*               PlatformHandleRaw;      // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms)\n\n    ImGuiViewport()     { memset(this, 0, sizeof(*this)); }\n\n    // Helpers\n    ImVec2              GetCenter() const       { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }\n    ImVec2              GetWorkCenter() const   { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Platform Dependent Interfaces\n//-----------------------------------------------------------------------------\n\n// (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function.\nstruct ImGuiPlatformImeData\n{\n    bool    WantVisible;        // A widget wants the IME to be visible\n    ImVec2  InputPos;           // Position of the input cursor\n    float   InputLineHeight;    // Line height\n\n    ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Obsolete functions and types\n// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)\n// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.\n//-----------------------------------------------------------------------------\n\nnamespace ImGui\n{\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n    IMGUI_API ImGuiKey     GetKeyIndex(ImGuiKey key);  // map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]\n#else\n    static inline ImGuiKey GetKeyIndex(ImGuiKey key)   { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && \"ImGuiKey and native_index was merged together and native_index is disabled by IMGUI_DISABLE_OBSOLETE_KEYIO. Please switch to ImGuiKey.\"); return key; }\n#endif\n}\n\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\nnamespace ImGui\n{\n    // OBSOLETED in 1.89 (from August 2022)\n    IMGUI_API bool      ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Use new ImageButton() signature (explicit item id, regular FramePadding)\n    // OBSOLETED in 1.88 (from May 2022)\n    static inline void  CaptureKeyboardFromApp(bool want_capture_keyboard = true)           { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.\n    static inline void  CaptureMouseFromApp(bool want_capture_mouse = true)                 { SetNextFrameWantCaptureMouse(want_capture_mouse); }       // Renamed as name was misleading + removed default value.\n    // OBSOLETED in 1.86 (from November 2021)\n    IMGUI_API void      CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Calculate coarse clipping for large list of evenly sized items. Prefer using ImGuiListClipper.\n    // OBSOLETED in 1.85 (from August 2021)\n    static inline float GetWindowContentRegionWidth()                                       { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }\n    // OBSOLETED in 1.81 (from February 2021)\n    IMGUI_API bool      ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items\n    static inline bool  ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }\n    static inline void  ListBoxFooter()                                                     { EndListBox(); }\n\n    // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)\n    //-- OBSOLETED in 1.79 (from August 2020)\n    //static inline void  OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1)    { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!\n    //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details.\n    //IMGUI_API bool      DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f)                                                            // OBSOLETED in 1.78 (from June 2020)\n    //IMGUI_API bool      DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f);                                          // OBSOLETED in 1.78 (from June 2020)\n    //IMGUI_API bool      SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f);                                                                        // OBSOLETED in 1.78 (from June 2020)\n    //IMGUI_API bool      SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f);                                                       // OBSOLETED in 1.78 (from June 2020)\n    //static inline bool  DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f)    { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); }     // OBSOLETED in 1.78 (from June 2020)\n    //static inline bool  DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)\n    //static inline bool  DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)\n    //static inline bool  DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)\n    //static inline bool  SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f)                 { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); }            // OBSOLETED in 1.78 (from June 2020)\n    //static inline bool  SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f)              { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); }        // OBSOLETED in 1.78 (from June 2020)\n    //static inline bool  SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f)              { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); }        // OBSOLETED in 1.78 (from June 2020)\n    //static inline bool  SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f)              { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); }        // OBSOLETED in 1.78 (from June 2020)\n    //-- OBSOLETED in 1.77 and before\n    //static inline bool  BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020)\n    //static inline void  TreeAdvanceToLabelPos()               { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }   // OBSOLETED in 1.72 (from July 2019)\n    //static inline void  SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }                       // OBSOLETED in 1.71 (from June 2019)\n    //static inline float GetContentRegionAvailWidth()          { return GetContentRegionAvail().x; }                               // OBSOLETED in 1.70 (from May 2019)\n    //static inline ImDrawList* GetOverlayDrawList()            { return GetForegroundDrawList(); }                                 // OBSOLETED in 1.69 (from Mar 2019)\n    //static inline void  SetScrollHere(float ratio = 0.5f)     { SetScrollHereY(ratio); }                                          // OBSOLETED in 1.66 (from Nov 2018)\n    //static inline bool  IsItemDeactivatedAfterChange()        { return IsItemDeactivatedAfterEdit(); }                            // OBSOLETED in 1.63 (from Aug 2018)\n    //-- OBSOLETED in 1.60 and before\n    //static inline bool  IsAnyWindowFocused()                  { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }            // OBSOLETED in 1.60 (from Apr 2018)\n    //static inline bool  IsAnyWindowHovered()                  { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }            // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)\n    //static inline void  ShowTestWindow()                      { return ShowDemoWindow(); }                                        // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)\n    //static inline bool  IsRootWindowFocused()                 { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); }           // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)\n    //static inline bool  IsRootWindowOrAnyChildFocused()       { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); }  // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)\n    //static inline void  SetNextWindowContentWidth(float w)    { SetNextWindowContentSize(ImVec2(w, 0.0f)); }                      // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)\n    //static inline float GetItemsLineHeightWithSpacing()       { return GetFrameHeightWithSpacing(); }                             // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)\n    //IMGUI_API bool      Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha().\n    //static inline bool  IsRootWindowOrAnyChildHovered()       { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); }  // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)\n    //static inline void  AlignFirstTextHeightToWidgets()       { AlignTextToFramePadding(); }                                      // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)\n    //static inline void  SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)\n    //static inline bool  IsItemHoveredRect()                   { return IsItemHovered(ImGuiHoveredFlags_RectOnly); }               // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)\n    //static inline bool  IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; }                                     // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead.\n    //static inline bool  IsMouseHoveringAnyWindow()            { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }            // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)\n    //static inline bool  IsMouseHoveringWindow()               { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }       // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)\n    //-- OBSOLETED in 1.50 and before\n    //static inline bool  CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49\n    //static inline ImFont*GetWindowFont()                      { return GetFont(); }                                               // OBSOLETED in 1.48\n    //static inline float GetWindowFontSize()                   { return GetFontSize(); }                                           // OBSOLETED in 1.48\n    //static inline void  SetScrollPosHere()                    { SetScrollHere(); }                                                // OBSOLETED in 1.42\n}\n\n// OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()\ntypedef ImDrawFlags ImDrawCornerFlags;\nenum ImDrawCornerFlags_\n{\n    ImDrawCornerFlags_None      = ImDrawFlags_RoundCornersNone,         // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit\n    ImDrawCornerFlags_TopLeft   = ImDrawFlags_RoundCornersTopLeft,      // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).\n    ImDrawCornerFlags_TopRight  = ImDrawFlags_RoundCornersTopRight,     // Was == 0x02 (1 << 1) prior to 1.82.\n    ImDrawCornerFlags_BotLeft   = ImDrawFlags_RoundCornersBottomLeft,   // Was == 0x04 (1 << 2) prior to 1.82.\n    ImDrawCornerFlags_BotRight  = ImDrawFlags_RoundCornersBottomRight,  // Was == 0x08 (1 << 3) prior to 1.82.\n    ImDrawCornerFlags_All       = ImDrawFlags_RoundCornersAll,          // Was == 0x0F prior to 1.82\n    ImDrawCornerFlags_Top       = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,\n    ImDrawCornerFlags_Bot       = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,\n    ImDrawCornerFlags_Left      = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,\n    ImDrawCornerFlags_Right     = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,\n};\n\n// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)\n// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place.\ntypedef ImGuiKeyChord ImGuiModFlags;      // == int. We generally use ImGuiKeyChord to mean \"a ImGuiKey or-ed with any number of ImGuiMod_XXX value\", but you may store only mods in there.\nenum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };\n//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int\n//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };\n\n#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n\n// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)\n#if defined(IMGUI_DISABLE_METRICS_WINDOW) && !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS)\n#define IMGUI_DISABLE_DEBUG_TOOLS\n#endif\n#if defined(IMGUI_DISABLE_METRICS_WINDOW) && defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS)\n#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.\n#endif\n\n//-----------------------------------------------------------------------------\n\n#if defined(__clang__)\n#pragma clang diagnostic pop\n#elif defined(__GNUC__)\n#pragma GCC diagnostic pop\n#endif\n\n#ifdef _MSC_VER\n#pragma warning (pop)\n#endif\n\n// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)\n#ifdef IMGUI_INCLUDE_IMGUI_USER_H\n#include \"imgui_user.h\"\n#endif\n\n#endif // #ifndef IMGUI_DISABLE\n"
  },
  {
    "path": "imgui/imgui_draw.cpp",
    "content": "// dear imgui, v1.89.4 WIP\n// (drawing and font code)\n\n/*\n\nIndex of this file:\n\n// [SECTION] STB libraries implementation\n// [SECTION] Style functions\n// [SECTION] ImDrawList\n// [SECTION] ImDrawListSplitter\n// [SECTION] ImDrawData\n// [SECTION] Helpers ShadeVertsXXX functions\n// [SECTION] ImFontConfig\n// [SECTION] ImFontAtlas\n// [SECTION] ImFontAtlas glyph ranges helpers\n// [SECTION] ImFontGlyphRangesBuilder\n// [SECTION] ImFont\n// [SECTION] ImGui Internal Render Helpers\n// [SECTION] Decompression code\n// [SECTION] Default font data (ProggyClean.ttf)\n\n*/\n\n#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)\n#define _CRT_SECURE_NO_WARNINGS\n#endif\n\n#ifndef IMGUI_DEFINE_MATH_OPERATORS\n#define IMGUI_DEFINE_MATH_OPERATORS\n#endif\n\n#include \"imgui.h\"\n#ifndef IMGUI_DISABLE\n#include \"imgui_internal.h\"\n#ifdef IMGUI_ENABLE_FREETYPE\n#include \"misc/freetype/imgui_freetype.h\"\n#endif\n\n#include <stdio.h>      // vsnprintf, sscanf, printf\n\n// Visual Studio warnings\n#ifdef _MSC_VER\n#pragma warning (disable: 4127)     // condition expression is constant\n#pragma warning (disable: 4505)     // unreferenced local function has been removed (stb stuff)\n#pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen\n#pragma warning (disable: 26451)    // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).\n#pragma warning (disable: 26812)    // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer)\n#endif\n\n// Clang/GCC warnings with -Weverything\n#if defined(__clang__)\n#if __has_warning(\"-Wunknown-warning-option\")\n#pragma clang diagnostic ignored \"-Wunknown-warning-option\"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!\n#endif\n#pragma clang diagnostic ignored \"-Wunknown-pragmas\"                // warning: unknown warning group 'xxx'\n#pragma clang diagnostic ignored \"-Wold-style-cast\"                 // warning: use of old-style cast                            // yes, they are more terse.\n#pragma clang diagnostic ignored \"-Wfloat-equal\"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok.\n#pragma clang diagnostic ignored \"-Wglobal-constructors\"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.\n#pragma clang diagnostic ignored \"-Wsign-conversion\"                // warning: implicit conversion changes signedness\n#pragma clang diagnostic ignored \"-Wzero-as-null-pointer-constant\"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0\n#pragma clang diagnostic ignored \"-Wcomma\"                          // warning: possible misuse of comma operator here\n#pragma clang diagnostic ignored \"-Wreserved-id-macro\"              // warning: macro name is a reserved identifier\n#pragma clang diagnostic ignored \"-Wdouble-promotion\"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.\n#pragma clang diagnostic ignored \"-Wimplicit-int-float-conversion\"  // warning: implicit conversion from 'xxx' to 'float' may lose precision\n#elif defined(__GNUC__)\n#pragma GCC diagnostic ignored \"-Wpragmas\"                  // warning: unknown option after '#pragma GCC diagnostic' kind\n#pragma GCC diagnostic ignored \"-Wunused-function\"          // warning: 'xxxx' defined but not used\n#pragma GCC diagnostic ignored \"-Wdouble-promotion\"         // warning: implicit conversion from 'float' to 'double' when passing argument to function\n#pragma GCC diagnostic ignored \"-Wconversion\"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value\n#pragma GCC diagnostic ignored \"-Wstack-protector\"          // warning: stack protector not protecting local variables: variable length buffer\n#pragma GCC diagnostic ignored \"-Wclass-memaccess\"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead\n#endif\n\n//-------------------------------------------------------------------------\n// [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack)\n//-------------------------------------------------------------------------\n\n// Compile time options:\n//#define IMGUI_STB_NAMESPACE           ImStb\n//#define IMGUI_STB_TRUETYPE_FILENAME   \"my_folder/stb_truetype.h\"\n//#define IMGUI_STB_RECT_PACK_FILENAME  \"my_folder/stb_rect_pack.h\"\n//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION\n//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION\n\n#ifdef IMGUI_STB_NAMESPACE\nnamespace IMGUI_STB_NAMESPACE\n{\n#endif\n\n#ifdef _MSC_VER\n#pragma warning (push)\n#pragma warning (disable: 4456)                             // declaration of 'xx' hides previous local declaration\n#pragma warning (disable: 6011)                             // (stb_rectpack) Dereferencing NULL pointer 'cur->next'.\n#pragma warning (disable: 6385)                             // (stb_truetype) Reading invalid data from 'buffer':  the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read.\n#pragma warning (disable: 28182)                            // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did.\n#endif\n\n#if defined(__clang__)\n#pragma clang diagnostic push\n#pragma clang diagnostic ignored \"-Wunused-function\"\n#pragma clang diagnostic ignored \"-Wmissing-prototypes\"\n#pragma clang diagnostic ignored \"-Wimplicit-fallthrough\"\n#pragma clang diagnostic ignored \"-Wcast-qual\"              // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier\n#endif\n\n#if defined(__GNUC__)\n#pragma GCC diagnostic push\n#pragma GCC diagnostic ignored \"-Wtype-limits\"              // warning: comparison is always true due to limited range of data type [-Wtype-limits]\n#pragma GCC diagnostic ignored \"-Wcast-qual\"                // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers\n#endif\n\n#ifndef STB_RECT_PACK_IMPLEMENTATION                        // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)\n#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION          // in case the user already have an implementation in another compilation unit\n#define STBRP_STATIC\n#define STBRP_ASSERT(x)     do { IM_ASSERT(x); } while (0)\n#define STBRP_SORT          ImQsort\n#define STB_RECT_PACK_IMPLEMENTATION\n#endif\n#ifdef IMGUI_STB_RECT_PACK_FILENAME\n#include IMGUI_STB_RECT_PACK_FILENAME\n#else\n#include \"imstb_rectpack.h\"\n#endif\n#endif\n\n#ifdef  IMGUI_ENABLE_STB_TRUETYPE\n#ifndef STB_TRUETYPE_IMPLEMENTATION                         // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)\n#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION           // in case the user already have an implementation in another compilation unit\n#define STBTT_malloc(x,u)   ((void)(u), IM_ALLOC(x))\n#define STBTT_free(x,u)     ((void)(u), IM_FREE(x))\n#define STBTT_assert(x)     do { IM_ASSERT(x); } while(0)\n#define STBTT_fmod(x,y)     ImFmod(x,y)\n#define STBTT_sqrt(x)       ImSqrt(x)\n#define STBTT_pow(x,y)      ImPow(x,y)\n#define STBTT_fabs(x)       ImFabs(x)\n#define STBTT_ifloor(x)     ((int)ImFloorSigned(x))\n#define STBTT_iceil(x)      ((int)ImCeil(x))\n#define STBTT_STATIC\n#define STB_TRUETYPE_IMPLEMENTATION\n#else\n#define STBTT_DEF extern\n#endif\n#ifdef IMGUI_STB_TRUETYPE_FILENAME\n#include IMGUI_STB_TRUETYPE_FILENAME\n#else\n#include \"imstb_truetype.h\"\n#endif\n#endif\n#endif // IMGUI_ENABLE_STB_TRUETYPE\n\n#if defined(__GNUC__)\n#pragma GCC diagnostic pop\n#endif\n\n#if defined(__clang__)\n#pragma clang diagnostic pop\n#endif\n\n#if defined(_MSC_VER)\n#pragma warning (pop)\n#endif\n\n#ifdef IMGUI_STB_NAMESPACE\n} // namespace ImStb\nusing namespace IMGUI_STB_NAMESPACE;\n#endif\n\n//-----------------------------------------------------------------------------\n// [SECTION] Style functions\n//-----------------------------------------------------------------------------\n\nvoid ImGui::StyleColorsDark(ImGuiStyle* dst)\n{\n    ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();\n    ImVec4* colors = style->Colors;\n\n    colors[ImGuiCol_Text]                   = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);\n    colors[ImGuiCol_TextDisabled]           = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);\n    colors[ImGuiCol_WindowBg]               = ImVec4(0.06f, 0.06f, 0.06f, 0.94f);\n    colors[ImGuiCol_ChildBg]                = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    colors[ImGuiCol_PopupBg]                = ImVec4(0.08f, 0.08f, 0.08f, 0.94f);\n    colors[ImGuiCol_Border]                 = ImVec4(0.43f, 0.43f, 0.50f, 0.50f);\n    colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    colors[ImGuiCol_FrameBg]                = ImVec4(0.16f, 0.29f, 0.48f, 0.54f);\n    colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);\n    colors[ImGuiCol_FrameBgActive]          = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);\n    colors[ImGuiCol_TitleBg]                = ImVec4(0.04f, 0.04f, 0.04f, 1.00f);\n    colors[ImGuiCol_TitleBgActive]          = ImVec4(0.16f, 0.29f, 0.48f, 1.00f);\n    colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(0.00f, 0.00f, 0.00f, 0.51f);\n    colors[ImGuiCol_MenuBarBg]              = ImVec4(0.14f, 0.14f, 0.14f, 1.00f);\n    colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.02f, 0.02f, 0.02f, 0.53f);\n    colors[ImGuiCol_ScrollbarGrab]          = ImVec4(0.31f, 0.31f, 0.31f, 1.00f);\n    colors[ImGuiCol_ScrollbarGrabHovered]   = ImVec4(0.41f, 0.41f, 0.41f, 1.00f);\n    colors[ImGuiCol_ScrollbarGrabActive]    = ImVec4(0.51f, 0.51f, 0.51f, 1.00f);\n    colors[ImGuiCol_CheckMark]              = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);\n    colors[ImGuiCol_SliderGrab]             = ImVec4(0.24f, 0.52f, 0.88f, 1.00f);\n    colors[ImGuiCol_SliderGrabActive]       = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);\n    colors[ImGuiCol_Button]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);\n    colors[ImGuiCol_ButtonHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);\n    colors[ImGuiCol_ButtonActive]           = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);\n    colors[ImGuiCol_Header]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);\n    colors[ImGuiCol_HeaderHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);\n    colors[ImGuiCol_HeaderActive]           = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);\n    colors[ImGuiCol_Separator]              = colors[ImGuiCol_Border];\n    colors[ImGuiCol_SeparatorHovered]       = ImVec4(0.10f, 0.40f, 0.75f, 0.78f);\n    colors[ImGuiCol_SeparatorActive]        = ImVec4(0.10f, 0.40f, 0.75f, 1.00f);\n    colors[ImGuiCol_ResizeGrip]             = ImVec4(0.26f, 0.59f, 0.98f, 0.20f);\n    colors[ImGuiCol_ResizeGripHovered]      = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);\n    colors[ImGuiCol_ResizeGripActive]       = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);\n    colors[ImGuiCol_Tab]                    = ImLerp(colors[ImGuiCol_Header],       colors[ImGuiCol_TitleBgActive], 0.80f);\n    colors[ImGuiCol_TabHovered]             = colors[ImGuiCol_HeaderHovered];\n    colors[ImGuiCol_TabActive]              = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);\n    colors[ImGuiCol_TabUnfocused]           = ImLerp(colors[ImGuiCol_Tab],          colors[ImGuiCol_TitleBg], 0.80f);\n    colors[ImGuiCol_TabUnfocusedActive]     = ImLerp(colors[ImGuiCol_TabActive],    colors[ImGuiCol_TitleBg], 0.40f);\n    colors[ImGuiCol_PlotLines]              = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);\n    colors[ImGuiCol_PlotLinesHovered]       = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);\n    colors[ImGuiCol_PlotHistogram]          = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);\n    colors[ImGuiCol_PlotHistogramHovered]   = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);\n    colors[ImGuiCol_TableHeaderBg]          = ImVec4(0.19f, 0.19f, 0.20f, 1.00f);\n    colors[ImGuiCol_TableBorderStrong]      = ImVec4(0.31f, 0.31f, 0.35f, 1.00f);   // Prefer using Alpha=1.0 here\n    colors[ImGuiCol_TableBorderLight]       = ImVec4(0.23f, 0.23f, 0.25f, 1.00f);   // Prefer using Alpha=1.0 here\n    colors[ImGuiCol_TableRowBg]             = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    colors[ImGuiCol_TableRowBgAlt]          = ImVec4(1.00f, 1.00f, 1.00f, 0.06f);\n    colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);\n    colors[ImGuiCol_DragDropTarget]         = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);\n    colors[ImGuiCol_NavHighlight]           = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);\n    colors[ImGuiCol_NavWindowingHighlight]  = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);\n    colors[ImGuiCol_NavWindowingDimBg]      = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);\n    colors[ImGuiCol_ModalWindowDimBg]       = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);\n}\n\nvoid ImGui::StyleColorsClassic(ImGuiStyle* dst)\n{\n    ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();\n    ImVec4* colors = style->Colors;\n\n    colors[ImGuiCol_Text]                   = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);\n    colors[ImGuiCol_TextDisabled]           = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);\n    colors[ImGuiCol_WindowBg]               = ImVec4(0.00f, 0.00f, 0.00f, 0.85f);\n    colors[ImGuiCol_ChildBg]                = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    colors[ImGuiCol_PopupBg]                = ImVec4(0.11f, 0.11f, 0.14f, 0.92f);\n    colors[ImGuiCol_Border]                 = ImVec4(0.50f, 0.50f, 0.50f, 0.50f);\n    colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    colors[ImGuiCol_FrameBg]                = ImVec4(0.43f, 0.43f, 0.43f, 0.39f);\n    colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.47f, 0.47f, 0.69f, 0.40f);\n    colors[ImGuiCol_FrameBgActive]          = ImVec4(0.42f, 0.41f, 0.64f, 0.69f);\n    colors[ImGuiCol_TitleBg]                = ImVec4(0.27f, 0.27f, 0.54f, 0.83f);\n    colors[ImGuiCol_TitleBgActive]          = ImVec4(0.32f, 0.32f, 0.63f, 0.87f);\n    colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(0.40f, 0.40f, 0.80f, 0.20f);\n    colors[ImGuiCol_MenuBarBg]              = ImVec4(0.40f, 0.40f, 0.55f, 0.80f);\n    colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.20f, 0.25f, 0.30f, 0.60f);\n    colors[ImGuiCol_ScrollbarGrab]          = ImVec4(0.40f, 0.40f, 0.80f, 0.30f);\n    colors[ImGuiCol_ScrollbarGrabHovered]   = ImVec4(0.40f, 0.40f, 0.80f, 0.40f);\n    colors[ImGuiCol_ScrollbarGrabActive]    = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);\n    colors[ImGuiCol_CheckMark]              = ImVec4(0.90f, 0.90f, 0.90f, 0.50f);\n    colors[ImGuiCol_SliderGrab]             = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);\n    colors[ImGuiCol_SliderGrabActive]       = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);\n    colors[ImGuiCol_Button]                 = ImVec4(0.35f, 0.40f, 0.61f, 0.62f);\n    colors[ImGuiCol_ButtonHovered]          = ImVec4(0.40f, 0.48f, 0.71f, 0.79f);\n    colors[ImGuiCol_ButtonActive]           = ImVec4(0.46f, 0.54f, 0.80f, 1.00f);\n    colors[ImGuiCol_Header]                 = ImVec4(0.40f, 0.40f, 0.90f, 0.45f);\n    colors[ImGuiCol_HeaderHovered]          = ImVec4(0.45f, 0.45f, 0.90f, 0.80f);\n    colors[ImGuiCol_HeaderActive]           = ImVec4(0.53f, 0.53f, 0.87f, 0.80f);\n    colors[ImGuiCol_Separator]              = ImVec4(0.50f, 0.50f, 0.50f, 0.60f);\n    colors[ImGuiCol_SeparatorHovered]       = ImVec4(0.60f, 0.60f, 0.70f, 1.00f);\n    colors[ImGuiCol_SeparatorActive]        = ImVec4(0.70f, 0.70f, 0.90f, 1.00f);\n    colors[ImGuiCol_ResizeGrip]             = ImVec4(1.00f, 1.00f, 1.00f, 0.10f);\n    colors[ImGuiCol_ResizeGripHovered]      = ImVec4(0.78f, 0.82f, 1.00f, 0.60f);\n    colors[ImGuiCol_ResizeGripActive]       = ImVec4(0.78f, 0.82f, 1.00f, 0.90f);\n    colors[ImGuiCol_Tab]                    = ImLerp(colors[ImGuiCol_Header],       colors[ImGuiCol_TitleBgActive], 0.80f);\n    colors[ImGuiCol_TabHovered]             = colors[ImGuiCol_HeaderHovered];\n    colors[ImGuiCol_TabActive]              = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);\n    colors[ImGuiCol_TabUnfocused]           = ImLerp(colors[ImGuiCol_Tab],          colors[ImGuiCol_TitleBg], 0.80f);\n    colors[ImGuiCol_TabUnfocusedActive]     = ImLerp(colors[ImGuiCol_TabActive],    colors[ImGuiCol_TitleBg], 0.40f);\n    colors[ImGuiCol_PlotLines]              = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);\n    colors[ImGuiCol_PlotLinesHovered]       = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);\n    colors[ImGuiCol_PlotHistogram]          = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);\n    colors[ImGuiCol_PlotHistogramHovered]   = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);\n    colors[ImGuiCol_TableHeaderBg]          = ImVec4(0.27f, 0.27f, 0.38f, 1.00f);\n    colors[ImGuiCol_TableBorderStrong]      = ImVec4(0.31f, 0.31f, 0.45f, 1.00f);   // Prefer using Alpha=1.0 here\n    colors[ImGuiCol_TableBorderLight]       = ImVec4(0.26f, 0.26f, 0.28f, 1.00f);   // Prefer using Alpha=1.0 here\n    colors[ImGuiCol_TableRowBg]             = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    colors[ImGuiCol_TableRowBgAlt]          = ImVec4(1.00f, 1.00f, 1.00f, 0.07f);\n    colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);\n    colors[ImGuiCol_DragDropTarget]         = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);\n    colors[ImGuiCol_NavHighlight]           = colors[ImGuiCol_HeaderHovered];\n    colors[ImGuiCol_NavWindowingHighlight]  = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);\n    colors[ImGuiCol_NavWindowingDimBg]      = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);\n    colors[ImGuiCol_ModalWindowDimBg]       = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);\n}\n\n// Those light colors are better suited with a thicker font than the default one + FrameBorder\nvoid ImGui::StyleColorsLight(ImGuiStyle* dst)\n{\n    ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();\n    ImVec4* colors = style->Colors;\n\n    colors[ImGuiCol_Text]                   = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);\n    colors[ImGuiCol_TextDisabled]           = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);\n    colors[ImGuiCol_WindowBg]               = ImVec4(0.94f, 0.94f, 0.94f, 1.00f);\n    colors[ImGuiCol_ChildBg]                = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    colors[ImGuiCol_PopupBg]                = ImVec4(1.00f, 1.00f, 1.00f, 0.98f);\n    colors[ImGuiCol_Border]                 = ImVec4(0.00f, 0.00f, 0.00f, 0.30f);\n    colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    colors[ImGuiCol_FrameBg]                = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);\n    colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);\n    colors[ImGuiCol_FrameBgActive]          = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);\n    colors[ImGuiCol_TitleBg]                = ImVec4(0.96f, 0.96f, 0.96f, 1.00f);\n    colors[ImGuiCol_TitleBgActive]          = ImVec4(0.82f, 0.82f, 0.82f, 1.00f);\n    colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(1.00f, 1.00f, 1.00f, 0.51f);\n    colors[ImGuiCol_MenuBarBg]              = ImVec4(0.86f, 0.86f, 0.86f, 1.00f);\n    colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.98f, 0.98f, 0.98f, 0.53f);\n    colors[ImGuiCol_ScrollbarGrab]          = ImVec4(0.69f, 0.69f, 0.69f, 0.80f);\n    colors[ImGuiCol_ScrollbarGrabHovered]   = ImVec4(0.49f, 0.49f, 0.49f, 0.80f);\n    colors[ImGuiCol_ScrollbarGrabActive]    = ImVec4(0.49f, 0.49f, 0.49f, 1.00f);\n    colors[ImGuiCol_CheckMark]              = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);\n    colors[ImGuiCol_SliderGrab]             = ImVec4(0.26f, 0.59f, 0.98f, 0.78f);\n    colors[ImGuiCol_SliderGrabActive]       = ImVec4(0.46f, 0.54f, 0.80f, 0.60f);\n    colors[ImGuiCol_Button]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);\n    colors[ImGuiCol_ButtonHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);\n    colors[ImGuiCol_ButtonActive]           = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);\n    colors[ImGuiCol_Header]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);\n    colors[ImGuiCol_HeaderHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);\n    colors[ImGuiCol_HeaderActive]           = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);\n    colors[ImGuiCol_Separator]              = ImVec4(0.39f, 0.39f, 0.39f, 0.62f);\n    colors[ImGuiCol_SeparatorHovered]       = ImVec4(0.14f, 0.44f, 0.80f, 0.78f);\n    colors[ImGuiCol_SeparatorActive]        = ImVec4(0.14f, 0.44f, 0.80f, 1.00f);\n    colors[ImGuiCol_ResizeGrip]             = ImVec4(0.35f, 0.35f, 0.35f, 0.17f);\n    colors[ImGuiCol_ResizeGripHovered]      = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);\n    colors[ImGuiCol_ResizeGripActive]       = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);\n    colors[ImGuiCol_Tab]                    = ImLerp(colors[ImGuiCol_Header],       colors[ImGuiCol_TitleBgActive], 0.90f);\n    colors[ImGuiCol_TabHovered]             = colors[ImGuiCol_HeaderHovered];\n    colors[ImGuiCol_TabActive]              = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);\n    colors[ImGuiCol_TabUnfocused]           = ImLerp(colors[ImGuiCol_Tab],          colors[ImGuiCol_TitleBg], 0.80f);\n    colors[ImGuiCol_TabUnfocusedActive]     = ImLerp(colors[ImGuiCol_TabActive],    colors[ImGuiCol_TitleBg], 0.40f);\n    colors[ImGuiCol_PlotLines]              = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);\n    colors[ImGuiCol_PlotLinesHovered]       = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);\n    colors[ImGuiCol_PlotHistogram]          = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);\n    colors[ImGuiCol_PlotHistogramHovered]   = ImVec4(1.00f, 0.45f, 0.00f, 1.00f);\n    colors[ImGuiCol_TableHeaderBg]          = ImVec4(0.78f, 0.87f, 0.98f, 1.00f);\n    colors[ImGuiCol_TableBorderStrong]      = ImVec4(0.57f, 0.57f, 0.64f, 1.00f);   // Prefer using Alpha=1.0 here\n    colors[ImGuiCol_TableBorderLight]       = ImVec4(0.68f, 0.68f, 0.74f, 1.00f);   // Prefer using Alpha=1.0 here\n    colors[ImGuiCol_TableRowBg]             = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n    colors[ImGuiCol_TableRowBgAlt]          = ImVec4(0.30f, 0.30f, 0.30f, 0.09f);\n    colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);\n    colors[ImGuiCol_DragDropTarget]         = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);\n    colors[ImGuiCol_NavHighlight]           = colors[ImGuiCol_HeaderHovered];\n    colors[ImGuiCol_NavWindowingHighlight]  = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);\n    colors[ImGuiCol_NavWindowingDimBg]      = ImVec4(0.20f, 0.20f, 0.20f, 0.20f);\n    colors[ImGuiCol_ModalWindowDimBg]       = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImDrawList\n//-----------------------------------------------------------------------------\n\nImDrawListSharedData::ImDrawListSharedData()\n{\n    memset(this, 0, sizeof(*this));\n    for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++)\n    {\n        const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx);\n        ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a));\n    }\n    ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);\n}\n\nvoid ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)\n{\n    if (CircleSegmentMaxError == max_error)\n        return;\n\n    IM_ASSERT(max_error > 0.0f);\n    CircleSegmentMaxError = max_error;\n    for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++)\n    {\n        const float radius = (float)i;\n        CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX);\n    }\n    ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);\n}\n\n// Initialize before use in a new frame. We always have a command ready in the buffer.\nvoid ImDrawList::_ResetForNewFrame()\n{\n    // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.\n    IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);\n    IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));\n    IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));\n    if (_Splitter._Count > 1)\n        _Splitter.Merge(this);\n\n    CmdBuffer.resize(0);\n    IdxBuffer.resize(0);\n    VtxBuffer.resize(0);\n    Flags = _Data->InitialFlags;\n    memset(&_CmdHeader, 0, sizeof(_CmdHeader));\n    _VtxCurrentIdx = 0;\n    _VtxWritePtr = NULL;\n    _IdxWritePtr = NULL;\n    _ClipRectStack.resize(0);\n    _TextureIdStack.resize(0);\n    _Path.resize(0);\n    _Splitter.Clear();\n    CmdBuffer.push_back(ImDrawCmd());\n    _FringeScale = 1.0f;\n}\n\nvoid ImDrawList::_ClearFreeMemory()\n{\n    CmdBuffer.clear();\n    IdxBuffer.clear();\n    VtxBuffer.clear();\n    Flags = ImDrawListFlags_None;\n    _VtxCurrentIdx = 0;\n    _VtxWritePtr = NULL;\n    _IdxWritePtr = NULL;\n    _ClipRectStack.clear();\n    _TextureIdStack.clear();\n    _Path.clear();\n    _Splitter.ClearFreeMemory();\n}\n\nImDrawList* ImDrawList::CloneOutput() const\n{\n    ImDrawList* dst = IM_NEW(ImDrawList(_Data));\n    dst->CmdBuffer = CmdBuffer;\n    dst->IdxBuffer = IdxBuffer;\n    dst->VtxBuffer = VtxBuffer;\n    dst->Flags = Flags;\n    return dst;\n}\n\nvoid ImDrawList::AddDrawCmd()\n{\n    ImDrawCmd draw_cmd;\n    draw_cmd.ClipRect = _CmdHeader.ClipRect;    // Same as calling ImDrawCmd_HeaderCopy()\n    draw_cmd.TextureId = _CmdHeader.TextureId;\n    draw_cmd.VtxOffset = _CmdHeader.VtxOffset;\n    draw_cmd.IdxOffset = IdxBuffer.Size;\n\n    IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);\n    CmdBuffer.push_back(draw_cmd);\n}\n\n// Pop trailing draw command (used before merging or presenting to user)\n// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL\nvoid ImDrawList::_PopUnusedDrawCmd()\n{\n    while (CmdBuffer.Size > 0)\n    {\n        ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n        if (curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL)\n            return;// break;\n        CmdBuffer.pop_back();\n    }\n}\n\nvoid ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)\n{\n    IM_ASSERT_PARANOID(CmdBuffer.Size > 0);\n    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n    IM_ASSERT(curr_cmd->UserCallback == NULL);\n    if (curr_cmd->ElemCount != 0)\n    {\n        AddDrawCmd();\n        curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n    }\n    curr_cmd->UserCallback = callback;\n    curr_cmd->UserCallbackData = callback_data;\n\n    AddDrawCmd(); // Force a new command after us (see comment below)\n}\n\n// Compare ClipRect, TextureId and VtxOffset with a single memcmp()\n#define ImDrawCmd_HeaderSize                            (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int))\n#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS)       (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize))    // Compare ClipRect, TextureId, VtxOffset\n#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC)          (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize))    // Copy ClipRect, TextureId, VtxOffset\n#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1)  (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset)\n\n// Try to merge two last draw commands\nvoid ImDrawList::_TryMergeDrawCmds()\n{\n    IM_ASSERT_PARANOID(CmdBuffer.Size > 0);\n    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n    ImDrawCmd* prev_cmd = curr_cmd - 1;\n    if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL)\n    {\n        prev_cmd->ElemCount += curr_cmd->ElemCount;\n        CmdBuffer.pop_back();\n    }\n}\n\n// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack.\n// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only.\nvoid ImDrawList::_OnChangedClipRect()\n{\n    // If current command is used with different settings we need to add a new command\n    IM_ASSERT_PARANOID(CmdBuffer.Size > 0);\n    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n    if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0)\n    {\n        AddDrawCmd();\n        return;\n    }\n    IM_ASSERT(curr_cmd->UserCallback == NULL);\n\n    // Try to merge with previous command if it matches, else use current command\n    ImDrawCmd* prev_cmd = curr_cmd - 1;\n    if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL)\n    {\n        CmdBuffer.pop_back();\n        return;\n    }\n\n    curr_cmd->ClipRect = _CmdHeader.ClipRect;\n}\n\nvoid ImDrawList::_OnChangedTextureID()\n{\n    // If current command is used with different settings we need to add a new command\n    IM_ASSERT_PARANOID(CmdBuffer.Size > 0);\n    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n    if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId)\n    {\n        AddDrawCmd();\n        return;\n    }\n    IM_ASSERT(curr_cmd->UserCallback == NULL);\n\n    // Try to merge with previous command if it matches, else use current command\n    ImDrawCmd* prev_cmd = curr_cmd - 1;\n    if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL)\n    {\n        CmdBuffer.pop_back();\n        return;\n    }\n\n    curr_cmd->TextureId = _CmdHeader.TextureId;\n}\n\nvoid ImDrawList::_OnChangedVtxOffset()\n{\n    // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this.\n    _VtxCurrentIdx = 0;\n    IM_ASSERT_PARANOID(CmdBuffer.Size > 0);\n    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n    //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349\n    if (curr_cmd->ElemCount != 0)\n    {\n        AddDrawCmd();\n        return;\n    }\n    IM_ASSERT(curr_cmd->UserCallback == NULL);\n    curr_cmd->VtxOffset = _CmdHeader.VtxOffset;\n}\n\nint ImDrawList::_CalcCircleAutoSegmentCount(float radius) const\n{\n    // Automatic segment count\n    const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy\n    if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))\n        return _Data->CircleSegmentCounts[radius_idx]; // Use cached value\n    else\n        return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);\n}\n\n// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)\nvoid ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect)\n{\n    ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y);\n    if (intersect_with_current_clip_rect)\n    {\n        ImVec4 current = _CmdHeader.ClipRect;\n        if (cr.x < current.x) cr.x = current.x;\n        if (cr.y < current.y) cr.y = current.y;\n        if (cr.z > current.z) cr.z = current.z;\n        if (cr.w > current.w) cr.w = current.w;\n    }\n    cr.z = ImMax(cr.x, cr.z);\n    cr.w = ImMax(cr.y, cr.w);\n\n    _ClipRectStack.push_back(cr);\n    _CmdHeader.ClipRect = cr;\n    _OnChangedClipRect();\n}\n\nvoid ImDrawList::PushClipRectFullScreen()\n{\n    PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w));\n}\n\nvoid ImDrawList::PopClipRect()\n{\n    _ClipRectStack.pop_back();\n    _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1];\n    _OnChangedClipRect();\n}\n\nvoid ImDrawList::PushTextureID(ImTextureID texture_id)\n{\n    _TextureIdStack.push_back(texture_id);\n    _CmdHeader.TextureId = texture_id;\n    _OnChangedTextureID();\n}\n\nvoid ImDrawList::PopTextureID()\n{\n    _TextureIdStack.pop_back();\n    _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1];\n    _OnChangedTextureID();\n}\n\n// Reserve space for a number of vertices and indices.\n// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or\n// submit the intermediate results. PrimUnreserve() can be used to release unused allocations.\nvoid ImDrawList::PrimReserve(int idx_count, int vtx_count)\n{\n    // Large mesh support (when enabled)\n    IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);\n    if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset))\n    {\n        // FIXME: In theory we should be testing that vtx_count <64k here.\n        // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us\n        // to not make that check until we rework the text functions to handle clipping and large horizontal lines better.\n        _CmdHeader.VtxOffset = VtxBuffer.Size;\n        _OnChangedVtxOffset();\n    }\n\n    ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n    draw_cmd->ElemCount += idx_count;\n\n    int vtx_buffer_old_size = VtxBuffer.Size;\n    VtxBuffer.resize(vtx_buffer_old_size + vtx_count);\n    _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size;\n\n    int idx_buffer_old_size = IdxBuffer.Size;\n    IdxBuffer.resize(idx_buffer_old_size + idx_count);\n    _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size;\n}\n\n// Release the a number of reserved vertices/indices from the end of the last reservation made with PrimReserve().\nvoid ImDrawList::PrimUnreserve(int idx_count, int vtx_count)\n{\n    IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);\n\n    ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];\n    draw_cmd->ElemCount -= idx_count;\n    VtxBuffer.shrink(VtxBuffer.Size - vtx_count);\n    IdxBuffer.shrink(IdxBuffer.Size - idx_count);\n}\n\n// Fully unrolled with inline call to keep our debug builds decently fast.\nvoid ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)\n{\n    ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel);\n    ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;\n    _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);\n    _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);\n    _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;\n    _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;\n    _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;\n    _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;\n    _VtxWritePtr += 4;\n    _VtxCurrentIdx += 4;\n    _IdxWritePtr += 6;\n}\n\nvoid ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col)\n{\n    ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y);\n    ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;\n    _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);\n    _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);\n    _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;\n    _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;\n    _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;\n    _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;\n    _VtxWritePtr += 4;\n    _VtxCurrentIdx += 4;\n    _IdxWritePtr += 6;\n}\n\nvoid ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)\n{\n    ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;\n    _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);\n    _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);\n    _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;\n    _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;\n    _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;\n    _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;\n    _VtxWritePtr += 4;\n    _VtxCurrentIdx += 4;\n    _IdxWritePtr += 6;\n}\n\n// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds.\n// - Those macros expects l-values and need to be used as their own statement.\n// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers.\n#define IM_NORMALIZE2F_OVER_ZERO(VX,VY)     { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } (void)0\n#define IM_FIXNORMAL2F_MAX_INVLEN2          100.0f // 500.0f (see #4053, #3366)\n#define IM_FIXNORMAL2F(VX,VY)               { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } (void)0\n\n// TODO: Thickness anti-aliased lines cap are missing their AA fringe.\n// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds.\nvoid ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness)\n{\n    if (points_count < 2 || (col & IM_COL32_A_MASK) == 0)\n        return;\n\n    const bool closed = (flags & ImDrawFlags_Closed) != 0;\n    const ImVec2 opaque_uv = _Data->TexUvWhitePixel;\n    const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw\n    const bool thick_line = (thickness > _FringeScale);\n\n    if (Flags & ImDrawListFlags_AntiAliasedLines)\n    {\n        // Anti-aliased stroke\n        const float AA_SIZE = _FringeScale;\n        const ImU32 col_trans = col & ~IM_COL32_A_MASK;\n\n        // Thicknesses <1.0 should behave like thickness 1.0\n        thickness = ImMax(thickness, 1.0f);\n        const int integer_thickness = (int)thickness;\n        const float fractional_thickness = thickness - integer_thickness;\n\n        // Do we want to draw this line using a texture?\n        // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved.\n        // - If AA_SIZE is not 1.0f we cannot use the texture path.\n        const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f);\n\n        // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off\n        IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines));\n\n        const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12);\n        const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3);\n        PrimReserve(idx_count, vtx_count);\n\n        // Temporary buffer\n        // The first <points_count> items are normals at each line point, then after that there are either 2 or 4 temp points for each line point\n        _Data->TempBuffer.reserve_discard(points_count * ((use_texture || !thick_line) ? 3 : 5));\n        ImVec2* temp_normals = _Data->TempBuffer.Data;\n        ImVec2* temp_points = temp_normals + points_count;\n\n        // Calculate normals (tangents) for each line segment\n        for (int i1 = 0; i1 < count; i1++)\n        {\n            const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;\n            float dx = points[i2].x - points[i1].x;\n            float dy = points[i2].y - points[i1].y;\n            IM_NORMALIZE2F_OVER_ZERO(dx, dy);\n            temp_normals[i1].x = dy;\n            temp_normals[i1].y = -dx;\n        }\n        if (!closed)\n            temp_normals[points_count - 1] = temp_normals[points_count - 2];\n\n        // If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point\n        if (use_texture || !thick_line)\n        {\n            // [PATH 1] Texture-based lines (thick or non-thick)\n            // [PATH 2] Non texture-based lines (non-thick)\n\n            // The width of the geometry we need to draw - this is essentially <thickness> pixels for the line itself, plus \"one pixel\" for AA.\n            // - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture\n            //   (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code.\n            // - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to\n            //   allow scaling geometry while preserving one-screen-pixel AA fringe).\n            const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE;\n\n            // If line is not closed, the first and last points need to be generated differently as there are no normals to blend\n            if (!closed)\n            {\n                temp_points[0] = points[0] + temp_normals[0] * half_draw_size;\n                temp_points[1] = points[0] - temp_normals[0] * half_draw_size;\n                temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size;\n                temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size;\n            }\n\n            // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges\n            // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps)\n            // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.\n            unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment\n            for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment\n            {\n                const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment\n                const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment\n\n                // Average normals\n                float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;\n                float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;\n                IM_FIXNORMAL2F(dm_x, dm_y);\n                dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area\n                dm_y *= half_draw_size;\n\n                // Add temporary vertexes for the outer edges\n                ImVec2* out_vtx = &temp_points[i2 * 2];\n                out_vtx[0].x = points[i2].x + dm_x;\n                out_vtx[0].y = points[i2].y + dm_y;\n                out_vtx[1].x = points[i2].x - dm_x;\n                out_vtx[1].y = points[i2].y - dm_y;\n\n                if (use_texture)\n                {\n                    // Add indices for two triangles\n                    _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri\n                    _IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri\n                    _IdxWritePtr += 6;\n                }\n                else\n                {\n                    // Add indexes for four triangles\n                    _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1\n                    _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2\n                    _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1\n                    _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2\n                    _IdxWritePtr += 12;\n                }\n\n                idx1 = idx2;\n            }\n\n            // Add vertexes for each point on the line\n            if (use_texture)\n            {\n                // If we're using textures we only need to emit the left/right edge vertices\n                ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness];\n                /*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false!\n                {\n                    const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1];\n                    tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp()\n                    tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness;\n                    tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness;\n                    tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness;\n                }*/\n                ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y);\n                ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w);\n                for (int i = 0; i < points_count; i++)\n                {\n                    _VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge\n                    _VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge\n                    _VtxWritePtr += 2;\n                }\n            }\n            else\n            {\n                // If we're not using a texture, we need the center vertex as well\n                for (int i = 0; i < points_count; i++)\n                {\n                    _VtxWritePtr[0].pos = points[i];              _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col;       // Center of line\n                    _VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge\n                    _VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge\n                    _VtxWritePtr += 3;\n                }\n            }\n        }\n        else\n        {\n            // [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point\n            const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f;\n\n            // If line is not closed, the first and last points need to be generated differently as there are no normals to blend\n            if (!closed)\n            {\n                const int points_last = points_count - 1;\n                temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE);\n                temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness);\n                temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness);\n                temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE);\n                temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE);\n                temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness);\n                temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness);\n                temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE);\n            }\n\n            // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges\n            // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps)\n            // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.\n            unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment\n            for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment\n            {\n                const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment\n                const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment\n\n                // Average normals\n                float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;\n                float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;\n                IM_FIXNORMAL2F(dm_x, dm_y);\n                float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE);\n                float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE);\n                float dm_in_x = dm_x * half_inner_thickness;\n                float dm_in_y = dm_y * half_inner_thickness;\n\n                // Add temporary vertices\n                ImVec2* out_vtx = &temp_points[i2 * 4];\n                out_vtx[0].x = points[i2].x + dm_out_x;\n                out_vtx[0].y = points[i2].y + dm_out_y;\n                out_vtx[1].x = points[i2].x + dm_in_x;\n                out_vtx[1].y = points[i2].y + dm_in_y;\n                out_vtx[2].x = points[i2].x - dm_in_x;\n                out_vtx[2].y = points[i2].y - dm_in_y;\n                out_vtx[3].x = points[i2].x - dm_out_x;\n                out_vtx[3].y = points[i2].y - dm_out_y;\n\n                // Add indexes\n                _IdxWritePtr[0]  = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1]  = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2]  = (ImDrawIdx)(idx1 + 2);\n                _IdxWritePtr[3]  = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4]  = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5]  = (ImDrawIdx)(idx2 + 1);\n                _IdxWritePtr[6]  = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7]  = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8]  = (ImDrawIdx)(idx1 + 0);\n                _IdxWritePtr[9]  = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1);\n                _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3);\n                _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2);\n                _IdxWritePtr += 18;\n\n                idx1 = idx2;\n            }\n\n            // Add vertices\n            for (int i = 0; i < points_count; i++)\n            {\n                _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans;\n                _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col;\n                _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col;\n                _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans;\n                _VtxWritePtr += 4;\n            }\n        }\n        _VtxCurrentIdx += (ImDrawIdx)vtx_count;\n    }\n    else\n    {\n        // [PATH 4] Non texture-based, Non anti-aliased lines\n        const int idx_count = count * 6;\n        const int vtx_count = count * 4;    // FIXME-OPT: Not sharing edges\n        PrimReserve(idx_count, vtx_count);\n\n        for (int i1 = 0; i1 < count; i1++)\n        {\n            const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;\n            const ImVec2& p1 = points[i1];\n            const ImVec2& p2 = points[i2];\n\n            float dx = p2.x - p1.x;\n            float dy = p2.y - p1.y;\n            IM_NORMALIZE2F_OVER_ZERO(dx, dy);\n            dx *= (thickness * 0.5f);\n            dy *= (thickness * 0.5f);\n\n            _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col;\n            _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col;\n            _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col;\n            _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col;\n            _VtxWritePtr += 4;\n\n            _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2);\n            _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3);\n            _IdxWritePtr += 6;\n            _VtxCurrentIdx += 4;\n        }\n    }\n}\n\n// - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.\n// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have \"inward\" anti-aliasing.\nvoid ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)\n{\n    if (points_count < 3 || (col & IM_COL32_A_MASK) == 0)\n        return;\n\n    const ImVec2 uv = _Data->TexUvWhitePixel;\n\n    if (Flags & ImDrawListFlags_AntiAliasedFill)\n    {\n        // Anti-aliased Fill\n        const float AA_SIZE = _FringeScale;\n        const ImU32 col_trans = col & ~IM_COL32_A_MASK;\n        const int idx_count = (points_count - 2)*3 + points_count * 6;\n        const int vtx_count = (points_count * 2);\n        PrimReserve(idx_count, vtx_count);\n\n        // Add indexes for fill\n        unsigned int vtx_inner_idx = _VtxCurrentIdx;\n        unsigned int vtx_outer_idx = _VtxCurrentIdx + 1;\n        for (int i = 2; i < points_count; i++)\n        {\n            _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1));\n            _IdxWritePtr += 3;\n        }\n\n        // Compute normals\n        _Data->TempBuffer.reserve_discard(points_count);\n        ImVec2* temp_normals = _Data->TempBuffer.Data;\n        for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)\n        {\n            const ImVec2& p0 = points[i0];\n            const ImVec2& p1 = points[i1];\n            float dx = p1.x - p0.x;\n            float dy = p1.y - p0.y;\n            IM_NORMALIZE2F_OVER_ZERO(dx, dy);\n            temp_normals[i0].x = dy;\n            temp_normals[i0].y = -dx;\n        }\n\n        for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)\n        {\n            // Average normals\n            const ImVec2& n0 = temp_normals[i0];\n            const ImVec2& n1 = temp_normals[i1];\n            float dm_x = (n0.x + n1.x) * 0.5f;\n            float dm_y = (n0.y + n1.y) * 0.5f;\n            IM_FIXNORMAL2F(dm_x, dm_y);\n            dm_x *= AA_SIZE * 0.5f;\n            dm_y *= AA_SIZE * 0.5f;\n\n            // Add vertices\n            _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;        // Inner\n            _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans;  // Outer\n            _VtxWritePtr += 2;\n\n            // Add indexes for fringes\n            _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1));\n            _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1));\n            _IdxWritePtr += 6;\n        }\n        _VtxCurrentIdx += (ImDrawIdx)vtx_count;\n    }\n    else\n    {\n        // Non Anti-aliased Fill\n        const int idx_count = (points_count - 2)*3;\n        const int vtx_count = points_count;\n        PrimReserve(idx_count, vtx_count);\n        for (int i = 0; i < vtx_count; i++)\n        {\n            _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;\n            _VtxWritePtr++;\n        }\n        for (int i = 2; i < points_count; i++)\n        {\n            _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i);\n            _IdxWritePtr += 3;\n        }\n        _VtxCurrentIdx += (ImDrawIdx)vtx_count;\n    }\n}\n\nvoid ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step)\n{\n    if (radius < 0.5f)\n    {\n        _Path.push_back(center);\n        return;\n    }\n\n    // Calculate arc auto segment step size\n    if (a_step <= 0)\n        a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius);\n\n    // Make sure we never do steps larger than one quarter of the circle\n    a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4);\n\n    const int sample_range = ImAbs(a_max_sample - a_min_sample);\n    const int a_next_step = a_step;\n\n    int samples = sample_range + 1;\n    bool extra_max_sample = false;\n    if (a_step > 1)\n    {\n        samples            = sample_range / a_step + 1;\n        const int overstep = sample_range % a_step;\n\n        if (overstep > 0)\n        {\n            extra_max_sample = true;\n            samples++;\n\n            // When we have overstep to avoid awkwardly looking one long line and one tiny one at the end,\n            // distribute first step range evenly between them by reducing first step size.\n            if (sample_range > 0)\n                a_step -= (a_step - overstep) / 2;\n        }\n    }\n\n    _Path.resize(_Path.Size + samples);\n    ImVec2* out_ptr = _Path.Data + (_Path.Size - samples);\n\n    int sample_index = a_min_sample;\n    if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX)\n    {\n        sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX;\n        if (sample_index < 0)\n            sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;\n    }\n\n    if (a_max_sample >= a_min_sample)\n    {\n        for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step)\n        {\n            // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more\n            if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX)\n                sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX;\n\n            const ImVec2 s = _Data->ArcFastVtx[sample_index];\n            out_ptr->x = center.x + s.x * radius;\n            out_ptr->y = center.y + s.y * radius;\n            out_ptr++;\n        }\n    }\n    else\n    {\n        for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step)\n        {\n            // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more\n            if (sample_index < 0)\n                sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;\n\n            const ImVec2 s = _Data->ArcFastVtx[sample_index];\n            out_ptr->x = center.x + s.x * radius;\n            out_ptr->y = center.y + s.y * radius;\n            out_ptr++;\n        }\n    }\n\n    if (extra_max_sample)\n    {\n        int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX;\n        if (normalized_max_sample < 0)\n            normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;\n\n        const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample];\n        out_ptr->x = center.x + s.x * radius;\n        out_ptr->y = center.y + s.y * radius;\n        out_ptr++;\n    }\n\n    IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr);\n}\n\nvoid ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)\n{\n    if (radius < 0.5f)\n    {\n        _Path.push_back(center);\n        return;\n    }\n\n    // Note that we are adding a point at both a_min and a_max.\n    // If you are trying to draw a full closed circle you don't want the overlapping points!\n    _Path.reserve(_Path.Size + (num_segments + 1));\n    for (int i = 0; i <= num_segments; i++)\n    {\n        const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);\n        _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius));\n    }\n}\n\n// 0: East, 3: South, 6: West, 9: North, 12: East\nvoid ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12)\n{\n    if (radius < 0.5f)\n    {\n        _Path.push_back(center);\n        return;\n    }\n    _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0);\n}\n\nvoid ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)\n{\n    if (radius < 0.5f)\n    {\n        _Path.push_back(center);\n        return;\n    }\n\n    if (num_segments > 0)\n    {\n        _PathArcToN(center, radius, a_min, a_max, num_segments);\n        return;\n    }\n\n    // Automatic segment count\n    if (radius <= _Data->ArcFastRadiusCutoff)\n    {\n        const bool a_is_reverse = a_max < a_min;\n\n        // We are going to use precomputed values for mid samples.\n        // Determine first and last sample in lookup table that belong to the arc.\n        const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f);\n        const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f);\n\n        const int a_min_sample = a_is_reverse ? (int)ImFloorSigned(a_min_sample_f) : (int)ImCeil(a_min_sample_f);\n        const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloorSigned(a_max_sample_f);\n        const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0);\n\n        const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;\n        const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;\n        const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f;\n        const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f;\n\n        _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0)));\n        if (a_emit_start)\n            _Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius));\n        if (a_mid_samples > 0)\n            _PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0);\n        if (a_emit_end)\n            _Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius));\n    }\n    else\n    {\n        const float arc_length = ImAbs(a_max - a_min);\n        const int circle_segment_count = _CalcCircleAutoSegmentCount(radius);\n        const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length));\n        _PathArcToN(center, radius, a_min, a_max, arc_segment_count);\n    }\n}\n\nImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)\n{\n    float u = 1.0f - t;\n    float w1 = u * u * u;\n    float w2 = 3 * u * u * t;\n    float w3 = 3 * u * t * t;\n    float w4 = t * t * t;\n    return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y);\n}\n\nImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t)\n{\n    float u = 1.0f - t;\n    float w1 = u * u;\n    float w2 = 2 * u * t;\n    float w3 = t * t;\n    return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y);\n}\n\n// Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp\nstatic void PathBezierCubicCurveToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)\n{\n    float dx = x4 - x1;\n    float dy = y4 - y1;\n    float d2 = (x2 - x4) * dy - (y2 - y4) * dx;\n    float d3 = (x3 - x4) * dy - (y3 - y4) * dx;\n    d2 = (d2 >= 0) ? d2 : -d2;\n    d3 = (d3 >= 0) ? d3 : -d3;\n    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))\n    {\n        path->push_back(ImVec2(x4, y4));\n    }\n    else if (level < 10)\n    {\n        float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f;\n        float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f;\n        float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f;\n        float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f;\n        float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f;\n        float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f;\n        PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);\n        PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);\n    }\n}\n\nstatic void PathBezierQuadraticCurveToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level)\n{\n    float dx = x3 - x1, dy = y3 - y1;\n    float det = (x2 - x3) * dy - (y2 - y3) * dx;\n    if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy))\n    {\n        path->push_back(ImVec2(x3, y3));\n    }\n    else if (level < 10)\n    {\n        float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f;\n        float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f;\n        float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f;\n        PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1);\n        PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1);\n    }\n}\n\nvoid ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)\n{\n    ImVec2 p1 = _Path.back();\n    if (num_segments == 0)\n    {\n        IM_ASSERT(_Data->CurveTessellationTol > 0.0f);\n        PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated\n    }\n    else\n    {\n        float t_step = 1.0f / (float)num_segments;\n        for (int i_step = 1; i_step <= num_segments; i_step++)\n            _Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step));\n    }\n}\n\nvoid ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments)\n{\n    ImVec2 p1 = _Path.back();\n    if (num_segments == 0)\n    {\n        IM_ASSERT(_Data->CurveTessellationTol > 0.0f);\n        PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated\n    }\n    else\n    {\n        float t_step = 1.0f / (float)num_segments;\n        for (int i_step = 1; i_step <= num_segments; i_step++)\n            _Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step));\n    }\n}\n\nIM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4));\nstatic inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags)\n{\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    // Obsoleted in 1.82 (from February 2021)\n    // Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All)\n    //   ~0   --> ImDrawFlags_RoundCornersAll or 0\n    if (flags == ~0)\n        return ImDrawFlags_RoundCornersAll;\n\n    // Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations)\n    //   0x01 --> ImDrawFlags_RoundCornersTopLeft (VALUE 0x01 OVERLAPS ImDrawFlags_Closed but ImDrawFlags_Closed is never valid in this path!)\n    //   0x02 --> ImDrawFlags_RoundCornersTopRight\n    //   0x03 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight\n    //   0x04 --> ImDrawFlags_RoundCornersBotLeft\n    //   0x05 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBotLeft\n    //   ...\n    //   0x0F --> ImDrawFlags_RoundCornersAll or 0\n    // (See all values in ImDrawCornerFlags_)\n    if (flags >= 0x01 && flags <= 0x0F)\n        return (flags << 4);\n\n    // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f'\n#endif\n\n    // If this triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values.\n    // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc...\n    IM_ASSERT((flags & 0x0F) == 0 && \"Misuse of legacy hardcoded ImDrawCornerFlags values!\");\n\n    if ((flags & ImDrawFlags_RoundCornersMask_) == 0)\n        flags |= ImDrawFlags_RoundCornersAll;\n\n    return flags;\n}\n\nvoid ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags)\n{\n    flags = FixRectCornerFlags(flags);\n    rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((flags & ImDrawFlags_RoundCornersTop)  == ImDrawFlags_RoundCornersTop)  || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f ) - 1.0f);\n    rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight)  == ImDrawFlags_RoundCornersRight)  ? 0.5f : 1.0f ) - 1.0f);\n\n    if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)\n    {\n        PathLineTo(a);\n        PathLineTo(ImVec2(b.x, a.y));\n        PathLineTo(b);\n        PathLineTo(ImVec2(a.x, b.y));\n    }\n    else\n    {\n        const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft)     ? rounding : 0.0f;\n        const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight)    ? rounding : 0.0f;\n        const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f;\n        const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft)  ? rounding : 0.0f;\n        PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9);\n        PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12);\n        PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3);\n        PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6);\n    }\n}\n\nvoid ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n    PathLineTo(p1 + ImVec2(0.5f, 0.5f));\n    PathLineTo(p2 + ImVec2(0.5f, 0.5f));\n    PathStroke(col, 0, thickness);\n}\n\n// p_min = upper-left, p_max = lower-right\n// Note we don't render 1 pixels sized rectangles properly.\nvoid ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n    if (Flags & ImDrawListFlags_AntiAliasedLines)\n        PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags);\n    else\n        PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes.\n    PathStroke(col, ImDrawFlags_Closed, thickness);\n}\n\nvoid ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n    if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)\n    {\n        PrimReserve(6, 4);\n        PrimRect(p_min, p_max, col);\n    }\n    else\n    {\n        PathRect(p_min, p_max, rounding, flags);\n        PathFillConvex(col);\n    }\n}\n\nvoid ImDrawList::AddHexagon(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p5, const ImVec2& p6, ImU32 col, float thickness)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n \n    PathLineTo(p1);\n    PathLineTo(p2);\n    PathLineTo(p3);\n    PathLineTo(p4);\n    PathLineTo(p5);\n    PathLineTo(p6);\n    PathStroke(col, ImDrawFlags_Closed, thickness);\n}\n \nvoid ImDrawList::AddHexagonFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p5, const ImVec2& p6, ImU32 col)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n \n    PathLineTo(p1);\n    PathLineTo(p2);\n    PathLineTo(p3);\n    PathLineTo(p4);\n    PathLineTo(p5);\n    PathLineTo(p6);\n    PathFillConvex(col);\n}\n\n// p_min = upper-left, p_max = lower-right\nvoid ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left)\n{\n    if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0)\n        return;\n\n    const ImVec2 uv = _Data->TexUvWhitePixel;\n    PrimReserve(6, 4);\n    PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2));\n    PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3));\n    PrimWriteVtx(p_min, uv, col_upr_left);\n    PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right);\n    PrimWriteVtx(p_max, uv, col_bot_right);\n    PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left);\n}\n\nvoid ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    PathLineTo(p1);\n    PathLineTo(p2);\n    PathLineTo(p3);\n    PathLineTo(p4);\n    PathStroke(col, ImDrawFlags_Closed, thickness);\n}\n\nvoid ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    PathLineTo(p1);\n    PathLineTo(p2);\n    PathLineTo(p3);\n    PathLineTo(p4);\n    PathFillConvex(col);\n}\n\nvoid ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    PathLineTo(p1);\n    PathLineTo(p2);\n    PathLineTo(p3);\n    PathStroke(col, ImDrawFlags_Closed, thickness);\n}\n\nvoid ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    PathLineTo(p1);\n    PathLineTo(p2);\n    PathLineTo(p3);\n    PathFillConvex(col);\n}\n\nvoid ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)\n{\n    if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f)\n        return;\n\n    if (num_segments <= 0)\n    {\n        // Use arc with automatic segment count\n        _PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0);\n        _Path.Size--;\n    }\n    else\n    {\n        // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)\n        num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);\n\n        // Because we are filling a closed shape we remove 1 from the count of segments/points\n        const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;\n        PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);\n    }\n\n    PathStroke(col, ImDrawFlags_Closed, thickness);\n}\n\nvoid ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)\n{\n    if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f)\n        return;\n\n    if (num_segments <= 0)\n    {\n        // Use arc with automatic segment count\n        _PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0);\n        _Path.Size--;\n    }\n    else\n    {\n        // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)\n        num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);\n\n        // Because we are filling a closed shape we remove 1 from the count of segments/points\n        const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;\n        PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);\n    }\n\n    PathFillConvex(col);\n}\n\n// Guaranteed to honor 'num_segments'\nvoid ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)\n{\n    if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)\n        return;\n\n    // Because we are filling a closed shape we remove 1 from the count of segments/points\n    const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;\n    PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);\n    PathStroke(col, ImDrawFlags_Closed, thickness);\n}\n\n// Guaranteed to honor 'num_segments'\nvoid ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)\n{\n    if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)\n        return;\n\n    // Because we are filling a closed shape we remove 1 from the count of segments/points\n    const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;\n    PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);\n    PathFillConvex(col);\n}\n\n// Cubic Bezier takes 4 controls points\nvoid ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    PathLineTo(p1);\n    PathBezierCubicCurveTo(p2, p3, p4, num_segments);\n    PathStroke(col, 0, thickness);\n}\n\n// Quadratic Bezier takes 3 controls points\nvoid ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    PathLineTo(p1);\n    PathBezierQuadraticCurveTo(p2, p3, num_segments);\n    PathStroke(col, 0, thickness);\n}\n\nvoid ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    if (text_end == NULL)\n        text_end = text_begin + strlen(text_begin);\n    if (text_begin == text_end)\n        return;\n\n    // Pull default font/size from the shared ImDrawListSharedData instance\n    if (font == NULL)\n        font = _Data->Font;\n    if (font_size == 0.0f)\n        font_size = _Data->FontSize;\n\n    IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId);  // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.\n\n    ImVec4 clip_rect = _CmdHeader.ClipRect;\n    if (cpu_fine_clip_rect)\n    {\n        clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x);\n        clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y);\n        clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z);\n        clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w);\n    }\n    font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL);\n}\n\nvoid ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end)\n{\n    AddText(NULL, 0.0f, pos, col, text_begin, text_end);\n}\n\nvoid ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;\n    if (push_texture_id)\n        PushTextureID(user_texture_id);\n\n    PrimReserve(6, 4);\n    PrimRectUV(p_min, p_max, uv_min, uv_max, col);\n\n    if (push_texture_id)\n        PopTextureID();\n}\n\nvoid ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;\n    if (push_texture_id)\n        PushTextureID(user_texture_id);\n\n    PrimReserve(6, 4);\n    PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col);\n\n    if (push_texture_id)\n        PopTextureID();\n}\n\nvoid ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags)\n{\n    if ((col & IM_COL32_A_MASK) == 0)\n        return;\n\n    flags = FixRectCornerFlags(flags);\n    if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)\n    {\n        AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col);\n        return;\n    }\n\n    const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;\n    if (push_texture_id)\n        PushTextureID(user_texture_id);\n\n    int vert_start_idx = VtxBuffer.Size;\n    PathRect(p_min, p_max, rounding, flags);\n    PathFillConvex(col);\n    int vert_end_idx = VtxBuffer.Size;\n    ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true);\n\n    if (push_texture_id)\n        PopTextureID();\n}\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImDrawListSplitter\n//-----------------------------------------------------------------------------\n// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap..\n//-----------------------------------------------------------------------------\n\nvoid ImDrawListSplitter::ClearFreeMemory()\n{\n    for (int i = 0; i < _Channels.Size; i++)\n    {\n        if (i == _Current)\n            memset(&_Channels[i], 0, sizeof(_Channels[i]));  // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again\n        _Channels[i]._CmdBuffer.clear();\n        _Channels[i]._IdxBuffer.clear();\n    }\n    _Current = 0;\n    _Count = 1;\n    _Channels.clear();\n}\n\nvoid ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count)\n{\n    IM_UNUSED(draw_list);\n    IM_ASSERT(_Current == 0 && _Count <= 1 && \"Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter.\");\n    int old_channels_count = _Channels.Size;\n    if (old_channels_count < channels_count)\n    {\n        _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable\n        _Channels.resize(channels_count);\n    }\n    _Count = channels_count;\n\n    // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer\n    // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to.\n    // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer\n    memset(&_Channels[0], 0, sizeof(ImDrawChannel));\n    for (int i = 1; i < channels_count; i++)\n    {\n        if (i >= old_channels_count)\n        {\n            IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel();\n        }\n        else\n        {\n            _Channels[i]._CmdBuffer.resize(0);\n            _Channels[i]._IdxBuffer.resize(0);\n        }\n    }\n}\n\nvoid ImDrawListSplitter::Merge(ImDrawList* draw_list)\n{\n    // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.\n    if (_Count <= 1)\n        return;\n\n    SetCurrentChannel(draw_list, 0);\n    draw_list->_PopUnusedDrawCmd();\n\n    // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command.\n    int new_cmd_buffer_count = 0;\n    int new_idx_buffer_count = 0;\n    ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL;\n    int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0;\n    for (int i = 1; i < _Count; i++)\n    {\n        ImDrawChannel& ch = _Channels[i];\n        if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd()\n            ch._CmdBuffer.pop_back();\n\n        if (ch._CmdBuffer.Size > 0 && last_cmd != NULL)\n        {\n            // Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves.\n            // Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter.\n            ImDrawCmd* next_cmd = &ch._CmdBuffer[0];\n            if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL)\n            {\n                // Merge previous channel last draw command with current channel first draw command if matching.\n                last_cmd->ElemCount += next_cmd->ElemCount;\n                idx_offset += next_cmd->ElemCount;\n                ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges.\n            }\n        }\n        if (ch._CmdBuffer.Size > 0)\n            last_cmd = &ch._CmdBuffer.back();\n        new_cmd_buffer_count += ch._CmdBuffer.Size;\n        new_idx_buffer_count += ch._IdxBuffer.Size;\n        for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++)\n        {\n            ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset;\n            idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount;\n        }\n    }\n    draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count);\n    draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count);\n\n    // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices)\n    ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count;\n    ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count;\n    for (int i = 1; i < _Count; i++)\n    {\n        ImDrawChannel& ch = _Channels[i];\n        if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }\n        if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; }\n    }\n    draw_list->_IdxWritePtr = idx_write;\n\n    // Ensure there's always a non-callback draw command trailing the command-buffer\n    if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL)\n        draw_list->AddDrawCmd();\n\n    // If current command is used with different settings we need to add a new command\n    ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];\n    if (curr_cmd->ElemCount == 0)\n        ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset\n    else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)\n        draw_list->AddDrawCmd();\n\n    _Count = 1;\n}\n\nvoid ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)\n{\n    IM_ASSERT(idx >= 0 && idx < _Count);\n    if (_Current == idx)\n        return;\n\n    // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap()\n    memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer));\n    memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer));\n    _Current = idx;\n    memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer));\n    memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer));\n    draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size;\n\n    // If current command is used with different settings we need to add a new command\n    ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];\n    if (curr_cmd == NULL)\n        draw_list->AddDrawCmd();\n    else if (curr_cmd->ElemCount == 0)\n        ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset\n    else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)\n        draw_list->AddDrawCmd();\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImDrawData\n//-----------------------------------------------------------------------------\n\n// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!\nvoid ImDrawData::DeIndexAllBuffers()\n{\n    ImVector<ImDrawVert> new_vtx_buffer;\n    TotalVtxCount = TotalIdxCount = 0;\n    for (int i = 0; i < CmdListsCount; i++)\n    {\n        ImDrawList* cmd_list = CmdLists[i];\n        if (cmd_list->IdxBuffer.empty())\n            continue;\n        new_vtx_buffer.resize(cmd_list->IdxBuffer.Size);\n        for (int j = 0; j < cmd_list->IdxBuffer.Size; j++)\n            new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]];\n        cmd_list->VtxBuffer.swap(new_vtx_buffer);\n        cmd_list->IdxBuffer.resize(0);\n        TotalVtxCount += cmd_list->VtxBuffer.Size;\n    }\n}\n\n// Helper to scale the ClipRect field of each ImDrawCmd.\n// Use if your final output buffer is at a different scale than draw_data->DisplaySize,\n// or if there is a difference between your window resolution and framebuffer resolution.\nvoid ImDrawData::ScaleClipRects(const ImVec2& fb_scale)\n{\n    for (int i = 0; i < CmdListsCount; i++)\n    {\n        ImDrawList* cmd_list = CmdLists[i];\n        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)\n        {\n            ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i];\n            cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y);\n        }\n    }\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Helpers ShadeVertsXXX functions\n//-----------------------------------------------------------------------------\n\n// Generic linear color gradient, write to RGB fields, leave A untouched.\nvoid ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1)\n{\n    ImVec2 gradient_extent = gradient_p1 - gradient_p0;\n    float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent);\n    ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;\n    ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;\n    const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF;\n    const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF;\n    const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF;\n    const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r;\n    const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g;\n    const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b;\n    for (ImDrawVert* vert = vert_start; vert < vert_end; vert++)\n    {\n        float d = ImDot(vert->pos - gradient_p0, gradient_extent);\n        float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f);\n        int r = (int)(col0_r + col_delta_r * t);\n        int g = (int)(col0_g + col_delta_g * t);\n        int b = (int)(col0_b + col_delta_b * t);\n        vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK);\n    }\n}\n\n// Distribute UV over (a, b) rectangle\nvoid ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp)\n{\n    const ImVec2 size = b - a;\n    const ImVec2 uv_size = uv_b - uv_a;\n    const ImVec2 scale = ImVec2(\n        size.x != 0.0f ? (uv_size.x / size.x) : 0.0f,\n        size.y != 0.0f ? (uv_size.y / size.y) : 0.0f);\n\n    ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;\n    ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;\n    if (clamp)\n    {\n        const ImVec2 min = ImMin(uv_a, uv_b);\n        const ImVec2 max = ImMax(uv_a, uv_b);\n        for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)\n            vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max);\n    }\n    else\n    {\n        for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)\n            vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale);\n    }\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImFontConfig\n//-----------------------------------------------------------------------------\n\nImFontConfig::ImFontConfig()\n{\n    memset(this, 0, sizeof(*this));\n    FontDataOwnedByAtlas = true;\n    OversampleH = 3; // FIXME: 2 may be a better default?\n    OversampleV = 1;\n    GlyphMaxAdvanceX = FLT_MAX;\n    RasterizerMultiply = 1.0f;\n    EllipsisChar = (ImWchar)-1;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImFontAtlas\n//-----------------------------------------------------------------------------\n\n// A work of art lies ahead! (. = white layer, X = black layer, others are blank)\n// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes.\n// (This is used when io.MouseDrawCursor = true)\nconst int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing.\nconst int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;\nstatic const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =\n{\n    \"..-         -XXXXXXX-    X    -           X           -XXXXXXX          -          XXXXXXX-     XX          - XX       XX \"\n    \"..-         -X.....X-   X.X   -          X.X          -X.....X          -          X.....X-    X..X         -X..X     X..X\"\n    \"---         -XXX.XXX-  X...X  -         X...X         -X....X           -           X....X-    X..X         -X...X   X...X\"\n    \"X           -  X.X  - X.....X -        X.....X        -X...X            -            X...X-    X..X         - X...X X...X \"\n    \"XX          -  X.X  -X.......X-       X.......X       -X..X.X           -           X.X..X-    X..X         -  X...X...X  \"\n    \"X.X         -  X.X  -XXXX.XXXX-       XXXX.XXXX       -X.X X.X          -          X.X X.X-    X..XXX       -   X.....X   \"\n    \"X..X        -  X.X  -   X.X   -          X.X          -XX   X.X         -         X.X   XX-    X..X..XXX    -    X...X    \"\n    \"X...X       -  X.X  -   X.X   -    XX    X.X    XX    -      X.X        -        X.X      -    X..X..X..XX  -     X.X     \"\n    \"X....X      -  X.X  -   X.X   -   X.X    X.X    X.X   -       X.X       -       X.X       -    X..X..X..X.X -    X...X    \"\n    \"X.....X     -  X.X  -   X.X   -  X..X    X.X    X..X  -        X.X      -      X.X        -XXX X..X..X..X..X-   X.....X   \"\n    \"X......X    -  X.X  -   X.X   - X...XXXXXX.XXXXXX...X -         X.X   XX-XX   X.X         -X..XX........X..X-  X...X...X  \"\n    \"X.......X   -  X.X  -   X.X   -X.....................X-          X.X X.X-X.X X.X          -X...X...........X- X...X X...X \"\n    \"X........X  -  X.X  -   X.X   - X...XXXXXX.XXXXXX...X -           X.X..X-X..X.X           - X..............X-X...X   X...X\"\n    \"X.........X -XXX.XXX-   X.X   -  X..X    X.X    X..X  -            X...X-X...X            -  X.............X-X..X     X..X\"\n    \"X..........X-X.....X-   X.X   -   X.X    X.X    X.X   -           X....X-X....X           -  X.............X- XX       XX \"\n    \"X......XXXXX-XXXXXXX-   X.X   -    XX    X.X    XX    -          X.....X-X.....X          -   X............X--------------\"\n    \"X...X..X    ---------   X.X   -          X.X          -          XXXXXXX-XXXXXXX          -   X...........X -             \"\n    \"X..X X..X   -       -XXXX.XXXX-       XXXX.XXXX       -------------------------------------    X..........X -             \"\n    \"X.X  X..X   -       -X.......X-       X.......X       -    XX           XX    -           -    X..........X -             \"\n    \"XX    X..X  -       - X.....X -        X.....X        -   X.X           X.X   -           -     X........X  -             \"\n    \"      X..X  -       -  X...X  -         X...X         -  X..X           X..X  -           -     X........X  -             \"\n    \"       XX   -       -   X.X   -          X.X          - X...XXXXXXXXXXXXX...X -           -     XXXXXXXXXX  -             \"\n    \"-------------       -    X    -           X           -X.....................X-           -------------------             \"\n    \"                    ----------------------------------- X...XXXXXXXXXXXXX...X -                                           \"\n    \"                                                      -  X..X           X..X  -                                           \"\n    \"                                                      -   X.X           X.X   -                                           \"\n    \"                                                      -    XX           XX    -                                           \"\n};\n\nstatic const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] =\n{\n    // Pos ........ Size ......... Offset ......\n    { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow\n    { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput\n    { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll\n    { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS\n    { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW\n    { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW\n    { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE\n    { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand\n    { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed\n};\n\nImFontAtlas::ImFontAtlas()\n{\n    memset(this, 0, sizeof(*this));\n    TexGlyphPadding = 1;\n    PackIdMouseCursors = PackIdLines = -1;\n}\n\nImFontAtlas::~ImFontAtlas()\n{\n    IM_ASSERT(!Locked && \"Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!\");\n    Clear();\n}\n\nvoid    ImFontAtlas::ClearInputData()\n{\n    IM_ASSERT(!Locked && \"Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!\");\n    for (int i = 0; i < ConfigData.Size; i++)\n        if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas)\n        {\n            IM_FREE(ConfigData[i].FontData);\n            ConfigData[i].FontData = NULL;\n        }\n\n    // When clearing this we lose access to the font name and other information used to build the font.\n    for (int i = 0; i < Fonts.Size; i++)\n        if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size)\n        {\n            Fonts[i]->ConfigData = NULL;\n            Fonts[i]->ConfigDataCount = 0;\n        }\n    ConfigData.clear();\n    CustomRects.clear();\n    PackIdMouseCursors = PackIdLines = -1;\n    // Important: we leave TexReady untouched\n}\n\nvoid    ImFontAtlas::ClearTexData()\n{\n    IM_ASSERT(!Locked && \"Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!\");\n    if (TexPixelsAlpha8)\n        IM_FREE(TexPixelsAlpha8);\n    if (TexPixelsRGBA32)\n        IM_FREE(TexPixelsRGBA32);\n    TexPixelsAlpha8 = NULL;\n    TexPixelsRGBA32 = NULL;\n    TexPixelsUseColors = false;\n    // Important: we leave TexReady untouched\n}\n\nvoid    ImFontAtlas::ClearFonts()\n{\n    IM_ASSERT(!Locked && \"Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!\");\n    Fonts.clear_delete();\n    TexReady = false;\n}\n\nvoid    ImFontAtlas::Clear()\n{\n    ClearInputData();\n    ClearTexData();\n    ClearFonts();\n}\n\nvoid    ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)\n{\n    // Build atlas on demand\n    if (TexPixelsAlpha8 == NULL)\n        Build();\n\n    *out_pixels = TexPixelsAlpha8;\n    if (out_width) *out_width = TexWidth;\n    if (out_height) *out_height = TexHeight;\n    if (out_bytes_per_pixel) *out_bytes_per_pixel = 1;\n}\n\nvoid    ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)\n{\n    // Convert to RGBA32 format on demand\n    // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp\n    if (!TexPixelsRGBA32)\n    {\n        unsigned char* pixels = NULL;\n        GetTexDataAsAlpha8(&pixels, NULL, NULL);\n        if (pixels)\n        {\n            TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4);\n            const unsigned char* src = pixels;\n            unsigned int* dst = TexPixelsRGBA32;\n            for (int n = TexWidth * TexHeight; n > 0; n--)\n                *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++));\n        }\n    }\n\n    *out_pixels = (unsigned char*)TexPixelsRGBA32;\n    if (out_width) *out_width = TexWidth;\n    if (out_height) *out_height = TexHeight;\n    if (out_bytes_per_pixel) *out_bytes_per_pixel = 4;\n}\n\nImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)\n{\n    IM_ASSERT(!Locked && \"Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!\");\n    IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0);\n    IM_ASSERT(font_cfg->SizePixels > 0.0f);\n\n    // Create new font\n    if (!font_cfg->MergeMode)\n        Fonts.push_back(IM_NEW(ImFont));\n    else\n        IM_ASSERT(!Fonts.empty() && \"Cannot use MergeMode for the first font\"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font.\n\n    ConfigData.push_back(*font_cfg);\n    ImFontConfig& new_font_cfg = ConfigData.back();\n    if (new_font_cfg.DstFont == NULL)\n        new_font_cfg.DstFont = Fonts.back();\n    if (!new_font_cfg.FontDataOwnedByAtlas)\n    {\n        new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize);\n        new_font_cfg.FontDataOwnedByAtlas = true;\n        memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize);\n    }\n\n    if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1)\n        new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar;\n\n    // Invalidate texture\n    TexReady = false;\n    ClearTexData();\n    return new_font_cfg.DstFont;\n}\n\n// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder)\nstatic unsigned int stb_decompress_length(const unsigned char* input);\nstatic unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length);\nstatic const char*  GetDefaultCompressedFontDataTTFBase85();\nstatic unsigned int Decode85Byte(char c)                                    { return c >= '\\\\' ? c-36 : c-35; }\nstatic void         Decode85(const unsigned char* src, unsigned char* dst)\n{\n    while (*src)\n    {\n        unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4]))));\n        dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF);   // We can't assume little-endianness.\n        src += 5;\n        dst += 4;\n    }\n}\n\n// Load embedded ProggyClean.ttf at size 13, disable oversampling\nImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)\n{\n    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();\n    if (!font_cfg_template)\n    {\n        font_cfg.OversampleH = font_cfg.OversampleV = 1;\n        font_cfg.PixelSnapH = true;\n    }\n    if (font_cfg.SizePixels <= 0.0f)\n        font_cfg.SizePixels = 13.0f * 1.0f;\n    if (font_cfg.Name[0] == '\\0')\n        ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), \"ProggyClean.ttf, %dpx\", (int)font_cfg.SizePixels);\n    font_cfg.EllipsisChar = (ImWchar)0x0085;\n    font_cfg.GlyphOffset.y = 1.0f * IM_FLOOR(font_cfg.SizePixels / 13.0f);  // Add +1 offset per 13 units\n\n    const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();\n    const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault();\n    ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges);\n    return font;\n}\n\nImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)\n{\n    IM_ASSERT(!Locked && \"Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!\");\n    size_t data_size = 0;\n    void* data = ImFileLoadToMemory(filename, \"rb\", &data_size, 0);\n    if (!data)\n    {\n        IM_ASSERT_USER_ERROR(0, \"Could not load font file!\");\n        return NULL;\n    }\n    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();\n    if (font_cfg.Name[0] == '\\0')\n    {\n        // Store a short copy of filename into into the font name for convenience\n        const char* p;\n        for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\\\'; p--) {}\n        ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), \"%s, %.0fpx\", p, size_pixels);\n    }\n    return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges);\n}\n\n// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build().\nImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)\n{\n    IM_ASSERT(!Locked && \"Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!\");\n    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();\n    IM_ASSERT(font_cfg.FontData == NULL);\n    font_cfg.FontData = ttf_data;\n    font_cfg.FontDataSize = ttf_size;\n    font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels;\n    if (glyph_ranges)\n        font_cfg.GlyphRanges = glyph_ranges;\n    return AddFont(&font_cfg);\n}\n\nImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)\n{\n    const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data);\n    unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size);\n    stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size);\n\n    ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();\n    IM_ASSERT(font_cfg.FontData == NULL);\n    font_cfg.FontDataOwnedByAtlas = true;\n    return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges);\n}\n\nImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges)\n{\n    int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4;\n    void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size);\n    Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf);\n    ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges);\n    IM_FREE(compressed_ttf);\n    return font;\n}\n\nint ImFontAtlas::AddCustomRectRegular(int width, int height)\n{\n    IM_ASSERT(width > 0 && width <= 0xFFFF);\n    IM_ASSERT(height > 0 && height <= 0xFFFF);\n    ImFontAtlasCustomRect r;\n    r.Width = (unsigned short)width;\n    r.Height = (unsigned short)height;\n    CustomRects.push_back(r);\n    return CustomRects.Size - 1; // Return index\n}\n\nint ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset)\n{\n#ifdef IMGUI_USE_WCHAR32\n    IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX);\n#endif\n    IM_ASSERT(font != NULL);\n    IM_ASSERT(width > 0 && width <= 0xFFFF);\n    IM_ASSERT(height > 0 && height <= 0xFFFF);\n    ImFontAtlasCustomRect r;\n    r.Width = (unsigned short)width;\n    r.Height = (unsigned short)height;\n    r.GlyphID = id;\n    r.GlyphAdvanceX = advance_x;\n    r.GlyphOffset = offset;\n    r.Font = font;\n    CustomRects.push_back(r);\n    return CustomRects.Size - 1; // Return index\n}\n\nvoid ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const\n{\n    IM_ASSERT(TexWidth > 0 && TexHeight > 0);   // Font atlas needs to be built before we can calculate UV coordinates\n    IM_ASSERT(rect->IsPacked());                // Make sure the rectangle has been packed\n    *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y);\n    *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y);\n}\n\nbool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2])\n{\n    if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT)\n        return false;\n    if (Flags & ImFontAtlasFlags_NoMouseCursors)\n        return false;\n\n    IM_ASSERT(PackIdMouseCursors != -1);\n    ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors);\n    ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y);\n    ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1];\n    *out_size = size;\n    *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2];\n    out_uv_border[0] = (pos) * TexUvScale;\n    out_uv_border[1] = (pos + size) * TexUvScale;\n    pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;\n    out_uv_fill[0] = (pos) * TexUvScale;\n    out_uv_fill[1] = (pos + size) * TexUvScale;\n    return true;\n}\n\nbool    ImFontAtlas::Build()\n{\n    IM_ASSERT(!Locked && \"Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!\");\n\n    // Default font is none are specified\n    if (ConfigData.Size == 0)\n        AddFontDefault();\n\n    // Select builder\n    // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which\n    //   may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are\n    //   using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere\n    //   and point to it instead of pointing directly to return value of the GetBuilderXXX functions.\n    const ImFontBuilderIO* builder_io = FontBuilderIO;\n    if (builder_io == NULL)\n    {\n#ifdef IMGUI_ENABLE_FREETYPE\n        builder_io = ImGuiFreeType::GetBuilderForFreeType();\n#elif defined(IMGUI_ENABLE_STB_TRUETYPE)\n        builder_io = ImFontAtlasGetBuilderForStbTruetype();\n#else\n        IM_ASSERT(0); // Invalid Build function\n#endif\n    }\n\n    // Build\n    return builder_io->FontBuilder_Build(this);\n}\n\nvoid    ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor)\n{\n    for (unsigned int i = 0; i < 256; i++)\n    {\n        unsigned int value = (unsigned int)(i * in_brighten_factor);\n        out_table[i] = value > 255 ? 255 : (value & 0xFF);\n    }\n}\n\nvoid    ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride)\n{\n    IM_ASSERT_PARANOID(w <= stride);\n    unsigned char* data = pixels + x + y * stride;\n    for (int j = h; j > 0; j--, data += stride - w)\n        for (int i = w; i > 0; i--, data++)\n            *data = table[*data];\n}\n\n#ifdef IMGUI_ENABLE_STB_TRUETYPE\n// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont)\n// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.)\nstruct ImFontBuildSrcData\n{\n    stbtt_fontinfo      FontInfo;\n    stbtt_pack_range    PackRange;          // Hold the list of codepoints to pack (essentially points to Codepoints.Data)\n    stbrp_rect*         Rects;              // Rectangle to pack. We first fill in their size and the packer will give us their position.\n    stbtt_packedchar*   PackedChars;        // Output glyphs\n    const ImWchar*      SrcRanges;          // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF)\n    int                 DstIndex;           // Index into atlas->Fonts[] and dst_tmp_array[]\n    int                 GlyphsHighest;      // Highest requested codepoint\n    int                 GlyphsCount;        // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font)\n    ImBitVector         GlyphsSet;          // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)\n    ImVector<int>       GlyphsList;         // Glyph codepoints list (flattened version of GlyphsSet)\n};\n\n// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont)\nstruct ImFontBuildDstData\n{\n    int                 SrcCount;           // Number of source fonts targeting this destination font.\n    int                 GlyphsHighest;\n    int                 GlyphsCount;\n    ImBitVector         GlyphsSet;          // This is used to resolve collision when multiple sources are merged into a same destination font.\n};\n\nstatic void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector<int>* out)\n{\n    IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int));\n    const ImU32* it_begin = in->Storage.begin();\n    const ImU32* it_end = in->Storage.end();\n    for (const ImU32* it = it_begin; it < it_end; it++)\n        if (ImU32 entries_32 = *it)\n            for (ImU32 bit_n = 0; bit_n < 32; bit_n++)\n                if (entries_32 & ((ImU32)1 << bit_n))\n                    out->push_back((int)(((it - it_begin) << 5) + bit_n));\n}\n\nstatic bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)\n{\n    IM_ASSERT(atlas->ConfigData.Size > 0);\n\n    ImFontAtlasBuildInit(atlas);\n\n    // Clear atlas\n    atlas->TexID = (ImTextureID)NULL;\n    atlas->TexWidth = atlas->TexHeight = 0;\n    atlas->TexUvScale = ImVec2(0.0f, 0.0f);\n    atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f);\n    atlas->ClearTexData();\n\n    // Temporary storage for building\n    ImVector<ImFontBuildSrcData> src_tmp_array;\n    ImVector<ImFontBuildDstData> dst_tmp_array;\n    src_tmp_array.resize(atlas->ConfigData.Size);\n    dst_tmp_array.resize(atlas->Fonts.Size);\n    memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes());\n    memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes());\n\n    // 1. Initialize font loading structure, check font data validity\n    for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++)\n    {\n        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];\n        ImFontConfig& cfg = atlas->ConfigData[src_i];\n        IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas));\n\n        // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices)\n        src_tmp.DstIndex = -1;\n        for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++)\n            if (cfg.DstFont == atlas->Fonts[output_i])\n                src_tmp.DstIndex = output_i;\n        if (src_tmp.DstIndex == -1)\n        {\n            IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?\n            return false;\n        }\n        // Initialize helper structure for font loading and verify that the TTF/OTF data is correct\n        const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo);\n        IM_ASSERT(font_offset >= 0 && \"FontData is incorrect, or FontNo cannot be found.\");\n        if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))\n            return false;\n\n        // Measure highest codepoints\n        ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];\n        src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault();\n        for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)\n        {\n            // Check for valid range. This may also help detect *some* dangling pointers, because a common\n            // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent.\n            IM_ASSERT(src_range[0] <= src_range[1]);\n            src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);\n        }\n        dst_tmp.SrcCount++;\n        dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest);\n    }\n\n    // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs.\n    int total_glyphs_count = 0;\n    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)\n    {\n        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];\n        ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];\n        src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1);\n        if (dst_tmp.GlyphsSet.Storage.empty())\n            dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1);\n\n        for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)\n            for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)\n            {\n                if (dst_tmp.GlyphsSet.TestBit(codepoint))    // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true)\n                    continue;\n                if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint))    // It is actually in the font?\n                    continue;\n\n                // Add to avail set/counters\n                src_tmp.GlyphsCount++;\n                dst_tmp.GlyphsCount++;\n                src_tmp.GlyphsSet.SetBit(codepoint);\n                dst_tmp.GlyphsSet.SetBit(codepoint);\n                total_glyphs_count++;\n            }\n    }\n\n    // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another)\n    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)\n    {\n        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];\n        src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount);\n        UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList);\n        src_tmp.GlyphsSet.Clear();\n        IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount);\n    }\n    for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++)\n        dst_tmp_array[dst_i].GlyphsSet.Clear();\n    dst_tmp_array.clear();\n\n    // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)\n    // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity)\n    ImVector<stbrp_rect> buf_rects;\n    ImVector<stbtt_packedchar> buf_packedchars;\n    buf_rects.resize(total_glyphs_count);\n    buf_packedchars.resize(total_glyphs_count);\n    memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes());\n    memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes());\n\n    // 4. Gather glyphs sizes so we can pack them in our virtual canvas.\n    int total_surface = 0;\n    int buf_rects_out_n = 0;\n    int buf_packedchars_out_n = 0;\n    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)\n    {\n        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];\n        if (src_tmp.GlyphsCount == 0)\n            continue;\n\n        src_tmp.Rects = &buf_rects[buf_rects_out_n];\n        src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n];\n        buf_rects_out_n += src_tmp.GlyphsCount;\n        buf_packedchars_out_n += src_tmp.GlyphsCount;\n\n        // Convert our ranges in the format stb_truetype wants\n        ImFontConfig& cfg = atlas->ConfigData[src_i];\n        src_tmp.PackRange.font_size = cfg.SizePixels;\n        src_tmp.PackRange.first_unicode_codepoint_in_range = 0;\n        src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data;\n        src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size;\n        src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars;\n        src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH;\n        src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV;\n\n        // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects)\n        const float scale = (cfg.SizePixels > 0) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels);\n        const int padding = atlas->TexGlyphPadding;\n        for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)\n        {\n            int x0, y0, x1, y1;\n            const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]);\n            IM_ASSERT(glyph_index_in_font != 0);\n            stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1);\n            src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1);\n            src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1);\n            total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h;\n        }\n    }\n\n    // We need a width for the skyline algorithm, any width!\n    // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.\n    // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface.\n    const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1;\n    atlas->TexHeight = 0;\n    if (atlas->TexDesiredWidth > 0)\n        atlas->TexWidth = atlas->TexDesiredWidth;\n    else\n        atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512;\n\n    // 5. Start packing\n    // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).\n    const int TEX_HEIGHT_MAX = 1024 * 32;\n    stbtt_pack_context spc = {};\n    stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL);\n    ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info);\n\n    // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point.\n    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)\n    {\n        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];\n        if (src_tmp.GlyphsCount == 0)\n            continue;\n\n        stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount);\n\n        // Extend texture height and mark missing glyphs as non-packed so we won't render them.\n        // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?)\n        for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)\n            if (src_tmp.Rects[glyph_i].was_packed)\n                atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h);\n    }\n\n    // 7. Allocate texture\n    atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight);\n    atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);\n    atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight);\n    memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight);\n    spc.pixels = atlas->TexPixelsAlpha8;\n    spc.height = atlas->TexHeight;\n\n    // 8. Render/rasterize font characters into the texture\n    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)\n    {\n        ImFontConfig& cfg = atlas->ConfigData[src_i];\n        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];\n        if (src_tmp.GlyphsCount == 0)\n            continue;\n\n        stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects);\n\n        // Apply multiply operator\n        if (cfg.RasterizerMultiply != 1.0f)\n        {\n            unsigned char multiply_table[256];\n            ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply);\n            stbrp_rect* r = &src_tmp.Rects[0];\n            for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++)\n                if (r->was_packed)\n                    ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1);\n        }\n        src_tmp.Rects = NULL;\n    }\n\n    // End packing\n    stbtt_PackEnd(&spc);\n    buf_rects.clear();\n\n    // 9. Setup ImFont and glyphs for runtime\n    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)\n    {\n        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];\n        if (src_tmp.GlyphsCount == 0)\n            continue;\n\n        // When merging fonts with MergeMode=true:\n        // - We can have multiple input fonts writing into a same destination font.\n        // - dst_font->ConfigData is != from cfg which is our source configuration.\n        ImFontConfig& cfg = atlas->ConfigData[src_i];\n        ImFont* dst_font = cfg.DstFont;\n\n        const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels);\n        int unscaled_ascent, unscaled_descent, unscaled_line_gap;\n        stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);\n\n        const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1));\n        const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));\n        ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);\n        const float font_off_x = cfg.GlyphOffset.x;\n        const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);\n\n        for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)\n        {\n            // Register glyph\n            const int codepoint = src_tmp.GlyphsList[glyph_i];\n            const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i];\n            stbtt_aligned_quad q;\n            float unused_x = 0.0f, unused_y = 0.0f;\n            stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0);\n            dst_font->AddGlyph(&cfg, (ImWchar)codepoint, q.x0 + font_off_x, q.y0 + font_off_y, q.x1 + font_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, pc.xadvance);\n        }\n    }\n\n    // Cleanup\n    src_tmp_array.clear_destruct();\n\n    ImFontAtlasBuildFinish(atlas);\n    return true;\n}\n\nconst ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype()\n{\n    static ImFontBuilderIO io;\n    io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype;\n    return &io;\n}\n\n#endif // IMGUI_ENABLE_STB_TRUETYPE\n\nvoid ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent)\n{\n    if (!font_config->MergeMode)\n    {\n        font->ClearOutputData();\n        font->FontSize = font_config->SizePixels;\n        font->ConfigData = font_config;\n        font->ConfigDataCount = 0;\n        font->ContainerAtlas = atlas;\n        font->Ascent = ascent;\n        font->Descent = descent;\n    }\n    font->ConfigDataCount++;\n}\n\nvoid ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque)\n{\n    stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque;\n    IM_ASSERT(pack_context != NULL);\n\n    ImVector<ImFontAtlasCustomRect>& user_rects = atlas->CustomRects;\n    IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong.\n\n    ImVector<stbrp_rect> pack_rects;\n    pack_rects.resize(user_rects.Size);\n    memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes());\n    for (int i = 0; i < user_rects.Size; i++)\n    {\n        pack_rects[i].w = user_rects[i].Width;\n        pack_rects[i].h = user_rects[i].Height;\n    }\n    stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size);\n    for (int i = 0; i < pack_rects.Size; i++)\n        if (pack_rects[i].was_packed)\n        {\n            user_rects[i].X = (unsigned short)pack_rects[i].x;\n            user_rects[i].Y = (unsigned short)pack_rects[i].y;\n            IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height);\n            atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h);\n        }\n}\n\nvoid ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value)\n{\n    IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth);\n    IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight);\n    unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth);\n    for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w)\n        for (int off_x = 0; off_x < w; off_x++)\n            out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00;\n}\n\nvoid ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value)\n{\n    IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth);\n    IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight);\n    unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth);\n    for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w)\n        for (int off_x = 0; off_x < w; off_x++)\n            out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS;\n}\n\nstatic void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)\n{\n    ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors);\n    IM_ASSERT(r->IsPacked());\n\n    const int w = atlas->TexWidth;\n    if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))\n    {\n        // Render/copy pixels\n        IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H);\n        const int x_for_white = r->X;\n        const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;\n        if (atlas->TexPixelsAlpha8 != NULL)\n        {\n            ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF);\n            ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF);\n        }\n        else\n        {\n            ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE);\n            ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE);\n        }\n    }\n    else\n    {\n        // Render 4 white pixels\n        IM_ASSERT(r->Width == 2 && r->Height == 2);\n        const int offset = (int)r->X + (int)r->Y * w;\n        if (atlas->TexPixelsAlpha8 != NULL)\n        {\n            atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF;\n        }\n        else\n        {\n            atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE;\n        }\n    }\n    atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y);\n}\n\nstatic void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas)\n{\n    if (atlas->Flags & ImFontAtlasFlags_NoBakedLines)\n        return;\n\n    // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them\n    ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines);\n    IM_ASSERT(r->IsPacked());\n    for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row\n    {\n        // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle\n        unsigned int y = n;\n        unsigned int line_width = n;\n        unsigned int pad_left = (r->Width - line_width) / 2;\n        unsigned int pad_right = r->Width - (pad_left + line_width);\n\n        // Write each slice\n        IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels\n        if (atlas->TexPixelsAlpha8 != NULL)\n        {\n            unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)];\n            for (unsigned int i = 0; i < pad_left; i++)\n                *(write_ptr + i) = 0x00;\n\n            for (unsigned int i = 0; i < line_width; i++)\n                *(write_ptr + pad_left + i) = 0xFF;\n\n            for (unsigned int i = 0; i < pad_right; i++)\n                *(write_ptr + pad_left + line_width + i) = 0x00;\n        }\n        else\n        {\n            unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)];\n            for (unsigned int i = 0; i < pad_left; i++)\n                *(write_ptr + i) = IM_COL32(255, 255, 255, 0);\n\n            for (unsigned int i = 0; i < line_width; i++)\n                *(write_ptr + pad_left + i) = IM_COL32_WHITE;\n\n            for (unsigned int i = 0; i < pad_right; i++)\n                *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0);\n        }\n\n        // Calculate UVs for this line\n        ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale;\n        ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale;\n        float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts\n        atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v);\n    }\n}\n\n// Note: this is called / shared by both the stb_truetype and the FreeType builder\nvoid ImFontAtlasBuildInit(ImFontAtlas* atlas)\n{\n    // Register texture region for mouse cursors or standard white pixels\n    if (atlas->PackIdMouseCursors < 0)\n    {\n        if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))\n            atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H);\n        else\n            atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2);\n    }\n\n    // Register texture region for thick lines\n    // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row\n    if (atlas->PackIdLines < 0)\n    {\n        if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines))\n            atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1);\n    }\n}\n\n// This is called/shared by both the stb_truetype and the FreeType builder.\nvoid ImFontAtlasBuildFinish(ImFontAtlas* atlas)\n{\n    // Render into our custom data blocks\n    IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL);\n    ImFontAtlasBuildRenderDefaultTexData(atlas);\n    ImFontAtlasBuildRenderLinesTexData(atlas);\n\n    // Register custom rectangle glyphs\n    for (int i = 0; i < atlas->CustomRects.Size; i++)\n    {\n        const ImFontAtlasCustomRect* r = &atlas->CustomRects[i];\n        if (r->Font == NULL || r->GlyphID == 0)\n            continue;\n\n        // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH\n        IM_ASSERT(r->Font->ContainerAtlas == atlas);\n        ImVec2 uv0, uv1;\n        atlas->CalcCustomRectUV(r, &uv0, &uv1);\n        r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX);\n    }\n\n    // Build all fonts lookup tables\n    for (int i = 0; i < atlas->Fonts.Size; i++)\n        if (atlas->Fonts[i]->DirtyLookupTables)\n            atlas->Fonts[i]->BuildLookupTable();\n\n    atlas->TexReady = true;\n}\n\n// Retrieve list of range (2 int per range, values are inclusive)\nconst ImWchar*   ImFontAtlas::GetGlyphRangesDefault()\n{\n    static const ImWchar ranges[] =\n    {\n        0x0020, 0x00FF, // Basic Latin + Latin Supplement\n        0,\n    };\n    return &ranges[0];\n}\n\nconst ImWchar*   ImFontAtlas::GetGlyphRangesGreek()\n{\n    static const ImWchar ranges[] =\n    {\n        0x0020, 0x00FF, // Basic Latin + Latin Supplement\n        0x0370, 0x03FF, // Greek and Coptic\n        0,\n    };\n    return &ranges[0];\n}\n\nconst ImWchar*  ImFontAtlas::GetGlyphRangesKorean()\n{\n    static const ImWchar ranges[] =\n    {\n        0x0020, 0x00FF, // Basic Latin + Latin Supplement\n        0x3131, 0x3163, // Korean alphabets\n        0xAC00, 0xD7A3, // Korean characters\n        0xFFFD, 0xFFFD, // Invalid\n        0,\n    };\n    return &ranges[0];\n}\n\nconst ImWchar*  ImFontAtlas::GetGlyphRangesChineseFull()\n{\n    static const ImWchar ranges[] =\n    {\n        0x0020, 0x00FF, // Basic Latin + Latin Supplement\n        0x2000, 0x206F, // General Punctuation\n        0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana\n        0x31F0, 0x31FF, // Katakana Phonetic Extensions\n        0xFF00, 0xFFEF, // Half-width characters\n        0xFFFD, 0xFFFD, // Invalid\n        0x4e00, 0x9FAF, // CJK Ideograms\n        0,\n    };\n    return &ranges[0];\n}\n\nstatic void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges)\n{\n    for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2)\n    {\n        out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]);\n        base_codepoint += accumulative_offsets[n];\n    }\n    out_ranges[0] = 0;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] ImFontAtlas glyph ranges helpers\n//-------------------------------------------------------------------------\n\nconst ImWchar*  ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon()\n{\n    // Store 2500 regularly used characters for Simplified Chinese.\n    // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8\n    // This table covers 97.97% of all characters used during the month in July, 1987.\n    // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.\n    // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)\n    static const short accumulative_offsets_from_0x4E00[] =\n    {\n        0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2,\n        1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4,\n        2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1,\n        1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2,\n        3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6,\n        1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1,\n        1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3,\n        2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4,\n        27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12,\n        3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1,\n        1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23,\n        176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6,\n        5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6,\n        1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1,\n        6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5,\n        2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15,\n        2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6,\n        2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4,\n        3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5,\n        3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2,\n        3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16,\n        1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31,\n        140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7,\n        5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2,\n        2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13,\n        4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3,\n        2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4,\n        4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1,\n        3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3,\n        3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11,\n        2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9,\n        5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2,\n        3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3,\n        1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12,\n        4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8,\n        4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5,\n        26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1,\n        3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5,\n        2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6,\n        10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6\n    };\n    static ImWchar base_ranges[] = // not zero-terminated\n    {\n        0x0020, 0x00FF, // Basic Latin + Latin Supplement\n        0x2000, 0x206F, // General Punctuation\n        0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana\n        0x31F0, 0x31FF, // Katakana Phonetic Extensions\n        0xFF00, 0xFFEF, // Half-width characters\n        0xFFFD, 0xFFFD  // Invalid\n    };\n    static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 };\n    if (!full_ranges[0])\n    {\n        memcpy(full_ranges, base_ranges, sizeof(base_ranges));\n        UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges));\n    }\n    return &full_ranges[0];\n}\n\nconst ImWchar*  ImFontAtlas::GetGlyphRangesJapanese()\n{\n    // 2999 ideograms code points for Japanese\n    // - 2136 Joyo (meaning \"for regular use\" or \"for common use\") Kanji code points\n    // - 863 Jinmeiyo (meaning \"for personal name\") Kanji code points\n    // - Sourced from official information provided by the government agencies of Japan:\n    //   - List of Joyo Kanji by the Agency for Cultural Affairs\n    //     - https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kijun/naikaku/kanji/\n    //   - List of Jinmeiyo Kanji by the Ministry of Justice\n    //     - http://www.moj.go.jp/MINJI/minji86.html\n    //   - Available under the terms of the Creative Commons Attribution 4.0 International (CC BY 4.0).\n    //     - https://creativecommons.org/licenses/by/4.0/legalcode\n    // - You can generate this code by the script at:\n    //   - https://github.com/vaiorabbit/everyday_use_kanji\n    // - References:\n    //   - List of Joyo Kanji\n    //     - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji\n    //   - List of Jinmeiyo Kanji\n    //     - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji\n    // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details.\n    // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.\n    // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)\n    static const short accumulative_offsets_from_0x4E00[] =\n    {\n        0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1,\n        1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3,\n        2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8,\n        2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5,\n        2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1,\n        1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30,\n        2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3,\n        13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4,\n        5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14,\n        2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1,\n        1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1,\n        7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1,\n        1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1,\n        6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2,\n        10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7,\n        2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5,\n        3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1,\n        6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7,\n        4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2,\n        4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5,\n        1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6,\n        12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2,\n        1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16,\n        22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11,\n        2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18,\n        18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9,\n        14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3,\n        1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6,\n        40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1,\n        12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8,\n        2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1,\n        1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10,\n        1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5,\n        3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2,\n        14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5,\n        12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1,\n        2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5,\n        1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4,\n        3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7,\n        2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5,\n        13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13,\n        18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21,\n        37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1,\n        5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38,\n        32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4,\n        1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4,\n        4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,\n        3,2,1,1,1,1,2,1,1,\n    };\n    static ImWchar base_ranges[] = // not zero-terminated\n    {\n        0x0020, 0x00FF, // Basic Latin + Latin Supplement\n        0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana\n        0x31F0, 0x31FF, // Katakana Phonetic Extensions\n        0xFF00, 0xFFEF, // Half-width characters\n        0xFFFD, 0xFFFD  // Invalid\n    };\n    static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 };\n    if (!full_ranges[0])\n    {\n        memcpy(full_ranges, base_ranges, sizeof(base_ranges));\n        UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges));\n    }\n    return &full_ranges[0];\n}\n\nconst ImWchar*  ImFontAtlas::GetGlyphRangesCyrillic()\n{\n    static const ImWchar ranges[] =\n    {\n        0x0020, 0x00FF, // Basic Latin + Latin Supplement\n        0x0400, 0x052F, // Cyrillic + Cyrillic Supplement\n        0x2DE0, 0x2DFF, // Cyrillic Extended-A\n        0xA640, 0xA69F, // Cyrillic Extended-B\n        0,\n    };\n    return &ranges[0];\n}\n\nconst ImWchar*  ImFontAtlas::GetGlyphRangesThai()\n{\n    static const ImWchar ranges[] =\n    {\n        0x0020, 0x00FF, // Basic Latin\n        0x2010, 0x205E, // Punctuations\n        0x0E00, 0x0E7F, // Thai\n        0,\n    };\n    return &ranges[0];\n}\n\nconst ImWchar*  ImFontAtlas::GetGlyphRangesVietnamese()\n{\n    static const ImWchar ranges[] =\n    {\n        0x0020, 0x00FF, // Basic Latin\n        0x0102, 0x0103,\n        0x0110, 0x0111,\n        0x0128, 0x0129,\n        0x0168, 0x0169,\n        0x01A0, 0x01A1,\n        0x01AF, 0x01B0,\n        0x1EA0, 0x1EF9,\n        0,\n    };\n    return &ranges[0];\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImFontGlyphRangesBuilder\n//-----------------------------------------------------------------------------\n\nvoid ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end)\n{\n    while (text_end ? (text < text_end) : *text)\n    {\n        unsigned int c = 0;\n        int c_len = ImTextCharFromUtf8(&c, text, text_end);\n        text += c_len;\n        if (c_len == 0)\n            break;\n        AddChar((ImWchar)c);\n    }\n}\n\nvoid ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges)\n{\n    for (; ranges[0]; ranges += 2)\n        for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560\n            AddChar((ImWchar)c);\n}\n\nvoid ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)\n{\n    const int max_codepoint = IM_UNICODE_CODEPOINT_MAX;\n    for (int n = 0; n <= max_codepoint; n++)\n        if (GetBit(n))\n        {\n            out_ranges->push_back((ImWchar)n);\n            while (n < max_codepoint && GetBit(n + 1))\n                n++;\n            out_ranges->push_back((ImWchar)n);\n        }\n    out_ranges->push_back(0);\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImFont\n//-----------------------------------------------------------------------------\n\nImFont::ImFont()\n{\n    FontSize = 0.0f;\n    FallbackAdvanceX = 0.0f;\n    FallbackChar = (ImWchar)-1;\n    EllipsisChar = (ImWchar)-1;\n    EllipsisWidth = EllipsisCharStep = 0.0f;\n    EllipsisCharCount = 0;\n    FallbackGlyph = NULL;\n    ContainerAtlas = NULL;\n    ConfigData = NULL;\n    ConfigDataCount = 0;\n    DirtyLookupTables = false;\n    Scale = 1.0f;\n    Ascent = Descent = 0.0f;\n    MetricsTotalSurface = 0;\n    memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));\n}\n\nImFont::~ImFont()\n{\n    ClearOutputData();\n}\n\nvoid    ImFont::ClearOutputData()\n{\n    FontSize = 0.0f;\n    FallbackAdvanceX = 0.0f;\n    Glyphs.clear();\n    IndexAdvanceX.clear();\n    IndexLookup.clear();\n    FallbackGlyph = NULL;\n    ContainerAtlas = NULL;\n    DirtyLookupTables = true;\n    Ascent = Descent = 0.0f;\n    MetricsTotalSurface = 0;\n}\n\nstatic ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count)\n{\n    for (int n = 0; n < candidate_chars_count; n++)\n        if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL)\n            return candidate_chars[n];\n    return (ImWchar)-1;\n}\n\nvoid ImFont::BuildLookupTable()\n{\n    int max_codepoint = 0;\n    for (int i = 0; i != Glyphs.Size; i++)\n        max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);\n\n    // Build lookup table\n    IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved\n    IndexAdvanceX.clear();\n    IndexLookup.clear();\n    DirtyLookupTables = false;\n    memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));\n    GrowIndex(max_codepoint + 1);\n    for (int i = 0; i < Glyphs.Size; i++)\n    {\n        int codepoint = (int)Glyphs[i].Codepoint;\n        IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX;\n        IndexLookup[codepoint] = (ImWchar)i;\n\n        // Mark 4K page as used\n        const int page_n = codepoint / 4096;\n        Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7);\n    }\n\n    // Create a glyph to handle TAB\n    // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at \"column 0\" ?)\n    if (FindGlyph((ImWchar)' '))\n    {\n        if (Glyphs.back().Codepoint != '\\t')   // So we can call this function multiple times (FIXME: Flaky)\n            Glyphs.resize(Glyphs.Size + 1);\n        ImFontGlyph& tab_glyph = Glyphs.back();\n        tab_glyph = *FindGlyph((ImWchar)' ');\n        tab_glyph.Codepoint = '\\t';\n        tab_glyph.AdvanceX *= IM_TABSIZE;\n        IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX;\n        IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1);\n    }\n\n    // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons)\n    SetGlyphVisible((ImWchar)' ', false);\n    SetGlyphVisible((ImWchar)'\\t', false);\n\n    // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).\n    // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.\n    // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots.\n    const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 };\n    const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E };\n    if (EllipsisChar == (ImWchar)-1)\n        EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars));\n    const ImWchar dot_char = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars));\n    if (EllipsisChar != (ImWchar)-1)\n    {\n        EllipsisCharCount = 1;\n        EllipsisWidth = EllipsisCharStep = FindGlyph(EllipsisChar)->X1;\n    }\n    else if (dot_char != (ImWchar)-1)\n    {\n        const ImFontGlyph* glyph = FindGlyph(dot_char);\n        EllipsisChar = dot_char;\n        EllipsisCharCount = 3;\n        EllipsisCharStep = (glyph->X1 - glyph->X0) + 1.0f;\n        EllipsisWidth = EllipsisCharStep * 3.0f - 1.0f;\n    }\n\n    // Setup fallback character\n    const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' };\n    FallbackGlyph = FindGlyphNoFallback(FallbackChar);\n    if (FallbackGlyph == NULL)\n    {\n        FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars));\n        FallbackGlyph = FindGlyphNoFallback(FallbackChar);\n        if (FallbackGlyph == NULL)\n        {\n            FallbackGlyph = &Glyphs.back();\n            FallbackChar = (ImWchar)FallbackGlyph->Codepoint;\n        }\n    }\n\n    FallbackAdvanceX = FallbackGlyph->AdvanceX;\n    for (int i = 0; i < max_codepoint + 1; i++)\n        if (IndexAdvanceX[i] < 0.0f)\n            IndexAdvanceX[i] = FallbackAdvanceX;\n}\n\n// API is designed this way to avoid exposing the 4K page size\n// e.g. use with IsGlyphRangeUnused(0, 255)\nbool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last)\n{\n    unsigned int page_begin = (c_begin / 4096);\n    unsigned int page_last = (c_last / 4096);\n    for (unsigned int page_n = page_begin; page_n <= page_last; page_n++)\n        if ((page_n >> 3) < sizeof(Used4kPagesMap))\n            if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7)))\n                return false;\n    return true;\n}\n\nvoid ImFont::SetGlyphVisible(ImWchar c, bool visible)\n{\n    if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c))\n        glyph->Visible = visible ? 1 : 0;\n}\n\nvoid ImFont::GrowIndex(int new_size)\n{\n    IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size);\n    if (new_size <= IndexLookup.Size)\n        return;\n    IndexAdvanceX.resize(new_size, -1.0f);\n    IndexLookup.resize(new_size, (ImWchar)-1);\n}\n\n// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero.\n// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis).\n// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font.\nvoid ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x)\n{\n    if (cfg != NULL)\n    {\n        // Clamp & recenter if needed\n        const float advance_x_original = advance_x;\n        advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX);\n        if (advance_x != advance_x_original)\n        {\n            float char_off_x = cfg->PixelSnapH ? ImFloor((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f;\n            x0 += char_off_x;\n            x1 += char_off_x;\n        }\n\n        // Snap to pixel\n        if (cfg->PixelSnapH)\n            advance_x = IM_ROUND(advance_x);\n\n        // Bake spacing\n        advance_x += cfg->GlyphExtraSpacing.x;\n    }\n\n    Glyphs.resize(Glyphs.Size + 1);\n    ImFontGlyph& glyph = Glyphs.back();\n    glyph.Codepoint = (unsigned int)codepoint;\n    glyph.Visible = (x0 != x1) && (y0 != y1);\n    glyph.Colored = false;\n    glyph.X0 = x0;\n    glyph.Y0 = y0;\n    glyph.X1 = x1;\n    glyph.Y1 = y1;\n    glyph.U0 = u0;\n    glyph.V0 = v0;\n    glyph.U1 = u1;\n    glyph.V1 = v1;\n    glyph.AdvanceX = advance_x;\n\n    // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)\n    // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling.\n    float pad = ContainerAtlas->TexGlyphPadding + 0.99f;\n    DirtyLookupTables = true;\n    MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad);\n}\n\nvoid ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)\n{\n    IM_ASSERT(IndexLookup.Size > 0);    // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function.\n    unsigned int index_size = (unsigned int)IndexLookup.Size;\n\n    if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists\n        return;\n    if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op\n        return;\n\n    GrowIndex(dst + 1);\n    IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1;\n    IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f;\n}\n\nconst ImFontGlyph* ImFont::FindGlyph(ImWchar c) const\n{\n    if (c >= (size_t)IndexLookup.Size)\n        return FallbackGlyph;\n    const ImWchar i = IndexLookup.Data[c];\n    if (i == (ImWchar)-1)\n        return FallbackGlyph;\n    return &Glyphs.Data[i];\n}\n\nconst ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const\n{\n    if (c >= (size_t)IndexLookup.Size)\n        return NULL;\n    const ImWchar i = IndexLookup.Data[c];\n    if (i == (ImWchar)-1)\n        return NULL;\n    return &Glyphs.Data[i];\n}\n\n// Wrapping skips upcoming blanks\nstatic inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end)\n{\n    while (text < text_end && ImCharIsBlankA(*text))\n        text++;\n    if (*text == '\\n')\n        text++;\n    return text;\n}\n\n// Simple word-wrapping for English, not full-featured. Please submit failing cases!\n// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end.\n// FIXME: Much possible improvements (don't cut things like \"word !\", \"word!!!\" but cut within \"word,,,,\", more sensible support for punctuations, support for Unicode punctuations, etc.)\nconst char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const\n{\n    // For references, possible wrap point marked with ^\n    //  \"aaa bbb, ccc,ddd. eee   fff. ggg!\"\n    //      ^    ^    ^   ^   ^__    ^    ^\n\n    // List of hardcoded separators: .,;!?'\"\n\n    // Skip extra blanks after a line returns (that includes not counting them in width computation)\n    // e.g. \"Hello    world\" --> \"Hello\" \"World\"\n\n    // Cut words that cannot possibly fit within one line.\n    // e.g.: \"The tropical fish\" with ~5 characters worth of width --> \"The tr\" \"opical\" \"fish\"\n    float line_width = 0.0f;\n    float word_width = 0.0f;\n    float blank_width = 0.0f;\n    wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters\n\n    const char* word_end = text;\n    const char* prev_word_end = NULL;\n    bool inside_word = true;\n\n    const char* s = text;\n    IM_ASSERT(text_end != NULL);\n    while (s < text_end)\n    {\n        unsigned int c = (unsigned int)*s;\n        const char* next_s;\n        if (c < 0x80)\n            next_s = s + 1;\n        else\n            next_s = s + ImTextCharFromUtf8(&c, s, text_end);\n\n        if (c < 32)\n        {\n            if (c == '\\n')\n            {\n                line_width = word_width = blank_width = 0.0f;\n                inside_word = true;\n                s = next_s;\n                continue;\n            }\n            if (c == '\\r')\n            {\n                s = next_s;\n                continue;\n            }\n        }\n\n        const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX);\n        if (ImCharIsBlankW(c))\n        {\n            if (inside_word)\n            {\n                line_width += blank_width;\n                blank_width = 0.0f;\n                word_end = s;\n            }\n            blank_width += char_width;\n            inside_word = false;\n        }\n        else\n        {\n            word_width += char_width;\n            if (inside_word)\n            {\n                word_end = next_s;\n            }\n            else\n            {\n                prev_word_end = word_end;\n                line_width += word_width + blank_width;\n                word_width = blank_width = 0.0f;\n            }\n\n            // Allow wrapping after punctuation.\n            inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\\\"');\n        }\n\n        // We ignore blank width at the end of the line (they can be skipped)\n        if (line_width + word_width > wrap_width)\n        {\n            // Words that cannot possibly fit within an entire line will be cut anywhere.\n            if (word_width < wrap_width)\n                s = prev_word_end ? prev_word_end : word_end;\n            break;\n        }\n\n        s = next_s;\n    }\n\n    // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.\n    // +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol).\n    if (s == text && text < text_end)\n        return s + 1;\n    return s;\n}\n\nImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const\n{\n    if (!text_end)\n        text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this.\n\n    const float line_height = size;\n    const float scale = size / FontSize;\n\n    ImVec2 text_size = ImVec2(0, 0);\n    float line_width = 0.0f;\n\n    const bool word_wrap_enabled = (wrap_width > 0.0f);\n    const char* word_wrap_eol = NULL;\n\n    const char* s = text_begin;\n    while (s < text_end)\n    {\n        if (word_wrap_enabled)\n        {\n            // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.\n            if (!word_wrap_eol)\n                word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width);\n\n            if (s >= word_wrap_eol)\n            {\n                if (text_size.x < line_width)\n                    text_size.x = line_width;\n                text_size.y += line_height;\n                line_width = 0.0f;\n                word_wrap_eol = NULL;\n                s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks\n                continue;\n            }\n        }\n\n        // Decode and advance source\n        const char* prev_s = s;\n        unsigned int c = (unsigned int)*s;\n        if (c < 0x80)\n            s += 1;\n        else\n            s += ImTextCharFromUtf8(&c, s, text_end);\n\n        if (c < 32)\n        {\n            if (c == '\\n')\n            {\n                text_size.x = ImMax(text_size.x, line_width);\n                text_size.y += line_height;\n                line_width = 0.0f;\n                continue;\n            }\n            if (c == '\\r')\n                continue;\n        }\n\n        const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale;\n        if (line_width + char_width >= max_width)\n        {\n            s = prev_s;\n            break;\n        }\n\n        line_width += char_width;\n    }\n\n    if (text_size.x < line_width)\n        text_size.x = line_width;\n\n    if (line_width > 0 || text_size.y == 0.0f)\n        text_size.y += line_height;\n\n    if (remaining)\n        *remaining = s;\n\n    return text_size;\n}\n\n// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.\nvoid ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const\n{\n    const ImFontGlyph* glyph = FindGlyph(c);\n    if (!glyph || !glyph->Visible)\n        return;\n    if (glyph->Colored)\n        col |= ~IM_COL32_A_MASK;\n    float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;\n    float x = IM_FLOOR(pos.x);\n    float y = IM_FLOOR(pos.y);\n    draw_list->PrimReserve(6, 4);\n    draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);\n}\n\n// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.\nvoid ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const\n{\n    if (!text_end)\n        text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.\n\n    // Align to be pixel perfect\n    float x = IM_FLOOR(pos.x);\n    float y = IM_FLOOR(pos.y);\n    if (y > clip_rect.w)\n        return;\n\n    const float start_x = x;\n    const float scale = size / FontSize;\n    const float line_height = FontSize * scale;\n    const bool word_wrap_enabled = (wrap_width > 0.0f);\n\n    // Fast-forward to first visible line\n    const char* s = text_begin;\n    if (y + line_height < clip_rect.y)\n        while (y + line_height < clip_rect.y && s < text_end)\n        {\n            const char* line_end = (const char*)memchr(s, '\\n', text_end - s);\n            if (word_wrap_enabled)\n            {\n                // FIXME-OPT: This is not optimal as do first do a search for \\n before calling CalcWordWrapPositionA().\n                // If the specs for CalcWordWrapPositionA() were reworked to optionally return on \\n we could combine both.\n                // However it is still better than nothing performing the fast-forward!\n                s = CalcWordWrapPositionA(scale, s, line_end ? line_end : text_end, wrap_width);\n                s = CalcWordWrapNextLineStartA(s, text_end);\n            }\n            else\n            {\n                s = line_end ? line_end + 1 : text_end;\n            }\n            y += line_height;\n        }\n\n    // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve()\n    // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm)\n    if (text_end - s > 10000 && !word_wrap_enabled)\n    {\n        const char* s_end = s;\n        float y_end = y;\n        while (y_end < clip_rect.w && s_end < text_end)\n        {\n            s_end = (const char*)memchr(s_end, '\\n', text_end - s_end);\n            s_end = s_end ? s_end + 1 : text_end;\n            y_end += line_height;\n        }\n        text_end = s_end;\n    }\n    if (s == text_end)\n        return;\n\n    // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized)\n    const int vtx_count_max = (int)(text_end - s) * 4;\n    const int idx_count_max = (int)(text_end - s) * 6;\n    const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max;\n    draw_list->PrimReserve(idx_count_max, vtx_count_max);\n    ImDrawVert*  vtx_write = draw_list->_VtxWritePtr;\n    ImDrawIdx*   idx_write = draw_list->_IdxWritePtr;\n    unsigned int vtx_index = draw_list->_VtxCurrentIdx;\n\n    const ImU32 col_untinted = col | ~IM_COL32_A_MASK;\n    const char* word_wrap_eol = NULL;\n\n    while (s < text_end)\n    {\n        if (word_wrap_enabled)\n        {\n            // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.\n            if (!word_wrap_eol)\n                word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x));\n\n            if (s >= word_wrap_eol)\n            {\n                x = start_x;\n                y += line_height;\n                word_wrap_eol = NULL;\n                s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks\n                continue;\n            }\n        }\n\n        // Decode and advance source\n        unsigned int c = (unsigned int)*s;\n        if (c < 0x80)\n            s += 1;\n        else\n            s += ImTextCharFromUtf8(&c, s, text_end);\n\n        if (c < 32)\n        {\n            if (c == '\\n')\n            {\n                x = start_x;\n                y += line_height;\n                if (y > clip_rect.w)\n                    break; // break out of main loop\n                continue;\n            }\n            if (c == '\\r')\n                continue;\n        }\n\n        const ImFontGlyph* glyph = FindGlyph((ImWchar)c);\n        if (glyph == NULL)\n            continue;\n\n        float char_width = glyph->AdvanceX * scale;\n        if (glyph->Visible)\n        {\n            // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w\n            float x1 = x + glyph->X0 * scale;\n            float x2 = x + glyph->X1 * scale;\n            float y1 = y + glyph->Y0 * scale;\n            float y2 = y + glyph->Y1 * scale;\n            if (x1 <= clip_rect.z && x2 >= clip_rect.x)\n            {\n                // Render a character\n                float u1 = glyph->U0;\n                float v1 = glyph->V0;\n                float u2 = glyph->U1;\n                float v2 = glyph->V1;\n\n                // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads.\n                if (cpu_fine_clip)\n                {\n                    if (x1 < clip_rect.x)\n                    {\n                        u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1);\n                        x1 = clip_rect.x;\n                    }\n                    if (y1 < clip_rect.y)\n                    {\n                        v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1);\n                        y1 = clip_rect.y;\n                    }\n                    if (x2 > clip_rect.z)\n                    {\n                        u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1);\n                        x2 = clip_rect.z;\n                    }\n                    if (y2 > clip_rect.w)\n                    {\n                        v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1);\n                        y2 = clip_rect.w;\n                    }\n                    if (y1 >= y2)\n                    {\n                        x += char_width;\n                        continue;\n                    }\n                }\n\n                // Support for untinted glyphs\n                ImU32 glyph_col = glyph->Colored ? col_untinted : col;\n\n                // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here:\n                {\n                    vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1;\n                    vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1;\n                    vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2;\n                    vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2;\n                    idx_write[0] = (ImDrawIdx)(vtx_index); idx_write[1] = (ImDrawIdx)(vtx_index + 1); idx_write[2] = (ImDrawIdx)(vtx_index + 2);\n                    idx_write[3] = (ImDrawIdx)(vtx_index); idx_write[4] = (ImDrawIdx)(vtx_index + 2); idx_write[5] = (ImDrawIdx)(vtx_index + 3);\n                    vtx_write += 4;\n                    vtx_index += 4;\n                    idx_write += 6;\n                }\n            }\n        }\n        x += char_width;\n    }\n\n    // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action.\n    draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink()\n    draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data);\n    draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);\n    draw_list->_VtxWritePtr = vtx_write;\n    draw_list->_IdxWritePtr = idx_write;\n    draw_list->_VtxCurrentIdx = vtx_index;\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImGui Internal Render Helpers\n//-----------------------------------------------------------------------------\n// Vaguely redesigned to stop accessing ImGui global state:\n// - RenderArrow()\n// - RenderBullet()\n// - RenderCheckMark()\n// - RenderArrowPointingAt()\n// - RenderRectFilledRangeH()\n// - RenderRectFilledWithHole()\n//-----------------------------------------------------------------------------\n// Function in need of a redesign (legacy mess)\n// - RenderColorRectWithAlphaCheckerboard()\n//-----------------------------------------------------------------------------\n\n// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state\nvoid ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale)\n{\n    const float h = draw_list->_Data->FontSize * 1.00f;\n    float r = h * 0.40f * scale;\n    ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale);\n\n    ImVec2 a, b, c;\n    switch (dir)\n    {\n    case ImGuiDir_Up:\n    case ImGuiDir_Down:\n        if (dir == ImGuiDir_Up) r = -r;\n        a = ImVec2(+0.000f, +0.750f) * r;\n        b = ImVec2(-0.866f, -0.750f) * r;\n        c = ImVec2(+0.866f, -0.750f) * r;\n        break;\n    case ImGuiDir_Left:\n    case ImGuiDir_Right:\n        if (dir == ImGuiDir_Left) r = -r;\n        a = ImVec2(+0.750f, +0.000f) * r;\n        b = ImVec2(-0.750f, +0.866f) * r;\n        c = ImVec2(-0.750f, -0.866f) * r;\n        break;\n    case ImGuiDir_None:\n    case ImGuiDir_COUNT:\n        IM_ASSERT(0);\n        break;\n    }\n    draw_list->AddTriangleFilled(center + a, center + b, center + c, col);\n}\n\nvoid ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col)\n{\n    draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8);\n}\n\nvoid ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz)\n{\n    float thickness = ImMax(sz / 5.0f, 1.0f);\n    sz -= thickness * 0.5f;\n    pos += ImVec2(thickness * 0.25f, thickness * 0.25f);\n\n    float third = sz / 3.0f;\n    float bx = pos.x + third;\n    float by = pos.y + sz - third * 0.5f;\n    draw_list->PathLineTo(ImVec2(bx - third, by - third));\n    draw_list->PathLineTo(ImVec2(bx, by));\n    draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f));\n    draw_list->PathStroke(col, 0, thickness);\n}\n\n// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.\nvoid ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)\n{\n    switch (direction)\n    {\n    case ImGuiDir_Left:  draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return;\n    case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return;\n    case ImGuiDir_Up:    draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return;\n    case ImGuiDir_Down:  draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return;\n    case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings\n    }\n}\n\nstatic inline float ImAcos01(float x)\n{\n    if (x <= 0.0f) return IM_PI * 0.5f;\n    if (x >= 1.0f) return 0.0f;\n    return ImAcos(x);\n    //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do.\n}\n\n// FIXME: Cleanup and move code to ImDrawList.\nvoid ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding)\n{\n    if (x_end_norm == x_start_norm)\n        return;\n    if (x_start_norm > x_end_norm)\n        ImSwap(x_start_norm, x_end_norm);\n\n    ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y);\n    ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y);\n    if (rounding == 0.0f)\n    {\n        draw_list->AddRectFilled(p0, p1, col, 0.0f);\n        return;\n    }\n\n    rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding);\n    const float inv_rounding = 1.0f / rounding;\n    const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding);\n    const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding);\n    const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return.\n    const float x0 = ImMax(p0.x, rect.Min.x + rounding);\n    if (arc0_b == arc0_e)\n    {\n        draw_list->PathLineTo(ImVec2(x0, p1.y));\n        draw_list->PathLineTo(ImVec2(x0, p0.y));\n    }\n    else if (arc0_b == 0.0f && arc0_e == half_pi)\n    {\n        draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL\n        draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR\n    }\n    else\n    {\n        draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL\n        draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR\n    }\n    if (p1.x > rect.Min.x + rounding)\n    {\n        const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding);\n        const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding);\n        const float x1 = ImMin(p1.x, rect.Max.x - rounding);\n        if (arc1_b == arc1_e)\n        {\n            draw_list->PathLineTo(ImVec2(x1, p0.y));\n            draw_list->PathLineTo(ImVec2(x1, p1.y));\n        }\n        else if (arc1_b == 0.0f && arc1_e == half_pi)\n        {\n            draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR\n            draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3);  // BR\n        }\n        else\n        {\n            draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR\n            draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR\n        }\n    }\n    draw_list->PathFillConvex(col);\n}\n\nvoid ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding)\n{\n    const bool fill_L = (inner.Min.x > outer.Min.x);\n    const bool fill_R = (inner.Max.x < outer.Max.x);\n    const bool fill_U = (inner.Min.y > outer.Min.y);\n    const bool fill_D = (inner.Max.y < outer.Max.y);\n    if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft)    | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft));\n    if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight)   | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight));\n    if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft)    | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight));\n    if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight));\n    if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft);\n    if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight);\n    if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft);\n    if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight);\n}\n\n// Helper for ColorPicker4()\n// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.\n// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether.\n// FIXME: uses ImGui::GetColorU32\nvoid ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags)\n{\n    if ((flags & ImDrawFlags_RoundCornersMask_) == 0)\n        flags = ImDrawFlags_RoundCornersDefault_;\n    if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)\n    {\n        ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col));\n        ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col));\n        draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags);\n\n        int yi = 0;\n        for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++)\n        {\n            float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y);\n            if (y2 <= y1)\n                continue;\n            for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f)\n            {\n                float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x);\n                if (x2 <= x1)\n                    continue;\n                ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone;\n                if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; }\n                if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; }\n\n                // Combine flags\n                cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags);\n                draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags);\n            }\n        }\n    }\n    else\n    {\n        draw_list->AddRectFilled(p_min, p_max, col, rounding, flags);\n    }\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Decompression code\n//-----------------------------------------------------------------------------\n// Compressed with stb_compress() then converted to a C array and encoded as base85.\n// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file.\n// The purpose of encoding as base85 instead of \"0x00,0x01,...\" style is only save on _source code_ size.\n// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h\n//-----------------------------------------------------------------------------\n\nstatic unsigned int stb_decompress_length(const unsigned char *input)\n{\n    return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11];\n}\n\nstatic unsigned char *stb__barrier_out_e, *stb__barrier_out_b;\nstatic const unsigned char *stb__barrier_in_b;\nstatic unsigned char *stb__dout;\nstatic void stb__match(const unsigned char *data, unsigned int length)\n{\n    // INVERSE of memmove... write each byte before copying the next...\n    IM_ASSERT(stb__dout + length <= stb__barrier_out_e);\n    if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; }\n    if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; }\n    while (length--) *stb__dout++ = *data++;\n}\n\nstatic void stb__lit(const unsigned char *data, unsigned int length)\n{\n    IM_ASSERT(stb__dout + length <= stb__barrier_out_e);\n    if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; }\n    if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; }\n    memcpy(stb__dout, data, length);\n    stb__dout += length;\n}\n\n#define stb__in2(x)   ((i[x] << 8) + i[(x)+1])\n#define stb__in3(x)   ((i[x] << 16) + stb__in2((x)+1))\n#define stb__in4(x)   ((i[x] << 24) + stb__in3((x)+1))\n\nstatic const unsigned char *stb_decompress_token(const unsigned char *i)\n{\n    if (*i >= 0x20) { // use fewer if's for cases that expand small\n        if (*i >= 0x80)       stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2;\n        else if (*i >= 0x40)  stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3;\n        else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1);\n    } else { // more ifs for cases that expand large, since overhead is amortized\n        if (*i >= 0x18)       stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4;\n        else if (*i >= 0x10)  stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5;\n        else if (*i >= 0x08)  stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1);\n        else if (*i == 0x07)  stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1);\n        else if (*i == 0x06)  stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5;\n        else if (*i == 0x04)  stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6;\n    }\n    return i;\n}\n\nstatic unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen)\n{\n    const unsigned long ADLER_MOD = 65521;\n    unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;\n    unsigned long blocklen = buflen % 5552;\n\n    unsigned long i;\n    while (buflen) {\n        for (i=0; i + 7 < blocklen; i += 8) {\n            s1 += buffer[0], s2 += s1;\n            s1 += buffer[1], s2 += s1;\n            s1 += buffer[2], s2 += s1;\n            s1 += buffer[3], s2 += s1;\n            s1 += buffer[4], s2 += s1;\n            s1 += buffer[5], s2 += s1;\n            s1 += buffer[6], s2 += s1;\n            s1 += buffer[7], s2 += s1;\n\n            buffer += 8;\n        }\n\n        for (; i < blocklen; ++i)\n            s1 += *buffer++, s2 += s1;\n\n        s1 %= ADLER_MOD, s2 %= ADLER_MOD;\n        buflen -= blocklen;\n        blocklen = 5552;\n    }\n    return (unsigned int)(s2 << 16) + (unsigned int)s1;\n}\n\nstatic unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/)\n{\n    if (stb__in4(0) != 0x57bC0000) return 0;\n    if (stb__in4(4) != 0)          return 0; // error! stream is > 4GB\n    const unsigned int olen = stb_decompress_length(i);\n    stb__barrier_in_b = i;\n    stb__barrier_out_e = output + olen;\n    stb__barrier_out_b = output;\n    i += 16;\n\n    stb__dout = output;\n    for (;;) {\n        const unsigned char *old_i = i;\n        i = stb_decompress_token(i);\n        if (i == old_i) {\n            if (*i == 0x05 && i[1] == 0xfa) {\n                IM_ASSERT(stb__dout == output + olen);\n                if (stb__dout != output + olen) return 0;\n                if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2))\n                    return 0;\n                return olen;\n            } else {\n                IM_ASSERT(0); /* NOTREACHED */\n                return 0;\n            }\n        }\n        IM_ASSERT(stb__dout <= output + olen);\n        if (stb__dout > output + olen)\n            return 0;\n    }\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Default font data (ProggyClean.ttf)\n//-----------------------------------------------------------------------------\n// ProggyClean.ttf\n// Copyright (c) 2004, 2005 Tristan Grimmer\n// MIT license (see License.txt in http://www.upperbounds.net/download/ProggyClean.ttf.zip)\n// Download and more information at http://upperbounds.net\n//-----------------------------------------------------------------------------\n// File: 'ProggyClean.ttf' (41208 bytes)\n// Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding).\n// The purpose of encoding as base85 instead of \"0x00,0x01,...\" style is only save on _source code_ size.\n//-----------------------------------------------------------------------------\nstatic const char proggy_clean_ttf_compressed_data_base85[11980 + 1] =\n    \"7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/\"\n    \"2*>]b(MC;$jPfY.;h^`IWM9<Lh2TlS+f-s$o6Q<BWH`YiU.xfLq$N;$0iR/GX:U(jcW2p/W*q?-qmnUCI;jHSAiFWM.R*kU@C=GH?a9wp8f$e.-4^Qg1)Q-GL(lf(r/7GrRgwV%MS=C#\"\n    \"`8ND>Qo#t'X#(v#Y9w0#1D$CIf;W'#pWUPXOuxXuU(H9M(1<q-UE31#^-V'8IRUo7Qf./L>=Ke$$'5F%)]0^#0X@U.a<r:QLtFsLcL6##lOj)#.Y5<-R&KgLwqJfLgN&;Q?gI^#DY2uL\"\n    \"i@^rMl9t=cWq6##weg>$FBjVQTSDgEKnIS7EM9>ZY9w0#L;>>#Mx&4Mvt//L[MkA#W@lK.N'[0#7RL_&#w+F%HtG9M#XL`N&.,GM4Pg;-<nLENhvx>-VsM.M0rJfLH2eTM`*oJMHRC`N\"\n    \"kfimM2J,W-jXS:)r0wK#@Fge$U>`w'N7G#$#fB#$E^$#:9:hk+eOe--6x)F7*E%?76%^GMHePW-Z5l'&GiF#$956:rS?dA#fiK:)Yr+`&#0j@'DbG&#^$PG.Ll+DNa<XCMKEV*N)LN/N\"\n    \"*b=%Q6pia-Xg8I$<MR&,VdJe$<(7G;Ckl'&hF;;$<_=X(b.RS%%)###MPBuuE1V:v&cX&#2m#(&cV]`k9OhLMbn%s$G2,B$BfD3X*sp5#l,$R#]x_X1xKX%b5U*[r5iMfUo9U`N99hG)\"\n    \"tm+/Us9pG)XPu`<0s-)WTt(gCRxIg(%6sfh=ktMKn3j)<6<b5Sk_/0(^]AaN#(p/L>&VZ>1i%h1S9u5o@YaaW$e+b<TWFn/Z:Oh(Cx2$lNEoN^e)#CFY@@I;BOQ*sRwZtZxRcU7uW6CX\"\n    \"ow0i(?$Q[cjOd[P4d)]>ROPOpxTO7Stwi1::iB1q)C_=dV26J;2,]7op$]uQr@_V7$q^%lQwtuHY]=DX,n3L#0PHDO4f9>dC@O>HBuKPpP*E,N+b3L#lpR/MrTEH.IAQk.a>D[.e;mc.\"\n    \"x]Ip.PH^'/aqUO/$1WxLoW0[iLA<QT;5HKD+@qQ'NQ(3_PLhE48R.qAPSwQ0/WK?Z,[x?-J;jQTWA0X@KJ(_Y8N-:/M74:/-ZpKrUss?d#dZq]DAbkU*JqkL+nwX@@47`5>w=4h(9.`G\"\n    \"CRUxHPeR`5Mjol(dUWxZa(>STrPkrJiWx`5U7F#.g*jrohGg`cg:lSTvEY/EV_7H4Q9[Z%cnv;JQYZ5q.l7Zeas:HOIZOB?G<Nald$qs]@]L<J7bR*>gv:[7MI2k).'2($5FNP&EQ(,)\"\n    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\"m3B2#SB[8#Q0@8#i[*9#iOn8#1Nm;#^sN9#qh<9#:=x-#P;K2#$%X9#bC+.#Rg;<#mN=.#MTF.#RZO.#2?)4#Y#(/#[)1/#b;L/#dAU/#0Sv;#lY$0#n`-0#sf60#(F24#wrH0#%/e0#\"\n    \"TmD<#%JSMFove:CTBEXI:<eh2g)B,3h2^G3i;#d3jD>)4kMYD4lVu`4m`:&5niUA5@(A5BA1]PBB:xlBCC=2CDLXMCEUtiCf&0g2'tN?PGT4CPGT4CPGT4CPGT4CPGT4CPGT4CPGT4CP\"\n    \"GT4CPGT4CPGT4CPGT4CPGT4CPGT4CP-qekC`.9kEg^+F$kwViFJTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5o,^<-28ZI'O?;xp\"\n    \"O?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xp;7q-#lLYI:xvD=#\";\n\nstatic const char* GetDefaultCompressedFontDataTTFBase85()\n{\n    return proggy_clean_ttf_compressed_data_base85;\n}\n\n#endif // #ifndef IMGUI_DISABLE\n"
  },
  {
    "path": "imgui/imgui_impl_glfw.cpp",
    "content": "// dear imgui: Platform Backend for GLFW\n// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)\n// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)\n// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.)\n\n// Implemented features:\n//  [X] Platform: Clipboard support.\n//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]\n//  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.\n//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).\n\n// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.\n// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.\n// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.\n// Read online: https://github.com/ocornut/imgui/tree/master/docs\n\n// CHANGELOG\n// (minor and older changes stripped away, please see git history for details)\n//  2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)\n//  2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.\n//  2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)\n//  2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)\n//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.\n//  2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).\n//  2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position.\n//  2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.\n//  2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.\n//  2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.\n//  2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.\n//  2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].\n//  2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).\n//  2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.\n//  2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().\n//  2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.\n//  2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.\n//  2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().\n//  2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().\n//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).\n//  2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.\n//  2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).\n//  2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.\n//  2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.\n//  2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().\n//  2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.\n//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.\n//  2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.\n//  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.\n//  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.\n//  2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.\n//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.\n//  2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).\n//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.\n//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.\n//  2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.\n//  2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).\n//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.\n//  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.\n//  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).\n//  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.\n\n#include \"imgui.h\"\n#include \"imgui_impl_glfw.h\"\n\n// Clang warnings with -Weverything\n#if defined(__clang__)\n#pragma clang diagnostic push\n#pragma clang diagnostic ignored \"-Wold-style-cast\"     // warning: use of old-style cast\n#pragma clang diagnostic ignored \"-Wsign-conversion\"    // warning: implicit conversion changes signedness\n#endif\n\n// GLFW\n#include <GLFW/glfw3.h>\n\n#ifdef _WIN32\n#undef APIENTRY\n#define GLFW_EXPOSE_NATIVE_WIN32\n#include <GLFW/glfw3native.h>   // for glfwGetWin32Window()\n#endif\n#ifdef __APPLE__\n#define GLFW_EXPOSE_NATIVE_COCOA\n#include <GLFW/glfw3native.h>   // for glfwGetCocoaWindow()\n#endif\n\n#ifdef __EMSCRIPTEN__\n#include <emscripten.h>\n#include <emscripten/html5.h>\n#endif\n\n// We gather version tests as define in order to easily see which features are version-dependent.\n#define GLFW_VERSION_COMBINED           (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)\n#ifdef GLFW_RESIZE_NESW_CURSOR          // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?\n#define GLFW_HAS_NEW_CURSORS            (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR\n#else\n#define GLFW_HAS_NEW_CURSORS            (0)\n#endif\n#define GLFW_HAS_GAMEPAD_API            (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api\n#define GLFW_HAS_GETKEYNAME             (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()\n\n// GLFW data\nenum GlfwClientApi\n{\n    GlfwClientApi_Unknown,\n    GlfwClientApi_OpenGL,\n    GlfwClientApi_Vulkan\n};\n\nstruct ImGui_ImplGlfw_Data\n{\n    GLFWwindow*             Window;\n    GlfwClientApi           ClientApi;\n    double                  Time;\n    GLFWwindow*             MouseWindow;\n    GLFWcursor*             MouseCursors[ImGuiMouseCursor_COUNT];\n    ImVec2                  LastValidMousePos;\n    bool                    InstalledCallbacks;\n    bool                    CallbacksChainForAllWindows;\n\n    // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.\n    GLFWwindowfocusfun      PrevUserCallbackWindowFocus;\n    GLFWcursorposfun        PrevUserCallbackCursorPos;\n    GLFWcursorenterfun      PrevUserCallbackCursorEnter;\n    GLFWmousebuttonfun      PrevUserCallbackMousebutton;\n    GLFWscrollfun           PrevUserCallbackScroll;\n    GLFWkeyfun              PrevUserCallbackKey;\n    GLFWcharfun             PrevUserCallbackChar;\n    GLFWmonitorfun          PrevUserCallbackMonitor;\n\n    ImGui_ImplGlfw_Data()   { memset((void*)this, 0, sizeof(*this)); }\n};\n\n// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts\n// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.\n// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.\n// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks\n//   (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.\n// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.\n// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.\nstatic ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()\n{\n    return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;\n}\n\n// Functions\nstatic const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)\n{\n    return glfwGetClipboardString((GLFWwindow*)user_data);\n}\n\nstatic void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)\n{\n    glfwSetClipboardString((GLFWwindow*)user_data, text);\n}\n\nstatic ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)\n{\n    switch (key)\n    {\n        case GLFW_KEY_TAB: return ImGuiKey_Tab;\n        case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;\n        case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;\n        case GLFW_KEY_UP: return ImGuiKey_UpArrow;\n        case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;\n        case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;\n        case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;\n        case GLFW_KEY_HOME: return ImGuiKey_Home;\n        case GLFW_KEY_END: return ImGuiKey_End;\n        case GLFW_KEY_INSERT: return ImGuiKey_Insert;\n        case GLFW_KEY_DELETE: return ImGuiKey_Delete;\n        case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;\n        case GLFW_KEY_SPACE: return ImGuiKey_Space;\n        case GLFW_KEY_ENTER: return ImGuiKey_Enter;\n        case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;\n        case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;\n        case GLFW_KEY_COMMA: return ImGuiKey_Comma;\n        case GLFW_KEY_MINUS: return ImGuiKey_Minus;\n        case GLFW_KEY_PERIOD: return ImGuiKey_Period;\n        case GLFW_KEY_SLASH: return ImGuiKey_Slash;\n        case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;\n        case GLFW_KEY_EQUAL: return ImGuiKey_Equal;\n        case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;\n        case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;\n        case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;\n        case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;\n        case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;\n        case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;\n        case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;\n        case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;\n        case GLFW_KEY_PAUSE: return ImGuiKey_Pause;\n        case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;\n        case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;\n        case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;\n        case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;\n        case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;\n        case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;\n        case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;\n        case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;\n        case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;\n        case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;\n        case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;\n        case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;\n        case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;\n        case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;\n        case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;\n        case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;\n        case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;\n        case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;\n        case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;\n        case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;\n        case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;\n        case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;\n        case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;\n        case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;\n        case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;\n        case GLFW_KEY_MENU: return ImGuiKey_Menu;\n        case GLFW_KEY_0: return ImGuiKey_0;\n        case GLFW_KEY_1: return ImGuiKey_1;\n        case GLFW_KEY_2: return ImGuiKey_2;\n        case GLFW_KEY_3: return ImGuiKey_3;\n        case GLFW_KEY_4: return ImGuiKey_4;\n        case GLFW_KEY_5: return ImGuiKey_5;\n        case GLFW_KEY_6: return ImGuiKey_6;\n        case GLFW_KEY_7: return ImGuiKey_7;\n        case GLFW_KEY_8: return ImGuiKey_8;\n        case GLFW_KEY_9: return ImGuiKey_9;\n        case GLFW_KEY_A: return ImGuiKey_A;\n        case GLFW_KEY_B: return ImGuiKey_B;\n        case GLFW_KEY_C: return ImGuiKey_C;\n        case GLFW_KEY_D: return ImGuiKey_D;\n        case GLFW_KEY_E: return ImGuiKey_E;\n        case GLFW_KEY_F: return ImGuiKey_F;\n        case GLFW_KEY_G: return ImGuiKey_G;\n        case GLFW_KEY_H: return ImGuiKey_H;\n        case GLFW_KEY_I: return ImGuiKey_I;\n        case GLFW_KEY_J: return ImGuiKey_J;\n        case GLFW_KEY_K: return ImGuiKey_K;\n        case GLFW_KEY_L: return ImGuiKey_L;\n        case GLFW_KEY_M: return ImGuiKey_M;\n        case GLFW_KEY_N: return ImGuiKey_N;\n        case GLFW_KEY_O: return ImGuiKey_O;\n        case GLFW_KEY_P: return ImGuiKey_P;\n        case GLFW_KEY_Q: return ImGuiKey_Q;\n        case GLFW_KEY_R: return ImGuiKey_R;\n        case GLFW_KEY_S: return ImGuiKey_S;\n        case GLFW_KEY_T: return ImGuiKey_T;\n        case GLFW_KEY_U: return ImGuiKey_U;\n        case GLFW_KEY_V: return ImGuiKey_V;\n        case GLFW_KEY_W: return ImGuiKey_W;\n        case GLFW_KEY_X: return ImGuiKey_X;\n        case GLFW_KEY_Y: return ImGuiKey_Y;\n        case GLFW_KEY_Z: return ImGuiKey_Z;\n        case GLFW_KEY_F1: return ImGuiKey_F1;\n        case GLFW_KEY_F2: return ImGuiKey_F2;\n        case GLFW_KEY_F3: return ImGuiKey_F3;\n        case GLFW_KEY_F4: return ImGuiKey_F4;\n        case GLFW_KEY_F5: return ImGuiKey_F5;\n        case GLFW_KEY_F6: return ImGuiKey_F6;\n        case GLFW_KEY_F7: return ImGuiKey_F7;\n        case GLFW_KEY_F8: return ImGuiKey_F8;\n        case GLFW_KEY_F9: return ImGuiKey_F9;\n        case GLFW_KEY_F10: return ImGuiKey_F10;\n        case GLFW_KEY_F11: return ImGuiKey_F11;\n        case GLFW_KEY_F12: return ImGuiKey_F12;\n        default: return ImGuiKey_None;\n    }\n}\n\n// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW\n// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630\nstatic void ImGui_ImplGlfw_UpdateKeyModifiers()\n{\n    ImGuiIO& io = ImGui::GetIO();\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    io.AddKeyEvent(ImGuiMod_Ctrl,  (glfwGetKey(bd->Window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));\n    io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(bd->Window, GLFW_KEY_LEFT_SHIFT)   == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_SHIFT)   == GLFW_PRESS));\n    io.AddKeyEvent(ImGuiMod_Alt,   (glfwGetKey(bd->Window, GLFW_KEY_LEFT_ALT)     == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_ALT)     == GLFW_PRESS));\n    io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(bd->Window, GLFW_KEY_LEFT_SUPER)   == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_SUPER)   == GLFW_PRESS));\n}\n\nstatic bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window)\n{\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);\n}\n\nvoid ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)\n{\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))\n        bd->PrevUserCallbackMousebutton(window, button, action, mods);\n\n    ImGui_ImplGlfw_UpdateKeyModifiers();\n\n    ImGuiIO& io = ImGui::GetIO();\n    if (button >= 0 && button < ImGuiMouseButton_COUNT)\n        io.AddMouseButtonEvent(button, action == GLFW_PRESS);\n}\n\nvoid ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)\n{\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))\n        bd->PrevUserCallbackScroll(window, xoffset, yoffset);\n\n#ifdef __EMSCRIPTEN__\n    // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().\n    return;\n#endif\n\n    ImGuiIO& io = ImGui::GetIO();\n    io.AddMouseWheelEvent((float)xoffset, (float)yoffset);\n}\n\nstatic int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)\n{\n#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__)\n    // GLFW 3.1+ attempts to \"untranslate\" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.\n    // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)\n    // See https://github.com/glfw/glfw/issues/1502 for details.\n    // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).\n    // This won't cover edge cases but this is at least going to cover common cases.\n    if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)\n        return key;\n    GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);\n    const char* key_name = glfwGetKeyName(key, scancode);\n    glfwSetErrorCallback(prev_error_callback);\n#if (GLFW_VERSION_COMBINED >= 3300) // Eat errors (see #5908)\n    (void)glfwGetError(NULL);\n#endif\n    if (key_name && key_name[0] != 0 && key_name[1] == 0)\n    {\n        const char char_names[] = \"`-=[]\\\\,;\\'./\";\n        const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };\n        IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));\n        if (key_name[0] >= '0' && key_name[0] <= '9')               { key = GLFW_KEY_0 + (key_name[0] - '0'); }\n        else if (key_name[0] >= 'A' && key_name[0] <= 'Z')          { key = GLFW_KEY_A + (key_name[0] - 'A'); }\n        else if (key_name[0] >= 'a' && key_name[0] <= 'z')          { key = GLFW_KEY_A + (key_name[0] - 'a'); }\n        else if (const char* p = strchr(char_names, key_name[0]))   { key = char_keys[p - char_names]; }\n    }\n    // if (action == GLFW_PRESS) printf(\"key %d scancode %d name '%s'\\n\", key, scancode, key_name);\n#else\n    IM_UNUSED(scancode);\n#endif\n    return key;\n}\n\nvoid ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)\n{\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))\n        bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);\n\n    if (action != GLFW_PRESS && action != GLFW_RELEASE)\n        return;\n\n    ImGui_ImplGlfw_UpdateKeyModifiers();\n\n    keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);\n\n    ImGuiIO& io = ImGui::GetIO();\n    ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);\n    io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));\n    io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)\n}\n\nvoid ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)\n{\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))\n        bd->PrevUserCallbackWindowFocus(window, focused);\n\n    ImGuiIO& io = ImGui::GetIO();\n    io.AddFocusEvent(focused != 0);\n}\n\nvoid ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)\n{\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))\n        bd->PrevUserCallbackCursorPos(window, x, y);\n    if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)\n        return;\n\n    ImGuiIO& io = ImGui::GetIO();\n    io.AddMousePosEvent((float)x, (float)y);\n    bd->LastValidMousePos = ImVec2((float)x, (float)y);\n}\n\n// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,\n// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)\nvoid ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)\n{\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))\n        bd->PrevUserCallbackCursorEnter(window, entered);\n    if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)\n        return;\n\n    ImGuiIO& io = ImGui::GetIO();\n    if (entered)\n    {\n        bd->MouseWindow = window;\n        io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);\n    }\n    else if (!entered && bd->MouseWindow == window)\n    {\n        bd->LastValidMousePos = io.MousePos;\n        bd->MouseWindow = nullptr;\n        io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);\n    }\n}\n\nvoid ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)\n{\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))\n        bd->PrevUserCallbackChar(window, c);\n\n    ImGuiIO& io = ImGui::GetIO();\n    io.AddInputCharacter(c);\n}\n\nvoid ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)\n{\n\t// Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.\n}\n\n#ifdef __EMSCRIPTEN__\nstatic EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)\n{\n    // Mimic Emscripten_HandleWheel() in SDL.\n    // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096\n    float multiplier = 0.0f;\n    if (ev->deltaMode == DOM_DELTA_PIXEL)       { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.\n    else if (ev->deltaMode == DOM_DELTA_LINE)   { multiplier = 1.0f / 3.0f; }   // 3 lines make up a step.\n    else if (ev->deltaMode == DOM_DELTA_PAGE)   { multiplier = 80.0f; }         // A page makes up 80 steps.\n    float wheel_x = ev->deltaX * -multiplier;\n    float wheel_y = ev->deltaY * -multiplier;\n    ImGuiIO& io = ImGui::GetIO();\n    io.AddMouseWheelEvent(wheel_x, wheel_y);\n    //IMGUI_DEBUG_LOG(\"[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\\n\", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y);\n    return EM_TRUE;\n}\n#endif\n\nvoid ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)\n{\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    IM_ASSERT(bd->InstalledCallbacks == false && \"Callbacks already installed!\");\n    IM_ASSERT(bd->Window == window);\n\n    bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);\n    bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);\n    bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);\n    bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);\n    bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);\n    bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);\n    bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);\n    bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);\n    bd->InstalledCallbacks = true;\n}\n\nvoid ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)\n{\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    IM_ASSERT(bd->InstalledCallbacks == true && \"Callbacks not installed!\");\n    IM_ASSERT(bd->Window == window);\n\n    glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);\n    glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);\n    glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);\n    glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);\n    glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);\n    glfwSetKeyCallback(window, bd->PrevUserCallbackKey);\n    glfwSetCharCallback(window, bd->PrevUserCallbackChar);\n    glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);\n    bd->InstalledCallbacks = false;\n    bd->PrevUserCallbackWindowFocus = nullptr;\n    bd->PrevUserCallbackCursorEnter = nullptr;\n    bd->PrevUserCallbackCursorPos = nullptr;\n    bd->PrevUserCallbackMousebutton = nullptr;\n    bd->PrevUserCallbackScroll = nullptr;\n    bd->PrevUserCallbackKey = nullptr;\n    bd->PrevUserCallbackChar = nullptr;\n    bd->PrevUserCallbackMonitor = nullptr;\n}\n\n// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user.\n// This is 'false' by default meaning we only chain callbacks for the main viewport.\n// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.\n// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.\nvoid ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)\n{\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    bd->CallbacksChainForAllWindows = chain_for_all_windows;\n}\n\nstatic bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)\n{\n    ImGuiIO& io = ImGui::GetIO();\n    IM_ASSERT(io.BackendPlatformUserData == nullptr && \"Already initialized a platform backend!\");\n    //printf(\"GLFW_VERSION: %d.%d.%d (%d)\", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);\n\n    // Setup backend capabilities flags\n    ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();\n    io.BackendPlatformUserData = (void*)bd;\n    io.BackendPlatformName = \"imgui_impl_glfw\";\n    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;         // We can honor GetMouseCursor() values (optional)\n    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)\n\n    bd->Window = window;\n    bd->Time = 0.0;\n\n    io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;\n    io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;\n    io.ClipboardUserData = bd->Window;\n\n    // Create mouse cursors\n    // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,\n    // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.\n    // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)\n    GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);\n    bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);\n    bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);\n    bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);\n    bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);\n    bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);\n#if GLFW_HAS_NEW_CURSORS\n    bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);\n    bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);\n    bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);\n    bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);\n#else\n    bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);\n    bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);\n    bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);\n    bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);\n#endif\n    glfwSetErrorCallback(prev_error_callback);\n#if (GLFW_VERSION_COMBINED >= 3300) // Eat errors (see #5785)\n    (void)glfwGetError(NULL);\n#endif\n\n    // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.\n    if (install_callbacks)\n        ImGui_ImplGlfw_InstallCallbacks(window);\n    // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)\n    // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.\n    // FIXME: May break chaining in case user registered their own Emscripten callback?\n#ifdef __EMSCRIPTEN__\n    emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, NULL, false, ImGui_ImplEmscripten_WheelCallback);\n#endif\n\n    // Set platform dependent data in viewport\n    ImGuiViewport* main_viewport = ImGui::GetMainViewport();\n#ifdef _WIN32\n    main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);\n#elif defined(__APPLE__)\n    main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);\n#else\n    IM_UNUSED(main_viewport);\n#endif\n\n    bd->ClientApi = client_api;\n    return true;\n}\n\nbool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)\n{\n    return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);\n}\n\nbool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)\n{\n    return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);\n}\n\nbool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)\n{\n    return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);\n}\n\nvoid ImGui_ImplGlfw_Shutdown()\n{\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    IM_ASSERT(bd != nullptr && \"No platform backend to shutdown, or already shutdown?\");\n    ImGuiIO& io = ImGui::GetIO();\n\n    if (bd->InstalledCallbacks)\n        ImGui_ImplGlfw_RestoreCallbacks(bd->Window);\n\n    for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)\n        glfwDestroyCursor(bd->MouseCursors[cursor_n]);\n\n    io.BackendPlatformName = nullptr;\n    io.BackendPlatformUserData = nullptr;\n    IM_DELETE(bd);\n}\n\nstatic void ImGui_ImplGlfw_UpdateMouseData()\n{\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    ImGuiIO& io = ImGui::GetIO();\n\n    if (glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)\n    {\n        io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);\n        return;\n    }\n\n    // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)\n    {\n        GLFWwindow* window = bd->Window;\n\n#ifdef __EMSCRIPTEN__\n        const bool is_window_focused = true;\n#else\n        const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;\n#endif\n        if (is_window_focused)\n        {\n            // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)\n            if (io.WantSetMousePos)\n                glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y);\n\n            // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)\n            if (bd->MouseWindow == nullptr)\n            {\n                double mouse_x, mouse_y;\n                glfwGetCursorPos(window, &mouse_x, &mouse_y);\n                bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);\n                io.AddMousePosEvent((float)mouse_x, (float)mouse_y);\n            }\n        }\n    }\n}\n\nstatic void ImGui_ImplGlfw_UpdateMouseCursor()\n{\n    ImGuiIO& io = ImGui::GetIO();\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)\n        return;\n\n    ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();\n    // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)\n    {\n        GLFWwindow* window = bd->Window;\n        if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)\n        {\n            // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor\n            glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);\n        }\n        else\n        {\n            // Show OS mouse cursor\n            // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.\n            glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);\n            glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);\n        }\n    }\n}\n\n// Update gamepad inputs\nstatic inline float Saturate(float v) { return v < 0.0f ? 0.0f : v  > 1.0f ? 1.0f : v; }\nstatic void ImGui_ImplGlfw_UpdateGamepads()\n{\n    ImGuiIO& io = ImGui::GetIO();\n    if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.\n        return;\n\n    io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;\n#if GLFW_HAS_GAMEPAD_API\n    GLFWgamepadstate gamepad;\n    if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))\n        return;\n    #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED)          do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)\n    #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1)    do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)\n#else\n    int axes_count = 0, buttons_count = 0;\n    const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);\n    const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);\n    if (axes_count == 0 || buttons_count == 0)\n        return;\n    #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO)          do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)\n    #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1)    do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)\n#endif\n    io.BackendFlags |= ImGuiBackendFlags_HasGamepad;\n    MAP_BUTTON(ImGuiKey_GamepadStart,       GLFW_GAMEPAD_BUTTON_START,          7);\n    MAP_BUTTON(ImGuiKey_GamepadBack,        GLFW_GAMEPAD_BUTTON_BACK,           6);\n    MAP_BUTTON(ImGuiKey_GamepadFaceLeft,    GLFW_GAMEPAD_BUTTON_X,              2);     // Xbox X, PS Square\n    MAP_BUTTON(ImGuiKey_GamepadFaceRight,   GLFW_GAMEPAD_BUTTON_B,              1);     // Xbox B, PS Circle\n    MAP_BUTTON(ImGuiKey_GamepadFaceUp,      GLFW_GAMEPAD_BUTTON_Y,              3);     // Xbox Y, PS Triangle\n    MAP_BUTTON(ImGuiKey_GamepadFaceDown,    GLFW_GAMEPAD_BUTTON_A,              0);     // Xbox A, PS Cross\n    MAP_BUTTON(ImGuiKey_GamepadDpadLeft,    GLFW_GAMEPAD_BUTTON_DPAD_LEFT,      13);\n    MAP_BUTTON(ImGuiKey_GamepadDpadRight,   GLFW_GAMEPAD_BUTTON_DPAD_RIGHT,     11);\n    MAP_BUTTON(ImGuiKey_GamepadDpadUp,      GLFW_GAMEPAD_BUTTON_DPAD_UP,        10);\n    MAP_BUTTON(ImGuiKey_GamepadDpadDown,    GLFW_GAMEPAD_BUTTON_DPAD_DOWN,      12);\n    MAP_BUTTON(ImGuiKey_GamepadL1,          GLFW_GAMEPAD_BUTTON_LEFT_BUMPER,    4);\n    MAP_BUTTON(ImGuiKey_GamepadR1,          GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER,   5);\n    MAP_ANALOG(ImGuiKey_GamepadL2,          GLFW_GAMEPAD_AXIS_LEFT_TRIGGER,     4,      -0.75f,  +1.0f);\n    MAP_ANALOG(ImGuiKey_GamepadR2,          GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER,    5,      -0.75f,  +1.0f);\n    MAP_BUTTON(ImGuiKey_GamepadL3,          GLFW_GAMEPAD_BUTTON_LEFT_THUMB,     8);\n    MAP_BUTTON(ImGuiKey_GamepadR3,          GLFW_GAMEPAD_BUTTON_RIGHT_THUMB,    9);\n    MAP_ANALOG(ImGuiKey_GamepadLStickLeft,  GLFW_GAMEPAD_AXIS_LEFT_X,           0,      -0.25f,  -1.0f);\n    MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X,           0,      +0.25f,  +1.0f);\n    MAP_ANALOG(ImGuiKey_GamepadLStickUp,    GLFW_GAMEPAD_AXIS_LEFT_Y,           1,      -0.25f,  -1.0f);\n    MAP_ANALOG(ImGuiKey_GamepadLStickDown,  GLFW_GAMEPAD_AXIS_LEFT_Y,           1,      +0.25f,  +1.0f);\n    MAP_ANALOG(ImGuiKey_GamepadRStickLeft,  GLFW_GAMEPAD_AXIS_RIGHT_X,          2,      -0.25f,  -1.0f);\n    MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X,          2,      +0.25f,  +1.0f);\n    MAP_ANALOG(ImGuiKey_GamepadRStickUp,    GLFW_GAMEPAD_AXIS_RIGHT_Y,          3,      -0.25f,  -1.0f);\n    MAP_ANALOG(ImGuiKey_GamepadRStickDown,  GLFW_GAMEPAD_AXIS_RIGHT_Y,          3,      +0.25f,  +1.0f);\n    #undef MAP_BUTTON\n    #undef MAP_ANALOG\n}\n\nvoid ImGui_ImplGlfw_NewFrame()\n{\n    ImGuiIO& io = ImGui::GetIO();\n    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();\n    IM_ASSERT(bd != nullptr && \"Did you call ImGui_ImplGlfw_InitForXXX()?\");\n\n    // Setup display size (every frame to accommodate for window resizing)\n    int w, h;\n    int display_w, display_h;\n    glfwGetWindowSize(bd->Window, &w, &h);\n    glfwGetFramebufferSize(bd->Window, &display_w, &display_h);\n    io.DisplaySize = ImVec2((float)w, (float)h);\n    if (w > 0 && h > 0)\n        io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);\n\n    // Setup time step\n    double current_time = glfwGetTime();\n    io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);\n    bd->Time = current_time;\n\n    ImGui_ImplGlfw_UpdateMouseData();\n    ImGui_ImplGlfw_UpdateMouseCursor();\n\n    // Update game controllers (if enabled and available)\n    ImGui_ImplGlfw_UpdateGamepads();\n}\n\n#if defined(__clang__)\n#pragma clang diagnostic pop\n#endif\n"
  },
  {
    "path": "imgui/imgui_impl_glfw.h",
    "content": "// dear imgui: Platform Backend for GLFW\n// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)\n// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)\n\n// Implemented features:\n//  [X] Platform: Clipboard support.\n//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]\n//  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.\n//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).\n\n// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.\n// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.\n// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.\n// Read online: https://github.com/ocornut/imgui/tree/master/docs\n\n#pragma once\n#include \"imgui.h\"      // IMGUI_IMPL_API\n\nstruct GLFWwindow;\nstruct GLFWmonitor;\n\nIMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);\nIMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);\nIMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);\nIMGUI_IMPL_API void     ImGui_ImplGlfw_Shutdown();\nIMGUI_IMPL_API void     ImGui_ImplGlfw_NewFrame();\n\n// GLFW callbacks install\n// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.\n// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.\nIMGUI_IMPL_API void     ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);\nIMGUI_IMPL_API void     ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);\n\n// GFLW callbacks options:\n// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)\nIMGUI_IMPL_API void     ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);\n\n// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks)\nIMGUI_IMPL_API void     ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused);        // Since 1.84\nIMGUI_IMPL_API void     ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered);        // Since 1.84\nIMGUI_IMPL_API void     ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y);   // Since 1.87\nIMGUI_IMPL_API void     ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);\nIMGUI_IMPL_API void     ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);\nIMGUI_IMPL_API void     ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);\nIMGUI_IMPL_API void     ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);\nIMGUI_IMPL_API void     ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);\n"
  },
  {
    "path": "imgui/imgui_impl_opengl3.cpp",
    "content": "// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline\n// - Desktop GL: 2.x 3.x 4.x\n// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)\n// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)\n\n// Implemented features:\n//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!\n//  [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).\n\n// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.\n// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.\n// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.\n// Read online: https://github.com/ocornut/imgui/tree/master/docs\n\n// CHANGELOG\n// (minor and older changes stripped away, please see git history for details)\n//  2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).\n//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.\n//  2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'.\n//  2022-05-23: OpenGL: Reworking 2021-12-15 \"Using buffer orphaning\" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127).\n//  2022-05-13: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.\n//  2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.\n//  2021-08-23: OpenGL: Fixed ES 3.0 shader (\"#version 300 es\") use normal precision floats to avoid wobbly rendering at HD resolutions.\n//  2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.\n//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).\n//  2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.\n//  2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.\n//  2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when \"GL_ARB_clip_control\" extension is detected, inside of just OpenGL 4.5 version.\n//  2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)\n//  2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.\n//  2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.\n//  2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.\n//  2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.\n//  2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)\n//  2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.\n//  2020-07-10: OpenGL: Added support for glad2 OpenGL loader.\n//  2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.\n//  2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.\n//  2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.\n//  2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.\n//  2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.\n//  2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.\n//  2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.\n//  2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.\n//  2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.\n//  2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.\n//  2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.\n//  2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.\n//  2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).\n//  2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.\n//  2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.\n//  2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).\n//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.\n//  2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.\n//  2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.\n//  2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to \"#version 300 ES\".\n//  2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.\n//  2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.\n//  2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.\n//  2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.\n//  2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.\n//  2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer.\n//  2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. \"#version 150\".\n//  2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.\n//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.\n//  2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.\n//  2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.\n//  2017-05-01: OpenGL: Fixed save and restore of current blend func state.\n//  2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.\n//  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.\n//  2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)\n\n//----------------------------------------\n// OpenGL    GLSL      GLSL\n// version   version   string\n//----------------------------------------\n//  2.0       110       \"#version 110\"\n//  2.1       120       \"#version 120\"\n//  3.0       130       \"#version 130\"\n//  3.1       140       \"#version 140\"\n//  3.2       150       \"#version 150\"\n//  3.3       330       \"#version 330 core\"\n//  4.0       400       \"#version 400 core\"\n//  4.1       410       \"#version 410 core\"\n//  4.2       420       \"#version 410 core\"\n//  4.3       430       \"#version 430 core\"\n//  ES 2.0    100       \"#version 100\"      = WebGL 1.0\n//  ES 3.0    300       \"#version 300 es\"   = WebGL 2.0\n//----------------------------------------\n\n#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)\n#define _CRT_SECURE_NO_WARNINGS\n#endif\n\n#include \"imgui.h\"\n#include \"imgui_impl_opengl3.h\"\n#include <stdio.h>\n#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier\n#include <stddef.h>     // intptr_t\n#else\n#include <stdint.h>     // intptr_t\n#endif\n#if defined(__APPLE__)\n#include <TargetConditionals.h>\n#endif\n\n// Clang warnings with -Weverything\n#if defined(__clang__)\n#pragma clang diagnostic push\n#pragma clang diagnostic ignored \"-Wold-style-cast\"         // warning: use of old-style cast\n#pragma clang diagnostic ignored \"-Wsign-conversion\"        // warning: implicit conversion changes signedness\n#endif\n#if defined(__GNUC__)\n#pragma GCC diagnostic push\n#pragma GCC diagnostic ignored \"-Wpragmas\"                  // warning: unknown option after '#pragma GCC diagnostic' kind\n#pragma GCC diagnostic ignored \"-Wunknown-warning-option\"   // warning: unknown warning group 'xxx'\n#pragma GCC diagnostic ignored \"-Wcast-function-type\"       // warning: cast between incompatible function types\n#endif\n\n// GL includes\n#if defined(IMGUI_IMPL_OPENGL_ES2)\n#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))\n#include <OpenGLES/ES2/gl.h>    // Use GL ES 2\n#else\n#include <GLES2/gl2.h>          // Use GL ES 2\n#endif\n#if defined(__EMSCRIPTEN__)\n#ifndef GL_GLEXT_PROTOTYPES\n#define GL_GLEXT_PROTOTYPES\n#endif\n#include <GLES2/gl2ext.h>\n#endif\n#elif defined(IMGUI_IMPL_OPENGL_ES3)\n#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))\n#include <OpenGLES/ES3/gl.h>    // Use GL ES 3\n#else\n#include <GLES3/gl3.h>          // Use GL ES 3\n#endif\n#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)\n// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.\n// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.\n// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).\n// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):\n// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped\n// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases\n// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.\n#define IMGL3W_IMPL\n#include \"imgui_impl_opengl3_loader.h\"\n#endif\n\n// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension\n#ifndef IMGUI_IMPL_OPENGL_ES2\n#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY\n#elif defined(__EMSCRIPTEN__)\n#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY\n#define glBindVertexArray       glBindVertexArrayOES\n#define glGenVertexArrays       glGenVertexArraysOES\n#define glDeleteVertexArrays    glDeleteVertexArraysOES\n#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES\n#endif\n\n// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.\n#ifdef GL_POLYGON_MODE\n#define IMGUI_IMPL_HAS_POLYGON_MODE\n#endif\n\n// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.\n#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)\n#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET\n#endif\n\n// Desktop GL 3.3+ has glBindSampler()\n#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)\n#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER\n#endif\n\n// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state\n#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)\n#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART\n#endif\n\n// Desktop GL use extension detection\n#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)\n#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS\n#endif\n\n// [Debugging]\n//#define IMGUI_IMPL_OPENGL_DEBUG\n#ifdef IMGUI_IMPL_OPENGL_DEBUG\n#include <stdio.h>\n#define GL_CALL(_CALL)      do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, \"GL error 0x%x returned from '%s'.\\n\", gl_err, #_CALL); } while (0)  // Call with error check\n#else\n#define GL_CALL(_CALL)      _CALL   // Call without error check\n#endif\n\n// OpenGL Data\nstruct ImGui_ImplOpenGL3_Data\n{\n    GLuint          GlVersion;               // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)\n    char            GlslVersionString[32];   // Specified by user or detected based on compile time GL settings.\n    GLuint          FontTexture;\n    GLuint          ShaderHandle;\n    GLint           AttribLocationTex;       // Uniforms location\n    GLint           AttribLocationProjMtx;\n    GLuint          AttribLocationVtxPos;    // Vertex attributes location\n    GLuint          AttribLocationVtxUV;\n    GLuint          AttribLocationVtxColor;\n    unsigned int    VboHandle, ElementsHandle;\n    GLsizeiptr      VertexBufferSize;\n    GLsizeiptr      IndexBufferSize;\n    bool            HasClipOrigin;\n    bool            UseBufferSubData;\n\n    ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }\n};\n\n// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts\n// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.\nstatic ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()\n{\n    return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;\n}\n\n// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)\n#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY\nstruct ImGui_ImplOpenGL3_VtxAttribState\n{\n    GLint   Enabled, Size, Type, Normalized, Stride;\n    GLvoid* Ptr;\n\n    void GetState(GLint index)\n    {\n        glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);\n        glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);\n        glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);\n        glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);\n        glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);\n        glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);\n    }\n    void SetState(GLint index)\n    {\n        glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);\n        if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);\n    }\n};\n#endif\n\n// Functions\nbool    ImGui_ImplOpenGL3_Init(const char* glsl_version)\n{\n    ImGuiIO& io = ImGui::GetIO();\n    IM_ASSERT(io.BackendRendererUserData == nullptr && \"Already initialized a renderer backend!\");\n\n    // Initialize our loader\n#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)\n    if (imgl3wInit() != 0)\n    {\n        fprintf(stderr, \"Failed to initialize OpenGL loader!\\n\");\n        return false;\n    }\n#endif\n\n    // Setup backend capabilities flags\n    ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();\n    io.BackendRendererUserData = (void*)bd;\n    io.BackendRendererName = \"imgui_impl_opengl3\";\n\n    // Query for GL version (e.g. 320 for GL 3.2)\n#if !defined(IMGUI_IMPL_OPENGL_ES2)\n    GLint major = 0;\n    GLint minor = 0;\n    glGetIntegerv(GL_MAJOR_VERSION, &major);\n    glGetIntegerv(GL_MINOR_VERSION, &minor);\n    if (major == 0 && minor == 0)\n    {\n        // Query GL_VERSION in desktop GL 2.x, the string will start with \"<major>.<minor>\"\n        const char* gl_version = (const char*)glGetString(GL_VERSION);\n        sscanf(gl_version, \"%d.%d\", &major, &minor);\n    }\n    bd->GlVersion = (GLuint)(major * 100 + minor * 10);\n\n    bd->UseBufferSubData = false;\n    /*\n    // Query vendor to enable glBufferSubData kludge\n#ifdef _WIN32\n    if (const char* vendor = (const char*)glGetString(GL_VENDOR))\n        if (strncmp(vendor, \"Intel\", 5) == 0)\n            bd->UseBufferSubData = true;\n#endif\n    */\n#else\n    bd->GlVersion = 200; // GLES 2\n#endif\n\n#ifdef IMGUI_IMPL_OPENGL_DEBUG\n    printf(\"GL_MAJOR_VERSION = %d\\nGL_MINOR_VERSION = %d\\nGL_VENDOR = '%s'\\nGL_RENDERER = '%s'\\n\", major, minor, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]\n#endif\n\n#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET\n    if (bd->GlVersion >= 320)\n        io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.\n#endif\n\n    // Store GLSL version string so we can refer to it later in case we recreate shaders.\n    // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.\n    if (glsl_version == nullptr)\n    {\n#if defined(IMGUI_IMPL_OPENGL_ES2)\n        glsl_version = \"#version 100\";\n#elif defined(IMGUI_IMPL_OPENGL_ES3)\n        glsl_version = \"#version 300 es\";\n#elif defined(__APPLE__)\n        glsl_version = \"#version 150\";\n#else\n        glsl_version = \"#version 130\";\n#endif\n    }\n    IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));\n    strcpy(bd->GlslVersionString, glsl_version);\n    strcat(bd->GlslVersionString, \"\\n\");\n\n    // Make an arbitrary GL call (we don't actually need the result)\n    // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!\n    GLint current_texture;\n    glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);\n\n    // Detect extensions we support\n    bd->HasClipOrigin = (bd->GlVersion >= 450);\n#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS\n    GLint num_extensions = 0;\n    glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);\n    for (GLint i = 0; i < num_extensions; i++)\n    {\n        const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);\n        if (extension != nullptr && strcmp(extension, \"GL_ARB_clip_control\") == 0)\n            bd->HasClipOrigin = true;\n    }\n#endif\n\n    return true;\n}\n\nvoid    ImGui_ImplOpenGL3_Shutdown()\n{\n    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();\n    IM_ASSERT(bd != nullptr && \"No renderer backend to shutdown, or already shutdown?\");\n    ImGuiIO& io = ImGui::GetIO();\n\n    ImGui_ImplOpenGL3_DestroyDeviceObjects();\n    io.BackendRendererName = nullptr;\n    io.BackendRendererUserData = nullptr;\n    IM_DELETE(bd);\n}\n\nvoid    ImGui_ImplOpenGL3_NewFrame()\n{\n    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();\n    IM_ASSERT(bd != nullptr && \"Did you call ImGui_ImplOpenGL3_Init()?\");\n\n    if (!bd->ShaderHandle)\n        ImGui_ImplOpenGL3_CreateDeviceObjects();\n}\n\nstatic void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)\n{\n    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();\n\n    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill\n    glEnable(GL_BLEND);\n    glBlendEquation(GL_FUNC_ADD);\n    glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);\n    glDisable(GL_CULL_FACE);\n    glDisable(GL_DEPTH_TEST);\n    glDisable(GL_STENCIL_TEST);\n    glEnable(GL_SCISSOR_TEST);\n#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART\n    if (bd->GlVersion >= 310)\n        glDisable(GL_PRIMITIVE_RESTART);\n#endif\n#ifdef IMGUI_IMPL_HAS_POLYGON_MODE\n    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);\n#endif\n\n    // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)\n#if defined(GL_CLIP_ORIGIN)\n    bool clip_origin_lower_left = true;\n    if (bd->HasClipOrigin)\n    {\n        GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);\n        if (current_clip_origin == GL_UPPER_LEFT)\n            clip_origin_lower_left = false;\n    }\n#endif\n\n    // Setup viewport, orthographic projection matrix\n    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.\n    GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));\n    float L = draw_data->DisplayPos.x;\n    float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;\n    float T = draw_data->DisplayPos.y;\n    float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;\n#if defined(GL_CLIP_ORIGIN)\n    if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left\n#endif\n    const float ortho_projection[4][4] =\n    {\n        { 2.0f/(R-L),   0.0f,         0.0f,   0.0f },\n        { 0.0f,         2.0f/(T-B),   0.0f,   0.0f },\n        { 0.0f,         0.0f,        -1.0f,   0.0f },\n        { (R+L)/(L-R),  (T+B)/(B-T),  0.0f,   1.0f },\n    };\n    glUseProgram(bd->ShaderHandle);\n    glUniform1i(bd->AttribLocationTex, 0);\n    glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);\n\n#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER\n    if (bd->GlVersion >= 330)\n        glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.\n#endif\n\n    (void)vertex_array_object;\n#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY\n    glBindVertexArray(vertex_array_object);\n#endif\n\n    // Bind vertex/index buffers and setup attributes for ImDrawVert\n    GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle));\n    GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle));\n    GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));\n    GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));\n    GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));\n    GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos,   2, GL_FLOAT,         GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)));\n    GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV,    2, GL_FLOAT,         GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)));\n    GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)));\n}\n\n// OpenGL3 Render function.\n// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.\n// This is in order to be able to run within an OpenGL engine that doesn't do so.\nvoid    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)\n{\n    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)\n    int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);\n    int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);\n    if (fb_width <= 0 || fb_height <= 0)\n        return;\n\n    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();\n\n    // Backup GL state\n    GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);\n    glActiveTexture(GL_TEXTURE0);\n    GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);\n    GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);\n#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER\n    GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }\n#endif\n    GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);\n#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY\n    // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.\n    GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);\n    ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);\n    ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);\n    ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);\n#endif\n#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY\n    GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);\n#endif\n#ifdef IMGUI_IMPL_HAS_POLYGON_MODE\n    GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);\n#endif\n    GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);\n    GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);\n    GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);\n    GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);\n    GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);\n    GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);\n    GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);\n    GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);\n    GLboolean last_enable_blend = glIsEnabled(GL_BLEND);\n    GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);\n    GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);\n    GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);\n    GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);\n#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART\n    GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;\n#endif\n\n    // Setup desired GL state\n    // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)\n    // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.\n    GLuint vertex_array_object = 0;\n#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY\n    GL_CALL(glGenVertexArrays(1, &vertex_array_object));\n#endif\n    ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);\n\n    // Will project scissor/clipping rectangles into framebuffer space\n    ImVec2 clip_off = draw_data->DisplayPos;         // (0,0) unless using multi-viewports\n    ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)\n\n    // Render command lists\n    for (int n = 0; n < draw_data->CmdListsCount; n++)\n    {\n        const ImDrawList* cmd_list = draw_data->CmdLists[n];\n\n        // Upload vertex/index buffers\n        // - OpenGL drivers are in a very sorry state nowadays....\n        //   During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports\n        //   of leaks on Intel GPU when using multi-viewports on Windows.\n        // - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel.\n        // - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code.\n        //   We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path.\n        // - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues.\n        const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);\n        const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);\n        if (bd->UseBufferSubData)\n        {\n            if (bd->VertexBufferSize < vtx_buffer_size)\n            {\n                bd->VertexBufferSize = vtx_buffer_size;\n                GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW));\n            }\n            if (bd->IndexBufferSize < idx_buffer_size)\n            {\n                bd->IndexBufferSize = idx_buffer_size;\n                GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW));\n            }\n            GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data));\n            GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data));\n        }\n        else\n        {\n            GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW));\n            GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW));\n        }\n\n        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)\n        {\n            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];\n            if (pcmd->UserCallback != nullptr)\n            {\n                // User callback, registered via ImDrawList::AddCallback()\n                // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)\n                if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)\n                    ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);\n                else\n                    pcmd->UserCallback(cmd_list, pcmd);\n            }\n            else\n            {\n                // Project scissor/clipping rectangles into framebuffer space\n                ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);\n                ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);\n                if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)\n                    continue;\n\n                // Apply scissor/clipping rectangle (Y is inverted in OpenGL)\n                GL_CALL(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)));\n\n                // Bind texture, Draw\n                GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));\n#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET\n                if (bd->GlVersion >= 320)\n                    GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset));\n                else\n#endif\n                GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));\n            }\n        }\n    }\n\n    // Destroy the temporary VAO\n#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY\n    GL_CALL(glDeleteVertexArrays(1, &vertex_array_object));\n#endif\n\n    // Restore modified GL state\n    glUseProgram(last_program);\n    glBindTexture(GL_TEXTURE_2D, last_texture);\n#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER\n    if (bd->GlVersion >= 330)\n        glBindSampler(0, last_sampler);\n#endif\n    glActiveTexture(last_active_texture);\n#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY\n    glBindVertexArray(last_vertex_array_object);\n#endif\n    glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);\n#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY\n    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);\n    last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);\n    last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);\n    last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);\n#endif\n    glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);\n    glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);\n    if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);\n    if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);\n    if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);\n    if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);\n    if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);\n#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART\n    if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }\n#endif\n\n#ifdef IMGUI_IMPL_HAS_POLYGON_MODE\n    glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);\n#endif\n    glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);\n    glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);\n    (void)bd; // Not all compilation paths use this\n}\n\nbool ImGui_ImplOpenGL3_CreateFontsTexture()\n{\n    ImGuiIO& io = ImGui::GetIO();\n    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();\n\n    // Build texture atlas\n    unsigned char* pixels;\n    int width, height;\n    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.\n\n    // Upload texture to graphics system\n    // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)\n    GLint last_texture;\n    GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));\n    GL_CALL(glGenTextures(1, &bd->FontTexture));\n    GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));\n    GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));\n    GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));\n#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES\n    GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));\n#endif\n    GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));\n\n    // Store our identifier\n    io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);\n\n    // Restore state\n    GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));\n\n    return true;\n}\n\nvoid ImGui_ImplOpenGL3_DestroyFontsTexture()\n{\n    ImGuiIO& io = ImGui::GetIO();\n    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();\n    if (bd->FontTexture)\n    {\n        glDeleteTextures(1, &bd->FontTexture);\n        io.Fonts->SetTexID(0);\n        bd->FontTexture = 0;\n    }\n}\n\n// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.\nstatic bool CheckShader(GLuint handle, const char* desc)\n{\n    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();\n    GLint status = 0, log_length = 0;\n    glGetShaderiv(handle, GL_COMPILE_STATUS, &status);\n    glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);\n    if ((GLboolean)status == GL_FALSE)\n        fprintf(stderr, \"ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\\n\", desc, bd->GlslVersionString);\n    if (log_length > 1)\n    {\n        ImVector<char> buf;\n        buf.resize((int)(log_length + 1));\n        glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());\n        fprintf(stderr, \"%s\\n\", buf.begin());\n    }\n    return (GLboolean)status == GL_TRUE;\n}\n\n// If you get an error please report on GitHub. You may try different GL context version or GLSL version.\nstatic bool CheckProgram(GLuint handle, const char* desc)\n{\n    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();\n    GLint status = 0, log_length = 0;\n    glGetProgramiv(handle, GL_LINK_STATUS, &status);\n    glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);\n    if ((GLboolean)status == GL_FALSE)\n        fprintf(stderr, \"ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\\n\", desc, bd->GlslVersionString);\n    if (log_length > 1)\n    {\n        ImVector<char> buf;\n        buf.resize((int)(log_length + 1));\n        glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());\n        fprintf(stderr, \"%s\\n\", buf.begin());\n    }\n    return (GLboolean)status == GL_TRUE;\n}\n\nbool    ImGui_ImplOpenGL3_CreateDeviceObjects()\n{\n    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();\n\n    // Backup GL state\n    GLint last_texture, last_array_buffer;\n    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);\n    glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);\n#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY\n    GLint last_vertex_array;\n    glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);\n#endif\n\n    // Parse GLSL version string\n    int glsl_version = 130;\n    sscanf(bd->GlslVersionString, \"#version %d\", &glsl_version);\n\n    const GLchar* vertex_shader_glsl_120 =\n        \"uniform mat4 ProjMtx;\\n\"\n        \"attribute vec2 Position;\\n\"\n        \"attribute vec2 UV;\\n\"\n        \"attribute vec4 Color;\\n\"\n        \"varying vec2 Frag_UV;\\n\"\n        \"varying vec4 Frag_Color;\\n\"\n        \"void main()\\n\"\n        \"{\\n\"\n        \"    Frag_UV = UV;\\n\"\n        \"    Frag_Color = Color;\\n\"\n        \"    gl_Position = ProjMtx * vec4(Position.xy,0,1);\\n\"\n        \"}\\n\";\n\n    const GLchar* vertex_shader_glsl_130 =\n        \"uniform mat4 ProjMtx;\\n\"\n        \"in vec2 Position;\\n\"\n        \"in vec2 UV;\\n\"\n        \"in vec4 Color;\\n\"\n        \"out vec2 Frag_UV;\\n\"\n        \"out vec4 Frag_Color;\\n\"\n        \"void main()\\n\"\n        \"{\\n\"\n        \"    Frag_UV = UV;\\n\"\n        \"    Frag_Color = Color;\\n\"\n        \"    gl_Position = ProjMtx * vec4(Position.xy,0,1);\\n\"\n        \"}\\n\";\n\n    const GLchar* vertex_shader_glsl_300_es =\n        \"precision highp float;\\n\"\n        \"layout (location = 0) in vec2 Position;\\n\"\n        \"layout (location = 1) in vec2 UV;\\n\"\n        \"layout (location = 2) in vec4 Color;\\n\"\n        \"uniform mat4 ProjMtx;\\n\"\n        \"out vec2 Frag_UV;\\n\"\n        \"out vec4 Frag_Color;\\n\"\n        \"void main()\\n\"\n        \"{\\n\"\n        \"    Frag_UV = UV;\\n\"\n        \"    Frag_Color = Color;\\n\"\n        \"    gl_Position = ProjMtx * vec4(Position.xy,0,1);\\n\"\n        \"}\\n\";\n\n    const GLchar* vertex_shader_glsl_410_core =\n        \"layout (location = 0) in vec2 Position;\\n\"\n        \"layout (location = 1) in vec2 UV;\\n\"\n        \"layout (location = 2) in vec4 Color;\\n\"\n        \"uniform mat4 ProjMtx;\\n\"\n        \"out vec2 Frag_UV;\\n\"\n        \"out vec4 Frag_Color;\\n\"\n        \"void main()\\n\"\n        \"{\\n\"\n        \"    Frag_UV = UV;\\n\"\n        \"    Frag_Color = Color;\\n\"\n        \"    gl_Position = ProjMtx * vec4(Position.xy,0,1);\\n\"\n        \"}\\n\";\n\n    const GLchar* fragment_shader_glsl_120 =\n        \"#ifdef GL_ES\\n\"\n        \"    precision mediump float;\\n\"\n        \"#endif\\n\"\n        \"uniform sampler2D Texture;\\n\"\n        \"varying vec2 Frag_UV;\\n\"\n        \"varying vec4 Frag_Color;\\n\"\n        \"void main()\\n\"\n        \"{\\n\"\n        \"    gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\\n\"\n        \"}\\n\";\n\n    const GLchar* fragment_shader_glsl_130 =\n        \"uniform sampler2D Texture;\\n\"\n        \"in vec2 Frag_UV;\\n\"\n        \"in vec4 Frag_Color;\\n\"\n        \"out vec4 Out_Color;\\n\"\n        \"void main()\\n\"\n        \"{\\n\"\n        \"    Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\\n\"\n        \"}\\n\";\n\n    const GLchar* fragment_shader_glsl_300_es =\n        \"precision mediump float;\\n\"\n        \"uniform sampler2D Texture;\\n\"\n        \"in vec2 Frag_UV;\\n\"\n        \"in vec4 Frag_Color;\\n\"\n        \"layout (location = 0) out vec4 Out_Color;\\n\"\n        \"void main()\\n\"\n        \"{\\n\"\n        \"    Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\\n\"\n        \"}\\n\";\n\n    const GLchar* fragment_shader_glsl_410_core =\n        \"in vec2 Frag_UV;\\n\"\n        \"in vec4 Frag_Color;\\n\"\n        \"uniform sampler2D Texture;\\n\"\n        \"layout (location = 0) out vec4 Out_Color;\\n\"\n        \"void main()\\n\"\n        \"{\\n\"\n        \"    Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\\n\"\n        \"}\\n\";\n\n    // Select shaders matching our GLSL versions\n    const GLchar* vertex_shader = nullptr;\n    const GLchar* fragment_shader = nullptr;\n    if (glsl_version < 130)\n    {\n        vertex_shader = vertex_shader_glsl_120;\n        fragment_shader = fragment_shader_glsl_120;\n    }\n    else if (glsl_version >= 410)\n    {\n        vertex_shader = vertex_shader_glsl_410_core;\n        fragment_shader = fragment_shader_glsl_410_core;\n    }\n    else if (glsl_version == 300)\n    {\n        vertex_shader = vertex_shader_glsl_300_es;\n        fragment_shader = fragment_shader_glsl_300_es;\n    }\n    else\n    {\n        vertex_shader = vertex_shader_glsl_130;\n        fragment_shader = fragment_shader_glsl_130;\n    }\n\n    // Create shaders\n    const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };\n    GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);\n    glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);\n    glCompileShader(vert_handle);\n    CheckShader(vert_handle, \"vertex shader\");\n\n    const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };\n    GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);\n    glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);\n    glCompileShader(frag_handle);\n    CheckShader(frag_handle, \"fragment shader\");\n\n    // Link\n    bd->ShaderHandle = glCreateProgram();\n    glAttachShader(bd->ShaderHandle, vert_handle);\n    glAttachShader(bd->ShaderHandle, frag_handle);\n    glLinkProgram(bd->ShaderHandle);\n    CheckProgram(bd->ShaderHandle, \"shader program\");\n\n    glDetachShader(bd->ShaderHandle, vert_handle);\n    glDetachShader(bd->ShaderHandle, frag_handle);\n    glDeleteShader(vert_handle);\n    glDeleteShader(frag_handle);\n\n    bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, \"Texture\");\n    bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, \"ProjMtx\");\n    bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, \"Position\");\n    bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, \"UV\");\n    bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, \"Color\");\n\n    // Create buffers\n    glGenBuffers(1, &bd->VboHandle);\n    glGenBuffers(1, &bd->ElementsHandle);\n\n    ImGui_ImplOpenGL3_CreateFontsTexture();\n\n    // Restore modified GL state\n    glBindTexture(GL_TEXTURE_2D, last_texture);\n    glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);\n#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY\n    glBindVertexArray(last_vertex_array);\n#endif\n\n    return true;\n}\n\nvoid    ImGui_ImplOpenGL3_DestroyDeviceObjects()\n{\n    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();\n    if (bd->VboHandle)      { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }\n    if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }\n    if (bd->ShaderHandle)   { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }\n    ImGui_ImplOpenGL3_DestroyFontsTexture();\n}\n\n#if defined(__GNUC__)\n#pragma GCC diagnostic pop\n#endif\n#if defined(__clang__)\n#pragma clang diagnostic pop\n#endif\n"
  },
  {
    "path": "imgui/imgui_impl_opengl3.h",
    "content": "// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline\n// - Desktop GL: 2.x 3.x 4.x\n// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)\n// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)\n\n// Implemented features:\n//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!\n//  [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).\n\n// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.\n// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.\n// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.\n// Read online: https://github.com/ocornut/imgui/tree/master/docs\n\n// About GLSL version:\n//  The 'glsl_version' initialization parameter should be nullptr (default) or a \"#version XXX\" string.\n//  On computer platform the GLSL version default to \"#version 130\". On OpenGL ES 3 platform it defaults to \"#version 300 es\"\n//  Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.\n\n#pragma once\n#include \"imgui.h\"      // IMGUI_IMPL_API\n\n// Backend API\nIMGUI_IMPL_API bool     ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);\nIMGUI_IMPL_API void     ImGui_ImplOpenGL3_Shutdown();\nIMGUI_IMPL_API void     ImGui_ImplOpenGL3_NewFrame();\nIMGUI_IMPL_API void     ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);\n\n// (Optional) Called by Init/NewFrame/Shutdown\nIMGUI_IMPL_API bool     ImGui_ImplOpenGL3_CreateFontsTexture();\nIMGUI_IMPL_API void     ImGui_ImplOpenGL3_DestroyFontsTexture();\nIMGUI_IMPL_API bool     ImGui_ImplOpenGL3_CreateDeviceObjects();\nIMGUI_IMPL_API void     ImGui_ImplOpenGL3_DestroyDeviceObjects();\n\n// Specific OpenGL ES versions\n//#define IMGUI_IMPL_OPENGL_ES2     // Auto-detected on Emscripten\n//#define IMGUI_IMPL_OPENGL_ES3     // Auto-detected on iOS/Android\n\n// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.\n#if !defined(IMGUI_IMPL_OPENGL_ES2) \\\n && !defined(IMGUI_IMPL_OPENGL_ES3)\n\n// Try to detect GLES on matching platforms\n#if defined(__APPLE__)\n#include <TargetConditionals.h>\n#endif\n#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))\n#define IMGUI_IMPL_OPENGL_ES3               // iOS, Android  -> GL ES 3, \"#version 300 es\"\n#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)\n#define IMGUI_IMPL_OPENGL_ES2               // Emscripten    -> GL ES 2, \"#version 100\"\n#else\n// Otherwise imgui_impl_opengl3_loader.h will be used.\n#endif\n\n#endif\n"
  },
  {
    "path": "imgui/imgui_impl_opengl3_loader.h",
    "content": "//-----------------------------------------------------------------------------\n// About imgui_impl_opengl3_loader.h:\n//\n// We embed our own OpenGL loader to not require user to provide their own or to have to use ours,\n// which proved to be endless problems for users.\n// Our loader is custom-generated, based on gl3w but automatically filtered to only include\n// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small.\n//\n// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY.\n// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.\n//\n// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions):\n// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCUDING 'imgui_impl_opengl3_loader.h'\n// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER.\n// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS)\n// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT.\n// BUT IF YOU REALLY WANT TO, you can '#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM' and imgui_impl_opengl3.cpp\n// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT.\n//\n// Regenerate with:\n//   python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt\n//\n// More info:\n//   https://github.com/dearimgui/gl3w_stripped\n//   https://github.com/ocornut/imgui/issues/4445\n//-----------------------------------------------------------------------------\n\n/*\n * This file was generated with gl3w_gen.py, part of imgl3w\n * (hosted at https://github.com/dearimgui/gl3w_stripped)\n *\n * This is free and unencumbered software released into the public domain.\n *\n * Anyone is free to copy, modify, publish, use, compile, sell, or\n * distribute this software, either in source code form or as a compiled\n * binary, for any purpose, commercial or non-commercial, and by any\n * means.\n *\n * In jurisdictions that recognize copyright laws, the author or authors\n * of this software dedicate any and all copyright interest in the\n * software to the public domain. We make this dedication for the benefit\n * of the public at large and to the detriment of our heirs and\n * successors. We intend this dedication to be an overt act of\n * relinquishment in perpetuity of all present and future rights to this\n * software under copyright law.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\n * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.\n * IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR\n * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,\n * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR\n * OTHER DEALINGS IN THE SOFTWARE.\n */\n\n#ifndef __gl3w_h_\n#define __gl3w_h_\n\n// Adapted from KHR/khrplatform.h to avoid including entire file.\n#ifndef __khrplatform_h_\ntypedef          float         khronos_float_t;\ntypedef signed   char          khronos_int8_t;\ntypedef unsigned char          khronos_uint8_t;\ntypedef signed   short int     khronos_int16_t;\ntypedef unsigned short int     khronos_uint16_t;\n#ifdef _WIN64\ntypedef signed   long long int khronos_intptr_t;\ntypedef signed   long long int khronos_ssize_t;\n#else\ntypedef signed   long  int     khronos_intptr_t;\ntypedef signed   long  int     khronos_ssize_t;\n#endif\n\n#if defined(_MSC_VER) && !defined(__clang__)\ntypedef signed   __int64       khronos_int64_t;\ntypedef unsigned __int64       khronos_uint64_t;\n#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)\n#include <stdint.h>\ntypedef          int64_t       khronos_int64_t;\ntypedef          uint64_t      khronos_uint64_t;\n#else\ntypedef signed   long long     khronos_int64_t;\ntypedef unsigned long long     khronos_uint64_t;\n#endif\n#endif  // __khrplatform_h_\n\n#ifndef __gl_glcorearb_h_\n#define __gl_glcorearb_h_ 1\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n/*\n** Copyright 2013-2020 The Khronos Group Inc.\n** SPDX-License-Identifier: MIT\n**\n** This header is generated from the Khronos OpenGL / OpenGL ES XML\n** API Registry. The current version of the Registry, generator scripts\n** used to make the header, and the header can be found at\n**   https://github.com/KhronosGroup/OpenGL-Registry\n*/\n#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)\n#ifndef WIN32_LEAN_AND_MEAN\n#define WIN32_LEAN_AND_MEAN 1\n#endif\n#include <windows.h>\n#endif\n#ifndef APIENTRY\n#define APIENTRY\n#endif\n#ifndef APIENTRYP\n#define APIENTRYP APIENTRY *\n#endif\n#ifndef GLAPI\n#define GLAPI extern\n#endif\n/* glcorearb.h is for use with OpenGL core profile implementations.\n** It should should be placed in the same directory as gl.h and\n** included as <GL/glcorearb.h>.\n**\n** glcorearb.h includes only APIs in the latest OpenGL core profile\n** implementation together with APIs in newer ARB extensions which \n** can be supported by the core profile. It does not, and never will\n** include functionality removed from the core profile, such as\n** fixed-function vertex and fragment processing.\n**\n** Do not #include both <GL/glcorearb.h> and either of <GL/gl.h> or\n** <GL/glext.h> in the same source file.\n*/\n/* Generated C header for:\n * API: gl\n * Profile: core\n * Versions considered: .*\n * Versions emitted: .*\n * Default extensions included: glcore\n * Additional extensions included: _nomatch_^\n * Extensions removed: _nomatch_^\n */\n#ifndef GL_VERSION_1_0\ntypedef void GLvoid;\ntypedef unsigned int GLenum;\n\ntypedef khronos_float_t GLfloat;\ntypedef int GLint;\ntypedef int GLsizei;\ntypedef unsigned int GLbitfield;\ntypedef double GLdouble;\ntypedef unsigned int GLuint;\ntypedef unsigned char GLboolean;\ntypedef khronos_uint8_t GLubyte;\n#define GL_COLOR_BUFFER_BIT               0x00004000\n#define GL_FALSE                          0\n#define GL_TRUE                           1\n#define GL_TRIANGLES                      0x0004\n#define GL_ONE                            1\n#define GL_SRC_ALPHA                      0x0302\n#define GL_ONE_MINUS_SRC_ALPHA            0x0303\n#define GL_FRONT_AND_BACK                 0x0408\n#define GL_POLYGON_MODE                   0x0B40\n#define GL_CULL_FACE                      0x0B44\n#define GL_DEPTH_TEST                     0x0B71\n#define GL_STENCIL_TEST                   0x0B90\n#define GL_VIEWPORT                       0x0BA2\n#define GL_BLEND                          0x0BE2\n#define GL_SCISSOR_BOX                    0x0C10\n#define GL_SCISSOR_TEST                   0x0C11\n#define GL_UNPACK_ROW_LENGTH              0x0CF2\n#define GL_PACK_ALIGNMENT                 0x0D05\n#define GL_TEXTURE_2D                     0x0DE1\n#define GL_UNSIGNED_BYTE                  0x1401\n#define GL_UNSIGNED_SHORT                 0x1403\n#define GL_UNSIGNED_INT                   0x1405\n#define GL_FLOAT                          0x1406\n#define GL_RGBA                           0x1908\n#define GL_FILL                           0x1B02\n#define GL_VENDOR                         0x1F00\n#define GL_RENDERER                       0x1F01\n#define GL_VERSION                        0x1F02\n#define GL_EXTENSIONS                     0x1F03\n#define GL_LINEAR                         0x2601\n#define GL_TEXTURE_MAG_FILTER             0x2800\n#define GL_TEXTURE_MIN_FILTER             0x2801\ntypedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);\ntypedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);\ntypedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);\ntypedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);\ntypedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);\ntypedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\ntypedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);\ntypedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);\ntypedef void (APIENTRYP PFNGLFLUSHPROC) (void);\ntypedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);\ntypedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);\ntypedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);\ntypedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);\ntypedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);\ntypedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);\ntypedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);\n#ifdef GL_GLEXT_PROTOTYPES\nGLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode);\nGLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);\nGLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);\nGLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);\nGLAPI void APIENTRY glClear (GLbitfield mask);\nGLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\nGLAPI void APIENTRY glDisable (GLenum cap);\nGLAPI void APIENTRY glEnable (GLenum cap);\nGLAPI void APIENTRY glFlush (void);\nGLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);\nGLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);\nGLAPI GLenum APIENTRY glGetError (void);\nGLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data);\nGLAPI const GLubyte *APIENTRY glGetString (GLenum name);\nGLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);\nGLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);\n#endif\n#endif /* GL_VERSION_1_0 */\n#ifndef GL_VERSION_1_1\ntypedef khronos_float_t GLclampf;\ntypedef double GLclampd;\n#define GL_TEXTURE_BINDING_2D             0x8069\ntypedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);\ntypedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);\ntypedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);\ntypedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);\n#ifdef GL_GLEXT_PROTOTYPES\nGLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);\nGLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);\nGLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);\nGLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);\n#endif\n#endif /* GL_VERSION_1_1 */\n#ifndef GL_VERSION_1_3\n#define GL_TEXTURE0                       0x84C0\n#define GL_ACTIVE_TEXTURE                 0x84E0\ntypedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);\n#ifdef GL_GLEXT_PROTOTYPES\nGLAPI void APIENTRY glActiveTexture (GLenum texture);\n#endif\n#endif /* GL_VERSION_1_3 */\n#ifndef GL_VERSION_1_4\n#define GL_BLEND_DST_RGB                  0x80C8\n#define GL_BLEND_SRC_RGB                  0x80C9\n#define GL_BLEND_DST_ALPHA                0x80CA\n#define GL_BLEND_SRC_ALPHA                0x80CB\n#define GL_FUNC_ADD                       0x8006\ntypedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);\ntypedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);\n#ifdef GL_GLEXT_PROTOTYPES\nGLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);\nGLAPI void APIENTRY glBlendEquation (GLenum mode);\n#endif\n#endif /* GL_VERSION_1_4 */\n#ifndef GL_VERSION_1_5\ntypedef khronos_ssize_t GLsizeiptr;\ntypedef khronos_intptr_t GLintptr;\n#define GL_ARRAY_BUFFER                   0x8892\n#define GL_ELEMENT_ARRAY_BUFFER           0x8893\n#define GL_ARRAY_BUFFER_BINDING           0x8894\n#define GL_ELEMENT_ARRAY_BUFFER_BINDING   0x8895\n#define GL_STREAM_DRAW                    0x88E0\ntypedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);\ntypedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);\ntypedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);\ntypedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);\ntypedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);\n#ifdef GL_GLEXT_PROTOTYPES\nGLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);\nGLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);\nGLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);\nGLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);\nGLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);\n#endif\n#endif /* GL_VERSION_1_5 */\n#ifndef GL_VERSION_2_0\ntypedef char GLchar;\ntypedef khronos_int16_t GLshort;\ntypedef khronos_int8_t GLbyte;\ntypedef khronos_uint16_t GLushort;\n#define GL_BLEND_EQUATION_RGB             0x8009\n#define GL_VERTEX_ATTRIB_ARRAY_ENABLED    0x8622\n#define GL_VERTEX_ATTRIB_ARRAY_SIZE       0x8623\n#define GL_VERTEX_ATTRIB_ARRAY_STRIDE     0x8624\n#define GL_VERTEX_ATTRIB_ARRAY_TYPE       0x8625\n#define GL_VERTEX_ATTRIB_ARRAY_POINTER    0x8645\n#define GL_BLEND_EQUATION_ALPHA           0x883D\n#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A\n#define GL_FRAGMENT_SHADER                0x8B30\n#define GL_VERTEX_SHADER                  0x8B31\n#define GL_COMPILE_STATUS                 0x8B81\n#define GL_LINK_STATUS                    0x8B82\n#define GL_INFO_LOG_LENGTH                0x8B84\n#define GL_CURRENT_PROGRAM                0x8B8D\n#define GL_UPPER_LEFT                     0x8CA2\ntypedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);\ntypedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);\ntypedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);\ntypedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);\ntypedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);\ntypedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);\ntypedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);\ntypedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);\ntypedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);\ntypedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);\ntypedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);\ntypedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);\ntypedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);\ntypedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);\ntypedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);\ntypedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);\ntypedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);\ntypedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer);\ntypedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);\ntypedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);\ntypedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);\ntypedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);\ntypedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);\ntypedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);\n#ifdef GL_GLEXT_PROTOTYPES\nGLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);\nGLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader);\nGLAPI void APIENTRY glCompileShader (GLuint shader);\nGLAPI GLuint APIENTRY glCreateProgram (void);\nGLAPI GLuint APIENTRY glCreateShader (GLenum type);\nGLAPI void APIENTRY glDeleteProgram (GLuint program);\nGLAPI void APIENTRY glDeleteShader (GLuint shader);\nGLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);\nGLAPI void APIENTRY glDisableVertexAttribArray (GLuint index);\nGLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);\nGLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);\nGLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);\nGLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);\nGLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);\nGLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);\nGLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);\nGLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);\nGLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer);\nGLAPI void APIENTRY glLinkProgram (GLuint program);\nGLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);\nGLAPI void APIENTRY glUseProgram (GLuint program);\nGLAPI void APIENTRY glUniform1i (GLint location, GLint v0);\nGLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);\nGLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);\n#endif\n#endif /* GL_VERSION_2_0 */\n#ifndef GL_VERSION_3_0\ntypedef khronos_uint16_t GLhalf;\n#define GL_MAJOR_VERSION                  0x821B\n#define GL_MINOR_VERSION                  0x821C\n#define GL_NUM_EXTENSIONS                 0x821D\n#define GL_FRAMEBUFFER_SRGB               0x8DB9\n#define GL_VERTEX_ARRAY_BINDING           0x85B5\ntypedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);\ntypedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);\ntypedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);\ntypedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);\ntypedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);\ntypedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);\n#ifdef GL_GLEXT_PROTOTYPES\nGLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index);\nGLAPI void APIENTRY glBindVertexArray (GLuint array);\nGLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);\nGLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);\n#endif\n#endif /* GL_VERSION_3_0 */\n#ifndef GL_VERSION_3_1\n#define GL_VERSION_3_1 1\n#define GL_PRIMITIVE_RESTART              0x8F9D\n#endif /* GL_VERSION_3_1 */\n#ifndef GL_VERSION_3_2\n#define GL_VERSION_3_2 1\ntypedef struct __GLsync *GLsync;\ntypedef khronos_uint64_t GLuint64;\ntypedef khronos_int64_t GLint64;\ntypedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);\ntypedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);\n#ifdef GL_GLEXT_PROTOTYPES\nGLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);\n#endif\n#endif /* GL_VERSION_3_2 */\n#ifndef GL_VERSION_3_3\n#define GL_VERSION_3_3 1\n#define GL_SAMPLER_BINDING                0x8919\ntypedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);\n#ifdef GL_GLEXT_PROTOTYPES\nGLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);\n#endif\n#endif /* GL_VERSION_3_3 */\n#ifndef GL_VERSION_4_1\ntypedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);\ntypedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);\n#endif /* GL_VERSION_4_1 */\n#ifndef GL_VERSION_4_3\ntypedef void (APIENTRY  *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);\n#endif /* GL_VERSION_4_3 */\n#ifndef GL_VERSION_4_5\n#define GL_CLIP_ORIGIN                    0x935C\ntypedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param);\ntypedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param);\n#endif /* GL_VERSION_4_5 */\n#ifndef GL_ARB_bindless_texture\ntypedef khronos_uint64_t GLuint64EXT;\n#endif /* GL_ARB_bindless_texture */\n#ifndef GL_ARB_cl_event\nstruct _cl_context;\nstruct _cl_event;\n#endif /* GL_ARB_cl_event */\n#ifndef GL_ARB_clip_control\n#define GL_ARB_clip_control 1\n#endif /* GL_ARB_clip_control */\n#ifndef GL_ARB_debug_output\ntypedef void (APIENTRY  *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);\n#endif /* GL_ARB_debug_output */\n#ifndef GL_EXT_EGL_image_storage\ntypedef void *GLeglImageOES;\n#endif /* GL_EXT_EGL_image_storage */\n#ifndef GL_EXT_direct_state_access\ntypedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params);\ntypedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params);\ntypedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params);\ntypedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param);\ntypedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param);\n#endif /* GL_EXT_direct_state_access */\n#ifndef GL_NV_draw_vulkan_image\ntypedef void (APIENTRY  *GLVULKANPROCNV)(void);\n#endif /* GL_NV_draw_vulkan_image */\n#ifndef GL_NV_gpu_shader5\ntypedef khronos_int64_t GLint64EXT;\n#endif /* GL_NV_gpu_shader5 */\n#ifndef GL_NV_vertex_buffer_unified_memory\ntypedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result);\n#endif /* GL_NV_vertex_buffer_unified_memory */\n#ifdef __cplusplus\n}\n#endif\n#endif\n\n#ifndef GL3W_API\n#define GL3W_API\n#endif\n\n#ifndef __gl_h_\n#define __gl_h_\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#define GL3W_OK 0\n#define GL3W_ERROR_INIT -1\n#define GL3W_ERROR_LIBRARY_OPEN -2\n#define GL3W_ERROR_OPENGL_VERSION -3\n\ntypedef void (*GL3WglProc)(void);\ntypedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc);\n\n/* gl3w api */\nGL3W_API int imgl3wInit(void);\nGL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc);\nGL3W_API int imgl3wIsSupported(int major, int minor);\nGL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);\n\n/* gl3w internal state */\nunion GL3WProcs {\n    GL3WglProc ptr[58];\n    struct {\n        PFNGLACTIVETEXTUREPROC            ActiveTexture;\n        PFNGLATTACHSHADERPROC             AttachShader;\n        PFNGLBINDBUFFERPROC               BindBuffer;\n        PFNGLBINDSAMPLERPROC              BindSampler;\n        PFNGLBINDTEXTUREPROC              BindTexture;\n        PFNGLBINDVERTEXARRAYPROC          BindVertexArray;\n        PFNGLBLENDEQUATIONPROC            BlendEquation;\n        PFNGLBLENDEQUATIONSEPARATEPROC    BlendEquationSeparate;\n        PFNGLBLENDFUNCSEPARATEPROC        BlendFuncSeparate;\n        PFNGLBUFFERDATAPROC               BufferData;\n        PFNGLBUFFERSUBDATAPROC            BufferSubData;\n        PFNGLCLEARPROC                    Clear;\n        PFNGLCLEARCOLORPROC               ClearColor;\n        PFNGLCOMPILESHADERPROC            CompileShader;\n        PFNGLCREATEPROGRAMPROC            CreateProgram;\n        PFNGLCREATESHADERPROC             CreateShader;\n        PFNGLDELETEBUFFERSPROC            DeleteBuffers;\n        PFNGLDELETEPROGRAMPROC            DeleteProgram;\n        PFNGLDELETESHADERPROC             DeleteShader;\n        PFNGLDELETETEXTURESPROC           DeleteTextures;\n        PFNGLDELETEVERTEXARRAYSPROC       DeleteVertexArrays;\n        PFNGLDETACHSHADERPROC             DetachShader;\n        PFNGLDISABLEPROC                  Disable;\n        PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray;\n        PFNGLDRAWELEMENTSPROC             DrawElements;\n        PFNGLDRAWELEMENTSBASEVERTEXPROC   DrawElementsBaseVertex;\n        PFNGLENABLEPROC                   Enable;\n        PFNGLENABLEVERTEXATTRIBARRAYPROC  EnableVertexAttribArray;\n        PFNGLFLUSHPROC                    Flush;\n        PFNGLGENBUFFERSPROC               GenBuffers;\n        PFNGLGENTEXTURESPROC              GenTextures;\n        PFNGLGENVERTEXARRAYSPROC          GenVertexArrays;\n        PFNGLGETATTRIBLOCATIONPROC        GetAttribLocation;\n        PFNGLGETERRORPROC                 GetError;\n        PFNGLGETINTEGERVPROC              GetIntegerv;\n        PFNGLGETPROGRAMINFOLOGPROC        GetProgramInfoLog;\n        PFNGLGETPROGRAMIVPROC             GetProgramiv;\n        PFNGLGETSHADERINFOLOGPROC         GetShaderInfoLog;\n        PFNGLGETSHADERIVPROC              GetShaderiv;\n        PFNGLGETSTRINGPROC                GetString;\n        PFNGLGETSTRINGIPROC               GetStringi;\n        PFNGLGETUNIFORMLOCATIONPROC       GetUniformLocation;\n        PFNGLGETVERTEXATTRIBPOINTERVPROC  GetVertexAttribPointerv;\n        PFNGLGETVERTEXATTRIBIVPROC        GetVertexAttribiv;\n        PFNGLISENABLEDPROC                IsEnabled;\n        PFNGLLINKPROGRAMPROC              LinkProgram;\n        PFNGLPIXELSTOREIPROC              PixelStorei;\n        PFNGLPOLYGONMODEPROC              PolygonMode;\n        PFNGLREADPIXELSPROC               ReadPixels;\n        PFNGLSCISSORPROC                  Scissor;\n        PFNGLSHADERSOURCEPROC             ShaderSource;\n        PFNGLTEXIMAGE2DPROC               TexImage2D;\n        PFNGLTEXPARAMETERIPROC            TexParameteri;\n        PFNGLUNIFORM1IPROC                Uniform1i;\n        PFNGLUNIFORMMATRIX4FVPROC         UniformMatrix4fv;\n        PFNGLUSEPROGRAMPROC               UseProgram;\n        PFNGLVERTEXATTRIBPOINTERPROC      VertexAttribPointer;\n        PFNGLVIEWPORTPROC                 Viewport;\n    } gl;\n};\n\nGL3W_API extern union GL3WProcs imgl3wProcs;\n\n/* OpenGL functions */\n#define glActiveTexture                   imgl3wProcs.gl.ActiveTexture\n#define glAttachShader                    imgl3wProcs.gl.AttachShader\n#define glBindBuffer                      imgl3wProcs.gl.BindBuffer\n#define glBindSampler                     imgl3wProcs.gl.BindSampler\n#define glBindTexture                     imgl3wProcs.gl.BindTexture\n#define glBindVertexArray                 imgl3wProcs.gl.BindVertexArray\n#define glBlendEquation                   imgl3wProcs.gl.BlendEquation\n#define glBlendEquationSeparate           imgl3wProcs.gl.BlendEquationSeparate\n#define glBlendFuncSeparate               imgl3wProcs.gl.BlendFuncSeparate\n#define glBufferData                      imgl3wProcs.gl.BufferData\n#define glBufferSubData                   imgl3wProcs.gl.BufferSubData\n#define glClear                           imgl3wProcs.gl.Clear\n#define glClearColor                      imgl3wProcs.gl.ClearColor\n#define glCompileShader                   imgl3wProcs.gl.CompileShader\n#define glCreateProgram                   imgl3wProcs.gl.CreateProgram\n#define glCreateShader                    imgl3wProcs.gl.CreateShader\n#define glDeleteBuffers                   imgl3wProcs.gl.DeleteBuffers\n#define glDeleteProgram                   imgl3wProcs.gl.DeleteProgram\n#define glDeleteShader                    imgl3wProcs.gl.DeleteShader\n#define glDeleteTextures                  imgl3wProcs.gl.DeleteTextures\n#define glDeleteVertexArrays              imgl3wProcs.gl.DeleteVertexArrays\n#define glDetachShader                    imgl3wProcs.gl.DetachShader\n#define glDisable                         imgl3wProcs.gl.Disable\n#define glDisableVertexAttribArray        imgl3wProcs.gl.DisableVertexAttribArray\n#define glDrawElements                    imgl3wProcs.gl.DrawElements\n#define glDrawElementsBaseVertex          imgl3wProcs.gl.DrawElementsBaseVertex\n#define glEnable                          imgl3wProcs.gl.Enable\n#define glEnableVertexAttribArray         imgl3wProcs.gl.EnableVertexAttribArray\n#define glFlush                           imgl3wProcs.gl.Flush\n#define glGenBuffers                      imgl3wProcs.gl.GenBuffers\n#define glGenTextures                     imgl3wProcs.gl.GenTextures\n#define glGenVertexArrays                 imgl3wProcs.gl.GenVertexArrays\n#define glGetAttribLocation               imgl3wProcs.gl.GetAttribLocation\n#define glGetError                        imgl3wProcs.gl.GetError\n#define glGetIntegerv                     imgl3wProcs.gl.GetIntegerv\n#define glGetProgramInfoLog               imgl3wProcs.gl.GetProgramInfoLog\n#define glGetProgramiv                    imgl3wProcs.gl.GetProgramiv\n#define glGetShaderInfoLog                imgl3wProcs.gl.GetShaderInfoLog\n#define glGetShaderiv                     imgl3wProcs.gl.GetShaderiv\n#define glGetString                       imgl3wProcs.gl.GetString\n#define glGetStringi                      imgl3wProcs.gl.GetStringi\n#define glGetUniformLocation              imgl3wProcs.gl.GetUniformLocation\n#define glGetVertexAttribPointerv         imgl3wProcs.gl.GetVertexAttribPointerv\n#define glGetVertexAttribiv               imgl3wProcs.gl.GetVertexAttribiv\n#define glIsEnabled                       imgl3wProcs.gl.IsEnabled\n#define glLinkProgram                     imgl3wProcs.gl.LinkProgram\n#define glPixelStorei                     imgl3wProcs.gl.PixelStorei\n#define glPolygonMode                     imgl3wProcs.gl.PolygonMode\n#define glReadPixels                      imgl3wProcs.gl.ReadPixels\n#define glScissor                         imgl3wProcs.gl.Scissor\n#define glShaderSource                    imgl3wProcs.gl.ShaderSource\n#define glTexImage2D                      imgl3wProcs.gl.TexImage2D\n#define glTexParameteri                   imgl3wProcs.gl.TexParameteri\n#define glUniform1i                       imgl3wProcs.gl.Uniform1i\n#define glUniformMatrix4fv                imgl3wProcs.gl.UniformMatrix4fv\n#define glUseProgram                      imgl3wProcs.gl.UseProgram\n#define glVertexAttribPointer             imgl3wProcs.gl.VertexAttribPointer\n#define glViewport                        imgl3wProcs.gl.Viewport\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif\n\n#ifdef IMGL3W_IMPL\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n#include <stdlib.h>\n\n#define ARRAY_SIZE(x)  (sizeof(x) / sizeof((x)[0]))\n\n#if defined(_WIN32)\n#ifndef WIN32_LEAN_AND_MEAN\n#define WIN32_LEAN_AND_MEAN 1\n#endif\n#include <windows.h>\n\nstatic HMODULE libgl;\ntypedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);\nstatic GL3WglGetProcAddr wgl_get_proc_address;\n\nstatic int open_libgl(void)\n{\n    libgl = LoadLibraryA(\"opengl32.dll\");\n    if (!libgl)\n        return GL3W_ERROR_LIBRARY_OPEN;\n    wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, \"wglGetProcAddress\");\n    return GL3W_OK;\n}\n\nstatic void close_libgl(void) { FreeLibrary(libgl); }\nstatic GL3WglProc get_proc(const char *proc)\n{\n    GL3WglProc res;\n    res = (GL3WglProc)wgl_get_proc_address(proc);\n    if (!res)\n        res = (GL3WglProc)GetProcAddress(libgl, proc);\n    return res;\n}\n#elif defined(__APPLE__)\n#include <dlfcn.h>\n\nstatic void *libgl;\nstatic int open_libgl(void)\n{\n    libgl = dlopen(\"/System/Library/Frameworks/OpenGL.framework/OpenGL\", RTLD_LAZY | RTLD_LOCAL);\n    if (!libgl)\n        return GL3W_ERROR_LIBRARY_OPEN;\n    return GL3W_OK;\n}\n\nstatic void close_libgl(void) { dlclose(libgl); }\n\nstatic GL3WglProc get_proc(const char *proc)\n{\n    GL3WglProc res;\n    *(void **)(&res) = dlsym(libgl, proc);\n    return res;\n}\n#else\n#include <dlfcn.h>\n\nstatic void *libgl;\nstatic GL3WglProc (*glx_get_proc_address)(const GLubyte *);\n\nstatic int open_libgl(void)\n{\n    libgl = dlopen(\"libGL.so.1\", RTLD_LAZY | RTLD_LOCAL);\n    if (!libgl)\n        return GL3W_ERROR_LIBRARY_OPEN;\n    *(void **)(&glx_get_proc_address) = dlsym(libgl, \"glXGetProcAddressARB\");\n    return GL3W_OK;\n}\n\nstatic void close_libgl(void) { dlclose(libgl); }\n\nstatic GL3WglProc get_proc(const char *proc)\n{\n    GL3WglProc res;\n    res = glx_get_proc_address((const GLubyte *)proc);\n    if (!res)\n        *(void **)(&res) = dlsym(libgl, proc);\n    return res;\n}\n#endif\n\nstatic struct { int major, minor; } version;\n\nstatic int parse_version(void)\n{\n    if (!glGetIntegerv)\n        return GL3W_ERROR_INIT;\n    glGetIntegerv(GL_MAJOR_VERSION, &version.major);\n    glGetIntegerv(GL_MINOR_VERSION, &version.minor);\n    if (version.major == 0 && version.minor == 0)\n    {\n        // Query GL_VERSION in desktop GL 2.x, the string will start with \"<major>.<minor>\"\n        const char* gl_version = (const char*)glGetString(GL_VERSION);\n        sscanf(gl_version, \"%d.%d\", &version.major, &version.minor);\n    }\n    if (version.major < 2)\n        return GL3W_ERROR_OPENGL_VERSION;\n    return GL3W_OK;\n}\n\nstatic void load_procs(GL3WGetProcAddressProc proc);\n\nint imgl3wInit(void)\n{\n    int res = open_libgl();\n    if (res)\n        return res;\n    atexit(close_libgl);\n    return imgl3wInit2(get_proc);\n}\n\nint imgl3wInit2(GL3WGetProcAddressProc proc)\n{\n    load_procs(proc);\n    return parse_version();\n}\n\nint imgl3wIsSupported(int major, int minor)\n{\n    if (major < 2)\n        return 0;\n    if (version.major == major)\n        return version.minor >= minor;\n    return version.major >= major;\n}\n\nGL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); }\n\nstatic const char *proc_names[] = {\n    \"glActiveTexture\",\n    \"glAttachShader\",\n    \"glBindBuffer\",\n    \"glBindSampler\",\n    \"glBindTexture\",\n    \"glBindVertexArray\",\n    \"glBlendEquation\",\n    \"glBlendEquationSeparate\",\n    \"glBlendFuncSeparate\",\n    \"glBufferData\",\n    \"glBufferSubData\",\n    \"glClear\",\n    \"glClearColor\",\n    \"glCompileShader\",\n    \"glCreateProgram\",\n    \"glCreateShader\",\n    \"glDeleteBuffers\",\n    \"glDeleteProgram\",\n    \"glDeleteShader\",\n    \"glDeleteTextures\",\n    \"glDeleteVertexArrays\",\n    \"glDetachShader\",\n    \"glDisable\",\n    \"glDisableVertexAttribArray\",\n    \"glDrawElements\",\n    \"glDrawElementsBaseVertex\",\n    \"glEnable\",\n    \"glEnableVertexAttribArray\",\n    \"glFlush\",\n    \"glGenBuffers\",\n    \"glGenTextures\",\n    \"glGenVertexArrays\",\n    \"glGetAttribLocation\",\n    \"glGetError\",\n    \"glGetIntegerv\",\n    \"glGetProgramInfoLog\",\n    \"glGetProgramiv\",\n    \"glGetShaderInfoLog\",\n    \"glGetShaderiv\",\n    \"glGetString\",\n    \"glGetStringi\",\n    \"glGetUniformLocation\",\n    \"glGetVertexAttribPointerv\",\n    \"glGetVertexAttribiv\",\n    \"glIsEnabled\",\n    \"glLinkProgram\",\n    \"glPixelStorei\",\n    \"glPolygonMode\",\n    \"glReadPixels\",\n    \"glScissor\",\n    \"glShaderSource\",\n    \"glTexImage2D\",\n    \"glTexParameteri\",\n    \"glUniform1i\",\n    \"glUniformMatrix4fv\",\n    \"glUseProgram\",\n    \"glVertexAttribPointer\",\n    \"glViewport\",\n};\n\nGL3W_API union GL3WProcs imgl3wProcs;\n\nstatic void load_procs(GL3WGetProcAddressProc proc)\n{\n    size_t i;\n    for (i = 0; i < ARRAY_SIZE(proc_names); i++)\n        imgl3wProcs.ptr[i] = proc(proc_names[i]);\n}\n\n#ifdef __cplusplus\n}\n#endif\n#endif\n"
  },
  {
    "path": "imgui/imgui_internal.h",
    "content": "// dear imgui, v1.89.4 WIP\n// (internal structures/api)\n\n// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.\n// To implement maths operators for ImVec2 (disabled by default to not conflict with using IM_VEC2_CLASS_EXTRA with your own math types+operators), use:\n/*\n#define IMGUI_DEFINE_MATH_OPERATORS\n#include \"imgui_internal.h\"\n*/\n\n/*\n\nIndex of this file:\n\n// [SECTION] Header mess\n// [SECTION] Forward declarations\n// [SECTION] Context pointer\n// [SECTION] STB libraries includes\n// [SECTION] Macros\n// [SECTION] Generic helpers\n// [SECTION] ImDrawList support\n// [SECTION] Widgets support: flags, enums, data structures\n// [SECTION] Inputs support\n// [SECTION] Clipper support\n// [SECTION] Navigation support\n// [SECTION] Columns support\n// [SECTION] Multi-select support\n// [SECTION] Docking support\n// [SECTION] Viewport support\n// [SECTION] Settings support\n// [SECTION] Localization support\n// [SECTION] Metrics, Debug tools\n// [SECTION] Generic context hooks\n// [SECTION] ImGuiContext (main imgui context)\n// [SECTION] ImGuiWindowTempData, ImGuiWindow\n// [SECTION] Tab bar, Tab item support\n// [SECTION] Table support\n// [SECTION] ImGui internal API\n// [SECTION] ImFontAtlas internal API\n// [SECTION] Test Engine specific hooks (imgui_test_engine)\n\n*/\n\n#pragma once\n#ifndef IMGUI_DISABLE\n\n//-----------------------------------------------------------------------------\n// [SECTION] Header mess\n//-----------------------------------------------------------------------------\n\n#ifndef IMGUI_VERSION\n#include \"imgui.h\"\n#endif\n\n#include <stdio.h>      // FILE*, sscanf\n#include <stdlib.h>     // NULL, malloc, free, qsort, atoi, atof\n#include <math.h>       // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf\n#include <limits.h>     // INT_MIN, INT_MAX\n\n// Enable SSE intrinsics if available\n#if (defined __SSE__ || defined __x86_64__ || defined _M_X64 || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1))) && !defined(IMGUI_DISABLE_SSE)\n#define IMGUI_ENABLE_SSE\n#include <immintrin.h>\n#endif\n\n// Visual Studio warnings\n#ifdef _MSC_VER\n#pragma warning (push)\n#pragma warning (disable: 4251)     // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)\n#pragma warning (disable: 26812)    // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer)\n#pragma warning (disable: 26495)    // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).\n#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later\n#pragma warning (disable: 5054)     // operator '|': deprecated between enumerations of different types\n#endif\n#endif\n\n// Clang/GCC warnings with -Weverything\n#if defined(__clang__)\n#pragma clang diagnostic push\n#if __has_warning(\"-Wunknown-warning-option\")\n#pragma clang diagnostic ignored \"-Wunknown-warning-option\"         // warning: unknown warning group 'xxx'\n#endif\n#pragma clang diagnostic ignored \"-Wunknown-pragmas\"                // warning: unknown warning group 'xxx'\n#pragma clang diagnostic ignored \"-Wfloat-equal\"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloorSigned()\n#pragma clang diagnostic ignored \"-Wunused-function\"                // for stb_textedit.h\n#pragma clang diagnostic ignored \"-Wmissing-prototypes\"             // for stb_textedit.h\n#pragma clang diagnostic ignored \"-Wold-style-cast\"\n#pragma clang diagnostic ignored \"-Wzero-as-null-pointer-constant\"\n#pragma clang diagnostic ignored \"-Wdouble-promotion\"\n#pragma clang diagnostic ignored \"-Wimplicit-int-float-conversion\"  // warning: implicit conversion from 'xxx' to 'float' may lose precision\n#pragma clang diagnostic ignored \"-Wmissing-noreturn\"               // warning: function 'xxx' could be declared with attribute 'noreturn'\n#elif defined(__GNUC__)\n#pragma GCC diagnostic push\n#pragma GCC diagnostic ignored \"-Wpragmas\"              // warning: unknown option after '#pragma GCC diagnostic' kind\n#pragma GCC diagnostic ignored \"-Wclass-memaccess\"      // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead\n#endif\n\n// In 1.89.4, we moved the implementation of \"courtesy maths operators\" from imgui_internal.h in imgui.h\n// As they are frequently requested, we do not want to encourage to many people using imgui_internal.h\n#if defined(IMGUI_DEFINE_MATH_OPERATORS) && !defined(IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED)\n#error Please '#define IMGUI_DEFINE_MATH_OPERATORS' _BEFORE_ including imgui.h!\n#endif\n\n// Legacy defines\n#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS            // Renamed in 1.74\n#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS\n#endif\n#ifdef IMGUI_DISABLE_MATH_FUNCTIONS                     // Renamed in 1.74\n#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS\n#endif\n\n// Enable stb_truetype by default unless FreeType is enabled.\n// You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together.\n#ifndef IMGUI_ENABLE_FREETYPE\n#define IMGUI_ENABLE_STB_TRUETYPE\n#endif\n\n//-----------------------------------------------------------------------------\n// [SECTION] Forward declarations\n//-----------------------------------------------------------------------------\n\nstruct ImBitVector;                 // Store 1-bit per value\nstruct ImRect;                      // An axis-aligned rectangle (2 points)\nstruct ImDrawDataBuilder;           // Helper to build a ImDrawData instance\nstruct ImDrawListSharedData;        // Data shared between all ImDrawList instances\nstruct ImGuiColorMod;               // Stacked color modifier, backup of modified data so we can restore it\nstruct ImGuiContext;                // Main Dear ImGui context\nstruct ImGuiContextHook;            // Hook for extensions like ImGuiTestEngine\nstruct ImGuiDataTypeInfo;           // Type information associated to a ImGuiDataType enum\nstruct ImGuiGroupData;              // Stacked storage data for BeginGroup()/EndGroup()\nstruct ImGuiInputTextState;         // Internal state of the currently focused/edited text input box\nstruct ImGuiLastItemData;           // Status storage for last submitted items\nstruct ImGuiLocEntry;               // A localization entry.\nstruct ImGuiMenuColumns;            // Simple column measurement, currently used for MenuItem() only\nstruct ImGuiNavItemData;            // Result of a gamepad/keyboard directional navigation move query result\nstruct ImGuiMetricsConfig;          // Storage for ShowMetricsWindow() and DebugNodeXXX() functions\nstruct ImGuiNextWindowData;         // Storage for SetNextWindow** functions\nstruct ImGuiNextItemData;           // Storage for SetNextItem** functions\nstruct ImGuiOldColumnData;          // Storage data for a single column for legacy Columns() api\nstruct ImGuiOldColumns;             // Storage data for a columns set for legacy Columns() api\nstruct ImGuiPopupData;              // Storage for current popup stack\nstruct ImGuiSettingsHandler;        // Storage for one type registered in the .ini file\nstruct ImGuiStackSizes;             // Storage of stack sizes for debugging/asserting\nstruct ImGuiStyleMod;               // Stacked style modifier, backup of modified data so we can restore it\nstruct ImGuiTabBar;                 // Storage for a tab bar\nstruct ImGuiTabItem;                // Storage for a tab item (within a tab bar)\nstruct ImGuiTable;                  // Storage for a table\nstruct ImGuiTableColumn;            // Storage for one column of a table\nstruct ImGuiTableInstanceData;      // Storage for one instance of a same table\nstruct ImGuiTableTempData;          // Temporary storage for one table (one per table in the stack), shared between tables.\nstruct ImGuiTableSettings;          // Storage for a table .ini settings\nstruct ImGuiTableColumnsSettings;   // Storage for a column .ini settings\nstruct ImGuiWindow;                 // Storage for one window\nstruct ImGuiWindowTempData;         // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window)\nstruct ImGuiWindowSettings;         // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)\n\n// Enumerations\n// Use your programming IDE \"Go to definition\" facility on the names of the center columns to find the actual flags/enum lists.\nenum ImGuiLocKey : int;                 // -> enum ImGuiLocKey              // Enum: a localization entry for translation.\ntypedef int ImGuiLayoutType;            // -> enum ImGuiLayoutType_         // Enum: Horizontal or vertical\n\n// Flags\ntypedef int ImGuiActivateFlags;         // -> enum ImGuiActivateFlags_      // Flags: for navigation/focus function (will be for ActivateItem() later)\ntypedef int ImGuiDebugLogFlags;         // -> enum ImGuiDebugLogFlags_      // Flags: for ShowDebugLogWindow(), g.DebugLogFlags\ntypedef int ImGuiInputFlags;            // -> enum ImGuiInputFlags_         // Flags: for IsKeyPressed(), IsMouseClicked(), SetKeyOwner(), SetItemKeyOwner() etc.\ntypedef int ImGuiItemFlags;             // -> enum ImGuiItemFlags_          // Flags: for PushItemFlag(), g.LastItemData.InFlags\ntypedef int ImGuiItemStatusFlags;       // -> enum ImGuiItemStatusFlags_    // Flags: for g.LastItemData.StatusFlags\ntypedef int ImGuiOldColumnFlags;        // -> enum ImGuiOldColumnFlags_     // Flags: for BeginColumns()\ntypedef int ImGuiNavHighlightFlags;     // -> enum ImGuiNavHighlightFlags_  // Flags: for RenderNavHighlight()\ntypedef int ImGuiNavMoveFlags;          // -> enum ImGuiNavMoveFlags_       // Flags: for navigation requests\ntypedef int ImGuiNextItemDataFlags;     // -> enum ImGuiNextItemDataFlags_  // Flags: for SetNextItemXXX() functions\ntypedef int ImGuiNextWindowDataFlags;   // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions\ntypedef int ImGuiScrollFlags;           // -> enum ImGuiScrollFlags_        // Flags: for ScrollToItem() and navigation requests\ntypedef int ImGuiSeparatorFlags;        // -> enum ImGuiSeparatorFlags_     // Flags: for SeparatorEx()\ntypedef int ImGuiTextFlags;             // -> enum ImGuiTextFlags_          // Flags: for TextEx()\ntypedef int ImGuiTooltipFlags;          // -> enum ImGuiTooltipFlags_       // Flags: for BeginTooltipEx()\n\ntypedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...);\n\n//-----------------------------------------------------------------------------\n// [SECTION] Context pointer\n// See implementation of this variable in imgui.cpp for comments and details.\n//-----------------------------------------------------------------------------\n\n#ifndef GImGui\nextern IMGUI_API ImGuiContext* GImGui;  // Current implicit context pointer\n#endif\n\n//-------------------------------------------------------------------------\n// [SECTION] STB libraries includes\n//-------------------------------------------------------------------------\n\nnamespace ImStb\n{\n\n#undef STB_TEXTEDIT_STRING\n#undef STB_TEXTEDIT_CHARTYPE\n#define STB_TEXTEDIT_STRING             ImGuiInputTextState\n#define STB_TEXTEDIT_CHARTYPE           ImWchar\n#define STB_TEXTEDIT_GETWIDTH_NEWLINE   (-1.0f)\n#define STB_TEXTEDIT_UNDOSTATECOUNT     99\n#define STB_TEXTEDIT_UNDOCHARCOUNT      999\n#include \"imstb_textedit.h\"\n\n} // namespace ImStb\n\n//-----------------------------------------------------------------------------\n// [SECTION] Macros\n//-----------------------------------------------------------------------------\n\n// Debug Printing Into TTY\n// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename)\n#ifndef IMGUI_DEBUG_PRINTF\n#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS\n#define IMGUI_DEBUG_PRINTF(_FMT,...)    printf(_FMT, __VA_ARGS__)\n#else\n#define IMGUI_DEBUG_PRINTF(_FMT,...)    ((void)0)\n#endif\n#endif\n\n// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam.\n#ifndef IMGUI_DISABLE_DEBUG_TOOLS\n#define IMGUI_DEBUG_LOG(...)            ImGui::DebugLog(__VA_ARGS__)\n#else\n#define IMGUI_DEBUG_LOG(...)            ((void)0)\n#endif\n#define IMGUI_DEBUG_LOG_ACTIVEID(...)   do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)\n#define IMGUI_DEBUG_LOG_FOCUS(...)      do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus)    IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)\n#define IMGUI_DEBUG_LOG_POPUP(...)      do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup)    IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)\n#define IMGUI_DEBUG_LOG_NAV(...)        do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav)      IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)\n#define IMGUI_DEBUG_LOG_CLIPPER(...)    do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper)  IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)\n#define IMGUI_DEBUG_LOG_IO(...)         do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO)       IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)\n\n// Static Asserts\n#define IM_STATIC_ASSERT(_COND)         static_assert(_COND, \"\")\n\n// \"Paranoid\" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much.\n// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code.\n//#define IMGUI_DEBUG_PARANOID\n#ifdef IMGUI_DEBUG_PARANOID\n#define IM_ASSERT_PARANOID(_EXPR)       IM_ASSERT(_EXPR)\n#else\n#define IM_ASSERT_PARANOID(_EXPR)\n#endif\n\n// Error handling\n// Down the line in some frameworks/languages we would like to have a way to redirect those to the programmer and recover from more faults.\n#ifndef IM_ASSERT_USER_ERROR\n#define IM_ASSERT_USER_ERROR(_EXP,_MSG) IM_ASSERT((_EXP) && _MSG)   // Recoverable User Error\n#endif\n\n// Misc Macros\n#define IM_PI                           3.14159265358979323846f\n#ifdef _WIN32\n#define IM_NEWLINE                      \"\\r\\n\"   // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!)\n#else\n#define IM_NEWLINE                      \"\\n\"\n#endif\n#ifndef IM_TABSIZE                      // Until we move this to runtime and/or add proper tab support, at least allow users to compile-time override\n#define IM_TABSIZE                      (4)\n#endif\n#define IM_MEMALIGN(_OFF,_ALIGN)        (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1))           // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8\n#define IM_F32_TO_INT8_UNBOUND(_VAL)    ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f)))   // Unsaturated, for display purpose\n#define IM_F32_TO_INT8_SAT(_VAL)        ((int)(ImSaturate(_VAL) * 255.0f + 0.5f))               // Saturated, always output 0..255\n#define IM_FLOOR(_VAL)                  ((float)(int)(_VAL))                                    // ImFloor() is not inlined in MSVC debug builds\n#define IM_ROUND(_VAL)                  ((float)(int)((_VAL) + 0.5f))                           //\n\n// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall\n#ifdef _MSC_VER\n#define IMGUI_CDECL __cdecl\n#else\n#define IMGUI_CDECL\n#endif\n\n// Warnings\n#if defined(_MSC_VER) && !defined(__clang__)\n#define IM_MSVC_WARNING_SUPPRESS(XXXX)  __pragma(warning(suppress: XXXX))\n#else\n#define IM_MSVC_WARNING_SUPPRESS(XXXX)\n#endif\n\n// Debug Tools\n// Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item.\n// This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference.\n#ifndef IM_DEBUG_BREAK\n#if defined (_MSC_VER)\n#define IM_DEBUG_BREAK()    __debugbreak()\n#elif defined(__clang__)\n#define IM_DEBUG_BREAK()    __builtin_debugtrap()\n#elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__))\n#define IM_DEBUG_BREAK()    __asm__ volatile(\"int $0x03\")\n#elif defined(__GNUC__) && defined(__thumb__)\n#define IM_DEBUG_BREAK()    __asm__ volatile(\".inst 0xde01\")\n#elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__)\n#define IM_DEBUG_BREAK()    __asm__ volatile(\".inst 0xe7f001f0\");\n#else\n#define IM_DEBUG_BREAK()    IM_ASSERT(0)    // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger!\n#endif\n#endif // #ifndef IM_DEBUG_BREAK\n\n//-----------------------------------------------------------------------------\n// [SECTION] Generic helpers\n// Note that the ImXXX helpers functions are lower-level than ImGui functions.\n// ImGui functions or the ImGui context are never called/used from other ImXXX functions.\n//-----------------------------------------------------------------------------\n// - Helpers: Hashing\n// - Helpers: Sorting\n// - Helpers: Bit manipulation\n// - Helpers: String\n// - Helpers: Formatting\n// - Helpers: UTF-8 <> wchar conversions\n// - Helpers: ImVec2/ImVec4 operators\n// - Helpers: Maths\n// - Helpers: Geometry\n// - Helper: ImVec1\n// - Helper: ImVec2ih\n// - Helper: ImRect\n// - Helper: ImBitArray\n// - Helper: ImBitVector\n// - Helper: ImSpan<>, ImSpanAllocator<>\n// - Helper: ImPool<>\n// - Helper: ImChunkStream<>\n// - Helper: ImGuiTextIndex\n//-----------------------------------------------------------------------------\n\n// Helpers: Hashing\nIMGUI_API ImGuiID       ImHashData(const void* data, size_t data_size, ImGuiID seed = 0);\nIMGUI_API ImGuiID       ImHashStr(const char* data, size_t data_size = 0, ImGuiID seed = 0);\n\n// Helpers: Sorting\n#ifndef ImQsort\nstatic inline void      ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); }\n#endif\n\n// Helpers: Color Blending\nIMGUI_API ImU32         ImAlphaBlendColors(ImU32 col_a, ImU32 col_b);\n\n// Helpers: Bit manipulation\nstatic inline bool      ImIsPowerOfTwo(int v)           { return v != 0 && (v & (v - 1)) == 0; }\nstatic inline bool      ImIsPowerOfTwo(ImU64 v)         { return v != 0 && (v & (v - 1)) == 0; }\nstatic inline int       ImUpperPowerOfTwo(int v)        { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }\n\n// Helpers: String\nIMGUI_API int           ImStricmp(const char* str1, const char* str2);\nIMGUI_API int           ImStrnicmp(const char* str1, const char* str2, size_t count);\nIMGUI_API void          ImStrncpy(char* dst, const char* src, size_t count);\nIMGUI_API char*         ImStrdup(const char* str);\nIMGUI_API char*         ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str);\nIMGUI_API const char*   ImStrchrRange(const char* str_begin, const char* str_end, char c);\nIMGUI_API int           ImStrlenW(const ImWchar* str);\nIMGUI_API const char*   ImStreolRange(const char* str, const char* str_end);                // End end-of-line\nIMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin);   // Find beginning-of-line\nIMGUI_API const char*   ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end);\nIMGUI_API void          ImStrTrimBlanks(char* str);\nIMGUI_API const char*   ImStrSkipBlank(const char* str);\nIM_MSVC_RUNTIME_CHECKS_OFF\nstatic inline char      ImToUpper(char c)               { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; }\nstatic inline bool      ImCharIsBlankA(char c)          { return c == ' ' || c == '\\t'; }\nstatic inline bool      ImCharIsBlankW(unsigned int c)  { return c == ' ' || c == '\\t' || c == 0x3000; }\nIM_MSVC_RUNTIME_CHECKS_RESTORE\n\n// Helpers: Formatting\nIMGUI_API int           ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3);\nIMGUI_API int           ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3);\nIMGUI_API void          ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) IM_FMTARGS(3);\nIMGUI_API void          ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) IM_FMTLIST(3);\nIMGUI_API const char*   ImParseFormatFindStart(const char* format);\nIMGUI_API const char*   ImParseFormatFindEnd(const char* format);\nIMGUI_API const char*   ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size);\nIMGUI_API void          ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size);\nIMGUI_API const char*   ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size);\nIMGUI_API int           ImParseFormatPrecision(const char* format, int default_value);\n\n// Helpers: UTF-8 <> wchar conversions\nIMGUI_API const char*   ImTextCharToUtf8(char out_buf[5], unsigned int c);                                                      // return out_buf\nIMGUI_API int           ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end);   // return output UTF-8 bytes count\nIMGUI_API int           ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end);               // read one character. return input UTF-8 bytes count\nIMGUI_API int           ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL);   // return input UTF-8 bytes count\nIMGUI_API int           ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end);                                 // return number of UTF-8 code-points (NOT bytes count)\nIMGUI_API int           ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end);                             // return number of bytes to express one char in UTF-8\nIMGUI_API int           ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end);                        // return number of bytes to express string in UTF-8\n\n// Helpers: File System\n#ifdef IMGUI_DISABLE_FILE_FUNCTIONS\n#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS\ntypedef void* ImFileHandle;\nstatic inline ImFileHandle  ImFileOpen(const char*, const char*)                    { return NULL; }\nstatic inline bool          ImFileClose(ImFileHandle)                               { return false; }\nstatic inline ImU64         ImFileGetSize(ImFileHandle)                             { return (ImU64)-1; }\nstatic inline ImU64         ImFileRead(void*, ImU64, ImU64, ImFileHandle)           { return 0; }\nstatic inline ImU64         ImFileWrite(const void*, ImU64, ImU64, ImFileHandle)    { return 0; }\n#endif\n#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS\ntypedef FILE* ImFileHandle;\nIMGUI_API ImFileHandle      ImFileOpen(const char* filename, const char* mode);\nIMGUI_API bool              ImFileClose(ImFileHandle file);\nIMGUI_API ImU64             ImFileGetSize(ImFileHandle file);\nIMGUI_API ImU64             ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file);\nIMGUI_API ImU64             ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file);\n#else\n#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions\n#endif\nIMGUI_API void*             ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0);\n\n// Helpers: Maths\nIM_MSVC_RUNTIME_CHECKS_OFF\n// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy)\n#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS\n#define ImFabs(X)           fabsf(X)\n#define ImSqrt(X)           sqrtf(X)\n#define ImFmod(X, Y)        fmodf((X), (Y))\n#define ImCos(X)            cosf(X)\n#define ImSin(X)            sinf(X)\n#define ImAcos(X)           acosf(X)\n#define ImAtan2(Y, X)       atan2f((Y), (X))\n#define ImAtof(STR)         atof(STR)\n//#define ImFloorStd(X)     floorf(X)           // We use our own, see ImFloor() and ImFloorSigned()\n#define ImCeil(X)           ceilf(X)\nstatic inline float  ImPow(float x, float y)    { return powf(x, y); }          // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision\nstatic inline double ImPow(double x, double y)  { return pow(x, y); }\nstatic inline float  ImLog(float x)             { return logf(x); }             // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision\nstatic inline double ImLog(double x)            { return log(x); }\nstatic inline int    ImAbs(int x)               { return x < 0 ? -x : x; }\nstatic inline float  ImAbs(float x)             { return fabsf(x); }\nstatic inline double ImAbs(double x)            { return fabs(x); }\nstatic inline float  ImSign(float x)            { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument\nstatic inline double ImSign(double x)           { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; }\n#ifdef IMGUI_ENABLE_SSE\nstatic inline float  ImRsqrt(float x)           { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); }\n#else\nstatic inline float  ImRsqrt(float x)           { return 1.0f / sqrtf(x); }\n#endif\nstatic inline double ImRsqrt(double x)          { return 1.0 / sqrt(x); }\n#endif\n// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double\n// (Exceptionally using templates here but we could also redefine them for those types)\ntemplate<typename T> static inline T ImMin(T lhs, T rhs)                        { return lhs < rhs ? lhs : rhs; }\ntemplate<typename T> static inline T ImMax(T lhs, T rhs)                        { return lhs >= rhs ? lhs : rhs; }\ntemplate<typename T> static inline T ImClamp(T v, T mn, T mx)                   { return (v < mn) ? mn : (v > mx) ? mx : v; }\ntemplate<typename T> static inline T ImLerp(T a, T b, float t)                  { return (T)(a + (b - a) * t); }\ntemplate<typename T> static inline void ImSwap(T& a, T& b)                      { T tmp = a; a = b; b = tmp; }\ntemplate<typename T> static inline T ImAddClampOverflow(T a, T b, T mn, T mx)   { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; }\ntemplate<typename T> static inline T ImSubClampOverflow(T a, T b, T mn, T mx)   { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; }\n// - Misc maths helpers\nstatic inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs)                { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); }\nstatic inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs)                { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); }\nstatic inline ImVec2 ImClamp(const ImVec2& v, const ImVec2& mn, ImVec2 mx)      { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); }\nstatic inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t)          { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); }\nstatic inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t)  { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }\nstatic inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t)          { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); }\nstatic inline float  ImSaturate(float f)                                        { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }\nstatic inline float  ImLengthSqr(const ImVec2& lhs)                             { return (lhs.x * lhs.x) + (lhs.y * lhs.y); }\nstatic inline float  ImLengthSqr(const ImVec4& lhs)                             { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); }\nstatic inline float  ImInvLength(const ImVec2& lhs, float fail_value)           { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; }\nstatic inline float  ImFloor(float f)                                           { return (float)(int)(f); }\nstatic inline float  ImFloorSigned(float f)                                     { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf()\nstatic inline ImVec2 ImFloor(const ImVec2& v)                                   { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }\nstatic inline ImVec2 ImFloorSigned(const ImVec2& v)                             { return ImVec2(ImFloorSigned(v.x), ImFloorSigned(v.y)); }\nstatic inline int    ImModPositive(int a, int b)                                { return (a + b) % b; }\nstatic inline float  ImDot(const ImVec2& a, const ImVec2& b)                    { return a.x * b.x + a.y * b.y; }\nstatic inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a)        { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }\nstatic inline float  ImLinearSweep(float current, float target, float speed)    { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }\nstatic inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs)                { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }\nstatic inline bool   ImIsFloatAboveGuaranteedIntegerPrecision(float f)          { return f <= -16777216 || f >= 16777216; }\nstatic inline float  ImExponentialMovingAverage(float avg, float sample, int n) { avg -= avg / n; avg += sample / n; return avg; }\nIM_MSVC_RUNTIME_CHECKS_RESTORE\n\n// Helpers: Geometry\nIMGUI_API ImVec2     ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t);\nIMGUI_API ImVec2     ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments);       // For curves with explicit number of segments\nIMGUI_API ImVec2     ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol\nIMGUI_API ImVec2     ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t);\nIMGUI_API ImVec2     ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);\nIMGUI_API bool       ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);\nIMGUI_API ImVec2     ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);\nIMGUI_API void       ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w);\ninline float         ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; }\nIMGUI_API ImGuiDir   ImGetDirQuadrantFromDelta(float dx, float dy);\n\n// Helper: ImVec1 (1D vector)\n// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches)\nIM_MSVC_RUNTIME_CHECKS_OFF\nstruct ImVec1\n{\n    float   x;\n    constexpr ImVec1()         : x(0.0f) { }\n    constexpr ImVec1(float _x) : x(_x) { }\n};\n\n// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage)\nstruct ImVec2ih\n{\n    short   x, y;\n    constexpr ImVec2ih()                           : x(0), y(0) {}\n    constexpr ImVec2ih(short _x, short _y)         : x(_x), y(_y) {}\n    constexpr explicit ImVec2ih(const ImVec2& rhs) : x((short)rhs.x), y((short)rhs.y) {}\n};\n\n// Helper: ImRect (2D axis aligned bounding-box)\n// NB: we can't rely on ImVec2 math operators being available here!\nstruct IMGUI_API ImRect\n{\n    ImVec2      Min;    // Upper-left\n    ImVec2      Max;    // Lower-right\n\n    constexpr ImRect()                                        : Min(0.0f, 0.0f), Max(0.0f, 0.0f)  {}\n    constexpr ImRect(const ImVec2& min, const ImVec2& max)    : Min(min), Max(max)                {}\n    constexpr ImRect(const ImVec4& v)                         : Min(v.x, v.y), Max(v.z, v.w)      {}\n    constexpr ImRect(float x1, float y1, float x2, float y2)  : Min(x1, y1), Max(x2, y2)          {}\n\n    ImVec2      GetCenter() const                   { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); }\n    ImVec2      GetSize() const                     { return ImVec2(Max.x - Min.x, Max.y - Min.y); }\n    float       GetWidth() const                    { return Max.x - Min.x; }\n    float       GetHeight() const                   { return Max.y - Min.y; }\n    float       GetArea() const                     { return (Max.x - Min.x) * (Max.y - Min.y); }\n    ImVec2      GetTL() const                       { return Min; }                   // Top-left\n    ImVec2      GetTR() const                       { return ImVec2(Max.x, Min.y); }  // Top-right\n    ImVec2      GetBL() const                       { return ImVec2(Min.x, Max.y); }  // Bottom-left\n    ImVec2      GetBR() const                       { return Max; }                   // Bottom-right\n    bool        Contains(const ImVec2& p) const     { return p.x     >= Min.x && p.y     >= Min.y && p.x     <  Max.x && p.y     <  Max.y; }\n    bool        Contains(const ImRect& r) const     { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; }\n    bool        Overlaps(const ImRect& r) const     { return r.Min.y <  Max.y && r.Max.y >  Min.y && r.Min.x <  Max.x && r.Max.x >  Min.x; }\n    void        Add(const ImVec2& p)                { if (Min.x > p.x)     Min.x = p.x;     if (Min.y > p.y)     Min.y = p.y;     if (Max.x < p.x)     Max.x = p.x;     if (Max.y < p.y)     Max.y = p.y; }\n    void        Add(const ImRect& r)                { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; }\n    void        Expand(const float amount)          { Min.x -= amount;   Min.y -= amount;   Max.x += amount;   Max.y += amount; }\n    void        Expand(const ImVec2& amount)        { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }\n    void        Translate(const ImVec2& d)          { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; }\n    void        TranslateX(float dx)                { Min.x += dx; Max.x += dx; }\n    void        TranslateY(float dy)                { Min.y += dy; Max.y += dy; }\n    void        ClipWith(const ImRect& r)           { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); }                   // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display.\n    void        ClipWithFull(const ImRect& r)       { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.\n    void        Floor()                             { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); }\n    bool        IsInverted() const                  { return Min.x > Max.x || Min.y > Max.y; }\n    ImVec4      ToVec4() const                      { return ImVec4(Min.x, Min.y, Max.x, Max.y); }\n};\n\n// Helper: ImBitArray\n#define         IM_BITARRAY_TESTBIT(_ARRAY, _N)                 ((_ARRAY[(_N) >> 5] & ((ImU32)1 << ((_N) & 31))) != 0) // Macro version of ImBitArrayTestBit(): ensure args have side-effect or are costly!\n#define         IM_BITARRAY_CLEARBIT(_ARRAY, _N)                ((_ARRAY[(_N) >> 5] &= ~((ImU32)1 << ((_N) & 31))))    // Macro version of ImBitArrayClearBit(): ensure args have side-effect or are costly!\ninline size_t   ImBitArrayGetStorageSizeInBytes(int bitcount)   { return (size_t)((bitcount + 31) >> 5) << 2; }\ninline void     ImBitArrayClearAllBits(ImU32* arr, int bitcount){ memset(arr, 0, ImBitArrayGetStorageSizeInBytes(bitcount)); }\ninline bool     ImBitArrayTestBit(const ImU32* arr, int n)      { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; }\ninline void     ImBitArrayClearBit(ImU32* arr, int n)           { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; }\ninline void     ImBitArraySetBit(ImU32* arr, int n)             { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; }\ninline void     ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2)\n{\n    n2--;\n    while (n <= n2)\n    {\n        int a_mod = (n & 31);\n        int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1;\n        ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1);\n        arr[n >> 5] |= mask;\n        n = (n + 32) & ~31;\n    }\n}\n\ntypedef ImU32* ImBitArrayPtr; // Name for use in structs\n\n// Helper: ImBitArray class (wrapper over ImBitArray functions)\n// Store 1-bit per value.\ntemplate<int BITCOUNT, int OFFSET = 0>\nstruct ImBitArray\n{\n    ImU32           Storage[(BITCOUNT + 31) >> 5];\n    ImBitArray()                                { ClearAllBits(); }\n    void            ClearAllBits()              { memset(Storage, 0, sizeof(Storage)); }\n    void            SetAllBits()                { memset(Storage, 255, sizeof(Storage)); }\n    bool            TestBit(int n) const        { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); }\n    void            SetBit(int n)               { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Storage, n); }\n    void            ClearBit(int n)             { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Storage, n); }\n    void            SetBitRange(int n, int n2)  { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2)\n    bool            operator[](int n) const     { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); }\n};\n\n// Helper: ImBitVector\n// Store 1-bit per value.\nstruct IMGUI_API ImBitVector\n{\n    ImVector<ImU32> Storage;\n    void            Create(int sz)              { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); }\n    void            Clear()                     { Storage.clear(); }\n    bool            TestBit(int n) const        { IM_ASSERT(n < (Storage.Size << 5)); return IM_BITARRAY_TESTBIT(Storage.Data, n); }\n    void            SetBit(int n)               { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); }\n    void            ClearBit(int n)             { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); }\n};\nIM_MSVC_RUNTIME_CHECKS_RESTORE\n\n// Helper: ImSpan<>\n// Pointing to a span of data we don't own.\ntemplate<typename T>\nstruct ImSpan\n{\n    T*                  Data;\n    T*                  DataEnd;\n\n    // Constructors, destructor\n    inline ImSpan()                                 { Data = DataEnd = NULL; }\n    inline ImSpan(T* data, int size)                { Data = data; DataEnd = data + size; }\n    inline ImSpan(T* data, T* data_end)             { Data = data; DataEnd = data_end; }\n\n    inline void         set(T* data, int size)      { Data = data; DataEnd = data + size; }\n    inline void         set(T* data, T* data_end)   { Data = data; DataEnd = data_end; }\n    inline int          size() const                { return (int)(ptrdiff_t)(DataEnd - Data); }\n    inline int          size_in_bytes() const       { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); }\n    inline T&           operator[](int i)           { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; }\n    inline const T&     operator[](int i) const     { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; }\n\n    inline T*           begin()                     { return Data; }\n    inline const T*     begin() const               { return Data; }\n    inline T*           end()                       { return DataEnd; }\n    inline const T*     end() const                 { return DataEnd; }\n\n    // Utilities\n    inline int  index_from_ptr(const T* it) const   { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; }\n};\n\n// Helper: ImSpanAllocator<>\n// Facilitate storing multiple chunks into a single large block (the \"arena\")\n// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges.\ntemplate<int CHUNKS>\nstruct ImSpanAllocator\n{\n    char*   BasePtr;\n    int     CurrOff;\n    int     CurrIdx;\n    int     Offsets[CHUNKS];\n    int     Sizes[CHUNKS];\n\n    ImSpanAllocator()                               { memset(this, 0, sizeof(*this)); }\n    inline void  Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; }\n    inline int   GetArenaSizeInBytes()              { return CurrOff; }\n    inline void  SetArenaBasePtr(void* base_ptr)    { BasePtr = (char*)base_ptr; }\n    inline void* GetSpanPtrBegin(int n)             { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); }\n    inline void* GetSpanPtrEnd(int n)               { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); }\n    template<typename T>\n    inline void  GetSpan(int n, ImSpan<T>* span)    { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); }\n};\n\n// Helper: ImPool<>\n// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer,\n// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object.\ntypedef int ImPoolIdx;\ntemplate<typename T>\nstruct ImPool\n{\n    ImVector<T>     Buf;        // Contiguous data\n    ImGuiStorage    Map;        // ID->Index\n    ImPoolIdx       FreeIdx;    // Next free idx to use\n    ImPoolIdx       AliveCount; // Number of active/alive items (for display purpose)\n\n    ImPool()    { FreeIdx = AliveCount = 0; }\n    ~ImPool()   { Clear(); }\n    T*          GetByKey(ImGuiID key)               { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; }\n    T*          GetByIndex(ImPoolIdx n)             { return &Buf[n]; }\n    ImPoolIdx   GetIndex(const T* p) const          { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); }\n    T*          GetOrAddByKey(ImGuiID key)          { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); }\n    bool        Contains(const T* p) const          { return (p >= Buf.Data && p < Buf.Data + Buf.Size); }\n    void        Clear()                             { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; }\n    T*          Add()                               { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; }\n    void        Remove(ImGuiID key, const T* p)     { Remove(key, GetIndex(p)); }\n    void        Remove(ImGuiID key, ImPoolIdx idx)  { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; }\n    void        Reserve(int capacity)               { Buf.reserve(capacity); Map.Data.reserve(capacity); }\n\n    // To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... }\n    // Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize()\n    int         GetAliveCount() const               { return AliveCount; }      // Number of active/alive items in the pool (for display purpose)\n    int         GetBufSize() const                  { return Buf.Size; }\n    int         GetMapSize() const                  { return Map.Data.Size; }   // It is the map we need iterate to find valid items, since we don't have \"alive\" storage anywhere\n    T*          TryGetMapData(ImPoolIdx n)          { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); }\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    int         GetSize()                           { return GetMapSize(); } // For ImPlot: should use GetMapSize() from (IMGUI_VERSION_NUM >= 18304)\n#endif\n};\n\n// Helper: ImChunkStream<>\n// Build and iterate a contiguous stream of variable-sized structures.\n// This is used by Settings to store persistent data while reducing allocation count.\n// We store the chunk size first, and align the final size on 4 bytes boundaries.\n// The tedious/zealous amount of casting is to avoid -Wcast-align warnings.\ntemplate<typename T>\nstruct ImChunkStream\n{\n    ImVector<char>  Buf;\n\n    void    clear()                     { Buf.clear(); }\n    bool    empty() const               { return Buf.Size == 0; }\n    int     size() const                { return Buf.Size; }\n    T*      alloc_chunk(size_t sz)      { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); }\n    T*      begin()                     { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); }\n    T*      next_chunk(T* p)            { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; }\n    int     chunk_size(const T* p)      { return ((const int*)p)[-1]; }\n    T*      end()                       { return (T*)(void*)(Buf.Data + Buf.Size); }\n    int     offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; }\n    T*      ptr_from_offset(int off)    { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); }\n    void    swap(ImChunkStream<T>& rhs) { rhs.Buf.swap(Buf); }\n\n};\n\n// Helper: ImGuiTextIndex<>\n// Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API.\nstruct ImGuiTextIndex\n{\n    ImVector<int>   LineOffsets;\n    int             EndOffset = 0;                          // Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?)\n\n    void            clear()                                 { LineOffsets.clear(); EndOffset = 0; }\n    int             size()                                  { return LineOffsets.Size; }\n    const char*     get_line_begin(const char* base, int n) { return base + LineOffsets[n]; }\n    const char*     get_line_end(const char* base, int n)   { return base + (n + 1 < LineOffsets.Size ? (LineOffsets[n + 1] - 1) : EndOffset); }\n    void            append(const char* base, int old_size, int new_size);\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImDrawList support\n//-----------------------------------------------------------------------------\n\n// ImDrawList: Helper function to calculate a circle's segment count given its radius and a \"maximum error\" value.\n// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693\n// Number of segments (N) is calculated using equation:\n//   N = ceil ( pi / acos(1 - error / r) )     where r > 0, error <= r\n// Our equation is significantly simpler that one in the post thanks for choosing segment that is\n// perpendicular to X axis. Follow steps in the article from this starting condition and you will\n// will get this result.\n//\n// Rendering circles with an odd number of segments, while mathematically correct will produce\n// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.)\n#define IM_ROUNDUP_TO_EVEN(_V)                                  ((((_V) + 1) / 2) * 2)\n#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN                     4\n#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX                     512\n#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR)    ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX)\n\n// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'.\n#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR)    ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))))\n#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD)     ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD))\n\n// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle.\n#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE\n#define IM_DRAWLIST_ARCFAST_TABLE_SIZE                          48 // Number of samples in lookup table.\n#endif\n#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX                          IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle.\n\n// Data shared between all ImDrawList instances\n// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure.\nstruct IMGUI_API ImDrawListSharedData\n{\n    ImVec2          TexUvWhitePixel;            // UV of white pixel in the atlas\n    ImFont*         Font;                       // Current/default font (optional, for simplified AddText overload)\n    float           FontSize;                   // Current/default font size (optional, for simplified AddText overload)\n    float           CurveTessellationTol;       // Tessellation tolerance when using PathBezierCurveTo()\n    float           CircleSegmentMaxError;      // Number of circle segments to use per pixel of radius for AddCircle() etc\n    ImVec4          ClipRectFullscreen;         // Value for PushClipRectFullscreen()\n    ImDrawListFlags InitialFlags;               // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards)\n\n    // [Internal] Temp write buffer\n    ImVector<ImVec2> TempBuffer;\n\n    // [Internal] Lookup tables\n    ImVec2          ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle.\n    float           ArcFastRadiusCutoff;                        // Cutoff radius after which arc drawing will fallback to slower PathArcTo()\n    ImU8            CircleSegmentCounts[64];    // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead)\n    const ImVec4*   TexUvLines;                 // UV of anti-aliased lines in the atlas\n\n    ImDrawListSharedData();\n    void SetCircleTessellationMaxError(float max_error);\n};\n\nstruct ImDrawDataBuilder\n{\n    ImVector<ImDrawList*>   Layers[2];           // Global layers for: regular, tooltip\n\n    void Clear()                    { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); }\n    void ClearFreeMemory()          { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); }\n    int  GetDrawListCount() const   { int count = 0; for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) count += Layers[n].Size; return count; }\n    IMGUI_API void FlattenIntoSingleLayer();\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Widgets support: flags, enums, data structures\n//-----------------------------------------------------------------------------\n\n// Flags used by upcoming items\n// - input: PushItemFlag() manipulates g.CurrentItemFlags, ItemAdd() calls may add extra flags.\n// - output: stored in g.LastItemData.InFlags\n// Current window shared by all windows.\n// This is going to be exposed in imgui.h when stabilized enough.\nenum ImGuiItemFlags_\n{\n    // Controlled by user\n    ImGuiItemFlags_None                     = 0,\n    ImGuiItemFlags_NoTabStop                = 1 << 0,  // false     // Disable keyboard tabbing (FIXME: should merge with _NoNav)\n    ImGuiItemFlags_ButtonRepeat             = 1 << 1,  // false     // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.\n    ImGuiItemFlags_Disabled                 = 1 << 2,  // false     // Disable interactions but doesn't affect visuals. See BeginDisabled()/EndDisabled(). See github.com/ocornut/imgui/issues/211\n    ImGuiItemFlags_NoNav                    = 1 << 3,  // false     // Disable keyboard/gamepad directional navigation (FIXME: should merge with _NoTabStop)\n    ImGuiItemFlags_NoNavDefaultFocus        = 1 << 4,  // false     // Disable item being a candidate for default focus (e.g. used by title bar items)\n    ImGuiItemFlags_SelectableDontClosePopup = 1 << 5,  // false     // Disable MenuItem/Selectable() automatically closing their popup window\n    ImGuiItemFlags_MixedValue               = 1 << 6,  // false     // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)\n    ImGuiItemFlags_ReadOnly                 = 1 << 7,  // false     // [ALPHA] Allow hovering interactions but underlying value is not changed.\n    ImGuiItemFlags_NoWindowHoverableCheck   = 1 << 8,  // false     // Disable hoverable check in ItemHoverable()\n\n    // Controlled by widget code\n    ImGuiItemFlags_Inputable                = 1 << 10, // false     // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.\n};\n\n// Status flags for an already submitted item\n// - output: stored in g.LastItemData.StatusFlags\nenum ImGuiItemStatusFlags_\n{\n    ImGuiItemStatusFlags_None               = 0,\n    ImGuiItemStatusFlags_HoveredRect        = 1 << 0,   // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test)\n    ImGuiItemStatusFlags_HasDisplayRect     = 1 << 1,   // g.LastItemData.DisplayRect is valid\n    ImGuiItemStatusFlags_Edited             = 1 << 2,   // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)\n    ImGuiItemStatusFlags_ToggledSelection   = 1 << 3,   // Set when Selectable(), TreeNode() reports toggling a selection. We can't report \"Selected\", only state changes, in order to easily handle clipping with less issues.\n    ImGuiItemStatusFlags_ToggledOpen        = 1 << 4,   // Set when TreeNode() reports toggling their open state.\n    ImGuiItemStatusFlags_HasDeactivated     = 1 << 5,   // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.\n    ImGuiItemStatusFlags_Deactivated        = 1 << 6,   // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.\n    ImGuiItemStatusFlags_HoveredWindow      = 1 << 7,   // Override the HoveredWindow test to allow cross-window hover testing.\n    ImGuiItemStatusFlags_FocusedByTabbing   = 1 << 8,   // Set when the Focusable item just got focused by Tabbing (FIXME: to be removed soon)\n    ImGuiItemStatusFlags_Visible            = 1 << 9,   // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()).\n\n    // Additional status + semantic for ImGuiTestEngine\n#ifdef IMGUI_ENABLE_TEST_ENGINE\n    ImGuiItemStatusFlags_Openable           = 1 << 20,  // Item is an openable (e.g. TreeNode)\n    ImGuiItemStatusFlags_Opened             = 1 << 21,  // Opened status\n    ImGuiItemStatusFlags_Checkable          = 1 << 22,  // Item is a checkable (e.g. CheckBox, MenuItem)\n    ImGuiItemStatusFlags_Checked            = 1 << 23,  // Checked status\n    ImGuiItemStatusFlags_Inputable          = 1 << 24,  // Item is a text-inputable (e.g. InputText, SliderXXX, DragXXX)\n#endif\n};\n\n// Extend ImGuiInputTextFlags_\nenum ImGuiInputTextFlagsPrivate_\n{\n    // [Internal]\n    ImGuiInputTextFlags_Multiline           = 1 << 26,  // For internal use by InputTextMultiline()\n    ImGuiInputTextFlags_NoMarkEdited        = 1 << 27,  // For internal use by functions using InputText() before reformatting data\n    ImGuiInputTextFlags_MergedItem          = 1 << 28,  // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match.\n};\n\n// Extend ImGuiButtonFlags_\nenum ImGuiButtonFlagsPrivate_\n{\n    ImGuiButtonFlags_PressedOnClick         = 1 << 4,   // return true on click (mouse down event)\n    ImGuiButtonFlags_PressedOnClickRelease  = 1 << 5,   // [Default] return true on click + release on same item <-- this is what the majority of Button are using\n    ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item\n    ImGuiButtonFlags_PressedOnRelease       = 1 << 7,   // return true on release (default requires click+release)\n    ImGuiButtonFlags_PressedOnDoubleClick   = 1 << 8,   // return true on double-click (default requires click+release)\n    ImGuiButtonFlags_PressedOnDragDropHold  = 1 << 9,   // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)\n    ImGuiButtonFlags_Repeat                 = 1 << 10,  // hold to repeat\n    ImGuiButtonFlags_FlattenChildren        = 1 << 11,  // allow interactions even if a child window is overlapping\n    ImGuiButtonFlags_AllowItemOverlap       = 1 << 12,  // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap()\n    ImGuiButtonFlags_DontClosePopups        = 1 << 13,  // disable automatically closing parent popup on press // [UNUSED]\n    //ImGuiButtonFlags_Disabled             = 1 << 14,  // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled\n    ImGuiButtonFlags_AlignTextBaseLine      = 1 << 15,  // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine\n    ImGuiButtonFlags_NoKeyModifiers         = 1 << 16,  // disable mouse interaction if a key modifier is held\n    ImGuiButtonFlags_NoHoldingActiveId      = 1 << 17,  // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)\n    ImGuiButtonFlags_NoNavFocus             = 1 << 18,  // don't override navigation focus when activated (FIXME: this is essentially used everytime an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.InFlags)\n    ImGuiButtonFlags_NoHoveredOnFocus       = 1 << 19,  // don't report as hovered when nav focus is on this item\n    ImGuiButtonFlags_NoSetKeyOwner          = 1 << 20,  // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)\n    ImGuiButtonFlags_NoTestKeyOwner         = 1 << 21,  // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)\n    ImGuiButtonFlags_PressedOnMask_         = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold,\n    ImGuiButtonFlags_PressedOnDefault_      = ImGuiButtonFlags_PressedOnClickRelease,\n};\n\n// Extend ImGuiComboFlags_\nenum ImGuiComboFlagsPrivate_\n{\n    ImGuiComboFlags_CustomPreview           = 1 << 20,  // enable BeginComboPreview()\n};\n\n// Extend ImGuiSliderFlags_\nenum ImGuiSliderFlagsPrivate_\n{\n    ImGuiSliderFlags_Vertical               = 1 << 20,  // Should this slider be orientated vertically?\n    ImGuiSliderFlags_ReadOnly               = 1 << 21,\n};\n\n// Extend ImGuiSelectableFlags_\nenum ImGuiSelectableFlagsPrivate_\n{\n    // NB: need to be in sync with last value of ImGuiSelectableFlags_\n    ImGuiSelectableFlags_NoHoldingActiveID      = 1 << 20,\n    ImGuiSelectableFlags_SelectOnNav            = 1 << 21,  // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API.\n    ImGuiSelectableFlags_SelectOnClick          = 1 << 22,  // Override button behavior to react on Click (default is Click+Release)\n    ImGuiSelectableFlags_SelectOnRelease        = 1 << 23,  // Override button behavior to react on Release (default is Click+Release)\n    ImGuiSelectableFlags_SpanAvailWidth         = 1 << 24,  // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus)\n    ImGuiSelectableFlags_SetNavIdOnHover        = 1 << 25,  // Set Nav/Focus ID on mouse hover (used by MenuItem)\n    ImGuiSelectableFlags_NoPadWithHalfSpacing   = 1 << 26,  // Disable padding each side with ItemSpacing * 0.5f\n    ImGuiSelectableFlags_NoSetKeyOwner          = 1 << 27,  // Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)\n};\n\n// Extend ImGuiTreeNodeFlags_\nenum ImGuiTreeNodeFlagsPrivate_\n{\n    ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20,\n};\n\nenum ImGuiSeparatorFlags_\n{\n    ImGuiSeparatorFlags_None                    = 0,\n    ImGuiSeparatorFlags_Horizontal              = 1 << 0,   // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar\n    ImGuiSeparatorFlags_Vertical                = 1 << 1,\n    ImGuiSeparatorFlags_SpanAllColumns          = 1 << 2,\n};\n\nenum ImGuiTextFlags_\n{\n    ImGuiTextFlags_None                         = 0,\n    ImGuiTextFlags_NoWidthForLargeClippedText   = 1 << 0,\n};\n\nenum ImGuiTooltipFlags_\n{\n    ImGuiTooltipFlags_None                      = 0,\n    ImGuiTooltipFlags_OverridePreviousTooltip   = 1 << 0,   // Override will clear/ignore previously submitted tooltip (defaults to append)\n};\n\n// FIXME: this is in development, not exposed/functional as a generic feature yet.\n// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2\nenum ImGuiLayoutType_\n{\n    ImGuiLayoutType_Horizontal = 0,\n    ImGuiLayoutType_Vertical = 1\n};\n\nenum ImGuiLogType\n{\n    ImGuiLogType_None = 0,\n    ImGuiLogType_TTY,\n    ImGuiLogType_File,\n    ImGuiLogType_Buffer,\n    ImGuiLogType_Clipboard,\n};\n\n// X/Y enums are fixed to 0/1 so they may be used to index ImVec2\nenum ImGuiAxis\n{\n    ImGuiAxis_None = -1,\n    ImGuiAxis_X = 0,\n    ImGuiAxis_Y = 1\n};\n\nenum ImGuiPlotType\n{\n    ImGuiPlotType_Lines,\n    ImGuiPlotType_Histogram,\n};\n\nenum ImGuiPopupPositionPolicy\n{\n    ImGuiPopupPositionPolicy_Default,\n    ImGuiPopupPositionPolicy_ComboBox,\n    ImGuiPopupPositionPolicy_Tooltip,\n};\n\nstruct ImGuiDataTypeTempStorage\n{\n    ImU8        Data[8];        // Can fit any data up to ImGuiDataType_COUNT\n};\n\n// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo().\nstruct ImGuiDataTypeInfo\n{\n    size_t      Size;           // Size in bytes\n    const char* Name;           // Short descriptive name for the type, for debugging\n    const char* PrintFmt;       // Default printf format for the type\n    const char* ScanFmt;        // Default scanf format for the type\n};\n\n// Extend ImGuiDataType_\nenum ImGuiDataTypePrivate_\n{\n    ImGuiDataType_String = ImGuiDataType_COUNT + 1,\n    ImGuiDataType_Pointer,\n    ImGuiDataType_ID,\n};\n\n// Stacked color modifier, backup of modified data so we can restore it\nstruct ImGuiColorMod\n{\n    ImGuiCol        Col;\n    ImVec4          BackupValue;\n};\n\n// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable.\nstruct ImGuiStyleMod\n{\n    ImGuiStyleVar   VarIdx;\n    union           { int BackupInt[2]; float BackupFloat[2]; };\n    ImGuiStyleMod(ImGuiStyleVar idx, int v)     { VarIdx = idx; BackupInt[0] = v; }\n    ImGuiStyleMod(ImGuiStyleVar idx, float v)   { VarIdx = idx; BackupFloat[0] = v; }\n    ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v)  { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; }\n};\n\n// Storage data for BeginComboPreview()/EndComboPreview()\nstruct IMGUI_API ImGuiComboPreviewData\n{\n    ImRect          PreviewRect;\n    ImVec2          BackupCursorPos;\n    ImVec2          BackupCursorMaxPos;\n    ImVec2          BackupCursorPosPrevLine;\n    float           BackupPrevLineTextBaseOffset;\n    ImGuiLayoutType BackupLayout;\n\n    ImGuiComboPreviewData() { memset(this, 0, sizeof(*this)); }\n};\n\n// Stacked storage data for BeginGroup()/EndGroup()\nstruct IMGUI_API ImGuiGroupData\n{\n    ImGuiID     WindowID;\n    ImVec2      BackupCursorPos;\n    ImVec2      BackupCursorMaxPos;\n    ImVec1      BackupIndent;\n    ImVec1      BackupGroupOffset;\n    ImVec2      BackupCurrLineSize;\n    float       BackupCurrLineTextBaseOffset;\n    ImGuiID     BackupActiveIdIsAlive;\n    bool        BackupActiveIdPreviousFrameIsAlive;\n    bool        BackupHoveredIdIsAlive;\n    bool        EmitItem;\n};\n\n// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper.\nstruct IMGUI_API ImGuiMenuColumns\n{\n    ImU32       TotalWidth;\n    ImU32       NextTotalWidth;\n    ImU16       Spacing;\n    ImU16       OffsetIcon;         // Always zero for now\n    ImU16       OffsetLabel;        // Offsets are locked in Update()\n    ImU16       OffsetShortcut;\n    ImU16       OffsetMark;\n    ImU16       Widths[4];          // Width of:   Icon, Label, Shortcut, Mark  (accumulators for current frame)\n\n    ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); }\n    void        Update(float spacing, bool window_reappearing);\n    float       DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark);\n    void        CalcNextTotalWidth(bool update_offsets);\n};\n\n// Internal state of the currently focused/edited text input box\n// For a given item ID, access with ImGui::GetInputTextState()\nstruct IMGUI_API ImGuiInputTextState\n{\n    ImGuiContext*           Ctx;                    // parent dear imgui context\n    ImGuiID                 ID;                     // widget id owning the text state\n    int                     CurLenW, CurLenA;       // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not.\n    ImVector<ImWchar>       TextW;                  // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.\n    ImVector<char>          TextA;                  // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity.\n    ImVector<char>          InitialTextA;           // backup of end-user buffer at the time of focus (in UTF-8, unaltered)\n    bool                    TextAIsValid;           // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument)\n    int                     BufCapacityA;           // end-user buffer capacity\n    float                   ScrollX;                // horizontal scrolling/offset\n    ImStb::STB_TexteditState Stb;                   // state for stb_textedit.h\n    float                   CursorAnim;             // timer for cursor blink, reset on every user action so the cursor reappears immediately\n    bool                    CursorFollow;           // set when we want scrolling to follow the current cursor position (not always!)\n    bool                    SelectedAllMouseLock;   // after a double-click to select all, we ignore further mouse drags to update selection\n    bool                    Edited;                 // edited this frame\n    ImGuiInputTextFlags     Flags;                  // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set.\n\n    ImGuiInputTextState(ImGuiContext* ctx)  { memset(this, 0, sizeof(*this)); Ctx = ctx;}\n    void        ClearText()                 { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); }\n    void        ClearFreeMemory()           { TextW.clear(); TextA.clear(); InitialTextA.clear(); }\n    int         GetUndoAvailCount() const   { return Stb.undostate.undo_point; }\n    int         GetRedoAvailCount() const   { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; }\n    void        OnKeyPressed(int key);      // Cannot be inline because we call in code in stb_textedit.h implementation\n\n    // Cursor & Selection\n    void        CursorAnimReset()           { CursorAnim = -0.30f; }                                   // After a user-input the cursor stays on for a while without blinking\n    void        CursorClamp()               { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); }\n    bool        HasSelection() const        { return Stb.select_start != Stb.select_end; }\n    void        ClearSelection()            { Stb.select_start = Stb.select_end = Stb.cursor; }\n    int         GetCursorPos() const        { return Stb.cursor; }\n    int         GetSelectionStart() const   { return Stb.select_start; }\n    int         GetSelectionEnd() const     { return Stb.select_end; }\n    void        SelectAll()                 { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }\n};\n\n// Storage for current popup stack\nstruct ImGuiPopupData\n{\n    ImGuiID             PopupId;        // Set on OpenPopup()\n    ImGuiWindow*        Window;         // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()\n    ImGuiWindow*        BackupNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close\n    int                 ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as \"not any of layers\" value\n    int                 OpenFrameCount; // Set on OpenPopup()\n    ImGuiID             OpenParentId;   // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)\n    ImVec2              OpenPopupPos;   // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse)\n    ImVec2              OpenMousePos;   // Set on OpenPopup(), copy of mouse position at the time of opening popup\n\n    ImGuiPopupData()    { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; }\n};\n\nenum ImGuiNextWindowDataFlags_\n{\n    ImGuiNextWindowDataFlags_None               = 0,\n    ImGuiNextWindowDataFlags_HasPos             = 1 << 0,\n    ImGuiNextWindowDataFlags_HasSize            = 1 << 1,\n    ImGuiNextWindowDataFlags_HasContentSize     = 1 << 2,\n    ImGuiNextWindowDataFlags_HasCollapsed       = 1 << 3,\n    ImGuiNextWindowDataFlags_HasSizeConstraint  = 1 << 4,\n    ImGuiNextWindowDataFlags_HasFocus           = 1 << 5,\n    ImGuiNextWindowDataFlags_HasBgAlpha         = 1 << 6,\n    ImGuiNextWindowDataFlags_HasScroll          = 1 << 7,\n};\n\n// Storage for SetNexWindow** functions\nstruct ImGuiNextWindowData\n{\n    ImGuiNextWindowDataFlags    Flags;\n    ImGuiCond                   PosCond;\n    ImGuiCond                   SizeCond;\n    ImGuiCond                   CollapsedCond;\n    ImVec2                      PosVal;\n    ImVec2                      PosPivotVal;\n    ImVec2                      SizeVal;\n    ImVec2                      ContentSizeVal;\n    ImVec2                      ScrollVal;\n    bool                        CollapsedVal;\n    ImRect                      SizeConstraintRect;\n    ImGuiSizeCallback           SizeCallback;\n    void*                       SizeCallbackUserData;\n    float                       BgAlphaVal;             // Override background alpha\n    ImVec2                      MenuBarOffsetMinVal;    // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?)\n\n    ImGuiNextWindowData()       { memset(this, 0, sizeof(*this)); }\n    inline void ClearFlags()    { Flags = ImGuiNextWindowDataFlags_None; }\n};\n\nenum ImGuiNextItemDataFlags_\n{\n    ImGuiNextItemDataFlags_None     = 0,\n    ImGuiNextItemDataFlags_HasWidth = 1 << 0,\n    ImGuiNextItemDataFlags_HasOpen  = 1 << 1,\n};\n\nstruct ImGuiNextItemData\n{\n    ImGuiNextItemDataFlags      Flags;\n    float                       Width;          // Set by SetNextItemWidth()\n    ImGuiID                     FocusScopeId;   // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging)\n    ImGuiCond                   OpenCond;\n    bool                        OpenVal;        // Set by SetNextItemOpen()\n\n    ImGuiNextItemData()         { memset(this, 0, sizeof(*this)); }\n    inline void ClearFlags()    { Flags = ImGuiNextItemDataFlags_None; } // Also cleared manually by ItemAdd()!\n};\n\n// Status storage for the last submitted item\nstruct ImGuiLastItemData\n{\n    ImGuiID                 ID;\n    ImGuiItemFlags          InFlags;            // See ImGuiItemFlags_\n    ImGuiItemStatusFlags    StatusFlags;        // See ImGuiItemStatusFlags_\n    ImRect                  Rect;               // Full rectangle\n    ImRect                  NavRect;            // Navigation scoring rectangle (not displayed)\n    ImRect                  DisplayRect;        // Display rectangle (only if ImGuiItemStatusFlags_HasDisplayRect is set)\n\n    ImGuiLastItemData()     { memset(this, 0, sizeof(*this)); }\n};\n\nstruct IMGUI_API ImGuiStackSizes\n{\n    short   SizeOfIDStack;\n    short   SizeOfColorStack;\n    short   SizeOfStyleVarStack;\n    short   SizeOfFontStack;\n    short   SizeOfFocusScopeStack;\n    short   SizeOfGroupStack;\n    short   SizeOfItemFlagsStack;\n    short   SizeOfBeginPopupStack;\n    short   SizeOfDisabledStack;\n\n    ImGuiStackSizes() { memset(this, 0, sizeof(*this)); }\n    void SetToCurrentState();\n    void CompareWithCurrentState();\n};\n\n// Data saved for each window pushed into the stack\nstruct ImGuiWindowStackData\n{\n    ImGuiWindow*            Window;\n    ImGuiLastItemData       ParentLastItemDataBackup;\n    ImGuiStackSizes         StackSizesOnBegin;      // Store size of various stacks for asserting\n};\n\nstruct ImGuiShrinkWidthItem\n{\n    int         Index;\n    float       Width;\n    float       InitialWidth;\n};\n\nstruct ImGuiPtrOrIndex\n{\n    void*       Ptr;            // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool.\n    int         Index;          // Usually index in a main pool.\n\n    ImGuiPtrOrIndex(void* ptr)  { Ptr = ptr; Index = -1; }\n    ImGuiPtrOrIndex(int index)  { Ptr = NULL; Index = index; }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Inputs support\n//-----------------------------------------------------------------------------\n\ntypedef ImBitArray<ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN>    ImBitArrayForNamedKeys;\n\n// [Internal] Key ranges\n#define ImGuiKey_LegacyNativeKey_BEGIN  0\n#define ImGuiKey_LegacyNativeKey_END    512\n#define ImGuiKey_Keyboard_BEGIN         (ImGuiKey_NamedKey_BEGIN)\n#define ImGuiKey_Keyboard_END           (ImGuiKey_GamepadStart)\n#define ImGuiKey_Gamepad_BEGIN          (ImGuiKey_GamepadStart)\n#define ImGuiKey_Gamepad_END            (ImGuiKey_GamepadRStickDown + 1)\n#define ImGuiKey_Mouse_BEGIN            (ImGuiKey_MouseLeft)\n#define ImGuiKey_Mouse_END              (ImGuiKey_MouseWheelY + 1)\n#define ImGuiKey_Aliases_BEGIN          (ImGuiKey_Mouse_BEGIN)\n#define ImGuiKey_Aliases_END            (ImGuiKey_Mouse_END)\n\n// [Internal] Named shortcuts for Navigation\n#define ImGuiKey_NavKeyboardTweakSlow   ImGuiMod_Ctrl\n#define ImGuiKey_NavKeyboardTweakFast   ImGuiMod_Shift\n#define ImGuiKey_NavGamepadTweakSlow    ImGuiKey_GamepadL1\n#define ImGuiKey_NavGamepadTweakFast    ImGuiKey_GamepadR1\n#define ImGuiKey_NavGamepadActivate     ImGuiKey_GamepadFaceDown\n#define ImGuiKey_NavGamepadCancel       ImGuiKey_GamepadFaceRight\n#define ImGuiKey_NavGamepadMenu         ImGuiKey_GamepadFaceLeft\n#define ImGuiKey_NavGamepadInput        ImGuiKey_GamepadFaceUp\n\nenum ImGuiInputEventType\n{\n    ImGuiInputEventType_None = 0,\n    ImGuiInputEventType_MousePos,\n    ImGuiInputEventType_MouseWheel,\n    ImGuiInputEventType_MouseButton,\n    ImGuiInputEventType_Key,\n    ImGuiInputEventType_Text,\n    ImGuiInputEventType_Focus,\n    ImGuiInputEventType_COUNT\n};\n\nenum ImGuiInputSource\n{\n    ImGuiInputSource_None = 0,\n    ImGuiInputSource_Mouse,\n    ImGuiInputSource_Keyboard,\n    ImGuiInputSource_Gamepad,\n    ImGuiInputSource_Clipboard,     // Currently only used by InputText()\n    ImGuiInputSource_Nav,           // Stored in g.ActiveIdSource only\n    ImGuiInputSource_COUNT\n};\n\n// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension?\n// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor'\nstruct ImGuiInputEventMousePos      { float PosX, PosY; };\nstruct ImGuiInputEventMouseWheel    { float WheelX, WheelY; };\nstruct ImGuiInputEventMouseButton   { int Button; bool Down; };\nstruct ImGuiInputEventKey           { ImGuiKey Key; bool Down; float AnalogValue; };\nstruct ImGuiInputEventText          { unsigned int Char; };\nstruct ImGuiInputEventAppFocused    { bool Focused; };\n\nstruct ImGuiInputEvent\n{\n    ImGuiInputEventType             Type;\n    ImGuiInputSource                Source;\n    union\n    {\n        ImGuiInputEventMousePos     MousePos;       // if Type == ImGuiInputEventType_MousePos\n        ImGuiInputEventMouseWheel   MouseWheel;     // if Type == ImGuiInputEventType_MouseWheel\n        ImGuiInputEventMouseButton  MouseButton;    // if Type == ImGuiInputEventType_MouseButton\n        ImGuiInputEventKey          Key;            // if Type == ImGuiInputEventType_Key\n        ImGuiInputEventText         Text;           // if Type == ImGuiInputEventType_Text\n        ImGuiInputEventAppFocused   AppFocused;     // if Type == ImGuiInputEventType_Focus\n    };\n    bool                            AddedByTestEngine;\n\n    ImGuiInputEvent() { memset(this, 0, sizeof(*this)); }\n};\n\n// Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior.\n#define ImGuiKeyOwner_Any           ((ImGuiID)0)    // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.\n#define ImGuiKeyOwner_None          ((ImGuiID)-1)   // Require key to have no owner.\n\ntypedef ImS16 ImGuiKeyRoutingIndex;\n\n// Routing table entry (sizeof() == 16 bytes)\nstruct ImGuiKeyRoutingData\n{\n    ImGuiKeyRoutingIndex            NextEntryIndex;\n    ImU16                           Mods;               // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. ImGuiMod_Shortcut is already translated to Ctrl/Super.\n    ImU8                            RoutingNextScore;   // Lower is better (0: perfect score)\n    ImGuiID                         RoutingCurr;\n    ImGuiID                         RoutingNext;\n\n    ImGuiKeyRoutingData()           { NextEntryIndex = -1; Mods = 0; RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_None; }\n};\n\n// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching.\n// Stored in main context (1 instance)\nstruct ImGuiKeyRoutingTable\n{\n    ImGuiKeyRoutingIndex            Index[ImGuiKey_NamedKey_COUNT]; // Index of first entry in Entries[]\n    ImVector<ImGuiKeyRoutingData>   Entries;\n    ImVector<ImGuiKeyRoutingData>   EntriesNext;                    // Double-buffer to avoid reallocation (could use a shared buffer)\n\n    ImGuiKeyRoutingTable()          { Clear(); }\n    void Clear()                    { for (int n = 0; n < IM_ARRAYSIZE(Index); n++) Index[n] = -1; Entries.clear(); EntriesNext.clear(); }\n};\n\n// This extends ImGuiKeyData but only for named keys (legacy keys don't support the new features)\n// Stored in main context (1 per named key). In the future it might be merged into ImGuiKeyData.\nstruct ImGuiKeyOwnerData\n{\n    ImGuiID     OwnerCurr;\n    ImGuiID     OwnerNext;\n    bool        LockThisFrame;      // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame.\n    bool        LockUntilRelease;   // Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well.\n\n    ImGuiKeyOwnerData()             { OwnerCurr = OwnerNext = ImGuiKeyOwner_None; LockThisFrame = LockUntilRelease = false; }\n};\n\n// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner()\n// Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function)\nenum ImGuiInputFlags_\n{\n    // Flags for IsKeyPressed(), IsMouseClicked(), Shortcut()\n    ImGuiInputFlags_None                = 0,\n    ImGuiInputFlags_Repeat              = 1 << 0,   // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.\n    ImGuiInputFlags_RepeatRateDefault   = 1 << 1,   // Repeat rate: Regular (default)\n    ImGuiInputFlags_RepeatRateNavMove   = 1 << 2,   // Repeat rate: Fast\n    ImGuiInputFlags_RepeatRateNavTweak  = 1 << 3,   // Repeat rate: Faster\n    ImGuiInputFlags_RepeatRateMask_     = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak,\n\n    // Flags for SetItemKeyOwner()\n    ImGuiInputFlags_CondHovered         = 1 << 4,   // Only set if item is hovered (default to both)\n    ImGuiInputFlags_CondActive          = 1 << 5,   // Only set if item is active (default to both)\n    ImGuiInputFlags_CondDefault_        = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,\n    ImGuiInputFlags_CondMask_           = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,\n\n    // Flags for SetKeyOwner(), SetItemKeyOwner()\n    ImGuiInputFlags_LockThisFrame       = 1 << 6,   // Access to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code.\n    ImGuiInputFlags_LockUntilRelease    = 1 << 7,   // Access to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code.\n\n    // Routing policies for Shortcut() + low-level SetShortcutRouting()\n    // - The general idea is that several callers register interest in a shortcut, and only one owner gets it.\n    // - When a policy (other than _RouteAlways) is set, Shortcut() will register itself with SetShortcutRouting(),\n    //   allowing the system to decide where to route the input among other route-aware calls.\n    // - Shortcut() uses ImGuiInputFlags_RouteFocused by default: meaning that a simple Shortcut() poll\n    //   will register a route and only succeed when parent window is in the focus stack and if no-one\n    //   with a higher priority is claiming the shortcut.\n    // - Using ImGuiInputFlags_RouteAlways is roughly equivalent to doing e.g. IsKeyPressed(key) + testing mods.\n    // - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow.\n    // - Can select only 1 policy among all available.\n    ImGuiInputFlags_RouteFocused        = 1 << 8,   // (Default) Register focused route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.\n    ImGuiInputFlags_RouteGlobalLow      = 1 << 9,   // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority.\n    ImGuiInputFlags_RouteGlobal         = 1 << 10,  // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText).\n    ImGuiInputFlags_RouteGlobalHigh     = 1 << 11,  // Register route globally (highest priority: unlikely you need to use that: will interfere with every active items)\n    ImGuiInputFlags_RouteMask_          = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this!\n    ImGuiInputFlags_RouteAlways         = 1 << 12,  // Do not register route, poll keys directly.\n    ImGuiInputFlags_RouteUnlessBgFocused= 1 << 13,  // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.\n    ImGuiInputFlags_RouteExtraMask_     = ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused,\n\n    // [Internal] Mask of which function support which flags\n    ImGuiInputFlags_SupportedByIsKeyPressed     = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_,\n    ImGuiInputFlags_SupportedByShortcut         = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteExtraMask_,\n    ImGuiInputFlags_SupportedBySetKeyOwner      = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease,\n    ImGuiInputFlags_SupportedBySetItemKeyOwner  = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_,\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Clipper support\n//-----------------------------------------------------------------------------\n\nstruct ImGuiListClipperRange\n{\n    int     Min;\n    int     Max;\n    bool    PosToIndexConvert;      // Begin/End are absolute position (will be converted to indices later)\n    ImS8    PosToIndexOffsetMin;    // Add to Min after converting to indices\n    ImS8    PosToIndexOffsetMax;    // Add to Min after converting to indices\n\n    static ImGuiListClipperRange    FromIndices(int min, int max)                               { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; }\n    static ImGuiListClipperRange    FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; }\n};\n\n// Temporary clipper data, buffers shared/reused between instances\nstruct ImGuiListClipperData\n{\n    ImGuiListClipper*               ListClipper;\n    float                           LossynessOffset;\n    int                             StepNo;\n    int                             ItemsFrozen;\n    ImVector<ImGuiListClipperRange> Ranges;\n\n    ImGuiListClipperData()          { memset(this, 0, sizeof(*this)); }\n    void                            Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Navigation support\n//-----------------------------------------------------------------------------\n\nenum ImGuiActivateFlags_\n{\n    ImGuiActivateFlags_None                 = 0,\n    ImGuiActivateFlags_PreferInput          = 1 << 0,       // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default if keyboard is available.\n    ImGuiActivateFlags_PreferTweak          = 1 << 1,       // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default if keyboard is not available.\n    ImGuiActivateFlags_TryToPreserveState   = 1 << 2,       // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)\n};\n\n// Early work-in-progress API for ScrollToItem()\nenum ImGuiScrollFlags_\n{\n    ImGuiScrollFlags_None                   = 0,\n    ImGuiScrollFlags_KeepVisibleEdgeX       = 1 << 0,       // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis]\n    ImGuiScrollFlags_KeepVisibleEdgeY       = 1 << 1,       // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible]\n    ImGuiScrollFlags_KeepVisibleCenterX     = 1 << 2,       // If item is not visible: scroll to make the item centered on X axis [rarely used]\n    ImGuiScrollFlags_KeepVisibleCenterY     = 1 << 3,       // If item is not visible: scroll to make the item centered on Y axis\n    ImGuiScrollFlags_AlwaysCenterX          = 1 << 4,       // Always center the result item on X axis [rarely used]\n    ImGuiScrollFlags_AlwaysCenterY          = 1 << 5,       // Always center the result item on Y axis [default for Y axis for appearing window)\n    ImGuiScrollFlags_NoScrollParent         = 1 << 6,       // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to).\n    ImGuiScrollFlags_MaskX_                 = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX,\n    ImGuiScrollFlags_MaskY_                 = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY,\n};\n\nenum ImGuiNavHighlightFlags_\n{\n    ImGuiNavHighlightFlags_None             = 0,\n    ImGuiNavHighlightFlags_TypeDefault      = 1 << 0,\n    ImGuiNavHighlightFlags_TypeThin         = 1 << 1,\n    ImGuiNavHighlightFlags_AlwaysDraw       = 1 << 2,       // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse.\n    ImGuiNavHighlightFlags_NoRounding       = 1 << 3,\n};\n\nenum ImGuiNavMoveFlags_\n{\n    ImGuiNavMoveFlags_None                  = 0,\n    ImGuiNavMoveFlags_LoopX                 = 1 << 0,   // On failed request, restart from opposite side\n    ImGuiNavMoveFlags_LoopY                 = 1 << 1,\n    ImGuiNavMoveFlags_WrapX                 = 1 << 2,   // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)\n    ImGuiNavMoveFlags_WrapY                 = 1 << 3,   // This is not super useful but provided for completeness\n    ImGuiNavMoveFlags_AllowCurrentNavId     = 1 << 4,   // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)\n    ImGuiNavMoveFlags_AlsoScoreVisibleSet   = 1 << 5,   // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown)\n    ImGuiNavMoveFlags_ScrollToEdgeY         = 1 << 6,   // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary\n    ImGuiNavMoveFlags_Forwarded             = 1 << 7,\n    ImGuiNavMoveFlags_DebugNoResult         = 1 << 8,   // Dummy scoring for debug purpose, don't apply result\n    ImGuiNavMoveFlags_FocusApi              = 1 << 9,\n    ImGuiNavMoveFlags_Tabbing               = 1 << 10,  // == Focus + Activate if item is Inputable + DontChangeNavHighlight\n    ImGuiNavMoveFlags_Activate              = 1 << 11,\n    ImGuiNavMoveFlags_DontSetNavHighlight   = 1 << 12,  // Do not alter the visible state of keyboard vs mouse nav highlight\n};\n\nenum ImGuiNavLayer\n{\n    ImGuiNavLayer_Main  = 0,    // Main scrolling layer\n    ImGuiNavLayer_Menu  = 1,    // Menu layer (access with Alt)\n    ImGuiNavLayer_COUNT\n};\n\nstruct ImGuiNavItemData\n{\n    ImGuiWindow*        Window;         // Init,Move    // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window)\n    ImGuiID             ID;             // Init,Move    // Best candidate item ID\n    ImGuiID             FocusScopeId;   // Init,Move    // Best candidate focus scope ID\n    ImRect              RectRel;        // Init,Move    // Best candidate bounding box in window relative space\n    ImGuiItemFlags      InFlags;        // ????,Move    // Best candidate item flags\n    float               DistBox;        //      Move    // Best candidate box distance to current NavId\n    float               DistCenter;     //      Move    // Best candidate center distance to current NavId\n    float               DistAxial;      //      Move    // Best candidate axial distance to current NavId\n\n    ImGuiNavItemData()  { Clear(); }\n    void Clear()        { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; DistBox = DistCenter = DistAxial = FLT_MAX; }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Columns support\n//-----------------------------------------------------------------------------\n\n// Flags for internal's BeginColumns(). Prefix using BeginTable() nowadays!\nenum ImGuiOldColumnFlags_\n{\n    ImGuiOldColumnFlags_None                    = 0,\n    ImGuiOldColumnFlags_NoBorder                = 1 << 0,   // Disable column dividers\n    ImGuiOldColumnFlags_NoResize                = 1 << 1,   // Disable resizing columns when clicking on the dividers\n    ImGuiOldColumnFlags_NoPreserveWidths        = 1 << 2,   // Disable column width preservation when adjusting columns\n    ImGuiOldColumnFlags_NoForceWithinWindow     = 1 << 3,   // Disable forcing columns to fit within window\n    ImGuiOldColumnFlags_GrowParentContentsSize  = 1 << 4,   // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove.\n\n    // Obsolete names (will be removed)\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    ImGuiColumnsFlags_None                      = ImGuiOldColumnFlags_None,\n    ImGuiColumnsFlags_NoBorder                  = ImGuiOldColumnFlags_NoBorder,\n    ImGuiColumnsFlags_NoResize                  = ImGuiOldColumnFlags_NoResize,\n    ImGuiColumnsFlags_NoPreserveWidths          = ImGuiOldColumnFlags_NoPreserveWidths,\n    ImGuiColumnsFlags_NoForceWithinWindow       = ImGuiOldColumnFlags_NoForceWithinWindow,\n    ImGuiColumnsFlags_GrowParentContentsSize    = ImGuiOldColumnFlags_GrowParentContentsSize,\n#endif\n};\n\nstruct ImGuiOldColumnData\n{\n    float               OffsetNorm;             // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)\n    float               OffsetNormBeforeResize;\n    ImGuiOldColumnFlags Flags;                  // Not exposed\n    ImRect              ClipRect;\n\n    ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); }\n};\n\nstruct ImGuiOldColumns\n{\n    ImGuiID             ID;\n    ImGuiOldColumnFlags Flags;\n    bool                IsFirstFrame;\n    bool                IsBeingResized;\n    int                 Current;\n    int                 Count;\n    float               OffMinX, OffMaxX;       // Offsets from HostWorkRect.Min.x\n    float               LineMinY, LineMaxY;\n    float               HostCursorPosY;         // Backup of CursorPos at the time of BeginColumns()\n    float               HostCursorMaxPosX;      // Backup of CursorMaxPos at the time of BeginColumns()\n    ImRect              HostInitialClipRect;    // Backup of ClipRect at the time of BeginColumns()\n    ImRect              HostBackupClipRect;     // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground()\n    ImRect              HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns()\n    ImVector<ImGuiOldColumnData> Columns;\n    ImDrawListSplitter  Splitter;\n\n    ImGuiOldColumns()   { memset(this, 0, sizeof(*this)); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Multi-select support\n//-----------------------------------------------------------------------------\n\n#ifdef IMGUI_HAS_MULTI_SELECT\n// <this is filled in 'range_select' branch>\n#endif // #ifdef IMGUI_HAS_MULTI_SELECT\n\n//-----------------------------------------------------------------------------\n// [SECTION] Docking support\n//-----------------------------------------------------------------------------\n\n#ifdef IMGUI_HAS_DOCK\n// <this is filled in 'docking' branch>\n#endif // #ifdef IMGUI_HAS_DOCK\n\n//-----------------------------------------------------------------------------\n// [SECTION] Viewport support\n//-----------------------------------------------------------------------------\n\n// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!)\n// Every instance of ImGuiViewport is in fact a ImGuiViewportP.\nstruct ImGuiViewportP : public ImGuiViewport\n{\n    int                 DrawListsLastFrame[2];  // Last frame number the background (0) and foreground (1) draw lists were used\n    ImDrawList*         DrawLists[2];           // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.\n    ImDrawData          DrawDataP;\n    ImDrawDataBuilder   DrawDataBuilder;\n\n    ImVec2              WorkOffsetMin;          // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!)\n    ImVec2              WorkOffsetMax;          // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height).\n    ImVec2              BuildWorkOffsetMin;     // Work Area: Offset being built during current frame. Generally >= 0.0f.\n    ImVec2              BuildWorkOffsetMax;     // Work Area: Offset being built during current frame. Generally <= 0.0f.\n\n    ImGuiViewportP()    { DrawListsLastFrame[0] = DrawListsLastFrame[1] = -1; DrawLists[0] = DrawLists[1] = NULL; }\n    ~ImGuiViewportP()   { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); }\n\n    // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect)\n    ImVec2  CalcWorkRectPos(const ImVec2& off_min) const                            { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); }\n    ImVec2  CalcWorkRectSize(const ImVec2& off_min, const ImVec2& off_max) const    { return ImVec2(ImMax(0.0f, Size.x - off_min.x + off_max.x), ImMax(0.0f, Size.y - off_min.y + off_max.y)); }\n    void    UpdateWorkRect()            { WorkPos = CalcWorkRectPos(WorkOffsetMin); WorkSize = CalcWorkRectSize(WorkOffsetMin, WorkOffsetMax); } // Update public fields\n\n    // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry)\n    ImRect  GetMainRect() const         { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }\n    ImRect  GetWorkRect() const         { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); }\n    ImRect  GetBuildWorkRect() const    { ImVec2 pos = CalcWorkRectPos(BuildWorkOffsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkOffsetMin, BuildWorkOffsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Settings support\n//-----------------------------------------------------------------------------\n\n// Windows data saved in imgui.ini file\n// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily.\n// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure)\nstruct ImGuiWindowSettings\n{\n    ImGuiID     ID;\n    ImVec2ih    Pos;\n    ImVec2ih    Size;\n    bool        Collapsed;\n    bool        WantApply;      // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)\n    bool        WantDelete;     // Set to invalidate/delete the settings entry\n\n    ImGuiWindowSettings()       { memset(this, 0, sizeof(*this)); }\n    char* GetName()             { return (char*)(this + 1); }\n};\n\nstruct ImGuiSettingsHandler\n{\n    const char* TypeName;       // Short description stored in .ini file. Disallowed characters: '[' ']'\n    ImGuiID     TypeHash;       // == ImHashStr(TypeName)\n    void        (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler);                                // Clear all settings data\n    void        (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler);                                // Read: Called before reading (in registration order)\n    void*       (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name);              // Read: Called when entering into a new ini entry e.g. \"[Window][Name]\"\n    void        (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry\n    void        (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler);                                // Read: Called after reading (in registration order)\n    void        (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf);      // Write: Output every entries into 'out_buf'\n    void*       UserData;\n\n    ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Localization support\n//-----------------------------------------------------------------------------\n\n// This is experimental and not officially supported, it'll probably fall short of features, if/when it does we may backtrack.\nenum ImGuiLocKey : int\n{\n    ImGuiLocKey_TableSizeOne,\n    ImGuiLocKey_TableSizeAllFit,\n    ImGuiLocKey_TableSizeAllDefault,\n    ImGuiLocKey_TableResetOrder,\n    ImGuiLocKey_WindowingMainMenuBar,\n    ImGuiLocKey_WindowingPopup,\n    ImGuiLocKey_WindowingUntitled,\n    ImGuiLocKey_COUNT\n};\n\nstruct ImGuiLocEntry\n{\n    ImGuiLocKey     Key;\n    const char*     Text;\n};\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] Metrics, Debug Tools\n//-----------------------------------------------------------------------------\n\nenum ImGuiDebugLogFlags_\n{\n    // Event types\n    ImGuiDebugLogFlags_None             = 0,\n    ImGuiDebugLogFlags_EventActiveId    = 1 << 0,\n    ImGuiDebugLogFlags_EventFocus       = 1 << 1,\n    ImGuiDebugLogFlags_EventPopup       = 1 << 2,\n    ImGuiDebugLogFlags_EventNav         = 1 << 3,\n    ImGuiDebugLogFlags_EventClipper     = 1 << 4,\n    ImGuiDebugLogFlags_EventIO          = 1 << 5,\n    ImGuiDebugLogFlags_EventMask_       = ImGuiDebugLogFlags_EventActiveId  | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventIO,\n    ImGuiDebugLogFlags_OutputToTTY      = 1 << 10,  // Also send output to TTY\n};\n\nstruct ImGuiMetricsConfig\n{\n    bool        ShowDebugLog = false;\n    bool        ShowStackTool = false;\n    bool        ShowWindowsRects = false;\n    bool        ShowWindowsBeginOrder = false;\n    bool        ShowTablesRects = false;\n    bool        ShowDrawCmdMesh = true;\n    bool        ShowDrawCmdBoundingBoxes = true;\n    bool        ShowAtlasTintedWithTextColor = false;\n    int         ShowWindowsRectsType = -1;\n    int         ShowTablesRectsType = -1;\n};\n\nstruct ImGuiStackLevelInfo\n{\n    ImGuiID                 ID;\n    ImS8                    QueryFrameCount;            // >= 1: Query in progress\n    bool                    QuerySuccess;               // Obtained result from DebugHookIdInfo()\n    ImGuiDataType           DataType : 8;\n    char                    Desc[57];                   // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed.\n\n    ImGuiStackLevelInfo()   { memset(this, 0, sizeof(*this)); }\n};\n\n// State for Stack tool queries\nstruct ImGuiStackTool\n{\n    int                     LastActiveFrame;\n    int                     StackLevel;                 // -1: query stack and resize Results, >= 0: individual stack level\n    ImGuiID                 QueryId;                    // ID to query details for\n    ImVector<ImGuiStackLevelInfo> Results;\n    bool                    CopyToClipboardOnCtrlC;\n    float                   CopyToClipboardLastTime;\n\n    ImGuiStackTool()        { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Generic context hooks\n//-----------------------------------------------------------------------------\n\ntypedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook);\nenum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ };\n\nstruct ImGuiContextHook\n{\n    ImGuiID                     HookId;     // A unique ID assigned by AddContextHook()\n    ImGuiContextHookType        Type;\n    ImGuiID                     Owner;\n    ImGuiContextHookCallback    Callback;\n    void*                       UserData;\n\n    ImGuiContextHook()          { memset(this, 0, sizeof(*this)); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImGuiContext (main Dear ImGui context)\n//-----------------------------------------------------------------------------\n\nstruct ImGuiContext\n{\n    bool                    Initialized;\n    bool                    FontAtlasOwnedByContext;            // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it.\n    ImGuiIO                 IO;\n    ImVector<ImGuiInputEvent> InputEventsQueue;                 // Input events which will be tricked/written into IO structure.\n    ImVector<ImGuiInputEvent> InputEventsTrail;                 // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail.\n    ImGuiStyle              Style;\n    ImFont*                 Font;                               // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()\n    float                   FontSize;                           // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.\n    float                   FontBaseSize;                       // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.\n    ImDrawListSharedData    DrawListSharedData;\n    double                  Time;\n    int                     FrameCount;\n    int                     FrameCountEnded;\n    int                     FrameCountRendered;\n    bool                    WithinFrameScope;                   // Set by NewFrame(), cleared by EndFrame()\n    bool                    WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed\n    bool                    WithinEndChild;                     // Set within EndChild()\n    bool                    GcCompactAll;                       // Request full GC\n    bool                    TestEngineHookItems;                // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log()\n    void*                   TestEngine;                         // Test engine user data\n\n    // Windows state\n    ImVector<ImGuiWindow*>  Windows;                            // Windows, sorted in display order, back to front\n    ImVector<ImGuiWindow*>  WindowsFocusOrder;                  // Root windows, sorted in focus order, back to front.\n    ImVector<ImGuiWindow*>  WindowsTempSortBuffer;              // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child\n    ImVector<ImGuiWindowStackData> CurrentWindowStack;\n    ImGuiStorage            WindowsById;                        // Map window's ImGuiID to ImGuiWindow*\n    int                     WindowsActiveCount;                 // Number of unique windows submitted by frame\n    ImVec2                  WindowsHoverPadding;                // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING)\n    ImGuiWindow*            CurrentWindow;                      // Window being drawn into\n    ImGuiWindow*            HoveredWindow;                      // Window the mouse is hovering. Will typically catch mouse inputs.\n    ImGuiWindow*            HoveredWindowUnderMovingWindow;     // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.\n    ImGuiWindow*            MovingWindow;                       // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.\n    ImGuiWindow*            WheelingWindow;                     // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.\n    ImVec2                  WheelingWindowRefMousePos;\n    int                     WheelingWindowStartFrame;           // This may be set one frame before WheelingWindow is != NULL\n    float                   WheelingWindowReleaseTimer;\n    ImVec2                  WheelingWindowWheelRemainder;\n    ImVec2                  WheelingAxisAvg;\n\n    // Item/widgets state and tracking information\n    ImGuiID                 DebugHookIdInfo;                    // Will call core hooks: DebugHookIdInfo() from GetID functions, used by Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line]\n    ImGuiID                 HoveredId;                          // Hovered widget, filled during the frame\n    ImGuiID                 HoveredIdPreviousFrame;\n    bool                    HoveredIdAllowOverlap;\n    bool                    HoveredIdDisabled;                  // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0.\n    float                   HoveredIdTimer;                     // Measure contiguous hovering time\n    float                   HoveredIdNotActiveTimer;            // Measure contiguous hovering time where the item has not been active\n    ImGuiID                 ActiveId;                           // Active widget\n    ImGuiID                 ActiveIdIsAlive;                    // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame)\n    float                   ActiveIdTimer;\n    bool                    ActiveIdIsJustActivated;            // Set at the time of activation for one frame\n    bool                    ActiveIdAllowOverlap;               // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)\n    bool                    ActiveIdNoClearOnFocusLoss;         // Disable losing active id if the active id window gets unfocused.\n    bool                    ActiveIdHasBeenPressedBefore;       // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.\n    bool                    ActiveIdHasBeenEditedBefore;        // Was the value associated to the widget Edited over the course of the Active state.\n    bool                    ActiveIdHasBeenEditedThisFrame;\n    ImVec2                  ActiveIdClickOffset;                // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)\n    ImGuiWindow*            ActiveIdWindow;\n    ImGuiInputSource        ActiveIdSource;                     // Activating with mouse or nav (gamepad/keyboard)\n    int                     ActiveIdMouseButton;\n    ImGuiID                 ActiveIdPreviousFrame;\n    bool                    ActiveIdPreviousFrameIsAlive;\n    bool                    ActiveIdPreviousFrameHasBeenEditedBefore;\n    ImGuiWindow*            ActiveIdPreviousFrameWindow;\n    ImGuiID                 LastActiveId;                       // Store the last non-zero ActiveId, useful for animation.\n    float                   LastActiveIdTimer;                  // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.\n\n    // [EXPERIMENTAL] Key/Input Ownership + Shortcut Routing system\n    // - The idea is that instead of \"eating\" a given key, we can link to an owner.\n    // - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID.\n    // - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame().\n    ImGuiKeyOwnerData       KeysOwnerData[ImGuiKey_NamedKey_COUNT];\n    ImGuiKeyRoutingTable    KeysRoutingTable;\n    ImU32                   ActiveIdUsingNavDirMask;            // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)\n    bool                    ActiveIdUsingAllKeyboardKeys;       // Active widget will want to read all keyboard keys inputs. (FIXME: This is a shortcut for not taking ownership of 100+ keys but perhaps best to not have the inconsistency)\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n    ImU32                   ActiveIdUsingNavInputMask;          // If you used this. Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);'\n#endif\n\n    // Next window/item data\n    ImGuiID                 CurrentFocusScopeId;                // == g.FocusScopeStack.back()\n    ImGuiItemFlags          CurrentItemFlags;                   // == g.ItemFlagsStack.back()\n    ImGuiID                 DebugLocateId;                      // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location\n    ImGuiNextItemData       NextItemData;                       // Storage for SetNextItem** functions\n    ImGuiLastItemData       LastItemData;                       // Storage for last submitted item (setup by ItemAdd)\n    ImGuiNextWindowData     NextWindowData;                     // Storage for SetNextWindow** functions\n\n    // Shared stacks\n    ImVector<ImGuiColorMod> ColorStack;                         // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin()\n    ImVector<ImGuiStyleMod> StyleVarStack;                      // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin()\n    ImVector<ImFont*>       FontStack;                          // Stack for PushFont()/PopFont() - inherited by Begin()\n    ImVector<ImGuiID>       FocusScopeStack;                    // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin()\n    ImVector<ImGuiItemFlags>ItemFlagsStack;                     // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin()\n    ImVector<ImGuiGroupData>GroupStack;                         // Stack for BeginGroup()/EndGroup() - not inherited by Begin()\n    ImVector<ImGuiPopupData>OpenPopupStack;                     // Which popups are open (persistent)\n    ImVector<ImGuiPopupData>BeginPopupStack;                    // Which level of BeginPopup() we are in (reset every frame)\n    int                     BeginMenuCount;\n\n    // Viewports\n    ImVector<ImGuiViewportP*> Viewports;                        // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData.\n\n    // Gamepad/keyboard Navigation\n    ImGuiWindow*            NavWindow;                          // Focused window for navigation. Could be called 'FocusedWindow'\n    ImGuiID                 NavId;                              // Focused item for navigation\n    ImGuiID                 NavFocusScopeId;                    // Identify a selection scope (selection code often wants to \"clear other items\" when landing on an item of the selection set)\n    ImGuiID                 NavActivateId;                      // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem()\n    ImGuiID                 NavActivateDownId;                  // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0\n    ImGuiID                 NavActivatePressedId;               // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)\n    ImGuiID                 NavActivateInputId;                 // ~~ IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadInput) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0.\n    ImGuiActivateFlags      NavActivateFlags;\n    ImGuiID                 NavJustMovedToId;                   // Just navigated to this id (result of a successfully MoveRequest).\n    ImGuiID                 NavJustMovedToFocusScopeId;         // Just navigated to this focus scope id (result of a successfully MoveRequest).\n    ImGuiKeyChord           NavJustMovedToKeyMods;\n    ImGuiID                 NavNextActivateId;                  // Set by ActivateItem(), queued until next frame.\n    ImGuiActivateFlags      NavNextActivateFlags;\n    ImGuiInputSource        NavInputSource;                     // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.\n    ImGuiNavLayer           NavLayer;                           // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.\n    bool                    NavIdIsAlive;                       // Nav widget has been seen this frame ~~ NavRectRel is valid\n    bool                    NavMousePosDirty;                   // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)\n    bool                    NavDisableHighlight;                // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)\n    bool                    NavDisableMouseHover;               // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.\n\n    // Navigation: Init & Move Requests\n    bool                    NavAnyRequest;                      // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd()\n    bool                    NavInitRequest;                     // Init request for appearing window to select first item\n    bool                    NavInitRequestFromMove;\n    ImGuiID                 NavInitResultId;                    // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called)\n    ImRect                  NavInitResultRectRel;               // Init request result rectangle (relative to parent window)\n    bool                    NavMoveSubmitted;                   // Move request submitted, will process result on next NewFrame()\n    bool                    NavMoveScoringItems;                // Move request submitted, still scoring incoming items\n    bool                    NavMoveForwardToNextFrame;\n    ImGuiNavMoveFlags       NavMoveFlags;\n    ImGuiScrollFlags        NavMoveScrollFlags;\n    ImGuiKeyChord           NavMoveKeyMods;\n    ImGuiDir                NavMoveDir;                         // Direction of the move request (left/right/up/down)\n    ImGuiDir                NavMoveDirForDebug;\n    ImGuiDir                NavMoveClipDir;                     // FIXME-NAV: Describe the purpose of this better. Might want to rename?\n    ImRect                  NavScoringRect;                     // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring.\n    ImRect                  NavScoringNoClipRect;               // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted\n    int                     NavScoringDebugCount;               // Metrics for debugging\n    int                     NavTabbingDir;                      // Generally -1 or +1, 0 when tabbing without a nav id\n    int                     NavTabbingCounter;                  // >0 when counting items for tabbing\n    ImGuiNavItemData        NavMoveResultLocal;                 // Best move request candidate within NavWindow\n    ImGuiNavItemData        NavMoveResultLocalVisible;          // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)\n    ImGuiNavItemData        NavMoveResultOther;                 // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)\n    ImGuiNavItemData        NavTabbingResultFirst;              // First tabbing request candidate within NavWindow and flattened hierarchy\n\n    // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)\n    ImGuiKeyChord           ConfigNavWindowingKeyNext;          // = ImGuiMod_Ctrl | ImGuiKey_Tab, for reconfiguration (see #4828)\n    ImGuiKeyChord           ConfigNavWindowingKeyPrev;          // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab\n    ImGuiWindow*            NavWindowingTarget;                 // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!\n    ImGuiWindow*            NavWindowingTargetAnim;             // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it.\n    ImGuiWindow*            NavWindowingListWindow;             // Internal window actually listing the CTRL+Tab contents\n    float                   NavWindowingTimer;\n    float                   NavWindowingHighlightAlpha;\n    bool                    NavWindowingToggleLayer;\n    ImVec2                  NavWindowingAccumDeltaPos;\n    ImVec2                  NavWindowingAccumDeltaSize;\n\n    // Render\n    float                   DimBgRatio;                         // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)\n    ImGuiMouseCursor        MouseCursor;\n\n    // Drag and Drop\n    bool                    DragDropActive;\n    bool                    DragDropWithinSource;               // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source.\n    bool                    DragDropWithinTarget;               // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target.\n    ImGuiDragDropFlags      DragDropSourceFlags;\n    int                     DragDropSourceFrameCount;\n    int                     DragDropMouseButton;\n    ImGuiPayload            DragDropPayload;\n    ImRect                  DragDropTargetRect;                 // Store rectangle of current target candidate (we favor small targets when overlapping)\n    ImGuiID                 DragDropTargetId;\n    ImGuiDragDropFlags      DragDropAcceptFlags;\n    float                   DragDropAcceptIdCurrRectSurface;    // Target item surface (we resolve overlapping targets by prioritizing the smaller surface)\n    ImGuiID                 DragDropAcceptIdCurr;               // Target item id (set at the time of accepting the payload)\n    ImGuiID                 DragDropAcceptIdPrev;               // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)\n    int                     DragDropAcceptFrameCount;           // Last time a target expressed a desire to accept the source\n    ImGuiID                 DragDropHoldJustPressedId;          // Set when holding a payload just made ButtonBehavior() return a press.\n    ImVector<unsigned char> DragDropPayloadBufHeap;             // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size\n    unsigned char           DragDropPayloadBufLocal[16];        // Local buffer for small payloads\n\n    // Clipper\n    int                             ClipperTempDataStacked;\n    ImVector<ImGuiListClipperData>  ClipperTempData;\n\n    // Tables\n    ImGuiTable*                     CurrentTable;\n    int                             TablesTempDataStacked;      // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size)\n    ImVector<ImGuiTableTempData>    TablesTempData;             // Temporary table data (buffers reused/shared across instances, support nesting)\n    ImPool<ImGuiTable>              Tables;                     // Persistent table data\n    ImVector<float>                 TablesLastTimeActive;       // Last used timestamp of each tables (SOA, for efficient GC)\n    ImVector<ImDrawChannel>         DrawChannelsTempMergeBuffer;\n\n    // Tab bars\n    ImGuiTabBar*                    CurrentTabBar;\n    ImPool<ImGuiTabBar>             TabBars;\n    ImVector<ImGuiPtrOrIndex>       CurrentTabBarStack;\n    ImVector<ImGuiShrinkWidthItem>  ShrinkWidthBuffer;\n\n    // Hover Delay system\n    ImGuiID                 HoverDelayId;\n    ImGuiID                 HoverDelayIdPreviousFrame;\n    float                   HoverDelayTimer;                    // Currently used IsItemHovered(), generally inferred from g.HoveredIdTimer but kept uncleared until clear timer elapse.\n    float                   HoverDelayClearTimer;               // Currently used IsItemHovered(): grace time before g.TooltipHoverTimer gets cleared.\n\n    // Widget state\n    ImVec2                  MouseLastValidPos;\n    ImGuiInputTextState     InputTextState;\n    ImFont                  InputTextPasswordFont;\n    ImGuiID                 TempInputId;                        // Temporary text input when CTRL+clicking on a slider, etc.\n    ImGuiColorEditFlags     ColorEditOptions;                   // Store user options for color edit widgets\n    ImGuiID                 ColorEditCurrentID;                 // Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others).\n    ImGuiID                 ColorEditSavedID;                   // ID we are saving/restoring HS for\n    float                   ColorEditSavedHue;                  // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips\n    float                   ColorEditSavedSat;                  // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips\n    ImU32                   ColorEditSavedColor;                // RGB value with alpha set to 0.\n    ImVec4                  ColorPickerRef;                     // Initial/reference color at the time of opening the color picker.\n    ImGuiComboPreviewData   ComboPreviewData;\n    float                   SliderGrabClickOffset;\n    float                   SliderCurrentAccum;                 // Accumulated slider delta when using navigation controls.\n    bool                    SliderCurrentAccumDirty;            // Has the accumulated slider delta changed since last time we tried to apply it?\n    bool                    DragCurrentAccumDirty;\n    float                   DragCurrentAccum;                   // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings\n    float                   DragSpeedDefaultRatio;              // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio\n    float                   ScrollbarClickDeltaToGrabCenter;    // Distance between mouse and center of grab box, normalized in parent space. Use storage?\n    float                   DisabledAlphaBackup;                // Backup for style.Alpha for BeginDisabled()\n    short                   DisabledStackSize;\n    short                   TooltipOverrideCount;\n    ImVector<char>          ClipboardHandlerData;               // If no custom clipboard handler is defined\n    ImVector<ImGuiID>       MenusIdSubmittedThisFrame;          // A list of menu IDs that were rendered at least once\n\n    // Platform support\n    ImGuiPlatformImeData    PlatformImeData;                    // Data updated by current frame\n    ImGuiPlatformImeData    PlatformImeDataPrev;                // Previous frame data (when changing we will call io.SetPlatformImeDataFn\n    char                    PlatformLocaleDecimalPoint;         // '.' or *localeconv()->decimal_point\n\n    // Settings\n    bool                    SettingsLoaded;\n    float                   SettingsDirtyTimer;                 // Save .ini Settings to memory when time reaches zero\n    ImGuiTextBuffer         SettingsIniData;                    // In memory .ini settings\n    ImVector<ImGuiSettingsHandler>      SettingsHandlers;       // List of .ini settings handlers\n    ImChunkStream<ImGuiWindowSettings>  SettingsWindows;        // ImGuiWindow .ini settings entries\n    ImChunkStream<ImGuiTableSettings>   SettingsTables;         // ImGuiTable .ini settings entries\n    ImVector<ImGuiContextHook>          Hooks;                  // Hooks for extensions (e.g. test engine)\n    ImGuiID                             HookIdNext;             // Next available HookId\n\n    // Localization\n    const char*             LocalizationTable[ImGuiLocKey_COUNT];\n\n    // Capture/Logging\n    bool                    LogEnabled;                         // Currently capturing\n    ImGuiLogType            LogType;                            // Capture target\n    ImFileHandle            LogFile;                            // If != NULL log to stdout/ file\n    ImGuiTextBuffer         LogBuffer;                          // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.\n    const char*             LogNextPrefix;\n    const char*             LogNextSuffix;\n    float                   LogLinePosY;\n    bool                    LogLineFirstItem;\n    int                     LogDepthRef;\n    int                     LogDepthToExpand;\n    int                     LogDepthToExpandDefault;            // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call.\n\n    // Debug Tools\n    ImGuiDebugLogFlags      DebugLogFlags;\n    ImGuiTextBuffer         DebugLogBuf;\n    ImGuiTextIndex          DebugLogIndex;\n    ImU8                    DebugLocateFrames;                  // For DebugLocateItemOnHover(). This is used together with DebugLocateId which is in a hot/cached spot above.\n    bool                    DebugItemPickerActive;              // Item picker is active (started with DebugStartItemPicker())\n    ImU8                    DebugItemPickerMouseButton;\n    ImGuiID                 DebugItemPickerBreakId;             // Will call IM_DEBUG_BREAK() when encountering this ID\n    ImGuiMetricsConfig      DebugMetricsConfig;\n    ImGuiStackTool          DebugStackTool;\n\n    // Misc\n    float                   FramerateSecPerFrame[60];           // Calculate estimate of framerate for user over the last 60 frames..\n    int                     FramerateSecPerFrameIdx;\n    int                     FramerateSecPerFrameCount;\n    float                   FramerateSecPerFrameAccum;\n    int                     WantCaptureMouseNextFrame;          // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1.\n    int                     WantCaptureKeyboardNextFrame;       // \"\n    int                     WantTextInputNextFrame;\n    ImVector<char>          TempBuffer;                         // Temporary text buffer\n\n    ImGuiContext(ImFontAtlas* shared_font_atlas)\n        : InputTextState(this)\n    {\n        Initialized = false;\n        FontAtlasOwnedByContext = shared_font_atlas ? false : true;\n        Font = NULL;\n        FontSize = FontBaseSize = 0.0f;\n        IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();\n        Time = 0.0f;\n        FrameCount = 0;\n        FrameCountEnded = FrameCountRendered = -1;\n        WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false;\n        GcCompactAll = false;\n        TestEngineHookItems = false;\n        TestEngine = NULL;\n\n        WindowsActiveCount = 0;\n        CurrentWindow = NULL;\n        HoveredWindow = NULL;\n        HoveredWindowUnderMovingWindow = NULL;\n        MovingWindow = NULL;\n        WheelingWindow = NULL;\n        WheelingWindowStartFrame = -1;\n        WheelingWindowReleaseTimer = 0.0f;\n\n        DebugHookIdInfo = 0;\n        HoveredId = HoveredIdPreviousFrame = 0;\n        HoveredIdAllowOverlap = false;\n        HoveredIdDisabled = false;\n        HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f;\n        ActiveId = 0;\n        ActiveIdIsAlive = 0;\n        ActiveIdTimer = 0.0f;\n        ActiveIdIsJustActivated = false;\n        ActiveIdAllowOverlap = false;\n        ActiveIdNoClearOnFocusLoss = false;\n        ActiveIdHasBeenPressedBefore = false;\n        ActiveIdHasBeenEditedBefore = false;\n        ActiveIdHasBeenEditedThisFrame = false;\n        ActiveIdClickOffset = ImVec2(-1, -1);\n        ActiveIdWindow = NULL;\n        ActiveIdSource = ImGuiInputSource_None;\n        ActiveIdMouseButton = -1;\n        ActiveIdPreviousFrame = 0;\n        ActiveIdPreviousFrameIsAlive = false;\n        ActiveIdPreviousFrameHasBeenEditedBefore = false;\n        ActiveIdPreviousFrameWindow = NULL;\n        LastActiveId = 0;\n        LastActiveIdTimer = 0.0f;\n\n        ActiveIdUsingNavDirMask = 0x00;\n        ActiveIdUsingAllKeyboardKeys = false;\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n        ActiveIdUsingNavInputMask = 0x00;\n#endif\n\n        CurrentFocusScopeId = 0;\n        CurrentItemFlags = ImGuiItemFlags_None;\n        BeginMenuCount = 0;\n\n        NavWindow = NULL;\n        NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0;\n        NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;\n        NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;\n        NavJustMovedToKeyMods = ImGuiMod_None;\n        NavInputSource = ImGuiInputSource_None;\n        NavLayer = ImGuiNavLayer_Main;\n        NavIdIsAlive = false;\n        NavMousePosDirty = false;\n        NavDisableHighlight = true;\n        NavDisableMouseHover = false;\n        NavAnyRequest = false;\n        NavInitRequest = false;\n        NavInitRequestFromMove = false;\n        NavInitResultId = 0;\n        NavMoveSubmitted = false;\n        NavMoveScoringItems = false;\n        NavMoveForwardToNextFrame = false;\n        NavMoveFlags = ImGuiNavMoveFlags_None;\n        NavMoveScrollFlags = ImGuiScrollFlags_None;\n        NavMoveKeyMods = ImGuiMod_None;\n        NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None;\n        NavScoringDebugCount = 0;\n        NavTabbingDir = 0;\n        NavTabbingCounter = 0;\n\n        ConfigNavWindowingKeyNext = ImGuiMod_Ctrl | ImGuiKey_Tab;\n        ConfigNavWindowingKeyPrev = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab;\n        NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;\n        NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;\n        NavWindowingToggleLayer = false;\n\n        DimBgRatio = 0.0f;\n        MouseCursor = ImGuiMouseCursor_Arrow;\n\n        DragDropActive = DragDropWithinSource = DragDropWithinTarget = false;\n        DragDropSourceFlags = ImGuiDragDropFlags_None;\n        DragDropSourceFrameCount = -1;\n        DragDropMouseButton = -1;\n        DragDropTargetId = 0;\n        DragDropAcceptFlags = ImGuiDragDropFlags_None;\n        DragDropAcceptIdCurrRectSurface = 0.0f;\n        DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0;\n        DragDropAcceptFrameCount = -1;\n        DragDropHoldJustPressedId = 0;\n        memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal));\n\n        ClipperTempDataStacked = 0;\n\n        CurrentTable = NULL;\n        TablesTempDataStacked = 0;\n        CurrentTabBar = NULL;\n\n        HoverDelayId = HoverDelayIdPreviousFrame = 0;\n        HoverDelayTimer = HoverDelayClearTimer = 0.0f;\n\n        TempInputId = 0;\n        ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_;\n        ColorEditCurrentID = ColorEditSavedID = 0;\n        ColorEditSavedHue = ColorEditSavedSat = 0.0f;\n        ColorEditSavedColor = 0;\n        SliderGrabClickOffset = 0.0f;\n        SliderCurrentAccum = 0.0f;\n        SliderCurrentAccumDirty = false;\n        DragCurrentAccumDirty = false;\n        DragCurrentAccum = 0.0f;\n        DragSpeedDefaultRatio = 1.0f / 100.0f;\n        ScrollbarClickDeltaToGrabCenter = 0.0f;\n        DisabledAlphaBackup = 0.0f;\n        DisabledStackSize = 0;\n        TooltipOverrideCount = 0;\n\n        PlatformImeData.InputPos = ImVec2(0.0f, 0.0f);\n        PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission\n        PlatformLocaleDecimalPoint = '.';\n\n        SettingsLoaded = false;\n        SettingsDirtyTimer = 0.0f;\n        HookIdNext = 0;\n\n        memset(LocalizationTable, 0, sizeof(LocalizationTable));\n\n        LogEnabled = false;\n        LogType = ImGuiLogType_None;\n        LogNextPrefix = LogNextSuffix = NULL;\n        LogFile = NULL;\n        LogLinePosY = FLT_MAX;\n        LogLineFirstItem = false;\n        LogDepthRef = 0;\n        LogDepthToExpand = LogDepthToExpandDefault = 2;\n\n        DebugLogFlags = ImGuiDebugLogFlags_OutputToTTY;\n        DebugLocateId = 0;\n        DebugLocateFrames = 0;\n        DebugItemPickerActive = false;\n        DebugItemPickerMouseButton = ImGuiMouseButton_Left;\n        DebugItemPickerBreakId = 0;\n\n        memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));\n        FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0;\n        FramerateSecPerFrameAccum = 0.0f;\n        WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1;\n    }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImGuiWindowTempData, ImGuiWindow\n//-----------------------------------------------------------------------------\n\n// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow.\n// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..)\n// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin)\nstruct IMGUI_API ImGuiWindowTempData\n{\n    // Layout\n    ImVec2                  CursorPos;              // Current emitting position, in absolute coordinates.\n    ImVec2                  CursorPosPrevLine;\n    ImVec2                  CursorStartPos;         // Initial position after Begin(), generally ~ window position + WindowPadding.\n    ImVec2                  CursorMaxPos;           // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame.\n    ImVec2                  IdealMaxPos;            // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame.\n    ImVec2                  CurrLineSize;\n    ImVec2                  PrevLineSize;\n    float                   CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added).\n    float                   PrevLineTextBaseOffset;\n    bool                    IsSameLine;\n    bool                    IsSetPos;\n    ImVec1                  Indent;                 // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)\n    ImVec1                  ColumnsOffset;          // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.\n    ImVec1                  GroupOffset;\n    ImVec2                  CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensentate and fix the most common use case of large scroll area.\n\n    // Keyboard/Gamepad navigation\n    ImGuiNavLayer           NavLayerCurrent;        // Current layer, 0..31 (we currently only use 0..1)\n    short                   NavLayersActiveMask;    // Which layers have been written to (result from previous frame)\n    short                   NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame)\n    bool                    NavHideHighlightOneFrame;\n    bool                    NavHasScroll;           // Set when scrolling can be used (ScrollMax > 0.0f)\n\n    // Miscellaneous\n    bool                    MenuBarAppending;       // FIXME: Remove this\n    ImVec2                  MenuBarOffset;          // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.\n    ImGuiMenuColumns        MenuColumns;            // Simplified columns storage for menu items measurement\n    int                     TreeDepth;              // Current tree depth.\n    ImU32                   TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.\n    ImVector<ImGuiWindow*>  ChildWindows;\n    ImGuiStorage*           StateStorage;           // Current persistent per-window storage (store e.g. tree node open/close state)\n    ImGuiOldColumns*        CurrentColumns;         // Current columns set\n    int                     CurrentTableIdx;        // Current table index (into g.Tables)\n    ImGuiLayoutType         LayoutType;\n    ImGuiLayoutType         ParentLayoutType;       // Layout type of parent window at the time of Begin()\n\n    // Local parameters stacks\n    // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.\n    float                   ItemWidth;              // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window).\n    float                   TextWrapPos;            // Current text wrap pos.\n    ImVector<float>         ItemWidthStack;         // Store item widths to restore (attention: .back() is not == ItemWidth)\n    ImVector<float>         TextWrapPosStack;       // Store text wrap pos to restore (attention: .back() is not == TextWrapPos)\n\n};\n\n// Storage for one window\nstruct IMGUI_API ImGuiWindow\n{\n    char*                   Name;                               // Window name, owned by the window.\n    ImGuiID                 ID;                                 // == ImHashStr(Name)\n    ImGuiWindowFlags        Flags;                              // See enum ImGuiWindowFlags_\n    ImGuiViewportP*         Viewport;                           // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded.\n    ImVec2                  Pos;                                // Position (always rounded-up to nearest pixel)\n    ImVec2                  Size;                               // Current size (==SizeFull or collapsed title bar size)\n    ImVec2                  SizeFull;                           // Size when non collapsed\n    ImVec2                  ContentSize;                        // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding.\n    ImVec2                  ContentSizeIdeal;\n    ImVec2                  ContentSizeExplicit;                // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize().\n    ImVec2                  WindowPadding;                      // Window padding at the time of Begin().\n    float                   WindowRounding;                     // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc.\n    float                   WindowBorderSize;                   // Window border size at the time of Begin().\n    float                   DecoOuterSizeX1, DecoOuterSizeY1;   // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin().\n    float                   DecoOuterSizeX2, DecoOuterSizeY2;   // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y).\n    float                   DecoInnerSizeX1, DecoInnerSizeY1;   // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes).\n    int                     NameBufLen;                         // Size of buffer storing Name. May be larger than strlen(Name)!\n    ImGuiID                 MoveId;                             // == window->GetID(\"#MOVE\")\n    ImGuiID                 ChildId;                            // ID of corresponding item in parent window (for navigation to return from child window to parent window)\n    ImVec2                  Scroll;\n    ImVec2                  ScrollMax;\n    ImVec2                  ScrollTarget;                       // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)\n    ImVec2                  ScrollTargetCenterRatio;            // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered\n    ImVec2                  ScrollTargetEdgeSnapDist;           // 0.0f = no snapping, >0.0f snapping threshold\n    ImVec2                  ScrollbarSizes;                     // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar.\n    bool                    ScrollbarX, ScrollbarY;             // Are scrollbars visible?\n    bool                    Active;                             // Set to true on Begin(), unless Collapsed\n    bool                    WasActive;\n    bool                    WriteAccessed;                      // Set to true when any widget access the current window\n    bool                    Collapsed;                          // Set when collapsing window to become only title-bar\n    bool                    WantCollapseToggle;\n    bool                    SkipItems;                          // Set when items can safely be all clipped (e.g. window not visible or collapsed)\n    bool                    Appearing;                          // Set during the frame where the window is appearing (or re-appearing)\n    bool                    Hidden;                             // Do not display (== HiddenFrames*** > 0)\n    bool                    IsFallbackWindow;                   // Set on the \"Debug##Default\" window.\n    bool                    IsExplicitChild;                    // Set when passed _ChildWindow, left to false by BeginDocked()\n    bool                    HasCloseButton;                     // Set when the window has a close button (p_open != NULL)\n    signed char             ResizeBorderHeld;                   // Current border being held for resize (-1: none, otherwise 0-3)\n    short                   BeginCount;                         // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)\n    short                   BeginCountPreviousFrame;            // Number of Begin() during the previous frame\n    short                   BeginOrderWithinParent;             // Begin() order within immediate parent window, if we are a child window. Otherwise 0.\n    short                   BeginOrderWithinContext;            // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues.\n    short                   FocusOrder;                         // Order within WindowsFocusOrder[], altered when windows are focused.\n    ImGuiID                 PopupId;                            // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)\n    ImS8                    AutoFitFramesX, AutoFitFramesY;\n    ImS8                    AutoFitChildAxises;\n    bool                    AutoFitOnlyGrows;\n    ImGuiDir                AutoPosLastDirection;\n    ImS8                    HiddenFramesCanSkipItems;           // Hide the window for N frames\n    ImS8                    HiddenFramesCannotSkipItems;        // Hide the window for N frames while allowing items to be submitted so we can measure their size\n    ImS8                    HiddenFramesForRenderOnly;          // Hide the window until frame N at Render() time only\n    ImS8                    DisableInputsFrames;                // Disable window interactions for N frames\n    ImGuiCond               SetWindowPosAllowFlags : 8;         // store acceptable condition flags for SetNextWindowPos() use.\n    ImGuiCond               SetWindowSizeAllowFlags : 8;        // store acceptable condition flags for SetNextWindowSize() use.\n    ImGuiCond               SetWindowCollapsedAllowFlags : 8;   // store acceptable condition flags for SetNextWindowCollapsed() use.\n    ImVec2                  SetWindowPosVal;                    // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)\n    ImVec2                  SetWindowPosPivot;                  // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right.\n\n    ImVector<ImGuiID>       IDStack;                            // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure)\n    ImGuiWindowTempData     DC;                                 // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the \"DC\" variable name.\n\n    // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer.\n    // The main 'OuterRect', omitted as a field, is window->Rect().\n    ImRect                  OuterRectClipped;                   // == Window->Rect() just after setup in Begin(). == window->Rect() for root window.\n    ImRect                  InnerRect;                          // Inner rectangle (omit title bar, menu bar, scroll bar)\n    ImRect                  InnerClipRect;                      // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect.\n    ImRect                  WorkRect;                           // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward).\n    ImRect                  ParentWorkRect;                     // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack?\n    ImRect                  ClipRect;                           // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back().\n    ImRect                  ContentRegionRect;                  // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on.\n    ImVec2ih                HitTestHoleSize;                    // Define an optional rectangular hole where mouse will pass-through the window.\n    ImVec2ih                HitTestHoleOffset;\n\n    int                     LastFrameActive;                    // Last frame number the window was Active.\n    float                   LastTimeActive;                     // Last timestamp the window was Active (using float as we don't need high precision there)\n    float                   ItemWidthDefault;\n    ImGuiStorage            StateStorage;\n    ImVector<ImGuiOldColumns> ColumnsStorage;\n    float                   FontWindowScale;                    // User scale multiplier per-window, via SetWindowFontScale()\n    int                     SettingsOffset;                     // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back)\n\n    ImDrawList*             DrawList;                           // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)\n    ImDrawList              DrawListInst;\n    ImGuiWindow*            ParentWindow;                       // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL.\n    ImGuiWindow*            ParentWindowInBeginStack;\n    ImGuiWindow*            RootWindow;                         // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes.\n    ImGuiWindow*            RootWindowPopupTree;                // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child.\n    ImGuiWindow*            RootWindowForTitleBarHighlight;     // Point to ourself or first ancestor which will display TitleBgActive color when this window is active.\n    ImGuiWindow*            RootWindowForNav;                   // Point to ourself or first ancestor which doesn't have the NavFlattened flag.\n\n    ImGuiWindow*            NavLastChildNavWindow;              // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.)\n    ImGuiID                 NavLastIds[ImGuiNavLayer_COUNT];    // Last known NavId for this window, per layer (0/1)\n    ImRect                  NavRectRel[ImGuiNavLayer_COUNT];    // Reference rectangle, in window relative space\n    ImGuiID                 NavRootFocusScopeId;                // Focus Scope ID at the time of Begin()\n\n    int                     MemoryDrawListIdxCapacity;          // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy\n    int                     MemoryDrawListVtxCapacity;\n    bool                    MemoryCompacted;                    // Set when window extraneous data have been garbage collected\n\npublic:\n    ImGuiWindow(ImGuiContext* context, const char* name);\n    ~ImGuiWindow();\n\n    ImGuiID     GetID(const char* str, const char* str_end = NULL);\n    ImGuiID     GetID(const void* ptr);\n    ImGuiID     GetID(int n);\n    ImGuiID     GetIDFromRectangle(const ImRect& r_abs);\n\n    // We don't use g.FontSize because the window may be != g.CurrentWindow.\n    ImRect      Rect() const            { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }\n    float       CalcFontSize() const    { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; }\n    float       TitleBarHeight() const  { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; }\n    ImRect      TitleBarRect() const    { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); }\n    float       MenuBarHeight() const   { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; }\n    ImRect      MenuBarRect() const     { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Tab bar, Tab item support\n//-----------------------------------------------------------------------------\n\n// Extend ImGuiTabBarFlags_\nenum ImGuiTabBarFlagsPrivate_\n{\n    ImGuiTabBarFlags_DockNode                   = 1 << 20,  // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around]\n    ImGuiTabBarFlags_IsFocused                  = 1 << 21,\n    ImGuiTabBarFlags_SaveSettings               = 1 << 22,  // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs\n};\n\n// Extend ImGuiTabItemFlags_\nenum ImGuiTabItemFlagsPrivate_\n{\n    ImGuiTabItemFlags_SectionMask_              = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing,\n    ImGuiTabItemFlags_NoCloseButton             = 1 << 20,  // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout)\n    ImGuiTabItemFlags_Button                    = 1 << 21,  // Used by TabItemButton, change the tab item behavior to mimic a button\n};\n\n// Storage for one active tab item (sizeof() 40 bytes)\nstruct ImGuiTabItem\n{\n    ImGuiID             ID;\n    ImGuiTabItemFlags   Flags;\n    int                 LastFrameVisible;\n    int                 LastFrameSelected;      // This allows us to infer an ordered list of the last activated tabs with little maintenance\n    float               Offset;                 // Position relative to beginning of tab\n    float               Width;                  // Width currently displayed\n    float               ContentWidth;           // Width of label, stored during BeginTabItem() call\n    float               RequestedWidth;         // Width optionally requested by caller, -1.0f is unused\n    ImS32               NameOffset;             // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames\n    ImS16               BeginOrder;             // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable\n    ImS16               IndexDuringLayout;      // Index only used during TabBarLayout(). Tabs gets reordered so 'Tabs[n].IndexDuringLayout == n' but may mismatch during additions.\n    bool                WantClose;              // Marked as closed by SetTabItemClosed()\n\n    ImGuiTabItem()      { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; RequestedWidth = -1.0f; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; }\n};\n\n// Storage for a tab bar (sizeof() 152 bytes)\nstruct IMGUI_API ImGuiTabBar\n{\n    ImVector<ImGuiTabItem> Tabs;\n    ImGuiTabBarFlags    Flags;\n    ImGuiID             ID;                     // Zero for tab-bars used by docking\n    ImGuiID             SelectedTabId;          // Selected tab/window\n    ImGuiID             NextSelectedTabId;      // Next selected tab/window. Will also trigger a scrolling animation\n    ImGuiID             VisibleTabId;           // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview)\n    int                 CurrFrameVisible;\n    int                 PrevFrameVisible;\n    ImRect              BarRect;\n    float               CurrTabsContentsHeight;\n    float               PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar\n    float               WidthAllTabs;           // Actual width of all tabs (locked during layout)\n    float               WidthAllTabsIdeal;      // Ideal width if all tabs were visible and not clipped\n    float               ScrollingAnim;\n    float               ScrollingTarget;\n    float               ScrollingTargetDistToVisibility;\n    float               ScrollingSpeed;\n    float               ScrollingRectMinX;\n    float               ScrollingRectMaxX;\n    ImGuiID             ReorderRequestTabId;\n    ImS16               ReorderRequestOffset;\n    ImS8                BeginCount;\n    bool                WantLayout;\n    bool                VisibleTabWasSubmitted;\n    bool                TabsAddedNew;           // Set to true when a new tab item or button has been added to the tab bar during last frame\n    ImS16               TabsActiveCount;        // Number of tabs submitted this frame.\n    ImS16               LastTabItemIdx;         // Index of last BeginTabItem() tab for use by EndTabItem()\n    float               ItemSpacingY;\n    ImVec2              FramePadding;           // style.FramePadding locked at the time of BeginTabBar()\n    ImVec2              BackupCursorPos;\n    ImGuiTextBuffer     TabsNames;              // For non-docking tab bar we re-append names in a contiguous buffer.\n\n    ImGuiTabBar();\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] Table support\n//-----------------------------------------------------------------------------\n\n#define IM_COL32_DISABLE                IM_COL32(0,0,0,1)   // Special sentinel code which cannot be used as a regular color.\n#define IMGUI_TABLE_MAX_COLUMNS         512                 // May be further lifted\n\n// Our current column maximum is 64 but we may raise that in the future.\ntypedef ImS16 ImGuiTableColumnIdx;\ntypedef ImU16 ImGuiTableDrawChannelIdx;\n\n// [Internal] sizeof() ~ 104\n// We use the terminology \"Enabled\" to refer to a column that is not Hidden by user/api.\n// We use the terminology \"Clipped\" to refer to a column that is out of sight because of scrolling/clipping.\n// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use \"Visible\" to mean \"not clipped\".\nstruct ImGuiTableColumn\n{\n    ImGuiTableColumnFlags   Flags;                          // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_\n    float                   WidthGiven;                     // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space.\n    float                   MinX;                           // Absolute positions\n    float                   MaxX;\n    float                   WidthRequest;                   // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout()\n    float                   WidthAuto;                      // Automatic width\n    float                   StretchWeight;                  // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially.\n    float                   InitStretchWeightOrWidth;       // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_).\n    ImRect                  ClipRect;                       // Clipping rectangle for the column\n    ImGuiID                 UserID;                         // Optional, value passed to TableSetupColumn()\n    float                   WorkMinX;                       // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column\n    float                   WorkMaxX;                       // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2)\n    float                   ItemWidth;                      // Current item width for the column, preserved across rows\n    float                   ContentMaxXFrozen;              // Contents maximum position for frozen rows (apart from headers), from which we can infer content width.\n    float                   ContentMaxXUnfrozen;\n    float                   ContentMaxXHeadersUsed;         // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls\n    float                   ContentMaxXHeadersIdeal;\n    ImS16                   NameOffset;                     // Offset into parent ColumnsNames[]\n    ImGuiTableColumnIdx     DisplayOrder;                   // Index within Table's IndexToDisplayOrder[] (column may be reordered by users)\n    ImGuiTableColumnIdx     IndexWithinEnabledSet;          // Index within enabled/visible set (<= IndexToDisplayOrder)\n    ImGuiTableColumnIdx     PrevEnabledColumn;              // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column\n    ImGuiTableColumnIdx     NextEnabledColumn;              // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column\n    ImGuiTableColumnIdx     SortOrder;                      // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort\n    ImGuiTableDrawChannelIdx DrawChannelCurrent;            // Index within DrawSplitter.Channels[]\n    ImGuiTableDrawChannelIdx DrawChannelFrozen;             // Draw channels for frozen rows (often headers)\n    ImGuiTableDrawChannelIdx DrawChannelUnfrozen;           // Draw channels for unfrozen rows\n    bool                    IsEnabled;                      // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 0\n    bool                    IsUserEnabled;                  // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by scrolling).\n    bool                    IsUserEnabledNextFrame;\n    bool                    IsVisibleX;                     // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled).\n    bool                    IsVisibleY;\n    bool                    IsRequestOutput;                // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not.\n    bool                    IsSkipItems;                    // Do we want item submissions to this column to be completely ignored (no layout will happen).\n    bool                    IsPreserveWidthAuto;\n    ImS8                    NavLayerCurrent;                // ImGuiNavLayer in 1 byte\n    ImU8                    AutoFitQueue;                   // Queue of 8 values for the next 8 frames to request auto-fit\n    ImU8                    CannotSkipItemsQueue;           // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem\n    ImU8                    SortDirection : 2;              // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending\n    ImU8                    SortDirectionsAvailCount : 2;   // Number of available sort directions (0 to 3)\n    ImU8                    SortDirectionsAvailMask : 4;    // Mask of available sort directions (1-bit each)\n    ImU8                    SortDirectionsAvailList;        // Ordered of available sort directions (2-bits each)\n\n    ImGuiTableColumn()\n    {\n        memset(this, 0, sizeof(*this));\n        StretchWeight = WidthRequest = -1.0f;\n        NameOffset = -1;\n        DisplayOrder = IndexWithinEnabledSet = -1;\n        PrevEnabledColumn = NextEnabledColumn = -1;\n        SortOrder = -1;\n        SortDirection = ImGuiSortDirection_None;\n        DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1;\n    }\n};\n\n// Transient cell data stored per row.\n// sizeof() ~ 6\nstruct ImGuiTableCellData\n{\n    ImU32                       BgColor;    // Actual color\n    ImGuiTableColumnIdx         Column;     // Column number\n};\n\n// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs. Does that means they could be moved to ImGuiTableTempData?)\nstruct ImGuiTableInstanceData\n{\n    ImGuiID                     TableInstanceID;\n    float                       LastOuterHeight;            // Outer height from last frame\n    float                       LastFirstRowHeight;         // Height of first row from last frame (FIXME: this is used as \"header height\" and may be reworked)\n    float                       LastFrozenHeight;           // Height of frozen section from last frame\n\n    ImGuiTableInstanceData()    { TableInstanceID = 0; LastOuterHeight = LastFirstRowHeight = LastFrozenHeight = 0.0f; }\n};\n\n// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs, incoming RowData\nstruct IMGUI_API ImGuiTable\n{\n    ImGuiID                     ID;\n    ImGuiTableFlags             Flags;\n    void*                       RawData;                    // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[]\n    ImGuiTableTempData*         TempData;                   // Transient data while table is active. Point within g.CurrentTableStack[]\n    ImSpan<ImGuiTableColumn>    Columns;                    // Point within RawData[]\n    ImSpan<ImGuiTableColumnIdx> DisplayOrderToIndex;        // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1)\n    ImSpan<ImGuiTableCellData>  RowCellData;                // Point within RawData[]. Store cells background requests for current row.\n    ImBitArrayPtr               EnabledMaskByDisplayOrder;  // Column DisplayOrder -> IsEnabled map\n    ImBitArrayPtr               EnabledMaskByIndex;         // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data\n    ImBitArrayPtr               VisibleMaskByIndex;         // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect)\n    ImGuiTableFlags             SettingsLoadedFlags;        // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order)\n    int                         SettingsOffset;             // Offset in g.SettingsTables\n    int                         LastFrameActive;\n    int                         ColumnsCount;               // Number of columns declared in BeginTable()\n    int                         CurrentRow;\n    int                         CurrentColumn;\n    ImS16                       InstanceCurrent;            // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched.\n    ImS16                       InstanceInteracted;         // Mark which instance (generally 0) of the same ID is being interacted with\n    float                       RowPosY1;\n    float                       RowPosY2;\n    float                       RowMinHeight;               // Height submitted to TableNextRow()\n    float                       RowTextBaseline;\n    float                       RowIndentOffsetX;\n    ImGuiTableRowFlags          RowFlags : 16;              // Current row flags, see ImGuiTableRowFlags_\n    ImGuiTableRowFlags          LastRowFlags : 16;\n    int                         RowBgColorCounter;          // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this.\n    ImU32                       RowBgColor[2];              // Background color override for current row.\n    ImU32                       BorderColorStrong;\n    ImU32                       BorderColorLight;\n    float                       BorderX1;\n    float                       BorderX2;\n    float                       HostIndentX;\n    float                       MinColumnWidth;\n    float                       OuterPaddingX;\n    float                       CellPaddingX;               // Padding from each borders\n    float                       CellPaddingY;\n    float                       CellSpacingX1;              // Spacing between non-bordered cells\n    float                       CellSpacingX2;\n    float                       InnerWidth;                 // User value passed to BeginTable(), see comments at the top of BeginTable() for details.\n    float                       ColumnsGivenWidth;          // Sum of current column width\n    float                       ColumnsAutoFitWidth;        // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window\n    float                       ColumnsStretchSumWeights;   // Sum of weight of all enabled stretching columns\n    float                       ResizedColumnNextWidth;\n    float                       ResizeLockMinContentsX2;    // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table.\n    float                       RefScale;                   // Reference scale to be able to rescale columns on font/dpi changes.\n    ImRect                      OuterRect;                  // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable().\n    ImRect                      InnerRect;                  // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is\n    ImRect                      WorkRect;\n    ImRect                      InnerClipRect;\n    ImRect                      BgClipRect;                 // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries\n    ImRect                      Bg0ClipRectForDrawCmd;      // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped\n    ImRect                      Bg2ClipRectForDrawCmd;      // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect.\n    ImRect                      HostClipRect;               // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window.\n    ImRect                      HostBackupInnerClipRect;    // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground()\n    ImGuiWindow*                OuterWindow;                // Parent window for the table\n    ImGuiWindow*                InnerWindow;                // Window holding the table data (== OuterWindow or a child window)\n    ImGuiTextBuffer             ColumnsNames;               // Contiguous buffer holding columns names\n    ImDrawListSplitter*         DrawSplitter;               // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly\n    ImGuiTableInstanceData      InstanceDataFirst;\n    ImVector<ImGuiTableInstanceData>    InstanceDataExtra;  // FIXME-OPT: Using a small-vector pattern would be good.\n    ImGuiTableColumnSortSpecs   SortSpecsSingle;\n    ImVector<ImGuiTableColumnSortSpecs> SortSpecsMulti;     // FIXME-OPT: Using a small-vector pattern would be good.\n    ImGuiTableSortSpecs         SortSpecs;                  // Public facing sorts specs, this is what we return in TableGetSortSpecs()\n    ImGuiTableColumnIdx         SortSpecsCount;\n    ImGuiTableColumnIdx         ColumnsEnabledCount;        // Number of enabled columns (<= ColumnsCount)\n    ImGuiTableColumnIdx         ColumnsEnabledFixedCount;   // Number of enabled columns (<= ColumnsCount)\n    ImGuiTableColumnIdx         DeclColumnsCount;           // Count calls to TableSetupColumn()\n    ImGuiTableColumnIdx         HoveredColumnBody;          // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column!\n    ImGuiTableColumnIdx         HoveredColumnBorder;        // Index of column whose right-border is being hovered (for resizing).\n    ImGuiTableColumnIdx         AutoFitSingleColumn;        // Index of single column requesting auto-fit.\n    ImGuiTableColumnIdx         ResizedColumn;              // Index of column being resized. Reset when InstanceCurrent==0.\n    ImGuiTableColumnIdx         LastResizedColumn;          // Index of column being resized from previous frame.\n    ImGuiTableColumnIdx         HeldHeaderColumn;           // Index of column header being held.\n    ImGuiTableColumnIdx         ReorderColumn;              // Index of column being reordered. (not cleared)\n    ImGuiTableColumnIdx         ReorderColumnDir;           // -1 or +1\n    ImGuiTableColumnIdx         LeftMostEnabledColumn;      // Index of left-most non-hidden column.\n    ImGuiTableColumnIdx         RightMostEnabledColumn;     // Index of right-most non-hidden column.\n    ImGuiTableColumnIdx         LeftMostStretchedColumn;    // Index of left-most stretched column.\n    ImGuiTableColumnIdx         RightMostStretchedColumn;   // Index of right-most stretched column.\n    ImGuiTableColumnIdx         ContextPopupColumn;         // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot\n    ImGuiTableColumnIdx         FreezeRowsRequest;          // Requested frozen rows count\n    ImGuiTableColumnIdx         FreezeRowsCount;            // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset)\n    ImGuiTableColumnIdx         FreezeColumnsRequest;       // Requested frozen columns count\n    ImGuiTableColumnIdx         FreezeColumnsCount;         // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset)\n    ImGuiTableColumnIdx         RowCellDataCurrent;         // Index of current RowCellData[] entry in current row\n    ImGuiTableDrawChannelIdx    DummyDrawChannel;           // Redirect non-visible columns here.\n    ImGuiTableDrawChannelIdx    Bg2DrawChannelCurrent;      // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[]\n    ImGuiTableDrawChannelIdx    Bg2DrawChannelUnfrozen;\n    bool                        IsLayoutLocked;             // Set by TableUpdateLayout() which is called when beginning the first row.\n    bool                        IsInsideRow;                // Set when inside TableBeginRow()/TableEndRow().\n    bool                        IsInitializing;\n    bool                        IsSortSpecsDirty;\n    bool                        IsUsingHeaders;             // Set when the first row had the ImGuiTableRowFlags_Headers flag.\n    bool                        IsContextPopupOpen;         // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted).\n    bool                        IsSettingsRequestLoad;\n    bool                        IsSettingsDirty;            // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data.\n    bool                        IsDefaultDisplayOrder;      // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1)\n    bool                        IsResetAllRequest;\n    bool                        IsResetDisplayOrderRequest;\n    bool                        IsUnfrozenRows;             // Set when we got past the frozen row.\n    bool                        IsDefaultSizingPolicy;      // Set if user didn't explicitly set a sizing policy in BeginTable()\n    bool                        HasScrollbarYCurr;          // Whether ANY instance of this table had a vertical scrollbar during the current frame.\n    bool                        HasScrollbarYPrev;          // Whether ANY instance of this table had a vertical scrollbar during the previous.\n    bool                        MemoryCompacted;\n    bool                        HostSkipItems;              // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis\n\n    ImGuiTable()                { memset(this, 0, sizeof(*this)); LastFrameActive = -1; }\n    ~ImGuiTable()               { IM_FREE(RawData); }\n};\n\n// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table).\n// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure.\n// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics.\nstruct IMGUI_API ImGuiTableTempData\n{\n    int                         TableIndex;                 // Index in g.Tables.Buf[] pool\n    float                       LastTimeActive;             // Last timestamp this structure was used\n\n    ImVec2                      UserOuterSize;              // outer_size.x passed to BeginTable()\n    ImDrawListSplitter          DrawSplitter;\n\n    ImRect                      HostBackupWorkRect;         // Backup of InnerWindow->WorkRect at the end of BeginTable()\n    ImRect                      HostBackupParentWorkRect;   // Backup of InnerWindow->ParentWorkRect at the end of BeginTable()\n    ImVec2                      HostBackupPrevLineSize;     // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable()\n    ImVec2                      HostBackupCurrLineSize;     // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable()\n    ImVec2                      HostBackupCursorMaxPos;     // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable()\n    ImVec1                      HostBackupColumnsOffset;    // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable()\n    float                       HostBackupItemWidth;        // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable()\n    int                         HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable()\n\n    ImGuiTableTempData()        { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; }\n};\n\n// sizeof() ~ 12\nstruct ImGuiTableColumnSettings\n{\n    float                   WidthOrWeight;\n    ImGuiID                 UserID;\n    ImGuiTableColumnIdx     Index;\n    ImGuiTableColumnIdx     DisplayOrder;\n    ImGuiTableColumnIdx     SortOrder;\n    ImU8                    SortDirection : 2;\n    ImU8                    IsEnabled : 1; // \"Visible\" in ini file\n    ImU8                    IsStretch : 1;\n\n    ImGuiTableColumnSettings()\n    {\n        WidthOrWeight = 0.0f;\n        UserID = 0;\n        Index = -1;\n        DisplayOrder = SortOrder = -1;\n        SortDirection = ImGuiSortDirection_None;\n        IsEnabled = 1;\n        IsStretch = 0;\n    }\n};\n\n// This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.)\nstruct ImGuiTableSettings\n{\n    ImGuiID                     ID;                     // Set to 0 to invalidate/delete the setting\n    ImGuiTableFlags             SaveFlags;              // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..)\n    float                       RefScale;               // Reference scale to be able to rescale columns on font/dpi changes.\n    ImGuiTableColumnIdx         ColumnsCount;\n    ImGuiTableColumnIdx         ColumnsCountMax;        // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher\n    bool                        WantApply;              // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)\n\n    ImGuiTableSettings()        { memset(this, 0, sizeof(*this)); }\n    ImGuiTableColumnSettings*   GetColumnSettings()     { return (ImGuiTableColumnSettings*)(this + 1); }\n};\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImGui internal API\n// No guarantee of forward compatibility here!\n//-----------------------------------------------------------------------------\n\nnamespace ImGui\n{\n    // Windows\n    // We should always have a CurrentWindow in the stack (there is an implicit \"Debug\" window)\n    // If this ever crash because g.CurrentWindow is NULL it means that either\n    // - ImGui::NewFrame() has never been called, which is illegal.\n    // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.\n    inline    ImGuiWindow*  GetCurrentWindowRead()      { ImGuiContext& g = *GImGui; return g.CurrentWindow; }\n    inline    ImGuiWindow*  GetCurrentWindow()          { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; }\n    IMGUI_API ImGuiWindow*  FindWindowByID(ImGuiID id);\n    IMGUI_API ImGuiWindow*  FindWindowByName(const char* name);\n    IMGUI_API void          UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);\n    IMGUI_API ImVec2        CalcWindowNextAutoFitSize(ImGuiWindow* window);\n    IMGUI_API ImVec2        CalcWindowExpectedSize(ImGuiWindow* window);\n    IMGUI_API bool          IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy);\n    IMGUI_API bool          IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent);\n    IMGUI_API bool          IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below);\n    IMGUI_API bool          IsWindowNavFocusable(ImGuiWindow* window);\n    IMGUI_API ImRect        GetWindowAllowedExtentRect(ImGuiWindow* window);\n    IMGUI_API void          SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);\n    IMGUI_API void          SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);\n    IMGUI_API void          SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0);\n    IMGUI_API void          SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size);\n    inline ImRect           WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); }\n    inline ImRect           WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); }\n\n    // Windows: Display Order and Focus Order\n    IMGUI_API void          FocusWindow(ImGuiWindow* window);\n    IMGUI_API void          FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window);\n    IMGUI_API void          BringWindowToFocusFront(ImGuiWindow* window);\n    IMGUI_API void          BringWindowToDisplayFront(ImGuiWindow* window);\n    IMGUI_API void          BringWindowToDisplayBack(ImGuiWindow* window);\n    IMGUI_API void          BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window);\n    IMGUI_API int           FindWindowDisplayIndex(ImGuiWindow* window);\n    IMGUI_API ImGuiWindow*  FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window);\n\n    // Fonts, drawing\n    IMGUI_API void          SetCurrentFont(ImFont* font);\n    inline ImFont*          GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }\n    inline ImDrawList*      GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); return GetForegroundDrawList(); } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.\n    IMGUI_API ImDrawList*   GetBackgroundDrawList(ImGuiViewport* viewport);                     // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.\n    IMGUI_API ImDrawList*   GetForegroundDrawList(ImGuiViewport* viewport);                     // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.\n\n    // Init\n    IMGUI_API void          Initialize();\n    IMGUI_API void          Shutdown();    // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().\n\n    // NewFrame\n    IMGUI_API void          UpdateInputEvents(bool trickle_fast_inputs);\n    IMGUI_API void          UpdateHoveredWindowAndCaptureFlags();\n    IMGUI_API void          StartMouseMovingWindow(ImGuiWindow* window);\n    IMGUI_API void          UpdateMouseMovingWindowNewFrame();\n    IMGUI_API void          UpdateMouseMovingWindowEndFrame();\n\n    // Generic context hooks\n    IMGUI_API ImGuiID       AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook);\n    IMGUI_API void          RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove);\n    IMGUI_API void          CallContextHooks(ImGuiContext* context, ImGuiContextHookType type);\n\n    // Viewports\n    IMGUI_API void          SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport);\n\n    // Settings\n    IMGUI_API void                  MarkIniSettingsDirty();\n    IMGUI_API void                  MarkIniSettingsDirty(ImGuiWindow* window);\n    IMGUI_API void                  ClearIniSettings();\n    IMGUI_API void                  AddSettingsHandler(const ImGuiSettingsHandler* handler);\n    IMGUI_API void                  RemoveSettingsHandler(const char* type_name);\n    IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);\n\n    // Settings - Windows\n    IMGUI_API ImGuiWindowSettings*  CreateNewWindowSettings(const char* name);\n    IMGUI_API ImGuiWindowSettings*  FindWindowSettingsByID(ImGuiID id);\n    IMGUI_API ImGuiWindowSettings*  FindWindowSettingsByWindow(ImGuiWindow* window);\n    IMGUI_API void                  ClearWindowSettings(const char* name);\n\n    // Localization\n    IMGUI_API void          LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count);\n    inline const char*      LocalizeGetMsg(ImGuiLocKey key) { ImGuiContext& g = *GImGui; const char* msg = g.LocalizationTable[key]; return msg ? msg : \"*Missing Text*\"; }\n\n    // Scrolling\n    IMGUI_API void          SetScrollX(ImGuiWindow* window, float scroll_x);\n    IMGUI_API void          SetScrollY(ImGuiWindow* window, float scroll_y);\n    IMGUI_API void          SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio);\n    IMGUI_API void          SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio);\n\n    // Early work-in-progress API (ScrollToItem() will become public)\n    IMGUI_API void          ScrollToItem(ImGuiScrollFlags flags = 0);\n    IMGUI_API void          ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0);\n    IMGUI_API ImVec2        ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0);\n//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    inline void             ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); }\n//#endif\n\n    // Basic Accessors\n    inline ImGuiItemStatusFlags GetItemStatusFlags(){ ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; }\n    inline ImGuiItemFlags   GetItemFlags()  { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; }\n    inline ImGuiID          GetActiveID()   { ImGuiContext& g = *GImGui; return g.ActiveId; }\n    inline ImGuiID          GetFocusID()    { ImGuiContext& g = *GImGui; return g.NavId; }\n    IMGUI_API void          SetActiveID(ImGuiID id, ImGuiWindow* window);\n    IMGUI_API void          SetFocusID(ImGuiID id, ImGuiWindow* window);\n    IMGUI_API void          ClearActiveID();\n    IMGUI_API ImGuiID       GetHoveredID();\n    IMGUI_API void          SetHoveredID(ImGuiID id);\n    IMGUI_API void          KeepAliveID(ImGuiID id);\n    IMGUI_API void          MarkItemEdited(ImGuiID id);     // Mark data associated to given item as \"edited\", used by IsItemDeactivatedAfterEdit() function.\n    IMGUI_API void          PushOverrideID(ImGuiID id);     // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes)\n    IMGUI_API ImGuiID       GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed);\n    IMGUI_API ImGuiID       GetIDWithSeed(int n, ImGuiID seed);\n\n    // Basic Helpers for widget code\n    IMGUI_API void          ItemSize(const ImVec2& size, float text_baseline_y = -1.0f);\n    inline void             ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min.\n    IMGUI_API bool          ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0);\n    IMGUI_API bool          ItemHoverable(const ImRect& bb, ImGuiID id);\n    IMGUI_API bool          IsClippedEx(const ImRect& bb, ImGuiID id);\n    IMGUI_API void          SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect);\n    IMGUI_API ImVec2        CalcItemSize(ImVec2 size, float default_w, float default_h);\n    IMGUI_API float         CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);\n    IMGUI_API void          PushMultiItemsWidths(int components, float width_full);\n    IMGUI_API bool          IsItemToggledSelection();                                   // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly)\n    IMGUI_API ImVec2        GetContentRegionMaxAbs();\n    IMGUI_API void          ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess);\n\n    // Parameter stacks (shared)\n    IMGUI_API void          PushItemFlag(ImGuiItemFlags option, bool enabled);\n    IMGUI_API void          PopItemFlag();\n\n    // Logging/Capture\n    IMGUI_API void          LogBegin(ImGuiLogType type, int auto_open_depth);           // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name.\n    IMGUI_API void          LogToBuffer(int auto_open_depth = -1);                      // Start logging/capturing to internal buffer\n    IMGUI_API void          LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL);\n    IMGUI_API void          LogSetNextTextDecoration(const char* prefix, const char* suffix);\n\n    // Popups, Modals, Tooltips\n    IMGUI_API bool          BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags);\n    IMGUI_API void          OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None);\n    IMGUI_API void          ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup);\n    IMGUI_API void          ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup);\n    IMGUI_API void          ClosePopupsExceptModals();\n    IMGUI_API bool          IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags);\n    IMGUI_API bool          BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);\n    IMGUI_API void          BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags);\n    IMGUI_API ImRect        GetPopupAllowedExtentRect(ImGuiWindow* window);\n    IMGUI_API ImGuiWindow*  GetTopMostPopupModal();\n    IMGUI_API ImGuiWindow*  GetTopMostAndVisiblePopupModal();\n    IMGUI_API ImVec2        FindBestWindowPosForPopup(ImGuiWindow* window);\n    IMGUI_API ImVec2        FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy);\n\n    // Menus\n    IMGUI_API bool          BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags);\n    IMGUI_API bool          BeginMenuEx(const char* label, const char* icon, bool enabled = true);\n    IMGUI_API bool          MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true);\n\n    // Combos\n    IMGUI_API bool          BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags);\n    IMGUI_API bool          BeginComboPreview();\n    IMGUI_API void          EndComboPreview();\n\n    // Gamepad/Keyboard Navigation\n    IMGUI_API void          NavInitWindow(ImGuiWindow* window, bool force_reinit);\n    IMGUI_API void          NavInitRequestApplyResult();\n    IMGUI_API bool          NavMoveRequestButNoResultYet();\n    IMGUI_API void          NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);\n    IMGUI_API void          NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);\n    IMGUI_API void          NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result);\n    IMGUI_API void          NavMoveRequestCancel();\n    IMGUI_API void          NavMoveRequestApplyResult();\n    IMGUI_API void          NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);\n    IMGUI_API void          ActivateItem(ImGuiID id);   // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.\n    IMGUI_API void          SetNavWindow(ImGuiWindow* window);\n    IMGUI_API void          SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);\n\n    // Inputs\n    // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.\n    inline bool             IsNamedKey(ImGuiKey key)                                    { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; }\n    inline bool             IsNamedKeyOrModKey(ImGuiKey key)                            { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super || key == ImGuiMod_Shortcut; }\n    inline bool             IsLegacyKey(ImGuiKey key)                                   { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; }\n    inline bool             IsKeyboardKey(ImGuiKey key)                                 { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; }\n    inline bool             IsGamepadKey(ImGuiKey key)                                  { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; }\n    inline bool             IsMouseKey(ImGuiKey key)                                    { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; }\n    inline bool             IsAliasKey(ImGuiKey key)                                    { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; }\n    inline ImGuiKeyChord    ConvertShortcutMod(ImGuiKeyChord key_chord)                 { ImGuiContext& g = *GImGui; IM_ASSERT_PARANOID(key_chord & ImGuiMod_Shortcut); return (key_chord & ~ImGuiMod_Shortcut) | (g.IO.ConfigMacOSXBehaviors ? ImGuiMod_Super : ImGuiMod_Ctrl); }\n    inline ImGuiKey         ConvertSingleModFlagToKey(ImGuiKey key)\n    {\n        ImGuiContext& g = *GImGui;\n        if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl;\n        if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift;\n        if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt;\n        if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper;\n        if (key == ImGuiMod_Shortcut) return (g.IO.ConfigMacOSXBehaviors ? ImGuiKey_ReservedForModSuper : ImGuiKey_ReservedForModCtrl);\n        return key;\n    }\n\n    IMGUI_API ImGuiKeyData* GetKeyData(ImGuiKey key);\n    IMGUI_API void          GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size);\n    inline ImGuiKey         MouseButtonToKey(ImGuiMouseButton button)                   { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); }\n    IMGUI_API bool          IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f);\n    IMGUI_API ImVec2        GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down);\n    IMGUI_API float         GetNavTweakPressedAmount(ImGuiAxis axis);\n    IMGUI_API int           CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);\n    IMGUI_API void          GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate);\n    IMGUI_API void          SetActiveIdUsingAllKeyboardKeys();\n    inline bool             IsActiveIdUsingNavDir(ImGuiDir dir)                         { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; }\n\n    // [EXPERIMENTAL] Low-Level: Key/Input Ownership\n    // - The idea is that instead of \"eating\" a given input, we can link to an owner id.\n    // - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead).\n    // - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID.\n    // - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0).\n    // - Input ownership is automatically released on the frame after a key is released. Therefore:\n    //   - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case).\n    //   - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover).\n    // - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state.\n    // - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step.\n    //   Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved.\n    IMGUI_API ImGuiID           GetKeyOwner(ImGuiKey key);\n    IMGUI_API void              SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);\n    IMGUI_API void              SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags = 0);           // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.\n    IMGUI_API bool              TestKeyOwner(ImGuiKey key, ImGuiID owner_id);                       // Test that key is either not owned, either owned by 'owner_id'\n    inline ImGuiKeyOwnerData*   GetKeyOwnerData(ImGuiKey key)     { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &GImGui->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; }\n\n    // [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership\n    // - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag.\n    // - Expected to be later promoted to public API, the prototypes are designed to replace existing ones (since owner_id can default to Any == 0)\n    // - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'.\n    //   Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.\n    // - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API.\n    IMGUI_API bool              IsKeyDown(ImGuiKey key, ImGuiID owner_id);\n    IMGUI_API bool              IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);    // Important: when transitioning from old to new IsKeyPressed(): old API has \"bool repeat = true\", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat.\n    IMGUI_API bool              IsKeyReleased(ImGuiKey key, ImGuiID owner_id);\n    IMGUI_API bool              IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id);\n    IMGUI_API bool              IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);\n    IMGUI_API bool              IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id);\n\n    // [EXPERIMENTAL] Shortcut Routing\n    // - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.\n    //     ImGuiKey_C                 (accepted by functions taking ImGuiKey or ImGuiKeyChord)\n    //     ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord)\n    //   ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values.\n    // - When using one of the routing flags (e.g. ImGuiInputFlags_RouteFocused): routes requested ahead of time given a chord (key + modifiers) and a routing policy.\n    // - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame.\n    // - Route is granted to a single owner. When multiple requests are made we have policies to select the winning route.\n    // - Multiple read sites may use the same owner id and will all get the granted route.\n    // - For routing: when owner_id is 0 we use the current Focus Scope ID as a default owner in order to identify our location.\n    IMGUI_API bool              Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);\n    IMGUI_API bool              SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);\n    IMGUI_API bool              TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id);\n    IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord);\n\n    // [EXPERIMENTAL] Focus Scope\n    // This is generally used to identify a unique input location (for e.g. a selection set)\n    // There is one per window (automatically set in Begin), but:\n    // - Selection patterns generally need to react (e.g. clear a selection) when landing on one item of the set.\n    //   So in order to identify a set multiple lists in same window may each need a focus scope.\n    //   If you imagine an hypothetical BeginSelectionGroup()/EndSelectionGroup() api, it would likely call PushFocusScope()/EndFocusScope()\n    // - Shortcut routing also use focus scope as a default location identifier if an owner is not provided.\n    // We don't use the ID Stack for this as it is common to want them separate.\n    IMGUI_API void          PushFocusScope(ImGuiID id);\n    IMGUI_API void          PopFocusScope();\n    inline ImGuiID          GetCurrentFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentFocusScopeId; }   // Focus scope we are outputting into, set by PushFocusScope()\n\n    // Drag and Drop\n    IMGUI_API bool          IsDragDropActive();\n    IMGUI_API bool          BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);\n    IMGUI_API void          ClearDragDrop();\n    IMGUI_API bool          IsDragDropPayloadBeingAccepted();\n    IMGUI_API void          RenderDragDropTargetRect(const ImRect& bb);\n\n    // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API)\n    IMGUI_API void          SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect);\n    IMGUI_API void          BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().\n    IMGUI_API void          EndColumns();                                                               // close columns\n    IMGUI_API void          PushColumnClipRect(int column_index);\n    IMGUI_API void          PushColumnsBackground();\n    IMGUI_API void          PopColumnsBackground();\n    IMGUI_API ImGuiID       GetColumnsID(const char* str_id, int count);\n    IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id);\n    IMGUI_API float         GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm);\n    IMGUI_API float         GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset);\n\n    // Tables: Candidates for public API\n    IMGUI_API void          TableOpenContextMenu(int column_n = -1);\n    IMGUI_API void          TableSetColumnWidth(int column_n, float width);\n    IMGUI_API void          TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs);\n    IMGUI_API int           TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.\n    IMGUI_API float         TableGetHeaderRowHeight();\n    IMGUI_API void          TablePushBackgroundChannel();\n    IMGUI_API void          TablePopBackgroundChannel();\n\n    // Tables: Internals\n    inline    ImGuiTable*   GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; }\n    IMGUI_API ImGuiTable*   TableFindByID(ImGuiID id);\n    IMGUI_API bool          BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f);\n    IMGUI_API void          TableBeginInitMemory(ImGuiTable* table, int columns_count);\n    IMGUI_API void          TableBeginApplyRequests(ImGuiTable* table);\n    IMGUI_API void          TableSetupDrawChannels(ImGuiTable* table);\n    IMGUI_API void          TableUpdateLayout(ImGuiTable* table);\n    IMGUI_API void          TableUpdateBorders(ImGuiTable* table);\n    IMGUI_API void          TableUpdateColumnsWeightFromWidth(ImGuiTable* table);\n    IMGUI_API void          TableDrawBorders(ImGuiTable* table);\n    IMGUI_API void          TableDrawContextMenu(ImGuiTable* table);\n    IMGUI_API bool          TableBeginContextMenuPopup(ImGuiTable* table);\n    IMGUI_API void          TableMergeDrawChannels(ImGuiTable* table);\n    inline ImGuiTableInstanceData*  TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; }\n    inline ImGuiID                  TableGetInstanceID(ImGuiTable* table, int instance_no)   { return TableGetInstanceData(table, instance_no)->TableInstanceID; }\n    IMGUI_API void          TableSortSpecsSanitize(ImGuiTable* table);\n    IMGUI_API void          TableSortSpecsBuild(ImGuiTable* table);\n    IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column);\n    IMGUI_API void          TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column);\n    IMGUI_API float         TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column);\n    IMGUI_API void          TableBeginRow(ImGuiTable* table);\n    IMGUI_API void          TableEndRow(ImGuiTable* table);\n    IMGUI_API void          TableBeginCell(ImGuiTable* table, int column_n);\n    IMGUI_API void          TableEndCell(ImGuiTable* table);\n    IMGUI_API ImRect        TableGetCellBgRect(const ImGuiTable* table, int column_n);\n    IMGUI_API const char*   TableGetColumnName(const ImGuiTable* table, int column_n);\n    IMGUI_API ImGuiID       TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no = 0);\n    IMGUI_API float         TableGetMaxColumnWidth(const ImGuiTable* table, int column_n);\n    IMGUI_API void          TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n);\n    IMGUI_API void          TableSetColumnWidthAutoAll(ImGuiTable* table);\n    IMGUI_API void          TableRemove(ImGuiTable* table);\n    IMGUI_API void          TableGcCompactTransientBuffers(ImGuiTable* table);\n    IMGUI_API void          TableGcCompactTransientBuffers(ImGuiTableTempData* table);\n    IMGUI_API void          TableGcCompactSettings();\n\n    // Tables: Settings\n    IMGUI_API void                  TableLoadSettings(ImGuiTable* table);\n    IMGUI_API void                  TableSaveSettings(ImGuiTable* table);\n    IMGUI_API void                  TableResetSettings(ImGuiTable* table);\n    IMGUI_API ImGuiTableSettings*   TableGetBoundSettings(ImGuiTable* table);\n    IMGUI_API void                  TableSettingsAddSettingsHandler();\n    IMGUI_API ImGuiTableSettings*   TableSettingsCreate(ImGuiID id, int columns_count);\n    IMGUI_API ImGuiTableSettings*   TableSettingsFindByID(ImGuiID id);\n\n    // Tab Bars\n    inline    ImGuiTabBar*  GetCurrentTabBar() { ImGuiContext& g = *GImGui; return g.CurrentTabBar; }\n    IMGUI_API bool          BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);\n    IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id);\n    IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order);\n    IMGUI_API ImGuiTabItem* TabBarGetCurrentTab(ImGuiTabBar* tab_bar);\n    inline int              TabBarGetTabOrder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { return tab_bar->Tabs.index_from_ptr(tab); }\n    IMGUI_API const char*   TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);\n    IMGUI_API void          TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id);\n    IMGUI_API void          TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);\n    IMGUI_API void          TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);\n    IMGUI_API void          TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset);\n    IMGUI_API void          TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImVec2 mouse_pos);\n    IMGUI_API bool          TabBarProcessReorder(ImGuiTabBar* tab_bar);\n    IMGUI_API bool          TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window);\n    IMGUI_API ImVec2        TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker);\n    IMGUI_API ImVec2        TabItemCalcSize(ImGuiWindow* window);\n    IMGUI_API void          TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col);\n    IMGUI_API void          TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped);\n\n    // Render helpers\n    // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT.\n    // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally)\n    IMGUI_API void          RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);\n    IMGUI_API void          RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);\n    IMGUI_API void          RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL);\n    IMGUI_API void          RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL);\n    IMGUI_API void          RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known);\n    IMGUI_API void          RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);\n    IMGUI_API void          RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);\n    IMGUI_API void          RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0);\n    IMGUI_API void          RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight\n    IMGUI_API const char*   FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.\n    IMGUI_API void          RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow);\n\n    // Render helpers (those functions don't access any ImGui state!)\n    IMGUI_API void          RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f);\n    IMGUI_API void          RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col);\n    IMGUI_API void          RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz);\n    IMGUI_API void          RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);\n    IMGUI_API void          RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);\n    IMGUI_API void          RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding);\n\n    // Widgets\n    IMGUI_API void          TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0);\n    IMGUI_API bool          ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0);\n    IMGUI_API bool          ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0);\n    IMGUI_API bool          ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0);\n    IMGUI_API void          SeparatorEx(ImGuiSeparatorFlags flags);\n    IMGUI_API void          SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_width);\n    IMGUI_API bool          CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value);\n    IMGUI_API bool          CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value);\n\n    // Widgets: Window Decorations\n    IMGUI_API bool          CloseButton(ImGuiID id, const ImVec2& pos);\n    IMGUI_API bool          CollapseButton(ImGuiID id, const ImVec2& pos);\n    IMGUI_API void          Scrollbar(ImGuiAxis axis);\n    IMGUI_API bool          ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags);\n    IMGUI_API ImRect        GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis);\n    IMGUI_API ImGuiID       GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis);\n    IMGUI_API ImGuiID       GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners\n    IMGUI_API ImGuiID       GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir);\n\n    // Widgets low-level behaviors\n    IMGUI_API bool          ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);\n    IMGUI_API bool          DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags);\n    IMGUI_API bool          SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);\n    IMGUI_API bool          SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0);\n    IMGUI_API bool          TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);\n    IMGUI_API void          TreePushOverrideID(ImGuiID id);\n    IMGUI_API void          TreeNodeSetOpen(ImGuiID id, bool open);\n    IMGUI_API bool          TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags);   // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging.\n\n    // Template functions are instantiated in imgui_widgets.cpp for a finite number of types.\n    // To use them externally (for custom widget) you may need an \"extern template\" statement in your code in order to link to existing instances and silence Clang warnings (see #2036).\n    // e.g. \" extern template IMGUI_API float RoundScalarWithFormatT<float, float>(const char* format, ImGuiDataType data_type, float v); \"\n    template<typename T, typename SIGNED_T, typename FLOAT_T>   IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size);\n    template<typename T, typename SIGNED_T, typename FLOAT_T>   IMGUI_API T     ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size);\n    template<typename T, typename SIGNED_T, typename FLOAT_T>   IMGUI_API bool  DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags);\n    template<typename T, typename SIGNED_T, typename FLOAT_T>   IMGUI_API bool  SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);\n    template<typename T>                                        IMGUI_API T     RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v);\n    template<typename T>                                        IMGUI_API bool  CheckboxFlagsT(const char* label, T* flags, T flags_value);\n\n    // Data type helpers\n    IMGUI_API const ImGuiDataTypeInfo*  DataTypeGetInfo(ImGuiDataType data_type);\n    IMGUI_API int           DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format);\n    IMGUI_API void          DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2);\n    IMGUI_API bool          DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format);\n    IMGUI_API int           DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2);\n    IMGUI_API bool          DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max);\n\n    // InputText\n    IMGUI_API bool          InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);\n    IMGUI_API bool          TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags);\n    IMGUI_API bool          TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL);\n    inline bool             TempInputIsActive(ImGuiID id)       { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); }\n    inline ImGuiInputTextState* GetInputTextState(ImGuiID id)   { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active\n\n    // Color\n    IMGUI_API void          ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags);\n    IMGUI_API void          ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags);\n    IMGUI_API void          ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags);\n\n    // Plot\n    IMGUI_API int           PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg);\n\n    // Shade functions (write over already created vertices)\n    IMGUI_API void          ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);\n    IMGUI_API void          ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp);\n\n    // Garbage collection\n    IMGUI_API void          GcCompactTransientMiscBuffers();\n    IMGUI_API void          GcCompactTransientWindowBuffers(ImGuiWindow* window);\n    IMGUI_API void          GcAwakeTransientWindowBuffers(ImGuiWindow* window);\n\n    // Debug Log\n    IMGUI_API void          DebugLog(const char* fmt, ...) IM_FMTARGS(1);\n    IMGUI_API void          DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1);\n\n    // Debug Tools\n    IMGUI_API void          ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);\n    IMGUI_API void          ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);\n    IMGUI_API void          ErrorCheckUsingSetCursorPosToExtendParentBoundaries();\n    IMGUI_API void          DebugLocateItem(ImGuiID target_id);                     // Call sparingly: only 1 at the same time!\n    IMGUI_API void          DebugLocateItemOnHover(ImGuiID target_id);              // Only call on reaction to a mouse Hover: because only 1 at the same time!\n    IMGUI_API void          DebugLocateItemResolveWithLastItem();\n    inline void             DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255))    { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); }\n    inline void             DebugStartItemPicker()                                  { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }\n    IMGUI_API void          ShowFontAtlas(ImFontAtlas* atlas);\n    IMGUI_API void          DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end);\n    IMGUI_API void          DebugNodeColumns(ImGuiOldColumns* columns);\n    IMGUI_API void          DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label);\n    IMGUI_API void          DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);\n    IMGUI_API void          DebugNodeFont(ImFont* font);\n    IMGUI_API void          DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph);\n    IMGUI_API void          DebugNodeStorage(ImGuiStorage* storage, const char* label);\n    IMGUI_API void          DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label);\n    IMGUI_API void          DebugNodeTable(ImGuiTable* table);\n    IMGUI_API void          DebugNodeTableSettings(ImGuiTableSettings* settings);\n    IMGUI_API void          DebugNodeInputTextState(ImGuiInputTextState* state);\n    IMGUI_API void          DebugNodeWindow(ImGuiWindow* window, const char* label);\n    IMGUI_API void          DebugNodeWindowSettings(ImGuiWindowSettings* settings);\n    IMGUI_API void          DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label);\n    IMGUI_API void          DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack);\n    IMGUI_API void          DebugNodeViewport(ImGuiViewportP* viewport);\n    IMGUI_API void          DebugRenderKeyboardPreview(ImDrawList* draw_list);\n    IMGUI_API void          DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb);\n    IMGUI_API bool          MainFocusableItemRegister(ImGuiWindow* window, ImGuiID id);   // Return true if focus is requested\n\n    // Obsolete functions\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    inline void     SetItemUsingMouseWheel()                                            { SetItemKeyOwner(ImGuiKey_MouseWheelY); }      // Changed in 1.89\n    inline bool     TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0)    { return TreeNodeUpdateNextOpen(id, flags); }   // Renamed in 1.89\n\n    // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets that used FocusableItemRegister():\n    //  (Old) IMGUI_VERSION_NUM  < 18209: using 'ItemAdd(....)'                              and 'bool tab_focused = FocusableItemRegister(...)'\n    //  (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)'  and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0'\n    //  (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)'     and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || g.NavActivateInputId == id' (WIP)\n    // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText()\n    inline bool     FocusableItemRegister(ImGuiWindow* window, ImGuiID id)              { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd()\n    inline void     FocusableItemUnregister(ImGuiWindow* window)                        { IM_ASSERT(0); IM_UNUSED(window); }                              // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem\n#endif\n#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO\n    inline bool     IsKeyPressedMap(ImGuiKey key, bool repeat = true)                   { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity!\n#endif\n\n} // namespace ImGui\n\n\n//-----------------------------------------------------------------------------\n// [SECTION] ImFontAtlas internal API\n//-----------------------------------------------------------------------------\n\n// This structure is likely to evolve as we add support for incremental atlas updates\nstruct ImFontBuilderIO\n{\n    bool    (*FontBuilder_Build)(ImFontAtlas* atlas);\n};\n\n// Helper for font builder\n#ifdef IMGUI_ENABLE_STB_TRUETYPE\nIMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype();\n#endif\nIMGUI_API void      ImFontAtlasBuildInit(ImFontAtlas* atlas);\nIMGUI_API void      ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent);\nIMGUI_API void      ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque);\nIMGUI_API void      ImFontAtlasBuildFinish(ImFontAtlas* atlas);\nIMGUI_API void      ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value);\nIMGUI_API void      ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value);\nIMGUI_API void      ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor);\nIMGUI_API void      ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride);\n\n//-----------------------------------------------------------------------------\n// [SECTION] Test Engine specific hooks (imgui_test_engine)\n//-----------------------------------------------------------------------------\n\n#ifdef IMGUI_ENABLE_TEST_ENGINE\nextern void         ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id);\nextern void         ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags);\nextern void         ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...);\nextern const char*  ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id);\n\n#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID)                 if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID)               // Register item bounding box\n#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS)      if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS)   // Register item label and status flags (optional)\n#define IMGUI_TEST_ENGINE_LOG(_FMT,...)                     if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__)          // Custom log entry from user land into test log\n#else\n#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID)                 ((void)0)\n#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS)      ((void)g)\n#endif\n\n//-----------------------------------------------------------------------------\n\n#if defined(__clang__)\n#pragma clang diagnostic pop\n#elif defined(__GNUC__)\n#pragma GCC diagnostic pop\n#endif\n\n#ifdef _MSC_VER\n#pragma warning (pop)\n#endif\n\n#endif // #ifndef IMGUI_DISABLE\n"
  },
  {
    "path": "imgui/imgui_tables.cpp",
    "content": "// dear imgui, v1.89.4 WIP\n// (tables and columns code)\n\n/*\n\nIndex of this file:\n\n// [SECTION] Commentary\n// [SECTION] Header mess\n// [SECTION] Tables: Main code\n// [SECTION] Tables: Simple accessors\n// [SECTION] Tables: Row changes\n// [SECTION] Tables: Columns changes\n// [SECTION] Tables: Columns width management\n// [SECTION] Tables: Drawing\n// [SECTION] Tables: Sorting\n// [SECTION] Tables: Headers\n// [SECTION] Tables: Context Menu\n// [SECTION] Tables: Settings (.ini data)\n// [SECTION] Tables: Garbage Collection\n// [SECTION] Tables: Debugging\n// [SECTION] Columns, BeginColumns, EndColumns, etc.\n\n*/\n\n// Navigating this file:\n// - In Visual Studio IDE: CTRL+comma (\"Edit.GoToAll\") can follow symbols in comments, whereas CTRL+F12 (\"Edit.GoToImplementation\") cannot.\n// - With Visual Assist installed: ALT+G (\"VAssistX.GoToImplementation\") can also follow symbols in comments.\n\n//-----------------------------------------------------------------------------\n// [SECTION] Commentary\n//-----------------------------------------------------------------------------\n\n//-----------------------------------------------------------------------------\n// Typical tables call flow: (root level is generally public API):\n//-----------------------------------------------------------------------------\n// - BeginTable()                               user begin into a table\n//    | BeginChild()                            - (if ScrollX/ScrollY is set)\n//    | TableBeginInitMemory()                  - first time table is used\n//    | TableResetSettings()                    - on settings reset\n//    | TableLoadSettings()                     - on settings load\n//    | TableBeginApplyRequests()               - apply queued resizing/reordering/hiding requests\n//    | - TableSetColumnWidth()                 - apply resizing width (for mouse resize, often requested by previous frame)\n//    |    - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width\n// - TableSetupColumn()                         user submit columns details (optional)\n// - TableSetupScrollFreeze()                   user submit scroll freeze information (optional)\n//-----------------------------------------------------------------------------\n// - TableUpdateLayout() [Internal]             followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow().\n//    | TableSetupDrawChannels()                - setup ImDrawList channels\n//    | TableUpdateBorders()                    - detect hovering columns for resize, ahead of contents submission\n//    | TableDrawContextMenu()                  - draw right-click context menu\n//-----------------------------------------------------------------------------\n// - TableHeadersRow() or TableHeader()         user submit a headers row (optional)\n//    | TableSortSpecsClickColumn()             - when left-clicked: alter sort order and sort direction\n//    | TableOpenContextMenu()                  - when right-clicked: trigger opening of the default context menu\n// - TableGetSortSpecs()                        user queries updated sort specs (optional, generally after submitting headers)\n// - TableNextRow()                             user begin into a new row (also automatically called by TableHeadersRow())\n//    | TableEndRow()                           - finish existing row\n//    | TableBeginRow()                         - add a new row\n// - TableSetColumnIndex() / TableNextColumn()  user begin into a cell\n//    | TableEndCell()                          - close existing column/cell\n//    | TableBeginCell()                        - enter into current column/cell\n// - [...]                                      user emit contents\n//-----------------------------------------------------------------------------\n// - EndTable()                                 user ends the table\n//    | TableDrawBorders()                      - draw outer borders, inner vertical borders\n//    | TableMergeDrawChannels()                - merge draw channels if clipping isn't required\n//    | EndChild()                              - (if ScrollX/ScrollY is set)\n//-----------------------------------------------------------------------------\n\n//-----------------------------------------------------------------------------\n// TABLE SIZING\n//-----------------------------------------------------------------------------\n// (Read carefully because this is subtle but it does make sense!)\n//-----------------------------------------------------------------------------\n// About 'outer_size':\n// Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags.\n// Default value is ImVec2(0.0f, 0.0f).\n//   X\n//   - outer_size.x <= 0.0f  ->  Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge.\n//   - outer_size.x  > 0.0f  ->  Set Fixed width.\n//   Y with ScrollX/ScrollY disabled: we output table directly in current window\n//   - outer_size.y  < 0.0f  ->  Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful is parent window can vertically scroll.\n//   - outer_size.y  = 0.0f  ->  No minimum height (but will auto extend, unless _NoHostExtendY is set)\n//   - outer_size.y  > 0.0f  ->  Set Minimum height (but will auto extend, unless _NoHostExtenY is set)\n//   Y with ScrollX/ScrollY enabled: using a child window for scrolling\n//   - outer_size.y  < 0.0f  ->  Bottom-align. Not meaningful is parent window can vertically scroll.\n//   - outer_size.y  = 0.0f  ->  Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window.\n//   - outer_size.y  > 0.0f  ->  Set Exact height. Recommended when using Scrolling on any axis.\n//-----------------------------------------------------------------------------\n// Outer size is also affected by the NoHostExtendX/NoHostExtendY flags.\n// Important to that note how the two flags have slightly different behaviors!\n//   - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.\n//   - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible.\n// In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height.\n// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not easily noticeable)\n//-----------------------------------------------------------------------------\n// About 'inner_width':\n//   With ScrollX disabled:\n//   - inner_width          ->  *ignored*\n//   With ScrollX enabled:\n//   - inner_width  < 0.0f  ->  *illegal* fit in known width (right align from outer_size.x) <-- weird\n//   - inner_width  = 0.0f  ->  fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns.\n//   - inner_width  > 0.0f  ->  override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space!\n//-----------------------------------------------------------------------------\n// Details:\n// - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept\n//   of \"available space\" doesn't make sense.\n// - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding\n//   of what the value does.\n//-----------------------------------------------------------------------------\n\n//-----------------------------------------------------------------------------\n// COLUMNS SIZING POLICIES\n//-----------------------------------------------------------------------------\n// About overriding column sizing policy and width/weight with TableSetupColumn():\n// We use a default parameter of 'init_width_or_weight == -1'.\n//   - with ImGuiTableColumnFlags_WidthFixed,    init_width  <= 0 (default)  --> width is automatic\n//   - with ImGuiTableColumnFlags_WidthFixed,    init_width  >  0 (explicit) --> width is custom\n//   - with ImGuiTableColumnFlags_WidthStretch,  init_weight <= 0 (default)  --> weight is 1.0f\n//   - with ImGuiTableColumnFlags_WidthStretch,  init_weight >  0 (explicit) --> weight is custom\n// Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f)\n// and you can fit a 100.0f wide item in it without clipping and with full padding.\n//-----------------------------------------------------------------------------\n// About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag)\n//   - with Table policy ImGuiTableFlags_SizingFixedFit      --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width\n//   - with Table policy ImGuiTableFlags_SizingFixedSame     --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width\n//   - with Table policy ImGuiTableFlags_SizingStretchSame   --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f\n//   - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents\n// Default Width and default Weight can be overridden when calling TableSetupColumn().\n//-----------------------------------------------------------------------------\n// About mixing Fixed/Auto and Stretch columns together:\n//   - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.\n//   - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place!\n//     that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in.\n//   - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents.\n//   - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weight/widths.\n//-----------------------------------------------------------------------------\n// About using column width:\n// If a column is manual resizable or has a width specified with TableSetupColumn():\n//   - you may use GetContentRegionAvail().x to query the width available in a given column.\n//   - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width.\n// If the column is not resizable and has no width specified with TableSetupColumn():\n//   - its width will be automatic and be set to the max of items submitted.\n//   - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN).\n//   - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN).\n//-----------------------------------------------------------------------------\n\n\n//-----------------------------------------------------------------------------\n// TABLES CLIPPING/CULLING\n//-----------------------------------------------------------------------------\n// About clipping/culling of Rows in Tables:\n// - For large numbers of rows, it is recommended you use ImGuiListClipper to only submit visible rows.\n//   ImGuiListClipper is reliant on the fact that rows are of equal height.\n//   See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper.\n// - Note that auto-resizing columns don't play well with using the clipper.\n//   By default a table with _ScrollX but without _Resizable will have column auto-resize.\n//   So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly with _WidthFixed.\n//-----------------------------------------------------------------------------\n// About clipping/culling of Columns in Tables:\n// - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing\n//   width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know\n//   it is not going to contribute to row height.\n//   In many situations, you may skip submitting contents for every column but one (e.g. the first one).\n// - Case A: column is not hidden by user, and at least partially in sight (most common case).\n// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output.\n// - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.).\n//\n//                        [A]         [B]          [C]\n//  TableNextColumn():    true        false        false       -> [userland] when TableNextColumn() / TableSetColumnIndex() return false, user can skip submitting items but only if the column doesn't contribute to row height.\n//          SkipItems:    false       false        true        -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output.\n//           ClipRect:    normal      zero-width   zero-width  -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way.\n//  ImDrawList output:    normal      dummy        dummy       -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway).\n//\n// - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row.\n//   However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer.\n//-----------------------------------------------------------------------------\n// About clipping/culling of whole Tables:\n// - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false.\n//-----------------------------------------------------------------------------\n\n//-----------------------------------------------------------------------------\n// [SECTION] Header mess\n//-----------------------------------------------------------------------------\n\n#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)\n#define _CRT_SECURE_NO_WARNINGS\n#endif\n\n#ifndef IMGUI_DEFINE_MATH_OPERATORS\n#define IMGUI_DEFINE_MATH_OPERATORS\n#endif\n\n#include \"imgui.h\"\n#ifndef IMGUI_DISABLE\n#include \"imgui_internal.h\"\n\n// System includes\n#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier\n#include <stddef.h>     // intptr_t\n#else\n#include <stdint.h>     // intptr_t\n#endif\n\n// Visual Studio warnings\n#ifdef _MSC_VER\n#pragma warning (disable: 4127)     // condition expression is constant\n#pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen\n#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later\n#pragma warning (disable: 5054)     // operator '|': deprecated between enumerations of different types\n#endif\n#pragma warning (disable: 26451)    // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).\n#pragma warning (disable: 26812)    // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).\n#endif\n\n// Clang/GCC warnings with -Weverything\n#if defined(__clang__)\n#if __has_warning(\"-Wunknown-warning-option\")\n#pragma clang diagnostic ignored \"-Wunknown-warning-option\"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!\n#endif\n#pragma clang diagnostic ignored \"-Wunknown-pragmas\"                // warning: unknown warning group 'xxx'\n#pragma clang diagnostic ignored \"-Wold-style-cast\"                 // warning: use of old-style cast                            // yes, they are more terse.\n#pragma clang diagnostic ignored \"-Wfloat-equal\"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.\n#pragma clang diagnostic ignored \"-Wformat-nonliteral\"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.\n#pragma clang diagnostic ignored \"-Wsign-conversion\"                // warning: implicit conversion changes signedness\n#pragma clang diagnostic ignored \"-Wzero-as-null-pointer-constant\"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0\n#pragma clang diagnostic ignored \"-Wdouble-promotion\"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.\n#pragma clang diagnostic ignored \"-Wenum-enum-conversion\"           // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')\n#pragma clang diagnostic ignored \"-Wdeprecated-enum-enum-conversion\"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated\n#pragma clang diagnostic ignored \"-Wimplicit-int-float-conversion\"  // warning: implicit conversion from 'xxx' to 'float' may lose precision\n#elif defined(__GNUC__)\n#pragma GCC diagnostic ignored \"-Wpragmas\"                          // warning: unknown option after '#pragma GCC diagnostic' kind\n#pragma GCC diagnostic ignored \"-Wformat-nonliteral\"                // warning: format not a string literal, format string not checked\n#pragma GCC diagnostic ignored \"-Wclass-memaccess\"                  // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead\n#endif\n\n//-----------------------------------------------------------------------------\n// [SECTION] Tables: Main code\n//-----------------------------------------------------------------------------\n// - TableFixFlags() [Internal]\n// - TableFindByID() [Internal]\n// - BeginTable()\n// - BeginTableEx() [Internal]\n// - TableBeginInitMemory() [Internal]\n// - TableBeginApplyRequests() [Internal]\n// - TableSetupColumnFlags() [Internal]\n// - TableUpdateLayout() [Internal]\n// - TableUpdateBorders() [Internal]\n// - EndTable()\n// - TableSetupColumn()\n// - TableSetupScrollFreeze()\n//-----------------------------------------------------------------------------\n\n// Configuration\nstatic const int TABLE_DRAW_CHANNEL_BG0 = 0;\nstatic const int TABLE_DRAW_CHANNEL_BG2_FROZEN = 1;\nstatic const int TABLE_DRAW_CHANNEL_NOCLIP = 2;                     // When using ImGuiTableFlags_NoClip (this becomes the last visible channel)\nstatic const float TABLE_BORDER_SIZE                     = 1.0f;    // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering.\nstatic const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f;    // Extend outside inner borders.\nstatic const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f;   // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped.\n\n// Helper\ninline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_window)\n{\n    // Adjust flags: set default sizing policy\n    if ((flags & ImGuiTableFlags_SizingMask_) == 0)\n        flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) ? ImGuiTableFlags_SizingFixedFit : ImGuiTableFlags_SizingStretchSame;\n\n    // Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags_SizingFixedSame\n    if ((flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame)\n        flags |= ImGuiTableFlags_NoKeepColumnsVisible;\n\n    // Adjust flags: enforce borders when resizable\n    if (flags & ImGuiTableFlags_Resizable)\n        flags |= ImGuiTableFlags_BordersInnerV;\n\n    // Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on\n    if (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY))\n        flags &= ~(ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY);\n\n    // Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody\n    if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize)\n        flags &= ~ImGuiTableFlags_NoBordersInBody;\n\n    // Adjust flags: disable saved settings if there's nothing to save\n    if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0)\n        flags |= ImGuiTableFlags_NoSavedSettings;\n\n    // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set)\n    if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings)\n        flags |= ImGuiTableFlags_NoSavedSettings;\n\n    return flags;\n}\n\nImGuiTable* ImGui::TableFindByID(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    return g.Tables.GetByKey(id);\n}\n\n// Read about \"TABLE SIZING\" at the top of this file.\nbool    ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width)\n{\n    ImGuiID id = GetID(str_id);\n    return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width);\n}\n\nbool    ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* outer_window = GetCurrentWindow();\n    if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible.\n        return false;\n\n    // Sanity checks\n    IM_ASSERT(columns_count > 0 && columns_count < IMGUI_TABLE_MAX_COLUMNS);\n    if (flags & ImGuiTableFlags_ScrollX)\n        IM_ASSERT(inner_width >= 0.0f);\n\n    // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping rules may evolve.\n    const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0;\n    const ImVec2 avail_size = GetContentRegionAvail();\n    ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);\n    ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);\n    if (use_child_window && IsClippedEx(outer_rect, 0))\n    {\n        ItemSize(outer_rect);\n        return false;\n    }\n\n    // Acquire storage for the table\n    ImGuiTable* table = g.Tables.GetOrAddByKey(id);\n    const ImGuiTableFlags table_last_flags = table->Flags;\n\n    // Acquire temporary buffers\n    const int table_idx = g.Tables.GetIndex(table);\n    if (++g.TablesTempDataStacked > g.TablesTempData.Size)\n        g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData());\n    ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1];\n    temp_data->TableIndex = table_idx;\n    table->DrawSplitter = &table->TempData->DrawSplitter;\n    table->DrawSplitter->Clear();\n\n    // Fix flags\n    table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0;\n    flags = TableFixFlags(flags, outer_window);\n\n    // Initialize\n    const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1;\n    table->ID = id;\n    table->Flags = flags;\n    table->LastFrameActive = g.FrameCount;\n    table->OuterWindow = table->InnerWindow = outer_window;\n    table->ColumnsCount = columns_count;\n    table->IsLayoutLocked = false;\n    table->InnerWidth = inner_width;\n    temp_data->UserOuterSize = outer_size;\n\n    // Instance data (for instance 0, TableID == TableInstanceID)\n    ImGuiID instance_id;\n    table->InstanceCurrent = (ImS16)instance_no;\n    if (instance_no > 0)\n    {\n        IM_ASSERT(table->ColumnsCount == columns_count && \"BeginTable(): Cannot change columns count mid-frame while preserving same ID\");\n        if (table->InstanceDataExtra.Size < instance_no)\n            table->InstanceDataExtra.push_back(ImGuiTableInstanceData());\n        instance_id = GetIDWithSeed(instance_no, GetIDWithSeed(\"##Instances\", NULL, id)); // Push \"##Instance\" followed by (int)instance_no in ID stack.\n    }\n    else\n    {\n        instance_id = id;\n    }\n    ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);\n    table_instance->TableInstanceID = instance_id;\n\n    // When not using a child window, WorkRect.Max will grow as we append contents.\n    if (use_child_window)\n    {\n        // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent\n        // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing)\n        ImVec2 override_content_size(FLT_MAX, FLT_MAX);\n        if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY))\n            override_content_size.y = FLT_MIN;\n\n        // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and\n        // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align\n        // based on the right side of the child window work rect, which would require knowing ahead if we are going to\n        // have decoration taking horizontal spaces (typically a vertical scrollbar).\n        if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f)\n            override_content_size.x = inner_width;\n\n        if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX)\n            SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f));\n\n        // Reset scroll if we are reactivating it\n        if ((table_last_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0)\n            SetNextWindowScroll(ImVec2(0.0f, 0.0f));\n\n        // Create scrolling region (without border and zero window padding)\n        ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None;\n        BeginChildEx(name, instance_id, outer_rect.GetSize(), false, child_flags);\n        table->InnerWindow = g.CurrentWindow;\n        table->WorkRect = table->InnerWindow->WorkRect;\n        table->OuterRect = table->InnerWindow->Rect();\n        table->InnerRect = table->InnerWindow->InnerRect;\n        IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f);\n\n        // When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned)\n        if (instance_no == 0)\n        {\n            table->HasScrollbarYPrev = table->HasScrollbarYCurr;\n            table->HasScrollbarYCurr = false;\n        }\n        table->HasScrollbarYCurr |= (table->InnerWindow->ScrollMax.y > 0.0f);\n    }\n    else\n    {\n        // For non-scrolling tables, WorkRect == OuterRect == InnerRect.\n        // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable().\n        table->WorkRect = table->OuterRect = table->InnerRect = outer_rect;\n    }\n\n    // Push a standardized ID for both child-using and not-child-using tables\n    PushOverrideID(id);\n    if (instance_no > 0)\n        PushOverrideID(instance_id); // FIXME: Somehow this is not resolved by stack-tool, even tho GetIDWithSeed() submitted the symbol.\n\n    // Backup a copy of host window members we will modify\n    ImGuiWindow* inner_window = table->InnerWindow;\n    table->HostIndentX = inner_window->DC.Indent.x;\n    table->HostClipRect = inner_window->ClipRect;\n    table->HostSkipItems = inner_window->SkipItems;\n    temp_data->HostBackupWorkRect = inner_window->WorkRect;\n    temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect;\n    temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset;\n    temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize;\n    temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize;\n    temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos;\n    temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth;\n    temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size;\n    inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);\n\n    // Padding and Spacing\n    // - None               ........Content..... Pad .....Content........\n    // - PadOuter           | Pad ..Content..... Pad .....Content.. Pad |\n    // - PadInner           ........Content.. Pad | Pad ..Content........\n    // - PadOuter+PadInner  | Pad ..Content.. Pad | Pad ..Content.. Pad |\n    const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0;\n    const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true;\n    const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f;\n    const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f;\n    const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f;\n    table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border;\n    table->CellSpacingX2 = inner_spacing_explicit;\n    table->CellPaddingX = inner_padding_explicit;\n    table->CellPaddingY = g.Style.CellPadding.y;\n\n    const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f;\n    const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f;\n    table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX;\n\n    table->CurrentColumn = -1;\n    table->CurrentRow = -1;\n    table->RowBgColorCounter = 0;\n    table->LastRowFlags = ImGuiTableRowFlags_None;\n    table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect;\n    table->InnerClipRect.ClipWith(table->WorkRect);     // We need this to honor inner_width\n    table->InnerClipRect.ClipWithFull(table->HostClipRect);\n    table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : inner_window->ClipRect.Max.y;\n\n    table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow\n    table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow()\n    table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any\n    table->FreezeColumnsRequest = table->FreezeColumnsCount = 0;\n    table->IsUnfrozenRows = true;\n    table->DeclColumnsCount = 0;\n\n    // Using opaque colors facilitate overlapping elements of the grid\n    table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong);\n    table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight);\n\n    // Make table current\n    g.CurrentTable = table;\n    outer_window->DC.CurrentTableIdx = table_idx;\n    if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly.\n        inner_window->DC.CurrentTableIdx = table_idx;\n\n    if ((table_last_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0)\n        table->IsResetDisplayOrderRequest = true;\n\n    // Mark as used\n    if (table_idx >= g.TablesLastTimeActive.Size)\n        g.TablesLastTimeActive.resize(table_idx + 1, -1.0f);\n    g.TablesLastTimeActive[table_idx] = (float)g.Time;\n    temp_data->LastTimeActive = (float)g.Time;\n    table->MemoryCompacted = false;\n\n    // Setup memory buffer (clear data if columns count changed)\n    ImGuiTableColumn* old_columns_to_preserve = NULL;\n    void* old_columns_raw_data = NULL;\n    const int old_columns_count = table->Columns.size();\n    if (old_columns_count != 0 && old_columns_count != columns_count)\n    {\n        // Attempt to preserve width on column count change (#4046)\n        old_columns_to_preserve = table->Columns.Data;\n        old_columns_raw_data = table->RawData;\n        table->RawData = NULL;\n    }\n    if (table->RawData == NULL)\n    {\n        TableBeginInitMemory(table, columns_count);\n        table->IsInitializing = table->IsSettingsRequestLoad = true;\n    }\n    if (table->IsResetAllRequest)\n        TableResetSettings(table);\n    if (table->IsInitializing)\n    {\n        // Initialize\n        table->SettingsOffset = -1;\n        table->IsSortSpecsDirty = true;\n        table->InstanceInteracted = -1;\n        table->ContextPopupColumn = -1;\n        table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1;\n        table->AutoFitSingleColumn = -1;\n        table->HoveredColumnBody = table->HoveredColumnBorder = -1;\n        for (int n = 0; n < columns_count; n++)\n        {\n            ImGuiTableColumn* column = &table->Columns[n];\n            if (old_columns_to_preserve && n < old_columns_count)\n            {\n                // FIXME: We don't attempt to preserve column order in this path.\n                *column = old_columns_to_preserve[n];\n            }\n            else\n            {\n                float width_auto = column->WidthAuto;\n                *column = ImGuiTableColumn();\n                column->WidthAuto = width_auto;\n                column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker\n                column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true;\n            }\n            column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n;\n        }\n    }\n    if (old_columns_raw_data)\n        IM_FREE(old_columns_raw_data);\n\n    // Load settings\n    if (table->IsSettingsRequestLoad)\n        TableLoadSettings(table);\n\n    // Handle DPI/font resize\n    // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well.\n    // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition.\n    // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory.\n    // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path.\n    const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ?\n    if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit)\n    {\n        const float scale_factor = new_ref_scale_unit / table->RefScale;\n        //IMGUI_DEBUG_PRINT(\"[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\\n\", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor);\n        for (int n = 0; n < columns_count; n++)\n            table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor;\n    }\n    table->RefScale = new_ref_scale_unit;\n\n    // Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call..\n    // This is not strictly necessary but will reduce cases were \"out of table\" output will be misleading to the user.\n    // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option.\n    inner_window->SkipItems = true;\n\n    // Clear names\n    // At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn()\n    if (table->ColumnsNames.Buf.Size > 0)\n        table->ColumnsNames.Buf.resize(0);\n\n    // Apply queued resizing/reordering/hiding requests\n    TableBeginApplyRequests(table);\n\n    return true;\n}\n\n// For reference, the average total _allocation count_ for a table is:\n// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables)\n// + 1 (for table->RawData allocated below)\n// + 1 (for table->ColumnsNames, if names are used)\n// Shared allocations per number of nested tables\n// + 1 (for table->Splitter._Channels)\n// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels)\n// Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableSetupDrawChannels() for details.\n// Unused channels don't perform their +2 allocations.\nvoid ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count)\n{\n    // Allocate single buffer for our arrays\n    const int columns_bit_array_size = (int)ImBitArrayGetStorageSizeInBytes(columns_count);\n    ImSpanAllocator<6> span_allocator;\n    span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn));\n    span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx));\n    span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4);\n    for (int n = 3; n < 6; n++)\n        span_allocator.Reserve(n, columns_bit_array_size);\n    table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes());\n    memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes());\n    span_allocator.SetArenaBasePtr(table->RawData);\n    span_allocator.GetSpan(0, &table->Columns);\n    span_allocator.GetSpan(1, &table->DisplayOrderToIndex);\n    span_allocator.GetSpan(2, &table->RowCellData);\n    table->EnabledMaskByDisplayOrder = (ImU32*)span_allocator.GetSpanPtrBegin(3);\n    table->EnabledMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(4);\n    table->VisibleMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(5);\n}\n\n// Apply queued resizing/reordering/hiding requests\nvoid ImGui::TableBeginApplyRequests(ImGuiTable* table)\n{\n    // Handle resizing request\n    // (We process this at the first TableBegin of the frame)\n    // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling?\n    if (table->InstanceCurrent == 0)\n    {\n        if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX)\n            TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth);\n        table->LastResizedColumn = table->ResizedColumn;\n        table->ResizedColumnNextWidth = FLT_MAX;\n        table->ResizedColumn = -1;\n\n        // Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy.\n        // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings.\n        if (table->AutoFitSingleColumn != -1)\n        {\n            TableSetColumnWidth(table->AutoFitSingleColumn, table->Columns[table->AutoFitSingleColumn].WidthAuto);\n            table->AutoFitSingleColumn = -1;\n        }\n    }\n\n    // Handle reordering request\n    // Note: we don't clear ReorderColumn after handling the request.\n    if (table->InstanceCurrent == 0)\n    {\n        if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1)\n            table->ReorderColumn = -1;\n        table->HeldHeaderColumn = -1;\n        if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0)\n        {\n            // We need to handle reordering across hidden columns.\n            // In the configuration below, moving C to the right of E will lead to:\n            //    ... C [D] E  --->  ... [D] E  C   (Column name/index)\n            //    ... 2  3  4        ...  2  3  4   (Display order)\n            const int reorder_dir = table->ReorderColumnDir;\n            IM_ASSERT(reorder_dir == -1 || reorder_dir == +1);\n            IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable);\n            ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn];\n            ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn];\n            IM_UNUSED(dst_column);\n            const int src_order = src_column->DisplayOrder;\n            const int dst_order = dst_column->DisplayOrder;\n            src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order;\n            for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir)\n                table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir;\n            IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir);\n\n            // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[],\n            // rebuild the later from the former.\n            for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n                table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n;\n            table->ReorderColumnDir = 0;\n            table->IsSettingsDirty = true;\n        }\n    }\n\n    // Handle display order reset request\n    if (table->IsResetDisplayOrderRequest)\n    {\n        for (int n = 0; n < table->ColumnsCount; n++)\n            table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n;\n        table->IsResetDisplayOrderRequest = false;\n        table->IsSettingsDirty = true;\n    }\n}\n\n// Adjust flags: default width mode + stretch columns are not allowed when auto extending\nstatic void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in)\n{\n    ImGuiTableColumnFlags flags = flags_in;\n\n    // Sizing Policy\n    if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0)\n    {\n        const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_);\n        if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame)\n            flags |= ImGuiTableColumnFlags_WidthFixed;\n        else\n            flags |= ImGuiTableColumnFlags_WidthStretch;\n    }\n    else\n    {\n        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used.\n    }\n\n    // Resize\n    if ((table->Flags & ImGuiTableFlags_Resizable) == 0)\n        flags |= ImGuiTableColumnFlags_NoResize;\n\n    // Sorting\n    if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending))\n        flags |= ImGuiTableColumnFlags_NoSort;\n\n    // Indentation\n    if ((flags & ImGuiTableColumnFlags_IndentMask_) == 0)\n        flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable;\n\n    // Alignment\n    //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0)\n    //    flags |= ImGuiTableColumnFlags_AlignCenter;\n    //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used.\n\n    // Preserve status flags\n    column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_);\n\n    // Build an ordered list of available sort directions\n    column->SortDirectionsAvailCount = column->SortDirectionsAvailMask = column->SortDirectionsAvailList = 0;\n    if (table->Flags & ImGuiTableFlags_Sortable)\n    {\n        int count = 0, mask = 0, list = 0;\n        if ((flags & ImGuiTableColumnFlags_PreferSortAscending)  != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending)  == 0) { mask |= 1 << ImGuiSortDirection_Ascending;  list |= ImGuiSortDirection_Ascending  << (count << 1); count++; }\n        if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; }\n        if ((flags & ImGuiTableColumnFlags_PreferSortAscending)  == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending)  == 0) { mask |= 1 << ImGuiSortDirection_Ascending;  list |= ImGuiSortDirection_Ascending  << (count << 1); count++; }\n        if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; }\n        if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; }\n        column->SortDirectionsAvailList = (ImU8)list;\n        column->SortDirectionsAvailMask = (ImU8)mask;\n        column->SortDirectionsAvailCount = (ImU8)count;\n        ImGui::TableFixColumnSortDirection(table, column);\n    }\n}\n\n// Layout columns for the frame. This is in essence the followup to BeginTable().\n// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() to be called first.\n// FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns.\n// Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns?\nvoid ImGui::TableUpdateLayout(ImGuiTable* table)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(table->IsLayoutLocked == false);\n\n    const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_);\n    table->IsDefaultDisplayOrder = true;\n    table->ColumnsEnabledCount = 0;\n    ImBitArrayClearAllBits(table->EnabledMaskByIndex, table->ColumnsCount);\n    ImBitArrayClearAllBits(table->EnabledMaskByDisplayOrder, table->ColumnsCount);\n    table->LeftMostEnabledColumn = -1;\n    table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE\n\n    // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns.\n    // Process columns in their visible orders as we are building the Prev/Next indices.\n    int count_fixed = 0;                // Number of columns that have fixed sizing policies\n    int count_stretch = 0;              // Number of columns that have stretch sizing policies\n    int prev_visible_column_idx = -1;\n    bool has_auto_fit_request = false;\n    bool has_resizable = false;\n    float stretch_sum_width_auto = 0.0f;\n    float fixed_max_width_auto = 0.0f;\n    for (int order_n = 0; order_n < table->ColumnsCount; order_n++)\n    {\n        const int column_n = table->DisplayOrderToIndex[order_n];\n        if (column_n != order_n)\n            table->IsDefaultDisplayOrder = false;\n        ImGuiTableColumn* column = &table->Columns[column_n];\n\n        // Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame.\n        // It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway.\n        // We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect.\n        if (table->DeclColumnsCount <= column_n)\n        {\n            TableSetupColumnFlags(table, column, ImGuiTableColumnFlags_None);\n            column->NameOffset = -1;\n            column->UserID = 0;\n            column->InitStretchWeightOrWidth = -1.0f;\n        }\n\n        // Update Enabled state, mark settings and sort specs dirty\n        if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide))\n            column->IsUserEnabledNextFrame = true;\n        if (column->IsUserEnabled != column->IsUserEnabledNextFrame)\n        {\n            column->IsUserEnabled = column->IsUserEnabledNextFrame;\n            table->IsSettingsDirty = true;\n        }\n        column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0;\n\n        if (column->SortOrder != -1 && !column->IsEnabled)\n            table->IsSortSpecsDirty = true;\n        if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti))\n            table->IsSortSpecsDirty = true;\n\n        // Auto-fit unsized columns\n        const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) : (column->StretchWeight < 0.0f);\n        if (start_auto_fit)\n            column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames\n\n        if (!column->IsEnabled)\n        {\n            column->IndexWithinEnabledSet = -1;\n            continue;\n        }\n\n        // Mark as enabled and link to previous/next enabled column\n        column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx;\n        column->NextEnabledColumn = -1;\n        if (prev_visible_column_idx != -1)\n            table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n;\n        else\n            table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n;\n        column->IndexWithinEnabledSet = table->ColumnsEnabledCount++;\n        ImBitArraySetBit(table->EnabledMaskByIndex, column_n);\n        ImBitArraySetBit(table->EnabledMaskByDisplayOrder, column->DisplayOrder);\n        prev_visible_column_idx = column_n;\n        IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder);\n\n        // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping)\n        // Combine width from regular rows + width from headers unless requested not to.\n        if (!column->IsPreserveWidthAuto)\n            column->WidthAuto = TableGetColumnWidthAuto(table, column);\n\n        // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto)\n        const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0;\n        if (column_is_resizable)\n            has_resizable = true;\n        if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && !column_is_resizable)\n            column->WidthAuto = column->InitStretchWeightOrWidth;\n\n        if (column->AutoFitQueue != 0x00)\n            has_auto_fit_request = true;\n        if (column->Flags & ImGuiTableColumnFlags_WidthStretch)\n        {\n            stretch_sum_width_auto += column->WidthAuto;\n            count_stretch++;\n        }\n        else\n        {\n            fixed_max_width_auto = ImMax(fixed_max_width_auto, column->WidthAuto);\n            count_fixed++;\n        }\n    }\n    if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate))\n        table->IsSortSpecsDirty = true;\n    table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx;\n    IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0);\n\n    // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible\n    // to avoid the column fitting having to wait until the first visible frame of the child container (may or not be a good thing).\n    // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time.\n    if (has_auto_fit_request && table->OuterWindow != table->InnerWindow)\n        table->InnerWindow->SkipItems = false;\n    if (has_auto_fit_request)\n        table->IsSettingsDirty = true;\n\n    // [Part 3] Fix column flags and record a few extra information.\n    float sum_width_requests = 0.0f;        // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding.\n    float stretch_sum_weights = 0.0f;       // Sum of all weights for stretch columns.\n    table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1;\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))\n            continue;\n        ImGuiTableColumn* column = &table->Columns[column_n];\n\n        const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0;\n        if (column->Flags & ImGuiTableColumnFlags_WidthFixed)\n        {\n            // Apply same widths policy\n            float width_auto = column->WidthAuto;\n            if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable))\n                width_auto = fixed_max_width_auto;\n\n            // Apply automatic width\n            // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!)\n            if (column->AutoFitQueue != 0x00)\n                column->WidthRequest = width_auto;\n            else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && column->IsRequestOutput)\n                column->WidthRequest = width_auto;\n\n            // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets\n            // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very\n            // large height (= first frame scrollbar display very off + clipper would skip lots of items).\n            // This is merely making the side-effect less extreme, but doesn't properly fixes it.\n            // FIXME: Move this to ->WidthGiven to avoid temporary lossyless?\n            // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller.\n            if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto)\n                column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale?\n            sum_width_requests += column->WidthRequest;\n        }\n        else\n        {\n            // Initialize stretch weight\n            if (column->AutoFitQueue != 0x00 || column->StretchWeight < 0.0f || !column_is_resizable)\n            {\n                if (column->InitStretchWeightOrWidth > 0.0f)\n                    column->StretchWeight = column->InitStretchWeightOrWidth;\n                else if (table_sizing_policy == ImGuiTableFlags_SizingStretchProp)\n                    column->StretchWeight = (column->WidthAuto / stretch_sum_width_auto) * count_stretch;\n                else\n                    column->StretchWeight = 1.0f;\n            }\n\n            stretch_sum_weights += column->StretchWeight;\n            if (table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder)\n                table->LeftMostStretchedColumn = (ImGuiTableColumnIdx)column_n;\n            if (table->RightMostStretchedColumn == -1 || table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder)\n                table->RightMostStretchedColumn = (ImGuiTableColumnIdx)column_n;\n        }\n        column->IsPreserveWidthAuto = false;\n        sum_width_requests += table->CellPaddingX * 2.0f;\n    }\n    table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed;\n    table->ColumnsStretchSumWeights = stretch_sum_weights;\n\n    // [Part 4] Apply final widths based on requested widths\n    const ImRect work_rect = table->WorkRect;\n    const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);\n    const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synched tables with mismatching scrollbar state (#5920)\n    const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed);\n    const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests;\n    float width_remaining_for_stretched_columns = width_avail_for_stretched_columns;\n    table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount;\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))\n            continue;\n        ImGuiTableColumn* column = &table->Columns[column_n];\n\n        // Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest)\n        if (column->Flags & ImGuiTableColumnFlags_WidthStretch)\n        {\n            float weight_ratio = column->StretchWeight / stretch_sum_weights;\n            column->WidthRequest = IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f);\n            width_remaining_for_stretched_columns -= column->WidthRequest;\n        }\n\n        // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column\n        // See additional comments in TableSetColumnWidth().\n        if (column->NextEnabledColumn == -1 && table->LeftMostStretchedColumn != -1)\n            column->Flags |= ImGuiTableColumnFlags_NoDirectResize_;\n\n        // Assign final width, record width in case we will need to shrink\n        column->WidthGiven = ImFloor(ImMax(column->WidthRequest, table->MinColumnWidth));\n        table->ColumnsGivenWidth += column->WidthGiven;\n    }\n\n    // [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column).\n    // Using right-to-left distribution (more likely to match resizing cursor).\n    if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths))\n        for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--)\n        {\n            if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))\n                continue;\n            ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]];\n            if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch))\n                continue;\n            column->WidthRequest += 1.0f;\n            column->WidthGiven += 1.0f;\n            width_remaining_for_stretched_columns -= 1.0f;\n        }\n\n    // Determine if table is hovered which will be used to flag columns as hovered.\n    // - In principle we'd like to use the equivalent of IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),\n    //   but because our item is partially submitted at this point we use ItemHoverable() and a workaround (temporarily\n    //   clear ActiveId, which is equivalent to the change provided by _AllowWhenBLockedByActiveItem).\n    // - This allows columns to be marked as hovered when e.g. clicking a button inside the column, or using drag and drop.\n    ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);\n    table->HoveredColumnBody = -1;\n    table->HoveredColumnBorder = -1;\n    const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight));\n    const ImGuiID backup_active_id = g.ActiveId;\n    g.ActiveId = 0;\n    const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0);\n    g.ActiveId = backup_active_id;\n\n    // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column\n    // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping.\n    int visible_n = 0;\n    bool offset_x_frozen = (table->FreezeColumnsCount > 0);\n    float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1;\n    ImRect host_clip_rect = table->InnerClipRect;\n    //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2;\n    ImBitArrayClearAllBits(table->VisibleMaskByIndex, table->ColumnsCount);\n    for (int order_n = 0; order_n < table->ColumnsCount; order_n++)\n    {\n        const int column_n = table->DisplayOrderToIndex[order_n];\n        ImGuiTableColumn* column = &table->Columns[column_n];\n\n        column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); // Use Count NOT request so Header line changes layer when frozen\n\n        if (offset_x_frozen && table->FreezeColumnsCount == visible_n)\n        {\n            offset_x += work_rect.Min.x - table->OuterRect.Min.x;\n            offset_x_frozen = false;\n        }\n\n        // Clear status flags\n        column->Flags &= ~ImGuiTableColumnFlags_StatusMask_;\n\n        if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))\n        {\n            // Hidden column: clear a few fields and we are done with it for the remainder of the function.\n            // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper.\n            column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x;\n            column->WidthGiven = 0.0f;\n            column->ClipRect.Min.y = work_rect.Min.y;\n            column->ClipRect.Max.y = FLT_MAX;\n            column->ClipRect.ClipWithFull(host_clip_rect);\n            column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false;\n            column->IsSkipItems = true;\n            column->ItemWidth = 1.0f;\n            continue;\n        }\n\n        // Detect hovered column\n        if (is_hovering_table && g.IO.MousePos.x >= column->ClipRect.Min.x && g.IO.MousePos.x < column->ClipRect.Max.x)\n            table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n;\n\n        // Lock start position\n        column->MinX = offset_x;\n\n        // Lock width based on start position and minimum/maximum width for this position\n        float max_width = TableGetMaxColumnWidth(table, column_n);\n        column->WidthGiven = ImMin(column->WidthGiven, max_width);\n        column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth));\n        column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;\n\n        // Lock other positions\n        // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging.\n        // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column.\n        // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow.\n        // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter.\n        column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1;\n        column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max\n        column->ItemWidth = ImFloor(column->WidthGiven * 0.65f);\n        column->ClipRect.Min.x = column->MinX;\n        column->ClipRect.Min.y = work_rect.Min.y;\n        column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX;\n        column->ClipRect.Max.y = FLT_MAX;\n        column->ClipRect.ClipWithFull(host_clip_rect);\n\n        // Mark column as Clipped (not in sight)\n        // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables.\n        // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY.\n        // Taking advantage of LastOuterHeight would yield good results there...\n        // FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x,\n        // and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else).\n        // Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small.\n        column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x);\n        column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y);\n        const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY;\n        if (is_visible)\n            ImBitArraySetBit(table->VisibleMaskByIndex, column_n);\n\n        // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output.\n        column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0;\n\n        // Mark column as SkipItems (ignoring all items/layout)\n        column->IsSkipItems = !column->IsEnabled || table->HostSkipItems;\n        if (column->IsSkipItems)\n            IM_ASSERT(!is_visible);\n\n        // Update status flags\n        column->Flags |= ImGuiTableColumnFlags_IsEnabled;\n        if (is_visible)\n            column->Flags |= ImGuiTableColumnFlags_IsVisible;\n        if (column->SortOrder != -1)\n            column->Flags |= ImGuiTableColumnFlags_IsSorted;\n        if (table->HoveredColumnBody == column_n)\n            column->Flags |= ImGuiTableColumnFlags_IsHovered;\n\n        // Alignment\n        // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in\n        // many cases (to be able to honor this we might be able to store a log of cells width, per row, for\n        // visible rows, but nav/programmatic scroll would have visible artifacts.)\n        //if (column->Flags & ImGuiTableColumnFlags_AlignRight)\n        //    column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen);\n        //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter)\n        //    column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f);\n\n        // Reset content width variables\n        column->ContentMaxXFrozen = column->ContentMaxXUnfrozen = column->WorkMinX;\n        column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX;\n\n        // Don't decrement auto-fit counters until container window got a chance to submit its items\n        if (table->HostSkipItems == false)\n        {\n            column->AutoFitQueue >>= 1;\n            column->CannotSkipItemsQueue >>= 1;\n        }\n\n        if (visible_n < table->FreezeColumnsCount)\n            host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x);\n\n        offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;\n        visible_n++;\n    }\n\n    // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it)\n    // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either\n    // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu.\n    const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x);\n    if (is_hovering_table && table->HoveredColumnBody == -1)\n    {\n        if (g.IO.MousePos.x >= unused_x1)\n            table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount;\n    }\n    if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable))\n        table->Flags &= ~ImGuiTableFlags_Resizable;\n\n    // [Part 8] Lock actual OuterRect/WorkRect right-most position.\n    // This is done late to handle the case of fixed-columns tables not claiming more widths that they need.\n    // Because of this we are careful with uses of WorkRect and InnerClipRect before this point.\n    if (table->RightMostStretchedColumn != -1)\n        table->Flags &= ~ImGuiTableFlags_NoHostExtendX;\n    if (table->Flags & ImGuiTableFlags_NoHostExtendX)\n    {\n        table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1;\n        table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1);\n    }\n    table->InnerWindow->ParentWorkRect = table->WorkRect;\n    table->BorderX1 = table->InnerClipRect.Min.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : -1.0f);\n    table->BorderX2 = table->InnerClipRect.Max.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f);\n\n    // [Part 9] Allocate draw channels and setup background cliprect\n    TableSetupDrawChannels(table);\n\n    // [Part 10] Hit testing on borders\n    if (table->Flags & ImGuiTableFlags_Resizable)\n        TableUpdateBorders(table);\n    table_instance->LastFirstRowHeight = 0.0f;\n    table->IsLayoutLocked = true;\n    table->IsUsingHeaders = false;\n\n    // [Part 11] Context menu\n    if (TableBeginContextMenuPopup(table))\n    {\n        TableDrawContextMenu(table);\n        EndPopup();\n    }\n\n    // [Part 12] Sanitize and build sort specs before we have a change to use them for display.\n    // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change)\n    if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable))\n        TableSortSpecsBuild(table);\n\n    // [Part 13] Setup inner window decoration size (for scrolling / nav tracking to properly take account of frozen rows/columns)\n    if (table->FreezeColumnsRequest > 0)\n        table->InnerWindow->DecoInnerSizeX1 = table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsRequest - 1]].MaxX - table->OuterRect.Min.x;\n    if (table->FreezeRowsRequest > 0)\n        table->InnerWindow->DecoInnerSizeY1 = table_instance->LastFrozenHeight;\n    table_instance->LastFrozenHeight = 0.0f;\n\n    // Initial state\n    ImGuiWindow* inner_window = table->InnerWindow;\n    if (table->Flags & ImGuiTableFlags_NoClip)\n        table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP);\n    else\n        inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false);\n}\n\n// Process hit-testing on resizing borders. Actual size change will be applied in EndTable()\n// - Set table->HoveredColumnBorder with a short delay/timer to reduce feedback noise\n// - Submit ahead of table contents and header, use ImGuiButtonFlags_AllowItemOverlap to prioritize widgets\n//   overlapping the same area.\nvoid ImGui::TableUpdateBorders(ImGuiTable* table)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable);\n\n    // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and\n    // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not\n    // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height).\n    // Actual columns highlight/render will be performed in EndTable() and not be affected.\n    ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);\n    const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS;\n    const float hit_y1 = table->OuterRect.Min.y;\n    const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight);\n    const float hit_y2_head = hit_y1 + table_instance->LastFirstRowHeight;\n\n    for (int order_n = 0; order_n < table->ColumnsCount; order_n++)\n    {\n        if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))\n            continue;\n\n        const int column_n = table->DisplayOrderToIndex[order_n];\n        ImGuiTableColumn* column = &table->Columns[column_n];\n        if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_))\n            continue;\n\n        // ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders()\n        const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body;\n        if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false)\n            continue;\n\n        if (!column->IsVisibleX && table->LastResizedColumn != column_n)\n            continue;\n\n        ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent);\n        ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit);\n        ItemAdd(hit_rect, column_id, NULL, ImGuiItemFlags_NoNav);\n        //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100));\n\n        bool hovered = false, held = false;\n        bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus);\n        if (pressed && IsMouseDoubleClicked(0))\n        {\n            TableSetColumnWidthAutoSingle(table, column_n);\n            ClearActiveID();\n            held = hovered = false;\n        }\n        if (held)\n        {\n            if (table->LastResizedColumn == -1)\n                table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX;\n            table->ResizedColumn = (ImGuiTableColumnIdx)column_n;\n            table->InstanceInteracted = table->InstanceCurrent;\n        }\n        if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held)\n        {\n            table->HoveredColumnBorder = (ImGuiTableColumnIdx)column_n;\n            SetMouseCursor(ImGuiMouseCursor_ResizeEW);\n        }\n    }\n}\n\nvoid    ImGui::EndTable()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(table != NULL && \"Only call EndTable() if BeginTable() returns true!\");\n\n    // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some\n    // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border)\n    //IM_ASSERT(table->IsLayoutLocked && \"Table unused: never called TableNextRow(), is that the intent?\");\n\n    // If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our\n    // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc.\n    if (!table->IsLayoutLocked)\n        TableUpdateLayout(table);\n\n    const ImGuiTableFlags flags = table->Flags;\n    ImGuiWindow* inner_window = table->InnerWindow;\n    ImGuiWindow* outer_window = table->OuterWindow;\n    ImGuiTableTempData* temp_data = table->TempData;\n    IM_ASSERT(inner_window == g.CurrentWindow);\n    IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow);\n\n    if (table->IsInsideRow)\n        TableEndRow(table);\n\n    // Context menu in columns body\n    if (flags & ImGuiTableFlags_ContextMenuInBody)\n        if (table->HoveredColumnBody != -1 && !IsAnyItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))\n            TableOpenContextMenu((int)table->HoveredColumnBody);\n\n    // Finalize table height\n    ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);\n    inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize;\n    inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize;\n    inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos;\n    const float inner_content_max_y = table->RowPosY2;\n    IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y);\n    if (inner_window != outer_window)\n        inner_window->DC.CursorMaxPos.y = inner_content_max_y;\n    else if (!(flags & ImGuiTableFlags_NoHostExtendY))\n        table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height\n    table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y);\n    table_instance->LastOuterHeight = table->OuterRect.GetHeight();\n\n    // Setup inner scrolling range\n    // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y,\n    // but since the later is likely to be impossible to do we'd rather update both axises together.\n    if (table->Flags & ImGuiTableFlags_ScrollX)\n    {\n        const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f;\n        float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x;\n        if (table->RightMostEnabledColumn != -1)\n            max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border);\n        if (table->ResizedColumn != -1)\n            max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2);\n        table->InnerWindow->DC.CursorMaxPos.x = max_pos_x;\n    }\n\n    // Pop clipping rect\n    if (!(flags & ImGuiTableFlags_NoClip))\n        inner_window->DrawList->PopClipRect();\n    inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back();\n\n    // Draw borders\n    if ((flags & ImGuiTableFlags_Borders) != 0)\n        TableDrawBorders(table);\n\n#if 0\n    // Strip out dummy channel draw calls\n    // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out)\n    // Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway.\n    // Cons: making it harder for users watching metrics/debugger to spot the wasted vertices.\n    if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1)\n    {\n        ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel];\n        dummy_channel->_CmdBuffer.resize(0);\n        dummy_channel->_IdxBuffer.resize(0);\n    }\n#endif\n\n    // Flatten channels and merge draw calls\n    ImDrawListSplitter* splitter = table->DrawSplitter;\n    splitter->SetCurrentChannel(inner_window->DrawList, 0);\n    if ((table->Flags & ImGuiTableFlags_NoClip) == 0)\n        TableMergeDrawChannels(table);\n    splitter->Merge(inner_window->DrawList);\n\n    // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable()\n    float auto_fit_width_for_fixed = 0.0f;\n    float auto_fit_width_for_stretched = 0.0f;\n    float auto_fit_width_for_stretched_min = 0.0f;\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n        if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))\n        {\n            ImGuiTableColumn* column = &table->Columns[column_n];\n            float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column);\n            if (column->Flags & ImGuiTableColumnFlags_WidthFixed)\n                auto_fit_width_for_fixed += column_width_request;\n            else\n                auto_fit_width_for_stretched += column_width_request;\n            if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) && (column->Flags & ImGuiTableColumnFlags_NoResize) != 0)\n                auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column->StretchWeight / table->ColumnsStretchSumWeights));\n        }\n    const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);\n    table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min);\n\n    // Update scroll\n    if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window)\n    {\n        inner_window->Scroll.x = 0.0f;\n    }\n    else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent)\n    {\n        // When releasing a column being resized, scroll to keep the resulting column in sight\n        const float neighbor_width_to_keep_visible = table->MinColumnWidth + table->CellPaddingX * 2.0f;\n        ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn];\n        if (column->MaxX < table->InnerClipRect.Min.x)\n            SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f);\n        else if (column->MaxX > table->InnerClipRect.Max.x)\n            SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f);\n    }\n\n    // Apply resizing/dragging at the end of the frame\n    if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted)\n    {\n        ImGuiTableColumn* column = &table->Columns[table->ResizedColumn];\n        const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS);\n        const float new_width = ImFloor(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f);\n        table->ResizedColumnNextWidth = new_width;\n    }\n\n    // Pop from id stack\n    IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table_instance->TableInstanceID, \"Mismatching PushID/PopID!\");\n    IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, \"Too many PopItemWidth!\");\n    if (table->InstanceCurrent > 0)\n        PopID();\n    PopID();\n\n    // Restore window data that we modified\n    const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos;\n    inner_window->WorkRect = temp_data->HostBackupWorkRect;\n    inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect;\n    inner_window->SkipItems = table->HostSkipItems;\n    outer_window->DC.CursorPos = table->OuterRect.Min;\n    outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth;\n    outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize;\n    outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset;\n\n    // Layout in outer window\n    // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding\n    // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414)\n    if (inner_window != outer_window)\n    {\n        EndChild();\n    }\n    else\n    {\n        ItemSize(table->OuterRect.GetSize());\n        ItemAdd(table->OuterRect, 0);\n    }\n\n    // Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar\n    if (table->Flags & ImGuiTableFlags_NoHostExtendX)\n    {\n        // FIXME-TABLE: Could we remove this section?\n        // ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents\n        IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0);\n        outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth);\n    }\n    else if (temp_data->UserOuterSize.x <= 0.0f)\n    {\n        const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f;\n        outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x);\n        outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth));\n    }\n    else\n    {\n        outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x);\n    }\n    if (temp_data->UserOuterSize.y <= 0.0f)\n    {\n        const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.y : 0.0f;\n        outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y);\n        outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y));\n    }\n    else\n    {\n        // OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags_NoHostExtendY is set)\n        outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, table->OuterRect.Max.y);\n    }\n\n    // Save settings\n    if (table->IsSettingsDirty)\n        TableSaveSettings(table);\n    table->IsInitializing = false;\n\n    // Clear or restore current table, if any\n    IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table);\n    IM_ASSERT(g.TablesTempDataStacked > 0);\n    temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL;\n    g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL;\n    if (g.CurrentTable)\n    {\n        g.CurrentTable->TempData = temp_data;\n        g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter;\n    }\n    outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1;\n}\n\n// See \"COLUMN SIZING POLICIES\" comments at the top of this file\n// If (init_width_or_weight <= 0.0f) it is ignored\nvoid ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(table != NULL && \"Need to call TableSetupColumn() after BeginTable()!\");\n    IM_ASSERT(table->IsLayoutLocked == false && \"Need to call call TableSetupColumn() before first row!\");\n    IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && \"Illegal to pass StatusMask values to TableSetupColumn()\");\n    if (table->DeclColumnsCount >= table->ColumnsCount)\n    {\n        IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, \"Called TableSetupColumn() too many times!\");\n        return;\n    }\n\n    ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount];\n    table->DeclColumnsCount++;\n\n    // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa.\n    // Give a grace to users of ImGuiTableFlags_ScrollX.\n    if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0)\n        IM_ASSERT(init_width_or_weight <= 0.0f && \"Can only specify width/weight if sizing policy is set explicitly in either Table or Column.\");\n\n    // When passing a width automatically enforce WidthFixed policy\n    // (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable)\n    if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f)\n        if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame)\n            flags |= ImGuiTableColumnFlags_WidthFixed;\n\n    TableSetupColumnFlags(table, column, flags);\n    column->UserID = user_id;\n    flags = column->Flags;\n\n    // Initialize defaults\n    column->InitStretchWeightOrWidth = init_width_or_weight;\n    if (table->IsInitializing)\n    {\n        // Init width or weight\n        if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f)\n        {\n            if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f)\n                column->WidthRequest = init_width_or_weight;\n            if (flags & ImGuiTableColumnFlags_WidthStretch)\n                column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f;\n\n            // Disable auto-fit if an explicit width/weight has been specified\n            if (init_width_or_weight > 0.0f)\n                column->AutoFitQueue = 0x00;\n        }\n\n        // Init default visibility/sort state\n        if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0)\n            column->IsUserEnabled = column->IsUserEnabledNextFrame = false;\n        if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0)\n        {\n            column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs.\n            column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending);\n        }\n    }\n\n    // Store name (append with zero-terminator in contiguous buffer)\n    column->NameOffset = -1;\n    if (label != NULL && label[0] != 0)\n    {\n        column->NameOffset = (ImS16)table->ColumnsNames.size();\n        table->ColumnsNames.append(label, label + strlen(label) + 1);\n    }\n}\n\n// [Public]\nvoid ImGui::TableSetupScrollFreeze(int columns, int rows)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(table != NULL && \"Need to call TableSetupColumn() after BeginTable()!\");\n    IM_ASSERT(table->IsLayoutLocked == false && \"Need to call TableSetupColumn() before first row!\");\n    IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS);\n    IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit\n\n    table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0;\n    table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0;\n    table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0;\n    table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0;\n    table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b\n\n    // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered.\n    // FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section)\n    for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++)\n    {\n        int order_n = table->DisplayOrderToIndex[column_n];\n        if (order_n != column_n && order_n >= table->FreezeColumnsRequest)\n        {\n            ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder);\n            ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]);\n        }\n    }\n}\n\n//-----------------------------------------------------------------------------\n// [SECTION] Tables: Simple accessors\n//-----------------------------------------------------------------------------\n// - TableGetColumnCount()\n// - TableGetColumnName()\n// - TableGetColumnName() [Internal]\n// - TableSetColumnEnabled()\n// - TableGetColumnFlags()\n// - TableGetCellBgRect() [Internal]\n// - TableGetColumnResizeID() [Internal]\n// - TableGetHoveredColumn() [Internal]\n// - TableSetBgColor()\n//-----------------------------------------------------------------------------\n\nint ImGui::TableGetColumnCount()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    return table ? table->ColumnsCount : 0;\n}\n\nconst char* ImGui::TableGetColumnName(int column_n)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    if (!table)\n        return NULL;\n    if (column_n < 0)\n        column_n = table->CurrentColumn;\n    return TableGetColumnName(table, column_n);\n}\n\nconst char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n)\n{\n    if (table->IsLayoutLocked == false && column_n >= table->DeclColumnsCount)\n        return \"\"; // NameOffset is invalid at this point\n    const ImGuiTableColumn* column = &table->Columns[column_n];\n    if (column->NameOffset == -1)\n        return \"\";\n    return &table->ColumnsNames.Buf[column->NameOffset];\n}\n\n// Change user accessible enabled/disabled state of a column (often perceived as \"showing/hiding\" from users point of view)\n// Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)\n// - Require table to have the ImGuiTableFlags_Hideable flag because we are manipulating user accessible state.\n// - Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable().\n// - For the getter you can test (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) != 0.\n// - Alternative: the ImGuiTableColumnFlags_Disabled is an overriding/master disable flag which will also hide the column from context menu.\nvoid ImGui::TableSetColumnEnabled(int column_n, bool enabled)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(table != NULL);\n    if (!table)\n        return;\n    IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above\n    if (column_n < 0)\n        column_n = table->CurrentColumn;\n    IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);\n    ImGuiTableColumn* column = &table->Columns[column_n];\n    column->IsUserEnabledNextFrame = enabled;\n}\n\n// We allow querying for an extra column in order to poll the IsHovered state of the right-most section\nImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    if (!table)\n        return ImGuiTableColumnFlags_None;\n    if (column_n < 0)\n        column_n = table->CurrentColumn;\n    if (column_n == table->ColumnsCount)\n        return (table->HoveredColumnBody == column_n) ? ImGuiTableColumnFlags_IsHovered : ImGuiTableColumnFlags_None;\n    return table->Columns[column_n].Flags;\n}\n\n// Return the cell rectangle based on currently known height.\n// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations.\n//   The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height.\n// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right\n//   columns report a small offset so their CellBgRect can extend up to the outer border.\n//   FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling.\nImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n)\n{\n    const ImGuiTableColumn* column = &table->Columns[column_n];\n    float x1 = column->MinX;\n    float x2 = column->MaxX;\n    //if (column->PrevEnabledColumn == -1)\n    //    x1 -= table->OuterPaddingX;\n    //if (column->NextEnabledColumn == -1)\n    //    x2 += table->OuterPaddingX;\n    x1 = ImMax(x1, table->WorkRect.Min.x);\n    x2 = ImMin(x2, table->WorkRect.Max.x);\n    return ImRect(x1, table->RowPosY1, x2, table->RowPosY2);\n}\n\n// Return the resizing ID for the right-side of the given column.\nImGuiID ImGui::TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no)\n{\n    IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);\n    ImGuiID instance_id = TableGetInstanceID(table, instance_no);\n    return instance_id + 1 + column_n; // FIXME: #6140: still not ideal\n}\n\n// Return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.\nint ImGui::TableGetHoveredColumn()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    if (!table)\n        return -1;\n    return (int)table->HoveredColumnBody;\n}\n\nvoid ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(target != ImGuiTableBgTarget_None);\n\n    if (color == IM_COL32_DISABLE)\n        color = 0;\n\n    // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time.\n    switch (target)\n    {\n    case ImGuiTableBgTarget_CellBg:\n    {\n        if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard\n            return;\n        if (column_n == -1)\n            column_n = table->CurrentColumn;\n        if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n))\n            return;\n        if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n)\n            table->RowCellDataCurrent++;\n        ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent];\n        cell_data->BgColor = color;\n        cell_data->Column = (ImGuiTableColumnIdx)column_n;\n        break;\n    }\n    case ImGuiTableBgTarget_RowBg0:\n    case ImGuiTableBgTarget_RowBg1:\n    {\n        if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard\n            return;\n        IM_ASSERT(column_n == -1);\n        int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0;\n        table->RowBgColor[bg_idx] = color;\n        break;\n    }\n    default:\n        IM_ASSERT(0);\n    }\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Row changes\n//-------------------------------------------------------------------------\n// - TableGetRowIndex()\n// - TableNextRow()\n// - TableBeginRow() [Internal]\n// - TableEndRow() [Internal]\n//-------------------------------------------------------------------------\n\n// [Public] Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows\nint ImGui::TableGetRowIndex()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    if (!table)\n        return 0;\n    return table->CurrentRow;\n}\n\n// [Public] Starts into the first cell of a new row\nvoid ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n\n    if (!table->IsLayoutLocked)\n        TableUpdateLayout(table);\n    if (table->IsInsideRow)\n        TableEndRow(table);\n\n    table->LastRowFlags = table->RowFlags;\n    table->RowFlags = row_flags;\n    table->RowMinHeight = row_min_height;\n    TableBeginRow(table);\n\n    // We honor min_row_height requested by user, but cannot guarantee per-row maximum height,\n    // because that would essentially require a unique clipping rectangle per-cell.\n    table->RowPosY2 += table->CellPaddingY * 2.0f;\n    table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height);\n\n    // Disable output until user calls TableNextColumn()\n    table->InnerWindow->SkipItems = true;\n}\n\n// [Internal] Called by TableNextRow()\nvoid ImGui::TableBeginRow(ImGuiTable* table)\n{\n    ImGuiWindow* window = table->InnerWindow;\n    IM_ASSERT(!table->IsInsideRow);\n\n    // New row\n    table->CurrentRow++;\n    table->CurrentColumn = -1;\n    table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE;\n    table->RowCellDataCurrent = -1;\n    table->IsInsideRow = true;\n\n    // Begin frozen rows\n    float next_y1 = table->RowPosY2;\n    if (table->CurrentRow == 0 && table->FreezeRowsCount > 0)\n        next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y;\n\n    table->RowPosY1 = table->RowPosY2 = next_y1;\n    table->RowTextBaseline = 0.0f;\n    table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent\n    window->DC.PrevLineTextBaseOffset = 0.0f;\n    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);\n    window->DC.IsSameLine = window->DC.IsSetPos = false;\n    window->DC.CursorMaxPos.y = next_y1;\n\n    // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging.\n    if (table->RowFlags & ImGuiTableRowFlags_Headers)\n    {\n        TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg));\n        if (table->CurrentRow == 0)\n            table->IsUsingHeaders = true;\n    }\n}\n\n// [Internal] Called by TableNextRow()\nvoid ImGui::TableEndRow(ImGuiTable* table)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_ASSERT(window == table->InnerWindow);\n    IM_ASSERT(table->IsInsideRow);\n\n    if (table->CurrentColumn != -1)\n        TableEndCell(table);\n\n    // Logging\n    if (g.LogEnabled)\n        LogRenderedText(NULL, \"|\");\n\n    // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is\n    // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding.\n    window->DC.CursorPos.y = table->RowPosY2;\n\n    // Row background fill\n    const float bg_y1 = table->RowPosY1;\n    const float bg_y2 = table->RowPosY2;\n    const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount);\n    const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest);\n    if (table->CurrentRow == 0)\n        TableGetInstanceData(table, table->InstanceCurrent)->LastFirstRowHeight = bg_y2 - bg_y1;\n\n    const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y);\n    if (is_visible)\n    {\n        // Decide of background color for the row\n        ImU32 bg_col0 = 0;\n        ImU32 bg_col1 = 0;\n        if (table->RowBgColor[0] != IM_COL32_DISABLE)\n            bg_col0 = table->RowBgColor[0];\n        else if (table->Flags & ImGuiTableFlags_RowBg)\n            bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg);\n        if (table->RowBgColor[1] != IM_COL32_DISABLE)\n            bg_col1 = table->RowBgColor[1];\n\n        // Decide of top border color\n        ImU32 border_col = 0;\n        const float border_size = TABLE_BORDER_SIZE;\n        if (table->CurrentRow > 0 || table->InnerWindow == table->OuterWindow)\n            if (table->Flags & ImGuiTableFlags_BordersInnerH)\n                border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight;\n\n        const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0;\n        const bool draw_strong_bottom_border = unfreeze_rows_actual;\n        if ((bg_col0 | bg_col1 | border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color)\n        {\n            // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is\n            // always followed by a change of clipping rectangle we perform the smallest overwrite possible here.\n            if ((table->Flags & ImGuiTableFlags_NoClip) == 0)\n                window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4();\n            table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0);\n        }\n\n        // Draw row background\n        // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle\n        if (bg_col0 || bg_col1)\n        {\n            ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2);\n            row_rect.ClipWith(table->BgClipRect);\n            if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y)\n                window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0);\n            if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y)\n                window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1);\n        }\n\n        // Draw cell background color\n        if (draw_cell_bg_color)\n        {\n            ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent];\n            for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++)\n            {\n                // As we render the BG here we need to clip things (for layout we would not)\n                // FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling.\n                const ImGuiTableColumn* column = &table->Columns[cell_data->Column];\n                ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column);\n                cell_bg_rect.ClipWith(table->BgClipRect);\n                cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x);     // So that first column after frozen one gets clipped when scrolling\n                cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX);\n                window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);\n            }\n        }\n\n        // Draw top border\n        if (border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y)\n            window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), border_col, border_size);\n\n        // Draw bottom border at the row unfreezing mark (always strong)\n        if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y)\n            window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size);\n    }\n\n    // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle)\n    // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and\n    // get the new cursor position.\n    if (unfreeze_rows_request)\n        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n            table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main;\n    if (unfreeze_rows_actual)\n    {\n        IM_ASSERT(table->IsUnfrozenRows == false);\n        const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);\n        table->IsUnfrozenRows = true;\n        TableGetInstanceData(table, table->InstanceCurrent)->LastFrozenHeight = y0 - table->OuterRect.Min.y;\n\n        // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect\n        table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);\n        table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;\n        table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;\n        IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);\n\n        float row_height = table->RowPosY2 - table->RowPosY1;\n        table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;\n        table->RowPosY1 = table->RowPosY2 - row_height;\n        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n        {\n            ImGuiTableColumn* column = &table->Columns[column_n];\n            column->DrawChannelCurrent = column->DrawChannelUnfrozen;\n            column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y;\n        }\n\n        // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y\n        SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);\n        table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);\n    }\n\n    if (!(table->RowFlags & ImGuiTableRowFlags_Headers))\n        table->RowBgColorCounter++;\n    table->IsInsideRow = false;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Columns changes\n//-------------------------------------------------------------------------\n// - TableGetColumnIndex()\n// - TableSetColumnIndex()\n// - TableNextColumn()\n// - TableBeginCell() [Internal]\n// - TableEndCell() [Internal]\n//-------------------------------------------------------------------------\n\nint ImGui::TableGetColumnIndex()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    if (!table)\n        return 0;\n    return table->CurrentColumn;\n}\n\n// [Public] Append into a specific column\nbool ImGui::TableSetColumnIndex(int column_n)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    if (!table)\n        return false;\n\n    if (table->CurrentColumn != column_n)\n    {\n        if (table->CurrentColumn != -1)\n            TableEndCell(table);\n        IM_ASSERT(column_n >= 0 && table->ColumnsCount);\n        TableBeginCell(table, column_n);\n    }\n\n    // Return whether the column is visible. User may choose to skip submitting items based on this return value,\n    // however they shouldn't skip submitting for columns that may have the tallest contribution to row height.\n    return table->Columns[column_n].IsRequestOutput;\n}\n\n// [Public] Append into the next column, wrap and create a new row when already on last column\nbool ImGui::TableNextColumn()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    if (!table)\n        return false;\n\n    if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount)\n    {\n        if (table->CurrentColumn != -1)\n            TableEndCell(table);\n        TableBeginCell(table, table->CurrentColumn + 1);\n    }\n    else\n    {\n        TableNextRow();\n        TableBeginCell(table, 0);\n    }\n\n    // Return whether the column is visible. User may choose to skip submitting items based on this return value,\n    // however they shouldn't skip submitting for columns that may have the tallest contribution to row height.\n    return table->Columns[table->CurrentColumn].IsRequestOutput;\n}\n\n\n// [Internal] Called by TableSetColumnIndex()/TableNextColumn()\n// This is called very frequently, so we need to be mindful of unnecessary overhead.\n// FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns.\nvoid ImGui::TableBeginCell(ImGuiTable* table, int column_n)\n{\n    ImGuiTableColumn* column = &table->Columns[column_n];\n    ImGuiWindow* window = table->InnerWindow;\n    table->CurrentColumn = column_n;\n\n    // Start position is roughly ~~ CellRect.Min + CellPadding + Indent\n    float start_x = column->WorkMinX;\n    if (column->Flags & ImGuiTableColumnFlags_IndentEnable)\n        start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row.\n\n    window->DC.CursorPos.x = start_x;\n    window->DC.CursorPos.y = table->RowPosY1 + table->CellPaddingY;\n    window->DC.CursorMaxPos.x = window->DC.CursorPos.x;\n    window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT\n    window->DC.CurrLineTextBaseOffset = table->RowTextBaseline;\n    window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent;\n\n    window->WorkRect.Min.y = window->DC.CursorPos.y;\n    window->WorkRect.Min.x = column->WorkMinX;\n    window->WorkRect.Max.x = column->WorkMaxX;\n    window->DC.ItemWidth = column->ItemWidth;\n\n    // To allow ImGuiListClipper to function we propagate our row height\n    if (!column->IsEnabled)\n        window->DC.CursorPos.y = ImMax(window->DC.CursorPos.y, table->RowPosY2);\n\n    window->SkipItems = column->IsSkipItems;\n    if (column->IsSkipItems)\n    {\n        ImGuiContext& g = *GImGui;\n        g.LastItemData.ID = 0;\n        g.LastItemData.StatusFlags = 0;\n    }\n\n    if (table->Flags & ImGuiTableFlags_NoClip)\n    {\n        // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed.\n        table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP);\n        //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP);\n    }\n    else\n    {\n        // FIXME-TABLE: Could avoid this if draw channel is dummy channel?\n        SetWindowClipRectBeforeSetChannel(window, column->ClipRect);\n        table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);\n    }\n\n    // Logging\n    ImGuiContext& g = *GImGui;\n    if (g.LogEnabled && !column->IsSkipItems)\n    {\n        LogRenderedText(&window->DC.CursorPos, \"|\");\n        g.LogLinePosY = FLT_MAX;\n    }\n}\n\n// [Internal] Called by TableNextRow()/TableSetColumnIndex()/TableNextColumn()\nvoid ImGui::TableEndCell(ImGuiTable* table)\n{\n    ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];\n    ImGuiWindow* window = table->InnerWindow;\n\n    if (window->DC.IsSetPos)\n        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();\n\n    // Report maximum position so we can infer content size per column.\n    float* p_max_pos_x;\n    if (table->RowFlags & ImGuiTableRowFlags_Headers)\n        p_max_pos_x = &column->ContentMaxXHeadersUsed;  // Useful in case user submit contents in header row that is not a TableHeader() call\n    else\n        p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen;\n    *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x);\n    table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->CellPaddingY);\n    column->ItemWidth = window->DC.ItemWidth;\n\n    // Propagate text baseline for the entire row\n    // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one.\n    table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset);\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Columns width management\n//-------------------------------------------------------------------------\n// - TableGetMaxColumnWidth() [Internal]\n// - TableGetColumnWidthAuto() [Internal]\n// - TableSetColumnWidth()\n// - TableSetColumnWidthAutoSingle() [Internal]\n// - TableSetColumnWidthAutoAll() [Internal]\n// - TableUpdateColumnsWeightFromWidth() [Internal]\n//-------------------------------------------------------------------------\n\n// Maximum column content width given current layout. Use column->MinX so this value on a per-column basis.\nfloat ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n)\n{\n    const ImGuiTableColumn* column = &table->Columns[column_n];\n    float max_width = FLT_MAX;\n    const float min_column_distance = table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2;\n    if (table->Flags & ImGuiTableFlags_ScrollX)\n    {\n        // Frozen columns can't reach beyond visible width else scrolling will naturally break.\n        // (we use DisplayOrder as within a set of multiple frozen column reordering is possible)\n        if (column->DisplayOrder < table->FreezeColumnsRequest)\n        {\n            max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX;\n            max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2;\n        }\n    }\n    else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0)\n    {\n        // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make\n        // sure they are all visible. Because of this we also know that all of the columns will always fit in\n        // table->WorkRect and therefore in table->InnerRect (because ScrollX is off)\n        // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match.\n        // See \"table_width_distrib\" and \"table_width_keep_visible\" tests\n        max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - column->MinX;\n        //max_width -= table->CellSpacingX1;\n        max_width -= table->CellSpacingX2;\n        max_width -= table->CellPaddingX * 2.0f;\n        max_width -= table->OuterPaddingX;\n    }\n    return max_width;\n}\n\n// Note this is meant to be stored in column->WidthAuto, please generally use the WidthAuto field\nfloat ImGui::TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column)\n{\n    const float content_width_body = ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX;\n    const float content_width_headers = column->ContentMaxXHeadersIdeal - column->WorkMinX;\n    float width_auto = content_width_body;\n    if (!(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth))\n        width_auto = ImMax(width_auto, content_width_headers);\n\n    // Non-resizable fixed columns preserve their requested width\n    if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f)\n        if (!(table->Flags & ImGuiTableFlags_Resizable) || (column->Flags & ImGuiTableColumnFlags_NoResize))\n            width_auto = column->InitStretchWeightOrWidth;\n\n    return ImMax(width_auto, table->MinColumnWidth);\n}\n\n// 'width' = inner column width, without padding\nvoid ImGui::TableSetColumnWidth(int column_n, float width)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(table != NULL && table->IsLayoutLocked == false);\n    IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);\n    ImGuiTableColumn* column_0 = &table->Columns[column_n];\n    float column_0_width = width;\n\n    // Apply constraints early\n    // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded)\n    IM_ASSERT(table->MinColumnWidth > 0.0f);\n    const float min_width = table->MinColumnWidth;\n    const float max_width = ImMax(min_width, TableGetMaxColumnWidth(table, column_n));\n    column_0_width = ImClamp(column_0_width, min_width, max_width);\n    if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width)\n        return;\n\n    //IMGUI_DEBUG_PRINT(\"TableSetColumnWidth(%d, %.1f->%.1f)\\n\", column_0_idx, column_0->WidthGiven, column_0_width);\n    ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL;\n\n    // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns.\n    // - All fixed: easy.\n    // - All stretch: easy.\n    // - One or more fixed + one stretch: easy.\n    // - One or more fixed + more than one stretch: tricky.\n    // Qt when manual resize is enabled only support a single _trailing_ stretch column.\n\n    // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1.\n    // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user.\n    // Scenarios:\n    // - F1 F2 F3  resize from F1| or F2|   --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset.\n    // - F1 F2 F3  resize from F3|          --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered.\n    // - F1 F2 W3  resize from F1| or F2|   --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size.\n    // - F1 F2 W3  resize from W3|          --> ok: no-op (disabled by Resize Rule 1)\n    // - W1 W2 W3  resize from W1| or W2|   --> ok\n    // - W1 W2 W3  resize from W3|          --> ok: no-op (disabled by Resize Rule 1)\n    // - W1 F2 F3  resize from F3|          --> ok: no-op (disabled by Resize Rule 1)\n    // - W1 F2     resize from F2|          --> ok: no-op (disabled by Resize Rule 1)\n    // - W1 W2 F3  resize from W1| or W2|   --> ok\n    // - W1 F2 W3  resize from W1| or F2|   --> ok\n    // - F1 W2 F3  resize from W2|          --> ok\n    // - F1 W3 F2  resize from W3|          --> ok\n    // - W1 F2 F3  resize from W1|          --> ok: equivalent to resizing |F2. F3 will not move.\n    // - W1 F2 F3  resize from F2|          --> ok\n    // All resizes from a Wx columns are locking other columns.\n\n    // Possible improvements:\n    // - W1 W2 W3  resize W1|               --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns.\n    // - W3 F1 F2  resize W3|               --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix.\n\n    // [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout().\n\n    // If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize.\n    // This is the preferred resize path\n    if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed)\n        if (!column_1 || table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder)\n        {\n            column_0->WidthRequest = column_0_width;\n            table->IsSettingsDirty = true;\n            return;\n        }\n\n    // We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column)\n    if (column_1 == NULL)\n        column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL;\n    if (column_1 == NULL)\n        return;\n\n    // Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column.\n    // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b)\n    float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width);\n    column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width;\n    IM_ASSERT(column_0_width > 0.0f && column_1_width > 0.0f);\n    column_0->WidthRequest = column_0_width;\n    column_1->WidthRequest = column_1_width;\n    if ((column_0->Flags | column_1->Flags) & ImGuiTableColumnFlags_WidthStretch)\n        TableUpdateColumnsWeightFromWidth(table);\n    table->IsSettingsDirty = true;\n}\n\n// Disable clipping then auto-fit, will take 2 frames\n// (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns)\nvoid ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n)\n{\n    // Single auto width uses auto-fit\n    ImGuiTableColumn* column = &table->Columns[column_n];\n    if (!column->IsEnabled)\n        return;\n    column->CannotSkipItemsQueue = (1 << 0);\n    table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n;\n}\n\nvoid ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table)\n{\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        ImGuiTableColumn* column = &table->Columns[column_n];\n        if (!column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column\n            continue;\n        column->CannotSkipItemsQueue = (1 << 0);\n        column->AutoFitQueue = (1 << 1);\n    }\n}\n\nvoid ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table)\n{\n    IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1);\n\n    // Measure existing quantity\n    float visible_weight = 0.0f;\n    float visible_width = 0.0f;\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        ImGuiTableColumn* column = &table->Columns[column_n];\n        if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))\n            continue;\n        IM_ASSERT(column->StretchWeight > 0.0f);\n        visible_weight += column->StretchWeight;\n        visible_width += column->WidthRequest;\n    }\n    IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f);\n\n    // Apply new weights\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        ImGuiTableColumn* column = &table->Columns[column_n];\n        if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))\n            continue;\n        column->StretchWeight = (column->WidthRequest / visible_width) * visible_weight;\n        IM_ASSERT(column->StretchWeight > 0.0f);\n    }\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Drawing\n//-------------------------------------------------------------------------\n// - TablePushBackgroundChannel() [Internal]\n// - TablePopBackgroundChannel() [Internal]\n// - TableSetupDrawChannels() [Internal]\n// - TableMergeDrawChannels() [Internal]\n// - TableDrawBorders() [Internal]\n//-------------------------------------------------------------------------\n\n// Bg2 is used by Selectable (and possibly other widgets) to render to the background.\n// Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect.\nvoid ImGui::TablePushBackgroundChannel()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiTable* table = g.CurrentTable;\n\n    // Optimization: avoid SetCurrentChannel() + PushClipRect()\n    table->HostBackupInnerClipRect = window->ClipRect;\n    SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd);\n    table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent);\n}\n\nvoid ImGui::TablePopBackgroundChannel()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiTable* table = g.CurrentTable;\n    ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];\n\n    // Optimization: avoid PopClipRect() + SetCurrentChannel()\n    SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect);\n    table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);\n}\n\n// Allocate draw channels. Called by TableUpdateLayout()\n// - We allocate them following storage order instead of display order so reordering columns won't needlessly\n//   increase overall dormant memory cost.\n// - We isolate headers draw commands in their own channels instead of just altering clip rects.\n//   This is in order to facilitate merging of draw commands.\n// - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels.\n// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other\n//   channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged.\n// - We allocate 1 or 2 background draw channels. This is because we know TablePushBackgroundChannel() is only used for\n//   horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4).\n// Draw channel allocation (before merging):\n// - NoClip                       --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call)\n// - Clip                         --> 2+D+N channels\n// - FreezeRows                   --> 2+D+N*2 (unless scrolling value is zero)\n// - FreezeRows || FreezeColunns  --> 3+D+N*2 (unless scrolling value is zero)\n// Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0.\nvoid ImGui::TableSetupDrawChannels(ImGuiTable* table)\n{\n    const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1;\n    const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount;\n    const int channels_for_bg = 1 + 1 * freeze_row_multiplier;\n    const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || (memcmp(table->VisibleMaskByIndex, table->EnabledMaskByIndex, ImBitArrayGetStorageSizeInBytes(table->ColumnsCount)) != 0)) ? +1 : 0;\n    const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy;\n    table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total);\n    table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1);\n    table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN;\n    table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN);\n\n    int draw_channel_current = 2;\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        ImGuiTableColumn* column = &table->Columns[column_n];\n        if (column->IsVisibleX && column->IsVisibleY)\n        {\n            column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current);\n            column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0));\n            if (!(table->Flags & ImGuiTableFlags_NoClip))\n                draw_channel_current++;\n        }\n        else\n        {\n            column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel;\n        }\n        column->DrawChannelCurrent = column->DrawChannelFrozen;\n    }\n\n    // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default.\n    // All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect.\n    // (This technically isn't part of setting up draw channels, but is reasonably related to be done here)\n    table->BgClipRect = table->InnerClipRect;\n    table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect;\n    table->Bg2ClipRectForDrawCmd = table->HostClipRect;\n    IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y);\n}\n\n// This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable().\n// For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect,\n// actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels().\n//\n// Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve\n// this we merge their clip rect and make them contiguous in the channel list, so they can be merged\n// by the call to DrawSplitter.Merge() following to the call to this function.\n// We reorder draw commands by arranging them into a maximum of 4 distinct groups:\n//\n//   1 group:               2 groups:              2 groups:              4 groups:\n//   [ 0. ] no freeze       [ 0. ] row freeze      [ 01 ] col freeze      [ 01 ] row+col freeze\n//   [ .. ]  or no scroll   [ 2. ]  and v-scroll   [ .. ]  and h-scroll   [ 23 ]  and v+h-scroll\n//\n// Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled).\n// When the contents of a column didn't stray off its limit, we move its channels into the corresponding group\n// based on its position (within frozen rows/columns groups or not).\n// At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect.\n// This function assume that each column are pointing to a distinct draw channel,\n// otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask.\n//\n// Column channels will not be merged into one of the 1-4 groups in the following cases:\n// - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value).\n//   Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds\n//   matches, by e.g. calling SetCursorScreenPos().\n// - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here..\n//   we could do better but it's going to be rare and probably not worth the hassle.\n// Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd.\n//\n// This function is particularly tricky to understand.. take a breath.\nvoid ImGui::TableMergeDrawChannels(ImGuiTable* table)\n{\n    ImGuiContext& g = *GImGui;\n    ImDrawListSplitter* splitter = table->DrawSplitter;\n    const bool has_freeze_v = (table->FreezeRowsCount > 0);\n    const bool has_freeze_h = (table->FreezeColumnsCount > 0);\n    IM_ASSERT(splitter->_Current == 0);\n\n    // Track which groups we are going to attempt to merge, and which channels goes into each group.\n    struct MergeGroup\n    {\n        ImRect          ClipRect;\n        int             ChannelsCount;\n        ImBitArrayPtr   ChannelsMask;\n    };\n    int merge_group_mask = 0x00;\n    MergeGroup merge_groups[4] = {};\n\n    // Use a reusable temp buffer for the merge masks as they are dynamically sized.\n    const int max_draw_channels = (4 + table->ColumnsCount * 2);\n    const int size_for_masks_bitarrays_one = (int)ImBitArrayGetStorageSizeInBytes(max_draw_channels);\n    g.TempBuffer.reserve(size_for_masks_bitarrays_one * 5);\n    memset(g.TempBuffer.Data, 0, size_for_masks_bitarrays_one * 5);\n    for (int n = 0; n < IM_ARRAYSIZE(merge_groups); n++)\n        merge_groups[n].ChannelsMask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * n));\n    ImBitArrayPtr remaining_mask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * 4));\n\n    // 1. Scan channels and take note of those which can be merged\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n))\n            continue;\n        ImGuiTableColumn* column = &table->Columns[column_n];\n\n        const int merge_group_sub_count = has_freeze_v ? 2 : 1;\n        for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++)\n        {\n            const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelFrozen : column->DrawChannelUnfrozen;\n\n            // Don't attempt to merge if there are multiple draw calls within the column\n            ImDrawChannel* src_channel = &splitter->_Channels[channel_no];\n            if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd()\n                src_channel->_CmdBuffer.pop_back();\n            if (src_channel->_CmdBuffer.Size != 1)\n                continue;\n\n            // Find out the width of this merge group and check if it will fit in our column\n            // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it)\n            if (!(column->Flags & ImGuiTableColumnFlags_NoClip))\n            {\n                float content_max_x;\n                if (!has_freeze_v)\n                    content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze\n                else if (merge_group_sub_n == 0)\n                    content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed);   // Row freeze: use width before freeze\n                else\n                    content_max_x = column->ContentMaxXUnfrozen;                                        // Row freeze: use width after freeze\n                if (content_max_x > column->ClipRect.Max.x)\n                    continue;\n            }\n\n            const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2);\n            IM_ASSERT(channel_no < max_draw_channels);\n            MergeGroup* merge_group = &merge_groups[merge_group_n];\n            if (merge_group->ChannelsCount == 0)\n                merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);\n            ImBitArraySetBit(merge_group->ChannelsMask, channel_no);\n            merge_group->ChannelsCount++;\n            merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect);\n            merge_group_mask |= (1 << merge_group_n);\n        }\n\n        // Invalidate current draw channel\n        // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data)\n        column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1;\n    }\n\n    // [DEBUG] Display merge groups\n#if 0\n    if (g.IO.KeyShift)\n        for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++)\n        {\n            MergeGroup* merge_group = &merge_groups[merge_group_n];\n            if (merge_group->ChannelsCount == 0)\n                continue;\n            char buf[32];\n            ImFormatString(buf, 32, \"MG%d:%d\", merge_group_n, merge_group->ChannelsCount);\n            ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4);\n            ImVec2 text_size = CalcTextSize(buf, NULL);\n            GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255));\n            GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL);\n            GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255));\n        }\n#endif\n\n    // 2. Rewrite channel list in our preferred order\n    if (merge_group_mask != 0)\n    {\n        // We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels().\n        const int LEADING_DRAW_CHANNELS = 2;\n        g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized\n        ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data;\n        ImBitArraySetBitRange(remaining_mask, LEADING_DRAW_CHANNELS, splitter->_Count);\n        ImBitArrayClearBit(remaining_mask, table->Bg2DrawChannelUnfrozen);\n        IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN);\n        int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS);\n        //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect;\n        ImRect host_rect = table->HostClipRect;\n        for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++)\n        {\n            if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount)\n            {\n                MergeGroup* merge_group = &merge_groups[merge_group_n];\n                ImRect merge_clip_rect = merge_group->ClipRect;\n\n                // Extend outer-most clip limits to match those of host, so draw calls can be merged even if\n                // outer-most columns have some outer padding offsetting them from their parent ClipRect.\n                // The principal cases this is dealing with are:\n                // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge\n                // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge\n                // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit\n                // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect.\n                if ((merge_group_n & 1) == 0 || !has_freeze_h)\n                    merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x);\n                if ((merge_group_n & 2) == 0 || !has_freeze_v)\n                    merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y);\n                if ((merge_group_n & 1) != 0)\n                    merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x);\n                if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0)\n                    merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y);\n#if 0\n                GetOverlayDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f);\n                GetOverlayDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200));\n                GetOverlayDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200));\n#endif\n                remaining_count -= merge_group->ChannelsCount;\n                for (int n = 0; n < (size_for_masks_bitarrays_one >> 2); n++)\n                    remaining_mask[n] &= ~merge_group->ChannelsMask[n];\n                for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++)\n                {\n                    // Copy + overwrite new clip rect\n                    if (!IM_BITARRAY_TESTBIT(merge_group->ChannelsMask, n))\n                        continue;\n                    IM_BITARRAY_CLEARBIT(merge_group->ChannelsMask, n);\n                    merge_channels_count--;\n\n                    ImDrawChannel* channel = &splitter->_Channels[n];\n                    IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect)));\n                    channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4();\n                    memcpy(dst_tmp++, channel, sizeof(ImDrawChannel));\n                }\n            }\n\n            // Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1)\n            if (merge_group_n == 1 && has_freeze_v)\n                memcpy(dst_tmp++, &splitter->_Channels[table->Bg2DrawChannelUnfrozen], sizeof(ImDrawChannel));\n        }\n\n        // Append unmergeable channels that we didn't reorder at the end of the list\n        for (int n = 0; n < splitter->_Count && remaining_count != 0; n++)\n        {\n            if (!IM_BITARRAY_TESTBIT(remaining_mask, n))\n                continue;\n            ImDrawChannel* channel = &splitter->_Channels[n];\n            memcpy(dst_tmp++, channel, sizeof(ImDrawChannel));\n            remaining_count--;\n        }\n        IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size);\n        memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel));\n    }\n}\n\n// FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow)\nvoid ImGui::TableDrawBorders(ImGuiTable* table)\n{\n    ImGuiWindow* inner_window = table->InnerWindow;\n    if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect))\n        return;\n\n    ImDrawList* inner_drawlist = inner_window->DrawList;\n    table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0);\n    inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false);\n\n    // Draw inner border and resizing feedback\n    ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);\n    const float border_size = TABLE_BORDER_SIZE;\n    const float draw_y1 = table->InnerRect.Min.y;\n    const float draw_y2_body = table->InnerRect.Max.y;\n    const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastFirstRowHeight) : draw_y1;\n    if (table->Flags & ImGuiTableFlags_BordersInnerV)\n    {\n        for (int order_n = 0; order_n < table->ColumnsCount; order_n++)\n        {\n            if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))\n                continue;\n\n            const int column_n = table->DisplayOrderToIndex[order_n];\n            ImGuiTableColumn* column = &table->Columns[column_n];\n            const bool is_hovered = (table->HoveredColumnBorder == column_n);\n            const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent);\n            const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0;\n            const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1);\n            if (column->MaxX > table->InnerClipRect.Max.x && !is_resized)\n                continue;\n\n            // Decide whether right-most column is visible\n            if (column->NextEnabledColumn == -1 && !is_resizable)\n                if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX))\n                    continue;\n            if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size..\n                continue;\n\n            // Draw in outer window so right-most column won't be clipped\n            // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling.\n            ImU32 col;\n            float draw_y2;\n            if (is_hovered || is_resized || is_frozen_separator)\n            {\n                draw_y2 = draw_y2_body;\n                col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : table->BorderColorStrong;\n            }\n            else\n            {\n                draw_y2 = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? draw_y2_head : draw_y2_body;\n                col = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? table->BorderColorStrong : table->BorderColorLight;\n            }\n\n            if (draw_y2 > draw_y1)\n                inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), col, border_size);\n        }\n    }\n\n    // Draw outer border\n    // FIXME: could use AddRect or explicit VLine/HLine helper?\n    if (table->Flags & ImGuiTableFlags_BordersOuter)\n    {\n        // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call\n        // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their\n        // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part\n        // of it in inner window, and the part that's over scrollbars in the outer window..)\n        // Either solution currently won't allow us to use a larger border size: the border would clipped.\n        const ImRect outer_border = table->OuterRect;\n        const ImU32 outer_col = table->BorderColorStrong;\n        if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter)\n        {\n            inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size);\n        }\n        else if (table->Flags & ImGuiTableFlags_BordersOuterV)\n        {\n            inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size);\n            inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size);\n        }\n        else if (table->Flags & ImGuiTableFlags_BordersOuterH)\n        {\n            inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size);\n            inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size);\n        }\n    }\n    if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y)\n    {\n        // Draw bottom-most row border\n        const float border_y = table->RowPosY2;\n        if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y)\n            inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size);\n    }\n\n    inner_drawlist->PopClipRect();\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Sorting\n//-------------------------------------------------------------------------\n// - TableGetSortSpecs()\n// - TableFixColumnSortDirection() [Internal]\n// - TableGetColumnNextSortDirection() [Internal]\n// - TableSetColumnSortDirection() [Internal]\n// - TableSortSpecsSanitize() [Internal]\n// - TableSortSpecsBuild() [Internal]\n//-------------------------------------------------------------------------\n\n// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set)\n// You can sort your data again when 'SpecsChanged == true'. It will be true with sorting specs have changed since\n// last call, or the first time.\n// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()!\nImGuiTableSortSpecs* ImGui::TableGetSortSpecs()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(table != NULL);\n\n    if (!(table->Flags & ImGuiTableFlags_Sortable))\n        return NULL;\n\n    // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths.\n    if (!table->IsLayoutLocked)\n        TableUpdateLayout(table);\n\n    TableSortSpecsBuild(table);\n\n    return &table->SortSpecs;\n}\n\nstatic inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n)\n{\n    IM_ASSERT(n < column->SortDirectionsAvailCount);\n    return (column->SortDirectionsAvailList >> (n << 1)) & 0x03;\n}\n\n// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending)\nvoid ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column)\n{\n    if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0)\n        return;\n    column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0);\n    table->IsSortSpecsDirty = true;\n}\n\n// Calculate next sort direction that would be set after clicking the column\n// - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click.\n// - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op.\nIM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && ImGuiSortDirection_Descending == 2);\nImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* column)\n{\n    IM_ASSERT(column->SortDirectionsAvailCount > 0);\n    if (column->SortOrder == -1)\n        return TableGetColumnAvailSortDirection(column, 0);\n    for (int n = 0; n < 3; n++)\n        if (column->SortDirection == TableGetColumnAvailSortDirection(column, n))\n            return TableGetColumnAvailSortDirection(column, (n + 1) % column->SortDirectionsAvailCount);\n    IM_ASSERT(0);\n    return ImGuiSortDirection_None;\n}\n\n// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert\n// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code.\nvoid ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n\n    if (!(table->Flags & ImGuiTableFlags_SortMulti))\n        append_to_sort_specs = false;\n    if (!(table->Flags & ImGuiTableFlags_SortTristate))\n        IM_ASSERT(sort_direction != ImGuiSortDirection_None);\n\n    ImGuiTableColumnIdx sort_order_max = 0;\n    if (append_to_sort_specs)\n        for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)\n            sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder);\n\n    ImGuiTableColumn* column = &table->Columns[column_n];\n    column->SortDirection = (ImU8)sort_direction;\n    if (column->SortDirection == ImGuiSortDirection_None)\n        column->SortOrder = -1;\n    else if (column->SortOrder == -1 || !append_to_sort_specs)\n        column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0;\n\n    for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)\n    {\n        ImGuiTableColumn* other_column = &table->Columns[other_column_n];\n        if (other_column != column && !append_to_sort_specs)\n            other_column->SortOrder = -1;\n        TableFixColumnSortDirection(table, other_column);\n    }\n    table->IsSettingsDirty = true;\n    table->IsSortSpecsDirty = true;\n}\n\nvoid ImGui::TableSortSpecsSanitize(ImGuiTable* table)\n{\n    IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable);\n\n    // Clear SortOrder from hidden column and verify that there's no gap or duplicate.\n    int sort_order_count = 0;\n    ImU64 sort_order_mask = 0x00;\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n    {\n        ImGuiTableColumn* column = &table->Columns[column_n];\n        if (column->SortOrder != -1 && !column->IsEnabled)\n            column->SortOrder = -1;\n        if (column->SortOrder == -1)\n            continue;\n        sort_order_count++;\n        sort_order_mask |= ((ImU64)1 << column->SortOrder);\n        IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8);\n    }\n\n    const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1);\n    const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti);\n    if (need_fix_linearize || need_fix_single_sort_order)\n    {\n        ImU64 fixed_mask = 0x00;\n        for (int sort_n = 0; sort_n < sort_order_count; sort_n++)\n        {\n            // Fix: Rewrite sort order fields if needed so they have no gap or duplicate.\n            // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1)\n            int column_with_smallest_sort_order = -1;\n            for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n                if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1)\n                    if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder)\n                        column_with_smallest_sort_order = column_n;\n            IM_ASSERT(column_with_smallest_sort_order != -1);\n            fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order);\n            table->Columns[column_with_smallest_sort_order].SortOrder = (ImGuiTableColumnIdx)sort_n;\n\n            // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set.\n            if (need_fix_single_sort_order)\n            {\n                sort_order_count = 1;\n                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n                    if (column_n != column_with_smallest_sort_order)\n                        table->Columns[column_n].SortOrder = -1;\n                break;\n            }\n        }\n    }\n\n    // Fallback default sort order (if no column had the ImGuiTableColumnFlags_DefaultSort flag)\n    if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate))\n        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n        {\n            ImGuiTableColumn* column = &table->Columns[column_n];\n            if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort))\n            {\n                sort_order_count = 1;\n                column->SortOrder = 0;\n                column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0);\n                break;\n            }\n        }\n\n    table->SortSpecsCount = (ImGuiTableColumnIdx)sort_order_count;\n}\n\nvoid ImGui::TableSortSpecsBuild(ImGuiTable* table)\n{\n    bool dirty = table->IsSortSpecsDirty;\n    if (dirty)\n    {\n        TableSortSpecsSanitize(table);\n        table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount);\n        table->SortSpecs.SpecsDirty = true; // Mark as dirty for user\n        table->IsSortSpecsDirty = false; // Mark as not dirty for us\n    }\n\n    // Write output\n    ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data;\n    if (dirty && sort_specs != NULL)\n        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n        {\n            ImGuiTableColumn* column = &table->Columns[column_n];\n            if (column->SortOrder == -1)\n                continue;\n            IM_ASSERT(column->SortOrder < table->SortSpecsCount);\n            ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder];\n            sort_spec->ColumnUserID = column->UserID;\n            sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n;\n            sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder;\n            sort_spec->SortDirection = column->SortDirection;\n        }\n\n    table->SortSpecs.Specs = sort_specs;\n    table->SortSpecs.SpecsCount = table->SortSpecsCount;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Headers\n//-------------------------------------------------------------------------\n// - TableGetHeaderRowHeight() [Internal]\n// - TableHeadersRow()\n// - TableHeader()\n//-------------------------------------------------------------------------\n\nfloat ImGui::TableGetHeaderRowHeight()\n{\n    // Caring for a minor edge case:\n    // Calculate row height, for the unlikely case that some labels may be taller than others.\n    // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height.\n    // In your custom header row you may omit this all together and just call TableNextRow() without a height...\n    float row_height = GetTextLineHeight();\n    int columns_count = TableGetColumnCount();\n    for (int column_n = 0; column_n < columns_count; column_n++)\n    {\n        ImGuiTableColumnFlags flags = TableGetColumnFlags(column_n);\n        if ((flags & ImGuiTableColumnFlags_IsEnabled) && !(flags & ImGuiTableColumnFlags_NoHeaderLabel))\n            row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y);\n    }\n    row_height += GetStyle().CellPadding.y * 2.0f;\n    return row_height;\n}\n\n// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn().\n// The intent is that advanced users willing to create customized headers would not need to use this helper\n// and can create their own! For example: TableHeader() may be preceeded by Checkbox() or other custom widgets.\n// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this.\n// This code is constructed to not make much use of internal functions, as it is intended to be a template to copy.\n// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public.\nvoid ImGui::TableHeadersRow()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(table != NULL && \"Need to call TableHeadersRow() after BeginTable()!\");\n\n    // Layout if not already done (this is automatically done by TableNextRow, we do it here solely to facilitate stepping in debugger as it is frequent to step in TableUpdateLayout)\n    if (!table->IsLayoutLocked)\n        TableUpdateLayout(table);\n\n    // Open row\n    const float row_y1 = GetCursorScreenPos().y;\n    const float row_height = TableGetHeaderRowHeight();\n    TableNextRow(ImGuiTableRowFlags_Headers, row_height);\n    if (table->HostSkipItems) // Merely an optimization, you may skip in your own code.\n        return;\n\n    const int columns_count = TableGetColumnCount();\n    for (int column_n = 0; column_n < columns_count; column_n++)\n    {\n        if (!TableSetColumnIndex(column_n))\n            continue;\n\n        // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them)\n        // In your own code you may omit the PushID/PopID all-together, provided you know they won't collide.\n        const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? \"\" : TableGetColumnName(column_n);\n        PushID(column_n);\n        TableHeader(name);\n        PopID();\n    }\n\n    // Allow opening popup from the right-most section after the last column.\n    ImVec2 mouse_pos = ImGui::GetMousePos();\n    if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count)\n        if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height)\n            TableOpenContextMenu(-1); // Will open a non-column-specific popup.\n}\n\n// Emit a column header (text + optional sort order)\n// We cpu-clip text here so that all columns headers can be merged into a same draw call.\n// Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader()\nvoid ImGui::TableHeader(const char* label)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return;\n\n    ImGuiTable* table = g.CurrentTable;\n    IM_ASSERT(table != NULL && \"Need to call TableHeader() after BeginTable()!\");\n    IM_ASSERT(table->CurrentColumn != -1);\n    const int column_n = table->CurrentColumn;\n    ImGuiTableColumn* column = &table->Columns[column_n];\n\n    // Label\n    if (label == NULL)\n        label = \"\";\n    const char* label_end = FindRenderedTextEnd(label);\n    ImVec2 label_size = CalcTextSize(label, label_end, true);\n    ImVec2 label_pos = window->DC.CursorPos;\n\n    // If we already got a row height, there's use that.\n    // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect?\n    ImRect cell_r = TableGetCellBgRect(table, column_n);\n    float label_height = ImMax(label_size.y, table->RowMinHeight - table->CellPaddingY * 2.0f);\n\n    // Calculate ideal size for sort order arrow\n    float w_arrow = 0.0f;\n    float w_sort_text = 0.0f;\n    char sort_order_suf[4] = \"\";\n    const float ARROW_SCALE = 0.65f;\n    if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))\n    {\n        w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);\n        if (column->SortOrder > 0)\n        {\n            ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), \"%d\", column->SortOrder + 1);\n            w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x;\n        }\n    }\n\n    // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering for merging.\n    float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow;\n    column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, column->WorkMaxX);\n    column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x);\n\n    // Keep header highlighted when context menu is open.\n    const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceCurrent);\n    ImGuiID id = window->GetID(label);\n    ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f));\n    ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal\n    if (!ItemAdd(bb, id))\n        return;\n\n    //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG]\n    //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG]\n\n    // Using AllowItemOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items.\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowItemOverlap);\n    if (g.ActiveId != id)\n        SetItemAllowOverlap();\n    if (held || hovered || selected)\n    {\n        const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);\n        //RenderFrame(bb.Min, bb.Max, col, false, 0.0f);\n        TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn);\n    }\n    else\n    {\n        // Submit single cell bg color in the case we didn't submit a full header row\n        if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0)\n            TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn);\n    }\n    RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);\n    if (held)\n        table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n;\n    window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f;\n\n    // Drag and drop to re-order columns.\n    // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone.\n    if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive)\n    {\n        // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x\n        table->ReorderColumn = (ImGuiTableColumnIdx)column_n;\n        table->InstanceInteracted = table->InstanceCurrent;\n\n        // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder.\n        if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x)\n            if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL)\n                if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder))\n                    if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest))\n                        table->ReorderColumnDir = -1;\n        if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x)\n            if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL)\n                if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder))\n                    if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest))\n                        table->ReorderColumnDir = +1;\n    }\n\n    // Sort order arrow\n    const float ellipsis_max = cell_r.Max.x - w_arrow - w_sort_text;\n    if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))\n    {\n        if (column->SortOrder != -1)\n        {\n            float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text);\n            float y = label_pos.y;\n            if (column->SortOrder > 0)\n            {\n                PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f));\n                RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf);\n                PopStyleColor();\n                x += w_sort_text;\n            }\n            RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE);\n        }\n\n        // Handle clicking on column header to adjust Sort Order\n        if (pressed && table->ReorderColumn != column_n)\n        {\n            ImGuiSortDirection sort_direction = TableGetColumnNextSortDirection(column);\n            TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift);\n        }\n    }\n\n    // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will\n    // be merged into a single draw call.\n    //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE);\n    RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size);\n\n    const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x);\n    if (text_clipped && hovered && g.ActiveId == 0 && IsItemHovered(ImGuiHoveredFlags_DelayNormal))\n        SetTooltip(\"%.*s\", (int)(label_end - label), label);\n\n    // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden\n    if (IsMouseReleased(1) && IsItemHovered())\n        TableOpenContextMenu(column_n);\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Context Menu\n//-------------------------------------------------------------------------\n// - TableOpenContextMenu() [Internal]\n// - TableDrawContextMenu() [Internal]\n//-------------------------------------------------------------------------\n\n// Use -1 to open menu not specific to a given column.\nvoid ImGui::TableOpenContextMenu(int column_n)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTable* table = g.CurrentTable;\n    if (column_n == -1 && table->CurrentColumn != -1)   // When called within a column automatically use this one (for consistency)\n        column_n = table->CurrentColumn;\n    if (column_n == table->ColumnsCount)                // To facilitate using with TableGetHoveredColumn()\n        column_n = -1;\n    IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount);\n    if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))\n    {\n        table->IsContextPopupOpen = true;\n        table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n;\n        table->InstanceInteracted = table->InstanceCurrent;\n        const ImGuiID context_menu_id = ImHashStr(\"##ContextMenu\", 0, table->ID);\n        OpenPopupEx(context_menu_id, ImGuiPopupFlags_None);\n    }\n}\n\nbool ImGui::TableBeginContextMenuPopup(ImGuiTable* table)\n{\n    if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted)\n        return false;\n    const ImGuiID context_menu_id = ImHashStr(\"##ContextMenu\", 0, table->ID);\n    if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings))\n        return true;\n    table->IsContextPopupOpen = false;\n    return false;\n}\n\n// Output context menu into current window (generally a popup)\n// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data?\nvoid ImGui::TableDrawContextMenu(ImGuiTable* table)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return;\n\n    bool want_separator = false;\n    const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1;\n    ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL;\n\n    // Sizing\n    if (table->Flags & ImGuiTableFlags_Resizable)\n    {\n        if (column != NULL)\n        {\n            const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled;\n            if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableSizeOne), NULL, false, can_resize)) // \"###SizeOne\"\n                TableSetColumnWidthAutoSingle(table, column_n);\n        }\n\n        const char* size_all_desc;\n        if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame)\n            size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllFit);        // \"###SizeAll\" All fixed\n        else\n            size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllDefault);    // \"###SizeAll\" All stretch or mixed\n        if (MenuItem(size_all_desc, NULL))\n            TableSetColumnWidthAutoAll(table);\n        want_separator = true;\n    }\n\n    // Ordering\n    if (table->Flags & ImGuiTableFlags_Reorderable)\n    {\n        if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder))\n            table->IsResetDisplayOrderRequest = true;\n        want_separator = true;\n    }\n\n    // Reset all (should work but seems unnecessary/noisy to expose?)\n    //if (MenuItem(\"Reset all\"))\n    //    table->IsResetAllRequest = true;\n\n    // Sorting\n    // (modify TableOpenContextMenu() to add _Sortable flag if enabling this)\n#if 0\n    if ((table->Flags & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0)\n    {\n        if (want_separator)\n            Separator();\n        want_separator = true;\n\n        bool append_to_sort_specs = g.IO.KeyShift;\n        if (MenuItem(\"Sort in Ascending Order\", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0))\n            TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs);\n        if (MenuItem(\"Sort in Descending Order\", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0))\n            TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs);\n    }\n#endif\n\n    // Hiding / Visibility\n    if (table->Flags & ImGuiTableFlags_Hideable)\n    {\n        if (want_separator)\n            Separator();\n        want_separator = true;\n\n        PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true);\n        for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)\n        {\n            ImGuiTableColumn* other_column = &table->Columns[other_column_n];\n            if (other_column->Flags & ImGuiTableColumnFlags_Disabled)\n                continue;\n\n            const char* name = TableGetColumnName(table, other_column_n);\n            if (name == NULL || name[0] == 0)\n                name = \"<Unknown>\";\n\n            // Make sure we can't hide the last active column\n            bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true;\n            if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1)\n                menu_item_active = false;\n            if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active))\n                other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled;\n        }\n        PopItemFlag();\n    }\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Settings (.ini data)\n//-------------------------------------------------------------------------\n// FIXME: The binding/finding/creating flow are too confusing.\n//-------------------------------------------------------------------------\n// - TableSettingsInit() [Internal]\n// - TableSettingsCalcChunkSize() [Internal]\n// - TableSettingsCreate() [Internal]\n// - TableSettingsFindByID() [Internal]\n// - TableGetBoundSettings() [Internal]\n// - TableResetSettings()\n// - TableSaveSettings() [Internal]\n// - TableLoadSettings() [Internal]\n// - TableSettingsHandler_ClearAll() [Internal]\n// - TableSettingsHandler_ApplyAll() [Internal]\n// - TableSettingsHandler_ReadOpen() [Internal]\n// - TableSettingsHandler_ReadLine() [Internal]\n// - TableSettingsHandler_WriteAll() [Internal]\n// - TableSettingsInstallHandler() [Internal]\n//-------------------------------------------------------------------------\n// [Init] 1: TableSettingsHandler_ReadXXXX()   Load and parse .ini file into TableSettings.\n// [Main] 2: TableLoadSettings()               When table is created, bind Table to TableSettings, serialize TableSettings data into Table.\n// [Main] 3: TableSaveSettings()               When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty.\n// [Main] 4: TableSettingsHandler_WriteAll()   When .ini file is dirty (which can come from other source), save TableSettings into .ini file.\n//-------------------------------------------------------------------------\n\n// Clear and initialize empty settings instance\nstatic void TableSettingsInit(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max)\n{\n    IM_PLACEMENT_NEW(settings) ImGuiTableSettings();\n    ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings();\n    for (int n = 0; n < columns_count_max; n++, settings_column++)\n        IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings();\n    settings->ID = id;\n    settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count;\n    settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max;\n    settings->WantApply = true;\n}\n\nstatic size_t TableSettingsCalcChunkSize(int columns_count)\n{\n    return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings);\n}\n\nImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count));\n    TableSettingsInit(settings, id, columns_count, columns_count);\n    return settings;\n}\n\n// Find existing settings\nImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id)\n{\n    // FIXME-OPT: Might want to store a lookup map for this?\n    ImGuiContext& g = *GImGui;\n    for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))\n        if (settings->ID == id)\n            return settings;\n    return NULL;\n}\n\n// Get settings for a given table, NULL if none\nImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table)\n{\n    if (table->SettingsOffset != -1)\n    {\n        ImGuiContext& g = *GImGui;\n        ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset);\n        IM_ASSERT(settings->ID == table->ID);\n        if (settings->ColumnsCountMax >= table->ColumnsCount)\n            return settings; // OK\n        settings->ID = 0; // Invalidate storage, we won't fit because of a count change\n    }\n    return NULL;\n}\n\n// Restore initial state of table (with or without saved settings)\nvoid ImGui::TableResetSettings(ImGuiTable* table)\n{\n    table->IsInitializing = table->IsSettingsDirty = true;\n    table->IsResetAllRequest = false;\n    table->IsSettingsRequestLoad = false;                   // Don't reload from ini\n    table->SettingsLoadedFlags = ImGuiTableFlags_None;      // Mark as nothing loaded so our initialized data becomes authoritative\n}\n\nvoid ImGui::TableSaveSettings(ImGuiTable* table)\n{\n    table->IsSettingsDirty = false;\n    if (table->Flags & ImGuiTableFlags_NoSavedSettings)\n        return;\n\n    // Bind or create settings data\n    ImGuiContext& g = *GImGui;\n    ImGuiTableSettings* settings = TableGetBoundSettings(table);\n    if (settings == NULL)\n    {\n        settings = TableSettingsCreate(table->ID, table->ColumnsCount);\n        table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings);\n    }\n    settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount;\n\n    // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings\n    IM_ASSERT(settings->ID == table->ID);\n    IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount);\n    ImGuiTableColumn* column = table->Columns.Data;\n    ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();\n\n    bool save_ref_scale = false;\n    settings->SaveFlags = ImGuiTableFlags_None;\n    for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++)\n    {\n        const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest;\n        column_settings->WidthOrWeight = width_or_weight;\n        column_settings->Index = (ImGuiTableColumnIdx)n;\n        column_settings->DisplayOrder = column->DisplayOrder;\n        column_settings->SortOrder = column->SortOrder;\n        column_settings->SortDirection = column->SortDirection;\n        column_settings->IsEnabled = column->IsUserEnabled;\n        column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0;\n        if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0)\n            save_ref_scale = true;\n\n        // We skip saving some data in the .ini file when they are unnecessary to restore our state.\n        // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f.\n        // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present.\n        if (width_or_weight != column->InitStretchWeightOrWidth)\n            settings->SaveFlags |= ImGuiTableFlags_Resizable;\n        if (column->DisplayOrder != n)\n            settings->SaveFlags |= ImGuiTableFlags_Reorderable;\n        if (column->SortOrder != -1)\n            settings->SaveFlags |= ImGuiTableFlags_Sortable;\n        if (column->IsUserEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0))\n            settings->SaveFlags |= ImGuiTableFlags_Hideable;\n    }\n    settings->SaveFlags &= table->Flags;\n    settings->RefScale = save_ref_scale ? table->RefScale : 0.0f;\n\n    MarkIniSettingsDirty();\n}\n\nvoid ImGui::TableLoadSettings(ImGuiTable* table)\n{\n    ImGuiContext& g = *GImGui;\n    table->IsSettingsRequestLoad = false;\n    if (table->Flags & ImGuiTableFlags_NoSavedSettings)\n        return;\n\n    // Bind settings\n    ImGuiTableSettings* settings;\n    if (table->SettingsOffset == -1)\n    {\n        settings = TableSettingsFindByID(table->ID);\n        if (settings == NULL)\n            return;\n        if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return...\n            table->IsSettingsDirty = true;\n        table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings);\n    }\n    else\n    {\n        settings = TableGetBoundSettings(table);\n    }\n\n    table->SettingsLoadedFlags = settings->SaveFlags;\n    table->RefScale = settings->RefScale;\n\n    // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn\n    ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();\n    ImU64 display_order_mask = 0;\n    for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++)\n    {\n        int column_n = column_settings->Index;\n        if (column_n < 0 || column_n >= table->ColumnsCount)\n            continue;\n\n        ImGuiTableColumn* column = &table->Columns[column_n];\n        if (settings->SaveFlags & ImGuiTableFlags_Resizable)\n        {\n            if (column_settings->IsStretch)\n                column->StretchWeight = column_settings->WidthOrWeight;\n            else\n                column->WidthRequest = column_settings->WidthOrWeight;\n            column->AutoFitQueue = 0x00;\n        }\n        if (settings->SaveFlags & ImGuiTableFlags_Reorderable)\n            column->DisplayOrder = column_settings->DisplayOrder;\n        else\n            column->DisplayOrder = (ImGuiTableColumnIdx)column_n;\n        display_order_mask |= (ImU64)1 << column->DisplayOrder;\n        column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled;\n        column->SortOrder = column_settings->SortOrder;\n        column->SortDirection = column_settings->SortDirection;\n    }\n\n    // Validate and fix invalid display order data\n    const ImU64 expected_display_order_mask = (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1;\n    if (display_order_mask != expected_display_order_mask)\n        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n            table->Columns[column_n].DisplayOrder = (ImGuiTableColumnIdx)column_n;\n\n    // Rebuild index\n    for (int column_n = 0; column_n < table->ColumnsCount; column_n++)\n        table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n;\n}\n\nstatic void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)\n{\n    ImGuiContext& g = *ctx;\n    for (int i = 0; i != g.Tables.GetMapSize(); i++)\n        if (ImGuiTable* table = g.Tables.TryGetMapData(i))\n            table->SettingsOffset = -1;\n    g.SettingsTables.clear();\n}\n\n// Apply to existing windows (if any)\nstatic void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)\n{\n    ImGuiContext& g = *ctx;\n    for (int i = 0; i != g.Tables.GetMapSize(); i++)\n        if (ImGuiTable* table = g.Tables.TryGetMapData(i))\n        {\n            table->IsSettingsRequestLoad = true;\n            table->SettingsOffset = -1;\n        }\n}\n\nstatic void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)\n{\n    ImGuiID id = 0;\n    int columns_count = 0;\n    if (sscanf(name, \"0x%08X,%d\", &id, &columns_count) < 2)\n        return NULL;\n\n    if (ImGuiTableSettings* settings = ImGui::TableSettingsFindByID(id))\n    {\n        if (settings->ColumnsCountMax >= columns_count)\n        {\n            TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle\n            return settings;\n        }\n        settings->ID = 0; // Invalidate storage, we won't fit because of a count change\n    }\n    return ImGui::TableSettingsCreate(id, columns_count);\n}\n\nstatic void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)\n{\n    // \"Column 0  UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v\"\n    ImGuiTableSettings* settings = (ImGuiTableSettings*)entry;\n    float f = 0.0f;\n    int column_n = 0, r = 0, n = 0;\n\n    if (sscanf(line, \"RefScale=%f\", &f) == 1) { settings->RefScale = f; return; }\n\n    if (sscanf(line, \"Column %d%n\", &column_n, &r) == 1)\n    {\n        if (column_n < 0 || column_n >= settings->ColumnsCount)\n            return;\n        line = ImStrSkipBlank(line + r);\n        char c = 0;\n        ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n;\n        column->Index = (ImGuiTableColumnIdx)column_n;\n        if (sscanf(line, \"UserID=0x%08X%n\", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; }\n        if (sscanf(line, \"Width=%d%n\", &n, &r) == 1)            { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; }\n        if (sscanf(line, \"Weight=%f%n\", &f, &r) == 1)           { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; }\n        if (sscanf(line, \"Visible=%d%n\", &n, &r) == 1)          { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; }\n        if (sscanf(line, \"Order=%d%n\", &n, &r) == 1)            { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; }\n        if (sscanf(line, \"Sort=%d%c%n\", &n, &c, &r) == 2)       { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; }\n    }\n}\n\nstatic void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)\n{\n    ImGuiContext& g = *ctx;\n    for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))\n    {\n        if (settings->ID == 0) // Skip ditched settings\n            continue;\n\n        // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped\n        // (e.g. Order was unchanged)\n        const bool save_size    = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0;\n        const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0;\n        const bool save_order   = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0;\n        const bool save_sort    = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0;\n        if (!save_size && !save_visible && !save_order && !save_sort)\n            continue;\n\n        buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve\n        buf->appendf(\"[%s][0x%08X,%d]\\n\", handler->TypeName, settings->ID, settings->ColumnsCount);\n        if (settings->RefScale != 0.0f)\n            buf->appendf(\"RefScale=%g\\n\", settings->RefScale);\n        ImGuiTableColumnSettings* column = settings->GetColumnSettings();\n        for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++)\n        {\n            // \"Column 0  UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v\"\n            bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1);\n            if (!save_column)\n                continue;\n            buf->appendf(\"Column %-2d\", column_n);\n            if (column->UserID != 0)                    buf->appendf(\" UserID=%08X\", column->UserID);\n            if (save_size && column->IsStretch)         buf->appendf(\" Weight=%.4f\", column->WidthOrWeight);\n            if (save_size && !column->IsStretch)        buf->appendf(\" Width=%d\", (int)column->WidthOrWeight);\n            if (save_visible)                           buf->appendf(\" Visible=%d\", column->IsEnabled);\n            if (save_order)                             buf->appendf(\" Order=%d\", column->DisplayOrder);\n            if (save_sort && column->SortOrder != -1)   buf->appendf(\" Sort=%d%c\", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^');\n            buf->append(\"\\n\");\n        }\n        buf->append(\"\\n\");\n    }\n}\n\nvoid ImGui::TableSettingsAddSettingsHandler()\n{\n    ImGuiSettingsHandler ini_handler;\n    ini_handler.TypeName = \"Table\";\n    ini_handler.TypeHash = ImHashStr(\"Table\");\n    ini_handler.ClearAllFn = TableSettingsHandler_ClearAll;\n    ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen;\n    ini_handler.ReadLineFn = TableSettingsHandler_ReadLine;\n    ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll;\n    ini_handler.WriteAllFn = TableSettingsHandler_WriteAll;\n    AddSettingsHandler(&ini_handler);\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Garbage Collection\n//-------------------------------------------------------------------------\n// - TableRemove() [Internal]\n// - TableGcCompactTransientBuffers() [Internal]\n// - TableGcCompactSettings() [Internal]\n//-------------------------------------------------------------------------\n\n// Remove Table (currently only used by TestEngine)\nvoid ImGui::TableRemove(ImGuiTable* table)\n{\n    //IMGUI_DEBUG_PRINT(\"TableRemove() id=0x%08X\\n\", table->ID);\n    ImGuiContext& g = *GImGui;\n    int table_idx = g.Tables.GetIndex(table);\n    //memset(table->RawData.Data, 0, table->RawData.size_in_bytes());\n    //memset(table, 0, sizeof(ImGuiTable));\n    g.Tables.Remove(table->ID, table);\n    g.TablesLastTimeActive[table_idx] = -1.0f;\n}\n\n// Free up/compact internal Table buffers for when it gets unused\nvoid ImGui::TableGcCompactTransientBuffers(ImGuiTable* table)\n{\n    //IMGUI_DEBUG_PRINT(\"TableGcCompactTransientBuffers() id=0x%08X\\n\", table->ID);\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(table->MemoryCompacted == false);\n    table->SortSpecs.Specs = NULL;\n    table->SortSpecsMulti.clear();\n    table->IsSortSpecsDirty = true; // FIXME: shouldn't have to leak into user performing a sort\n    table->ColumnsNames.clear();\n    table->MemoryCompacted = true;\n    for (int n = 0; n < table->ColumnsCount; n++)\n        table->Columns[n].NameOffset = -1;\n    g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f;\n}\n\nvoid ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data)\n{\n    temp_data->DrawSplitter.ClearFreeMemory();\n    temp_data->LastTimeActive = -1.0f;\n}\n\n// Compact and remove unused settings data (currently only used by TestEngine)\nvoid ImGui::TableGcCompactSettings()\n{\n    ImGuiContext& g = *GImGui;\n    int required_memory = 0;\n    for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))\n        if (settings->ID != 0)\n            required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount);\n    if (required_memory == g.SettingsTables.Buf.Size)\n        return;\n    ImChunkStream<ImGuiTableSettings> new_chunk_stream;\n    new_chunk_stream.Buf.reserve(required_memory);\n    for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))\n        if (settings->ID != 0)\n            memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount));\n    g.SettingsTables.swap(new_chunk_stream);\n}\n\n\n//-------------------------------------------------------------------------\n// [SECTION] Tables: Debugging\n//-------------------------------------------------------------------------\n// - DebugNodeTable() [Internal]\n//-------------------------------------------------------------------------\n\n#ifndef IMGUI_DISABLE_DEBUG_TOOLS\n\nstatic const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy)\n{\n    sizing_policy &= ImGuiTableFlags_SizingMask_;\n    if (sizing_policy == ImGuiTableFlags_SizingFixedFit)    { return \"FixedFit\"; }\n    if (sizing_policy == ImGuiTableFlags_SizingFixedSame)   { return \"FixedSame\"; }\n    if (sizing_policy == ImGuiTableFlags_SizingStretchProp) { return \"StretchProp\"; }\n    if (sizing_policy == ImGuiTableFlags_SizingStretchSame) { return \"StretchSame\"; }\n    return \"N/A\";\n}\n\nvoid ImGui::DebugNodeTable(ImGuiTable* table)\n{\n    char buf[512];\n    char* p = buf;\n    const char* buf_end = buf + IM_ARRAYSIZE(buf);\n    const bool is_active = (table->LastFrameActive >= ImGui::GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here.\n    ImFormatString(p, buf_end - p, \"Table 0x%08X (%d columns, in '%s')%s\", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? \"\" : \" *Inactive*\");\n    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }\n    bool open = TreeNode(table, \"%s\", buf);\n    if (!is_active) { PopStyleColor(); }\n    if (IsItemHovered())\n        GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255));\n    if (IsItemVisible() && table->HoveredColumnBody != -1)\n        GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255));\n    if (!open)\n        return;\n    if (table->InstanceCurrent > 0)\n        ImGui::Text(\"** %d instances of same table! Some data below will refer to last instance.\", table->InstanceCurrent + 1);\n    bool clear_settings = SmallButton(\"Clear settings\");\n    BulletText(\"OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'\", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags));\n    BulletText(\"ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s\", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? \" (auto)\" : \"\");\n    BulletText(\"CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f\", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX);\n    BulletText(\"HoveredColumnBody: %d, HoveredColumnBorder: %d\", table->HoveredColumnBody, table->HoveredColumnBorder);\n    BulletText(\"ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d\", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn);\n    //BulletText(\"BgDrawChannels: %d/%d\", 0, table->BgDrawChannelUnfrozen);\n    float sum_weights = 0.0f;\n    for (int n = 0; n < table->ColumnsCount; n++)\n        if (table->Columns[n].Flags & ImGuiTableColumnFlags_WidthStretch)\n            sum_weights += table->Columns[n].StretchWeight;\n    for (int n = 0; n < table->ColumnsCount; n++)\n    {\n        ImGuiTableColumn* column = &table->Columns[n];\n        const char* name = TableGetColumnName(table, n);\n        ImFormatString(buf, IM_ARRAYSIZE(buf),\n            \"Column %d order %d '%s': offset %+.2f to %+.2f%s\\n\"\n            \"Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\\n\"\n            \"WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\\n\"\n            \"MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\\n\"\n            \"ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\\n\"\n            \"Sort: %d%s, UserID: 0x%08X, Flags: 0x%04X: %s%s%s..\",\n            n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, (n < table->FreezeColumnsRequest) ? \" (Frozen)\" : \"\",\n            column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen,\n            column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f,\n            column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x,\n            column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX,\n            column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? \" (Asc)\" : (column->SortDirection == ImGuiSortDirection_Descending) ? \" (Des)\" : \"\", column->UserID, column->Flags,\n            (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? \"WidthStretch \" : \"\",\n            (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? \"WidthFixed \" : \"\",\n            (column->Flags & ImGuiTableColumnFlags_NoResize) ? \"NoResize \" : \"\");\n        Bullet();\n        Selectable(buf);\n        if (IsItemHovered())\n        {\n            ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y);\n            GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255));\n        }\n    }\n    if (ImGuiTableSettings* settings = TableGetBoundSettings(table))\n        DebugNodeTableSettings(settings);\n    if (clear_settings)\n        table->IsResetAllRequest = true;\n    TreePop();\n}\n\nvoid ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings)\n{\n    if (!TreeNode((void*)(intptr_t)settings->ID, \"Settings 0x%08X (%d columns)\", settings->ID, settings->ColumnsCount))\n        return;\n    BulletText(\"SaveFlags: 0x%08X\", settings->SaveFlags);\n    BulletText(\"ColumnsCount: %d (max %d)\", settings->ColumnsCount, settings->ColumnsCountMax);\n    for (int n = 0; n < settings->ColumnsCount; n++)\n    {\n        ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n];\n        ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None;\n        BulletText(\"Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X\",\n            n, column_settings->DisplayOrder, column_settings->SortOrder,\n            (sort_dir == ImGuiSortDirection_Ascending) ? \"Asc\" : (sort_dir == ImGuiSortDirection_Descending) ? \"Des\" : \"---\",\n            column_settings->IsEnabled, column_settings->IsStretch ? \"Weight\" : \"Width \", column_settings->WidthOrWeight, column_settings->UserID);\n    }\n    TreePop();\n}\n\n#else // #ifndef IMGUI_DISABLE_DEBUG_TOOLS\n\nvoid ImGui::DebugNodeTable(ImGuiTable*) {}\nvoid ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {}\n\n#endif\n\n\n//-------------------------------------------------------------------------\n// [SECTION] Columns, BeginColumns, EndColumns, etc.\n// (This is a legacy API, prefer using BeginTable/EndTable!)\n//-------------------------------------------------------------------------\n// FIXME: sizing is lossy when columns width is very small (default width may turn negative etc.)\n//-------------------------------------------------------------------------\n// - SetWindowClipRectBeforeSetChannel() [Internal]\n// - GetColumnIndex()\n// - GetColumnsCount()\n// - GetColumnOffset()\n// - GetColumnWidth()\n// - SetColumnOffset()\n// - SetColumnWidth()\n// - PushColumnClipRect() [Internal]\n// - PushColumnsBackground() [Internal]\n// - PopColumnsBackground() [Internal]\n// - FindOrCreateColumns() [Internal]\n// - GetColumnsID() [Internal]\n// - BeginColumns()\n// - NextColumn()\n// - EndColumns()\n// - Columns()\n//-------------------------------------------------------------------------\n\n// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences,\n// they would meddle many times with the underlying ImDrawCmd.\n// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let\n// the subsequent single call to SetCurrentChannel() does it things once.\nvoid ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect)\n{\n    ImVec4 clip_rect_vec4 = clip_rect.ToVec4();\n    window->ClipRect = clip_rect;\n    window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4;\n    window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4;\n}\n\nint ImGui::GetColumnIndex()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0;\n}\n\nint ImGui::GetColumnsCount()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1;\n}\n\nfloat ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm)\n{\n    return offset_norm * (columns->OffMaxX - columns->OffMinX);\n}\n\nfloat ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset)\n{\n    return offset / (columns->OffMaxX - columns->OffMinX);\n}\n\nstatic const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f;\n\nstatic float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)\n{\n    // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing\n    // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.\n    IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));\n\n    float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x;\n    x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);\n    if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths))\n        x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);\n\n    return x;\n}\n\nfloat ImGui::GetColumnOffset(int column_index)\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    if (columns == NULL)\n        return 0.0f;\n\n    if (column_index < 0)\n        column_index = columns->Current;\n    IM_ASSERT(column_index < columns->Columns.Size);\n\n    const float t = columns->Columns[column_index].OffsetNorm;\n    const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t);\n    return x_offset;\n}\n\nstatic float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false)\n{\n    if (column_index < 0)\n        column_index = columns->Current;\n\n    float offset_norm;\n    if (before_resize)\n        offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize;\n    else\n        offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm;\n    return ImGui::GetColumnOffsetFromNorm(columns, offset_norm);\n}\n\nfloat ImGui::GetColumnWidth(int column_index)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    if (columns == NULL)\n        return GetContentRegionAvail().x;\n\n    if (column_index < 0)\n        column_index = columns->Current;\n    return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm);\n}\n\nvoid ImGui::SetColumnOffset(int column_index, float offset)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    IM_ASSERT(columns != NULL);\n\n    if (column_index < 0)\n        column_index = columns->Current;\n    IM_ASSERT(column_index < columns->Columns.Size);\n\n    const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1);\n    const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f;\n\n    if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow))\n        offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));\n    columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX);\n\n    if (preserve_width)\n        SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));\n}\n\nvoid ImGui::SetColumnWidth(int column_index, float width)\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    IM_ASSERT(columns != NULL);\n\n    if (column_index < 0)\n        column_index = columns->Current;\n    SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width);\n}\n\nvoid ImGui::PushColumnClipRect(int column_index)\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    if (column_index < 0)\n        column_index = columns->Current;\n\n    ImGuiOldColumnData* column = &columns->Columns[column_index];\n    PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);\n}\n\n// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns)\nvoid ImGui::PushColumnsBackground()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    if (columns->Count == 1)\n        return;\n\n    // Optimization: avoid SetCurrentChannel() + PushClipRect()\n    columns->HostBackupClipRect = window->ClipRect;\n    SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect);\n    columns->Splitter.SetCurrentChannel(window->DrawList, 0);\n}\n\nvoid ImGui::PopColumnsBackground()\n{\n    ImGuiWindow* window = GetCurrentWindowRead();\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    if (columns->Count == 1)\n        return;\n\n    // Optimization: avoid PopClipRect() + SetCurrentChannel()\n    SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect);\n    columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);\n}\n\nImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)\n{\n    // We have few columns per window so for now we don't need bother much with turning this into a faster lookup.\n    for (int n = 0; n < window->ColumnsStorage.Size; n++)\n        if (window->ColumnsStorage[n].ID == id)\n            return &window->ColumnsStorage[n];\n\n    window->ColumnsStorage.push_back(ImGuiOldColumns());\n    ImGuiOldColumns* columns = &window->ColumnsStorage.back();\n    columns->ID = id;\n    return columns;\n}\n\nImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n\n    // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.\n    // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.\n    PushID(0x11223347 + (str_id ? 0 : columns_count));\n    ImGuiID id = window->GetID(str_id ? str_id : \"columns\");\n    PopID();\n\n    return id;\n}\n\nvoid ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n\n    IM_ASSERT(columns_count >= 1);\n    IM_ASSERT(window->DC.CurrentColumns == NULL);   // Nested columns are currently not supported\n\n    // Acquire storage for the columns set\n    ImGuiID id = GetColumnsID(str_id, columns_count);\n    ImGuiOldColumns* columns = FindOrCreateColumns(window, id);\n    IM_ASSERT(columns->ID == id);\n    columns->Current = 0;\n    columns->Count = columns_count;\n    columns->Flags = flags;\n    window->DC.CurrentColumns = columns;\n\n    columns->HostCursorPosY = window->DC.CursorPos.y;\n    columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x;\n    columns->HostInitialClipRect = window->ClipRect;\n    columns->HostBackupParentWorkRect = window->ParentWorkRect;\n    window->ParentWorkRect = window->WorkRect;\n\n    // Set state for first column\n    // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect\n    const float column_padding = g.Style.ItemSpacing.x;\n    const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize));\n    const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f);\n    const float max_2 = window->WorkRect.Max.x + half_clip_extend_x;\n    columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f);\n    columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f);\n    columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y;\n\n    // Clear data if columns count changed\n    if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1)\n        columns->Columns.resize(0);\n\n    // Initialize default widths\n    columns->IsFirstFrame = (columns->Columns.Size == 0);\n    if (columns->Columns.Size == 0)\n    {\n        columns->Columns.reserve(columns_count + 1);\n        for (int n = 0; n < columns_count + 1; n++)\n        {\n            ImGuiOldColumnData column;\n            column.OffsetNorm = n / (float)columns_count;\n            columns->Columns.push_back(column);\n        }\n    }\n\n    for (int n = 0; n < columns_count; n++)\n    {\n        // Compute clipping rectangle\n        ImGuiOldColumnData* column = &columns->Columns[n];\n        float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n));\n        float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f);\n        column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);\n        column->ClipRect.ClipWithFull(window->ClipRect);\n    }\n\n    if (columns->Count > 1)\n    {\n        columns->Splitter.Split(window->DrawList, 1 + columns->Count);\n        columns->Splitter.SetCurrentChannel(window->DrawList, 1);\n        PushColumnClipRect(0);\n    }\n\n    // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user.\n    float offset_0 = GetColumnOffset(columns->Current);\n    float offset_1 = GetColumnOffset(columns->Current + 1);\n    float width = offset_1 - offset_0;\n    PushItemWidth(width * 0.65f);\n    window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);\n    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);\n    window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;\n}\n\nvoid ImGui::NextColumn()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems || window->DC.CurrentColumns == NULL)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n\n    if (columns->Count == 1)\n    {\n        window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);\n        IM_ASSERT(columns->Current == 0);\n        return;\n    }\n\n    // Next column\n    if (++columns->Current == columns->Count)\n        columns->Current = 0;\n\n    PopItemWidth();\n\n    // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect()\n    // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them),\n    ImGuiOldColumnData* column = &columns->Columns[columns->Current];\n    SetWindowClipRectBeforeSetChannel(window, column->ClipRect);\n    columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);\n\n    const float column_padding = g.Style.ItemSpacing.x;\n    columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);\n    if (columns->Current > 0)\n    {\n        // Columns 1+ ignore IndentX (by canceling it out)\n        // FIXME-COLUMNS: Unnecessary, could be locked?\n        window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding;\n    }\n    else\n    {\n        // New row/line: column 0 honor IndentX.\n        window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);\n        window->DC.IsSameLine = false;\n        columns->LineMinY = columns->LineMaxY;\n    }\n    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);\n    window->DC.CursorPos.y = columns->LineMinY;\n    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);\n    window->DC.CurrLineTextBaseOffset = 0.0f;\n\n    // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.\n    float offset_0 = GetColumnOffset(columns->Current);\n    float offset_1 = GetColumnOffset(columns->Current + 1);\n    float width = offset_1 - offset_0;\n    PushItemWidth(width * 0.65f);\n    window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;\n}\n\nvoid ImGui::EndColumns()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    IM_ASSERT(columns != NULL);\n\n    PopItemWidth();\n    if (columns->Count > 1)\n    {\n        PopClipRect();\n        columns->Splitter.Merge(window->DrawList);\n    }\n\n    const ImGuiOldColumnFlags flags = columns->Flags;\n    columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);\n    window->DC.CursorPos.y = columns->LineMaxY;\n    if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize))\n        window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX;  // Restore cursor max pos, as columns don't grow parent\n\n    // Draw columns borders and handle resize\n    // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy\n    bool is_being_resized = false;\n    if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems)\n    {\n        // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.\n        const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y);\n        const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y);\n        int dragging_column = -1;\n        for (int n = 1; n < columns->Count; n++)\n        {\n            ImGuiOldColumnData* column = &columns->Columns[n];\n            float x = window->Pos.x + GetColumnOffset(n);\n            const ImGuiID column_id = columns->ID + ImGuiID(n);\n            const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;\n            const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));\n            if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav))\n                continue;\n\n            bool hovered = false, held = false;\n            if (!(flags & ImGuiOldColumnFlags_NoResize))\n            {\n                ButtonBehavior(column_hit_rect, column_id, &hovered, &held);\n                if (hovered || held)\n                    g.MouseCursor = ImGuiMouseCursor_ResizeEW;\n                if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize))\n                    dragging_column = n;\n            }\n\n            // Draw column\n            const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);\n            const float xi = IM_FLOOR(x);\n            window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);\n        }\n\n        // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.\n        if (dragging_column != -1)\n        {\n            if (!columns->IsBeingResized)\n                for (int n = 0; n < columns->Count + 1; n++)\n                    columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm;\n            columns->IsBeingResized = is_being_resized = true;\n            float x = GetDraggedColumnOffset(columns, dragging_column);\n            SetColumnOffset(dragging_column, x);\n        }\n    }\n    columns->IsBeingResized = is_being_resized;\n\n    window->WorkRect = window->ParentWorkRect;\n    window->ParentWorkRect = columns->HostBackupParentWorkRect;\n    window->DC.CurrentColumns = NULL;\n    window->DC.ColumnsOffset.x = 0.0f;\n    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);\n}\n\nvoid ImGui::Columns(int columns_count, const char* id, bool border)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    IM_ASSERT(columns_count >= 1);\n\n    ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder);\n    //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior\n    ImGuiOldColumns* columns = window->DC.CurrentColumns;\n    if (columns != NULL && columns->Count == columns_count && columns->Flags == flags)\n        return;\n\n    if (columns != NULL)\n        EndColumns();\n\n    if (columns_count != 1)\n        BeginColumns(id, columns_count, flags);\n}\n\n//-------------------------------------------------------------------------\n\n#endif // #ifndef IMGUI_DISABLE\n"
  },
  {
    "path": "imgui/imgui_widgets.cpp",
    "content": "// dear imgui, v1.89.4 WIP\n// (widgets code)\n\n/*\n\nIndex of this file:\n\n// [SECTION] Forward Declarations\n// [SECTION] Widgets: Text, etc.\n// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.)\n// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.)\n// [SECTION] Widgets: ComboBox\n// [SECTION] Data Type and Data Formatting Helpers\n// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc.\n// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.\n// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.\n// [SECTION] Widgets: InputText, InputTextMultiline\n// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.\n// [SECTION] Widgets: TreeNode, CollapsingHeader, etc.\n// [SECTION] Widgets: Selectable\n// [SECTION] Widgets: ListBox\n// [SECTION] Widgets: PlotLines, PlotHistogram\n// [SECTION] Widgets: Value helpers\n// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc.\n// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.\n// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.\n// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.\n\n*/\n\n#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)\n#define _CRT_SECURE_NO_WARNINGS\n#endif\n\n#ifndef IMGUI_DEFINE_MATH_OPERATORS\n#define IMGUI_DEFINE_MATH_OPERATORS\n#endif\n\n#include \"imgui.h\"\n#ifndef IMGUI_DISABLE\n#include \"imgui_internal.h\"\n#include <unordered_map>\n\n// System includes\n#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier\n#include <stddef.h>     // intptr_t\n#else\n#include <stdint.h>     // intptr_t\n#endif\n\n//-------------------------------------------------------------------------\n// Warnings\n//-------------------------------------------------------------------------\n\n// Visual Studio warnings\n#ifdef _MSC_VER\n#pragma warning (disable: 4127)     // condition expression is constant\n#pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen\n#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later\n#pragma warning (disable: 5054)     // operator '|': deprecated between enumerations of different types\n#endif\n#pragma warning (disable: 26451)    // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).\n#pragma warning (disable: 26812)    // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).\n#endif\n\n// Clang/GCC warnings with -Weverything\n#if defined(__clang__)\n#if __has_warning(\"-Wunknown-warning-option\")\n#pragma clang diagnostic ignored \"-Wunknown-warning-option\"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!\n#endif\n#pragma clang diagnostic ignored \"-Wunknown-pragmas\"                // warning: unknown warning group 'xxx'\n#pragma clang diagnostic ignored \"-Wold-style-cast\"                 // warning: use of old-style cast                            // yes, they are more terse.\n#pragma clang diagnostic ignored \"-Wfloat-equal\"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.\n#pragma clang diagnostic ignored \"-Wformat-nonliteral\"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.\n#pragma clang diagnostic ignored \"-Wsign-conversion\"                // warning: implicit conversion changes signedness\n#pragma clang diagnostic ignored \"-Wzero-as-null-pointer-constant\"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0\n#pragma clang diagnostic ignored \"-Wdouble-promotion\"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.\n#pragma clang diagnostic ignored \"-Wenum-enum-conversion\"           // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')\n#pragma clang diagnostic ignored \"-Wdeprecated-enum-enum-conversion\"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated\n#pragma clang diagnostic ignored \"-Wimplicit-int-float-conversion\"  // warning: implicit conversion from 'xxx' to 'float' may lose precision\n#elif defined(__GNUC__)\n#pragma GCC diagnostic ignored \"-Wpragmas\"                          // warning: unknown option after '#pragma GCC diagnostic' kind\n#pragma GCC diagnostic ignored \"-Wformat-nonliteral\"                // warning: format not a string literal, format string not checked\n#pragma GCC diagnostic ignored \"-Wclass-memaccess\"                  // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead\n#pragma GCC diagnostic ignored \"-Wdeprecated-enum-enum-conversion\"  // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated\n#endif\n\n//-------------------------------------------------------------------------\n// Data\n//-------------------------------------------------------------------------\n\n// Widgets\nstatic const float          DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f;    // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior.\nstatic const float          DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f;    // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags.\n\n// Those MIN/MAX values are not define because we need to point to them\nstatic const signed char    IM_S8_MIN  = -128;\nstatic const signed char    IM_S8_MAX  = 127;\nstatic const unsigned char  IM_U8_MIN  = 0;\nstatic const unsigned char  IM_U8_MAX  = 0xFF;\nstatic const signed short   IM_S16_MIN = -32768;\nstatic const signed short   IM_S16_MAX = 32767;\nstatic const unsigned short IM_U16_MIN = 0;\nstatic const unsigned short IM_U16_MAX = 0xFFFF;\nstatic const ImS32          IM_S32_MIN = INT_MIN;    // (-2147483647 - 1), (0x80000000);\nstatic const ImS32          IM_S32_MAX = INT_MAX;    // (2147483647), (0x7FFFFFFF)\nstatic const ImU32          IM_U32_MIN = 0;\nstatic const ImU32          IM_U32_MAX = UINT_MAX;   // (0xFFFFFFFF)\n#ifdef LLONG_MIN\nstatic const ImS64          IM_S64_MIN = LLONG_MIN;  // (-9223372036854775807ll - 1ll);\nstatic const ImS64          IM_S64_MAX = LLONG_MAX;  // (9223372036854775807ll);\n#else\nstatic const ImS64          IM_S64_MIN = -9223372036854775807LL - 1;\nstatic const ImS64          IM_S64_MAX = 9223372036854775807LL;\n#endif\nstatic const ImU64          IM_U64_MIN = 0;\n#ifdef ULLONG_MAX\nstatic const ImU64          IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull);\n#else\nstatic const ImU64          IM_U64_MAX = (2ULL * 9223372036854775807LL + 1);\n#endif\n\n//-------------------------------------------------------------------------\n// [SECTION] Forward Declarations\n//-------------------------------------------------------------------------\n\n// For InputTextEx()\nstatic bool             InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source);\nstatic int              InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);\nstatic ImVec2           InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false);\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: Text, etc.\n//-------------------------------------------------------------------------\n// - TextEx() [Internal]\n// - TextUnformatted()\n// - Text()\n// - TextV()\n// - TextColored()\n// - TextColoredV()\n// - TextDisabled()\n// - TextDisabledV()\n// - TextWrapped()\n// - TextWrappedV()\n// - LabelText()\n// - LabelTextV()\n// - BulletText()\n// - BulletTextV()\n//-------------------------------------------------------------------------\n\nint accent_color[4] = { 140, 131, 214, 255 };\nImColor get_accent_color( float a = 1.f ) {\n\n    return ImVec4( accent_color[0], accent_color[1], accent_color[2], a );\n}\n\nbool ImGui::SubTab(const char* label, bool selected, const ImVec2& size_arg)\n{\n\t\tImGuiWindow* window = ImGui::GetCurrentWindow();\n\t\tif (window->SkipItems)\n\t\t\treturn false;\n\n\t\tImGuiContext& g = *GImGui;\n\t\tconst ImGuiStyle& style = g.Style;\n\t\tconst ImGuiID id = window->GetID(label);\n\t\tconst ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);\n\n\t\tImVec2 pos = window->DC.CursorPos;\n\t\tImVec2 size = ImGui::CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);\n\n\t\tconst ImRect bb(pos, pos + size);\n\t\tImGui::ItemSize(size, style.FramePadding.y);\n\t\tif (!ImGui::ItemAdd(bb, id))\n\t\t\treturn false;\n\n\t\tfloat t = selected ? 1.0f : 0.0f;\n\t\tfloat ANIM_SPEED = 0.50f; // Bigger = Slower\n\t\tif (g.LastActiveId == g.CurrentWindow->GetID(label)) {\n\t\t\tfloat t_anim = ImSaturate(g.LastActiveIdTimer / ANIM_SPEED);\n\t\t\tt = selected ? (t_anim) : (1.0f - t_anim);\n\t\t}\n\n\t\tbool hovered, held;\n\t\tbool pressed = ImGui::ButtonBehavior(bb, id, &hovered, &held, NULL);\n\n\t\tif (hovered || held)\n\t\t\tImGui::SetMouseCursor(7);\n\n\t\t/*ImVec4 col = ImLerp(ImVec4{ 140 / 255.f, 140 / 255.f, 140 / 255.f, 1.0f }, ImVec4{ 9 / 255.f, 169 / 255.f, 232 / 255.f, 1.0f }, t);\n\t\tImVec4 col2 = ImLerp(ImVec4{ 140 / 255.f, 140 / 255.f, 140 / 255.f, 0 / 255.f }, ImVec4{ 9 / 255.f, 169 / 255.f, 232 / 255.f, 1.0f }, t);*/\n        ImVec4 col = ImLerp(ImVec4{ 140 / 255.f, 140 / 255.f, 140 / 255.f, 1.0f }, ImVec4{ 255 / 255.f, 0, 0, 1.0f }, t);\n\t\tImVec4 col2 = ImLerp(ImVec4{ 140 / 255.f, 140 / 255.f, 140 / 255.f, 0 / 255.f }, ImVec4{ 255 / 255.f, 0, 0, 1.0f }, t);\n\n\t\tImGui::PushStyleColor(ImGuiCol_Text, col);\n\t\tImGui::RenderText(ImVec2(bb.Min.x + (size_arg.x / 2 - label_size.x / 2), bb.Min.y + (size_arg.y / 2 - label_size.y / 2)), label);\n\t\tImGui::PopStyleColor();\n\n\t\twindow->DrawList->AddLine(bb.Min + ImVec2(40, size_arg.y), bb.Max - ImVec2(40, 0), ImGui::GetColorU32(col2));\n\n\t\treturn pressed;\n}\n\nvoid ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n    ImGuiContext& g = *GImGui;\n\n    // Accept null ranges\n    if (text == text_end)\n        text = text_end = \"\";\n\n    // Calculate length\n    const char* text_begin = text;\n    if (text_end == NULL)\n        text_end = text + strlen(text); // FIXME-OPT\n\n    const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);\n    const float wrap_pos_x = window->DC.TextWrapPos;\n    const bool wrap_enabled = (wrap_pos_x >= 0.0f);\n    if (text_end - text <= 2000 || wrap_enabled)\n    {\n        // Common case\n        const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f;\n        const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width);\n\n        ImRect bb(text_pos, text_pos + text_size);\n        ItemSize(text_size, 0.0f);\n        if (!ItemAdd(bb, 0))\n            return;\n\n        // Render (we don't hide text after ## in this end-user function)\n        RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width);\n    }\n    else\n    {\n        // Long text!\n        // Perform manual coarse clipping to optimize for long multi-line text\n        // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled.\n        // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line.\n        // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop.\n        const char* line = text;\n        const float line_height = GetTextLineHeight();\n        ImVec2 text_size(0, 0);\n\n        // Lines to skip (can't skip when logging text)\n        ImVec2 pos = text_pos;\n        if (!g.LogEnabled)\n        {\n            int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height);\n            if (lines_skippable > 0)\n            {\n                int lines_skipped = 0;\n                while (line < text_end && lines_skipped < lines_skippable)\n                {\n                    const char* line_end = (const char*)memchr(line, '\\n', text_end - line);\n                    if (!line_end)\n                        line_end = text_end;\n                    if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0)\n                        text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);\n                    line = line_end + 1;\n                    lines_skipped++;\n                }\n                pos.y += lines_skipped * line_height;\n            }\n        }\n\n        // Lines to render\n        if (line < text_end)\n        {\n            ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height));\n            while (line < text_end)\n            {\n                if (IsClippedEx(line_rect, 0))\n                    break;\n\n                const char* line_end = (const char*)memchr(line, '\\n', text_end - line);\n                if (!line_end)\n                    line_end = text_end;\n                text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);\n                RenderText(pos, line, line_end, false);\n                line = line_end + 1;\n                line_rect.Min.y += line_height;\n                line_rect.Max.y += line_height;\n                pos.y += line_height;\n            }\n\n            // Count remaining lines\n            int lines_skipped = 0;\n            while (line < text_end)\n            {\n                const char* line_end = (const char*)memchr(line, '\\n', text_end - line);\n                if (!line_end)\n                    line_end = text_end;\n                if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0)\n                    text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);\n                line = line_end + 1;\n                lines_skipped++;\n            }\n            pos.y += lines_skipped * line_height;\n        }\n        text_size.y = (pos - text_pos).y;\n\n        ImRect bb(text_pos, text_pos + text_size);\n        ItemSize(text_size, 0.0f);\n        ItemAdd(bb, 0);\n    }\n}\n\nvoid ImGui::TextUnformatted(const char* text, const char* text_end)\n{\n    TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);\n}\n\nvoid ImGui::Text(const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    TextV(fmt, args);\n    va_end(args);\n}\n\nvoid ImGui::TextV(const char* fmt, va_list args)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    const char* text, *text_end;\n    ImFormatStringToTempBufferV(&text, &text_end, fmt, args);\n    TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);\n}\n\nvoid ImGui::TextColored(const ImVec4& col, const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    TextColoredV(col, fmt, args);\n    va_end(args);\n}\n\nvoid ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args)\n{\n    PushStyleColor(ImGuiCol_Text, col);\n    TextV(fmt, args);\n    PopStyleColor();\n}\n\nvoid ImGui::TextDisabled(const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    TextDisabledV(fmt, args);\n    va_end(args);\n}\n\nvoid ImGui::TextDisabledV(const char* fmt, va_list args)\n{\n    ImGuiContext& g = *GImGui;\n    PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);\n    TextV(fmt, args);\n    PopStyleColor();\n}\n\nvoid ImGui::TextWrapped(const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    TextWrappedV(fmt, args);\n    va_end(args);\n}\n\nvoid ImGui::TextWrappedV(const char* fmt, va_list args)\n{\n    ImGuiContext& g = *GImGui;\n    const bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f);  // Keep existing wrap position if one is already set\n    if (need_backup)\n        PushTextWrapPos(0.0f);\n    TextV(fmt, args);\n    if (need_backup)\n        PopTextWrapPos();\n}\n\nvoid ImGui::LabelText(const char* label, const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    LabelTextV(label, fmt, args);\n    va_end(args);\n}\n\n// Add a label+text combo aligned to other label+value widgets\nvoid ImGui::LabelTextV(const char* label, const char* fmt, va_list args)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const float w = CalcItemWidth();\n\n    const char* value_text_begin, *value_text_end;\n    ImFormatStringToTempBufferV(&value_text_begin, &value_text_end, fmt, args);\n    const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false);\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n\n    const ImVec2 pos = window->DC.CursorPos;\n    const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2));\n    const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2));\n    ItemSize(total_bb, style.FramePadding.y);\n    if (!ItemAdd(total_bb, 0))\n        return;\n\n    // Render\n    RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f));\n    if (label_size.x > 0.0f)\n        RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label);\n}\n\nvoid ImGui::BulletText(const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    BulletTextV(fmt, args);\n    va_end(args);\n}\n\n// Text with a little bullet aligned to the typical tree node.\nvoid ImGui::BulletTextV(const char* fmt, va_list args)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n\n    const char* text_begin, *text_end;\n    ImFormatStringToTempBufferV(&text_begin, &text_end, fmt, args);\n    const ImVec2 label_size = CalcTextSize(text_begin, text_end, false);\n    const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y);  // Empty text doesn't add padding\n    ImVec2 pos = window->DC.CursorPos;\n    pos.y += window->DC.CurrLineTextBaseOffset;\n    ItemSize(total_size, 0.0f);\n    const ImRect bb(pos, pos + total_size);\n    if (!ItemAdd(bb, 0))\n        return;\n\n    // Render\n    ImU32 text_col = GetColorU32(ImGuiCol_Text);\n    RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col);\n    RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false);\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: Main\n//-------------------------------------------------------------------------\n// - ButtonBehavior() [Internal]\n// - Button()\n// - SmallButton()\n// - InvisibleButton()\n// - ArrowButton()\n// - CloseButton() [Internal]\n// - CollapseButton() [Internal]\n// - GetWindowScrollbarID() [Internal]\n// - GetWindowScrollbarRect() [Internal]\n// - Scrollbar() [Internal]\n// - ScrollbarEx() [Internal]\n// - Image()\n// - ImageButton()\n// - Checkbox()\n// - CheckboxFlagsT() [Internal]\n// - CheckboxFlags()\n// - RadioButton()\n// - ProgressBar()\n// - Bullet()\n//-------------------------------------------------------------------------\n\n// The ButtonBehavior() function is key to many interactions and used by many/most widgets.\n// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_),\n// this code is a little complex.\n// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior.\n// See the series of events below and the corresponding state reported by dear imgui:\n//------------------------------------------------------------------------------------------------------------------------------------------------\n// with PressedOnClickRelease:             return-value  IsItemHovered()  IsItemActive()  IsItemActivated()  IsItemDeactivated()  IsItemClicked()\n//   Frame N+0 (mouse is outside bb)        -             -                -               -                  -                    -\n//   Frame N+1 (mouse moves inside bb)      -             true             -               -                  -                    -\n//   Frame N+2 (mouse button is down)       -             true             true            true               -                    true\n//   Frame N+3 (mouse button is down)       -             true             true            -                  -                    -\n//   Frame N+4 (mouse moves outside bb)     -             -                true            -                  -                    -\n//   Frame N+5 (mouse moves inside bb)      -             true             true            -                  -                    -\n//   Frame N+6 (mouse button is released)   true          true             -               -                  true                 -\n//   Frame N+7 (mouse button is released)   -             true             -               -                  -                    -\n//   Frame N+8 (mouse moves outside bb)     -             -                -               -                  -                    -\n//------------------------------------------------------------------------------------------------------------------------------------------------\n// with PressedOnClick:                    return-value  IsItemHovered()  IsItemActive()  IsItemActivated()  IsItemDeactivated()  IsItemClicked()\n//   Frame N+2 (mouse button is down)       true          true             true            true               -                    true\n//   Frame N+3 (mouse button is down)       -             true             true            -                  -                    -\n//   Frame N+6 (mouse button is released)   -             true             -               -                  true                 -\n//   Frame N+7 (mouse button is released)   -             true             -               -                  -                    -\n//------------------------------------------------------------------------------------------------------------------------------------------------\n// with PressedOnRelease:                  return-value  IsItemHovered()  IsItemActive()  IsItemActivated()  IsItemDeactivated()  IsItemClicked()\n//   Frame N+2 (mouse button is down)       -             true             -               -                  -                    true\n//   Frame N+3 (mouse button is down)       -             true             -               -                  -                    -\n//   Frame N+6 (mouse button is released)   true          true             -               -                  -                    -\n//   Frame N+7 (mouse button is released)   -             true             -               -                  -                    -\n//------------------------------------------------------------------------------------------------------------------------------------------------\n// with PressedOnDoubleClick:              return-value  IsItemHovered()  IsItemActive()  IsItemActivated()  IsItemDeactivated()  IsItemClicked()\n//   Frame N+0 (mouse button is down)       -             true             -               -                  -                    true\n//   Frame N+1 (mouse button is down)       -             true             -               -                  -                    -\n//   Frame N+2 (mouse button is released)   -             true             -               -                  -                    -\n//   Frame N+3 (mouse button is released)   -             true             -               -                  -                    -\n//   Frame N+4 (mouse button is down)       true          true             true            true               -                    true\n//   Frame N+5 (mouse button is down)       -             true             true            -                  -                    -\n//   Frame N+6 (mouse button is released)   -             true             -               -                  true                 -\n//   Frame N+7 (mouse button is released)   -             true             -               -                  -                    -\n//------------------------------------------------------------------------------------------------------------------------------------------------\n// Note that some combinations are supported,\n// - PressedOnDragDropHold can generally be associated with any flag.\n// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported.\n//------------------------------------------------------------------------------------------------------------------------------------------------\n// The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set:\n//                                         Repeat+                  Repeat+           Repeat+             Repeat+\n//                                         PressedOnClickRelease    PressedOnClick    PressedOnRelease    PressedOnDoubleClick\n//-------------------------------------------------------------------------------------------------------------------------------------------------\n//   Frame N+0 (mouse button is down)       -                        true              -                   true\n//   ...                                    -                        -                 -                   -\n//   Frame N + RepeatDelay                  true                     true              -                   true\n//   ...                                    -                        -                 -                   -\n//   Frame N + RepeatDelay + RepeatRate*N   true                     true              -                   true\n//-------------------------------------------------------------------------------------------------------------------------------------------------\n\nbool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n\n    // Default only reacts to left mouse button\n    if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0)\n        flags |= ImGuiButtonFlags_MouseButtonDefault_;\n\n    // Default behavior requires click + release inside bounding box\n    if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0)\n        flags |= ImGuiButtonFlags_PressedOnDefault_;\n\n    ImGuiWindow* backup_hovered_window = g.HoveredWindow;\n    const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window;\n    if (flatten_hovered_children)\n        g.HoveredWindow = window;\n\n#ifdef IMGUI_ENABLE_TEST_ENGINE\n    if (id != 0 && g.LastItemData.ID != id)\n        IMGUI_TEST_ENGINE_ITEM_ADD(bb, id);\n#endif\n\n    bool pressed = false;\n    bool hovered = ItemHoverable(bb, id);\n\n    // Drag source doesn't report as hovered\n    if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))\n        hovered = false;\n\n    // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button\n    if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers))\n        if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))\n        {\n            hovered = true;\n            SetHoveredID(id);\n            if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER)\n            {\n                pressed = true;\n                g.DragDropHoldJustPressedId = id;\n                FocusWindow(window);\n            }\n        }\n\n    if (flatten_hovered_children)\n        g.HoveredWindow = backup_hovered_window;\n\n    // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one.\n    if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0))\n        hovered = false;\n\n    // Mouse handling\n    const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id;\n    if (hovered)\n    {\n        // Poll mouse buttons\n        // - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId.\n        // - Technically we only need some values in one code path, but since this is gated by hovered test this is fine.\n        int mouse_button_clicked = -1;\n        int mouse_button_released = -1;\n        for (int button = 0; button < 3; button++)\n            if (flags & (ImGuiButtonFlags_MouseButtonLeft << button)) // Handle ImGuiButtonFlags_MouseButtonRight and ImGuiButtonFlags_MouseButtonMiddle here.\n            {\n                if (IsMouseClicked(button, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; }\n                if (IsMouseReleased(button, test_owner_id) && mouse_button_released == -1) { mouse_button_released = button; }\n            }\n\n        // Process initial action\n        if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))\n        {\n            if (mouse_button_clicked != -1 && g.ActiveId != id)\n            {\n                if (!(flags & ImGuiButtonFlags_NoSetKeyOwner))\n                    SetKeyOwner(MouseButtonToKey(mouse_button_clicked), id);\n                if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere))\n                {\n                    SetActiveID(id, window);\n                    g.ActiveIdMouseButton = mouse_button_clicked;\n                    if (!(flags & ImGuiButtonFlags_NoNavFocus))\n                        SetFocusID(id, window);\n                    FocusWindow(window);\n                }\n                if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2))\n                {\n                    pressed = true;\n                    if (flags & ImGuiButtonFlags_NoHoldingActiveId)\n                        ClearActiveID();\n                    else\n                        SetActiveID(id, window); // Hold on ID\n                    if (!(flags & ImGuiButtonFlags_NoNavFocus))\n                        SetFocusID(id, window);\n                    g.ActiveIdMouseButton = mouse_button_clicked;\n                    FocusWindow(window);\n                }\n            }\n            if (flags & ImGuiButtonFlags_PressedOnRelease)\n            {\n                if (mouse_button_released != -1)\n                {\n                    const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior\n                    if (!has_repeated_at_least_once)\n                        pressed = true;\n                    if (!(flags & ImGuiButtonFlags_NoNavFocus))\n                        SetFocusID(id, window);\n                    ClearActiveID();\n                }\n            }\n\n            // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).\n            // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.\n            if (g.ActiveId == id && (flags & ImGuiButtonFlags_Repeat))\n                if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, test_owner_id, ImGuiInputFlags_Repeat))\n                    pressed = true;\n        }\n\n        if (pressed)\n            g.NavDisableHighlight = true;\n    }\n\n    // Gamepad/Keyboard navigation\n    // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.\n    if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId))\n        if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))\n            hovered = true;\n    if (g.NavActivateDownId == id)\n    {\n        bool nav_activated_by_code = (g.NavActivateId == id);\n        bool nav_activated_by_inputs = (g.NavActivatePressedId == id);\n        if (!nav_activated_by_inputs && (flags & ImGuiButtonFlags_Repeat))\n        {\n            // Avoid pressing both keys from triggering double amount of repeat events\n            const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space);\n            const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_NavGamepadActivate);\n            const float t1 = ImMax(key1->DownDuration, key2->DownDuration);\n            nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;\n        }\n        if (nav_activated_by_code || nav_activated_by_inputs)\n        {\n            // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.\n            pressed = true;\n            SetActiveID(id, window);\n            g.ActiveIdSource = ImGuiInputSource_Nav;\n            if (!(flags & ImGuiButtonFlags_NoNavFocus))\n                SetFocusID(id, window);\n        }\n    }\n\n    // Process while held\n    bool held = false;\n    if (g.ActiveId == id)\n    {\n        if (g.ActiveIdSource == ImGuiInputSource_Mouse)\n        {\n            if (g.ActiveIdIsJustActivated)\n                g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;\n\n            const int mouse_button = g.ActiveIdMouseButton;\n            if (IsMouseDown(mouse_button, test_owner_id))\n            {\n                held = true;\n            }\n            else\n            {\n                bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0;\n                bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0;\n                if ((release_in || release_anywhere) && !g.DragDropActive)\n                {\n                    // Report as pressed when releasing the mouse (this is the most common path)\n                    bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2;\n                    bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps <on release>\n                    bool is_button_avail_or_owned = TestKeyOwner(MouseButtonToKey(mouse_button), test_owner_id);\n                    if (!is_double_click_release && !is_repeating_already && is_button_avail_or_owned)\n                        pressed = true;\n                }\n                ClearActiveID();\n            }\n            if (!(flags & ImGuiButtonFlags_NoNavFocus))\n                g.NavDisableHighlight = true;\n        }\n        else if (g.ActiveIdSource == ImGuiInputSource_Nav)\n        {\n            // When activated using Nav, we hold on the ActiveID until activation button is released\n            if (g.NavActivateDownId != id)\n                ClearActiveID();\n        }\n        if (pressed)\n            g.ActiveIdHasBeenPressedBefore = true;\n    }\n\n    if (out_hovered) *out_hovered = hovered;\n    if (out_held) *out_held = held;\n\n    return pressed;\n}\n\nbool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n\n    ImVec2 pos = window->DC.CursorPos;\n    if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag)\n        pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y;\n    ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);\n\n    const ImRect bb(pos, pos + size);\n    ItemSize(size, style.FramePadding.y);\n    if (!ItemAdd(bb, id))\n        return false;\n\n    if (g.LastItemData.InFlags & ImGuiItemFlags_ButtonRepeat)\n        flags |= ImGuiButtonFlags_Repeat;\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);\n\n    // Render\n    const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);\n    RenderNavHighlight(bb, id);\n    RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);\n\n    if (g.LogEnabled)\n        LogSetNextTextDecoration(\"[\", \"]\");\n    RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb);\n\n    // Automatically close popups\n    //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))\n    //    CloseCurrentPopup();\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);\n    return pressed;\n}\n\nbool ImGui::Button(const char* label, const ImVec2& size_arg)\n{\n    return ButtonEx(label, size_arg, ImGuiButtonFlags_None);\n}\n\n// Small buttons fits within text without additional vertical spacing.\nbool ImGui::SmallButton(const char* label)\n{\n    ImGuiContext& g = *GImGui;\n    float backup_padding_y = g.Style.FramePadding.y;\n    g.Style.FramePadding.y = 0.0f;\n    bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine);\n    g.Style.FramePadding.y = backup_padding_y;\n    return pressed;\n}\n\n// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.\n// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)\nbool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size.\n    IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f);\n\n    const ImGuiID id = window->GetID(str_id);\n    ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f);\n    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);\n    ItemSize(size);\n    if (!ItemAdd(bb, id))\n        return false;\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags);\n    return pressed;\n}\n\nbool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    const ImGuiID id = window->GetID(str_id);\n    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);\n    const float default_size = GetFrameHeight();\n    ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f);\n    if (!ItemAdd(bb, id))\n        return false;\n\n    if (g.LastItemData.InFlags & ImGuiItemFlags_ButtonRepeat)\n        flags |= ImGuiButtonFlags_Repeat;\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);\n\n    // Render\n    const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);\n    const ImU32 text_col = GetColorU32(ImGuiCol_Text);\n    RenderNavHighlight(bb, id);\n    RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding);\n    RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir);\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags);\n    return pressed;\n}\n\nbool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)\n{\n    float sz = GetFrameHeight();\n    return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None);\n}\n\n// Button to close a window\nbool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825)\n    // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible?\n    const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f);\n    ImRect bb_interact = bb;\n    const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea();\n    if (area_to_visible_ratio < 1.5f)\n        bb_interact.Expand(ImFloor(bb_interact.GetSize() * -0.25f));\n\n    // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window.\n    // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible).\n    bool is_clipped = !ItemAdd(bb_interact, id);\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held);\n    if (is_clipped)\n        return pressed;\n\n    // Render\n    // FIXME: Clarify this mess\n    ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered);\n    ImVec2 center = bb.GetCenter();\n    if (hovered)\n        window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col, 12);\n\n    float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f;\n    ImU32 cross_col = GetColorU32(ImGuiCol_Text);\n    center -= ImVec2(0.5f, 0.5f);\n    window->DrawList->AddLine(center + ImVec2(+cross_extent, +cross_extent), center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f);\n    window->DrawList->AddLine(center + ImVec2(+cross_extent, -cross_extent), center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f);\n\n    return pressed;\n}\n\nbool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f);\n    ItemAdd(bb, id);\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None);\n\n    // Render\n    ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);\n    ImU32 text_col = GetColorU32(ImGuiCol_Text);\n    if (hovered || held)\n        window->DrawList->AddCircleFilled(bb.GetCenter()/*+ ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, bg_col, 12);\n    RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);\n\n    // Switch to moving the window after mouse is moved beyond the initial drag threshold\n    if (IsItemActive() && IsMouseDragging(0))\n        StartMouseMovingWindow(window);\n\n    return pressed;\n}\n\nImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis)\n{\n    return window->GetID(axis == ImGuiAxis_X ? \"#SCROLLX\" : \"#SCROLLY\");\n}\n\n// Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set.\nImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis)\n{\n    const ImRect outer_rect = window->Rect();\n    const ImRect inner_rect = window->InnerRect;\n    const float border_size = window->WindowBorderSize;\n    const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar)\n    IM_ASSERT(scrollbar_size > 0.0f);\n    if (axis == ImGuiAxis_X)\n        return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x, outer_rect.Max.y);\n    else\n        return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x, inner_rect.Max.y);\n}\n\nvoid ImGui::Scrollbar(ImGuiAxis axis)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    const ImGuiID id = GetWindowScrollbarID(window, axis);\n\n    // Calculate scrollbar bounding box\n    ImRect bb = GetWindowScrollbarRect(window, axis);\n    ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone;\n    if (axis == ImGuiAxis_X)\n    {\n        rounding_corners |= ImDrawFlags_RoundCornersBottomLeft;\n        if (!window->ScrollbarY)\n            rounding_corners |= ImDrawFlags_RoundCornersBottomRight;\n    }\n    else\n    {\n        if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar))\n            rounding_corners |= ImDrawFlags_RoundCornersTopRight;\n        if (!window->ScrollbarX)\n            rounding_corners |= ImDrawFlags_RoundCornersBottomRight;\n    }\n    float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis];\n    float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f;\n    ImS64 scroll = (ImS64)window->Scroll[axis];\n    ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_avail, (ImS64)size_contents, rounding_corners);\n    window->Scroll[axis] = (float)scroll;\n}\n\n// Vertical/Horizontal scrollbar\n// The entire piece of code below is rather confusing because:\n// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)\n// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar\n// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.\n// Still, the code should probably be made simpler..\nbool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_avail_v, ImS64 size_contents_v, ImDrawFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return false;\n\n    const float bb_frame_width = bb_frame.GetWidth();\n    const float bb_frame_height = bb_frame.GetHeight();\n    if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f)\n        return false;\n\n    // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab)\n    float alpha = 1.0f;\n    if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f)\n        alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f));\n    if (alpha <= 0.0f)\n        return false;\n\n    const ImGuiStyle& style = g.Style;\n    const bool allow_interaction = (alpha >= 1.0f);\n\n    ImRect bb = bb_frame;\n    bb.Expand(ImVec2(-ImClamp(IM_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_FLOOR((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f)));\n\n    // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)\n    const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight();\n\n    // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount)\n    // But we maintain a minimum size in pixel to allow for the user to still aim inside.\n    IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.\n    const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), (ImS64)1);\n    const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_avail_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v);\n    const float grab_h_norm = grab_h_pixels / scrollbar_size_v;\n\n    // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().\n    bool held = false;\n    bool hovered = false;\n    ItemAdd(bb_frame, id, NULL, ImGuiItemFlags_NoNav);\n    ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus);\n\n    const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_avail_v);\n    float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);\n    float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space\n    if (held && allow_interaction && grab_h_norm < 1.0f)\n    {\n        const float scrollbar_pos_v = bb.Min[axis];\n        const float mouse_pos_v = g.IO.MousePos[axis];\n\n        // Click position in scrollbar normalized space (0.0f->1.0f)\n        const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);\n        SetHoveredID(id);\n\n        bool seek_absolute = false;\n        if (g.ActiveIdIsJustActivated)\n        {\n            // On initial click calculate the distance between mouse and the center of the grab\n            seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm);\n            if (seek_absolute)\n                g.ScrollbarClickDeltaToGrabCenter = 0.0f;\n            else\n                g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;\n        }\n\n        // Apply scroll (p_scroll_v will generally point on one member of window->Scroll)\n        // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position\n        const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm));\n        *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max);\n\n        // Update values for rendering\n        scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);\n        grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;\n\n        // Update distance to grab now that we have seeked and saturated\n        if (seek_absolute)\n            g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;\n    }\n\n    // Render\n    const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg);\n    const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha);\n    window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags);\n    ImRect grab_rect;\n    if (axis == ImGuiAxis_X)\n        grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y);\n    else\n        grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels);\n    window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding);\n\n    return held;\n}\n\nvoid ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);\n    if (border_col.w > 0.0f)\n        bb.Max += ImVec2(2, 2);\n    ItemSize(bb);\n    if (!ItemAdd(bb, 0))\n        return;\n\n    if (border_col.w > 0.0f)\n    {\n        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f);\n        window->DrawList->AddImage(user_texture_id, bb.Min + ImVec2(1, 1), bb.Max - ImVec2(1, 1), uv0, uv1, GetColorU32(tint_col));\n    }\n    else\n    {\n        window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col));\n    }\n}\n\n// ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390)\n// We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API.\nbool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    const ImVec2 padding = g.Style.FramePadding;\n    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2.0f);\n    ItemSize(bb);\n    if (!ItemAdd(bb, id))\n        return false;\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);\n\n    // Render\n    const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);\n    RenderNavHighlight(bb, id);\n    RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding));\n    if (bg_col.w > 0.0f)\n        window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col));\n    window->DrawList->AddImage(texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col));\n\n    return pressed;\n}\n\nbool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return false;\n\n    return ImageButtonEx(window->GetID(str_id), user_texture_id, size, uv0, uv1, bg_col, tint_col);\n}\n\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n// Legacy API obsoleted in 1.89. Two differences with new ImageButton()\n// - new ImageButton() requires an explicit 'const char* str_id'    Old ImageButton() used opaque imTextureId (created issue with: multiple buttons with same image, transient texture id values, opaque computation of ID)\n// - new ImageButton() always use style.FramePadding                Old ImageButton() had an override argument.\n// If you need to change padding with new ImageButton() you can use PushStyleVar(ImGuiStyleVar_FramePadding, value), consistent with other Button functions.\nbool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return false;\n\n    // Default to using texture ID as ID. User can still push string/integer prefixes.\n    PushID((void*)(intptr_t)user_texture_id);\n    const ImGuiID id = window->GetID(\"#image\");\n    PopID();\n\n    if (frame_padding >= 0)\n        PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding));\n    bool ret = ImageButtonEx(id, user_texture_id, size, uv0, uv1, bg_col, tint_col);\n    if (frame_padding >= 0)\n        PopStyleVar();\n    return ret;\n}\n#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n\nbool ImGui::Checkbox(const char* label, bool* v) {\n\t\tImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n    const ImVec2 label_size = CalcTextSize(label, 0, 1);\n\n    const float square_sz = 13.f;\n    const float ROUNDING = 2.f;\n    const ImVec2 pos = window->DC.CursorPos;\n    const ImRect frame_bb(pos, pos + ImVec2(square_sz, square_sz));\n    const ImRect total_bb(pos, pos + ImVec2(square_sz + label_size.x + style.ItemInnerSpacing.x + 2, square_sz));\n    ItemAdd(total_bb, id, &frame_bb);\n    ItemSize(total_bb, style.FramePadding.y);\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);\n    if (pressed) {\n\n        *v = !(*v);\n        MarkItemEdited(id);\n    }\n\n    static std::unordered_map< ImGuiID, float > values;\n    auto value = values.find(id);\n\n    if (value == values.end()) {\n\n        values.insert({ id, 0.f });\n        value = values.find(id);\n    }\n\n    value->second = ImLerp(value->second, (*v ? 1.f : 0.f), 0.1f);\n\n    RenderFrame(frame_bb.Min, frame_bb.Max, hovered ? ImColor(26, 25, 32) : ImColor(21, 20, 27), 0, ROUNDING);\n    window->DrawList->AddRect(frame_bb.Min, frame_bb.Max, ImColor(1.f, 1.f, 1.f, 0.07f * style.Alpha), ROUNDING);\n\n    RenderFrame(frame_bb.Min, frame_bb.Max, get_accent_color(value->second * style.Alpha), 0, ROUNDING);\n\n    RenderCheckMark(window->DrawList, frame_bb.GetCenter() - ImVec2((square_sz / 2 + 1) / 2, (square_sz / 2 + 1) / 2), GetColorU32(ImGuiCol_CheckMark, value->second), square_sz / 2 + 1);\n\n    ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x + 2, frame_bb.GetCenter().y - label_size.y / 2);\n    if (label_size.x > 0.f)\n        RenderText(label_pos, label);\n\n    return pressed;\n}\n\nbool ImGui::ColorCheckbox(const char* label, bool* v)\n\t{\n\t\tImGuiWindow* window = GetCurrentWindow();\n\t\tif (window->SkipItems)\n\t\t\treturn false;\n\n\t\tImGuiContext& g = *GImGui;\n\t\tconst ImGuiStyle& style = g.Style;\n\t\tconst ImGuiID id = window->GetID(label);\n\t\tconst ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);\n\t\tconst float square_sz = ImGui::GetFrameHeight();\n\t\tconst ImVec2 pos = window->DC.CursorPos;\n\t\tconst ImRect total_bb(pos + ImVec2(10, 5), pos + ImVec2(square_sz + (style.ItemInnerSpacing.x + label_size.x + 0), 0 + label_size.y + style.FramePadding.y * 2) + ImVec2(10, 5));\n\t\tItemSize(total_bb, style.FramePadding.y);\n\t\tItemAdd(total_bb, id);\n\n\t\tbool hovered, held;\n\t\tbool pressed = ButtonBehavior(total_bb, id, &hovered, &held);\n\n\t\tif (hovered || held)\n\t\t\tImGui::SetMouseCursor(7);\n\n\t\tif (pressed)\n\t\t\t*v = !(*v);\n\n\t\twindow->DrawList->AddRectFilled(ImVec2(total_bb.Min.x + 0, total_bb.Min.y + 0), ImVec2(total_bb.Min.x + 10, total_bb.Min.y + 10), ImColor(37, 37, 37, int(1.0f * 253)), 0, 15);\n\t\twindow->DrawList->AddRect(ImVec2(total_bb.Min.x + 0, total_bb.Min.y + 0), ImVec2(total_bb.Min.x + 10, total_bb.Min.y + 10), ImColor(27, 27, 27, int(1.0f * 253)), 0, 15);\n\n\t\tif (*v)\n\t\t{\n\t\t\twindow->DrawList->AddRectFilledMultiColor(ImVec2(total_bb.Min.x + 1, total_bb.Min.y + 1), ImVec2(total_bb.Min.x + 9, total_bb.Min.y + 9), ImColor(9 / 255.f, 169 / 255.f, 232 / 255.f, 1.0f), ImColor(9 / 255.f, 169 / 255.f, 232 / 255.f, 1.0f), ImColor(0, 54, 116, int(1.0f * 253)), ImColor(0, 54, 116, int(1.0f * 253)));\n\t\t}\n\n\t\tImGui::PushStyleColor(ImGuiCol_Text, ImVec4(214 / 255.f, 214 / 255.f, 214 / 255.f, 1.0f));\n\t\tImGui::RenderText(ImVec2(total_bb.Min.x + style.ItemInnerSpacing.x + 10, total_bb.Min.y + style.FramePadding.y + -4), label);\n\t\tImGui::PopStyleColor();\n\t\treturn pressed;\n\t}\n\nbool ImGui::Switchbox(const char* label, bool* v)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n \n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n \n    const float square_sz = GetFrameHeight();\n    ImVec2 pos = window->DC.CursorPos;\n \n    const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));\n    ItemSize(total_bb, style.FramePadding.y);\n    if (!ItemAdd(total_bb, id))\n        return false;\n \n    bool hovered, held;\n    bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);\n    if (pressed)\n    {\n        *v = !(*v);\n        MarkItemEdited(id);\n    }\n \n \n    const ImRect check_bb(pos, ImVec2(pos.x, pos.y) + ImVec2(square_sz *1.5, square_sz * 0.8));\n    RenderNavHighlight(total_bb, id);\n    //window->DrawList->AddCircleFilled(check_bb.GetCenter(), 10, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg));\n    //window->DrawList->AddCircle(check_bb.GetCenter(), 11, GetColorU32(ImGuiCol_CheckMark),12,2.f);\n    //RenderFrame(ImVec2(check_bb.Min.x, check_bb.Min.y) , ImVec2(check_bb.Max.x, check_bb.Max.y), GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, 4.f);\n    //window->DrawList->AddRectFilled(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg));\n \n    auto col = GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);\n   \n    //Draw First Box\n    ImVec2 UpperLeft(check_bb.GetTL().x, check_bb.GetTL().y + 2.f);\n    ImVec2 LowerRight(check_bb.GetBR().x, check_bb.GetBR().y + 2.f);    \n    ImRect newRect(UpperLeft, LowerRight);\n    window->DrawList->AddRectFilled(newRect.Min, newRect.Max, ImColor(52, 61, 70), 10);\n \n    //Setup new rect for mid square + circle\n    ImVec2 sUpperLeft(check_bb.GetTL().x, check_bb.GetTL().y + 2.f);\n    ImVec2 sLowerRight(check_bb.GetCenter().x, check_bb.GetBR().y + 2.f);\n    ImRect sRect(sUpperLeft, sLowerRight);\n    window->DrawList->AddRectFilled(sRect.Min, sRect.Max, ImColor(255, 255, 255),10);\n \n \n \n    ImU32 check_col = GetColorU32(ImGuiCol_CheckMark);\n    if (*v) {\n \n        //reset canvas\n        window->DrawList->AddRectFilled(ImVec2(newRect.Min.x - 1.f, newRect.Min.y - 1.f), ImVec2(newRect.Max.x +.5f, newRect.Max.y + 1.f), ImColor(58, 159, 191), 10);\n \n        //create new rectangle for second half, third rect\n        ImVec2 tUpperLeft(check_bb.GetCenter().x, check_bb.GetTL().y + 2.f);\n        ImVec2 tLowerRight(check_bb.GetBR().x, check_bb.GetBR().y + 2.f);\n        ImRect tRect(tUpperLeft, tLowerRight);\n        window->DrawList->AddRectFilled(tRect.Min, tRect.Max, ImColor(255, 255, 255), 10);\n \n \n    }\n    //window->DrawList->AddCircleFilled(check_bb.GetCenter(), 7, check_col);\n \n    if (label_size.x > 0.0f)\n        RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label);\n \n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0));\n    return pressed;\n}\n\nbool ImGui::OriginalCheckbox(const char* label, bool* v)\n{\n    ImGuiWindow* window = ImGui::GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n    const ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);\n\n    const float square_sz = ImGui::GetFrameHeight();\n    const ImVec2 pos = window->DC.CursorPos;\n    const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));\n    ImGui::ItemSize(total_bb, style.FramePadding.y);\n    if (!ImGui::ItemAdd(total_bb, id))\n    {\n        IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0));\n        return false;\n    }\n\n    const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));\n    ImGui::RenderFrame(check_bb.Min, check_bb.Max, ImGui::GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);\n    ImU32 check_col = ImGui::GetColorU32(ImGuiCol_CheckMark);\n    if (*v)\n    {\n        const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f));\n        ImGui::RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f);\n    }\n\n    ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y);\n    if (label_size.x > 0.0f)\n        ImGui::RenderText(label_pos, label);\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0));\n    return true;\n}\n\ntemplate<typename T>\nbool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value)\n{\n    bool all_on = (*flags & flags_value) == flags_value;\n    bool any_on = (*flags & flags_value) != 0;\n    bool pressed;\n    if (!all_on && any_on)\n    {\n        ImGuiContext& g = *GImGui;\n        ImGuiItemFlags backup_item_flags = g.CurrentItemFlags;\n        g.CurrentItemFlags |= ImGuiItemFlags_MixedValue;\n        pressed = OriginalCheckbox(label, &all_on);\n        g.CurrentItemFlags = backup_item_flags;\n    }\n    else\n    {\n        pressed = OriginalCheckbox(label, &all_on);\n\n    }\n    if (pressed)\n    {\n        if (all_on)\n            *flags |= flags_value;\n        else\n            *flags &= ~flags_value;\n    }\n    return pressed;\n}\n\nbool ImGui::CheckboxFlags(const char* label, int* flags, int flags_value)\n{\n    return CheckboxFlagsT(label, flags, flags_value);\n}\n\nbool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value)\n{\n    return CheckboxFlagsT(label, flags, flags_value);\n}\n\nbool ImGui::CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value)\n{\n    return CheckboxFlagsT(label, flags, flags_value);\n}\n\nbool ImGui::CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value)\n{\n    return CheckboxFlagsT(label, flags, flags_value);\n}\n\nbool ImGui::RadioButton(const char* label, bool active)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n\n    const float square_sz = GetFrameHeight();\n    const ImVec2 pos = window->DC.CursorPos;\n    const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));\n    const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));\n    ItemSize(total_bb, style.FramePadding.y);\n    if (!ItemAdd(total_bb, id))\n        return false;\n\n    ImVec2 center = check_bb.GetCenter();\n    center.x = IM_ROUND(center.x);\n    center.y = IM_ROUND(center.y);\n    const float radius = (square_sz - 1.0f) * 0.5f;\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);\n    if (pressed)\n        MarkItemEdited(id);\n\n    RenderNavHighlight(total_bb, id);\n    window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16);\n    if (active)\n    {\n        const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f));\n        window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16);\n    }\n\n    if (style.FrameBorderSize > 0.0f)\n    {\n        window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize);\n        window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize);\n    }\n\n    ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y);\n    if (g.LogEnabled)\n        LogRenderedText(&label_pos, active ? \"(x)\" : \"( )\");\n    if (label_size.x > 0.0f)\n        RenderText(label_pos, label);\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);\n    return pressed;\n}\n\n// FIXME: This would work nicely if it was a public template, e.g. 'template<T> RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it..\nbool ImGui::RadioButton(const char* label, int* v, int v_button)\n{\n    const bool pressed = RadioButton(label, *v == v_button);\n    if (pressed)\n        *v = v_button;\n    return pressed;\n}\n\n// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size\nvoid ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n\n    ImVec2 pos = window->DC.CursorPos;\n    ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f);\n    ImRect bb(pos, pos + size);\n    ItemSize(size, style.FramePadding.y);\n    if (!ItemAdd(bb, 0))\n        return;\n\n    // Render\n    fraction = ImSaturate(fraction);\n    RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);\n    bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize));\n    const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y);\n    RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding);\n\n    // Default displaying the fraction as percentage string, but user can override it\n    char overlay_buf[32];\n    if (!overlay)\n    {\n        ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), \"%.0f%%\", fraction * 100 + 0.01f);\n        overlay = overlay_buf;\n    }\n\n    ImVec2 overlay_size = CalcTextSize(overlay, NULL);\n    if (overlay_size.x > 0.0f)\n        RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb);\n}\n\nvoid ImGui::Bullet()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize);\n    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height));\n    ItemSize(bb);\n    if (!ItemAdd(bb, 0))\n    {\n        SameLine(0, style.FramePadding.x * 2);\n        return;\n    }\n\n    // Render and stay on same line\n    ImU32 text_col = GetColorU32(ImGuiCol_Text);\n    RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col);\n    SameLine(0, style.FramePadding.x * 2.0f);\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: Low-level Layout helpers\n//-------------------------------------------------------------------------\n// - Spacing()\n// - Dummy()\n// - NewLine()\n// - AlignTextToFramePadding()\n// - SeparatorEx() [Internal]\n// - Separator()\n// - SplitterBehavior() [Internal]\n// - ShrinkWidths() [Internal]\n//-------------------------------------------------------------------------\n\nvoid ImGui::Spacing()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n    ItemSize(ImVec2(0, 0));\n}\n\nvoid ImGui::Dummy(const ImVec2& size)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);\n    ItemSize(size);\n    ItemAdd(bb, 0);\n}\n\nvoid ImGui::NewLine()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiLayoutType backup_layout_type = window->DC.LayoutType;\n    window->DC.LayoutType = ImGuiLayoutType_Vertical;\n    window->DC.IsSameLine = false;\n    if (window->DC.CurrLineSize.y > 0.0f)     // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height.\n        ItemSize(ImVec2(0, 0));\n    else\n        ItemSize(ImVec2(0.0f, g.FontSize));\n    window->DC.LayoutType = backup_layout_type;\n}\n\nvoid ImGui::AlignTextToFramePadding()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2);\n    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y);\n}\n\n// Horizontal/vertical separating line\n// FIXME: Surprisingly, this seemingly simple widget is adjacent to MANY different legacy/tricky layout issues.\nvoid ImGui::SeparatorEx(ImGuiSeparatorFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical)));   // Check that only 1 option is selected\n\n    const float thickness = 1.0f; // Cannot use g.Style.SeparatorTextSize yet for various reasons.\n    if (flags & ImGuiSeparatorFlags_Vertical)\n    {\n        // Vertical separator, for menu bars (use current line height).\n        float y1 = window->DC.CursorPos.y;\n        float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y;\n        const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness, y2));\n        ItemSize(ImVec2(thickness, 0.0f));\n        if (!ItemAdd(bb, 0))\n            return;\n\n        // Draw\n        window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator));\n        if (g.LogEnabled)\n            LogText(\" |\");\n    }\n    else if (flags & ImGuiSeparatorFlags_Horizontal)\n    {\n        // Horizontal Separator\n        float x1 = window->Pos.x;\n        float x2 = window->Pos.x + window->Size.x;\n\n        // FIXME-WORKRECT: old hack (#205) until we decide of consistent behavior with WorkRect/Indent and Separator\n        if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID)\n            x1 += window->DC.Indent.x;\n\n        // FIXME-WORKRECT: In theory we should simply be using WorkRect.Min.x/Max.x everywhere but it isn't aesthetically what we want,\n        // need to introduce a variant of WorkRect for that purpose. (#4787)\n        if (ImGuiTable* table = g.CurrentTable)\n        {\n            x1 = table->Columns[table->CurrentColumn].MinX;\n            x2 = table->Columns[table->CurrentColumn].MaxX;\n        }\n\n        ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL;\n        if (columns)\n            PushColumnsBackground();\n\n        // We don't provide our width to the layout so that it doesn't get feed back into AutoFit\n        // FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell)\n        const float thickness_for_layout = (thickness == 1.0f) ? 0.0f : thickness; // FIXME: See 1.70/1.71 Separator() change: makes legacy 1-px separator not affect layout yet. Should change.\n        const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness));\n        ItemSize(ImVec2(0.0f, thickness_for_layout));\n        const bool item_visible = ItemAdd(bb, 0);\n        if (item_visible)\n        {\n            // Draw\n            window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator));\n            if (g.LogEnabled)\n                LogRenderedText(&bb.Min, \"--------------------------------\\n\");\n\n        }\n        if (columns)\n        {\n            PopColumnsBackground();\n            columns->LineMinY = window->DC.CursorPos.y;\n        }\n    }\n}\n\nvoid ImGui::Separator()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return;\n\n    // Those flags should eventually be overridable by the user\n    ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal;\n    flags |= ImGuiSeparatorFlags_SpanAllColumns; // NB: this only applies to legacy Columns() api as they relied on Separator() a lot.\n    SeparatorEx(flags);\n}\n\nvoid ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_w)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiStyle& style = g.Style;\n\n    const ImVec2 label_size = CalcTextSize(label, label_end, false);\n    const ImVec2 pos = window->DC.CursorPos;\n    const ImVec2 padding = style.SeparatorTextPadding;\n\n    const float separator_thickness = style.SeparatorTextBorderSize;\n    const ImVec2 min_size(label_size.x + extra_w + padding.x * 2.0f, ImMax(label_size.y + padding.y * 2.0f, separator_thickness));\n    const ImRect bb(pos, ImVec2(window->WorkRect.Max.x, pos.y + min_size.y));\n    const float text_baseline_y = ImFloor((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImFloor((style.SeparatorTextSize - label_size.y) * 0.5f));\n    ItemSize(min_size, text_baseline_y);\n    if (!ItemAdd(bb, id))\n        return;\n\n    const float sep1_x1 = pos.x;\n    const float sep2_x2 = bb.Max.x;\n    const float seps_y = ImFloor((bb.Min.y + bb.Max.y) * 0.5f + 0.99999f);\n\n    const float label_avail_w = ImMax(0.0f, sep2_x2 - sep1_x1 - padding.x * 2.0f);\n    const ImVec2 label_pos(pos.x + padding.x + ImMax(0.0f, (label_avail_w - label_size.x - extra_w) * style.SeparatorTextAlign.x), pos.y + text_baseline_y); // FIXME-ALIGN\n\n    // This allows using SameLine() to position something in the 'extra_w'\n    window->DC.CursorPosPrevLine.x = label_pos.x + label_size.x;\n\n    const ImU32 separator_col = GetColorU32(ImGuiCol_Separator);\n    if (label_size.x > 0.0f)\n    {\n        const float sep1_x2 = label_pos.x - style.ItemSpacing.x;\n        const float sep2_x1 = label_pos.x + label_size.x + extra_w + style.ItemSpacing.x;\n        if (sep1_x2 > sep1_x1 && separator_thickness > 0.0f)\n            window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep1_x2, seps_y), separator_col, separator_thickness);\n        if (sep2_x2 > sep2_x1 && separator_thickness > 0.0f)\n            window->DrawList->AddLine(ImVec2(sep2_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness);\n        if (g.LogEnabled)\n            LogSetNextTextDecoration(\"---\", NULL);\n        RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, bb.Max.x, label, label_end, &label_size);\n    }\n    else\n    {\n        if (g.LogEnabled)\n            LogText(\"---\");\n        if (separator_thickness > 0.0f)\n            window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness);\n    }\n}\n\nvoid ImGui::SeparatorText(const char* label)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n\n    // The SeparatorText() vs SeparatorTextEx() distinction is designed to be considerate that we may want:\n    // - allow headers to be draggable items (would require a stable ID + a noticeable highlight)\n    // - this high-level entry point to allow formatting? (may require ID separate from formatted string)\n    // - because of this we probably can't turn 'const char* label' into 'const char* fmt, ...'\n    // Otherwise, we can decide that users wanting to drag this would layout a dedicated drag-item,\n    // and then we can turn this into a format function.\n    SeparatorTextEx(0, label, FindRenderedTextEnd(label), 0.0f);\n}\n\n// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise.\nbool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    if (!ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav))\n        return false;\n\n    bool hovered, held;\n    ImRect bb_interact = bb;\n    bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f));\n    ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap);\n    if (hovered)\n        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb\n    if (g.ActiveId != id)\n        SetItemAllowOverlap();\n\n    if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay))\n        SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW);\n\n    ImRect bb_render = bb;\n    if (held)\n    {\n        ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min;\n        float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x;\n\n        // Minimum pane size\n        float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1);\n        float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2);\n        if (mouse_delta < -size_1_maximum_delta)\n            mouse_delta = -size_1_maximum_delta;\n        if (mouse_delta > size_2_maximum_delta)\n            mouse_delta = size_2_maximum_delta;\n\n        // Apply resize\n        if (mouse_delta != 0.0f)\n        {\n            if (mouse_delta < 0.0f)\n                IM_ASSERT(*size1 + mouse_delta >= min_size1);\n            if (mouse_delta > 0.0f)\n                IM_ASSERT(*size2 - mouse_delta >= min_size2);\n            *size1 += mouse_delta;\n            *size2 -= mouse_delta;\n            bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta));\n            MarkItemEdited(id);\n        }\n    }\n\n    // Render at new position\n    if (bg_col & IM_COL32_A_MASK)\n        window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f);\n    const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);\n    window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f);\n\n    return held;\n}\n\nstatic int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs)\n{\n    const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs;\n    const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs;\n    if (int d = (int)(b->Width - a->Width))\n        return d;\n    return (b->Index - a->Index);\n}\n\n// Shrink excess width from a set of item, by removing width from the larger items first.\n// Set items Width to -1.0f to disable shrinking this item.\nvoid ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess)\n{\n    if (count == 1)\n    {\n        if (items[0].Width >= 0.0f)\n            items[0].Width = ImMax(items[0].Width - width_excess, 1.0f);\n        return;\n    }\n    ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer);\n    int count_same_width = 1;\n    while (width_excess > 0.0f && count_same_width < count)\n    {\n        while (count_same_width < count && items[0].Width <= items[count_same_width].Width)\n            count_same_width++;\n        float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f);\n        if (max_width_to_remove_per_item <= 0.0f)\n            break;\n        float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item);\n        for (int item_n = 0; item_n < count_same_width; item_n++)\n            items[item_n].Width -= width_to_remove_per_item;\n        width_excess -= width_to_remove_per_item * count_same_width;\n    }\n\n    // Round width and redistribute remainder\n    // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator.\n    width_excess = 0.0f;\n    for (int n = 0; n < count; n++)\n    {\n        float width_rounded = ImFloor(items[n].Width);\n        width_excess += items[n].Width - width_rounded;\n        items[n].Width = width_rounded;\n    }\n    while (width_excess > 0.0f)\n        for (int n = 0; n < count && width_excess > 0.0f; n++)\n        {\n            float width_to_add = ImMin(items[n].InitialWidth - items[n].Width, 1.0f);\n            items[n].Width += width_to_add;\n            width_excess -= width_to_add;\n        }\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: ComboBox\n//-------------------------------------------------------------------------\n// - CalcMaxPopupHeightFromItemCount() [Internal]\n// - BeginCombo()\n// - BeginComboPopup() [Internal]\n// - EndCombo()\n// - BeginComboPreview() [Internal]\n// - EndComboPreview() [Internal]\n// - Combo()\n//-------------------------------------------------------------------------\n\nstatic float CalcMaxPopupHeightFromItemCount(int items_count)\n{\n    ImGuiContext& g = *GImGui;\n    if (items_count <= 0)\n        return FLT_MAX;\n    return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2);\n}\n\n// Getter for the old Combo() API: const char*[]\nstatic bool Items_ArrayGetter(void* data, int idx, const char** out_text)\n{\n    const char* const* items = (const char* const*)data;\n    if (out_text)\n        *out_text = items[idx];\n    return true;\n}\n\n// Getter for the old Combo() API: \"item1\\0item2\\0item3\\0\"\nstatic bool Items_SingleStringGetter(void* data, int idx, const char** out_text)\n{\n    // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited.\n    const char* items_separated_by_zeros = (const char*)data;\n    int items_count = 0;\n    const char* p = items_separated_by_zeros;\n    while (*p)\n    {\n        if (idx == items_count)\n            break;\n        p += strlen(p) + 1;\n        items_count++;\n    }\n    if (!*p)\n        return false;\n    if (out_text)\n        *out_text = p;\n    return true;\n}\n\nbool ImGui::BeginComboBox(const char* label, const char* preview_value, ImGuiComboFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n\n    ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags;\n    g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values\n    if (window->SkipItems)\n        return false;\n\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n    IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together\n    const float size = GetWindowWidth() - 20;\n\n    auto label_size = CalcTextSize(label, 0, 1);\n    const ImRect clickable(window->DC.CursorPos + ImVec2(0, label_size.y + 5), window->DC.CursorPos + ImVec2(size, label_size.y + 25));\n    const ImRect total_bb(window->DC.CursorPos, clickable.Max);\n\n    ItemAdd(total_bb, id, &clickable);\n    ItemSize(total_bb, style.FramePadding.y);\n\n    // Open on click\n    bool hovered, held;\n    bool pressed = ButtonBehavior(clickable, id, &hovered, &held);\n    const ImGuiID popup_id = ImHashStr(\"##ComboPopup\", 0, id);\n    bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None);\n    if (pressed && !popup_open)\n    {\n        OpenPopupEx(popup_id, ImGuiPopupFlags_None);\n        popup_open = true;\n    }\n\n    static std::unordered_map< ImGuiID, float > values;\n    auto value = values.find(id);\n    if (value == values.end()) {\n\n        values.insert({ id, 0.f });\n        value = values.find(id);\n    }\n\n    value->second = ImLerp(value->second, (popup_open ? 1.f : 0.f), 0.038f);\n\n    window->DrawList->AddRectFilled(clickable.Min, clickable.Max, hovered || popup_open ? ImColor(26, 25, 32) : ImColor(21, 20, 27), 2);\n    window->DrawList->AddRect(clickable.Min, clickable.Max, ImColor(1.f, 1.f, 1.f, 0.07f * style.Alpha), 2);\n\n    RenderText(total_bb.Min, label);\n\n    RenderTextClipped(clickable.Min + ImVec2(5, 3), clickable.Max - ImVec2(15, -3 + -CalcTextSize(preview_value, 0, 1).y), preview_value, NULL, NULL, ImVec2(0.f, 0.f));\n\n    RenderArrow(window->DrawList, ImVec2(clickable.Max.x - 13, clickable.Min.y + 4), GetColorU32(ImGuiCol_Text, popup_open ? 1.f : 0.3f), ImGuiDir_Down, 1);\n\n    if (!popup_open)\n        return false;\n\n    g.NextWindowData.Flags = backup_next_window_data_flags;\n    if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None))\n    {\n        g.NextWindowData.ClearFlags();\n        return false;\n    }\n\n    // Set popup size\n    float w = clickable.GetWidth();\n    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)\n    {\n        g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w);\n    }\n    else\n    {\n        if ((flags & ImGuiComboFlags_HeightMask_) == 0)\n            flags |= ImGuiComboFlags_HeightRegular;\n        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one\n        int popup_max_height_in_items = -1;\n        if (flags & ImGuiComboFlags_HeightRegular)     popup_max_height_in_items = 8;\n        else if (flags & ImGuiComboFlags_HeightSmall)  popup_max_height_in_items = 4;\n        else if (flags & ImGuiComboFlags_HeightLarge)  popup_max_height_in_items = 20;\n        SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items) * value->second));\n    }\n\n    // This is essentially a specialized version of BeginPopupEx()\n    char name[16];\n    ImFormatString(name, IM_ARRAYSIZE(name), \"##Combo_%02d\", g.BeginPopupStack.Size); // Recycle windows based on depth\n\n    // Set position given a custom constraint (peak into expected window size so we can position it)\n    // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function?\n    // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()?\n    if (ImGuiWindow* popup_window = FindWindowByName(name))\n        if (popup_window->WasActive)\n        {\n            // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us.\n            ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window);\n            popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = \"Below, Toward Left\", Down = \"Below, Toward Right (default)\"\n            ImRect r_outer = GetPopupAllowedExtentRect(popup_window);\n            ImVec2 pos = FindBestWindowPosForPopupEx(clickable.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, clickable, ImGuiPopupPositionPolicy_ComboBox);\n            SetNextWindowPos(pos + ImVec2(0, 3));\n        }\n\n    // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx()\n    ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove;\n    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Horizontally align ourselves with the framed text\n    PushStyleVar(ImGuiStyleVar_PopupRounding, 2);\n    PushStyleVar(ImGuiStyleVar_PopupBorderSize, 1);\n    PushStyleColor(ImGuiCol_Border, ImVec4(1.f, 1.f, 1.f, 0.07f));\n    PushStyleColor(ImGuiCol_PopupBg, GetColorU32(ImGuiCol_WindowBg));\n    bool ret = Begin(name, NULL, window_flags | ImGuiWindowFlags_NoScrollbar);\n    PopStyleVar(3);\n    PopStyleColor(2);\n    if (!ret)\n    {\n        EndPopup();\n        IM_ASSERT(0);   // This should never happen as we tested for IsPopupOpen() above\n        return false;\n    }\n    return true;\n}\n\n// Old API, prefer using BeginCombo() nowadays if you can.\nbool ImGui::ComboBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_max_height_in_items)\n{\n    ImGuiContext& g = *GImGui;\n\n    // Call the getter to obtain the preview string which is a parameter to BeginCombo()\n    const char* preview_value = NULL;\n    if (*current_item >= 0 && *current_item < items_count)\n        items_getter(data, *current_item, &preview_value);\n\n    // The old Combo() API exposed \"popup_max_height_in_items\". The new more general BeginCombo() API doesn't have/need it, but we emulate it here.\n    if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint))\n        SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));\n\n    if (!ImGui::BeginComboBox(label, preview_value, ImGuiComboFlags_None))\n        return false;\n\n    // Display items\n    // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed)\n    bool value_changed = false;\n    for (int i = 0; i < items_count; i++)\n    {\n        PushID(i);\n        const bool item_selected = (i == *current_item);\n        const char* item_text;\n        if (!items_getter(data, i, &item_text))\n            item_text = \"*Unknown item*\";\n        PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));\n        if (Selectable(item_text, item_selected, ImGuiSelectableFlags_NoPadWithHalfSpacing, ImVec2(0, 20)))\n        {\n            value_changed = true;\n            *current_item = i;\n        }\n        PopStyleVar();\n        if (item_selected)\n            SetItemDefaultFocus();\n        PopID();\n    }\n\n    EndCombo();\n\n    if (value_changed)\n        MarkItemEdited(g.LastItemData.ID);\n\n    return value_changed;\n}\n\n// Combo box helper allowing to pass an array of strings.\nbool ImGui::ComboBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items)\n{\n    const bool value_changed = ComboBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items);\n    return value_changed;\n}\n\n// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items \"item1\\0item2\\0\"\nbool ImGui::ComboBox(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items)\n{\n    int items_count = 0;\n    const char* p = items_separated_by_zeros;       // FIXME-OPT: Avoid computing this, or at least only when combo is open\n    while (*p)\n    {\n        p += strlen(p) + 1;\n        items_count++;\n    }\n    bool value_changed = ComboBox(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items);\n    return value_changed;\n}\n\nbool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None))\n    {\n        g.NextWindowData.ClearFlags();\n        return false;\n    }\n\n    // Set popup size\n    float w = bb.GetWidth();\n    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)\n    {\n        g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w);\n    }\n    else\n    {\n        if ((flags & ImGuiComboFlags_HeightMask_) == 0)\n            flags |= ImGuiComboFlags_HeightRegular;\n        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one\n        int popup_max_height_in_items = -1;\n        if (flags & ImGuiComboFlags_HeightRegular)     popup_max_height_in_items = 8;\n        else if (flags & ImGuiComboFlags_HeightSmall)  popup_max_height_in_items = 4;\n        else if (flags & ImGuiComboFlags_HeightLarge)  popup_max_height_in_items = 20;\n        ImVec2 constraint_min(0.0f, 0.0f), constraint_max(FLT_MAX, FLT_MAX);\n        if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size\n            constraint_min.x = w;\n        if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f)\n            constraint_max.y = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items);\n        SetNextWindowSizeConstraints(constraint_min, constraint_max);\n    }\n\n    // This is essentially a specialized version of BeginPopupEx()\n    char name[16];\n    ImFormatString(name, IM_ARRAYSIZE(name), \"##Combo_%02d\", g.BeginPopupStack.Size); // Recycle windows based on depth\n\n    // Set position given a custom constraint (peak into expected window size so we can position it)\n    // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function?\n    // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()?\n    if (ImGuiWindow* popup_window = FindWindowByName(name))\n        if (popup_window->WasActive)\n        {\n            // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us.\n            ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window);\n            popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = \"Below, Toward Left\", Down = \"Below, Toward Right (default)\"\n            ImRect r_outer = GetPopupAllowedExtentRect(popup_window);\n            ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox);\n            SetNextWindowPos(pos);\n        }\n\n    // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx()\n    ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove;\n    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(g.Style.FramePadding.x, g.Style.WindowPadding.y)); // Horizontally align ourselves with the framed text\n    bool ret = Begin(name, NULL, window_flags);\n    PopStyleVar();\n    if (!ret)\n    {\n        EndPopup();\n        IM_ASSERT(0);   // This should never happen as we tested for IsPopupOpen() above\n        return false;\n    }\n    return true;\n}\n\nbool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n\n    ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags;\n    g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values\n    if (window->SkipItems)\n        return false;\n\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n    IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together\n\n    const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight();\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n    const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth();\n    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));\n    const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));\n    ItemSize(total_bb, style.FramePadding.y);\n    if (!ItemAdd(total_bb, id, &bb))\n        return false;\n\n    // Open on click\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held);\n    const ImGuiID popup_id = ImHashStr(\"##ComboPopup\", 0, id);\n    bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None);\n    if (pressed && !popup_open)\n    {\n        OpenPopupEx(popup_id, ImGuiPopupFlags_None);\n        popup_open = true;\n    }\n\n    // Render shape\n    const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);\n    const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size);\n    RenderNavHighlight(bb, id);\n    if (!(flags & ImGuiComboFlags_NoPreview))\n        window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft);\n    if (!(flags & ImGuiComboFlags_NoArrowButton))\n    {\n        ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button);\n        ImU32 text_col = GetColorU32(ImGuiCol_Text);\n        window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight);\n        if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x)\n            RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f);\n    }\n    RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding);\n\n    // Custom preview\n    if (flags & ImGuiComboFlags_CustomPreview)\n    {\n        g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y);\n        IM_ASSERT(preview_value == NULL || preview_value[0] == 0);\n        preview_value = NULL;\n    }\n\n    // Render preview and label\n    if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview))\n    {\n        if (g.LogEnabled)\n            LogSetNextTextDecoration(\"{\", \"}\");\n        RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL);\n    }\n    if (label_size.x > 0)\n        RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label);\n\n    if (!popup_open)\n        return false;\n\n    g.NextWindowData.Flags = backup_next_window_data_flags;\n    return BeginComboPopup(popup_id, bb, flags);\n}\n\nvoid ImGui::EndCombo()\n{\n    EndPopup();\n}\n\n// Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements\n// (Experimental, see GitHub issues: #1658, #4168)\nbool ImGui::BeginComboPreview()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiComboPreviewData* preview_data = &g.ComboPreviewData;\n\n    if (window->SkipItems || !(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible))\n        return false;\n    IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag?\n    if (!window->ClipRect.Contains(preview_data->PreviewRect)) // Narrower test (optional)\n        return false;\n\n    // FIXME: This could be contained in a PushWorkRect() api\n    preview_data->BackupCursorPos = window->DC.CursorPos;\n    preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos;\n    preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine;\n    preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;\n    preview_data->BackupLayout = window->DC.LayoutType;\n    window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding;\n    window->DC.CursorMaxPos = window->DC.CursorPos;\n    window->DC.LayoutType = ImGuiLayoutType_Horizontal;\n    window->DC.IsSameLine = false;\n    PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true);\n\n    return true;\n}\n\nvoid ImGui::EndComboPreview()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiComboPreviewData* preview_data = &g.ComboPreviewData;\n\n    // FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future\n    ImDrawList* draw_list = window->DrawList;\n    if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y)\n        if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command\n        {\n            draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect;\n            draw_list->_TryMergeDrawCmds();\n        }\n    PopClipRect();\n    window->DC.CursorPos = preview_data->BackupCursorPos;\n    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos);\n    window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine;\n    window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset;\n    window->DC.LayoutType = preview_data->BackupLayout;\n    window->DC.IsSameLine = false;\n    preview_data->PreviewRect = ImRect();\n}\n\n// Old API, prefer using BeginCombo() nowadays if you can.\nbool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_max_height_in_items)\n{\n    ImGuiContext& g = *GImGui;\n\n    // Call the getter to obtain the preview string which is a parameter to BeginCombo()\n    const char* preview_value = NULL;\n    if (*current_item >= 0 && *current_item < items_count)\n        items_getter(data, *current_item, &preview_value);\n\n    // The old Combo() API exposed \"popup_max_height_in_items\". The new more general BeginCombo() API doesn't have/need it, but we emulate it here.\n    if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint))\n        SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));\n\n    if (!BeginCombo(label, preview_value, ImGuiComboFlags_None))\n        return false;\n\n    // Display items\n    // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed)\n    bool value_changed = false;\n    for (int i = 0; i < items_count; i++)\n    {\n        PushID(i);\n        const bool item_selected = (i == *current_item);\n        const char* item_text;\n        if (!items_getter(data, i, &item_text))\n            item_text = \"*Unknown item*\";\n        if (Selectable(item_text, item_selected))\n        {\n            value_changed = true;\n            *current_item = i;\n        }\n        if (item_selected)\n            SetItemDefaultFocus();\n        PopID();\n    }\n\n    EndCombo();\n\n    if (value_changed)\n        MarkItemEdited(g.LastItemData.ID);\n\n    return value_changed;\n}\n\n// Combo box helper allowing to pass an array of strings.\nbool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items)\n{\n    const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items);\n    return value_changed;\n}\n\n// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items \"item1\\0item2\\0\"\nbool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items)\n{\n    int items_count = 0;\n    const char* p = items_separated_by_zeros;       // FIXME-OPT: Avoid computing this, or at least only when combo is open\n    while (*p)\n    {\n        p += strlen(p) + 1;\n        items_count++;\n    }\n    bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items);\n    return value_changed;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Data Type and Data Formatting Helpers [Internal]\n//-------------------------------------------------------------------------\n// - DataTypeGetInfo()\n// - DataTypeFormatString()\n// - DataTypeApplyOp()\n// - DataTypeApplyOpFromText()\n// - DataTypeCompare()\n// - DataTypeClamp()\n// - GetMinimumStepAtDecimalPrecision\n// - RoundScalarWithFormat<>()\n//-------------------------------------------------------------------------\n\nstatic const ImGuiDataTypeInfo GDataTypeInfo[] =\n{\n    { sizeof(char),             \"S8\",   \"%d\",   \"%d\"    },  // ImGuiDataType_S8\n    { sizeof(unsigned char),    \"U8\",   \"%u\",   \"%u\"    },\n    { sizeof(short),            \"S16\",  \"%d\",   \"%d\"    },  // ImGuiDataType_S16\n    { sizeof(unsigned short),   \"U16\",  \"%u\",   \"%u\"    },\n    { sizeof(int),              \"S32\",  \"%d\",   \"%d\"    },  // ImGuiDataType_S32\n    { sizeof(unsigned int),     \"U32\",  \"%u\",   \"%u\"    },\n#ifdef _MSC_VER\n    { sizeof(ImS64),            \"S64\",  \"%I64d\",\"%I64d\" },  // ImGuiDataType_S64\n    { sizeof(ImU64),            \"U64\",  \"%I64u\",\"%I64u\" },\n#else\n    { sizeof(ImS64),            \"S64\",  \"%lld\", \"%lld\"  },  // ImGuiDataType_S64\n    { sizeof(ImU64),            \"U64\",  \"%llu\", \"%llu\"  },\n#endif\n    { sizeof(float),            \"float\", \"%.3f\",\"%f\"    },  // ImGuiDataType_Float (float are promoted to double in va_arg)\n    { sizeof(double),           \"double\",\"%f\",  \"%lf\"   },  // ImGuiDataType_Double\n};\nIM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT);\n\nconst ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type)\n{\n    IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT);\n    return &GDataTypeInfo[data_type];\n}\n\nint ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format)\n{\n    // Signedness doesn't matter when pushing integer arguments\n    if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32)\n        return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data);\n    if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64)\n        return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data);\n    if (data_type == ImGuiDataType_Float)\n        return ImFormatString(buf, buf_size, format, *(const float*)p_data);\n    if (data_type == ImGuiDataType_Double)\n        return ImFormatString(buf, buf_size, format, *(const double*)p_data);\n    if (data_type == ImGuiDataType_S8)\n        return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data);\n    if (data_type == ImGuiDataType_U8)\n        return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data);\n    if (data_type == ImGuiDataType_S16)\n        return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data);\n    if (data_type == ImGuiDataType_U16)\n        return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data);\n    IM_ASSERT(0);\n    return 0;\n}\n\nvoid ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2)\n{\n    IM_ASSERT(op == '+' || op == '-');\n    switch (data_type)\n    {\n        case ImGuiDataType_S8:\n            if (op == '+') { *(ImS8*)output  = ImAddClampOverflow(*(const ImS8*)arg1,  *(const ImS8*)arg2,  IM_S8_MIN,  IM_S8_MAX); }\n            if (op == '-') { *(ImS8*)output  = ImSubClampOverflow(*(const ImS8*)arg1,  *(const ImS8*)arg2,  IM_S8_MIN,  IM_S8_MAX); }\n            return;\n        case ImGuiDataType_U8:\n            if (op == '+') { *(ImU8*)output  = ImAddClampOverflow(*(const ImU8*)arg1,  *(const ImU8*)arg2,  IM_U8_MIN,  IM_U8_MAX); }\n            if (op == '-') { *(ImU8*)output  = ImSubClampOverflow(*(const ImU8*)arg1,  *(const ImU8*)arg2,  IM_U8_MIN,  IM_U8_MAX); }\n            return;\n        case ImGuiDataType_S16:\n            if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); }\n            if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); }\n            return;\n        case ImGuiDataType_U16:\n            if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); }\n            if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); }\n            return;\n        case ImGuiDataType_S32:\n            if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); }\n            if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); }\n            return;\n        case ImGuiDataType_U32:\n            if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); }\n            if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); }\n            return;\n        case ImGuiDataType_S64:\n            if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); }\n            if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); }\n            return;\n        case ImGuiDataType_U64:\n            if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); }\n            if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); }\n            return;\n        case ImGuiDataType_Float:\n            if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; }\n            if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; }\n            return;\n        case ImGuiDataType_Double:\n            if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; }\n            if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; }\n            return;\n        case ImGuiDataType_COUNT: break;\n    }\n    IM_ASSERT(0);\n}\n\n// User can input math operators (e.g. +100) to edit a numerical values.\n// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess..\nbool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format)\n{\n    while (ImCharIsBlankA(*buf))\n        buf++;\n    if (!buf[0])\n        return false;\n\n    // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all.\n    const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type);\n    ImGuiDataTypeTempStorage data_backup;\n    memcpy(&data_backup, p_data, type_info->Size);\n\n    // Sanitize format\n    // For float/double we have to ignore format with precision (e.g. \"%.2f\") because sscanf doesn't take them in, so force them into %f and %lf\n    char format_sanitized[32];\n    if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double)\n        format = type_info->ScanFmt;\n    else\n        format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_ARRAYSIZE(format_sanitized));\n\n    // Small types need a 32-bit buffer to receive the result from scanf()\n    int v32 = 0;\n    if (sscanf(buf, format, type_info->Size >= 4 ? p_data : &v32) < 1)\n        return false;\n    if (type_info->Size < 4)\n    {\n        if (data_type == ImGuiDataType_S8)\n            *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX);\n        else if (data_type == ImGuiDataType_U8)\n            *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX);\n        else if (data_type == ImGuiDataType_S16)\n            *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX);\n        else if (data_type == ImGuiDataType_U16)\n            *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX);\n        else\n            IM_ASSERT(0);\n    }\n\n    return memcmp(&data_backup, p_data, type_info->Size) != 0;\n}\n\ntemplate<typename T>\nstatic int DataTypeCompareT(const T* lhs, const T* rhs)\n{\n    if (*lhs < *rhs) return -1;\n    if (*lhs > *rhs) return +1;\n    return 0;\n}\n\nint ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2)\n{\n    switch (data_type)\n    {\n    case ImGuiDataType_S8:     return DataTypeCompareT<ImS8  >((const ImS8*  )arg_1, (const ImS8*  )arg_2);\n    case ImGuiDataType_U8:     return DataTypeCompareT<ImU8  >((const ImU8*  )arg_1, (const ImU8*  )arg_2);\n    case ImGuiDataType_S16:    return DataTypeCompareT<ImS16 >((const ImS16* )arg_1, (const ImS16* )arg_2);\n    case ImGuiDataType_U16:    return DataTypeCompareT<ImU16 >((const ImU16* )arg_1, (const ImU16* )arg_2);\n    case ImGuiDataType_S32:    return DataTypeCompareT<ImS32 >((const ImS32* )arg_1, (const ImS32* )arg_2);\n    case ImGuiDataType_U32:    return DataTypeCompareT<ImU32 >((const ImU32* )arg_1, (const ImU32* )arg_2);\n    case ImGuiDataType_S64:    return DataTypeCompareT<ImS64 >((const ImS64* )arg_1, (const ImS64* )arg_2);\n    case ImGuiDataType_U64:    return DataTypeCompareT<ImU64 >((const ImU64* )arg_1, (const ImU64* )arg_2);\n    case ImGuiDataType_Float:  return DataTypeCompareT<float >((const float* )arg_1, (const float* )arg_2);\n    case ImGuiDataType_Double: return DataTypeCompareT<double>((const double*)arg_1, (const double*)arg_2);\n    case ImGuiDataType_COUNT:  break;\n    }\n    IM_ASSERT(0);\n    return 0;\n}\n\ntemplate<typename T>\nstatic bool DataTypeClampT(T* v, const T* v_min, const T* v_max)\n{\n    // Clamp, both sides are optional, return true if modified\n    if (v_min && *v < *v_min) { *v = *v_min; return true; }\n    if (v_max && *v > *v_max) { *v = *v_max; return true; }\n    return false;\n}\n\nbool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max)\n{\n    switch (data_type)\n    {\n    case ImGuiDataType_S8:     return DataTypeClampT<ImS8  >((ImS8*  )p_data, (const ImS8*  )p_min, (const ImS8*  )p_max);\n    case ImGuiDataType_U8:     return DataTypeClampT<ImU8  >((ImU8*  )p_data, (const ImU8*  )p_min, (const ImU8*  )p_max);\n    case ImGuiDataType_S16:    return DataTypeClampT<ImS16 >((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max);\n    case ImGuiDataType_U16:    return DataTypeClampT<ImU16 >((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max);\n    case ImGuiDataType_S32:    return DataTypeClampT<ImS32 >((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max);\n    case ImGuiDataType_U32:    return DataTypeClampT<ImU32 >((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max);\n    case ImGuiDataType_S64:    return DataTypeClampT<ImS64 >((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max);\n    case ImGuiDataType_U64:    return DataTypeClampT<ImU64 >((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max);\n    case ImGuiDataType_Float:  return DataTypeClampT<float >((float* )p_data, (const float* )p_min, (const float* )p_max);\n    case ImGuiDataType_Double: return DataTypeClampT<double>((double*)p_data, (const double*)p_min, (const double*)p_max);\n    case ImGuiDataType_COUNT:  break;\n    }\n    IM_ASSERT(0);\n    return false;\n}\n\nstatic float GetMinimumStepAtDecimalPrecision(int decimal_precision)\n{\n    static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f };\n    if (decimal_precision < 0)\n        return FLT_MIN;\n    return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision);\n}\n\ntemplate<typename TYPE>\nTYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v)\n{\n    IM_UNUSED(data_type);\n    IM_ASSERT(data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double);\n    const char* fmt_start = ImParseFormatFindStart(format);\n    if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string\n        return v;\n\n    // Sanitize format\n    char fmt_sanitized[32];\n    ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized));\n    fmt_start = fmt_sanitized;\n\n    // Format value with our rounding, and read back\n    char v_str[64];\n    ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v);\n    const char* p = v_str;\n    while (*p == ' ')\n        p++;\n    v = (TYPE)ImAtof(p);\n\n    return v;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc.\n//-------------------------------------------------------------------------\n// - DragBehaviorT<>() [Internal]\n// - DragBehavior() [Internal]\n// - DragScalar()\n// - DragScalarN()\n// - DragFloat()\n// - DragFloat2()\n// - DragFloat3()\n// - DragFloat4()\n// - DragFloatRange2()\n// - DragInt()\n// - DragInt2()\n// - DragInt3()\n// - DragInt4()\n// - DragIntRange2()\n//-------------------------------------------------------------------------\n\n// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls)\ntemplate<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>\nbool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;\n    const bool is_clamped = (v_min < v_max);\n    const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;\n    const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);\n\n    // Default tweak speed\n    if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX))\n        v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio);\n\n    // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings\n    float adjust_delta = 0.0f;\n    if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))\n    {\n        adjust_delta = g.IO.MouseDelta[axis];\n        if (g.IO.KeyAlt)\n            adjust_delta *= 1.0f / 100.0f;\n        if (g.IO.KeyShift)\n            adjust_delta *= 10.0f;\n    }\n    else if (g.ActiveIdSource == ImGuiInputSource_Nav)\n    {\n        const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;\n        const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow);\n        const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast);\n        const float tweak_factor = tweak_slow ? 1.0f / 1.0f : tweak_fast ? 10.0f : 1.0f;\n        adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor;\n        v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));\n    }\n    adjust_delta *= v_speed;\n\n    // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter.\n    if (axis == ImGuiAxis_Y)\n        adjust_delta = -adjust_delta;\n\n    // For logarithmic use our range is effectively 0..1 so scale the delta into that range\n    if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0\n        adjust_delta /= (float)(v_max - v_min);\n\n    // Clear current value on activation\n    // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300.\n    bool is_just_activated = g.ActiveIdIsJustActivated;\n    bool is_already_past_limits_and_pushing_outward = is_clamped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f));\n    if (is_just_activated || is_already_past_limits_and_pushing_outward)\n    {\n        g.DragCurrentAccum = 0.0f;\n        g.DragCurrentAccumDirty = false;\n    }\n    else if (adjust_delta != 0.0f)\n    {\n        g.DragCurrentAccum += adjust_delta;\n        g.DragCurrentAccumDirty = true;\n    }\n\n    if (!g.DragCurrentAccumDirty)\n        return false;\n\n    TYPE v_cur = *v;\n    FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f;\n\n    float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true\n    const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense)\n    if (is_logarithmic)\n    {\n        // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound.\n        const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1;\n        logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision);\n\n        // Convert to parametric space, apply delta, convert back\n        float v_old_parametric = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n        float v_new_parametric = v_old_parametric + g.DragCurrentAccum;\n        v_cur = ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n        v_old_ref_for_accum_remainder = v_old_parametric;\n    }\n    else\n    {\n        v_cur += (SIGNEDTYPE)g.DragCurrentAccum;\n    }\n\n    // Round to user desired precision based on format string\n    if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat))\n        v_cur = RoundScalarWithFormatT<TYPE>(format, data_type, v_cur);\n\n    // Preserve remainder after rounding has been applied. This also allow slow tweaking of values.\n    g.DragCurrentAccumDirty = false;\n    if (is_logarithmic)\n    {\n        // Convert to parametric space, apply delta, convert back\n        float v_new_parametric = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n        g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder);\n    }\n    else\n    {\n        g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v);\n    }\n\n    // Lose zero sign for float/double\n    if (v_cur == (TYPE)-0)\n        v_cur = (TYPE)0;\n\n    // Clamp values (+ handle overflow/wrap-around for integer types)\n    if (*v != v_cur && is_clamped)\n    {\n        if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point))\n            v_cur = v_min;\n        if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point))\n            v_cur = v_max;\n    }\n\n    // Apply result\n    if (*v == v_cur)\n        return false;\n    *v = v_cur;\n    return true;\n}\n\nbool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)\n{\n    // Read imgui.cpp \"API BREAKING CHANGES\" section for 1.78 if you hit this assert.\n    IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && \"Invalid ImGuiSliderFlags flags! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.\");\n\n    ImGuiContext& g = *GImGui;\n    if (g.ActiveId == id)\n    {\n        // Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation.\n        if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0])\n            ClearActiveID();\n        else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)\n            ClearActiveID();\n    }\n    if (g.ActiveId != id)\n        return false;\n    if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly))\n        return false;\n\n    switch (data_type)\n    {\n    case ImGuiDataType_S8:     { ImS32 v32 = (ImS32)*(ImS8*)p_v;  bool r = DragBehaviorT<ImS32, ImS32, float>(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN,  p_max ? *(const ImS8*)p_max  : IM_S8_MAX,  format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; }\n    case ImGuiDataType_U8:     { ImU32 v32 = (ImU32)*(ImU8*)p_v;  bool r = DragBehaviorT<ImU32, ImS32, float>(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN,  p_max ? *(const ImU8*)p_max  : IM_U8_MAX,  format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; }\n    case ImGuiDataType_S16:    { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT<ImS32, ImS32, float>(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; }\n    case ImGuiDataType_U16:    { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT<ImU32, ImS32, float>(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; }\n    case ImGuiDataType_S32:    return DragBehaviorT<ImS32, ImS32, float >(data_type, (ImS32*)p_v,  v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags);\n    case ImGuiDataType_U32:    return DragBehaviorT<ImU32, ImS32, float >(data_type, (ImU32*)p_v,  v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags);\n    case ImGuiDataType_S64:    return DragBehaviorT<ImS64, ImS64, double>(data_type, (ImS64*)p_v,  v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags);\n    case ImGuiDataType_U64:    return DragBehaviorT<ImU64, ImS64, double>(data_type, (ImU64*)p_v,  v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags);\n    case ImGuiDataType_Float:  return DragBehaviorT<float, float, float >(data_type, (float*)p_v,  v_speed, p_min ? *(const float* )p_min : -FLT_MAX,   p_max ? *(const float* )p_max : FLT_MAX,    format, flags);\n    case ImGuiDataType_Double: return DragBehaviorT<double,double,double>(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX,   p_max ? *(const double*)p_max : DBL_MAX,    format, flags);\n    case ImGuiDataType_COUNT:  break;\n    }\n    IM_ASSERT(0);\n    return false;\n}\n\n// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional.\n// Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.\nbool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n    const float w = CalcItemWidth();\n\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));\n    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));\n\n    const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;\n    ItemSize(total_bb, style.FramePadding.y);\n    if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0))\n        return false;\n\n    // Default format string when passing NULL\n    if (format == NULL)\n        format = DataTypeGetInfo(data_type)->PrintFmt;\n\n    const bool hovered = ItemHoverable(frame_bb, id);\n    bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);\n    if (!temp_input_is_active)\n    {\n        // Tabbing or CTRL-clicking on Drag turns it into an InputText\n        const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;\n        const bool clicked = hovered && IsMouseClicked(0, id);\n        const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id));\n        const bool make_active = (input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == id || g.NavActivateInputId == id);\n        if (make_active && (clicked || double_clicked))\n            SetKeyOwner(ImGuiKey_MouseLeft, id);\n        if (make_active && temp_input_allowed)\n            if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavActivateInputId == id)\n                temp_input_is_active = true;\n\n        // (Optional) simple click (without moving) turns Drag into an InputText\n        if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active)\n            if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))\n            {\n                g.NavActivateId = g.NavActivateInputId = id;\n                g.NavActivateFlags = ImGuiActivateFlags_PreferInput;\n                temp_input_is_active = true;\n            }\n\n        if (make_active && !temp_input_is_active)\n        {\n            SetActiveID(id, window);\n            SetFocusID(id, window);\n            FocusWindow(window);\n            g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);\n        }\n    }\n\n    if (temp_input_is_active)\n    {\n        // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set\n        const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0 && (p_min == NULL || p_max == NULL || DataTypeCompare(data_type, p_min, p_max) < 0);\n        return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL);\n    }\n\n    // Draw frame\n    const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);\n    RenderNavHighlight(frame_bb, id);\n    RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);\n\n    // Drag behavior\n    const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags);\n    if (value_changed)\n        MarkItemEdited(id);\n\n    // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.\n    char value_buf[64];\n    const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);\n    if (g.LogEnabled)\n        LogSetNextTextDecoration(\"{\", \"}\");\n    RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f));\n\n    if (label_size.x > 0.0f)\n        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0));\n    return value_changed;\n}\n\nbool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    bool value_changed = false;\n    BeginGroup();\n    PushID(label);\n    PushMultiItemsWidths(components, CalcItemWidth());\n    size_t type_size = GDataTypeInfo[data_type].Size;\n    for (int i = 0; i < components; i++)\n    {\n        PushID(i);\n        if (i > 0)\n            SameLine(0, g.Style.ItemInnerSpacing.x);\n        value_changed |= DragScalar(\"\", data_type, p_data, v_speed, p_min, p_max, format, flags);\n        PopID();\n        PopItemWidth();\n        p_data = (void*)((char*)p_data + type_size);\n    }\n    PopID();\n\n    const char* label_end = FindRenderedTextEnd(label);\n    if (label != label_end)\n    {\n        SameLine(0, g.Style.ItemInnerSpacing.x);\n        TextEx(label, label_end);\n    }\n\n    EndGroup();\n    return value_changed;\n}\n\nbool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags);\n}\n\n// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this.\nbool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    PushID(label);\n    BeginGroup();\n    PushMultiItemsWidths(2, CalcItemWidth());\n\n    float min_min = (v_min >= v_max) ? -FLT_MAX : v_min;\n    float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max);\n    ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0);\n    bool value_changed = DragScalar(\"##min\", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags);\n    PopItemWidth();\n    SameLine(0, g.Style.ItemInnerSpacing.x);\n\n    float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min);\n    float max_max = (v_min >= v_max) ? FLT_MAX : v_max;\n    ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0);\n    value_changed |= DragScalar(\"##max\", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags);\n    PopItemWidth();\n    SameLine(0, g.Style.ItemInnerSpacing.x);\n\n    TextEx(label, FindRenderedTextEnd(label));\n    EndGroup();\n    PopID();\n\n    return value_changed;\n}\n\n// NB: v_speed is float to allow adjusting the drag speed with more precision\nbool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags);\n}\n\n// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this.\nbool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    PushID(label);\n    BeginGroup();\n    PushMultiItemsWidths(2, CalcItemWidth());\n\n    int min_min = (v_min >= v_max) ? INT_MIN : v_min;\n    int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max);\n    ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0);\n    bool value_changed = DragInt(\"##min\", v_current_min, v_speed, min_min, min_max, format, min_flags);\n    PopItemWidth();\n    SameLine(0, g.Style.ItemInnerSpacing.x);\n\n    int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min);\n    int max_max = (v_min >= v_max) ? INT_MAX : v_max;\n    ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0);\n    value_changed |= DragInt(\"##max\", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags);\n    PopItemWidth();\n    SameLine(0, g.Style.ItemInnerSpacing.x);\n\n    TextEx(label, FindRenderedTextEnd(label));\n    EndGroup();\n    PopID();\n\n    return value_changed;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.\n//-------------------------------------------------------------------------\n// - ScaleRatioFromValueT<> [Internal]\n// - ScaleValueFromRatioT<> [Internal]\n// - SliderBehaviorT<>() [Internal]\n// - SliderBehavior() [Internal]\n// - SliderScalar()\n// - SliderScalarN()\n// - SliderFloat()\n// - SliderFloat2()\n// - SliderFloat3()\n// - SliderFloat4()\n// - SliderAngle()\n// - SliderInt()\n// - SliderInt2()\n// - SliderInt3()\n// - SliderInt4()\n// - VSliderScalar()\n// - VSliderFloat()\n// - VSliderInt()\n//-------------------------------------------------------------------------\n\n// Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT)\ntemplate<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>\nfloat ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize)\n{\n    if (v_min == v_max)\n        return 0.0f;\n    IM_UNUSED(data_type);\n\n    const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min);\n    if (is_logarithmic)\n    {\n        bool flipped = v_max < v_min;\n\n        if (flipped) // Handle the case where the range is backwards\n            ImSwap(v_min, v_max);\n\n        // Fudge min/max to avoid getting close to log(0)\n        FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min;\n        FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max;\n\n        // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon)\n        if ((v_min == 0.0f) && (v_max < 0.0f))\n            v_min_fudged = -logarithmic_zero_epsilon;\n        else if ((v_max == 0.0f) && (v_min < 0.0f))\n            v_max_fudged = -logarithmic_zero_epsilon;\n\n        float result;\n        if (v_clamped <= v_min_fudged)\n            result = 0.0f; // Workaround for values that are in-range but below our fudge\n        else if (v_clamped >= v_max_fudged)\n            result = 1.0f; // Workaround for values that are in-range but above our fudge\n        else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions\n        {\n            float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space.  There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine)\n            float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize;\n            float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize;\n            if (v == 0.0f)\n                result = zero_point_center; // Special case for exactly zero\n            else if (v < 0.0f)\n                result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L;\n            else\n                result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R));\n        }\n        else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider\n            result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged));\n        else\n            result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged));\n\n        return flipped ? (1.0f - result) : result;\n    }\n    else\n    {\n        // Linear slider\n        return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min));\n    }\n}\n\n// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT)\ntemplate<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>\nTYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize)\n{\n    // We special-case the extents because otherwise our logarithmic fudging can lead to \"mathematically correct\"\n    // but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler.\n    if (t <= 0.0f || v_min == v_max)\n        return v_min;\n    if (t >= 1.0f)\n        return v_max;\n\n    TYPE result = (TYPE)0;\n    if (is_logarithmic)\n    {\n        // Fudge min/max to avoid getting silly results close to zero\n        FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min;\n        FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max;\n\n        const bool flipped = v_max < v_min; // Check if range is \"backwards\"\n        if (flipped)\n            ImSwap(v_min_fudged, v_max_fudged);\n\n        // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon)\n        if ((v_max == 0.0f) && (v_min < 0.0f))\n            v_max_fudged = -logarithmic_zero_epsilon;\n\n        float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range\n\n        if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts\n        {\n            float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space\n            float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize;\n            float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize;\n            if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R)\n                result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise)\n            else if (t_with_flip < zero_point_center)\n                result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L))));\n            else\n                result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R))));\n        }\n        else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider\n            result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip)));\n        else\n            result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip));\n    }\n    else\n    {\n        // Linear slider\n        const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);\n        if (is_floating_point)\n        {\n            result = ImLerp(v_min, v_max, t);\n        }\n        else if (t < 1.0)\n        {\n            // - For integer values we want the clicking position to match the grab box so we round above\n            //   This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property..\n            // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64\n            //   range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits.\n            FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t;\n            result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5)));\n        }\n    }\n\n    return result;\n}\n\n// FIXME: Try to move more of the code into shared SliderBehavior()\ntemplate<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>\nbool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb)\n{\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n\n    const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;\n    const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;\n    const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);\n    const SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max);\n\n    // Calculate bounds\n    const float grab_padding = 2.0f; // FIXME: Should be part of style.\n    const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f;\n    float grab_sz = style.GrabMinSize;\n    if (!is_floating_point && v_range >= 0)                                     // v_range < 0 may happen on integer overflows\n        grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit\n    grab_sz = ImMin(grab_sz, slider_sz);\n    const float slider_usable_sz = slider_sz - grab_sz;\n    const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f;\n    const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f;\n\n    float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true\n    float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true\n    if (is_logarithmic)\n    {\n        // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound.\n        const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1;\n        logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision);\n        zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f);\n    }\n\n    // Process interacting with the slider\n    bool value_changed = false;\n    if (g.ActiveId == id)\n    {\n        bool set_new_value = false;\n        float clicked_t = 0.0f;\n        if (g.ActiveIdSource == ImGuiInputSource_Mouse)\n        {\n            if (!g.IO.MouseDown[0])\n            {\n                ClearActiveID();\n            }\n            else\n            {\n                const float mouse_abs_pos = g.IO.MousePos[axis];\n                if (g.ActiveIdIsJustActivated)\n                {\n                    float grab_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n                    if (axis == ImGuiAxis_Y)\n                        grab_t = 1.0f - grab_t;\n                    const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);\n                    const bool clicked_around_grab = (mouse_abs_pos >= grab_pos - grab_sz * 0.5f - 1.0f) && (mouse_abs_pos <= grab_pos + grab_sz * 0.5f + 1.0f); // No harm being extra generous here.\n                    g.SliderGrabClickOffset = (clicked_around_grab && is_floating_point) ? mouse_abs_pos - grab_pos : 0.0f;\n                }\n                if (slider_usable_sz > 0.0f)\n                    clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz);\n                if (axis == ImGuiAxis_Y)\n                    clicked_t = 1.0f - clicked_t;\n                set_new_value = true;\n            }\n        }\n        else if (g.ActiveIdSource == ImGuiInputSource_Nav)\n        {\n            if (g.ActiveIdIsJustActivated)\n            {\n                g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation\n                g.SliderCurrentAccumDirty = false;\n            }\n\n            float input_delta = (axis == ImGuiAxis_X) ? GetNavTweakPressedAmount(axis) : -GetNavTweakPressedAmount(axis);\n            if (input_delta != 0.0f)\n            {\n                const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow);\n                const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast);\n                const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;\n                if (decimal_precision > 0)\n                {\n                    input_delta /= 100.0f;    // Gamepad/keyboard tweak speeds in % of slider bounds\n                    if (tweak_slow)\n                        input_delta /= 10.0f;\n                }\n                else\n                {\n                    if ((v_range >= -100.0f && v_range <= 100.0f) || tweak_slow)\n                        input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps\n                    else\n                        input_delta /= 100.0f;\n                }\n                if (tweak_fast)\n                    input_delta *= 10.0f;\n\n                g.SliderCurrentAccum += input_delta;\n                g.SliderCurrentAccumDirty = true;\n            }\n\n            float delta = g.SliderCurrentAccum;\n            if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)\n            {\n                ClearActiveID();\n            }\n            else if (g.SliderCurrentAccumDirty)\n            {\n                clicked_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n\n                if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits\n                {\n                    set_new_value = false;\n                    g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate\n                }\n                else\n                {\n                    set_new_value = true;\n                    float old_clicked_t = clicked_t;\n                    clicked_t = ImSaturate(clicked_t + delta);\n\n                    // Calculate what our \"new\" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator\n                    TYPE v_new = ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n                    if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat))\n                        v_new = RoundScalarWithFormatT<TYPE>(format, data_type, v_new);\n                    float new_clicked_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n\n                    if (delta > 0)\n                        g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta);\n                    else\n                        g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta);\n                }\n\n                g.SliderCurrentAccumDirty = false;\n            }\n        }\n\n        if (set_new_value)\n        {\n            TYPE v_new = ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n\n            // Round to user desired precision based on format string\n            if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat))\n                v_new = RoundScalarWithFormatT<TYPE>(format, data_type, v_new);\n\n            // Apply result\n            if (*v != v_new)\n            {\n                *v = v_new;\n                value_changed = true;\n            }\n        }\n    }\n\n    if (slider_sz < 1.0f)\n    {\n        *out_grab_bb = ImRect(bb.Min, bb.Min);\n    }\n    else\n    {\n        // Output grab position so it can be displayed by the caller\n        float grab_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);\n        if (axis == ImGuiAxis_Y)\n            grab_t = 1.0f - grab_t;\n        const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);\n        if (axis == ImGuiAxis_X)\n            *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding);\n        else\n            *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f);\n    }\n\n    return value_changed;\n}\n\n// For 32-bit and larger types, slider bounds are limited to half the natural type range.\n// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok.\n// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders.\nbool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb)\n{\n    // Read imgui.cpp \"API BREAKING CHANGES\" section for 1.78 if you hit this assert.\n    IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && \"Invalid ImGuiSliderFlags flag!  Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.\");\n\n    // Those are the things we can do easily outside the SliderBehaviorT<> template, saves code generation.\n    ImGuiContext& g = *GImGui;\n    if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly))\n        return false;\n\n    switch (data_type)\n    {\n    case ImGuiDataType_S8:  { ImS32 v32 = (ImS32)*(ImS8*)p_v;  bool r = SliderBehaviorT<ImS32, ImS32, float>(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min,  *(const ImS8*)p_max,  format, flags, out_grab_bb); if (r) *(ImS8*)p_v  = (ImS8)v32;  return r; }\n    case ImGuiDataType_U8:  { ImU32 v32 = (ImU32)*(ImU8*)p_v;  bool r = SliderBehaviorT<ImU32, ImS32, float>(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min,  *(const ImU8*)p_max,  format, flags, out_grab_bb); if (r) *(ImU8*)p_v  = (ImU8)v32;  return r; }\n    case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT<ImS32, ImS32, float>(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; }\n    case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT<ImU32, ImS32, float>(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; }\n    case ImGuiDataType_S32:\n        IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2);\n        return SliderBehaviorT<ImS32, ImS32, float >(bb, id, data_type, (ImS32*)p_v,  *(const ImS32*)p_min,  *(const ImS32*)p_max,  format, flags, out_grab_bb);\n    case ImGuiDataType_U32:\n        IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2);\n        return SliderBehaviorT<ImU32, ImS32, float >(bb, id, data_type, (ImU32*)p_v,  *(const ImU32*)p_min,  *(const ImU32*)p_max,  format, flags, out_grab_bb);\n    case ImGuiDataType_S64:\n        IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2);\n        return SliderBehaviorT<ImS64, ImS64, double>(bb, id, data_type, (ImS64*)p_v,  *(const ImS64*)p_min,  *(const ImS64*)p_max,  format, flags, out_grab_bb);\n    case ImGuiDataType_U64:\n        IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2);\n        return SliderBehaviorT<ImU64, ImS64, double>(bb, id, data_type, (ImU64*)p_v,  *(const ImU64*)p_min,  *(const ImU64*)p_max,  format, flags, out_grab_bb);\n    case ImGuiDataType_Float:\n        IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f);\n        return SliderBehaviorT<float, float, float >(bb, id, data_type, (float*)p_v,  *(const float*)p_min,  *(const float*)p_max,  format, flags, out_grab_bb);\n    case ImGuiDataType_Double:\n        IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f);\n        return SliderBehaviorT<double, double, double>(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb);\n    case ImGuiDataType_COUNT: break;\n    }\n    IM_ASSERT(0);\n    return false;\n}\n\nstatic const char* PatchFormatStringFloatToInt(const char* fmt)\n{\n    if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '0' && fmt[3] == 'f' && fmt[4] == 0) // Fast legacy path for \"%.0f\" which is expected to be the most common case.\n        return \"%d\";\n    const char* fmt_start = ImParseFormatFindStart(fmt);    // Find % (if any, and ignore %%)\n    const char* fmt_end = ImParseFormatFindEnd(fmt_start);  // Find end of format specifier, which itself is an exercise of confidence/recklessness (because snprintf is dependent on libc or user).\n    if (fmt_end > fmt_start && fmt_end[-1] == 'f')\n    {\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n        if (fmt_start == fmt && fmt_end[0] == 0)\n            return \"%d\";\n        const char* tmp_format;\n        ImFormatStringToTempBuffer(&tmp_format, NULL, \"%.*s%%d%s\", (int)(fmt_start - fmt), fmt, fmt_end); // Honor leading and trailing decorations, but lose alignment/precision.\n        return tmp_format;\n#else\n        IM_ASSERT(0 && \"DragInt(): Invalid format string!\"); // Old versions used a default parameter of \"%.0f\", please replace with e.g. \"%d\"\n#endif\n    }\n    return fmt;\n}\n\nbool ImGui::MainSliderScalar( const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags ) {\n\n    ImGuiWindow* window = GetCurrentWindow( );\n    if ( window->SkipItems )\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID( label );\n    const float w = GetWindowWidth( ) - 20;\n\n    const ImVec2 label_size = CalcTextSize( label, 0, 1 );\n    const ImRect frame_bb( window->DC.CursorPos + ImVec2( 0, label_size.y + 5 ), window->DC.CursorPos + ImVec2( w, label_size.y + 13 ) );\n    const ImRect total_bb( window->DC.CursorPos, frame_bb.Max );\n\n    ItemAdd( total_bb, id, &frame_bb );\n    ItemSize( total_bb, style.FramePadding.y );\n\n    // Default format string when passing NULL\n    if ( format == NULL )\n        format = DataTypeGetInfo( data_type )->PrintFmt;\n    else if ( data_type == ImGuiDataType_S32 && strcmp( format, \"%d\" ) != 0 ) // (FIXME-LEGACY: Patch old \"%.0f\" format string to use \"%d\", read function more details.)\n        format = PatchFormatStringFloatToInt( format );\n\n    // Tabbing or CTRL-clicking on Slider turns it into an input box\n    const bool hovered = ItemHoverable(frame_bb, id);\n    const bool clicked = (hovered && g.IO.MouseClicked[0]);\n    if (clicked)\n    {\n        SetActiveID(id, window);\n        SetFocusID(id, window);\n        FocusWindow(window);\n        g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);\n    }\n\n    ImRect grab_bb;\n    const bool value_changed = SliderBehavior( frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb );\n    if ( value_changed )\n        MarkItemEdited( id );\n\n    char value_buf[64];\n    const char* value_buf_end = value_buf + DataTypeFormatString( value_buf, IM_ARRAYSIZE( value_buf ), data_type, p_data, format );\n\n    static std::unordered_map< ImGuiID, float > values;\n    auto value = values.find( id );\n\n    if ( value == values.end( ) ) {\n\n        values.insert( { id, 0.f } );\n        value = values.find( id );\n    }\n\n    float percent = ( grab_bb.Max.x - window->DC.CursorPos.x - frame_bb.Min.x + window->Pos.x + 11 ) / frame_bb.GetWidth( );\n\n    value->second = ImLerp( value->second, percent * frame_bb.GetWidth( ), 0.125f );\n\n    window->DrawList->AddRectFilled( frame_bb.Min, frame_bb.Max, hovered || IsItemActive( ) ? ImColor( 26, 25, 32 ) : ImColor( 21, 20, 27 ), 2 );\n    window->DrawList->AddRect( frame_bb.Min, frame_bb.Max, ImColor( 1.f, 1.f, 1.f, 0.07f * style.Alpha ), 2 );\n    window->DrawList->AddRectFilled( frame_bb.Min, ImVec2( frame_bb.Min.x + value->second, frame_bb.Max.y ), get_accent_color( style.Alpha ), 2 );\n\n    RenderText( total_bb.Min, label );\n\n    if ( !IsItemActive( ) )\n        RenderTextClipped( total_bb.Min, total_bb.Max, value_buf, value_buf_end, NULL, ImVec2( 1.f, 0.f ) );\n    else {\n\n        GetForegroundDrawList( )->AddRectFilled( ImVec2( frame_bb.Min.x + value->second - CalcTextSize( value_buf, 0, 1 ).x / 2 - 5, frame_bb.Min.y - 5 - CalcTextSize( value_buf, 0, 1 ).y ), ImVec2( frame_bb.Min.x + value->second + CalcTextSize( value_buf, 0, 1 ).x / 2 + 4, frame_bb.Min.y - 5 ), GetColorU32( ImGuiCol_WindowBg ), 2 );\n        GetForegroundDrawList( )->AddRect( ImVec2( frame_bb.Min.x + value->second - CalcTextSize( value_buf, 0, 1 ).x / 2 - 5, frame_bb.Min.y - 5 - CalcTextSize( value_buf, 0, 1 ).y ), ImVec2( frame_bb.Min.x + value->second + CalcTextSize( value_buf, 0, 1 ).x / 2 + 4, frame_bb.Min.y - 5 ), ImColor( 1.f, 1.f, 1.f, 0.07f * style.Alpha ), 2 );\n\n        GetForegroundDrawList( )->AddText( ImVec2( frame_bb.Min.x + value->second - CalcTextSize( value_buf, 0, 1 ).x / 2, frame_bb.Min.y - 5 - CalcTextSize( value_buf, 0, 1 ).y ), GetColorU32( ImGuiCol_Text ), value_buf, value_buf_end );\n\n    }\n\n    return value_changed;\n}\n\nbool ImGui::MainSliderInt(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return MainSliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::MainSliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return MainSliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n \n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n    const float w = CalcItemWidth();\n \n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));\n    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));\n \n    const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;\n    ItemSize(total_bb, style.FramePadding.y);\n    if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0))\n        return false;\n \n    // Default format string when passing NULL\n    if (format == NULL)\n        format = DataTypeGetInfo(data_type)->PrintFmt;\n \n    const bool hovered = ItemHoverable(frame_bb, id);\n    bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);\n    if (!temp_input_is_active)\n    {\n        // Tabbing or CTRL-clicking on Slider turns it into an input box\n        const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;\n        const bool clicked = hovered && IsMouseClicked(0, id);\n        const bool make_active = (input_requested_by_tabbing || clicked || g.NavActivateId == id || g.NavActivateInputId == id);\n        if (make_active && clicked)\n            SetKeyOwner(ImGuiKey_MouseLeft, id);\n        if (make_active && temp_input_allowed)\n            if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || g.NavActivateInputId == id)\n                temp_input_is_active = true;\n \n        if (make_active && !temp_input_is_active)\n        {\n            SetActiveID(id, window);\n            SetFocusID(id, window);\n            FocusWindow(window);\n            g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);\n        }\n    }\n \n    if (temp_input_is_active)\n    {\n        // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set\n        const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0;\n        return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL);\n    }\n \n    // Draw frame\n    // const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);\n    const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg, 1.0f + g.Style.SliderContrast);\n    const ImU32 frame_col_after = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg, 1.0f - g.Style.SliderContrast);\n    RenderNavHighlight(frame_bb, id);\n    // RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding);\n \n    // Slider behavior\n    ImRect grab_bb;\n    const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb);\n    if (value_changed)\n        MarkItemEdited(id);\n \n \n    ImRect draw_bb = frame_bb;\n    if (g.Style.SliderThickness != 1.0f)\n    {\n        float shrink_amount = (float)(int)((frame_bb.Max.y - frame_bb.Min.y) * 0.5f * (1.0f - g.Style.SliderThickness));\n        draw_bb.Min.y += shrink_amount;\n        draw_bb.Max.y -= shrink_amount;\n    }\n \n    // Render track\n    window->DrawList->AddRectFilled(draw_bb.Min, ImVec2(grab_bb.Min.x + (grab_bb.Max.x - grab_bb.Min.x) * 0.65f, draw_bb.Max.y), frame_col, style.FrameRounding, ImDrawCornerFlags_Left);\n    window->DrawList->AddRectFilled(ImVec2(grab_bb.Max.x - (grab_bb.Max.x - grab_bb.Min.x) * 0.35f, draw_bb.Min.y), draw_bb.Max, frame_col_after, style.FrameRounding, ImDrawCornerFlags_Right);\n \n    // Render grab\n    if (grab_bb.Max.x > grab_bb.Min.x)\n        window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);\n \n    // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.\n    char value_buf[64];\n    const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);\n    if (g.LogEnabled)\n        LogSetNextTextDecoration(\"{\", \"}\");\n    RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, g.Style.SliderValuePos);\n \n    if (label_size.x > 0.0f)\n        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);\n \n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);\n    return value_changed;\n}\n\n// Add multiple sliders on 1 line for compact edition of multiple components\nbool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    bool value_changed = false;\n    BeginGroup();\n    PushID(label);\n    PushMultiItemsWidths(components, CalcItemWidth());\n    size_t type_size = GDataTypeInfo[data_type].Size;\n    for (int i = 0; i < components; i++)\n    {\n        PushID(i);\n        if (i > 0)\n            SameLine(0, g.Style.ItemInnerSpacing.x);\n        value_changed |= SliderScalar(\"\", data_type, v, v_min, v_max, format, flags);\n        PopID();\n        PopItemWidth();\n        v = (void*)((char*)v + type_size);\n    }\n    PopID();\n\n    const char* label_end = FindRenderedTextEnd(label);\n    if (label != label_end)\n    {\n        SameLine(0, g.Style.ItemInnerSpacing.x);\n        TextEx(label, label_end);\n    }\n\n    EndGroup();\n    return value_changed;\n}\n\nbool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags)\n{\n    if (format == NULL)\n        format = \"%.0f deg\";\n    float v_deg = (*v_rad) * 360.0f / (2 * IM_PI);\n    bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags);\n    *v_rad = v_deg * (2 * IM_PI) / 360.0f;\n    return value_changed;\n}\n\nbool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n \n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n \n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);\n    const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));\n \n    ItemSize(bb, style.FramePadding.y);\n    if (!ItemAdd(frame_bb, id))\n        return false;\n \n    // Default format string when passing NULL\n    if (format == NULL)\n        format = DataTypeGetInfo(data_type)->PrintFmt;\n \n    const bool hovered = ItemHoverable(frame_bb, id);\n    const bool clicked = hovered && IsMouseClicked(0, id);\n    if (clicked || g.NavActivateId == id || g.NavActivateInputId == id)\n    {\n        if (clicked)\n            SetKeyOwner(ImGuiKey_MouseLeft, id);\n        SetActiveID(id, window);\n        SetFocusID(id, window);\n        FocusWindow(window);\n        g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);\n    }\n \n    // Draw frame\n    // const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);\n    const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg, 1.0f + g.Style.SliderContrast);\n    const ImU32 frame_col_after = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg, 1.0f - g.Style.SliderContrast);\n    RenderNavHighlight(frame_bb, id);\n    RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding);\n \n    // Slider behavior\n    ImRect grab_bb;\n    const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb);\n    if (value_changed)\n        MarkItemEdited(id);\n \n    ImRect draw_bb = frame_bb;\n    if (g.Style.SliderThickness != 1.0f)\n    {\n        float shrink_amount = (float)(int)((frame_bb.Max.x - frame_bb.Min.x) * 0.5f * (1.0f - g.Style.SliderThickness));\n        draw_bb.Min.x += shrink_amount;\n        draw_bb.Max.x -= shrink_amount;\n    }\n \n    // Render track\n    window->DrawList->AddRectFilled(ImVec2(draw_bb.Min.x, grab_bb.Max.y - (grab_bb.Max.y - grab_bb.Min.y) * 0.65f), draw_bb.Max, frame_col, style.FrameRounding, ImDrawCornerFlags_Bot);\n    window->DrawList->AddRectFilled(draw_bb.Min, ImVec2(draw_bb.Max.x, grab_bb.Min.y + (grab_bb.Max.y - grab_bb.Min.y) * 0.35f), frame_col_after, style.FrameRounding, ImDrawCornerFlags_Top);\n \n    // Render grab\n    if (grab_bb.Max.y > grab_bb.Min.y)\n        window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);\n \n    // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.\n    // For the vertical slider we allow centered text to overlap the frame padding\n    char value_buf[64];\n    const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);\n    RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, g.Style.SliderValuePos);\n    if (label_size.x > 0.0f)\n        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);\n \n    return value_changed;\n}\n\nbool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags);\n}\n\nbool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)\n{\n    return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags);\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.\n//-------------------------------------------------------------------------\n// - ImParseFormatFindStart() [Internal]\n// - ImParseFormatFindEnd() [Internal]\n// - ImParseFormatTrimDecorations() [Internal]\n// - ImParseFormatSanitizeForPrinting() [Internal]\n// - ImParseFormatSanitizeForScanning() [Internal]\n// - ImParseFormatPrecision() [Internal]\n// - TempInputTextScalar() [Internal]\n// - InputScalar()\n// - InputScalarN()\n// - InputFloat()\n// - InputFloat2()\n// - InputFloat3()\n// - InputFloat4()\n// - InputInt()\n// - InputInt2()\n// - InputInt3()\n// - InputInt4()\n// - InputDouble()\n//-------------------------------------------------------------------------\n\n// We don't use strchr() because our strings are usually very short and often start with '%'\nconst char* ImParseFormatFindStart(const char* fmt)\n{\n    while (char c = fmt[0])\n    {\n        if (c == '%' && fmt[1] != '%')\n            return fmt;\n        else if (c == '%')\n            fmt++;\n        fmt++;\n    }\n    return fmt;\n}\n\nconst char* ImParseFormatFindEnd(const char* fmt)\n{\n    // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format.\n    if (fmt[0] != '%')\n        return fmt;\n    const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A'));\n    const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a'));\n    for (char c; (c = *fmt) != 0; fmt++)\n    {\n        if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0)\n            return fmt + 1;\n        if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0)\n            return fmt + 1;\n    }\n    return fmt;\n}\n\n// Extract the format out of a format string with leading or trailing decorations\n//  fmt = \"blah blah\"  -> return fmt\n//  fmt = \"%.3f\"       -> return fmt\n//  fmt = \"hello %.3f\" -> return fmt + 6\n//  fmt = \"%.3f hello\" -> return buf written with \"%.3f\"\nconst char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size)\n{\n    const char* fmt_start = ImParseFormatFindStart(fmt);\n    if (fmt_start[0] != '%')\n        return fmt;\n    const char* fmt_end = ImParseFormatFindEnd(fmt_start);\n    if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data.\n        return fmt_start;\n    ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size));\n    return buf;\n}\n\n// Sanitize format\n// - Zero terminate so extra characters after format (e.g. \"%f123\") don't confuse atof/atoi\n// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi.\nvoid ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size)\n{\n    const char* fmt_end = ImParseFormatFindEnd(fmt_in);\n    IM_UNUSED(fmt_out_size);\n    IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you!\n    while (fmt_in < fmt_end)\n    {\n        char c = *fmt_in++;\n        if (c != '\\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '.\n            *(fmt_out++) = c;\n    }\n    *fmt_out = 0; // Zero-terminate\n}\n\n// - For scanning we need to remove all width and precision fields \"%3.7f\" -> \"%f\". BUT don't strip types like \"%I64d\" which includes digits. ! \"%07I64d\" -> \"%I64d\"\nconst char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size)\n{\n    const char* fmt_end = ImParseFormatFindEnd(fmt_in);\n    const char* fmt_out_begin = fmt_out;\n    IM_UNUSED(fmt_out_size);\n    IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you!\n    bool has_type = false;\n    while (fmt_in < fmt_end)\n    {\n        char c = *fmt_in++;\n        if (!has_type && ((c >= '0' && c <= '9') || c == '.'))\n            continue;\n        has_type |= ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')); // Stop skipping digits\n        if (c != '\\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '.\n            *(fmt_out++) = c;\n    }\n    *fmt_out = 0; // Zero-terminate\n    return fmt_out_begin;\n}\n\ntemplate<typename TYPE>\nstatic const char* ImAtoi(const char* src, TYPE* output)\n{\n    int negative = 0;\n    if (*src == '-') { negative = 1; src++; }\n    if (*src == '+') { src++; }\n    TYPE v = 0;\n    while (*src >= '0' && *src <= '9')\n        v = (v * 10) + (*src++ - '0');\n    *output = negative ? -v : v;\n    return src;\n}\n\n// Parse display precision back from the display format string\n// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed.\nint ImParseFormatPrecision(const char* fmt, int default_precision)\n{\n    fmt = ImParseFormatFindStart(fmt);\n    if (fmt[0] != '%')\n        return default_precision;\n    fmt++;\n    while (*fmt >= '0' && *fmt <= '9')\n        fmt++;\n    int precision = INT_MAX;\n    if (*fmt == '.')\n    {\n        fmt = ImAtoi<int>(fmt + 1, &precision);\n        if (precision < 0 || precision > 99)\n            precision = default_precision;\n    }\n    if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation\n        precision = -1;\n    if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX)\n        precision = -1;\n    return (precision == INT_MAX) ? default_precision : precision;\n}\n\n// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets)\n// FIXME: Facilitate using this in variety of other situations.\nbool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags)\n{\n    // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id.\n    // We clear ActiveID on the first frame to allow the InputText() taking it back.\n    ImGuiContext& g = *GImGui;\n    const bool init = (g.TempInputId != id);\n    if (init)\n        ClearActiveID();\n\n    g.CurrentWindow->DC.CursorPos = bb.Min;\n    bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem);\n    if (init)\n    {\n        // First frame we started displaying the InputText widget, we expect it to take the active id.\n        IM_ASSERT(g.ActiveId == id);\n        g.TempInputId = g.ActiveId;\n    }\n    return value_changed;\n}\n\nstatic inline ImGuiInputTextFlags InputScalar_DefaultCharsFilter(ImGuiDataType data_type, const char* format)\n{\n    if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double)\n        return ImGuiInputTextFlags_CharsScientific;\n    const char format_last_char = format[0] ? format[strlen(format) - 1] : 0;\n    return (format_last_char == 'x' || format_last_char == 'X') ? ImGuiInputTextFlags_CharsHexadecimal : ImGuiInputTextFlags_CharsDecimal;\n}\n\n// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set!\n// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility.\n// However this may not be ideal for all uses, as some user code may break on out of bound values.\nbool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max)\n{\n    char fmt_buf[32];\n    char data_buf[32];\n    format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf));\n    DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format);\n    ImStrTrimBlanks(data_buf);\n\n    ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited;\n    flags |= InputScalar_DefaultCharsFilter(data_type, format);\n\n    bool value_changed = false;\n    if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags))\n    {\n        // Backup old value\n        size_t data_type_size = DataTypeGetInfo(data_type)->Size;\n        ImGuiDataTypeTempStorage data_backup;\n        memcpy(&data_backup, p_data, data_type_size);\n\n        // Apply new value (or operations) then clamp\n        DataTypeApplyFromText(data_buf, data_type, p_data, format);\n        if (p_clamp_min || p_clamp_max)\n        {\n            if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0)\n                ImSwap(p_clamp_min, p_clamp_max);\n            DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max);\n        }\n\n        // Only mark as edited if new value is different\n        value_changed = memcmp(&data_backup, p_data, data_type_size) != 0;\n        if (value_changed)\n            MarkItemEdited(id);\n    }\n    return value_changed;\n}\n\n// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional.\n// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.\nbool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    ImGuiStyle& style = g.Style;\n\n    if (format == NULL)\n        format = DataTypeGetInfo(data_type)->PrintFmt;\n\n    char buf[64];\n    DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format);\n\n    // Testing ActiveId as a minor optimization as filtering is not needed until active\n    if (g.ActiveId == 0 && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0)\n        flags |= InputScalar_DefaultCharsFilter(data_type, format);\n    flags |= ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string.\n\n    bool value_changed = false;\n    if (p_step != NULL)\n    {\n        const float button_size = GetFrameHeight();\n\n        BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive()\n        PushID(label);\n        SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2));\n        if (InputText(\"\", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + \"\" gives us the expected ID from outside point of view\n            value_changed = DataTypeApplyFromText(buf, data_type, p_data, format);\n        IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable);\n\n        // Step buttons\n        const ImVec2 backup_frame_padding = style.FramePadding;\n        style.FramePadding.x = style.FramePadding.y;\n        ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups;\n        if (flags & ImGuiInputTextFlags_ReadOnly)\n            BeginDisabled();\n        SameLine(0, style.ItemInnerSpacing.x);\n        if (ButtonEx(\"-\", ImVec2(button_size, button_size), button_flags))\n        {\n            DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step);\n            value_changed = true;\n        }\n        SameLine(0, style.ItemInnerSpacing.x);\n        if (ButtonEx(\"+\", ImVec2(button_size, button_size), button_flags))\n        {\n            DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step);\n            value_changed = true;\n        }\n        if (flags & ImGuiInputTextFlags_ReadOnly)\n            EndDisabled();\n\n        const char* label_end = FindRenderedTextEnd(label);\n        if (label != label_end)\n        {\n            SameLine(0, style.ItemInnerSpacing.x);\n            TextEx(label, label_end);\n        }\n        style.FramePadding = backup_frame_padding;\n\n        PopID();\n        EndGroup();\n    }\n    else\n    {\n        if (InputText(label, buf, IM_ARRAYSIZE(buf), flags))\n            value_changed = DataTypeApplyFromText(buf, data_type, p_data, format);\n    }\n    if (value_changed)\n        MarkItemEdited(g.LastItemData.ID);\n\n    return value_changed;\n}\n\nbool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    bool value_changed = false;\n    BeginGroup();\n    PushID(label);\n    PushMultiItemsWidths(components, CalcItemWidth());\n    size_t type_size = GDataTypeInfo[data_type].Size;\n    for (int i = 0; i < components; i++)\n    {\n        PushID(i);\n        if (i > 0)\n            SameLine(0, g.Style.ItemInnerSpacing.x);\n        value_changed |= InputScalar(\"\", data_type, p_data, p_step, p_step_fast, format, flags);\n        PopID();\n        PopItemWidth();\n        p_data = (void*)((char*)p_data + type_size);\n    }\n    PopID();\n\n    const char* label_end = FindRenderedTextEnd(label);\n    if (label != label_end)\n    {\n        SameLine(0.0f, g.Style.ItemInnerSpacing.x);\n        TextEx(label, label_end);\n    }\n\n    EndGroup();\n    return value_changed;\n}\n\nbool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags)\n{\n    flags |= ImGuiInputTextFlags_CharsScientific;\n    return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags);\n}\n\nbool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags)\n{\n    return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags);\n}\n\nbool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags)\n{\n    return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags);\n}\n\nbool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags)\n{\n    return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags);\n}\n\nbool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags)\n{\n    // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes.\n    const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? \"%08X\" : \"%d\";\n    return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags);\n}\n\nbool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags)\n{\n    return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, \"%d\", flags);\n}\n\nbool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags)\n{\n    return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, \"%d\", flags);\n}\n\nbool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags)\n{\n    return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, \"%d\", flags);\n}\n\nbool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags)\n{\n    flags |= ImGuiInputTextFlags_CharsScientific;\n    return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags);\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint\n//-------------------------------------------------------------------------\n// - InputText()\n// - InputTextWithHint()\n// - InputTextMultiline()\n// - InputTextGetCharInfo() [Internal]\n// - InputTextReindexLines() [Internal]\n// - InputTextReindexLinesRange() [Internal]\n// - InputTextEx() [Internal]\n// - DebugNodeInputTextState() [Internal]\n//-------------------------------------------------------------------------\n\nbool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)\n{\n    IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()\n    return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);\n}\n\nbool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)\n{\n    return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data);\n}\n\nbool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)\n{\n    IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() or  InputTextEx() manually if you need multi-line + hint.\n    return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);\n}\n\nstatic int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end)\n{\n    int line_count = 0;\n    const char* s = text_begin;\n    while (char c = *s++) // We are only matching for \\n so we can ignore UTF-8 decoding\n        if (c == '\\n')\n            line_count++;\n    s--;\n    if (s[0] != '\\n' && s[0] != '\\r')\n        line_count++;\n    *out_text_end = s;\n    return line_count;\n}\n\nstatic ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line)\n{\n    ImGuiContext& g = *ctx;\n    ImFont* font = g.Font;\n    const float line_height = g.FontSize;\n    const float scale = line_height / font->FontSize;\n\n    ImVec2 text_size = ImVec2(0, 0);\n    float line_width = 0.0f;\n\n    const ImWchar* s = text_begin;\n    while (s < text_end)\n    {\n        unsigned int c = (unsigned int)(*s++);\n        if (c == '\\n')\n        {\n            text_size.x = ImMax(text_size.x, line_width);\n            text_size.y += line_height;\n            line_width = 0.0f;\n            if (stop_on_new_line)\n                break;\n            continue;\n        }\n        if (c == '\\r')\n            continue;\n\n        const float char_width = font->GetCharAdvance((ImWchar)c) * scale;\n        line_width += char_width;\n    }\n\n    if (text_size.x < line_width)\n        text_size.x = line_width;\n\n    if (out_offset)\n        *out_offset = ImVec2(line_width, text_size.y + line_height);  // offset allow for the possibility of sitting after a trailing \\n\n\n    if (line_width > 0 || text_size.y == 0.0f)                        // whereas size.y will ignore the trailing \\n\n        text_size.y += line_height;\n\n    if (remaining)\n        *remaining = s;\n\n    return text_size;\n}\n\n// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar)\nnamespace ImStb\n{\n\nstatic int     STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj)                             { return obj->CurLenW; }\nstatic ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx)                      { return obj->TextW[idx]; }\nstatic float   STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx)  { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); }\nstatic int     STB_TEXTEDIT_KEYTOTEXT(int key)                                                    { return key >= 0x200000 ? 0 : key; }\nstatic ImWchar STB_TEXTEDIT_NEWLINE = '\\n';\nstatic void    STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx)\n{\n    const ImWchar* text = obj->TextW.Data;\n    const ImWchar* text_remaining = NULL;\n    const ImVec2 size = InputTextCalcTextSizeW(obj->Ctx, text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true);\n    r->x0 = 0.0f;\n    r->x1 = size.x;\n    r->baseline_y_delta = size.y;\n    r->ymin = 0.0f;\n    r->ymax = size.y;\n    r->num_chars = (int)(text_remaining - (text + line_start_idx));\n}\n\n// When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators.\nstatic bool is_separator(unsigned int c)                                        { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|' || c=='\\n' || c=='\\r'; }\nstatic int  is_word_boundary_from_right(ImGuiInputTextState* obj, int idx)      { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; }\nstatic int  is_word_boundary_from_left(ImGuiInputTextState* obj, int idx)       { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx])) : 1; }\nstatic int  STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx)   { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; }\nstatic int  STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx)   { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; }\nstatic int  STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx)   { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; }\nstatic int  STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx)  { ImGuiContext& g = *obj->Ctx; if (g.IO.ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); }\n#define STB_TEXTEDIT_MOVEWORDLEFT   STB_TEXTEDIT_MOVEWORDLEFT_IMPL  // They need to be #define for stb_textedit.h\n#define STB_TEXTEDIT_MOVEWORDRIGHT  STB_TEXTEDIT_MOVEWORDRIGHT_IMPL\n\nstatic void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n)\n{\n    ImWchar* dst = obj->TextW.Data + pos;\n\n    // We maintain our buffer length in both UTF-8 and wchar formats\n    obj->Edited = true;\n    obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n);\n    obj->CurLenW -= n;\n\n    // Offset remaining text (FIXME-OPT: Use memmove)\n    const ImWchar* src = obj->TextW.Data + pos + n;\n    while (ImWchar c = *src++)\n        *dst++ = c;\n    *dst = '\\0';\n}\n\nstatic bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ImWchar* new_text, int new_text_len)\n{\n    const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0;\n    const int text_len = obj->CurLenW;\n    IM_ASSERT(pos <= text_len);\n\n    const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len);\n    if (!is_resizable && (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA))\n        return false;\n\n    // Grow internal buffer if needed\n    if (new_text_len + text_len + 1 > obj->TextW.Size)\n    {\n        if (!is_resizable)\n            return false;\n        IM_ASSERT(text_len < obj->TextW.Size);\n        obj->TextW.resize(text_len + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1);\n    }\n\n    ImWchar* text = obj->TextW.Data;\n    if (pos != text_len)\n        memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar));\n    memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar));\n\n    obj->Edited = true;\n    obj->CurLenW += new_text_len;\n    obj->CurLenA += new_text_len_utf8;\n    obj->TextW[obj->CurLenW] = '\\0';\n\n    return true;\n}\n\n// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols)\n#define STB_TEXTEDIT_K_LEFT         0x200000 // keyboard input to move cursor left\n#define STB_TEXTEDIT_K_RIGHT        0x200001 // keyboard input to move cursor right\n#define STB_TEXTEDIT_K_UP           0x200002 // keyboard input to move cursor up\n#define STB_TEXTEDIT_K_DOWN         0x200003 // keyboard input to move cursor down\n#define STB_TEXTEDIT_K_LINESTART    0x200004 // keyboard input to move cursor to start of line\n#define STB_TEXTEDIT_K_LINEEND      0x200005 // keyboard input to move cursor to end of line\n#define STB_TEXTEDIT_K_TEXTSTART    0x200006 // keyboard input to move cursor to start of text\n#define STB_TEXTEDIT_K_TEXTEND      0x200007 // keyboard input to move cursor to end of text\n#define STB_TEXTEDIT_K_DELETE       0x200008 // keyboard input to delete selection or character under cursor\n#define STB_TEXTEDIT_K_BACKSPACE    0x200009 // keyboard input to delete selection or character left of cursor\n#define STB_TEXTEDIT_K_UNDO         0x20000A // keyboard input to perform undo\n#define STB_TEXTEDIT_K_REDO         0x20000B // keyboard input to perform redo\n#define STB_TEXTEDIT_K_WORDLEFT     0x20000C // keyboard input to move cursor left one word\n#define STB_TEXTEDIT_K_WORDRIGHT    0x20000D // keyboard input to move cursor right one word\n#define STB_TEXTEDIT_K_PGUP         0x20000E // keyboard input to move cursor up a page\n#define STB_TEXTEDIT_K_PGDOWN       0x20000F // keyboard input to move cursor down a page\n#define STB_TEXTEDIT_K_SHIFT        0x400000\n\n#define STB_TEXTEDIT_IMPLEMENTATION\n#include \"imstb_textedit.h\"\n\n// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling\n// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?)\nstatic void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len)\n{\n    stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len);\n    ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW);\n    state->cursor = state->select_start = state->select_end = 0;\n    if (text_len <= 0)\n        return;\n    if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len))\n    {\n        state->cursor = state->select_start = state->select_end = text_len;\n        state->has_preferred_x = 0;\n        return;\n    }\n    IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace()\n}\n\n} // namespace ImStb\n\nvoid ImGuiInputTextState::OnKeyPressed(int key)\n{\n    stb_textedit_key(this, &Stb, key);\n    CursorFollow = true;\n    CursorAnimReset();\n}\n\nImGuiInputTextCallbackData::ImGuiInputTextCallbackData()\n{\n    memset(this, 0, sizeof(*this));\n}\n\n// Public API to manipulate UTF-8 text\n// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar)\n// FIXME: The existence of this rarely exercised code path is a bit of a nuisance.\nvoid ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count)\n{\n    IM_ASSERT(pos + bytes_count <= BufTextLen);\n    char* dst = Buf + pos;\n    const char* src = Buf + pos + bytes_count;\n    while (char c = *src++)\n        *dst++ = c;\n    *dst = '\\0';\n\n    if (CursorPos >= pos + bytes_count)\n        CursorPos -= bytes_count;\n    else if (CursorPos >= pos)\n        CursorPos = pos;\n    SelectionStart = SelectionEnd = CursorPos;\n    BufDirty = true;\n    BufTextLen -= bytes_count;\n}\n\nvoid ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end)\n{\n    const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0;\n    const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text);\n    if (new_text_len + BufTextLen >= BufSize)\n    {\n        if (!is_resizable)\n            return;\n\n        // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!)\n        ImGuiContext& g = *GImGui;\n        ImGuiInputTextState* edit_state = &g.InputTextState;\n        IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID);\n        IM_ASSERT(Buf == edit_state->TextA.Data);\n        int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1;\n        edit_state->TextA.reserve(new_buf_size + 1);\n        Buf = edit_state->TextA.Data;\n        BufSize = edit_state->BufCapacityA = new_buf_size;\n    }\n\n    if (BufTextLen != pos)\n        memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos));\n    memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char));\n    Buf[BufTextLen + new_text_len] = '\\0';\n\n    if (CursorPos >= pos)\n        CursorPos += new_text_len;\n    SelectionStart = SelectionEnd = CursorPos;\n    BufDirty = true;\n    BufTextLen += new_text_len;\n}\n\n// Return false to discard a character.\nstatic bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source)\n{\n    IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Clipboard);\n    unsigned int c = *p_char;\n\n    // Filter non-printable (NB: isprint is unreliable! see #2467)\n    bool apply_named_filters = true;\n    if (c < 0x20)\n    {\n        bool pass = false;\n        pass |= (c == '\\n' && (flags & ImGuiInputTextFlags_Multiline)); // Note that an Enter KEY will emit \\r and be ignored (we poll for KEY in InputText() code)\n        pass |= (c == '\\t' && (flags & ImGuiInputTextFlags_AllowTabInput));\n        if (!pass)\n            return false;\n        apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted.\n    }\n\n    if (input_source != ImGuiInputSource_Clipboard)\n    {\n        // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817)\n        if (c == 127)\n            return false;\n\n        // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME)\n        if (c >= 0xE000 && c <= 0xF8FF)\n            return false;\n    }\n\n    // Filter Unicode ranges we are not handling in this build\n    if (c > IM_UNICODE_CODEPOINT_MAX)\n        return false;\n\n    // Generic named filters\n    if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)))\n    {\n        // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, \"de_DE.UTF-8\");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'.\n        // The standard mandate that programs starts in the \"C\" locale where the decimal point is '.'.\n        // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point.\n        // Change the default decimal_point with:\n        //   ImGui::GetCurrentContext()->PlatformLocaleDecimalPoint = *localeconv()->decimal_point;\n        // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions.\n        ImGuiContext& g = *GImGui;\n        const unsigned c_decimal_point = (unsigned int)g.PlatformLocaleDecimalPoint;\n\n        // Full-width -> half-width conversion for numeric fields (https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block)\n        // While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may\n        // scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font.\n        if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | ImGuiInputTextFlags_CharsHexadecimal))\n            if (c >= 0xFF01 && c <= 0xFF5E)\n                c = c - 0xFF01 + 0x21;\n\n        // Allow 0-9 . - + * /\n        if (flags & ImGuiInputTextFlags_CharsDecimal)\n            if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/'))\n                return false;\n\n        // Allow 0-9 . - + * / e E\n        if (flags & ImGuiInputTextFlags_CharsScientific)\n            if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E'))\n                return false;\n\n        // Allow 0-9 a-F A-F\n        if (flags & ImGuiInputTextFlags_CharsHexadecimal)\n            if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F'))\n                return false;\n\n        // Turn a-z into A-Z\n        if (flags & ImGuiInputTextFlags_CharsUppercase)\n            if (c >= 'a' && c <= 'z')\n                c += (unsigned int)('A' - 'a');\n\n        if (flags & ImGuiInputTextFlags_CharsNoBlank)\n            if (ImCharIsBlankW(c))\n                return false;\n\n        *p_char = c;\n    }\n\n    // Custom callback filter\n    if (flags & ImGuiInputTextFlags_CallbackCharFilter)\n    {\n        ImGuiInputTextCallbackData callback_data;\n        memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData));\n        callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter;\n        callback_data.EventChar = (ImWchar)c;\n        callback_data.Flags = flags;\n        callback_data.UserData = user_data;\n        if (callback(&callback_data) != 0)\n            return false;\n        *p_char = callback_data.EventChar;\n        if (!callback_data.EventChar)\n            return false;\n    }\n\n    return true;\n}\n\n// Find the shortest single replacement we can make to get the new text from the old text.\n// Important: needs to be run before TextW is rewritten with the new characters because calling STB_TEXTEDIT_GETCHAR() at the end.\n// FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly.\nstatic void InputTextReconcileUndoStateAfterUserCallback(ImGuiInputTextState* state, const char* new_buf_a, int new_length_a)\n{\n    ImGuiContext& g = *GImGui;\n    const ImWchar* old_buf = state->TextW.Data;\n    const int old_length = state->CurLenW;\n    const int new_length = ImTextCountCharsFromUtf8(new_buf_a, new_buf_a + new_length_a);\n    g.TempBuffer.reserve_discard((new_length + 1) * sizeof(ImWchar));\n    ImWchar* new_buf = (ImWchar*)(void*)g.TempBuffer.Data;\n    ImTextStrFromUtf8(new_buf, new_length + 1, new_buf_a, new_buf_a + new_length_a);\n\n    const int shorter_length = ImMin(old_length, new_length);\n    int first_diff;\n    for (first_diff = 0; first_diff < shorter_length; first_diff++)\n        if (old_buf[first_diff] != new_buf[first_diff])\n            break;\n    if (first_diff == old_length && first_diff == new_length)\n        return;\n\n    int old_last_diff = old_length - 1;\n    int new_last_diff = new_length - 1;\n    for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--)\n        if (old_buf[old_last_diff] != new_buf[new_last_diff])\n            break;\n\n    const int insert_len = new_last_diff - first_diff + 1;\n    const int delete_len = old_last_diff - first_diff + 1;\n    if (insert_len > 0 || delete_len > 0)\n        if (STB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb.undostate, first_diff, delete_len, insert_len))\n            for (int i = 0; i < delete_len; i++)\n                p[i] = ImStb::STB_TEXTEDIT_GETCHAR(state, first_diff + i);\n}\n\n// Edit a string of text\n// - buf_size account for the zero-terminator, so a buf_size of 6 can hold \"Hello\" but not \"Hello!\".\n//   This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match\n//   Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator.\n// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect.\n// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h\n// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are\n//  doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188)\nbool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    IM_ASSERT(buf != NULL && buf_size >= 0);\n    IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline)));        // Can't use both together (they both use up/down keys)\n    IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key)\n\n    ImGuiContext& g = *GImGui;\n    ImGuiIO& io = g.IO;\n    const ImGuiStyle& style = g.Style;\n\n    const bool RENDER_SELECTION_WHEN_INACTIVE = false;\n    const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;\n    const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0;\n    const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;\n    const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0;\n    const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0;\n    if (is_resizable)\n        IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag!\n\n    if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar)\n        BeginGroup();\n    const ImGuiID id = window->GetID(label);\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n    const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line\n    const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y);\n\n    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);\n    const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size);\n\n    ImGuiWindow* draw_window = window;\n    ImVec2 inner_size = frame_size;\n    ImGuiItemStatusFlags item_status_flags = 0;\n    ImGuiLastItemData item_data_backup;\n    if (is_multiline)\n    {\n        ImVec2 backup_pos = window->DC.CursorPos;\n        ItemSize(total_bb, style.FramePadding.y);\n        if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))\n        {\n            EndGroup();\n            return false;\n        }\n        item_status_flags = g.LastItemData.StatusFlags;\n        item_data_backup = g.LastItemData;\n        window->DC.CursorPos = backup_pos;\n\n        // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug.\n        // FIXME-NAV: Pressing NavActivate will trigger general child activation right before triggering our own below. Harmless but bizarre.\n        PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);\n        PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);\n        PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);\n        PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges\n        bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove);\n        PopStyleVar(3);\n        PopStyleColor();\n        if (!child_visible)\n        {\n            EndChild();\n            EndGroup();\n            return false;\n        }\n        draw_window = g.CurrentWindow; // Child window\n        draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can \"enter\" into it.\n        draw_window->DC.CursorPos += style.FramePadding;\n        inner_size.x -= draw_window->ScrollbarSizes.x;\n    }\n    else\n    {\n        // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd)\n        ItemSize(total_bb, style.FramePadding.y);\n        if (!(flags & ImGuiInputTextFlags_MergedItem))\n            if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))\n                return false;\n        item_status_flags = g.LastItemData.StatusFlags;\n    }\n    const bool hovered = ItemHoverable(frame_bb, id);\n    if (hovered)\n        g.MouseCursor = ImGuiMouseCursor_TextInput;\n\n    // We are only allowed to access the state if we are already the active widget.\n    ImGuiInputTextState* state = GetInputTextState(id);\n\n    const bool input_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;\n    const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard));\n\n    const bool user_clicked = hovered && io.MouseClicked[0];\n    const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);\n    const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);\n    bool clear_active_id = false;\n    bool select_all = false;\n\n    float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX;\n\n    const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline);\n    const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav || input_requested_by_tabbing);\n    const bool init_state = (init_make_active || user_scroll_active);\n    if ((init_state && g.ActiveId != id) || init_changed_specs)\n    {\n        // Access state even if we don't own it yet.\n        state = &g.InputTextState;\n        state->CursorAnimReset();\n\n        // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)\n        // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode)\n        const int buf_len = (int)strlen(buf);\n        state->InitialTextA.resize(buf_len + 1);    // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.\n        memcpy(state->InitialTextA.Data, buf, buf_len + 1);\n\n        // Preserve cursor position and undo/redo stack if we come back to same widget\n        // FIXME: Since we reworked this on 2022/06, may want to differenciate recycle_cursor vs recycle_undostate?\n        bool recycle_state = (state->ID == id && !init_changed_specs);\n        if (recycle_state && (state->CurLenA != buf_len || (state->TextAIsValid && strncmp(state->TextA.Data, buf, buf_len) != 0)))\n            recycle_state = false;\n\n        // Start edition\n        const char* buf_end = NULL;\n        state->ID = id;\n        state->TextW.resize(buf_size + 1);          // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string.\n        state->TextA.resize(0);\n        state->TextAIsValid = false;                // TextA is not valid yet (we will display buf until then)\n        state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end);\n        state->CurLenA = (int)(buf_end - buf);      // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.\n\n        if (recycle_state)\n        {\n            // Recycle existing cursor/selection/undo stack but clamp position\n            // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.\n            state->CursorClamp();\n        }\n        else\n        {\n            state->ScrollX = 0.0f;\n            stb_textedit_initialize_state(&state->Stb, !is_multiline);\n        }\n\n        if (!is_multiline)\n        {\n            if (flags & ImGuiInputTextFlags_AutoSelectAll)\n                select_all = true;\n            if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState)))\n                select_all = true;\n            if (input_requested_by_tabbing || (user_clicked && io.KeyCtrl))\n                select_all = true;\n        }\n\n        if (flags & ImGuiInputTextFlags_AlwaysOverwrite)\n            state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863)\n    }\n\n    const bool is_osx = io.ConfigMacOSXBehaviors;\n    if (g.ActiveId != id && init_make_active)\n    {\n        IM_ASSERT(state && state->ID == id);\n        SetActiveID(id, window);\n        SetFocusID(id, window);\n        FocusWindow(window);\n    }\n    if (g.ActiveId == id)\n    {\n        // Declare some inputs, the other are registered and polled via Shortcut() routing system.\n        if (user_clicked)\n            SetKeyOwner(ImGuiKey_MouseLeft, id);\n        g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);\n        if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory))\n            g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);\n        SetKeyOwner(ImGuiKey_Home, id);\n        SetKeyOwner(ImGuiKey_End, id);\n        if (is_multiline)\n        {\n            SetKeyOwner(ImGuiKey_PageUp, id);\n            SetKeyOwner(ImGuiKey_PageDown, id);\n        }\n        if (is_osx)\n            SetKeyOwner(ImGuiMod_Alt, id);\n        if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \\t character.\n            SetKeyOwner(ImGuiKey_Tab, id);\n    }\n\n    // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)\n    if (g.ActiveId == id && state == NULL)\n        ClearActiveID();\n\n    // Release focus when we click outside\n    if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560\n        clear_active_id = true;\n\n    // Lock the decision of whether we are going to take the path displaying the cursor or selection\n    bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active);\n    bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);\n    bool value_changed = false;\n    bool validated = false;\n\n    // When read-only we always use the live data passed to the function\n    // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :(\n    if (is_readonly && state != NULL && (render_cursor || render_selection))\n    {\n        const char* buf_end = NULL;\n        state->TextW.resize(buf_size + 1);\n        state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end);\n        state->CurLenA = (int)(buf_end - buf);\n        state->CursorClamp();\n        render_selection &= state->HasSelection();\n    }\n\n    // Select the buffer to render.\n    const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid;\n    const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0);\n\n    // Password pushes a temporary font with only a fallback glyph\n    if (is_password && !is_displaying_hint)\n    {\n        const ImFontGlyph* glyph = g.Font->FindGlyph('*');\n        ImFont* password_font = &g.InputTextPasswordFont;\n        password_font->FontSize = g.Font->FontSize;\n        password_font->Scale = g.Font->Scale;\n        password_font->Ascent = g.Font->Ascent;\n        password_font->Descent = g.Font->Descent;\n        password_font->ContainerAtlas = g.Font->ContainerAtlas;\n        password_font->FallbackGlyph = glyph;\n        password_font->FallbackAdvanceX = glyph->AdvanceX;\n        IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty());\n        PushFont(password_font);\n    }\n\n    // Process mouse inputs and character inputs\n    int backup_current_text_length = 0;\n    if (g.ActiveId == id)\n    {\n        IM_ASSERT(state != NULL);\n        backup_current_text_length = state->CurLenA;\n        state->Edited = false;\n        state->BufCapacityA = buf_size;\n        state->Flags = flags;\n\n        // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.\n        // Down the line we should have a cleaner library-wide concept of Selected vs Active.\n        g.ActiveIdAllowOverlap = !io.MouseDown[0];\n        g.WantTextInputNextFrame = 1;\n\n        // Edit in progress\n        const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX;\n        const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f));\n\n        if (select_all)\n        {\n            state->SelectAll();\n            state->SelectedAllMouseLock = true;\n        }\n        else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift)\n        {\n            stb_textedit_click(state, &state->Stb, mouse_x, mouse_y);\n            const int multiclick_count = (io.MouseClickedCount[0] - 2);\n            if ((multiclick_count % 2) == 0)\n            {\n                // Double-click: Select word\n                // We always use the \"Mac\" word advance for double-click select vs CTRL+Right which use the platform dependent variant:\n                // FIXME: There are likely many ways to improve this behavior, but there's no \"right\" behavior (depends on use-case, software, OS)\n                const bool is_bol = (state->Stb.cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor - 1) == '\\n';\n                if (STB_TEXT_HAS_SELECTION(&state->Stb) || !is_bol)\n                    state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT);\n                //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);\n                if (!STB_TEXT_HAS_SELECTION(&state->Stb))\n                    ImStb::stb_textedit_prep_selection_at_cursor(&state->Stb);\n                state->Stb.cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb.cursor);\n                state->Stb.select_end = state->Stb.cursor;\n                ImStb::stb_textedit_clamp(state, &state->Stb);\n            }\n            else\n            {\n                // Triple-click: Select line\n                const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor) == '\\n';\n                state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART);\n                state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT);\n                state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT);\n                if (!is_eol && is_multiline)\n                {\n                    ImSwap(state->Stb.select_start, state->Stb.select_end);\n                    state->Stb.cursor = state->Stb.select_end;\n                }\n                state->CursorFollow = false;\n            }\n            state->CursorAnimReset();\n        }\n        else if (io.MouseClicked[0] && !state->SelectedAllMouseLock)\n        {\n            if (hovered)\n            {\n                if (io.KeyShift)\n                    stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y);\n                else\n                    stb_textedit_click(state, &state->Stb, mouse_x, mouse_y);\n                state->CursorAnimReset();\n            }\n        }\n        else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f))\n        {\n            stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y);\n            state->CursorAnimReset();\n            state->CursorFollow = true;\n        }\n        if (state->SelectedAllMouseLock && !io.MouseDown[0])\n            state->SelectedAllMouseLock = false;\n\n        // We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336)\n        // (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes)\n        const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper);\n        if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressed(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly)\n        {\n            unsigned int c = '\\t'; // Insert TAB\n            if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))\n                state->OnKeyPressed((int)c);\n        }\n\n        // Process regular text input (before we check for Return because using some IME will effectively send a Return?)\n        // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.\n        if (io.InputQueueCharacters.Size > 0)\n        {\n            if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav)\n                for (int n = 0; n < io.InputQueueCharacters.Size; n++)\n                {\n                    // Insert character if they pass filtering\n                    unsigned int c = (unsigned int)io.InputQueueCharacters[n];\n                    if (c == '\\t') // Skip Tab, see above.\n                        continue;\n                    if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))\n                        state->OnKeyPressed((int)c);\n                }\n\n            // Consume characters\n            io.InputQueueCharacters.resize(0);\n        }\n    }\n\n    // Process other shortcuts/key-presses\n    bool revert_edit = false;\n    if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id)\n    {\n        IM_ASSERT(state != NULL);\n\n        const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1);\n        state->Stb.row_count_per_page = row_count_per_page;\n\n        const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);\n        const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl;                     // OS X style: Text editing cursor movement using Alt instead of Ctrl\n        const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt;  // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End\n\n        // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText)\n        // Otherwise we could simply assume that we own the keys as we are active.\n        const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat;\n        const bool is_cut   = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_X, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, id, f_repeat)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());\n        const bool is_copy  = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_C, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, id))  && !is_password && (!is_multiline || state->HasSelection());\n        const bool is_paste = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_V, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, id, f_repeat)) && !is_readonly;\n        const bool is_undo  = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Z, id, f_repeat)) && !is_readonly && is_undoable;\n        const bool is_redo =  (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Y, id, f_repeat) || (is_osx && Shortcut(ImGuiMod_Shortcut | ImGuiMod_Shift | ImGuiKey_Z, id, f_repeat))) && !is_readonly && is_undoable;\n        const bool is_select_all = Shortcut(ImGuiMod_Shortcut | ImGuiKey_A, id);\n\n        // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.\n        const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;\n        const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true);\n        const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false));\n        const bool is_cancel = Shortcut(ImGuiKey_Escape, id, f_repeat) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, id, f_repeat));\n\n        // FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of.\n        if (IsKeyPressed(ImGuiKey_LeftArrow))                        { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }\n        else if (IsKeyPressed(ImGuiKey_RightArrow))                  { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }\n        else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline)     { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); }\n        else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline)   { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); }\n        else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline)      { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; }\n        else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline)    { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; }\n        else if (IsKeyPressed(ImGuiKey_Home))                        { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }\n        else if (IsKeyPressed(ImGuiKey_End))                         { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }\n        else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut)\n        {\n            if (!state->HasSelection())\n            {\n                // OSX doesn't seem to have Super+Delete to delete until end-of-line, so we don't emulate that (as opposed to Super+Backspace)\n                if (is_wordmove_key_down)\n                    state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);\n            }\n            state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask);\n        }\n        else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly)\n        {\n            if (!state->HasSelection())\n            {\n                if (is_wordmove_key_down)\n                    state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT);\n                else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl)\n                    state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT);\n            }\n            state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);\n        }\n        else if (is_enter_pressed || is_gamepad_validate)\n        {\n            // Determine if we turn Enter into a \\n character\n            bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;\n            if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))\n            {\n                validated = true;\n                if (io.ConfigInputTextEnterKeepActive && !is_multiline)\n                    state->SelectAll(); // No need to scroll\n                else\n                    clear_active_id = true;\n            }\n            else if (!is_readonly)\n            {\n                unsigned int c = '\\n'; // Insert new line\n                if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))\n                    state->OnKeyPressed((int)c);\n            }\n        }\n        else if (is_cancel)\n        {\n            if (flags & ImGuiInputTextFlags_EscapeClearsAll)\n            {\n                if (state->CurLenA > 0)\n                {\n                    revert_edit = true;\n                }\n                else\n                {\n                    render_cursor = render_selection = false;\n                    clear_active_id = true;\n                }\n            }\n            else\n            {\n                clear_active_id = revert_edit = true;\n                render_cursor = render_selection = false;\n            }\n        }\n        else if (is_undo || is_redo)\n        {\n            state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO);\n            state->ClearSelection();\n        }\n        else if (is_select_all)\n        {\n            state->SelectAll();\n            state->CursorFollow = true;\n        }\n        else if (is_cut || is_copy)\n        {\n            // Cut, Copy\n            if (io.SetClipboardTextFn)\n            {\n                const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0;\n                const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW;\n                const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1;\n                char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char));\n                ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie);\n                SetClipboardText(clipboard_data);\n                MemFree(clipboard_data);\n            }\n            if (is_cut)\n            {\n                if (!state->HasSelection())\n                    state->SelectAll();\n                state->CursorFollow = true;\n                stb_textedit_cut(state, &state->Stb);\n            }\n        }\n        else if (is_paste)\n        {\n            if (const char* clipboard = GetClipboardText())\n            {\n                // Filter pasted buffer\n                const int clipboard_len = (int)strlen(clipboard);\n                ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len + 1) * sizeof(ImWchar));\n                int clipboard_filtered_len = 0;\n                for (const char* s = clipboard; *s != 0; )\n                {\n                    unsigned int c;\n                    s += ImTextCharFromUtf8(&c, s, NULL);\n                    if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Clipboard))\n                        continue;\n                    clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c;\n                }\n                clipboard_filtered[clipboard_filtered_len] = 0;\n                if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation\n                {\n                    stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len);\n                    state->CursorFollow = true;\n                }\n                MemFree(clipboard_filtered);\n            }\n        }\n\n        // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame.\n        render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);\n    }\n\n    // Process callbacks and apply result back to user's buffer.\n    const char* apply_new_text = NULL;\n    int apply_new_text_length = 0;\n    if (g.ActiveId == id)\n    {\n        IM_ASSERT(state != NULL);\n        if (revert_edit && !is_readonly)\n        {\n            if (flags & ImGuiInputTextFlags_EscapeClearsAll)\n            {\n                // Clear input\n                apply_new_text = \"\";\n                apply_new_text_length = 0;\n                STB_TEXTEDIT_CHARTYPE empty_string;\n                stb_textedit_replace(state, &state->Stb, &empty_string, 0);\n            }\n            else if (strcmp(buf, state->InitialTextA.Data) != 0)\n            {\n                // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.\n                // Push records into the undo stack so we can CTRL+Z the revert operation itself\n                apply_new_text = state->InitialTextA.Data;\n                apply_new_text_length = state->InitialTextA.Size - 1;\n                ImVector<ImWchar> w_text;\n                if (apply_new_text_length > 0)\n                {\n                    w_text.resize(ImTextCountCharsFromUtf8(apply_new_text, apply_new_text + apply_new_text_length) + 1);\n                    ImTextStrFromUtf8(w_text.Data, w_text.Size, apply_new_text, apply_new_text + apply_new_text_length);\n                }\n                stb_textedit_replace(state, &state->Stb, w_text.Data, (apply_new_text_length > 0) ? (w_text.Size - 1) : 0);\n            }\n        }\n\n        // Apply ASCII value\n        if (!is_readonly)\n        {\n            state->TextAIsValid = true;\n            state->TextA.resize(state->TextW.Size * 4 + 1);\n            ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL);\n        }\n\n        // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.\n        // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail.\n        // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize).\n        const bool apply_edit_back_to_user_buffer = !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);\n        if (apply_edit_back_to_user_buffer)\n        {\n            // Apply new value immediately - copy modified buffer back\n            // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer\n            // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect.\n            // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks.\n\n            // User callback\n            if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0)\n            {\n                IM_ASSERT(callback != NULL);\n\n                // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment.\n                ImGuiInputTextFlags event_flag = 0;\n                ImGuiKey event_key = ImGuiKey_None;\n                if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressed(ImGuiKey_Tab))\n                {\n                    event_flag = ImGuiInputTextFlags_CallbackCompletion;\n                    event_key = ImGuiKey_Tab;\n                }\n                else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow))\n                {\n                    event_flag = ImGuiInputTextFlags_CallbackHistory;\n                    event_key = ImGuiKey_UpArrow;\n                }\n                else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow))\n                {\n                    event_flag = ImGuiInputTextFlags_CallbackHistory;\n                    event_key = ImGuiKey_DownArrow;\n                }\n                else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited)\n                {\n                    event_flag = ImGuiInputTextFlags_CallbackEdit;\n                }\n                else if (flags & ImGuiInputTextFlags_CallbackAlways)\n                {\n                    event_flag = ImGuiInputTextFlags_CallbackAlways;\n                }\n\n                if (event_flag)\n                {\n                    ImGuiInputTextCallbackData callback_data;\n                    memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData));\n                    callback_data.EventFlag = event_flag;\n                    callback_data.Flags = flags;\n                    callback_data.UserData = callback_user_data;\n\n                    char* callback_buf = is_readonly ? buf : state->TextA.Data;\n                    callback_data.EventKey = event_key;\n                    callback_data.Buf = callback_buf;\n                    callback_data.BufTextLen = state->CurLenA;\n                    callback_data.BufSize = state->BufCapacityA;\n                    callback_data.BufDirty = false;\n\n                    // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188)\n                    ImWchar* text = state->TextW.Data;\n                    const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor);\n                    const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start);\n                    const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end);\n\n                    // Call user code\n                    callback(&callback_data);\n\n                    // Read back what user may have modified\n                    callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback\n                    IM_ASSERT(callback_data.Buf == callback_buf);         // Invalid to modify those fields\n                    IM_ASSERT(callback_data.BufSize == state->BufCapacityA);\n                    IM_ASSERT(callback_data.Flags == flags);\n                    const bool buf_dirty = callback_data.BufDirty;\n                    if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty)            { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; }\n                    if (callback_data.SelectionStart != utf8_selection_start || buf_dirty)  { state->Stb.select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb.cursor : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); }\n                    if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty)      { state->Stb.select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb.select_start : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); }\n                    if (buf_dirty)\n                    {\n                        IM_ASSERT((flags & ImGuiInputTextFlags_ReadOnly) == 0);\n                        IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!\n                        InputTextReconcileUndoStateAfterUserCallback(state, callback_data.Buf, callback_data.BufTextLen); // FIXME: Move the rest of this block inside function and rename to InputTextReconcileStateAfterUserCallback() ?\n                        if (callback_data.BufTextLen > backup_current_text_length && is_resizable)\n                            state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); // Worse case scenario resize\n                        state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL);\n                        state->CurLenA = callback_data.BufTextLen;  // Assume correct length and valid UTF-8 from user, saves us an extra strlen()\n                        state->CursorAnimReset();\n                    }\n                }\n            }\n\n            // Will copy result string if modified\n            if (!is_readonly && strcmp(state->TextA.Data, buf) != 0)\n            {\n                apply_new_text = state->TextA.Data;\n                apply_new_text_length = state->CurLenA;\n            }\n        }\n    }\n\n    // Copy result to user buffer. This can currently only happen when (g.ActiveId == id)\n    if (apply_new_text != NULL)\n    {\n        // We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size\n        // of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used\n        // without any storage on user's side.\n        IM_ASSERT(apply_new_text_length >= 0);\n        if (is_resizable)\n        {\n            ImGuiInputTextCallbackData callback_data;\n            callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize;\n            callback_data.Flags = flags;\n            callback_data.Buf = buf;\n            callback_data.BufTextLen = apply_new_text_length;\n            callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1);\n            callback_data.UserData = callback_user_data;\n            callback(&callback_data);\n            buf = callback_data.Buf;\n            buf_size = callback_data.BufSize;\n            apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1);\n            IM_ASSERT(apply_new_text_length <= buf_size);\n        }\n        //IMGUI_DEBUG_PRINT(\"InputText(\\\"%s\\\"): apply_new_text length %d\\n\", label, apply_new_text_length);\n\n        // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size.\n        ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size));\n        value_changed = true;\n    }\n\n    // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value)\n    if (clear_active_id && g.ActiveId == id)\n        ClearActiveID();\n\n    // Render frame\n    if (!is_multiline)\n    {\n        RenderNavHighlight(frame_bb, id);\n        RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);\n    }\n\n    const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size\n    ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;\n    ImVec2 text_size(0.0f, 0.0f);\n\n    // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line\n    // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether.\n    // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash.\n    const int buf_display_max_length = 2 * 1024 * 1024;\n    const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595\n    const char* buf_display_end = NULL; // We have specialized paths below for setting the length\n    if (is_displaying_hint)\n    {\n        buf_display = hint;\n        buf_display_end = hint + strlen(hint);\n    }\n\n    // Render text. We currently only render selection when the widget is active or while scrolling.\n    // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive.\n    if (render_cursor || render_selection)\n    {\n        IM_ASSERT(state != NULL);\n        if (!is_displaying_hint)\n            buf_display_end = buf_display + state->CurLenA;\n\n        // Render text (with cursor and selection)\n        // This is going to be messy. We need to:\n        // - Display the text (this alone can be more easily clipped)\n        // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation)\n        // - Measure text height (for scrollbar)\n        // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort)\n        // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8.\n        const ImWchar* text_begin = state->TextW.Data;\n        ImVec2 cursor_offset, select_start_offset;\n\n        {\n            // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions.\n            const ImWchar* searches_input_ptr[2] = { NULL, NULL };\n            int searches_result_line_no[2] = { -1000, -1000 };\n            int searches_remaining = 0;\n            if (render_cursor)\n            {\n                searches_input_ptr[0] = text_begin + state->Stb.cursor;\n                searches_result_line_no[0] = -1;\n                searches_remaining++;\n            }\n            if (render_selection)\n            {\n                searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end);\n                searches_result_line_no[1] = -1;\n                searches_remaining++;\n            }\n\n            // Iterate all lines to find our line numbers\n            // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter.\n            searches_remaining += is_multiline ? 1 : 0;\n            int line_count = 0;\n            //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\\n')) != NULL; s++)  // FIXME-OPT: Could use this when wchar_t are 16-bit\n            for (const ImWchar* s = text_begin; *s != 0; s++)\n                if (*s == '\\n')\n                {\n                    line_count++;\n                    if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; }\n                    if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; }\n                }\n            line_count++;\n            if (searches_result_line_no[0] == -1)\n                searches_result_line_no[0] = line_count;\n            if (searches_result_line_no[1] == -1)\n                searches_result_line_no[1] = line_count;\n\n            // Calculate 2d position by finding the beginning of the line and measuring distance\n            cursor_offset.x = InputTextCalcTextSizeW(&g, ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x;\n            cursor_offset.y = searches_result_line_no[0] * g.FontSize;\n            if (searches_result_line_no[1] >= 0)\n            {\n                select_start_offset.x = InputTextCalcTextSizeW(&g, ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x;\n                select_start_offset.y = searches_result_line_no[1] * g.FontSize;\n            }\n\n            // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224)\n            if (is_multiline)\n                text_size = ImVec2(inner_size.x, line_count * g.FontSize);\n        }\n\n        // Scroll\n        if (render_cursor && state->CursorFollow)\n        {\n            // Horizontal scroll in chunks of quarter width\n            if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll))\n            {\n                const float scroll_increment_x = inner_size.x * 0.25f;\n                const float visible_width = inner_size.x - style.FramePadding.x;\n                if (cursor_offset.x < state->ScrollX)\n                    state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x));\n                else if (cursor_offset.x - visible_width >= state->ScrollX)\n                    state->ScrollX = IM_FLOOR(cursor_offset.x - visible_width + scroll_increment_x);\n            }\n            else\n            {\n                state->ScrollX = 0.0f;\n            }\n\n            // Vertical scroll\n            if (is_multiline)\n            {\n                // Test if cursor is vertically visible\n                if (cursor_offset.y - g.FontSize < scroll_y)\n                    scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);\n                else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y)\n                    scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f;\n                const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f);\n                scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y);\n                draw_pos.y += (draw_window->Scroll.y - scroll_y);   // Manipulate cursor pos immediately avoid a frame of lag\n                draw_window->Scroll.y = scroll_y;\n            }\n\n            state->CursorFollow = false;\n        }\n\n        // Draw selection\n        const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f);\n        if (render_selection)\n        {\n            const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end);\n            const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end);\n\n            ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests.\n            float bg_offy_up = is_multiline ? 0.0f : -1.0f;    // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection.\n            float bg_offy_dn = is_multiline ? 0.0f : 2.0f;\n            ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll;\n            for (const ImWchar* p = text_selected_begin; p < text_selected_end; )\n            {\n                if (rect_pos.y > clip_rect.w + g.FontSize)\n                    break;\n                if (rect_pos.y < clip_rect.y)\n                {\n                    //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\\n', text_selected_end - p);  // FIXME-OPT: Could use this when wchar_t are 16-bit\n                    //p = p ? p + 1 : text_selected_end;\n                    while (p < text_selected_end)\n                        if (*p++ == '\\n')\n                            break;\n                }\n                else\n                {\n                    ImVec2 rect_size = InputTextCalcTextSizeW(&g, p, text_selected_end, &p, NULL, true);\n                    if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines\n                    ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn));\n                    rect.ClipWith(clip_rect);\n                    if (rect.Overlaps(clip_rect))\n                        draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color);\n                }\n                rect_pos.x = draw_pos.x - draw_scroll.x;\n                rect_pos.y += g.FontSize;\n            }\n        }\n\n        // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash.\n        if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)\n        {\n            ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text);\n            draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect);\n        }\n\n        // Draw blinking cursor\n        if (render_cursor)\n        {\n            state->CursorAnim += io.DeltaTime;\n            bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f;\n            ImVec2 cursor_screen_pos = ImFloor(draw_pos + cursor_offset - draw_scroll);\n            ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f);\n            if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))\n                draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text));\n\n            // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)\n            if (!is_readonly)\n            {\n                g.PlatformImeData.WantVisible = true;\n                g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);\n                g.PlatformImeData.InputLineHeight = g.FontSize;\n            }\n        }\n    }\n    else\n    {\n        // Render text only (no selection, no cursor)\n        if (is_multiline)\n            text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width\n        else if (!is_displaying_hint && g.ActiveId == id)\n            buf_display_end = buf_display + state->CurLenA;\n        else if (!is_displaying_hint)\n            buf_display_end = buf_display + strlen(buf_display);\n\n        if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)\n        {\n            ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text);\n            draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect);\n        }\n    }\n\n    if (is_password && !is_displaying_hint)\n        PopFont();\n\n    if (is_multiline)\n    {\n        // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (ref issue #4761)...\n        Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y));\n        ImGuiItemFlags backup_item_flags = g.CurrentItemFlags;\n        g.CurrentItemFlags |= ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop;\n        EndChild();\n        item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow);\n        g.CurrentItemFlags = backup_item_flags;\n\n        // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active...\n        // FIXME: This quite messy/tricky, should attempt to get rid of the child window.\n        EndGroup();\n        if (g.LastItemData.ID == 0)\n        {\n            g.LastItemData.ID = id;\n            g.LastItemData.InFlags = item_data_backup.InFlags;\n            g.LastItemData.StatusFlags = item_data_backup.StatusFlags;\n        }\n    }\n\n    // Log as text\n    if (g.LogEnabled && (!is_password || is_displaying_hint))\n    {\n        LogSetNextTextDecoration(\"{\", \"}\");\n        LogRenderedText(&draw_pos, buf_display, buf_display_end);\n    }\n\n    if (label_size.x > 0)\n        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);\n\n    if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited))\n        MarkItemEdited(id);\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable);\n    if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)\n        return validated;\n    else\n        return value_changed;\n}\n\nvoid ImGui::DebugNodeInputTextState(ImGuiInputTextState* state)\n{\n#ifndef IMGUI_DISABLE_DEBUG_TOOLS\n    ImGuiContext& g = *GImGui;\n    ImStb::STB_TexteditState* stb_state = &state->Stb;\n    ImStb::StbUndoState* undo_state = &stb_state->undostate;\n    Text(\"ID: 0x%08X, ActiveID: 0x%08X\", state->ID, g.ActiveId);\n    DebugLocateItemOnHover(state->ID);\n    Text(\"CurLenW: %d, CurLenA: %d, Cursor: %d, Selection: %d..%d\", state->CurLenW, state->CurLenA, stb_state->cursor, stb_state->select_start, stb_state->select_end);\n    Text(\"has_preferred_x: %d (%.2f)\", stb_state->has_preferred_x, stb_state->preferred_x);\n    Text(\"undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d\", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point);\n    if (BeginChild(\"undopoints\", ImVec2(0.0f, GetTextLineHeight() * 15), true)) // Visualize undo state\n    {\n        PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));\n        for (int n = 0; n < STB_TEXTEDIT_UNDOSTATECOUNT; n++)\n        {\n            ImStb::StbUndoRecord* undo_rec = &undo_state->undo_rec[n];\n            const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' ';\n            if (undo_rec_type == ' ')\n                BeginDisabled();\n            char buf[64] = \"\";\n            if (undo_rec_type != ' ' && undo_rec->char_storage != -1)\n                ImTextStrToUtf8(buf, IM_ARRAYSIZE(buf), undo_state->undo_char + undo_rec->char_storage, undo_state->undo_char + undo_rec->char_storage + undo_rec->insert_length);\n            Text(\"%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \\\"%s\\\"\",\n                undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf);\n            if (undo_rec_type == ' ')\n                EndDisabled();\n        }\n        PopStyleVar();\n    }\n    EndChild();\n#else\n    IM_UNUSED(state);\n#endif\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.\n//-------------------------------------------------------------------------\n// - ColorEdit3()\n// - ColorEdit4()\n// - ColorPicker3()\n// - RenderColorRectWithAlphaCheckerboard() [Internal]\n// - ColorPicker4()\n// - ColorButton()\n// - SetColorEditOptions()\n// - ColorTooltip() [Internal]\n// - ColorEditOptionsPopup() [Internal]\n// - ColorPickerOptionsPopup() [Internal]\n//-------------------------------------------------------------------------\n\nbool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags)\n{\n    return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha);\n}\n\nstatic void ColorEditRestoreH(const float* col, float* H)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.ColorEditCurrentID != 0);\n    if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))\n        return;\n    *H = g.ColorEditSavedHue;\n}\n\n// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation.\n// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting.\nstatic void ColorEditRestoreHS(const float* col, float* H, float* S, float* V)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(g.ColorEditCurrentID != 0);\n    if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))\n        return;\n\n    // When S == 0, H is undefined.\n    // When H == 1 it wraps around to 0.\n    if (*S == 0.0f || (*H == 0.0f && g.ColorEditSavedHue == 1))\n        *H = g.ColorEditSavedHue;\n\n    // When V == 0, S is undefined.\n    if (*V == 0.0f)\n        *S = g.ColorEditSavedSat;\n}\n\n// Edit colors components (each component in 0.0f..1.0f range).\n// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.\n// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item.\nbool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const float square_sz = GetFrameHeight();\n    const float w_full = CalcItemWidth();\n    const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x);\n    const float w_inputs = w_full - w_button;\n    const char* label_display_end = FindRenderedTextEnd(label);\n    g.NextItemData.ClearFlags();\n\n    BeginGroup();\n    PushID(label);\n    const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0);\n    if (set_current_color_edit_id)\n        g.ColorEditCurrentID = window->IDStack.back();\n\n    // If we're not showing any slider there's no point in doing any HSV conversions\n    const ImGuiColorEditFlags flags_untouched = flags;\n    if (flags & ImGuiColorEditFlags_NoInputs)\n        flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions;\n\n    // Context menu: display and modify options (before defaults are applied)\n    if (!(flags & ImGuiColorEditFlags_NoOptions))\n        ColorEditOptionsPopup(col, flags);\n\n    // Read stored options\n    if (!(flags & ImGuiColorEditFlags_DisplayMask_))\n        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DisplayMask_);\n    if (!(flags & ImGuiColorEditFlags_DataTypeMask_))\n        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DataTypeMask_);\n    if (!(flags & ImGuiColorEditFlags_PickerMask_))\n        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_);\n    if (!(flags & ImGuiColorEditFlags_InputMask_))\n        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_InputMask_);\n    flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_));\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_));   // Check that only 1 is selected\n\n    const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0;\n    const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0;\n    const int components = alpha ? 4 : 3;\n\n    // Convert to the formats we need\n    float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f };\n    if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB))\n        ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);\n    else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV))\n    {\n        // Hue is lost when converting from grayscale rgb (saturation=0). Restore it.\n        ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);\n        ColorEditRestoreHS(col, &f[0], &f[1], &f[2]);\n    }\n    int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) };\n\n    bool value_changed = false;\n    bool value_changed_as_float = false;\n\n    const ImVec2 pos = window->DC.CursorPos;\n    const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f;\n    window->DC.CursorPos.x = pos.x + inputs_offset_x;\n\n    if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)\n    {\n        // RGB/HSV 0..255 Sliders\n        const float w_item_one  = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));\n        const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));\n\n        const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? \"M:0.000\" : \"M:000\").x);\n        static const char* ids[4] = { \"##X\", \"##Y\", \"##Z\", \"##W\" };\n        static const char* fmt_table_int[3][4] =\n        {\n            {   \"%3d\",   \"%3d\",   \"%3d\",   \"%3d\" }, // Short display\n            { \"R:%3d\", \"G:%3d\", \"B:%3d\", \"A:%3d\" }, // Long display for RGBA\n            { \"H:%3d\", \"S:%3d\", \"V:%3d\", \"A:%3d\" }  // Long display for HSVA\n        };\n        static const char* fmt_table_float[3][4] =\n        {\n            {   \"%0.3f\",   \"%0.3f\",   \"%0.3f\",   \"%0.3f\" }, // Short display\n            { \"R:%0.3f\", \"G:%0.3f\", \"B:%0.3f\", \"A:%0.3f\" }, // Long display for RGBA\n            { \"H:%0.3f\", \"S:%0.3f\", \"V:%0.3f\", \"A:%0.3f\" }  // Long display for HSVA\n        };\n        const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1;\n\n        for (int n = 0; n < components; n++)\n        {\n            if (n > 0)\n                SameLine(0, style.ItemInnerSpacing.x);\n            SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last);\n\n            // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0.\n            if (flags & ImGuiColorEditFlags_Float)\n            {\n                value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]);\n                value_changed_as_float |= value_changed;\n            }\n            else\n            {\n                value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]);\n            }\n            if (!(flags & ImGuiColorEditFlags_NoOptions))\n                OpenPopupOnItemClick(\"context\", ImGuiPopupFlags_MouseButtonRight);\n        }\n    }\n    else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)\n    {\n        // RGB Hexadecimal Input\n        char buf[64];\n        if (alpha)\n            ImFormatString(buf, IM_ARRAYSIZE(buf), \"#%02X%02X%02X%02X\", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255));\n        else\n            ImFormatString(buf, IM_ARRAYSIZE(buf), \"#%02X%02X%02X\", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255));\n        SetNextItemWidth(w_inputs);\n        if (InputText(\"##Text\", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase))\n        {\n            value_changed = true;\n            char* p = buf;\n            while (*p == '#' || ImCharIsBlankA(*p))\n                p++;\n            i[0] = i[1] = i[2] = 0;\n            i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha)\n            int r;\n            if (alpha)\n                r = sscanf(p, \"%02X%02X%02X%02X\", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned)\n            else\n                r = sscanf(p, \"%02X%02X%02X\", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);\n            IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'.\n        }\n        if (!(flags & ImGuiColorEditFlags_NoOptions))\n            OpenPopupOnItemClick(\"context\", ImGuiPopupFlags_MouseButtonRight);\n    }\n\n    ImGuiWindow* picker_active_window = NULL;\n    if (!(flags & ImGuiColorEditFlags_NoSmallPreview))\n    {\n        const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x;\n        window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y);\n\n        const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f);\n        if (ColorButton(\"##ColorButton\", col_v4, flags))\n        {\n            if (!(flags & ImGuiColorEditFlags_NoPicker))\n            {\n                // Store current color and open a picker\n                g.ColorPickerRef = col_v4;\n                OpenPopup(\"picker\");\n                SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y));\n            }\n        }\n        if (!(flags & ImGuiColorEditFlags_NoOptions))\n            OpenPopupOnItemClick(\"context\", ImGuiPopupFlags_MouseButtonRight);\n\n        if (BeginPopup(\"picker\"))\n        {\n            if (g.CurrentWindow->BeginCount == 1)\n            {\n                picker_active_window = g.CurrentWindow;\n                if (label != label_display_end)\n                {\n                    TextEx(label, label_display_end);\n                    Spacing();\n                }\n                ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar;\n                ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf;\n                SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes?\n                value_changed |= ColorPicker4(\"##picker\", col, picker_flags, &g.ColorPickerRef.x);\n            }\n            EndPopup();\n        }\n    }\n\n    if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel))\n    {\n        // Position not necessarily next to last submitted button (e.g. if style.ColorButtonPosition == ImGuiDir_Left),\n        // but we need to use SameLine() to setup baseline correctly. Might want to refactor SameLine() to simplify this.\n        SameLine(0.0f, style.ItemInnerSpacing.x);\n        window->DC.CursorPos.x = pos.x + ((flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x);\n        TextEx(label, label_display_end);\n    }\n\n    // Convert back\n    if (value_changed && picker_active_window == NULL)\n    {\n        if (!value_changed_as_float)\n            for (int n = 0; n < 4; n++)\n                f[n] = i[n] / 255.0f;\n        if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB))\n        {\n            g.ColorEditSavedHue = f[0];\n            g.ColorEditSavedSat = f[1];\n            ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);\n            g.ColorEditSavedID = g.ColorEditCurrentID;\n            g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0));\n        }\n        if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV))\n            ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);\n\n        col[0] = f[0];\n        col[1] = f[1];\n        col[2] = f[2];\n        if (alpha)\n            col[3] = f[3];\n    }\n\n    if (set_current_color_edit_id)\n        g.ColorEditCurrentID = 0;\n    PopID();\n    EndGroup();\n\n    // Drag and Drop Target\n    // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test.\n    if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget())\n    {\n        bool accepted_drag_drop = false;\n        if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))\n        {\n            memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 //-V1086\n            value_changed = accepted_drag_drop = true;\n        }\n        if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))\n        {\n            memcpy((float*)col, payload->Data, sizeof(float) * components);\n            value_changed = accepted_drag_drop = true;\n        }\n\n        // Drag-drop payloads are always RGB\n        if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV))\n            ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]);\n        EndDragDropTarget();\n    }\n\n    // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4().\n    if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window)\n        g.LastItemData.ID = g.ActiveId;\n\n    if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId\n        MarkItemEdited(g.LastItemData.ID);\n\n    return value_changed;\n}\n\nbool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags)\n{\n    float col4[4] = { col[0], col[1], col[2], 1.0f };\n    if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha))\n        return false;\n    col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2];\n    return true;\n}\n\n// Helper for ColorPicker4()\nstatic void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha)\n{\n    ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha);\n    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1,         pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8));\n    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x,             pos.y), half_sz,                              ImGuiDir_Right, IM_COL32(255,255,255,alpha8));\n    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left,  IM_COL32(0,0,0,alpha8));\n    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x,     pos.y), half_sz,                              ImGuiDir_Left,  IM_COL32(255,255,255,alpha8));\n}\n\n// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.\n// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.)\n// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..)\n// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0)\nbool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImDrawList* draw_list = window->DrawList;\n    ImGuiStyle& style = g.Style;\n    ImGuiIO& io = g.IO;\n\n    const float width = CalcItemWidth();\n    g.NextItemData.ClearFlags();\n\n    PushID(label);\n    const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0);\n    if (set_current_color_edit_id)\n        g.ColorEditCurrentID = window->IDStack.back();\n    BeginGroup();\n\n    if (!(flags & ImGuiColorEditFlags_NoSidePreview))\n        flags |= ImGuiColorEditFlags_NoSmallPreview;\n\n    // Context menu: display and store options.\n    if (!(flags & ImGuiColorEditFlags_NoOptions))\n        ColorPickerOptionsPopup(col, flags);\n\n    // Read stored options\n    if (!(flags & ImGuiColorEditFlags_PickerMask_))\n        flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_PickerMask_;\n    if (!(flags & ImGuiColorEditFlags_InputMask_))\n        flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_InputMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_InputMask_;\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_));  // Check that only 1 is selected\n    if (!(flags & ImGuiColorEditFlags_NoOptions))\n        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar);\n\n    // Setup\n    int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4;\n    bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha);\n    ImVec2 picker_pos = window->DC.CursorPos;\n    float square_sz = GetFrameHeight();\n    float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars\n    float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box\n    float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x;\n    float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x;\n    float bars_triangles_half_sz = IM_FLOOR(bars_width * 0.20f);\n\n    float backup_initial_col[4];\n    memcpy(backup_initial_col, col, components * sizeof(float));\n\n    float wheel_thickness = sv_picker_size * 0.08f;\n    float wheel_r_outer = sv_picker_size * 0.50f;\n    float wheel_r_inner = wheel_r_outer - wheel_thickness;\n    ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f);\n\n    // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic.\n    float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f);\n    ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point.\n    ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point.\n    ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point.\n\n    float H = col[0], S = col[1], V = col[2];\n    float R = col[0], G = col[1], B = col[2];\n    if (flags & ImGuiColorEditFlags_InputRGB)\n    {\n        // Hue is lost when converting from grayscale rgb (saturation=0). Restore it.\n        ColorConvertRGBtoHSV(R, G, B, H, S, V);\n        ColorEditRestoreHS(col, &H, &S, &V);\n    }\n    else if (flags & ImGuiColorEditFlags_InputHSV)\n    {\n        ColorConvertHSVtoRGB(H, S, V, R, G, B);\n    }\n\n    bool value_changed = false, value_changed_h = false, value_changed_sv = false;\n\n    PushItemFlag(ImGuiItemFlags_NoNav, true);\n    if (flags & ImGuiColorEditFlags_PickerHueWheel)\n    {\n        // Hue wheel + SV triangle logic\n        InvisibleButton(\"hsv\", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size));\n        if (IsItemActive())\n        {\n            ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center;\n            ImVec2 current_off = g.IO.MousePos - wheel_center;\n            float initial_dist2 = ImLengthSqr(initial_off);\n            if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1))\n            {\n                // Interactive with Hue wheel\n                H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f;\n                if (H < 0.0f)\n                    H += 1.0f;\n                value_changed = value_changed_h = true;\n            }\n            float cos_hue_angle = ImCos(-H * 2.0f * IM_PI);\n            float sin_hue_angle = ImSin(-H * 2.0f * IM_PI);\n            if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle)))\n            {\n                // Interacting with SV triangle\n                ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle);\n                if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated))\n                    current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated);\n                float uu, vv, ww;\n                ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww);\n                V = ImClamp(1.0f - vv, 0.0001f, 1.0f);\n                S = ImClamp(uu / V, 0.0001f, 1.0f);\n                value_changed = value_changed_sv = true;\n            }\n        }\n        if (!(flags & ImGuiColorEditFlags_NoOptions))\n            OpenPopupOnItemClick(\"context\", ImGuiPopupFlags_MouseButtonRight);\n    }\n    else if (flags & ImGuiColorEditFlags_PickerHueBar)\n    {\n        // SV rectangle logic\n        InvisibleButton(\"sv\", ImVec2(sv_picker_size, sv_picker_size));\n        if (IsItemActive())\n        {\n            S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1));\n            V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));\n            ColorEditRestoreH(col, &H); // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square.\n            value_changed = value_changed_sv = true;\n        }\n        if (!(flags & ImGuiColorEditFlags_NoOptions))\n            OpenPopupOnItemClick(\"context\", ImGuiPopupFlags_MouseButtonRight);\n\n        // Hue bar logic\n        SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y));\n        InvisibleButton(\"hue\", ImVec2(bars_width, sv_picker_size));\n        if (IsItemActive())\n        {\n            H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));\n            value_changed = value_changed_h = true;\n        }\n    }\n\n    // Alpha bar logic\n    if (alpha_bar)\n    {\n        SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y));\n        InvisibleButton(\"alpha\", ImVec2(bars_width, sv_picker_size));\n        if (IsItemActive())\n        {\n            col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));\n            value_changed = true;\n        }\n    }\n    PopItemFlag(); // ImGuiItemFlags_NoNav\n\n    if (!(flags & ImGuiColorEditFlags_NoSidePreview))\n    {\n        SameLine(0, style.ItemInnerSpacing.x);\n        BeginGroup();\n    }\n\n    if (!(flags & ImGuiColorEditFlags_NoLabel))\n    {\n        const char* label_display_end = FindRenderedTextEnd(label);\n        if (label != label_display_end)\n        {\n            if ((flags & ImGuiColorEditFlags_NoSidePreview))\n                SameLine(0, style.ItemInnerSpacing.x);\n            TextEx(label, label_display_end);\n        }\n    }\n\n    if (!(flags & ImGuiColorEditFlags_NoSidePreview))\n    {\n        PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true);\n        ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);\n        if ((flags & ImGuiColorEditFlags_NoLabel))\n            Text(\"Current\");\n\n        ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip;\n        ColorButton(\"##current\", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2));\n        if (ref_col != NULL)\n        {\n            Text(\"Original\");\n            ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]);\n            if (ColorButton(\"##original\", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)))\n            {\n                memcpy(col, ref_col, components * sizeof(float));\n                value_changed = true;\n            }\n        }\n        PopItemFlag();\n        EndGroup();\n    }\n\n    // Convert back color to RGB\n    if (value_changed_h || value_changed_sv)\n    {\n        if (flags & ImGuiColorEditFlags_InputRGB)\n        {\n            ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]);\n            g.ColorEditSavedHue = H;\n            g.ColorEditSavedSat = S;\n            g.ColorEditSavedID = g.ColorEditCurrentID;\n            g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0));\n        }\n        else if (flags & ImGuiColorEditFlags_InputHSV)\n        {\n            col[0] = H;\n            col[1] = S;\n            col[2] = V;\n        }\n    }\n\n    // R,G,B and H,S,V slider color editor\n    bool value_changed_fix_hue_wrap = false;\n    if ((flags & ImGuiColorEditFlags_NoInputs) == 0)\n    {\n        PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x);\n        ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf;\n        ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker;\n        if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)\n            if (ColorEdit4(\"##rgb\", col, sub_flags | ImGuiColorEditFlags_DisplayRGB))\n            {\n                // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget.\n                // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050)\n                value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap);\n                value_changed = true;\n            }\n        if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)\n            value_changed |= ColorEdit4(\"##hsv\", col, sub_flags | ImGuiColorEditFlags_DisplayHSV);\n        if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)\n            value_changed |= ColorEdit4(\"##hex\", col, sub_flags | ImGuiColorEditFlags_DisplayHex);\n        PopItemWidth();\n    }\n\n    // Try to cancel hue wrap (after ColorEdit4 call), if any\n    if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB))\n    {\n        float new_H, new_S, new_V;\n        ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V);\n        if (new_H <= 0 && H > 0)\n        {\n            if (new_V <= 0 && V != new_V)\n                ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]);\n            else if (new_S <= 0)\n                ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]);\n        }\n    }\n\n    if (value_changed)\n    {\n        if (flags & ImGuiColorEditFlags_InputRGB)\n        {\n            R = col[0];\n            G = col[1];\n            B = col[2];\n            ColorConvertRGBtoHSV(R, G, B, H, S, V);\n            ColorEditRestoreHS(col, &H, &S, &V);   // Fix local Hue as display below will use it immediately.\n        }\n        else if (flags & ImGuiColorEditFlags_InputHSV)\n        {\n            H = col[0];\n            S = col[1];\n            V = col[2];\n            ColorConvertHSVtoRGB(H, S, V, R, G, B);\n        }\n    }\n\n    const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha);\n    const ImU32 col_black = IM_COL32(0,0,0,style_alpha8);\n    const ImU32 col_white = IM_COL32(255,255,255,style_alpha8);\n    const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8);\n    const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) };\n\n    ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);\n    ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);\n    ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!!\n\n    ImVec2 sv_cursor_pos;\n\n    if (flags & ImGuiColorEditFlags_PickerHueWheel)\n    {\n        // Render Hue Wheel\n        const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out).\n        const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12);\n        for (int n = 0; n < 6; n++)\n        {\n            const float a0 = (n)     /6.0f * 2.0f * IM_PI - aeps;\n            const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps;\n            const int vert_start_idx = draw_list->VtxBuffer.Size;\n            draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc);\n            draw_list->PathStroke(col_white, 0, wheel_thickness);\n            const int vert_end_idx = draw_list->VtxBuffer.Size;\n\n            // Paint colors over existing vertices\n            ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner);\n            ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner);\n            ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]);\n        }\n\n        // Render Cursor + preview on Hue Wheel\n        float cos_hue_angle = ImCos(H * 2.0f * IM_PI);\n        float sin_hue_angle = ImSin(H * 2.0f * IM_PI);\n        ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f);\n        float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f;\n        int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32);\n        draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments);\n        draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments);\n        draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments);\n\n        // Render SV triangle (rotated according to hue)\n        ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle);\n        ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle);\n        ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle);\n        ImVec2 uv_white = GetFontTexUvWhitePixel();\n        draw_list->PrimReserve(6, 6);\n        draw_list->PrimVtx(tra, uv_white, hue_color32);\n        draw_list->PrimVtx(trb, uv_white, hue_color32);\n        draw_list->PrimVtx(trc, uv_white, col_white);\n        draw_list->PrimVtx(tra, uv_white, 0);\n        draw_list->PrimVtx(trb, uv_white, col_black);\n        draw_list->PrimVtx(trc, uv_white, 0);\n        draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f);\n        sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V));\n    }\n    else if (flags & ImGuiColorEditFlags_PickerHueBar)\n    {\n        // Render SV Square\n        draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white);\n        draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black);\n        RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f);\n        sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S)     * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much\n        sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);\n\n        // Render Hue Bar\n        for (int i = 0; i < 6; ++i)\n            draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]);\n        float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size);\n        RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);\n        RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);\n    }\n\n    // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)\n    float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f;\n    draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12);\n    draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, 12);\n    draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12);\n\n    // Render alpha bar\n    if (alpha_bar)\n    {\n        float alpha = ImSaturate(col[3]);\n        ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size);\n        RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));\n        draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK);\n        float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size);\n        RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f);\n        RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);\n    }\n\n    EndGroup();\n\n    if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0)\n        value_changed = false;\n    if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId\n        MarkItemEdited(g.LastItemData.ID);\n\n    if (set_current_color_edit_id)\n        g.ColorEditCurrentID = 0;\n    PopID();\n\n    return value_changed;\n}\n\n// A little color square. Return true when clicked.\n// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip.\n// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip.\n// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set.\nbool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, const ImVec2& size_arg)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiID id = window->GetID(desc_id);\n    const float default_size = GetFrameHeight();\n    const ImVec2 size(size_arg.x == 0.0f ? default_size : size_arg.x, size_arg.y == 0.0f ? default_size : size_arg.y);\n    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);\n    ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f);\n    if (!ItemAdd(bb, id))\n        return false;\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held);\n\n    if (flags & ImGuiColorEditFlags_NoAlpha)\n        flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf);\n\n    ImVec4 col_rgb = col;\n    if (flags & ImGuiColorEditFlags_InputHSV)\n        ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z);\n\n    ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f);\n    float grid_step = ImMin(size.x, size.y) / 2.99f;\n    float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f);\n    ImRect bb_inner = bb;\n    float off = 0.0f;\n    if ((flags & ImGuiColorEditFlags_NoBorder) == 0)\n    {\n        off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts.\n        bb_inner.Expand(off);\n    }\n    if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f)\n    {\n        float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f);\n        RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight);\n        window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft);\n    }\n    else\n    {\n        // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha\n        ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha;\n        if (col_source.w < 1.0f)\n            RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding);\n        else\n            window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding);\n    }\n    RenderNavHighlight(bb, id);\n    if ((flags & ImGuiColorEditFlags_NoBorder) == 0)\n    {\n        if (g.Style.FrameBorderSize > 0.0f)\n            RenderFrameBorder(bb.Min, bb.Max, rounding);\n        else\n            window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border\n    }\n\n    // Drag and Drop Source\n    // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test.\n    if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource())\n    {\n        if (flags & ImGuiColorEditFlags_NoAlpha)\n            SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once);\n        else\n            SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once);\n        ColorButton(desc_id, col, flags);\n        SameLine();\n        TextEx(\"Color\");\n        EndDragDropSource();\n    }\n\n    // Tooltip\n    if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered)\n        ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf));\n\n    return pressed;\n}\n\n// Initialize/override default color options\nvoid ImGui::SetColorEditOptions(ImGuiColorEditFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    if ((flags & ImGuiColorEditFlags_DisplayMask_) == 0)\n        flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_;\n    if ((flags & ImGuiColorEditFlags_DataTypeMask_) == 0)\n        flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_;\n    if ((flags & ImGuiColorEditFlags_PickerMask_) == 0)\n        flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_;\n    if ((flags & ImGuiColorEditFlags_InputMask_) == 0)\n        flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_InputMask_;\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_));    // Check only 1 option is selected\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DataTypeMask_));   // Check only 1 option is selected\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_));     // Check only 1 option is selected\n    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_));      // Check only 1 option is selected\n    g.ColorEditOptions = flags;\n}\n\n// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.\nvoid ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n\n    BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None);\n    const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text;\n    if (text_end > text)\n    {\n        TextEx(text, text_end);\n        Separator();\n    }\n\n    ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2);\n    ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);\n    int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);\n    ColorButton(\"##preview\", cf, (flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz);\n    SameLine();\n    if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_))\n    {\n        if (flags & ImGuiColorEditFlags_NoAlpha)\n            Text(\"#%02X%02X%02X\\nR: %d, G: %d, B: %d\\n(%.3f, %.3f, %.3f)\", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]);\n        else\n            Text(\"#%02X%02X%02X%02X\\nR:%d, G:%d, B:%d, A:%d\\n(%.3f, %.3f, %.3f, %.3f)\", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]);\n    }\n    else if (flags & ImGuiColorEditFlags_InputHSV)\n    {\n        if (flags & ImGuiColorEditFlags_NoAlpha)\n            Text(\"H: %.3f, S: %.3f, V: %.3f\", col[0], col[1], col[2]);\n        else\n            Text(\"H: %.3f, S: %.3f, V: %.3f, A: %.3f\", col[0], col[1], col[2], col[3]);\n    }\n    EndTooltip();\n}\n\nvoid ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags)\n{\n    bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_);\n    bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_);\n    if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup(\"context\"))\n        return;\n    ImGuiContext& g = *GImGui;\n    ImGuiColorEditFlags opts = g.ColorEditOptions;\n    if (allow_opt_inputs)\n    {\n        if (RadioButton(\"RGB\", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB;\n        if (RadioButton(\"HSV\", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV;\n        if (RadioButton(\"Hex\", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex;\n    }\n    if (allow_opt_datatype)\n    {\n        if (allow_opt_inputs) Separator();\n        if (RadioButton(\"0..255\",     (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8;\n        if (RadioButton(\"0.00..1.00\", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float;\n    }\n\n    if (allow_opt_inputs || allow_opt_datatype)\n        Separator();\n    if (Button(\"Copy as..\", ImVec2(-1, 0)))\n        OpenPopup(\"Copy\");\n    if (BeginPopup(\"Copy\"))\n    {\n        int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);\n        char buf[64];\n        ImFormatString(buf, IM_ARRAYSIZE(buf), \"(%.3ff, %.3ff, %.3ff, %.3ff)\", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);\n        if (Selectable(buf))\n            SetClipboardText(buf);\n        ImFormatString(buf, IM_ARRAYSIZE(buf), \"(%d,%d,%d,%d)\", cr, cg, cb, ca);\n        if (Selectable(buf))\n            SetClipboardText(buf);\n        ImFormatString(buf, IM_ARRAYSIZE(buf), \"#%02X%02X%02X\", cr, cg, cb);\n        if (Selectable(buf))\n            SetClipboardText(buf);\n        if (!(flags & ImGuiColorEditFlags_NoAlpha))\n        {\n            ImFormatString(buf, IM_ARRAYSIZE(buf), \"#%02X%02X%02X%02X\", cr, cg, cb, ca);\n            if (Selectable(buf))\n                SetClipboardText(buf);\n        }\n        EndPopup();\n    }\n\n    g.ColorEditOptions = opts;\n    EndPopup();\n}\n\nvoid ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags)\n{\n    bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_);\n    bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar);\n    if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup(\"context\"))\n        return;\n    ImGuiContext& g = *GImGui;\n    if (allow_opt_picker)\n    {\n        ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function\n        PushItemWidth(picker_size.x);\n        for (int picker_type = 0; picker_type < 2; picker_type++)\n        {\n            // Draw small/thumbnail version of each picker type (over an invisible button for selection)\n            if (picker_type > 0) Separator();\n            PushID(picker_type);\n            ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha);\n            if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar;\n            if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel;\n            ImVec2 backup_pos = GetCursorScreenPos();\n            if (Selectable(\"##selectable\", false, 0, picker_size)) // By default, Selectable() is closing popup\n                g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags_PickerMask_) | (picker_flags & ImGuiColorEditFlags_PickerMask_);\n            SetCursorScreenPos(backup_pos);\n            ImVec4 previewing_ref_col;\n            memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4));\n            ColorPicker4(\"##previewing_picker\", &previewing_ref_col.x, picker_flags);\n            PopID();\n        }\n        PopItemWidth();\n    }\n    if (allow_opt_alpha_bar)\n    {\n        if (allow_opt_picker) Separator();\n        CheckboxFlags(\"Alpha Bar\", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar);\n    }\n    EndPopup();\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: TreeNode, CollapsingHeader, etc.\n//-------------------------------------------------------------------------\n// - TreeNode()\n// - TreeNodeV()\n// - TreeNodeEx()\n// - TreeNodeExV()\n// - TreeNodeBehavior() [Internal]\n// - TreePush()\n// - TreePop()\n// - GetTreeNodeToLabelSpacing()\n// - SetNextItemOpen()\n// - CollapsingHeader()\n//-------------------------------------------------------------------------\n\nbool ImGui::TreeNode(const char* str_id, const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    bool is_open = TreeNodeExV(str_id, 0, fmt, args);\n    va_end(args);\n    return is_open;\n}\n\nbool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    bool is_open = TreeNodeExV(ptr_id, 0, fmt, args);\n    va_end(args);\n    return is_open;\n}\n\nbool ImGui::TreeNode(const char* label)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n    return TreeNodeBehavior(window->GetID(label), 0, label, NULL);\n}\n\nbool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args)\n{\n    return TreeNodeExV(str_id, 0, fmt, args);\n}\n\nbool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args)\n{\n    return TreeNodeExV(ptr_id, 0, fmt, args);\n}\n\nbool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    return TreeNodeBehavior(window->GetID(label), flags, label, NULL);\n}\n\nbool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    bool is_open = TreeNodeExV(str_id, flags, fmt, args);\n    va_end(args);\n    return is_open;\n}\n\nbool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)\n{\n    va_list args;\n    va_start(args, fmt);\n    bool is_open = TreeNodeExV(ptr_id, flags, fmt, args);\n    va_end(args);\n    return is_open;\n}\n\nbool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    const char* label, *label_end;\n    ImFormatStringToTempBufferV(&label, &label_end, fmt, args);\n    return TreeNodeBehavior(window->GetID(str_id), flags, label, label_end);\n}\n\nbool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    const char* label, *label_end;\n    ImFormatStringToTempBufferV(&label, &label_end, fmt, args);\n    return TreeNodeBehavior(window->GetID(ptr_id), flags, label, label_end);\n}\n\nvoid ImGui::TreeNodeSetOpen(ImGuiID id, bool open)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage;\n    storage->SetInt(id, open ? 1 : 0);\n}\n\nbool ImGui::TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags)\n{\n    if (flags & ImGuiTreeNodeFlags_Leaf)\n        return true;\n\n    // We only write to the tree storage if the user clicks (or explicitly use the SetNextItemOpen function)\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    ImGuiStorage* storage = window->DC.StateStorage;\n\n    bool is_open;\n    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasOpen)\n    {\n        if (g.NextItemData.OpenCond & ImGuiCond_Always)\n        {\n            is_open = g.NextItemData.OpenVal;\n            TreeNodeSetOpen(id, is_open);\n        }\n        else\n        {\n            // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently.\n            const int stored_value = storage->GetInt(id, -1);\n            if (stored_value == -1)\n            {\n                is_open = g.NextItemData.OpenVal;\n                TreeNodeSetOpen(id, is_open);\n            }\n            else\n            {\n                is_open = stored_value != 0;\n            }\n        }\n    }\n    else\n    {\n        is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0;\n    }\n\n    // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior).\n    // NB- If we are above max depth we still allow manually opened nodes to be logged.\n    if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand)\n        is_open = true;\n\n    return is_open;\n}\n\nbool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0;\n    const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y));\n\n    if (!label_end)\n        label_end = FindRenderedTextEnd(label);\n    const ImVec2 label_size = CalcTextSize(label, label_end, false);\n\n    // We vertically grow up to current line height up the typical widget height.\n    const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2);\n    ImRect frame_bb;\n    frame_bb.Min.x = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x;\n    frame_bb.Min.y = window->DC.CursorPos.y;\n    frame_bb.Max.x = window->WorkRect.Max.x;\n    frame_bb.Max.y = window->DC.CursorPos.y + frame_height;\n    if (display_frame)\n    {\n        // Framed header expand a little outside the default padding, to the edge of InnerClipRect\n        // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f)\n        frame_bb.Min.x -= IM_FLOOR(window->WindowPadding.x * 0.5f - 1.0f);\n        frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f);\n    }\n\n    const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2);           // Collapser arrow width + Spacing\n    const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset);                    // Latch before ItemSize changes it\n    const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f);  // Include collapser\n    ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y);\n    ItemSize(ImVec2(text_width, frame_height), padding.y);\n\n    // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing\n    ImRect interact_bb = frame_bb;\n    if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0)\n        interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f;\n\n    // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child.\n    // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().\n    // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero.\n    const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;\n    bool is_open = TreeNodeUpdateNextOpen(id, flags);\n    if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))\n        window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth);\n\n    bool item_add = ItemAdd(interact_bb, id);\n    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;\n    g.LastItemData.DisplayRect = frame_bb;\n\n    if (!item_add)\n    {\n        if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))\n            TreePushOverrideID(id);\n        IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));\n        return is_open;\n    }\n\n    ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None;\n    if (flags & ImGuiTreeNodeFlags_AllowItemOverlap)\n        button_flags |= ImGuiButtonFlags_AllowItemOverlap;\n    if (!is_leaf)\n        button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;\n\n    // We allow clicking on the arrow section with keyboard modifiers held, in order to easily\n    // allow browsing a tree while preserving selection with code implementing multi-selection patterns.\n    // When clicking on the rest of the tree node we always disallow keyboard modifiers.\n    const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x;\n    const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x;\n    const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2);\n    if (window != g.HoveredWindow || !is_mouse_x_over_arrow)\n        button_flags |= ImGuiButtonFlags_NoKeyModifiers;\n\n    // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags.\n    // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support.\n    // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0)\n    // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0)\n    // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1)\n    // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1)\n    // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0)\n    // It is rather standard that arrow click react on Down rather than Up.\n    // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work.\n    if (is_mouse_x_over_arrow)\n        button_flags |= ImGuiButtonFlags_PressedOnClick;\n    else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)\n        button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;\n    else\n        button_flags |= ImGuiButtonFlags_PressedOnClickRelease;\n\n    bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0;\n    const bool was_selected = selected;\n\n    bool hovered, held;\n    bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);\n    bool toggled = false;\n    if (!is_leaf)\n    {\n        if (pressed && g.DragDropHoldJustPressedId != id)\n        {\n            if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id))\n                toggled = true;\n            if (flags & ImGuiTreeNodeFlags_OpenOnArrow)\n                toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job\n            if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2)\n                toggled = true;\n        }\n        else if (pressed && g.DragDropHoldJustPressedId == id)\n        {\n            IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold);\n            if (!is_open) // When using Drag and Drop \"hold to open\" we keep the node highlighted after opening, but never close it again.\n                toggled = true;\n        }\n\n        if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open)\n        {\n            toggled = true;\n            NavMoveRequestCancel();\n        }\n        if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority?\n        {\n            toggled = true;\n            NavMoveRequestCancel();\n        }\n\n        if (toggled)\n        {\n            is_open = !is_open;\n            window->DC.StateStorage->SetInt(id, is_open);\n            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen;\n        }\n    }\n    if (flags & ImGuiTreeNodeFlags_AllowItemOverlap)\n        SetItemAllowOverlap();\n\n    // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger.\n    if (selected != was_selected) //-V547\n        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection;\n\n    // Render\n    const ImU32 text_col = GetColorU32(ImGuiCol_Text);\n    ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin;\n    if (display_frame)\n    {\n        // Framed type\n        const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);\n        RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding);\n        RenderNavHighlight(frame_bb, id, nav_highlight_flags);\n        if (flags & ImGuiTreeNodeFlags_Bullet)\n            RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col);\n        else if (!is_leaf)\n            RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f);\n        else // Leaf without bullet, left-adjusted text\n            text_pos.x -= text_offset_x;\n        if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton)\n            frame_bb.Max.x -= g.FontSize + style.FramePadding.x;\n\n        if (g.LogEnabled)\n            LogSetNextTextDecoration(\"###\", \"###\");\n        RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);\n    }\n    else\n    {\n        // Unframed typed for tree nodes\n        if (hovered || selected)\n        {\n            const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);\n            RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false);\n        }\n        RenderNavHighlight(frame_bb, id, nav_highlight_flags);\n        if (flags & ImGuiTreeNodeFlags_Bullet)\n            RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col);\n        else if (!is_leaf)\n            RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f);\n        if (g.LogEnabled)\n            LogSetNextTextDecoration(\">\", NULL);\n        RenderText(text_pos, label, label_end, false);\n    }\n\n    if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))\n        TreePushOverrideID(id);\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));\n    return is_open;\n}\n\nvoid ImGui::TreePush(const char* str_id)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    Indent();\n    window->DC.TreeDepth++;\n    PushID(str_id);\n}\n\nvoid ImGui::TreePush(const void* ptr_id)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    Indent();\n    window->DC.TreeDepth++;\n    PushID(ptr_id);\n}\n\nvoid ImGui::TreePushOverrideID(ImGuiID id)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    Indent();\n    window->DC.TreeDepth++;\n    PushOverrideID(id);\n}\n\nvoid ImGui::TreePop()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    Unindent();\n\n    window->DC.TreeDepth--;\n    ImU32 tree_depth_mask = (1 << window->DC.TreeDepth);\n\n    // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled)\n    if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())\n        if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask))\n        {\n            SetNavID(window->IDStack.back(), g.NavLayer, 0, ImRect());\n            NavMoveRequestCancel();\n        }\n    window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1;\n\n    IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much.\n    PopID();\n}\n\n// Horizontal distance preceding label when using TreeNode() or Bullet()\nfloat ImGui::GetTreeNodeToLabelSpacing()\n{\n    ImGuiContext& g = *GImGui;\n    return g.FontSize + (g.Style.FramePadding.x * 2.0f);\n}\n\n// Set next TreeNode/CollapsingHeader open state.\nvoid ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.CurrentWindow->SkipItems)\n        return;\n    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen;\n    g.NextItemData.OpenVal = is_open;\n    g.NextItemData.OpenCond = cond ? cond : ImGuiCond_Always;\n}\n\n// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag).\n// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode().\nbool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label);\n}\n\n// p_visible == NULL                        : regular collapsing header\n// p_visible != NULL && *p_visible == true  : show a small close button on the corner of the header, clicking the button will set *p_visible = false\n// p_visible != NULL && *p_visible == false : do not show the header at all\n// Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen.\nbool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    if (p_visible && !*p_visible)\n        return false;\n\n    ImGuiID id = window->GetID(label);\n    flags |= ImGuiTreeNodeFlags_CollapsingHeader;\n    if (p_visible)\n        flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton;\n    bool is_open = TreeNodeBehavior(id, flags, label);\n    if (p_visible != NULL)\n    {\n        // Create a small overlapping close button\n        // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.\n        // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow.\n        ImGuiContext& g = *GImGui;\n        ImGuiLastItemData last_item_backup = g.LastItemData;\n        float button_size = g.FontSize;\n        float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x * 2.0f - button_size);\n        float button_y = g.LastItemData.Rect.Min.y;\n        ImGuiID close_button_id = GetIDWithSeed(\"#CLOSE\", NULL, id);\n        if (CloseButton(close_button_id, ImVec2(button_x, button_y)))\n            *p_visible = false;\n        g.LastItemData = last_item_backup;\n    }\n\n    return is_open;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: Selectable\n//-------------------------------------------------------------------------\n// - Selectable()\n//-------------------------------------------------------------------------\n\n// Tip: pass a non-visible label (e.g. \"##hello\") then you can use the space to draw other text or image.\n// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id.\n// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowItemOverlap are also frequently used flags.\n// FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported.\nbool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n\n    // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle.\n    ImGuiID id = window->GetID(label);\n    ImVec2 label_size = CalcTextSize(label, NULL, true);\n    ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);\n    ImVec2 pos = window->DC.CursorPos;\n    pos.y += window->DC.CurrLineTextBaseOffset;\n    ItemSize(size, 0.0f);\n\n    // Fill horizontal space\n    // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets.\n    const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0;\n    const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x;\n    const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x;\n    if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth))\n        size.x = ImMax(label_size.x, max_x - min_x);\n\n    // Text stays at the submission position, but bounding box may be extended on both sides\n    const ImVec2 text_min = pos;\n    const ImVec2 text_max(min_x + size.x, pos.y + size.y);\n\n    // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable.\n    ImRect bb(min_x, pos.y, text_max.x, text_max.y);\n    if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0)\n    {\n        const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x;\n        const float spacing_y = style.ItemSpacing.y;\n        const float spacing_L = IM_FLOOR(spacing_x * 0.50f);\n        const float spacing_U = IM_FLOOR(spacing_y * 0.50f);\n        bb.Min.x -= spacing_L;\n        bb.Min.y -= spacing_U;\n        bb.Max.x += (spacing_x - spacing_L);\n        bb.Max.y += (spacing_y - spacing_U);\n    }\n    //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); }\n\n    // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackground for every Selectable..\n    const float backup_clip_rect_min_x = window->ClipRect.Min.x;\n    const float backup_clip_rect_max_x = window->ClipRect.Max.x;\n    if (span_all_columns)\n    {\n        window->ClipRect.Min.x = window->ParentWorkRect.Min.x;\n        window->ClipRect.Max.x = window->ParentWorkRect.Max.x;\n    }\n\n    const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0;\n    const bool item_add = ItemAdd(bb, id, NULL, disabled_item ? ImGuiItemFlags_Disabled : ImGuiItemFlags_None);\n    if (span_all_columns)\n    {\n        window->ClipRect.Min.x = backup_clip_rect_min_x;\n        window->ClipRect.Max.x = backup_clip_rect_max_x;\n    }\n\n    if (!item_add)\n        return false;\n\n    const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;\n    if (disabled_item && !disabled_global) // Only testing this as an optimization\n        BeginDisabled();\n\n    // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only,\n    // which would be advantageous since most selectable are not selected.\n    if (span_all_columns && window->DC.CurrentColumns)\n        PushColumnsBackground();\n    else if (span_all_columns && g.CurrentTable)\n        TablePushBackgroundChannel();\n\n    // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries\n    ImGuiButtonFlags button_flags = 0;\n    if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; }\n    if (flags & ImGuiSelectableFlags_NoSetKeyOwner)     { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; }\n    if (flags & ImGuiSelectableFlags_SelectOnClick)     { button_flags |= ImGuiButtonFlags_PressedOnClick; }\n    if (flags & ImGuiSelectableFlags_SelectOnRelease)   { button_flags |= ImGuiButtonFlags_PressedOnRelease; }\n    if (flags & ImGuiSelectableFlags_AllowDoubleClick)  { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; }\n    if (flags & ImGuiSelectableFlags_AllowItemOverlap)  { button_flags |= ImGuiButtonFlags_AllowItemOverlap; }\n\n    const bool was_selected = selected;\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);\n\n    // Auto-select when moved into\n    // - This will be more fully fleshed in the range-select branch\n    // - This is not exposed as it won't nicely work with some user side handling of shift/control\n    // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons\n    //   - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope())\n    //   - (2) usage will fail with clipped items\n    //   The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API.\n    if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId)\n        if (g.NavJustMovedToId == id)\n            selected = pressed = true;\n\n    // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard\n    if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover)))\n    {\n        if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)\n        {\n            SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect)\n            g.NavDisableHighlight = true;\n        }\n    }\n    if (pressed)\n        MarkItemEdited(id);\n\n    if (flags & ImGuiSelectableFlags_AllowItemOverlap)\n        SetItemAllowOverlap();\n\n    // In this branch, Selectable() cannot toggle the selection so this will never trigger.\n    if (selected != was_selected) //-V547\n        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection;\n\n    // Render\n    if (hovered || selected)\n    {\n        const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);\n        RenderFrame(bb.Min, bb.Max, col, false, 0.0f);\n    }\n    RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);\n\n    if (span_all_columns && window->DC.CurrentColumns)\n        PopColumnsBackground();\n    else if (span_all_columns && g.CurrentTable)\n        TablePopBackgroundChannel();\n\n    RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb);\n\n    // Automatically close popups\n    if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(g.LastItemData.InFlags & ImGuiItemFlags_SelectableDontClosePopup))\n        CloseCurrentPopup();\n\n    if (disabled_item && !disabled_global)\n        EndDisabled();\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);\n    return pressed; //-V1020\n}\n\nbool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)\n{\n    if (Selectable(label, *p_selected, flags, size_arg))\n    {\n        *p_selected = !*p_selected;\n        return true;\n    }\n    return false;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: ListBox\n//-------------------------------------------------------------------------\n// - BeginListBox()\n// - EndListBox()\n// - ListBox()\n//-------------------------------------------------------------------------\n\n// Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. \"##empty\"\n// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.25 * item_height).\nbool ImGui::BeginListBox(const char* label, const ImVec2& size_arg)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = GetID(label);\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n\n    // Size default to hold ~7.25 items.\n    // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.\n    ImVec2 size = ImFloor(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f));\n    ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y));\n    ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);\n    ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));\n    g.NextItemData.ClearFlags();\n\n    if (!IsRectVisible(bb.Min, bb.Max))\n    {\n        ItemSize(bb.GetSize(), style.FramePadding.y);\n        ItemAdd(bb, 0, &frame_bb);\n        return false;\n    }\n\n    // FIXME-OPT: We could omit the BeginGroup() if label_size.x but would need to omit the EndGroup() as well.\n    BeginGroup();\n    if (label_size.x > 0.0f)\n    {\n        ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y);\n        RenderText(label_pos, label);\n        window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size);\n    }\n\n    BeginChildFrame(id, frame_bb.GetSize(), ImGuiWindowFlags_NoScrollbar);\n    return true;\n}\n\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n// OBSOLETED in 1.81 (from February 2021)\nbool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items)\n{\n    // If height_in_items == -1, default height is maximum 7.\n    ImGuiContext& g = *GImGui;\n    float height_in_items_f = (height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f;\n    ImVec2 size;\n    size.x = 0.0f;\n    size.y = GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f;\n    return BeginListBox(label, size);\n}\n#endif\n\nvoid ImGui::EndListBox()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && \"Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?\");\n    IM_UNUSED(window);\n\n    EndChildFrame();\n    EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label\n}\n\nbool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items)\n{\n    const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items);\n    return value_changed;\n}\n\n// This is merely a helper around BeginListBox(), EndListBox().\n// Considering using those directly to submit custom data or store selection differently.\nbool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items)\n{\n    ImGuiContext& g = *GImGui;\n\n    // Calculate size from \"height_in_items\"\n    if (height_in_items < 0)\n        height_in_items = ImMin(items_count, 7);\n    float height_in_items_f = height_in_items + 0.25f;\n    ImVec2 size(0.0f, ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f));\n\n    if (!BeginListBox(label, size))\n        return false;\n\n    // Assume all items have even height (= 1 line of text). If you need items of different height,\n    // you can create a custom version of ListBox() in your code without using the clipper.\n    bool value_changed = false;\n    ImGuiListClipper clipper;\n    clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to.\n    while (clipper.Step())\n        for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)\n        {\n            const char* item_text;\n            if (!items_getter(data, i, &item_text))\n                item_text = \"*Unknown item*\";\n\n            PushID(i);\n            const bool item_selected = (i == *current_item);\n            if (Selectable(item_text, item_selected))\n            {\n                *current_item = i;\n                value_changed = true;\n            }\n            if (item_selected)\n                SetItemDefaultFocus();\n            PopID();\n        }\n    EndListBox();\n\n    if (value_changed)\n        MarkItemEdited(g.LastItemData.ID);\n\n    return value_changed;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: PlotLines, PlotHistogram\n//-------------------------------------------------------------------------\n// - PlotEx() [Internal]\n// - PlotLines()\n// - PlotHistogram()\n//-------------------------------------------------------------------------\n// Plot/Graph widgets are not very good.\n// Consider writing your own, or using a third-party one, see:\n// - ImPlot https://github.com/epezent/implot\n// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions\n//-------------------------------------------------------------------------\n\nint ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return -1;\n\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n\n    const ImVec2 label_size = CalcTextSize(label, NULL, true);\n    const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), label_size.y + style.FramePadding.y * 2.0f);\n\n    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);\n    const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);\n    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0));\n    ItemSize(total_bb, style.FramePadding.y);\n    if (!ItemAdd(total_bb, 0, &frame_bb))\n        return -1;\n    const bool hovered = ItemHoverable(frame_bb, id);\n\n    // Determine scale from values if not specified\n    if (scale_min == FLT_MAX || scale_max == FLT_MAX)\n    {\n        float v_min = FLT_MAX;\n        float v_max = -FLT_MAX;\n        for (int i = 0; i < values_count; i++)\n        {\n            const float v = values_getter(data, i);\n            if (v != v) // Ignore NaN values\n                continue;\n            v_min = ImMin(v_min, v);\n            v_max = ImMax(v_max, v);\n        }\n        if (scale_min == FLT_MAX)\n            scale_min = v_min;\n        if (scale_max == FLT_MAX)\n            scale_max = v_max;\n    }\n\n    RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);\n\n    const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1;\n    int idx_hovered = -1;\n    if (values_count >= values_count_min)\n    {\n        int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);\n        int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);\n\n        // Tooltip on hover\n        if (hovered && inner_bb.Contains(g.IO.MousePos))\n        {\n            const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f);\n            const int v_idx = (int)(t * item_count);\n            IM_ASSERT(v_idx >= 0 && v_idx < values_count);\n\n            const float v0 = values_getter(data, (v_idx + values_offset) % values_count);\n            const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count);\n            if (plot_type == ImGuiPlotType_Lines)\n                SetTooltip(\"%d: %8.4g\\n%d: %8.4g\", v_idx, v0, v_idx + 1, v1);\n            else if (plot_type == ImGuiPlotType_Histogram)\n                SetTooltip(\"%d: %8.4g\", v_idx, v0);\n            idx_hovered = v_idx;\n        }\n\n        const float t_step = 1.0f / (float)res_w;\n        const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min));\n\n        float v0 = values_getter(data, (0 + values_offset) % values_count);\n        float t0 = 0.0f;\n        ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) );                       // Point in the normalized space of our target rectangle\n        float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f);   // Where does the zero line stands\n\n        const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram);\n        const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered);\n\n        for (int n = 0; n < res_w; n++)\n        {\n            const float t1 = t0 + t_step;\n            const int v1_idx = (int)(t0 * item_count + 0.5f);\n            IM_ASSERT(v1_idx >= 0 && v1_idx < values_count);\n            const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count);\n            const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) );\n\n            // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU.\n            ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0);\n            ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t));\n            if (plot_type == ImGuiPlotType_Lines)\n            {\n                window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base);\n            }\n            else if (plot_type == ImGuiPlotType_Histogram)\n            {\n                if (pos1.x >= pos0.x + 2.0f)\n                    pos1.x -= 1.0f;\n                window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base);\n            }\n\n            t0 = t1;\n            tp0 = tp1;\n        }\n    }\n\n    // Text overlay\n    if (overlay_text)\n        RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f));\n\n    if (label_size.x > 0.0f)\n        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);\n\n    // Return hovered index or -1 if none are hovered.\n    // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx().\n    return idx_hovered;\n}\n\nstruct ImGuiPlotArrayGetterData\n{\n    const float* Values;\n    int Stride;\n\n    ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; }\n};\n\nstatic float Plot_ArrayGetter(void* data, int idx)\n{\n    ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data;\n    const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride);\n    return v;\n}\n\nvoid ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)\n{\n    ImGuiPlotArrayGetterData data(values, stride);\n    PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);\n}\n\nvoid ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)\n{\n    PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);\n}\n\nvoid ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)\n{\n    ImGuiPlotArrayGetterData data(values, stride);\n    PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);\n}\n\nvoid ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)\n{\n    PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: Value helpers\n// Those is not very useful, legacy API.\n//-------------------------------------------------------------------------\n// - Value()\n//-------------------------------------------------------------------------\n\nvoid ImGui::Value(const char* prefix, bool b)\n{\n    Text(\"%s: %s\", prefix, (b ? \"true\" : \"false\"));\n}\n\nvoid ImGui::Value(const char* prefix, int v)\n{\n    Text(\"%s: %d\", prefix, v);\n}\n\nvoid ImGui::Value(const char* prefix, unsigned int v)\n{\n    Text(\"%s: %d\", prefix, v);\n}\n\nvoid ImGui::Value(const char* prefix, float v, const char* float_format)\n{\n    if (float_format)\n    {\n        char fmt[64];\n        ImFormatString(fmt, IM_ARRAYSIZE(fmt), \"%%s: %s\", float_format);\n        Text(fmt, prefix, v);\n    }\n    else\n    {\n        Text(\"%s: %.3f\", prefix, v);\n    }\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] MenuItem, BeginMenu, EndMenu, etc.\n//-------------------------------------------------------------------------\n// - ImGuiMenuColumns [Internal]\n// - BeginMenuBar()\n// - EndMenuBar()\n// - BeginMainMenuBar()\n// - EndMainMenuBar()\n// - BeginMenu()\n// - EndMenu()\n// - MenuItemEx() [Internal]\n// - MenuItem()\n//-------------------------------------------------------------------------\n\n// Helpers for internal use\nvoid ImGuiMenuColumns::Update(float spacing, bool window_reappearing)\n{\n    if (window_reappearing)\n        memset(Widths, 0, sizeof(Widths));\n    Spacing = (ImU16)spacing;\n    CalcNextTotalWidth(true);\n    memset(Widths, 0, sizeof(Widths));\n    TotalWidth = NextTotalWidth;\n    NextTotalWidth = 0;\n}\n\nvoid ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets)\n{\n    ImU16 offset = 0;\n    bool want_spacing = false;\n    for (int i = 0; i < IM_ARRAYSIZE(Widths); i++)\n    {\n        ImU16 width = Widths[i];\n        if (want_spacing && width > 0)\n            offset += Spacing;\n        want_spacing |= (width > 0);\n        if (update_offsets)\n        {\n            if (i == 1) { OffsetLabel = offset; }\n            if (i == 2) { OffsetShortcut = offset; }\n            if (i == 3) { OffsetMark = offset; }\n        }\n        offset += width;\n    }\n    NextTotalWidth = offset;\n}\n\nfloat ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark)\n{\n    Widths[0] = ImMax(Widths[0], (ImU16)w_icon);\n    Widths[1] = ImMax(Widths[1], (ImU16)w_label);\n    Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut);\n    Widths[3] = ImMax(Widths[3], (ImU16)w_mark);\n    CalcNextTotalWidth(false);\n    return (float)ImMax(TotalWidth, NextTotalWidth);\n}\n\n// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere..\n// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer.\n// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary.\n// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars.\nbool ImGui::BeginMenuBar()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n    if (!(window->Flags & ImGuiWindowFlags_MenuBar))\n        return false;\n\n    IM_ASSERT(!window->DC.MenuBarAppending);\n    BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore\n    PushID(\"##menubar\");\n\n    // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.\n    // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.\n    ImRect bar_rect = window->MenuBarRect();\n    ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), IM_ROUND(bar_rect.Max.y));\n    clip_rect.ClipWith(window->OuterRectClipped);\n    PushClipRect(clip_rect.Min, clip_rect.Max, false);\n\n    // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags).\n    window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);\n    window->DC.LayoutType = ImGuiLayoutType_Horizontal;\n    window->DC.IsSameLine = false;\n    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;\n    window->DC.MenuBarAppending = true;\n    AlignTextToFramePadding();\n    return true;\n}\n\nvoid ImGui::EndMenuBar()\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return;\n    ImGuiContext& g = *GImGui;\n\n    // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings.\n    if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))\n    {\n        // Try to find out if the request is for one of our child menu\n        ImGuiWindow* nav_earliest_child = g.NavWindow;\n        while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))\n            nav_earliest_child = nav_earliest_child->ParentWindow;\n        if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)\n        {\n            // To do so we claim focus back, restore NavId and then process the movement request for yet another frame.\n            // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering)\n            const ImGuiNavLayer layer = ImGuiNavLayer_Menu;\n            IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary)\n            FocusWindow(window);\n            SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);\n            g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.\n            g.NavDisableMouseHover = g.NavMousePosDirty = true;\n            NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat\n        }\n    }\n\n    IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive \"warning C6011: Dereferencing NULL pointer 'window'\"\n    IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);\n    IM_ASSERT(window->DC.MenuBarAppending);\n    PopClipRect();\n    PopID();\n    window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.\n    g.GroupStack.back().EmitItem = false;\n    EndGroup(); // Restore position on layer 0\n    window->DC.LayoutType = ImGuiLayoutType_Vertical;\n    window->DC.IsSameLine = false;\n    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;\n    window->DC.MenuBarAppending = false;\n}\n\n// Important: calling order matters!\n// FIXME: Somehow overlapping with docking tech.\n// FIXME: The \"rect-cut\" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts)\nbool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags)\n{\n    IM_ASSERT(dir != ImGuiDir_None);\n\n    ImGuiWindow* bar_window = FindWindowByName(name);\n    if (bar_window == NULL || bar_window->BeginCount == 0)\n    {\n        // Calculate and set window size/position\n        ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport());\n        ImRect avail_rect = viewport->GetBuildWorkRect();\n        ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;\n        ImVec2 pos = avail_rect.Min;\n        if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)\n            pos[axis] = avail_rect.Max[axis] - axis_size;\n        ImVec2 size = avail_rect.GetSize();\n        size[axis] = axis_size;\n        SetNextWindowPos(pos);\n        SetNextWindowSize(size);\n\n        // Report our size into work area (for next frame) using actual window size\n        if (dir == ImGuiDir_Up || dir == ImGuiDir_Left)\n            viewport->BuildWorkOffsetMin[axis] += axis_size;\n        else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right)\n            viewport->BuildWorkOffsetMax[axis] -= axis_size;\n    }\n\n    window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;\n    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);\n    PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint\n    bool is_open = Begin(name, NULL, window_flags);\n    PopStyleVar(2);\n\n    return is_open;\n}\n\nbool ImGui::BeginMainMenuBar()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();\n\n    // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.\n    // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea?\n    // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings.\n    g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));\n    ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;\n    float height = GetFrameHeight();\n    bool is_open = BeginViewportSideBar(\"##MainMenuBar\", viewport, ImGuiDir_Up, height, window_flags);\n    g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);\n\n    if (is_open)\n        BeginMenuBar();\n    else\n        End();\n    return is_open;\n}\n\nvoid ImGui::EndMainMenuBar()\n{\n    EndMenuBar();\n\n    // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window\n    // FIXME: With this strategy we won't be able to restore a NULL focus.\n    ImGuiContext& g = *GImGui;\n    if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest)\n        FocusTopMostWindowUnderOne(g.NavWindow, NULL);\n\n    End();\n}\n\nstatic bool IsRootOfOpenMenuSet()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu))\n        return false;\n\n    // Initially we used 'upper_popup->OpenParentId == window->IDStack.back()' to differentiate multiple menu sets from each others\n    // (e.g. inside menu bar vs loose menu items) based on parent ID.\n    // This would however prevent the use of e.g. PuhsID() user code submitting menus.\n    // Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag,\n    // making  hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects.\n    // Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup\n    // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first child menu.\n    // In the end, lack of ID check made it so we could no longer differentiate between separate menu sets. To compensate for that, we at least check parent window nav layer.\n    // This fixes the most common case of menu opening on hover when moving between window content and menu bar. Multiple different menu sets in same nav layer would still\n    // open on hover, but that should be a lesser problem, because if such menus are close in proximity in window content then it won't feel weird and if they are far apart\n    // it likely won't be a problem anyone runs into.\n    const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size];\n    return (window->DC.NavLayerCurrent == upper_popup->ParentNavLayer && upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu));\n}\n\nbool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = window->GetID(label);\n    bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None);\n\n    // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)\n    // The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation.\n    ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;\n    if (window->Flags & ImGuiWindowFlags_ChildMenu)\n        window_flags |= ImGuiWindowFlags_ChildWindow;\n\n    // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin().\n    // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame.\n    // If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used.\n    if (g.MenusIdSubmittedThisFrame.contains(id))\n    {\n        if (menu_is_open)\n            menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)\n        else\n            g.NextWindowData.ClearFlags();          // we behave like Begin() and need to consume those values\n        return menu_is_open;\n    }\n\n    // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu\n    g.MenusIdSubmittedThisFrame.push_back(id);\n\n    ImVec2 label_size = CalcTextSize(label, NULL, true);\n\n    // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window)\n    // This is only done for items for the menu set and not the full parent window.\n    const bool menuset_is_open = IsRootOfOpenMenuSet();\n    if (menuset_is_open)\n        PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true);\n\n    // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu,\n    // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup().\n    // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering.\n    ImVec2 popup_pos, pos = window->DC.CursorPos;\n    PushID(label);\n    if (!enabled)\n        BeginDisabled();\n    const ImGuiMenuColumns* offsets = &window->DC.MenuColumns;\n    bool pressed;\n\n    // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another.\n    const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups;\n    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)\n    {\n        // Menu inside an horizontal menu bar\n        // Selectable extend their highlight by half ItemSpacing in each direction.\n        // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()\n        popup_pos = ImVec2(pos.x - 1.0f - IM_FLOOR(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight());\n        window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f);\n        PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));\n        float w = label_size.x;\n        ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);\n        pressed = Selectable(\"\", menu_is_open, selectable_flags, ImVec2(w, label_size.y));\n        RenderText(text_pos, label);\n        PopStyleVar();\n        window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().\n    }\n    else\n    {\n        // Menu inside a regular/vertical menu\n        // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.\n        //  Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.\n        popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);\n        float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;\n        float checkmark_w = IM_FLOOR(g.FontSize * 1.20f);\n        float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame\n        float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);\n        ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);\n        pressed = Selectable(\"\", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y));\n        RenderText(text_pos, label);\n        if (icon_w > 0.0f)\n            RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);\n        RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right);\n    }\n    if (!enabled)\n        EndDisabled();\n\n    const bool hovered = (g.HoveredId == id) && enabled && !g.NavDisableMouseHover;\n    if (menuset_is_open)\n        PopItemFlag();\n\n    bool want_open = false;\n    bool want_close = false;\n    if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))\n    {\n        // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu\n        // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.\n        bool moving_toward_child_menu = false;\n        ImGuiPopupData* child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) ? &g.OpenPopupStack[g.BeginPopupStack.Size] : NULL; // Popup candidate (testing below)\n        ImGuiWindow* child_menu_window = (child_popup && child_popup->Window && child_popup->Window->ParentWindow == window) ? child_popup->Window : NULL;\n        if (g.HoveredWindow == window && child_menu_window != NULL)\n        {\n            float ref_unit = g.FontSize; // FIXME-DPI\n            float child_dir = (window->Pos.x < child_menu_window->Pos.x) ? 1.0f : -1.0f;\n            ImRect next_window_rect = child_menu_window->Rect();\n            ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta);\n            ImVec2 tb = (child_dir > 0.0f) ? next_window_rect.GetTL() : next_window_rect.GetTR();\n            ImVec2 tc = (child_dir > 0.0f) ? next_window_rect.GetBL() : next_window_rect.GetBR();\n            float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f);   // add a bit of extra slack.\n            ta.x += child_dir * -0.5f;\n            tb.x += child_dir * ref_unit;\n            tc.x += child_dir * ref_unit;\n            tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -ref_unit * 8.0f);                           // triangle has maximum height to limit the slope and the bias toward large sub-menus\n            tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +ref_unit * 8.0f);\n            moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);\n            //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG]\n        }\n\n        // The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not)\n        // But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon.\n        // (Remember to test this on BeginPopup(\"A\")->BeginMenu(\"B\") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.)\n        if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavDisableMouseHover)\n            want_close = true;\n\n        // Open\n        if (!menu_is_open && pressed) // Click/activate to open\n            want_open = true;\n        else if (!menu_is_open && hovered && !moving_toward_child_menu) // Hover to open\n            want_open = true;\n        if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open\n        {\n            want_open = true;\n            NavMoveRequestCancel();\n        }\n    }\n    else\n    {\n        // Menu bar\n        if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it\n        {\n            want_close = true;\n            want_open = menu_is_open = false;\n        }\n        else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others\n        {\n            want_open = true;\n        }\n        else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open\n        {\n            want_open = true;\n            NavMoveRequestCancel();\n        }\n    }\n\n    if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu(\"options\", has_object)) { ..use object.. }'\n        want_close = true;\n    if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None))\n        ClosePopupToLevel(g.BeginPopupStack.Size, true);\n\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0));\n    PopID();\n\n    if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size)\n    {\n        // Don't reopen/recycle same menu level in the same frame, first close the other menu and yield for a frame.\n        OpenPopup(label);\n    }\n    else if (want_open)\n    {\n        menu_is_open = true;\n        OpenPopup(label);\n    }\n\n    if (menu_is_open)\n    {\n        ImGuiLastItemData last_item_in_parent = g.LastItemData;\n        SetNextWindowPos(popup_pos, ImGuiCond_Always);                  // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos.\n        PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding\n        menu_is_open = BeginPopupEx(id, window_flags);                  // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)\n        PopStyleVar();\n        if (menu_is_open)\n        {\n            // Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu()\n            // (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck)\n            g.LastItemData = last_item_in_parent;\n            if (g.HoveredWindow == window)\n                g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;\n        }\n    }\n    else\n    {\n        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values\n    }\n\n    return menu_is_open;\n}\n\nbool ImGui::BeginMenu(const char* label, bool enabled)\n{\n    return BeginMenuEx(label, NULL, enabled);\n}\n\nvoid ImGui::EndMenu()\n{\n    // Nav: When a left move request our menu failed, close ourselves.\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginMenu()/EndMenu() calls\n    ImGuiWindow* parent_window = window->ParentWindow;  // Should always be != NULL is we passed assert.\n    if (window->BeginCount == window->BeginCountPreviousFrame)\n        if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet())\n            if (g.NavWindow && (g.NavWindow->RootWindowForNav == window) && parent_window->DC.LayoutType == ImGuiLayoutType_Vertical)\n            {\n                ClosePopupToLevel(g.BeginPopupStack.Size - 1, true);\n                NavMoveRequestCancel();\n            }\n\n    EndPopup();\n}\n\nbool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut, bool selected, bool enabled)\n{\n    ImGuiWindow* window = GetCurrentWindow();\n    if (window->SkipItems)\n        return false;\n\n    ImGuiContext& g = *GImGui;\n    ImGuiStyle& style = g.Style;\n    ImVec2 pos = window->DC.CursorPos;\n    ImVec2 label_size = CalcTextSize(label, NULL, true);\n\n    // See BeginMenuEx() for comments about this.\n    const bool menuset_is_open = IsRootOfOpenMenuSet();\n    if (menuset_is_open)\n        PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true);\n\n    // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73),\n    // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only.\n    bool pressed;\n    PushID(label);\n    if (!enabled)\n        BeginDisabled();\n\n    // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another.\n    const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SetNavIdOnHover;\n    const ImGuiMenuColumns* offsets = &window->DC.MenuColumns;\n    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)\n    {\n        // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful\n        // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark.\n        float w = label_size.x;\n        window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f);\n        ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);\n        PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));\n        pressed = Selectable(\"\", selected, selectable_flags, ImVec2(w, 0.0f));\n        PopStyleVar();\n        if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)\n            RenderText(text_pos, label);\n        window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().\n    }\n    else\n    {\n        // Menu item inside a vertical menu\n        // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.\n        //  Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.\n        float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;\n        float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f;\n        float checkmark_w = IM_FLOOR(g.FontSize * 1.20f);\n        float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame\n        float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);\n        pressed = Selectable(\"\", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y));\n        if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)\n        {\n            RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label);\n            if (icon_w > 0.0f)\n                RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);\n            if (shortcut_w > 0.0f)\n            {\n                PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);\n                RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false);\n                PopStyleColor();\n            }\n            if (selected)\n                RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f);\n        }\n    }\n    IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));\n    if (!enabled)\n        EndDisabled();\n    PopID();\n    if (menuset_is_open)\n        PopItemFlag();\n\n    return pressed;\n}\n\nbool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled)\n{\n    return MenuItemEx(label, NULL, shortcut, selected, enabled);\n}\n\nbool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled)\n{\n    if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled))\n    {\n        if (p_selected)\n            *p_selected = !*p_selected;\n        return true;\n    }\n    return false;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.\n//-------------------------------------------------------------------------\n// - BeginTabBar()\n// - BeginTabBarEx() [Internal]\n// - EndTabBar()\n// - TabBarLayout() [Internal]\n// - TabBarCalcTabID() [Internal]\n// - TabBarCalcMaxTabWidth() [Internal]\n// - TabBarFindTabById() [Internal]\n// - TabBarFindTabByOrder() [Internal]\n// - TabBarGetCurrentTab() [Internal]\n// - TabBarGetTabName() [Internal]\n// - TabBarRemoveTab() [Internal]\n// - TabBarCloseTab() [Internal]\n// - TabBarScrollClamp() [Internal]\n// - TabBarScrollToTab() [Internal]\n// - TabBarQueueFocus() [Internal]\n// - TabBarQueueReorder() [Internal]\n// - TabBarProcessReorderFromMousePos() [Internal]\n// - TabBarProcessReorder() [Internal]\n// - TabBarScrollingButtons() [Internal]\n// - TabBarTabListPopupButton() [Internal]\n//-------------------------------------------------------------------------\n\nstruct ImGuiTabBarSection\n{\n    int                 TabCount;               // Number of tabs in this section.\n    float               Width;                  // Sum of width of tabs in this section (after shrinking down)\n    float               Spacing;                // Horizontal spacing at the end of the section.\n\n    ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); }\n};\n\nnamespace ImGui\n{\n    static void             TabBarLayout(ImGuiTabBar* tab_bar);\n    static ImU32            TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window);\n    static float            TabBarCalcMaxTabWidth();\n    static float            TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling);\n    static void             TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections);\n    static ImGuiTabItem*    TabBarScrollingButtons(ImGuiTabBar* tab_bar);\n    static ImGuiTabItem*    TabBarTabListPopupButton(ImGuiTabBar* tab_bar);\n}\n\nImGuiTabBar::ImGuiTabBar()\n{\n    memset(this, 0, sizeof(*this));\n    CurrFrameVisible = PrevFrameVisible = -1;\n    LastTabItemIdx = -1;\n}\n\nstatic inline int TabItemGetSectionIdx(const ImGuiTabItem* tab)\n{\n    return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;\n}\n\nstatic int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs)\n{\n    const ImGuiTabItem* a = (const ImGuiTabItem*)lhs;\n    const ImGuiTabItem* b = (const ImGuiTabItem*)rhs;\n    const int a_section = TabItemGetSectionIdx(a);\n    const int b_section = TabItemGetSectionIdx(b);\n    if (a_section != b_section)\n        return a_section - b_section;\n    return (int)(a->IndexDuringLayout - b->IndexDuringLayout);\n}\n\nstatic int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs)\n{\n    const ImGuiTabItem* a = (const ImGuiTabItem*)lhs;\n    const ImGuiTabItem* b = (const ImGuiTabItem*)rhs;\n    return (int)(a->BeginOrder - b->BeginOrder);\n}\n\nstatic ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref)\n{\n    ImGuiContext& g = *GImGui;\n    return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index);\n}\n\nstatic ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar)\n{\n    ImGuiContext& g = *GImGui;\n    if (g.TabBars.Contains(tab_bar))\n        return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar));\n    return ImGuiPtrOrIndex(tab_bar);\n}\n\nbool    ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return false;\n\n    ImGuiID id = window->GetID(str_id);\n    ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id);\n    ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2);\n    tab_bar->ID = id;\n    return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused);\n}\n\nbool    ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return false;\n\n    if ((flags & ImGuiTabBarFlags_DockNode) == 0)\n        PushOverrideID(tab_bar->ID);\n\n    // Add to stack\n    g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar));\n    g.CurrentTabBar = tab_bar;\n\n    // Append with multiple BeginTabBar()/EndTabBar() pairs.\n    tab_bar->BackupCursorPos = window->DC.CursorPos;\n    if (tab_bar->CurrFrameVisible == g.FrameCount)\n    {\n        window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY);\n        tab_bar->BeginCount++;\n        return true;\n    }\n\n    // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable\n    if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable)))\n        ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder);\n    tab_bar->TabsAddedNew = false;\n\n    // Flags\n    if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)\n        flags |= ImGuiTabBarFlags_FittingPolicyDefault_;\n\n    tab_bar->Flags = flags;\n    tab_bar->BarRect = tab_bar_bb;\n    tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab()\n    tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible;\n    tab_bar->CurrFrameVisible = g.FrameCount;\n    tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight;\n    tab_bar->CurrTabsContentsHeight = 0.0f;\n    tab_bar->ItemSpacingY = g.Style.ItemSpacing.y;\n    tab_bar->FramePadding = g.Style.FramePadding;\n    tab_bar->TabsActiveCount = 0;\n    tab_bar->LastTabItemIdx = -1;\n    tab_bar->BeginCount = 1;\n\n    // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap\n    window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY);\n\n    // Draw separator\n    const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive);\n    const float y = tab_bar->BarRect.Max.y - 1.0f;\n    {\n        const float separator_min_x = tab_bar->BarRect.Min.x - IM_FLOOR(window->WindowPadding.x * 0.5f);\n        const float separator_max_x = tab_bar->BarRect.Max.x + IM_FLOOR(window->WindowPadding.x * 0.5f);\n        window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f);\n    }\n    return true;\n}\n\nvoid    ImGui::EndTabBar()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return;\n\n    ImGuiTabBar* tab_bar = g.CurrentTabBar;\n    if (tab_bar == NULL)\n    {\n        IM_ASSERT_USER_ERROR(tab_bar != NULL, \"Mismatched BeginTabBar()/EndTabBar()!\");\n        return;\n    }\n\n    // Fallback in case no TabItem have been submitted\n    if (tab_bar->WantLayout)\n        TabBarLayout(tab_bar);\n\n    // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed().\n    const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);\n    if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing)\n    {\n        tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight);\n        window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight;\n    }\n    else\n    {\n        window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight;\n    }\n    if (tab_bar->BeginCount > 1)\n        window->DC.CursorPos = tab_bar->BackupCursorPos;\n\n    tab_bar->LastTabItemIdx = -1;\n    if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)\n        PopID();\n\n    g.CurrentTabBarStack.pop_back();\n    g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back());\n}\n\n// This is called only once a frame before by the first call to ItemTab()\n// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions.\nstatic void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)\n{\n    ImGuiContext& g = *GImGui;\n    tab_bar->WantLayout = false;\n\n    // Garbage collect by compacting list\n    // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section)\n    int tab_dst_n = 0;\n    bool need_sort_by_section = false;\n    ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing\n    for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++)\n    {\n        ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n];\n        if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose)\n        {\n            // Remove tab\n            if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; }\n            if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; }\n            if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; }\n            continue;\n        }\n        if (tab_dst_n != tab_src_n)\n            tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n];\n\n        tab = &tab_bar->Tabs[tab_dst_n];\n        tab->IndexDuringLayout = (ImS16)tab_dst_n;\n\n        // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another)\n        int curr_tab_section_n = TabItemGetSectionIdx(tab);\n        if (tab_dst_n > 0)\n        {\n            ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1];\n            int prev_tab_section_n = TabItemGetSectionIdx(prev_tab);\n            if (curr_tab_section_n == 0 && prev_tab_section_n != 0)\n                need_sort_by_section = true;\n            if (prev_tab_section_n == 2 && curr_tab_section_n != 2)\n                need_sort_by_section = true;\n        }\n\n        sections[curr_tab_section_n].TabCount++;\n        tab_dst_n++;\n    }\n    if (tab_bar->Tabs.Size != tab_dst_n)\n        tab_bar->Tabs.resize(tab_dst_n);\n\n    if (need_sort_by_section)\n        ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection);\n\n    // Calculate spacing between sections\n    sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;\n    sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;\n\n    // Setup next selected tab\n    ImGuiID scroll_to_tab_id = 0;\n    if (tab_bar->NextSelectedTabId)\n    {\n        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId;\n        tab_bar->NextSelectedTabId = 0;\n        scroll_to_tab_id = tab_bar->SelectedTabId;\n    }\n\n    // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot).\n    if (tab_bar->ReorderRequestTabId != 0)\n    {\n        if (TabBarProcessReorder(tab_bar))\n            if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId)\n                scroll_to_tab_id = tab_bar->ReorderRequestTabId;\n        tab_bar->ReorderRequestTabId = 0;\n    }\n\n    // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!)\n    const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0;\n    if (tab_list_popup_button)\n        if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x!\n            scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;\n\n    // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central\n    // (whereas our tabs are stored as: leading, central, trailing)\n    int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount };\n    g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size);\n\n    // Compute ideal tabs widths + store them into shrink buffer\n    ImGuiTabItem* most_recently_selected_tab = NULL;\n    int curr_section_n = -1;\n    bool found_selected_tab_id = false;\n    for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)\n    {\n        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];\n        IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible);\n\n        if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button))\n            most_recently_selected_tab = tab;\n        if (tab->ID == tab_bar->SelectedTabId)\n            found_selected_tab_id = true;\n        if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID)\n            scroll_to_tab_id = tab->ID;\n\n        // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar.\n        // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,\n        // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window.\n        const char* tab_name = TabBarGetTabName(tab_bar, tab);\n        const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument);\n        tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x;\n\n        int section_n = TabItemGetSectionIdx(tab);\n        ImGuiTabBarSection* section = &sections[section_n];\n        section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f);\n        curr_section_n = section_n;\n\n        // Store data so we can build an array sorted by width if we need to shrink tabs down\n        IM_MSVC_WARNING_SUPPRESS(6385);\n        ImGuiShrinkWidthItem* shrink_width_item = &g.ShrinkWidthBuffer[shrink_buffer_indexes[section_n]++];\n        shrink_width_item->Index = tab_n;\n        shrink_width_item->Width = shrink_width_item->InitialWidth = tab->ContentWidth;\n        tab->Width = ImMax(tab->ContentWidth, 1.0f);\n    }\n\n    // Compute total ideal width (used for e.g. auto-resizing a window)\n    tab_bar->WidthAllTabsIdeal = 0.0f;\n    for (int section_n = 0; section_n < 3; section_n++)\n        tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing;\n\n    // Horizontal scrolling buttons\n    // (note that TabBarScrollButtons() will alter BarRect.Max.x)\n    if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll))\n        if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar))\n        {\n            scroll_to_tab_id = scroll_and_select_tab->ID;\n            if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0)\n                tab_bar->SelectedTabId = scroll_to_tab_id;\n        }\n\n    // Shrink widths if full tabs don't fit in their allocated space\n    float section_0_w = sections[0].Width + sections[0].Spacing;\n    float section_1_w = sections[1].Width + sections[1].Spacing;\n    float section_2_w = sections[2].Width + sections[2].Spacing;\n    bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth();\n    float width_excess;\n    if (central_section_is_visible)\n        width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section\n    else\n        width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section\n\n    // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore\n    if (width_excess >= 1.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible))\n    {\n        int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount);\n        int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0);\n        ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess);\n\n        // Apply shrunk values into tabs and sections\n        for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++)\n        {\n            ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index];\n            float shrinked_width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width);\n            if (shrinked_width < 0.0f)\n                continue;\n\n            shrinked_width = ImMax(1.0f, shrinked_width);\n            int section_n = TabItemGetSectionIdx(tab);\n            sections[section_n].Width -= (tab->Width - shrinked_width);\n            tab->Width = shrinked_width;\n        }\n    }\n\n    // Layout all active tabs\n    int section_tab_index = 0;\n    float tab_offset = 0.0f;\n    tab_bar->WidthAllTabs = 0.0f;\n    for (int section_n = 0; section_n < 3; section_n++)\n    {\n        ImGuiTabBarSection* section = &sections[section_n];\n        if (section_n == 2)\n            tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset);\n\n        for (int tab_n = 0; tab_n < section->TabCount; tab_n++)\n        {\n            ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n];\n            tab->Offset = tab_offset;\n            tab->NameOffset = -1;\n            tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f);\n        }\n        tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f);\n        tab_offset += section->Spacing;\n        section_tab_index += section->TabCount;\n    }\n\n    // Clear name buffers\n    tab_bar->TabsNames.Buf.resize(0);\n\n    // If we have lost the selected tab, select the next most recently active one\n    if (found_selected_tab_id == false)\n        tab_bar->SelectedTabId = 0;\n    if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL)\n        scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID;\n\n    // Lock in visible tab\n    tab_bar->VisibleTabId = tab_bar->SelectedTabId;\n    tab_bar->VisibleTabWasSubmitted = false;\n\n    // Update scrolling\n    if (scroll_to_tab_id != 0)\n        TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections);\n    tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim);\n    tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget);\n    if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget)\n    {\n        // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds.\n        // Teleport if we are aiming far off the visible line\n        tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize);\n        tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f);\n        const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize);\n        tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed);\n    }\n    else\n    {\n        tab_bar->ScrollingSpeed = 0.0f;\n    }\n    tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing;\n    tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing;\n\n    // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame)\n    ImGuiWindow* window = g.CurrentWindow;\n    window->DC.CursorPos = tab_bar->BarRect.Min;\n    ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y);\n    window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal);\n}\n\n// Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack.\nstatic ImU32   ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window)\n{\n    IM_ASSERT(docked_window == NULL); // master branch only\n    IM_UNUSED(docked_window);\n    if (tab_bar->Flags & ImGuiTabBarFlags_DockNode)\n    {\n        ImGuiID id = ImHashStr(label);\n        KeepAliveID(id);\n        return id;\n    }\n    else\n    {\n        ImGuiWindow* window = GImGui->CurrentWindow;\n        return window->GetID(label);\n    }\n}\n\nstatic float ImGui::TabBarCalcMaxTabWidth()\n{\n    ImGuiContext& g = *GImGui;\n    return g.FontSize * 20.0f;\n}\n\nImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id)\n{\n    if (tab_id != 0)\n        for (int n = 0; n < tab_bar->Tabs.Size; n++)\n            if (tab_bar->Tabs[n].ID == tab_id)\n                return &tab_bar->Tabs[n];\n    return NULL;\n}\n\n// Order = visible order, not submission order! (which is tab->BeginOrder)\nImGuiTabItem* ImGui::TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order)\n{\n    if (order < 0 || order >= tab_bar->Tabs.Size)\n        return NULL;\n    return &tab_bar->Tabs[order];\n}\n\nImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar)\n{\n    if (tab_bar->LastTabItemIdx <= 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size)\n        return NULL;\n    return &tab_bar->Tabs[tab_bar->LastTabItemIdx];\n}\n\nconst char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)\n{\n    if (tab->NameOffset == -1)\n        return \"N/A\";\n    IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size);\n    return tab_bar->TabsNames.Buf.Data + tab->NameOffset;\n}\n\n// The *TabId fields are already set by the docking system _before_ the actual TabItem was created, so we clear them regardless.\nvoid ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id)\n{\n    if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))\n        tab_bar->Tabs.erase(tab);\n    if (tab_bar->VisibleTabId == tab_id)      { tab_bar->VisibleTabId = 0; }\n    if (tab_bar->SelectedTabId == tab_id)     { tab_bar->SelectedTabId = 0; }\n    if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; }\n}\n\n// Called on manual closure attempt\nvoid ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)\n{\n    if (tab->Flags & ImGuiTabItemFlags_Button)\n        return; // A button appended with TabItemButton().\n\n    if (!(tab->Flags & ImGuiTabItemFlags_UnsavedDocument))\n    {\n        // This will remove a frame of lag for selecting another tab on closure.\n        // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure\n        tab->WantClose = true;\n        if (tab_bar->VisibleTabId == tab->ID)\n        {\n            tab->LastFrameVisible = -1;\n            tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0;\n        }\n    }\n    else\n    {\n        // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup)\n        if (tab_bar->VisibleTabId != tab->ID)\n            TabBarQueueFocus(tab_bar, tab);\n    }\n}\n\nstatic float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling)\n{\n    scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth());\n    return ImMax(scrolling, 0.0f);\n}\n\n// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys\nstatic void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections)\n{\n    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id);\n    if (tab == NULL)\n        return;\n    if (tab->Flags & ImGuiTabItemFlags_SectionMask_)\n        return;\n\n    ImGuiContext& g = *GImGui;\n    float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar)\n    int order = TabBarGetTabOrder(tab_bar, tab);\n\n    // Scrolling happens only in the central section (leading/trailing sections are not scrolling)\n    // FIXME: This is all confusing.\n    float scrollable_width = tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing;\n\n    // We make all tabs positions all relative Sections[0].Width to make code simpler\n    float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f);\n    float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f);\n    tab_bar->ScrollingTargetDistToVisibility = 0.0f;\n    if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width))\n    {\n        // Scroll to the left\n        tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f);\n        tab_bar->ScrollingTarget = tab_x1;\n    }\n    else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width)\n    {\n        // Scroll to the right\n        tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f);\n        tab_bar->ScrollingTarget = tab_x2 - scrollable_width;\n    }\n}\n\nvoid ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)\n{\n    tab_bar->NextSelectedTabId = tab->ID;\n}\n\nvoid ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset)\n{\n    IM_ASSERT(offset != 0);\n    IM_ASSERT(tab_bar->ReorderRequestTabId == 0);\n    tab_bar->ReorderRequestTabId = tab->ID;\n    tab_bar->ReorderRequestOffset = (ImS16)offset;\n}\n\nvoid ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* src_tab, ImVec2 mouse_pos)\n{\n    ImGuiContext& g = *GImGui;\n    IM_ASSERT(tab_bar->ReorderRequestTabId == 0);\n    if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0)\n        return;\n\n    const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0;\n    const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0);\n\n    // Count number of contiguous tabs we are crossing over\n    const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1;\n    const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab);\n    int dst_idx = src_idx;\n    for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir)\n    {\n        // Reordered tabs must share the same section\n        const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i];\n        if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder)\n            break;\n        if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_))\n            break;\n        dst_idx = i;\n\n        // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered.\n        const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x;\n        const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x;\n        //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255));\n        if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2))\n            break;\n    }\n\n    if (dst_idx != src_idx)\n        TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx);\n}\n\nbool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar)\n{\n    ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId);\n    if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder))\n        return false;\n\n    //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools\n    int tab2_order = TabBarGetTabOrder(tab_bar, tab1) + tab_bar->ReorderRequestOffset;\n    if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size)\n        return false;\n\n    // Reordered tabs must share the same section\n    // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too)\n    ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order];\n    if (tab2->Flags & ImGuiTabItemFlags_NoReorder)\n        return false;\n    if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_))\n        return false;\n\n    ImGuiTabItem item_tmp = *tab1;\n    ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2;\n    ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1;\n    const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset;\n    memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem));\n    *tab2 = item_tmp;\n\n    if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings)\n        MarkIniSettingsDirty();\n    return true;\n}\n\nstatic ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f);\n    const float scrolling_buttons_width = arrow_button_size.x * 2.0f;\n\n    const ImVec2 backup_cursor_pos = window->DC.CursorPos;\n    //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255));\n\n    int select_dir = 0;\n    ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text];\n    arrow_col.w *= 0.5f;\n\n    PushStyleColor(ImGuiCol_Text, arrow_col);\n    PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));\n    const float backup_repeat_delay = g.IO.KeyRepeatDelay;\n    const float backup_repeat_rate = g.IO.KeyRepeatRate;\n    g.IO.KeyRepeatDelay = 0.250f;\n    g.IO.KeyRepeatRate = 0.200f;\n    float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width);\n    window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y);\n    if (ArrowButtonEx(\"##<\", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat))\n        select_dir = -1;\n    window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y);\n    if (ArrowButtonEx(\"##>\", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat))\n        select_dir = +1;\n    PopStyleColor(2);\n    g.IO.KeyRepeatRate = backup_repeat_rate;\n    g.IO.KeyRepeatDelay = backup_repeat_delay;\n\n    ImGuiTabItem* tab_to_scroll_to = NULL;\n    if (select_dir != 0)\n        if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))\n        {\n            int selected_order = TabBarGetTabOrder(tab_bar, tab_item);\n            int target_order = selected_order + select_dir;\n\n            // Skip tab item buttons until another tab item is found or end is reached\n            while (tab_to_scroll_to == NULL)\n            {\n                // If we are at the end of the list, still scroll to make our tab visible\n                tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order];\n\n                // Cross through buttons\n                // (even if first/last item is a button, return it so we can update the scroll)\n                if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button)\n                {\n                    target_order += select_dir;\n                    selected_order += select_dir;\n                    tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL;\n                }\n            }\n        }\n    window->DC.CursorPos = backup_cursor_pos;\n    tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f;\n\n    return tab_to_scroll_to;\n}\n\nstatic ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n\n    // We use g.Style.FramePadding.y to match the square ArrowButton size\n    const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y;\n    const ImVec2 backup_cursor_pos = window->DC.CursorPos;\n    window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y);\n    tab_bar->BarRect.Min.x += tab_list_popup_button_width;\n\n    ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text];\n    arrow_col.w *= 0.5f;\n    PushStyleColor(ImGuiCol_Text, arrow_col);\n    PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));\n    bool open = BeginCombo(\"##v\", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest);\n    PopStyleColor(2);\n\n    ImGuiTabItem* tab_to_select = NULL;\n    if (open)\n    {\n        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)\n        {\n            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];\n            if (tab->Flags & ImGuiTabItemFlags_Button)\n                continue;\n\n            const char* tab_name = TabBarGetTabName(tab_bar, tab);\n            if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID))\n                tab_to_select = tab;\n        }\n        EndCombo();\n    }\n\n    window->DC.CursorPos = backup_cursor_pos;\n    return tab_to_select;\n}\n\n//-------------------------------------------------------------------------\n// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.\n//-------------------------------------------------------------------------\n// - BeginTabItem()\n// - EndTabItem()\n// - TabItemButton()\n// - TabItemEx() [Internal]\n// - SetTabItemClosed()\n// - TabItemCalcSize() [Internal]\n// - TabItemBackground() [Internal]\n// - TabItemLabelAndCloseButton() [Internal]\n//-------------------------------------------------------------------------\n\nbool    ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return false;\n\n    ImGuiTabBar* tab_bar = g.CurrentTabBar;\n    if (tab_bar == NULL)\n    {\n        IM_ASSERT_USER_ERROR(tab_bar, \"Needs to be called between BeginTabBar() and EndTabBar()!\");\n        return false;\n    }\n    IM_ASSERT(!(flags & ImGuiTabItemFlags_Button)); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead!\n\n    bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL);\n    if (ret && !(flags & ImGuiTabItemFlags_NoPushId))\n    {\n        ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];\n        PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label)\n    }\n    return ret;\n}\n\nvoid    ImGui::EndTabItem()\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return;\n\n    ImGuiTabBar* tab_bar = g.CurrentTabBar;\n    if (tab_bar == NULL)\n    {\n        IM_ASSERT_USER_ERROR(tab_bar != NULL, \"Needs to be called between BeginTabBar() and EndTabBar()!\");\n        return;\n    }\n    IM_ASSERT(tab_bar->LastTabItemIdx >= 0);\n    ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];\n    if (!(tab->Flags & ImGuiTabItemFlags_NoPushId))\n        PopID();\n}\n\nbool    ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags)\n{\n    ImGuiContext& g = *GImGui;\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return false;\n\n    ImGuiTabBar* tab_bar = g.CurrentTabBar;\n    if (tab_bar == NULL)\n    {\n        IM_ASSERT_USER_ERROR(tab_bar != NULL, \"Needs to be called between BeginTabBar() and EndTabBar()!\");\n        return false;\n    }\n    return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL);\n}\n\nbool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window)\n{\n    // Layout whole tab bar if not already done\n    ImGuiContext& g = *GImGui;\n    if (tab_bar->WantLayout)\n    {\n        ImGuiNextItemData backup_next_item_data = g.NextItemData;\n        TabBarLayout(tab_bar);\n        g.NextItemData = backup_next_item_data;\n    }\n    ImGuiWindow* window = g.CurrentWindow;\n    if (window->SkipItems)\n        return false;\n\n    const ImGuiStyle& style = g.Style;\n    const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window);\n\n    // If the user called us with *p_open == false, we early out and don't render.\n    // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID.\n    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);\n    if (p_open && !*p_open)\n    {\n        ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav);\n        return false;\n    }\n\n    IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button));\n    IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing\n\n    // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented)\n    if (flags & ImGuiTabItemFlags_NoCloseButton)\n        p_open = NULL;\n    else if (p_open == NULL)\n        flags |= ImGuiTabItemFlags_NoCloseButton;\n\n    // Acquire tab data\n    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id);\n    bool tab_is_new = false;\n    if (tab == NULL)\n    {\n        tab_bar->Tabs.push_back(ImGuiTabItem());\n        tab = &tab_bar->Tabs.back();\n        tab->ID = id;\n        tab_bar->TabsAddedNew = tab_is_new = true;\n    }\n    tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab);\n\n    // Calculate tab contents size\n    ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument));\n    tab->RequestedWidth = -1.0f;\n    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)\n        size.x = tab->RequestedWidth = g.NextItemData.Width;\n    if (tab_is_new)\n        tab->Width = ImMax(1.0f, size.x);\n    tab->ContentWidth = size.x;\n    tab->BeginOrder = tab_bar->TabsActiveCount++;\n\n    const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);\n    const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0;\n    const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount);\n    const bool tab_just_unsaved = (flags & ImGuiTabItemFlags_UnsavedDocument) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument);\n    const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0;\n    tab->LastFrameVisible = g.FrameCount;\n    tab->Flags = flags;\n\n    // Append name _WITH_ the zero-terminator\n    if (docked_window != NULL)\n    {\n        IM_ASSERT(docked_window == NULL); // master branch only\n    }\n    else\n    {\n        tab->NameOffset = (ImS32)tab_bar->TabsNames.size();\n        tab_bar->TabsNames.append(label, label + strlen(label) + 1);\n    }\n\n    // Update selected tab\n    if (!is_tab_button)\n    {\n        if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0)\n            if (!tab_bar_appearing || tab_bar->SelectedTabId == 0)\n                TabBarQueueFocus(tab_bar, tab); // New tabs gets activated\n        if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // _SetSelected can only be passed on explicit tab bar\n            TabBarQueueFocus(tab_bar, tab);\n    }\n\n    // Lock visibility\n    // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!)\n    bool tab_contents_visible = (tab_bar->VisibleTabId == id);\n    if (tab_contents_visible)\n        tab_bar->VisibleTabWasSubmitted = true;\n\n    // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches\n    if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing)\n        if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs))\n            tab_contents_visible = true;\n\n    // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted\n    // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'.\n    if (tab_appearing && (!tab_bar_appearing || tab_is_new))\n    {\n        ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav);\n        if (is_tab_button)\n            return false;\n        return tab_contents_visible;\n    }\n\n    if (tab_bar->SelectedTabId == id)\n        tab->LastFrameSelected = g.FrameCount;\n\n    // Backup current layout position\n    const ImVec2 backup_main_cursor_pos = window->DC.CursorPos;\n\n    // Layout\n    const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0;\n    size.x = tab->Width;\n    if (is_central_section)\n        window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f);\n    else\n        window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f);\n    ImVec2 pos = window->DC.CursorPos;\n    ImRect bb(pos, pos + size);\n\n    // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation)\n    const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX);\n    if (want_clip_rect)\n        PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true);\n\n    ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos;\n    ItemSize(bb.GetSize(), style.FramePadding.y);\n    window->DC.CursorMaxPos = backup_cursor_max_pos;\n\n    if (!ItemAdd(bb, id))\n    {\n        if (want_clip_rect)\n            PopClipRect();\n        window->DC.CursorPos = backup_main_cursor_pos;\n        return tab_contents_visible;\n    }\n\n    // Click to Select a tab\n    ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowItemOverlap);\n    if (g.DragDropActive)\n        button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;\n    bool hovered, held;\n    bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);\n    if (pressed && !is_tab_button)\n        TabBarQueueFocus(tab_bar, tab);\n\n    // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered)\n    if (g.ActiveId != id)\n        SetItemAllowOverlap();\n\n    // Drag and drop: re-order tabs\n    if (held && !tab_appearing && IsMouseDragging(0))\n    {\n        if (!g.DragDropActive && (tab_bar->Flags & ImGuiTabBarFlags_Reorderable))\n        {\n            // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x\n            if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x)\n            {\n                TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos);\n            }\n            else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x)\n            {\n                TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos);\n            }\n        }\n    }\n\n#if 0\n    if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth)\n    {\n        // Enlarge tab display when hovering\n        bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f)));\n        display_draw_list = GetForegroundDrawList(window);\n        TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive));\n    }\n#endif\n\n    // Render tab shape\n    ImDrawList* display_draw_list = window->DrawList;\n    const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabUnfocused));\n    TabItemBackground(display_draw_list, bb, flags, tab_col);\n    RenderNavHighlight(bb, id);\n\n    // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget.\n    const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup);\n    if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)) && !is_tab_button)\n        TabBarQueueFocus(tab_bar, tab);\n\n    if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)\n        flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;\n\n    // Render tab label, process close button\n    const ImGuiID close_button_id = p_open ? GetIDWithSeed(\"#CLOSE\", NULL, id) : 0;\n    bool just_closed;\n    bool text_clipped;\n    TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped);\n    if (just_closed && p_open != NULL)\n    {\n        *p_open = false;\n        TabBarCloseTab(tab_bar, tab);\n    }\n\n    // Restore main window position so user can draw there\n    if (want_clip_rect)\n        PopClipRect();\n    window->DC.CursorPos = backup_main_cursor_pos;\n\n    // Tooltip\n    // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok)\n    // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores)\n    // FIXME: This is a mess.\n    // FIXME: We may want disabled tab to still display the tooltip?\n    if (text_clipped && g.HoveredId == id && !held)\n        if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip))\n            if (IsItemHovered(ImGuiHoveredFlags_DelayNormal))\n                SetTooltip(\"%.*s\", (int)(FindRenderedTextEnd(label) - label), label);\n\n    IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected\n    if (is_tab_button)\n        return pressed;\n    return tab_contents_visible;\n}\n\n// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed.\n// To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar().\n// Tabs closed by the close button will automatically be flagged to avoid this issue.\nvoid    ImGui::SetTabItemClosed(const char* label)\n{\n    ImGuiContext& g = *GImGui;\n    bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode);\n    if (is_within_manual_tab_bar)\n    {\n        ImGuiTabBar* tab_bar = g.CurrentTabBar;\n        ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL);\n        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))\n            tab->WantClose = true; // Will be processed by next call to TabBarLayout()\n    }\n}\n\nImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker)\n{\n    ImGuiContext& g = *GImGui;\n    ImVec2 label_size = CalcTextSize(label, NULL, true);\n    ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f);\n    if (has_close_button_or_unsaved_marker)\n        size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle.\n    else\n        size.x += g.Style.FramePadding.x + 1.0f;\n    return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y);\n}\n\nImVec2 ImGui::TabItemCalcSize(ImGuiWindow*)\n{\n    IM_ASSERT(0); // This function exists to facilitate merge with 'docking' branch.\n    return ImVec2(0.0f, 0.0f);\n}\n\nvoid ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col)\n{\n    // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking \"detached\" from it.\n    ImGuiContext& g = *GImGui;\n    const float width = bb.GetWidth();\n    IM_UNUSED(flags);\n    IM_ASSERT(width > 0.0f);\n    const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f));\n    const float y1 = bb.Min.y + 1.0f;\n    const float y2 = bb.Max.y - 1.0f;\n    draw_list->PathLineTo(ImVec2(bb.Min.x, y2));\n    draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9);\n    draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12);\n    draw_list->PathLineTo(ImVec2(bb.Max.x, y2));\n    draw_list->PathFillConvex(col);\n    if (g.Style.TabBorderSize > 0.0f)\n    {\n        draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2));\n        draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9);\n        draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12);\n        draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2));\n        draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize);\n    }\n}\n\n// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic\n// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter.\nvoid ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped)\n{\n    ImGuiContext& g = *GImGui;\n    ImVec2 label_size = CalcTextSize(label, NULL, true);\n\n    if (out_just_closed)\n        *out_just_closed = false;\n    if (out_text_clipped)\n        *out_text_clipped = false;\n\n    if (bb.GetWidth() <= 1.0f)\n        return;\n\n    // In Style V2 we'll have full override of all colors per state (e.g. focused, selected)\n    // But right now if you want to alter text color of tabs this is what you need to do.\n#if 0\n    const float backup_alpha = g.Style.Alpha;\n    if (!is_contents_visible)\n        g.Style.Alpha *= 0.7f;\n#endif\n\n    // Render text label (with clipping + alpha gradient) + unsaved marker\n    ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y);\n    ImRect text_ellipsis_clip_bb = text_pixel_clip_bb;\n\n    // Return clipped state ignoring the close button\n    if (out_text_clipped)\n    {\n        *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x;\n        //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255));\n    }\n\n    const float button_sz = g.FontSize;\n    const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x * 2.0f - button_sz), bb.Min.y);\n\n    // Close Button & Unsaved Marker\n    // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap()\n    //  'hovered' will be true when hovering the Tab but NOT when hovering the close button\n    //  'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button\n    //  'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false\n    bool close_button_pressed = false;\n    bool close_button_visible = false;\n    if (close_button_id != 0)\n        if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton))\n            if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id)\n                close_button_visible = true;\n    bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x);\n\n    if (close_button_visible)\n    {\n        ImGuiLastItemData last_item_backup = g.LastItemData;\n        PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding);\n        if (CloseButton(close_button_id, button_pos))\n            close_button_pressed = true;\n        PopStyleVar();\n        g.LastItemData = last_item_backup;\n\n        // Close with middle mouse button\n        if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2))\n            close_button_pressed = true;\n    }\n    else if (unsaved_marker_visible)\n    {\n        const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz) + g.Style.FramePadding * 2.0f);\n        RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text));\n    }\n\n    // This is all rather complicated\n    // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position)\n    // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist..\n    float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f;\n    if (close_button_visible || unsaved_marker_visible)\n    {\n        text_pixel_clip_bb.Max.x -= close_button_visible ? (button_sz) : (button_sz * 0.80f);\n        text_ellipsis_clip_bb.Max.x -= unsaved_marker_visible ? (button_sz * 0.80f) : 0.0f;\n        ellipsis_max_x = text_pixel_clip_bb.Max.x;\n    }\n    RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size);\n\n#if 0\n    if (!is_contents_visible)\n        g.Style.Alpha = backup_alpha;\n#endif\n\n    if (out_just_closed)\n        *out_just_closed = close_button_pressed;\n}\n\n\n#endif // #ifndef IMGUI_DISABLE\n"
  },
  {
    "path": "imgui/imstb_rectpack.h",
    "content": "// [DEAR IMGUI]\n// This is a slightly modified version of stb_rect_pack.h 1.01.\n// Grep for [DEAR IMGUI] to find the changes.\n// \n// stb_rect_pack.h - v1.01 - public domain - rectangle packing\n// Sean Barrett 2014\n//\n// Useful for e.g. packing rectangular textures into an atlas.\n// Does not do rotation.\n//\n// Before #including,\n//\n//    #define STB_RECT_PACK_IMPLEMENTATION\n//\n// in the file that you want to have the implementation.\n//\n// Not necessarily the awesomest packing method, but better than\n// the totally naive one in stb_truetype (which is primarily what\n// this is meant to replace).\n//\n// Has only had a few tests run, may have issues.\n//\n// More docs to come.\n//\n// No memory allocations; uses qsort() and assert() from stdlib.\n// Can override those by defining STBRP_SORT and STBRP_ASSERT.\n//\n// This library currently uses the Skyline Bottom-Left algorithm.\n//\n// Please note: better rectangle packers are welcome! Please\n// implement them to the same API, but with a different init\n// function.\n//\n// Credits\n//\n//  Library\n//    Sean Barrett\n//  Minor features\n//    Martins Mozeiko\n//    github:IntellectualKitty\n//\n//  Bugfixes / warning fixes\n//    Jeremy Jaussaud\n//    Fabian Giesen\n//\n// Version history:\n//\n//     1.01  (2021-07-11)  always use large rect mode, expose STBRP__MAXVAL in public section\n//     1.00  (2019-02-25)  avoid small space waste; gracefully fail too-wide rectangles\n//     0.99  (2019-02-07)  warning fixes\n//     0.11  (2017-03-03)  return packing success/fail result\n//     0.10  (2016-10-25)  remove cast-away-const to avoid warnings\n//     0.09  (2016-08-27)  fix compiler warnings\n//     0.08  (2015-09-13)  really fix bug with empty rects (w=0 or h=0)\n//     0.07  (2015-09-13)  fix bug with empty rects (w=0 or h=0)\n//     0.06  (2015-04-15)  added STBRP_SORT to allow replacing qsort\n//     0.05:  added STBRP_ASSERT to allow replacing assert\n//     0.04:  fixed minor bug in STBRP_LARGE_RECTS support\n//     0.01:  initial release\n//\n// LICENSE\n//\n//   See end of file for license information.\n\n//////////////////////////////////////////////////////////////////////////////\n//\n//       INCLUDE SECTION\n//\n\n#ifndef STB_INCLUDE_STB_RECT_PACK_H\n#define STB_INCLUDE_STB_RECT_PACK_H\n\n#define STB_RECT_PACK_VERSION  1\n\n#ifdef STBRP_STATIC\n#define STBRP_DEF static\n#else\n#define STBRP_DEF extern\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\ntypedef struct stbrp_context stbrp_context;\ntypedef struct stbrp_node    stbrp_node;\ntypedef struct stbrp_rect    stbrp_rect;\n\ntypedef int            stbrp_coord;\n\n#define STBRP__MAXVAL  0x7fffffff\n// Mostly for internal use, but this is the maximum supported coordinate value.\n\nSTBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);\n// Assign packed locations to rectangles. The rectangles are of type\n// 'stbrp_rect' defined below, stored in the array 'rects', and there\n// are 'num_rects' many of them.\n//\n// Rectangles which are successfully packed have the 'was_packed' flag\n// set to a non-zero value and 'x' and 'y' store the minimum location\n// on each axis (i.e. bottom-left in cartesian coordinates, top-left\n// if you imagine y increasing downwards). Rectangles which do not fit\n// have the 'was_packed' flag set to 0.\n//\n// You should not try to access the 'rects' array from another thread\n// while this function is running, as the function temporarily reorders\n// the array while it executes.\n//\n// To pack into another rectangle, you need to call stbrp_init_target\n// again. To continue packing into the same rectangle, you can call\n// this function again. Calling this multiple times with multiple rect\n// arrays will probably produce worse packing results than calling it\n// a single time with the full rectangle array, but the option is\n// available.\n//\n// The function returns 1 if all of the rectangles were successfully\n// packed and 0 otherwise.\n\nstruct stbrp_rect\n{\n   // reserved for your use:\n   int            id;\n\n   // input:\n   stbrp_coord    w, h;\n\n   // output:\n   stbrp_coord    x, y;\n   int            was_packed;  // non-zero if valid packing\n\n}; // 16 bytes, nominally\n\n\nSTBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);\n// Initialize a rectangle packer to:\n//    pack a rectangle that is 'width' by 'height' in dimensions\n//    using temporary storage provided by the array 'nodes', which is 'num_nodes' long\n//\n// You must call this function every time you start packing into a new target.\n//\n// There is no \"shutdown\" function. The 'nodes' memory must stay valid for\n// the following stbrp_pack_rects() call (or calls), but can be freed after\n// the call (or calls) finish.\n//\n// Note: to guarantee best results, either:\n//       1. make sure 'num_nodes' >= 'width'\n//   or  2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'\n//\n// If you don't do either of the above things, widths will be quantized to multiples\n// of small integers to guarantee the algorithm doesn't run out of temporary storage.\n//\n// If you do #2, then the non-quantized algorithm will be used, but the algorithm\n// may run out of temporary storage and be unable to pack some rectangles.\n\nSTBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);\n// Optionally call this function after init but before doing any packing to\n// change the handling of the out-of-temp-memory scenario, described above.\n// If you call init again, this will be reset to the default (false).\n\n\nSTBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);\n// Optionally select which packing heuristic the library should use. Different\n// heuristics will produce better/worse results for different data sets.\n// If you call init again, this will be reset to the default.\n\nenum\n{\n   STBRP_HEURISTIC_Skyline_default=0,\n   STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,\n   STBRP_HEURISTIC_Skyline_BF_sortHeight\n};\n\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// the details of the following structures don't matter to you, but they must\n// be visible so you can handle the memory allocations for them\n\nstruct stbrp_node\n{\n   stbrp_coord  x,y;\n   stbrp_node  *next;\n};\n\nstruct stbrp_context\n{\n   int width;\n   int height;\n   int align;\n   int init_mode;\n   int heuristic;\n   int num_nodes;\n   stbrp_node *active_head;\n   stbrp_node *free_head;\n   stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'\n};\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif\n\n//////////////////////////////////////////////////////////////////////////////\n//\n//     IMPLEMENTATION SECTION\n//\n\n#ifdef STB_RECT_PACK_IMPLEMENTATION\n#ifndef STBRP_SORT\n#include <stdlib.h>\n#define STBRP_SORT qsort\n#endif\n\n#ifndef STBRP_ASSERT\n#include <assert.h>\n#define STBRP_ASSERT assert\n#endif\n\n#ifdef _MSC_VER\n#define STBRP__NOTUSED(v)  (void)(v)\n#define STBRP__CDECL       __cdecl\n#else\n#define STBRP__NOTUSED(v)  (void)sizeof(v)\n#define STBRP__CDECL\n#endif\n\nenum\n{\n   STBRP__INIT_skyline = 1\n};\n\nSTBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)\n{\n   switch (context->init_mode) {\n      case STBRP__INIT_skyline:\n         STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);\n         context->heuristic = heuristic;\n         break;\n      default:\n         STBRP_ASSERT(0);\n   }\n}\n\nSTBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)\n{\n   if (allow_out_of_mem)\n      // if it's ok to run out of memory, then don't bother aligning them;\n      // this gives better packing, but may fail due to OOM (even though\n      // the rectangles easily fit). @TODO a smarter approach would be to only\n      // quantize once we've hit OOM, then we could get rid of this parameter.\n      context->align = 1;\n   else {\n      // if it's not ok to run out of memory, then quantize the widths\n      // so that num_nodes is always enough nodes.\n      //\n      // I.e. num_nodes * align >= width\n      //                  align >= width / num_nodes\n      //                  align = ceil(width/num_nodes)\n\n      context->align = (context->width + context->num_nodes-1) / context->num_nodes;\n   }\n}\n\nSTBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)\n{\n   int i;\n\n   for (i=0; i < num_nodes-1; ++i)\n      nodes[i].next = &nodes[i+1];\n   nodes[i].next = NULL;\n   context->init_mode = STBRP__INIT_skyline;\n   context->heuristic = STBRP_HEURISTIC_Skyline_default;\n   context->free_head = &nodes[0];\n   context->active_head = &context->extra[0];\n   context->width = width;\n   context->height = height;\n   context->num_nodes = num_nodes;\n   stbrp_setup_allow_out_of_mem(context, 0);\n\n   // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)\n   context->extra[0].x = 0;\n   context->extra[0].y = 0;\n   context->extra[0].next = &context->extra[1];\n   context->extra[1].x = (stbrp_coord) width;\n   context->extra[1].y = (1<<30);\n   context->extra[1].next = NULL;\n}\n\n// find minimum y position if it starts at x1\nstatic int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)\n{\n   stbrp_node *node = first;\n   int x1 = x0 + width;\n   int min_y, visited_width, waste_area;\n\n   STBRP__NOTUSED(c);\n\n   STBRP_ASSERT(first->x <= x0);\n\n   #if 0\n   // skip in case we're past the node\n   while (node->next->x <= x0)\n      ++node;\n   #else\n   STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency\n   #endif\n\n   STBRP_ASSERT(node->x <= x0);\n\n   min_y = 0;\n   waste_area = 0;\n   visited_width = 0;\n   while (node->x < x1) {\n      if (node->y > min_y) {\n         // raise min_y higher.\n         // we've accounted for all waste up to min_y,\n         // but we'll now add more waste for everything we've visted\n         waste_area += visited_width * (node->y - min_y);\n         min_y = node->y;\n         // the first time through, visited_width might be reduced\n         if (node->x < x0)\n            visited_width += node->next->x - x0;\n         else\n            visited_width += node->next->x - node->x;\n      } else {\n         // add waste area\n         int under_width = node->next->x - node->x;\n         if (under_width + visited_width > width)\n            under_width = width - visited_width;\n         waste_area += under_width * (min_y - node->y);\n         visited_width += under_width;\n      }\n      node = node->next;\n   }\n\n   *pwaste = waste_area;\n   return min_y;\n}\n\ntypedef struct\n{\n   int x,y;\n   stbrp_node **prev_link;\n} stbrp__findresult;\n\nstatic stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)\n{\n   int best_waste = (1<<30), best_x, best_y = (1 << 30);\n   stbrp__findresult fr;\n   stbrp_node **prev, *node, *tail, **best = NULL;\n\n   // align to multiple of c->align\n   width = (width + c->align - 1);\n   width -= width % c->align;\n   STBRP_ASSERT(width % c->align == 0);\n\n   // if it can't possibly fit, bail immediately\n   if (width > c->width || height > c->height) {\n      fr.prev_link = NULL;\n      fr.x = fr.y = 0;\n      return fr;\n   }\n\n   node = c->active_head;\n   prev = &c->active_head;\n   while (node->x + width <= c->width) {\n      int y,waste;\n      y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);\n      if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL\n         // bottom left\n         if (y < best_y) {\n            best_y = y;\n            best = prev;\n         }\n      } else {\n         // best-fit\n         if (y + height <= c->height) {\n            // can only use it if it first vertically\n            if (y < best_y || (y == best_y && waste < best_waste)) {\n               best_y = y;\n               best_waste = waste;\n               best = prev;\n            }\n         }\n      }\n      prev = &node->next;\n      node = node->next;\n   }\n\n   best_x = (best == NULL) ? 0 : (*best)->x;\n\n   // if doing best-fit (BF), we also have to try aligning right edge to each node position\n   //\n   // e.g, if fitting\n   //\n   //     ____________________\n   //    |____________________|\n   //\n   //            into\n   //\n   //   |                         |\n   //   |             ____________|\n   //   |____________|\n   //\n   // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned\n   //\n   // This makes BF take about 2x the time\n\n   if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {\n      tail = c->active_head;\n      node = c->active_head;\n      prev = &c->active_head;\n      // find first node that's admissible\n      while (tail->x < width)\n         tail = tail->next;\n      while (tail) {\n         int xpos = tail->x - width;\n         int y,waste;\n         STBRP_ASSERT(xpos >= 0);\n         // find the left position that matches this\n         while (node->next->x <= xpos) {\n            prev = &node->next;\n            node = node->next;\n         }\n         STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);\n         y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);\n         if (y + height <= c->height) {\n            if (y <= best_y) {\n               if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {\n                  best_x = xpos;\n                  //STBRP_ASSERT(y <= best_y); [DEAR IMGUI]\n                  best_y = y;\n                  best_waste = waste;\n                  best = prev;\n               }\n            }\n         }\n         tail = tail->next;\n      }\n   }\n\n   fr.prev_link = best;\n   fr.x = best_x;\n   fr.y = best_y;\n   return fr;\n}\n\nstatic stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)\n{\n   // find best position according to heuristic\n   stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);\n   stbrp_node *node, *cur;\n\n   // bail if:\n   //    1. it failed\n   //    2. the best node doesn't fit (we don't always check this)\n   //    3. we're out of memory\n   if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {\n      res.prev_link = NULL;\n      return res;\n   }\n\n   // on success, create new node\n   node = context->free_head;\n   node->x = (stbrp_coord) res.x;\n   node->y = (stbrp_coord) (res.y + height);\n\n   context->free_head = node->next;\n\n   // insert the new node into the right starting point, and\n   // let 'cur' point to the remaining nodes needing to be\n   // stiched back in\n\n   cur = *res.prev_link;\n   if (cur->x < res.x) {\n      // preserve the existing one, so start testing with the next one\n      stbrp_node *next = cur->next;\n      cur->next = node;\n      cur = next;\n   } else {\n      *res.prev_link = node;\n   }\n\n   // from here, traverse cur and free the nodes, until we get to one\n   // that shouldn't be freed\n   while (cur->next && cur->next->x <= res.x + width) {\n      stbrp_node *next = cur->next;\n      // move the current node to the free list\n      cur->next = context->free_head;\n      context->free_head = cur;\n      cur = next;\n   }\n\n   // stitch the list back in\n   node->next = cur;\n\n   if (cur->x < res.x + width)\n      cur->x = (stbrp_coord) (res.x + width);\n\n#ifdef _DEBUG\n   cur = context->active_head;\n   while (cur->x < context->width) {\n      STBRP_ASSERT(cur->x < cur->next->x);\n      cur = cur->next;\n   }\n   STBRP_ASSERT(cur->next == NULL);\n\n   {\n      int count=0;\n      cur = context->active_head;\n      while (cur) {\n         cur = cur->next;\n         ++count;\n      }\n      cur = context->free_head;\n      while (cur) {\n         cur = cur->next;\n         ++count;\n      }\n      STBRP_ASSERT(count == context->num_nodes+2);\n   }\n#endif\n\n   return res;\n}\n\nstatic int STBRP__CDECL rect_height_compare(const void *a, const void *b)\n{\n   const stbrp_rect *p = (const stbrp_rect *) a;\n   const stbrp_rect *q = (const stbrp_rect *) b;\n   if (p->h > q->h)\n      return -1;\n   if (p->h < q->h)\n      return  1;\n   return (p->w > q->w) ? -1 : (p->w < q->w);\n}\n\nstatic int STBRP__CDECL rect_original_order(const void *a, const void *b)\n{\n   const stbrp_rect *p = (const stbrp_rect *) a;\n   const stbrp_rect *q = (const stbrp_rect *) b;\n   return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);\n}\n\nSTBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)\n{\n   int i, all_rects_packed = 1;\n\n   // we use the 'was_packed' field internally to allow sorting/unsorting\n   for (i=0; i < num_rects; ++i) {\n      rects[i].was_packed = i;\n   }\n\n   // sort according to heuristic\n   STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);\n\n   for (i=0; i < num_rects; ++i) {\n      if (rects[i].w == 0 || rects[i].h == 0) {\n         rects[i].x = rects[i].y = 0;  // empty rect needs no space\n      } else {\n         stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);\n         if (fr.prev_link) {\n            rects[i].x = (stbrp_coord) fr.x;\n            rects[i].y = (stbrp_coord) fr.y;\n         } else {\n            rects[i].x = rects[i].y = STBRP__MAXVAL;\n         }\n      }\n   }\n\n   // unsort\n   STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);\n\n   // set was_packed flags and all_rects_packed status\n   for (i=0; i < num_rects; ++i) {\n      rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);\n      if (!rects[i].was_packed)\n         all_rects_packed = 0;\n   }\n\n   // return the all_rects_packed status\n   return all_rects_packed;\n}\n#endif\n\n/*\n------------------------------------------------------------------------------\nThis software is available under 2 licenses -- choose whichever you prefer.\n------------------------------------------------------------------------------\nALTERNATIVE A - MIT License\nCopyright (c) 2017 Sean Barrett\nPermission is hereby granted, free of charge, to any person obtaining a copy of\nthis software and associated documentation files (the \"Software\"), to deal in\nthe Software without restriction, including without limitation the rights to\nuse, copy, modify, merge, publish, distribute, sublicense, and/or sell copies\nof the Software, and to permit persons to whom the Software is furnished to do\nso, subject to the following conditions:\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n------------------------------------------------------------------------------\nALTERNATIVE B - Public Domain (www.unlicense.org)\nThis is free and unencumbered software released into the public domain.\nAnyone is free to copy, modify, publish, use, compile, sell, or distribute this\nsoftware, either in source code form or as a compiled binary, for any purpose,\ncommercial or non-commercial, and by any means.\nIn jurisdictions that recognize copyright laws, the author or authors of this\nsoftware dedicate any and all copyright interest in the software to the public\ndomain. We make this dedication for the benefit of the public at large and to\nthe detriment of our heirs and successors. We intend this dedication to be an\novert act of relinquishment in perpetuity of all present and future rights to\nthis software under copyright law.\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN\nACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION\nWITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n------------------------------------------------------------------------------\n*/\n"
  },
  {
    "path": "imgui/imstb_textedit.h",
    "content": "// [DEAR IMGUI]\n// This is a slightly modified version of stb_textedit.h 1.14.\n// Those changes would need to be pushed into nothings/stb:\n// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)\n// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000)\n// Grep for [DEAR IMGUI] to find the changes.\n\n// stb_textedit.h - v1.14  - public domain - Sean Barrett\n// Development of this library was sponsored by RAD Game Tools\n//\n// This C header file implements the guts of a multi-line text-editing\n// widget; you implement display, word-wrapping, and low-level string\n// insertion/deletion, and stb_textedit will map user inputs into\n// insertions & deletions, plus updates to the cursor position,\n// selection state, and undo state.\n//\n// It is intended for use in games and other systems that need to build\n// their own custom widgets and which do not have heavy text-editing\n// requirements (this library is not recommended for use for editing large\n// texts, as its performance does not scale and it has limited undo).\n//\n// Non-trivial behaviors are modelled after Windows text controls.\n//\n//\n// LICENSE\n//\n// See end of file for license information.\n//\n//\n// DEPENDENCIES\n//\n// Uses the C runtime function 'memmove', which you can override\n// by defining STB_TEXTEDIT_memmove before the implementation.\n// Uses no other functions. Performs no runtime allocations.\n//\n//\n// VERSION HISTORY\n//\n//   1.14 (2021-07-11) page up/down, various fixes\n//   1.13 (2019-02-07) fix bug in undo size management\n//   1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash\n//   1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield\n//   1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual\n//   1.9  (2016-08-27) customizable move-by-word\n//   1.8  (2016-04-02) better keyboard handling when mouse button is down\n//   1.7  (2015-09-13) change y range handling in case baseline is non-0\n//   1.6  (2015-04-15) allow STB_TEXTEDIT_memmove\n//   1.5  (2014-09-10) add support for secondary keys for OS X\n//   1.4  (2014-08-17) fix signed/unsigned warnings\n//   1.3  (2014-06-19) fix mouse clicking to round to nearest char boundary\n//   1.2  (2014-05-27) fix some RAD types that had crept into the new code\n//   1.1  (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE )\n//   1.0  (2012-07-26) improve documentation, initial public release\n//   0.3  (2012-02-24) bugfixes, single-line mode; insert mode\n//   0.2  (2011-11-28) fixes to undo/redo\n//   0.1  (2010-07-08) initial version\n//\n// ADDITIONAL CONTRIBUTORS\n//\n//   Ulf Winklemann: move-by-word in 1.1\n//   Fabian Giesen: secondary key inputs in 1.5\n//   Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6\n//   Louis Schnellbach: page up/down in 1.14\n//\n//   Bugfixes:\n//      Scott Graham\n//      Daniel Keller\n//      Omar Cornut\n//      Dan Thompson\n//\n// USAGE\n//\n// This file behaves differently depending on what symbols you define\n// before including it.\n//\n//\n// Header-file mode:\n//\n//   If you do not define STB_TEXTEDIT_IMPLEMENTATION before including this,\n//   it will operate in \"header file\" mode. In this mode, it declares a\n//   single public symbol, STB_TexteditState, which encapsulates the current\n//   state of a text widget (except for the string, which you will store\n//   separately).\n//\n//   To compile in this mode, you must define STB_TEXTEDIT_CHARTYPE to a\n//   primitive type that defines a single character (e.g. char, wchar_t, etc).\n//\n//   To save space or increase undo-ability, you can optionally define the\n//   following things that are used by the undo system:\n//\n//      STB_TEXTEDIT_POSITIONTYPE         small int type encoding a valid cursor position\n//      STB_TEXTEDIT_UNDOSTATECOUNT       the number of undo states to allow\n//      STB_TEXTEDIT_UNDOCHARCOUNT        the number of characters to store in the undo buffer\n//\n//   If you don't define these, they are set to permissive types and\n//   moderate sizes. The undo system does no memory allocations, so\n//   it grows STB_TexteditState by the worst-case storage which is (in bytes):\n//\n//        [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATECOUNT\n//      +          sizeof(STB_TEXTEDIT_CHARTYPE)      * STB_TEXTEDIT_UNDOCHARCOUNT\n//\n//\n// Implementation mode:\n//\n//   If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it\n//   will compile the implementation of the text edit widget, depending\n//   on a large number of symbols which must be defined before the include.\n//\n//   The implementation is defined only as static functions. You will then\n//   need to provide your own APIs in the same file which will access the\n//   static functions.\n//\n//   The basic concept is that you provide a \"string\" object which\n//   behaves like an array of characters. stb_textedit uses indices to\n//   refer to positions in the string, implicitly representing positions\n//   in the displayed textedit. This is true for both plain text and\n//   rich text; even with rich text stb_truetype interacts with your\n//   code as if there was an array of all the displayed characters.\n//\n// Symbols that must be the same in header-file and implementation mode:\n//\n//     STB_TEXTEDIT_CHARTYPE             the character type\n//     STB_TEXTEDIT_POSITIONTYPE         small type that is a valid cursor position\n//     STB_TEXTEDIT_UNDOSTATECOUNT       the number of undo states to allow\n//     STB_TEXTEDIT_UNDOCHARCOUNT        the number of characters to store in the undo buffer\n//\n// Symbols you must define for implementation mode:\n//\n//    STB_TEXTEDIT_STRING               the type of object representing a string being edited,\n//                                      typically this is a wrapper object with other data you need\n//\n//    STB_TEXTEDIT_STRINGLEN(obj)       the length of the string (ideally O(1))\n//    STB_TEXTEDIT_LAYOUTROW(&r,obj,n)  returns the results of laying out a line of characters\n//                                        starting from character #n (see discussion below)\n//    STB_TEXTEDIT_GETWIDTH(obj,n,i)    returns the pixel delta from the xpos of the i'th character\n//                                        to the xpos of the i+1'th char for a line of characters\n//                                        starting at character #n (i.e. accounts for kerning\n//                                        with previous char)\n//    STB_TEXTEDIT_KEYTOTEXT(k)         maps a keyboard input to an insertable character\n//                                        (return type is int, -1 means not valid to insert)\n//    STB_TEXTEDIT_GETCHAR(obj,i)       returns the i'th character of obj, 0-based\n//    STB_TEXTEDIT_NEWLINE              the character returned by _GETCHAR() we recognize\n//                                        as manually wordwrapping for end-of-line positioning\n//\n//    STB_TEXTEDIT_DELETECHARS(obj,i,n)      delete n characters starting at i\n//    STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n)   insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*)\n//\n//    STB_TEXTEDIT_K_SHIFT       a power of two that is or'd in to a keyboard input to represent the shift key\n//\n//    STB_TEXTEDIT_K_LEFT        keyboard input to move cursor left\n//    STB_TEXTEDIT_K_RIGHT       keyboard input to move cursor right\n//    STB_TEXTEDIT_K_UP          keyboard input to move cursor up\n//    STB_TEXTEDIT_K_DOWN        keyboard input to move cursor down\n//    STB_TEXTEDIT_K_PGUP        keyboard input to move cursor up a page\n//    STB_TEXTEDIT_K_PGDOWN      keyboard input to move cursor down a page\n//    STB_TEXTEDIT_K_LINESTART   keyboard input to move cursor to start of line  // e.g. HOME\n//    STB_TEXTEDIT_K_LINEEND     keyboard input to move cursor to end of line    // e.g. END\n//    STB_TEXTEDIT_K_TEXTSTART   keyboard input to move cursor to start of text  // e.g. ctrl-HOME\n//    STB_TEXTEDIT_K_TEXTEND     keyboard input to move cursor to end of text    // e.g. ctrl-END\n//    STB_TEXTEDIT_K_DELETE      keyboard input to delete selection or character under cursor\n//    STB_TEXTEDIT_K_BACKSPACE   keyboard input to delete selection or character left of cursor\n//    STB_TEXTEDIT_K_UNDO        keyboard input to perform undo\n//    STB_TEXTEDIT_K_REDO        keyboard input to perform redo\n//\n// Optional:\n//    STB_TEXTEDIT_K_INSERT              keyboard input to toggle insert mode\n//    STB_TEXTEDIT_IS_SPACE(ch)          true if character is whitespace (e.g. 'isspace'),\n//                                          required for default WORDLEFT/WORDRIGHT handlers\n//    STB_TEXTEDIT_MOVEWORDLEFT(obj,i)   custom handler for WORDLEFT, returns index to move cursor to\n//    STB_TEXTEDIT_MOVEWORDRIGHT(obj,i)  custom handler for WORDRIGHT, returns index to move cursor to\n//    STB_TEXTEDIT_K_WORDLEFT            keyboard input to move cursor left one word // e.g. ctrl-LEFT\n//    STB_TEXTEDIT_K_WORDRIGHT           keyboard input to move cursor right one word // e.g. ctrl-RIGHT\n//    STB_TEXTEDIT_K_LINESTART2          secondary keyboard input to move cursor to start of line\n//    STB_TEXTEDIT_K_LINEEND2            secondary keyboard input to move cursor to end of line\n//    STB_TEXTEDIT_K_TEXTSTART2          secondary keyboard input to move cursor to start of text\n//    STB_TEXTEDIT_K_TEXTEND2            secondary keyboard input to move cursor to end of text\n//\n// Keyboard input must be encoded as a single integer value; e.g. a character code\n// and some bitflags that represent shift states. to simplify the interface, SHIFT must\n// be a bitflag, so we can test the shifted state of cursor movements to allow selection,\n// i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow.\n//\n// You can encode other things, such as CONTROL or ALT, in additional bits, and\n// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example,\n// my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN\n// bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit,\n// and I pass both WM_KEYDOWN and WM_CHAR events to the \"key\" function in the\n// API below. The control keys will only match WM_KEYDOWN events because of the\n// keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN\n// bit so it only decodes WM_CHAR events.\n//\n// STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed\n// row of characters assuming they start on the i'th character--the width and\n// the height and the number of characters consumed. This allows this library\n// to traverse the entire layout incrementally. You need to compute word-wrapping\n// here.\n//\n// Each textfield keeps its own insert mode state, which is not how normal\n// applications work. To keep an app-wide insert mode, update/copy the\n// \"insert_mode\" field of STB_TexteditState before/after calling API functions.\n//\n// API\n//\n//    void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line)\n//\n//    void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)\n//    void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)\n//    int  stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)\n//    int  stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len)\n//    void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key)\n//\n//    Each of these functions potentially updates the string and updates the\n//    state.\n//\n//      initialize_state:\n//          set the textedit state to a known good default state when initially\n//          constructing the textedit.\n//\n//      click:\n//          call this with the mouse x,y on a mouse down; it will update the cursor\n//          and reset the selection start/end to the cursor point. the x,y must\n//          be relative to the text widget, with (0,0) being the top left.\n//\n//      drag:\n//          call this with the mouse x,y on a mouse drag/up; it will update the\n//          cursor and the selection end point\n//\n//      cut:\n//          call this to delete the current selection; returns true if there was\n//          one. you should FIRST copy the current selection to the system paste buffer.\n//          (To copy, just copy the current selection out of the string yourself.)\n//\n//      paste:\n//          call this to paste text at the current cursor point or over the current\n//          selection if there is one.\n//\n//      key:\n//          call this for keyboard inputs sent to the textfield. you can use it\n//          for \"key down\" events or for \"translated\" key events. if you need to\n//          do both (as in Win32), or distinguish Unicode characters from control\n//          inputs, set a high bit to distinguish the two; then you can define the\n//          various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit\n//          set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is\n//          clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to\n//          anything other type you wante before including.\n//\n//\n//   When rendering, you can read the cursor position and selection state from\n//   the STB_TexteditState.\n//\n//\n// Notes:\n//\n// This is designed to be usable in IMGUI, so it allows for the possibility of\n// running in an IMGUI that has NOT cached the multi-line layout. For this\n// reason, it provides an interface that is compatible with computing the\n// layout incrementally--we try to make sure we make as few passes through\n// as possible. (For example, to locate the mouse pointer in the text, we\n// could define functions that return the X and Y positions of characters\n// and binary search Y and then X, but if we're doing dynamic layout this\n// will run the layout algorithm many times, so instead we manually search\n// forward in one pass. Similar logic applies to e.g. up-arrow and\n// down-arrow movement.)\n//\n// If it's run in a widget that *has* cached the layout, then this is less\n// efficient, but it's not horrible on modern computers. But you wouldn't\n// want to edit million-line files with it.\n\n\n////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////\n////\n////   Header-file mode\n////\n////\n\n#ifndef INCLUDE_STB_TEXTEDIT_H\n#define INCLUDE_STB_TEXTEDIT_H\n\n////////////////////////////////////////////////////////////////////////\n//\n//     STB_TexteditState\n//\n// Definition of STB_TexteditState which you should store\n// per-textfield; it includes cursor position, selection state,\n// and undo state.\n//\n\n#ifndef STB_TEXTEDIT_UNDOSTATECOUNT\n#define STB_TEXTEDIT_UNDOSTATECOUNT   99\n#endif\n#ifndef STB_TEXTEDIT_UNDOCHARCOUNT\n#define STB_TEXTEDIT_UNDOCHARCOUNT   999\n#endif\n#ifndef STB_TEXTEDIT_CHARTYPE\n#define STB_TEXTEDIT_CHARTYPE        int\n#endif\n#ifndef STB_TEXTEDIT_POSITIONTYPE\n#define STB_TEXTEDIT_POSITIONTYPE    int\n#endif\n\ntypedef struct\n{\n   // private data\n   STB_TEXTEDIT_POSITIONTYPE  where;\n   STB_TEXTEDIT_POSITIONTYPE  insert_length;\n   STB_TEXTEDIT_POSITIONTYPE  delete_length;\n   int                        char_storage;\n} StbUndoRecord;\n\ntypedef struct\n{\n   // private data\n   StbUndoRecord          undo_rec [STB_TEXTEDIT_UNDOSTATECOUNT];\n   STB_TEXTEDIT_CHARTYPE  undo_char[STB_TEXTEDIT_UNDOCHARCOUNT];\n   short undo_point, redo_point;\n   int undo_char_point, redo_char_point;\n} StbUndoState;\n\ntypedef struct\n{\n   /////////////////////\n   //\n   // public data\n   //\n\n   int cursor;\n   // position of the text cursor within the string\n\n   int select_start;          // selection start point\n   int select_end;\n   // selection start and end point in characters; if equal, no selection.\n   // note that start may be less than or greater than end (e.g. when\n   // dragging the mouse, start is where the initial click was, and you\n   // can drag in either direction)\n\n   unsigned char insert_mode;\n   // each textfield keeps its own insert mode state. to keep an app-wide\n   // insert mode, copy this value in/out of the app state\n\n   int row_count_per_page;\n   // page size in number of row.\n   // this value MUST be set to >0 for pageup or pagedown in multilines documents.\n\n   /////////////////////\n   //\n   // private data\n   //\n   unsigned char cursor_at_end_of_line; // not implemented yet\n   unsigned char initialized;\n   unsigned char has_preferred_x;\n   unsigned char single_line;\n   unsigned char padding1, padding2, padding3;\n   float preferred_x; // this determines where the cursor up/down tries to seek to along x\n   StbUndoState undostate;\n} STB_TexteditState;\n\n\n////////////////////////////////////////////////////////////////////////\n//\n//     StbTexteditRow\n//\n// Result of layout query, used by stb_textedit to determine where\n// the text in each row is.\n\n// result of layout query\ntypedef struct\n{\n   float x0,x1;             // starting x location, end x location (allows for align=right, etc)\n   float baseline_y_delta;  // position of baseline relative to previous row's baseline\n   float ymin,ymax;         // height of row above and below baseline\n   int num_chars;\n} StbTexteditRow;\n#endif //INCLUDE_STB_TEXTEDIT_H\n\n\n////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////\n////\n////   Implementation mode\n////\n////\n\n\n// implementation isn't include-guarded, since it might have indirectly\n// included just the \"header\" portion\n#ifdef STB_TEXTEDIT_IMPLEMENTATION\n\n#ifndef STB_TEXTEDIT_memmove\n#include <string.h>\n#define STB_TEXTEDIT_memmove memmove\n#endif\n\n\n/////////////////////////////////////////////////////////////////////////////\n//\n//      Mouse input handling\n//\n\n// traverse the layout to locate the nearest character to a display position\nstatic int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y)\n{\n   StbTexteditRow r;\n   int n = STB_TEXTEDIT_STRINGLEN(str);\n   float base_y = 0, prev_x;\n   int i=0, k;\n\n   r.x0 = r.x1 = 0;\n   r.ymin = r.ymax = 0;\n   r.num_chars = 0;\n\n   // search rows to find one that straddles 'y'\n   while (i < n) {\n      STB_TEXTEDIT_LAYOUTROW(&r, str, i);\n      if (r.num_chars <= 0)\n         return n;\n\n      if (i==0 && y < base_y + r.ymin)\n         return 0;\n\n      if (y < base_y + r.ymax)\n         break;\n\n      i += r.num_chars;\n      base_y += r.baseline_y_delta;\n   }\n\n   // below all text, return 'after' last character\n   if (i >= n)\n      return n;\n\n   // check if it's before the beginning of the line\n   if (x < r.x0)\n      return i;\n\n   // check if it's before the end of the line\n   if (x < r.x1) {\n      // search characters in row for one that straddles 'x'\n      prev_x = r.x0;\n      for (k=0; k < r.num_chars; ++k) {\n         float w = STB_TEXTEDIT_GETWIDTH(str, i, k);\n         if (x < prev_x+w) {\n            if (x < prev_x+w/2)\n               return k+i;\n            else\n               return k+i+1;\n         }\n         prev_x += w;\n      }\n      // shouldn't happen, but if it does, fall through to end-of-line case\n   }\n\n   // if the last character is a newline, return that. otherwise return 'after' the last character\n   if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE)\n      return i+r.num_chars-1;\n   else\n      return i+r.num_chars;\n}\n\n// API click: on mouse down, move the cursor to the clicked location, and reset the selection\nstatic void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)\n{\n   // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse\n   // goes off the top or bottom of the text\n   if( state->single_line )\n   {\n      StbTexteditRow r;\n      STB_TEXTEDIT_LAYOUTROW(&r, str, 0);\n      y = r.ymin;\n   }\n\n   state->cursor = stb_text_locate_coord(str, x, y);\n   state->select_start = state->cursor;\n   state->select_end = state->cursor;\n   state->has_preferred_x = 0;\n}\n\n// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location\nstatic void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)\n{\n   int p = 0;\n\n   // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse\n   // goes off the top or bottom of the text\n   if( state->single_line )\n   {\n      StbTexteditRow r;\n      STB_TEXTEDIT_LAYOUTROW(&r, str, 0);\n      y = r.ymin;\n   }\n\n   if (state->select_start == state->select_end)\n      state->select_start = state->cursor;\n\n   p = stb_text_locate_coord(str, x, y);\n   state->cursor = state->select_end = p;\n}\n\n/////////////////////////////////////////////////////////////////////////////\n//\n//      Keyboard input handling\n//\n\n// forward declarations\nstatic void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state);\nstatic void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state);\nstatic void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length);\nstatic void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length);\nstatic void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length);\n\ntypedef struct\n{\n   float x,y;    // position of n'th character\n   float height; // height of line\n   int first_char, length; // first char of row, and length\n   int prev_first;  // first char of previous row\n} StbFindState;\n\n// find the x/y location of a character, and remember info about the previous row in\n// case we get a move-up event (for page up, we'll have to rescan)\nstatic void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *str, int n, int single_line)\n{\n   StbTexteditRow r;\n   int prev_start = 0;\n   int z = STB_TEXTEDIT_STRINGLEN(str);\n   int i=0, first;\n\n   if (n == z && single_line) {\n      // special case if it's at the end (may not be needed?)\n      STB_TEXTEDIT_LAYOUTROW(&r, str, 0);\n      find->y = 0;\n      find->first_char = 0;\n      find->length = z;\n      find->height = r.ymax - r.ymin;\n      find->x = r.x1;\n      return;\n   }\n\n   // search rows to find the one that straddles character n\n   find->y = 0;\n\n   for(;;) {\n      STB_TEXTEDIT_LAYOUTROW(&r, str, i);\n      if (n < i + r.num_chars)\n         break;\n      if (i + r.num_chars == z && z > 0 && STB_TEXTEDIT_GETCHAR(str, z - 1) != STB_TEXTEDIT_NEWLINE)  // [DEAR IMGUI] special handling for last line\n         break;   // [DEAR IMGUI]\n      prev_start = i;\n      i += r.num_chars;\n      find->y += r.baseline_y_delta;\n      if (i == z) // [DEAR IMGUI]\n         break;   // [DEAR IMGUI]\n   }\n\n   find->first_char = first = i;\n   find->length = r.num_chars;\n   find->height = r.ymax - r.ymin;\n   find->prev_first = prev_start;\n\n   // now scan to find xpos\n   find->x = r.x0;\n   for (i=0; first+i < n; ++i)\n      find->x += STB_TEXTEDIT_GETWIDTH(str, first, i);\n}\n\n#define STB_TEXT_HAS_SELECTION(s)   ((s)->select_start != (s)->select_end)\n\n// make the selection/cursor state valid if client altered the string\nstatic void stb_textedit_clamp(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)\n{\n   int n = STB_TEXTEDIT_STRINGLEN(str);\n   if (STB_TEXT_HAS_SELECTION(state)) {\n      if (state->select_start > n) state->select_start = n;\n      if (state->select_end   > n) state->select_end = n;\n      // if clamping forced them to be equal, move the cursor to match\n      if (state->select_start == state->select_end)\n         state->cursor = state->select_start;\n   }\n   if (state->cursor > n) state->cursor = n;\n}\n\n// delete characters while updating undo\nstatic void stb_textedit_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len)\n{\n   stb_text_makeundo_delete(str, state, where, len);\n   STB_TEXTEDIT_DELETECHARS(str, where, len);\n   state->has_preferred_x = 0;\n}\n\n// delete the section\nstatic void stb_textedit_delete_selection(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)\n{\n   stb_textedit_clamp(str, state);\n   if (STB_TEXT_HAS_SELECTION(state)) {\n      if (state->select_start < state->select_end) {\n         stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start);\n         state->select_end = state->cursor = state->select_start;\n      } else {\n         stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end);\n         state->select_start = state->cursor = state->select_end;\n      }\n      state->has_preferred_x = 0;\n   }\n}\n\n// canoncialize the selection so start <= end\nstatic void stb_textedit_sortselection(STB_TexteditState *state)\n{\n   if (state->select_end < state->select_start) {\n      int temp = state->select_end;\n      state->select_end = state->select_start;\n      state->select_start = temp;\n   }\n}\n\n// move cursor to first character of selection\nstatic void stb_textedit_move_to_first(STB_TexteditState *state)\n{\n   if (STB_TEXT_HAS_SELECTION(state)) {\n      stb_textedit_sortselection(state);\n      state->cursor = state->select_start;\n      state->select_end = state->select_start;\n      state->has_preferred_x = 0;\n   }\n}\n\n// move cursor to last character of selection\nstatic void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)\n{\n   if (STB_TEXT_HAS_SELECTION(state)) {\n      stb_textedit_sortselection(state);\n      stb_textedit_clamp(str, state);\n      state->cursor = state->select_end;\n      state->select_start = state->select_end;\n      state->has_preferred_x = 0;\n   }\n}\n\n#ifdef STB_TEXTEDIT_IS_SPACE\nstatic int is_word_boundary( STB_TEXTEDIT_STRING *str, int idx )\n{\n   return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1;\n}\n\n#ifndef STB_TEXTEDIT_MOVEWORDLEFT\nstatic int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *str, int c )\n{\n   --c; // always move at least one character\n   while( c >= 0 && !is_word_boundary( str, c ) )\n      --c;\n\n   if( c < 0 )\n      c = 0;\n\n   return c;\n}\n#define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous\n#endif\n\n#ifndef STB_TEXTEDIT_MOVEWORDRIGHT\nstatic int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *str, int c )\n{\n   const int len = STB_TEXTEDIT_STRINGLEN(str);\n   ++c; // always move at least one character\n   while( c < len && !is_word_boundary( str, c ) )\n      ++c;\n\n   if( c > len )\n      c = len;\n\n   return c;\n}\n#define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next\n#endif\n\n#endif\n\n// update selection and cursor to match each other\nstatic void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state)\n{\n   if (!STB_TEXT_HAS_SELECTION(state))\n      state->select_start = state->select_end = state->cursor;\n   else\n      state->cursor = state->select_end;\n}\n\n// API cut: delete selection\nstatic int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)\n{\n   if (STB_TEXT_HAS_SELECTION(state)) {\n      stb_textedit_delete_selection(str,state); // implicitly clamps\n      state->has_preferred_x = 0;\n      return 1;\n   }\n   return 0;\n}\n\n// API paste: replace existing selection with passed-in text\nstatic int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len)\n{\n   // if there's a selection, the paste should delete it\n   stb_textedit_clamp(str, state);\n   stb_textedit_delete_selection(str,state);\n   // try to insert the characters\n   if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) {\n      stb_text_makeundo_insert(state, state->cursor, len);\n      state->cursor += len;\n      state->has_preferred_x = 0;\n      return 1;\n   }\n   // note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details)\n   return 0;\n}\n\n#ifndef STB_TEXTEDIT_KEYTYPE\n#define STB_TEXTEDIT_KEYTYPE int\n#endif\n\n// API key: process a keyboard input\nstatic void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key)\n{\nretry:\n   switch (key) {\n      default: {\n         int c = STB_TEXTEDIT_KEYTOTEXT(key);\n         if (c > 0) {\n            STB_TEXTEDIT_CHARTYPE ch = (STB_TEXTEDIT_CHARTYPE) c;\n\n            // can't add newline in single-line mode\n            if (c == '\\n' && state->single_line)\n               break;\n\n            if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) {\n               stb_text_makeundo_replace(str, state, state->cursor, 1, 1);\n               STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1);\n               if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {\n                  ++state->cursor;\n                  state->has_preferred_x = 0;\n               }\n            } else {\n               stb_textedit_delete_selection(str,state); // implicitly clamps\n               if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {\n                  stb_text_makeundo_insert(state, state->cursor, 1);\n                  ++state->cursor;\n                  state->has_preferred_x = 0;\n               }\n            }\n         }\n         break;\n      }\n\n#ifdef STB_TEXTEDIT_K_INSERT\n      case STB_TEXTEDIT_K_INSERT:\n         state->insert_mode = !state->insert_mode;\n         break;\n#endif\n\n      case STB_TEXTEDIT_K_UNDO:\n         stb_text_undo(str, state);\n         state->has_preferred_x = 0;\n         break;\n\n      case STB_TEXTEDIT_K_REDO:\n         stb_text_redo(str, state);\n         state->has_preferred_x = 0;\n         break;\n\n      case STB_TEXTEDIT_K_LEFT:\n         // if currently there's a selection, move cursor to start of selection\n         if (STB_TEXT_HAS_SELECTION(state))\n            stb_textedit_move_to_first(state);\n         else\n            if (state->cursor > 0)\n               --state->cursor;\n         state->has_preferred_x = 0;\n         break;\n\n      case STB_TEXTEDIT_K_RIGHT:\n         // if currently there's a selection, move cursor to end of selection\n         if (STB_TEXT_HAS_SELECTION(state))\n            stb_textedit_move_to_last(str, state);\n         else\n            ++state->cursor;\n         stb_textedit_clamp(str, state);\n         state->has_preferred_x = 0;\n         break;\n\n      case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT:\n         stb_textedit_clamp(str, state);\n         stb_textedit_prep_selection_at_cursor(state);\n         // move selection left\n         if (state->select_end > 0)\n            --state->select_end;\n         state->cursor = state->select_end;\n         state->has_preferred_x = 0;\n         break;\n\n#ifdef STB_TEXTEDIT_MOVEWORDLEFT\n      case STB_TEXTEDIT_K_WORDLEFT:\n         if (STB_TEXT_HAS_SELECTION(state))\n            stb_textedit_move_to_first(state);\n         else {\n            state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor);\n            stb_textedit_clamp( str, state );\n         }\n         break;\n\n      case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT:\n         if( !STB_TEXT_HAS_SELECTION( state ) )\n            stb_textedit_prep_selection_at_cursor(state);\n\n         state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor);\n         state->select_end = state->cursor;\n\n         stb_textedit_clamp( str, state );\n         break;\n#endif\n\n#ifdef STB_TEXTEDIT_MOVEWORDRIGHT\n      case STB_TEXTEDIT_K_WORDRIGHT:\n         if (STB_TEXT_HAS_SELECTION(state))\n            stb_textedit_move_to_last(str, state);\n         else {\n            state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor);\n            stb_textedit_clamp( str, state );\n         }\n         break;\n\n      case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT:\n         if( !STB_TEXT_HAS_SELECTION( state ) )\n            stb_textedit_prep_selection_at_cursor(state);\n\n         state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor);\n         state->select_end = state->cursor;\n\n         stb_textedit_clamp( str, state );\n         break;\n#endif\n\n      case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT:\n         stb_textedit_prep_selection_at_cursor(state);\n         // move selection right\n         ++state->select_end;\n         stb_textedit_clamp(str, state);\n         state->cursor = state->select_end;\n         state->has_preferred_x = 0;\n         break;\n\n      case STB_TEXTEDIT_K_DOWN:\n      case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT:\n      case STB_TEXTEDIT_K_PGDOWN:\n      case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: {\n         StbFindState find;\n         StbTexteditRow row;\n         int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;\n         int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN;\n         int row_count = is_page ? state->row_count_per_page : 1;\n\n         if (!is_page && state->single_line) {\n            // on windows, up&down in single-line behave like left&right\n            key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT);\n            goto retry;\n         }\n\n         if (sel)\n            stb_textedit_prep_selection_at_cursor(state);\n         else if (STB_TEXT_HAS_SELECTION(state))\n            stb_textedit_move_to_last(str, state);\n\n         // compute current position of cursor point\n         stb_textedit_clamp(str, state);\n         stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);\n\n         for (j = 0; j < row_count; ++j) {\n            float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x;\n            int start = find.first_char + find.length;\n\n            if (find.length == 0)\n               break;\n\n            // [DEAR IMGUI]\n            // going down while being on the last line shouldn't bring us to that line end\n            if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE)\n               break;\n\n            // now find character position down a row\n            state->cursor = start;\n            STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);\n            x = row.x0;\n            for (i=0; i < row.num_chars; ++i) {\n               float dx = STB_TEXTEDIT_GETWIDTH(str, start, i);\n               #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE\n               if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE)\n                  break;\n               #endif\n               x += dx;\n               if (x > goal_x)\n                  break;\n               ++state->cursor;\n            }\n            stb_textedit_clamp(str, state);\n\n            state->has_preferred_x = 1;\n            state->preferred_x = goal_x;\n\n            if (sel)\n               state->select_end = state->cursor;\n\n            // go to next line\n            find.first_char = find.first_char + find.length;\n            find.length = row.num_chars;\n         }\n         break;\n      }\n\n      case STB_TEXTEDIT_K_UP:\n      case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT:\n      case STB_TEXTEDIT_K_PGUP:\n      case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: {\n         StbFindState find;\n         StbTexteditRow row;\n         int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;\n         int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP;\n         int row_count = is_page ? state->row_count_per_page : 1;\n\n         if (!is_page && state->single_line) {\n            // on windows, up&down become left&right\n            key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT);\n            goto retry;\n         }\n\n         if (sel)\n            stb_textedit_prep_selection_at_cursor(state);\n         else if (STB_TEXT_HAS_SELECTION(state))\n            stb_textedit_move_to_first(state);\n\n         // compute current position of cursor point\n         stb_textedit_clamp(str, state);\n         stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);\n\n         for (j = 0; j < row_count; ++j) {\n            float  x, goal_x = state->has_preferred_x ? state->preferred_x : find.x;\n\n            // can only go up if there's a previous row\n            if (find.prev_first == find.first_char)\n               break;\n\n            // now find character position up a row\n            state->cursor = find.prev_first;\n            STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);\n            x = row.x0;\n            for (i=0; i < row.num_chars; ++i) {\n               float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i);\n               #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE\n               if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE)\n                  break;\n               #endif\n               x += dx;\n               if (x > goal_x)\n                  break;\n               ++state->cursor;\n            }\n            stb_textedit_clamp(str, state);\n\n            state->has_preferred_x = 1;\n            state->preferred_x = goal_x;\n\n            if (sel)\n               state->select_end = state->cursor;\n\n            // go to previous line\n            // (we need to scan previous line the hard way. maybe we could expose this as a new API function?)\n            prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0;\n            while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE)\n               --prev_scan;\n            find.first_char = find.prev_first;\n            find.prev_first = prev_scan;\n         }\n         break;\n      }\n\n      case STB_TEXTEDIT_K_DELETE:\n      case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT:\n         if (STB_TEXT_HAS_SELECTION(state))\n            stb_textedit_delete_selection(str, state);\n         else {\n            int n = STB_TEXTEDIT_STRINGLEN(str);\n            if (state->cursor < n)\n               stb_textedit_delete(str, state, state->cursor, 1);\n         }\n         state->has_preferred_x = 0;\n         break;\n\n      case STB_TEXTEDIT_K_BACKSPACE:\n      case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT:\n         if (STB_TEXT_HAS_SELECTION(state))\n            stb_textedit_delete_selection(str, state);\n         else {\n            stb_textedit_clamp(str, state);\n            if (state->cursor > 0) {\n               stb_textedit_delete(str, state, state->cursor-1, 1);\n               --state->cursor;\n            }\n         }\n         state->has_preferred_x = 0;\n         break;\n\n#ifdef STB_TEXTEDIT_K_TEXTSTART2\n      case STB_TEXTEDIT_K_TEXTSTART2:\n#endif\n      case STB_TEXTEDIT_K_TEXTSTART:\n         state->cursor = state->select_start = state->select_end = 0;\n         state->has_preferred_x = 0;\n         break;\n\n#ifdef STB_TEXTEDIT_K_TEXTEND2\n      case STB_TEXTEDIT_K_TEXTEND2:\n#endif\n      case STB_TEXTEDIT_K_TEXTEND:\n         state->cursor = STB_TEXTEDIT_STRINGLEN(str);\n         state->select_start = state->select_end = 0;\n         state->has_preferred_x = 0;\n         break;\n\n#ifdef STB_TEXTEDIT_K_TEXTSTART2\n      case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT:\n#endif\n      case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT:\n         stb_textedit_prep_selection_at_cursor(state);\n         state->cursor = state->select_end = 0;\n         state->has_preferred_x = 0;\n         break;\n\n#ifdef STB_TEXTEDIT_K_TEXTEND2\n      case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT:\n#endif\n      case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT:\n         stb_textedit_prep_selection_at_cursor(state);\n         state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str);\n         state->has_preferred_x = 0;\n         break;\n\n\n#ifdef STB_TEXTEDIT_K_LINESTART2\n      case STB_TEXTEDIT_K_LINESTART2:\n#endif\n      case STB_TEXTEDIT_K_LINESTART:\n         stb_textedit_clamp(str, state);\n         stb_textedit_move_to_first(state);\n         if (state->single_line)\n            state->cursor = 0;\n         else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)\n            --state->cursor;\n         state->has_preferred_x = 0;\n         break;\n\n#ifdef STB_TEXTEDIT_K_LINEEND2\n      case STB_TEXTEDIT_K_LINEEND2:\n#endif\n      case STB_TEXTEDIT_K_LINEEND: {\n         int n = STB_TEXTEDIT_STRINGLEN(str);\n         stb_textedit_clamp(str, state);\n         stb_textedit_move_to_first(state);\n         if (state->single_line)\n             state->cursor = n;\n         else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)\n             ++state->cursor;\n         state->has_preferred_x = 0;\n         break;\n      }\n\n#ifdef STB_TEXTEDIT_K_LINESTART2\n      case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT:\n#endif\n      case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT:\n         stb_textedit_clamp(str, state);\n         stb_textedit_prep_selection_at_cursor(state);\n         if (state->single_line)\n            state->cursor = 0;\n         else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)\n            --state->cursor;\n         state->select_end = state->cursor;\n         state->has_preferred_x = 0;\n         break;\n\n#ifdef STB_TEXTEDIT_K_LINEEND2\n      case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT:\n#endif\n      case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: {\n         int n = STB_TEXTEDIT_STRINGLEN(str);\n         stb_textedit_clamp(str, state);\n         stb_textedit_prep_selection_at_cursor(state);\n         if (state->single_line)\n             state->cursor = n;\n         else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)\n            ++state->cursor;\n         state->select_end = state->cursor;\n         state->has_preferred_x = 0;\n         break;\n      }\n   }\n}\n\n/////////////////////////////////////////////////////////////////////////////\n//\n//      Undo processing\n//\n// @OPTIMIZE: the undo/redo buffer should be circular\n\nstatic void stb_textedit_flush_redo(StbUndoState *state)\n{\n   state->redo_point = STB_TEXTEDIT_UNDOSTATECOUNT;\n   state->redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT;\n}\n\n// discard the oldest entry in the undo list\nstatic void stb_textedit_discard_undo(StbUndoState *state)\n{\n   if (state->undo_point > 0) {\n      // if the 0th undo state has characters, clean those up\n      if (state->undo_rec[0].char_storage >= 0) {\n         int n = state->undo_rec[0].insert_length, i;\n         // delete n characters from all other records\n         state->undo_char_point -= n;\n         STB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE)));\n         for (i=0; i < state->undo_point; ++i)\n            if (state->undo_rec[i].char_storage >= 0)\n               state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it\n      }\n      --state->undo_point;\n      STB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0])));\n   }\n}\n\n// discard the oldest entry in the redo list--it's bad if this\n// ever happens, but because undo & redo have to store the actual\n// characters in different cases, the redo character buffer can\n// fill up even though the undo buffer didn't\nstatic void stb_textedit_discard_redo(StbUndoState *state)\n{\n   int k = STB_TEXTEDIT_UNDOSTATECOUNT-1;\n\n   if (state->redo_point <= k) {\n      // if the k'th undo state has characters, clean those up\n      if (state->undo_rec[k].char_storage >= 0) {\n         int n = state->undo_rec[k].insert_length, i;\n         // move the remaining redo character data to the end of the buffer\n         state->redo_char_point += n;\n         STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((STB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE)));\n         // adjust the position of all the other records to account for above memmove\n         for (i=state->redo_point; i < k; ++i)\n            if (state->undo_rec[i].char_storage >= 0)\n               state->undo_rec[i].char_storage += n;\n      }\n      // now move all the redo records towards the end of the buffer; the first one is at 'redo_point'\n      // [DEAR IMGUI]\n      size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0]));\n      const char* buf_begin = (char*)state->undo_rec; (void)buf_begin;\n      const char* buf_end   = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end;\n      IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin);\n      IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end);\n      STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size);\n\n      // now move redo_point to point to the new one\n      ++state->redo_point;\n   }\n}\n\nstatic StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars)\n{\n   // any time we create a new undo record, we discard redo\n   stb_textedit_flush_redo(state);\n\n   // if we have no free records, we have to make room, by sliding the\n   // existing records down\n   if (state->undo_point == STB_TEXTEDIT_UNDOSTATECOUNT)\n      stb_textedit_discard_undo(state);\n\n   // if the characters to store won't possibly fit in the buffer, we can't undo\n   if (numchars > STB_TEXTEDIT_UNDOCHARCOUNT) {\n      state->undo_point = 0;\n      state->undo_char_point = 0;\n      return NULL;\n   }\n\n   // if we don't have enough free characters in the buffer, we have to make room\n   while (state->undo_char_point + numchars > STB_TEXTEDIT_UNDOCHARCOUNT)\n      stb_textedit_discard_undo(state);\n\n   return &state->undo_rec[state->undo_point++];\n}\n\nstatic STB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len)\n{\n   StbUndoRecord *r = stb_text_create_undo_record(state, insert_len);\n   if (r == NULL)\n      return NULL;\n\n   r->where = pos;\n   r->insert_length = (STB_TEXTEDIT_POSITIONTYPE) insert_len;\n   r->delete_length = (STB_TEXTEDIT_POSITIONTYPE) delete_len;\n\n   if (insert_len == 0) {\n      r->char_storage = -1;\n      return NULL;\n   } else {\n      r->char_storage = state->undo_char_point;\n      state->undo_char_point += insert_len;\n      return &state->undo_char[r->char_storage];\n   }\n}\n\nstatic void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)\n{\n   StbUndoState *s = &state->undostate;\n   StbUndoRecord u, *r;\n   if (s->undo_point == 0)\n      return;\n\n   // we need to do two things: apply the undo record, and create a redo record\n   u = s->undo_rec[s->undo_point-1];\n   r = &s->undo_rec[s->redo_point-1];\n   r->char_storage = -1;\n\n   r->insert_length = u.delete_length;\n   r->delete_length = u.insert_length;\n   r->where = u.where;\n\n   if (u.delete_length) {\n      // if the undo record says to delete characters, then the redo record will\n      // need to re-insert the characters that get deleted, so we need to store\n      // them.\n\n      // there are three cases:\n      //    there's enough room to store the characters\n      //    characters stored for *redoing* don't leave room for redo\n      //    characters stored for *undoing* don't leave room for redo\n      // if the last is true, we have to bail\n\n      if (s->undo_char_point + u.delete_length >= STB_TEXTEDIT_UNDOCHARCOUNT) {\n         // the undo records take up too much character space; there's no space to store the redo characters\n         r->insert_length = 0;\n      } else {\n         int i;\n\n         // there's definitely room to store the characters eventually\n         while (s->undo_char_point + u.delete_length > s->redo_char_point) {\n            // should never happen:\n            if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT)\n               return;\n            // there's currently not enough room, so discard a redo record\n            stb_textedit_discard_redo(s);\n         }\n         r = &s->undo_rec[s->redo_point-1];\n\n         r->char_storage = s->redo_char_point - u.delete_length;\n         s->redo_char_point = s->redo_char_point - u.delete_length;\n\n         // now save the characters\n         for (i=0; i < u.delete_length; ++i)\n            s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i);\n      }\n\n      // now we can carry out the deletion\n      STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length);\n   }\n\n   // check type of recorded action:\n   if (u.insert_length) {\n      // easy case: was a deletion, so we need to insert n characters\n      STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length);\n      s->undo_char_point -= u.insert_length;\n   }\n\n   state->cursor = u.where + u.insert_length;\n\n   s->undo_point--;\n   s->redo_point--;\n}\n\nstatic void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)\n{\n   StbUndoState *s = &state->undostate;\n   StbUndoRecord *u, r;\n   if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT)\n      return;\n\n   // we need to do two things: apply the redo record, and create an undo record\n   u = &s->undo_rec[s->undo_point];\n   r = s->undo_rec[s->redo_point];\n\n   // we KNOW there must be room for the undo record, because the redo record\n   // was derived from an undo record\n\n   u->delete_length = r.insert_length;\n   u->insert_length = r.delete_length;\n   u->where = r.where;\n   u->char_storage = -1;\n\n   if (r.delete_length) {\n      // the redo record requires us to delete characters, so the undo record\n      // needs to store the characters\n\n      if (s->undo_char_point + u->insert_length > s->redo_char_point) {\n         u->insert_length = 0;\n         u->delete_length = 0;\n      } else {\n         int i;\n         u->char_storage = s->undo_char_point;\n         s->undo_char_point = s->undo_char_point + u->insert_length;\n\n         // now save the characters\n         for (i=0; i < u->insert_length; ++i)\n            s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i);\n      }\n\n      STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length);\n   }\n\n   if (r.insert_length) {\n      // easy case: need to insert n characters\n      STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length);\n      s->redo_char_point += r.insert_length;\n   }\n\n   state->cursor = r.where + r.insert_length;\n\n   s->undo_point++;\n   s->redo_point++;\n}\n\nstatic void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length)\n{\n   stb_text_createundo(&state->undostate, where, 0, length);\n}\n\nstatic void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length)\n{\n   int i;\n   STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0);\n   if (p) {\n      for (i=0; i < length; ++i)\n         p[i] = STB_TEXTEDIT_GETCHAR(str, where+i);\n   }\n}\n\nstatic void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length)\n{\n   int i;\n   STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length);\n   if (p) {\n      for (i=0; i < old_length; ++i)\n         p[i] = STB_TEXTEDIT_GETCHAR(str, where+i);\n   }\n}\n\n// reset the state to default\nstatic void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line)\n{\n   state->undostate.undo_point = 0;\n   state->undostate.undo_char_point = 0;\n   state->undostate.redo_point = STB_TEXTEDIT_UNDOSTATECOUNT;\n   state->undostate.redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT;\n   state->select_end = state->select_start = 0;\n   state->cursor = 0;\n   state->has_preferred_x = 0;\n   state->preferred_x = 0;\n   state->cursor_at_end_of_line = 0;\n   state->initialized = 1;\n   state->single_line = (unsigned char) is_single_line;\n   state->insert_mode = 0;\n   state->row_count_per_page = 0;\n}\n\n// API initialize\nstatic void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line)\n{\n   stb_textedit_clear_state(state, is_single_line);\n}\n\n#if defined(__GNUC__) || defined(__clang__)\n#pragma GCC diagnostic push\n#pragma GCC diagnostic ignored \"-Wcast-qual\"\n#endif\n\nstatic int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE const *ctext, int len)\n{\n   return stb_textedit_paste_internal(str, state, (STB_TEXTEDIT_CHARTYPE *) ctext, len);\n}\n\n#if defined(__GNUC__) || defined(__clang__)\n#pragma GCC diagnostic pop\n#endif\n\n#endif//STB_TEXTEDIT_IMPLEMENTATION\n\n/*\n------------------------------------------------------------------------------\nThis software is available under 2 licenses -- choose whichever you prefer.\n------------------------------------------------------------------------------\nALTERNATIVE A - MIT License\nCopyright (c) 2017 Sean Barrett\nPermission is hereby granted, free of charge, to any person obtaining a copy of\nthis software and associated documentation files (the \"Software\"), to deal in\nthe Software without restriction, including without limitation the rights to\nuse, copy, modify, merge, publish, distribute, sublicense, and/or sell copies\nof the Software, and to permit persons to whom the Software is furnished to do\nso, subject to the following conditions:\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n------------------------------------------------------------------------------\nALTERNATIVE B - Public Domain (www.unlicense.org)\nThis is free and unencumbered software released into the public domain.\nAnyone is free to copy, modify, publish, use, compile, sell, or distribute this\nsoftware, either in source code form or as a compiled binary, for any purpose,\ncommercial or non-commercial, and by any means.\nIn jurisdictions that recognize copyright laws, the author or authors of this\nsoftware dedicate any and all copyright interest in the software to the public\ndomain. We make this dedication for the benefit of the public at large and to\nthe detriment of our heirs and successors. We intend this dedication to be an\novert act of relinquishment in perpetuity of all present and future rights to\nthis software under copyright law.\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN\nACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION\nWITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n------------------------------------------------------------------------------\n*/\n"
  },
  {
    "path": "imgui/imstb_truetype.h",
    "content": "// [DEAR IMGUI]\n// This is a slightly modified version of stb_truetype.h 1.26.\n// Mostly fixing for compiler and static analyzer warnings.\n// Grep for [DEAR IMGUI] to find the changes.\n\n// stb_truetype.h - v1.26 - public domain\n// authored from 2009-2021 by Sean Barrett / RAD Game Tools\n//\n// =======================================================================\n//\n//    NO SECURITY GUARANTEE -- DO NOT USE THIS ON UNTRUSTED FONT FILES\n//\n// This library does no range checking of the offsets found in the file,\n// meaning an attacker can use it to read arbitrary memory.\n//\n// =======================================================================\n//\n//   This library processes TrueType files:\n//        parse files\n//        extract glyph metrics\n//        extract glyph shapes\n//        render glyphs to one-channel bitmaps with antialiasing (box filter)\n//        render glyphs to one-channel SDF bitmaps (signed-distance field/function)\n//\n//   Todo:\n//        non-MS cmaps\n//        crashproof on bad data\n//        hinting? (no longer patented)\n//        cleartype-style AA?\n//        optimize: use simple memory allocator for intermediates\n//        optimize: build edge-list directly from curves\n//        optimize: rasterize directly from curves?\n//\n// ADDITIONAL CONTRIBUTORS\n//\n//   Mikko Mononen: compound shape support, more cmap formats\n//   Tor Andersson: kerning, subpixel rendering\n//   Dougall Johnson: OpenType / Type 2 font handling\n//   Daniel Ribeiro Maciel: basic GPOS-based kerning\n//\n//   Misc other:\n//       Ryan Gordon\n//       Simon Glass\n//       github:IntellectualKitty\n//       Imanol Celaya\n//       Daniel Ribeiro Maciel\n//\n//   Bug/warning reports/fixes:\n//       \"Zer\" on mollyrocket       Fabian \"ryg\" Giesen   github:NiLuJe\n//       Cass Everitt               Martins Mozeiko       github:aloucks\n//       stoiko (Haemimont Games)   Cap Petschulat        github:oyvindjam\n//       Brian Hook                 Omar Cornut           github:vassvik\n//       Walter van Niftrik         Ryan Griege\n//       David Gow                  Peter LaValle\n//       David Given                Sergey Popov\n//       Ivan-Assen Ivanov          Giumo X. Clanjor\n//       Anthony Pesch              Higor Euripedes\n//       Johan Duparc               Thomas Fields\n//       Hou Qiming                 Derek Vinyard\n//       Rob Loach                  Cort Stratton\n//       Kenney Phillis Jr.         Brian Costabile\n//       Ken Voskuil (kaesve)\n//\n// VERSION HISTORY\n//\n//   1.26 (2021-08-28) fix broken rasterizer\n//   1.25 (2021-07-11) many fixes\n//   1.24 (2020-02-05) fix warning\n//   1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS)\n//   1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined\n//   1.21 (2019-02-25) fix warning\n//   1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics()\n//   1.19 (2018-02-11) GPOS kerning, STBTT_fmod\n//   1.18 (2018-01-29) add missing function\n//   1.17 (2017-07-23) make more arguments const; doc fix\n//   1.16 (2017-07-12) SDF support\n//   1.15 (2017-03-03) make more arguments const\n//   1.14 (2017-01-16) num-fonts-in-TTC function\n//   1.13 (2017-01-02) support OpenType fonts, certain Apple fonts\n//   1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual\n//   1.11 (2016-04-02) fix unused-variable warning\n//   1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef\n//   1.09 (2016-01-16) warning fix; avoid crash on outofmem; use allocation userdata properly\n//   1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges\n//   1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints;\n//                     variant PackFontRanges to pack and render in separate phases;\n//                     fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?);\n//                     fixed an assert() bug in the new rasterizer\n//                     replace assert() with STBTT_assert() in new rasterizer\n//\n//   Full history can be found at the end of this file.\n//\n// LICENSE\n//\n//   See end of file for license information.\n//\n// USAGE\n//\n//   Include this file in whatever places need to refer to it. In ONE C/C++\n//   file, write:\n//      #define STB_TRUETYPE_IMPLEMENTATION\n//   before the #include of this file. This expands out the actual\n//   implementation into that C/C++ file.\n//\n//   To make the implementation private to the file that generates the implementation,\n//      #define STBTT_STATIC\n//\n//   Simple 3D API (don't ship this, but it's fine for tools and quick start)\n//           stbtt_BakeFontBitmap()               -- bake a font to a bitmap for use as texture\n//           stbtt_GetBakedQuad()                 -- compute quad to draw for a given char\n//\n//   Improved 3D API (more shippable):\n//           #include \"stb_rect_pack.h\"           -- optional, but you really want it\n//           stbtt_PackBegin()\n//           stbtt_PackSetOversampling()          -- for improved quality on small fonts\n//           stbtt_PackFontRanges()               -- pack and renders\n//           stbtt_PackEnd()\n//           stbtt_GetPackedQuad()\n//\n//   \"Load\" a font file from a memory buffer (you have to keep the buffer loaded)\n//           stbtt_InitFont()\n//           stbtt_GetFontOffsetForIndex()        -- indexing for TTC font collections\n//           stbtt_GetNumberOfFonts()             -- number of fonts for TTC font collections\n//\n//   Render a unicode codepoint to a bitmap\n//           stbtt_GetCodepointBitmap()           -- allocates and returns a bitmap\n//           stbtt_MakeCodepointBitmap()          -- renders into bitmap you provide\n//           stbtt_GetCodepointBitmapBox()        -- how big the bitmap must be\n//\n//   Character advance/positioning\n//           stbtt_GetCodepointHMetrics()\n//           stbtt_GetFontVMetrics()\n//           stbtt_GetFontVMetricsOS2()\n//           stbtt_GetCodepointKernAdvance()\n//\n//   Starting with version 1.06, the rasterizer was replaced with a new,\n//   faster and generally-more-precise rasterizer. The new rasterizer more\n//   accurately measures pixel coverage for anti-aliasing, except in the case\n//   where multiple shapes overlap, in which case it overestimates the AA pixel\n//   coverage. Thus, anti-aliasing of intersecting shapes may look wrong. If\n//   this turns out to be a problem, you can re-enable the old rasterizer with\n//        #define STBTT_RASTERIZER_VERSION 1\n//   which will incur about a 15% speed hit.\n//\n// ADDITIONAL DOCUMENTATION\n//\n//   Immediately after this block comment are a series of sample programs.\n//\n//   After the sample programs is the \"header file\" section. This section\n//   includes documentation for each API function.\n//\n//   Some important concepts to understand to use this library:\n//\n//      Codepoint\n//         Characters are defined by unicode codepoints, e.g. 65 is\n//         uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is\n//         the hiragana for \"ma\".\n//\n//      Glyph\n//         A visual character shape (every codepoint is rendered as\n//         some glyph)\n//\n//      Glyph index\n//         A font-specific integer ID representing a glyph\n//\n//      Baseline\n//         Glyph shapes are defined relative to a baseline, which is the\n//         bottom of uppercase characters. Characters extend both above\n//         and below the baseline.\n//\n//      Current Point\n//         As you draw text to the screen, you keep track of a \"current point\"\n//         which is the origin of each character. The current point's vertical\n//         position is the baseline. Even \"baked fonts\" use this model.\n//\n//      Vertical Font Metrics\n//         The vertical qualities of the font, used to vertically position\n//         and space the characters. See docs for stbtt_GetFontVMetrics.\n//\n//      Font Size in Pixels or Points\n//         The preferred interface for specifying font sizes in stb_truetype\n//         is to specify how tall the font's vertical extent should be in pixels.\n//         If that sounds good enough, skip the next paragraph.\n//\n//         Most font APIs instead use \"points\", which are a common typographic\n//         measurement for describing font size, defined as 72 points per inch.\n//         stb_truetype provides a point API for compatibility. However, true\n//         \"per inch\" conventions don't make much sense on computer displays\n//         since different monitors have different number of pixels per\n//         inch. For example, Windows traditionally uses a convention that\n//         there are 96 pixels per inch, thus making 'inch' measurements have\n//         nothing to do with inches, and thus effectively defining a point to\n//         be 1.333 pixels. Additionally, the TrueType font data provides\n//         an explicit scale factor to scale a given font's glyphs to points,\n//         but the author has observed that this scale factor is often wrong\n//         for non-commercial fonts, thus making fonts scaled in points\n//         according to the TrueType spec incoherently sized in practice.\n//\n// DETAILED USAGE:\n//\n//  Scale:\n//    Select how high you want the font to be, in points or pixels.\n//    Call ScaleForPixelHeight or ScaleForMappingEmToPixels to compute\n//    a scale factor SF that will be used by all other functions.\n//\n//  Baseline:\n//    You need to select a y-coordinate that is the baseline of where\n//    your text will appear. Call GetFontBoundingBox to get the baseline-relative\n//    bounding box for all characters. SF*-y0 will be the distance in pixels\n//    that the worst-case character could extend above the baseline, so if\n//    you want the top edge of characters to appear at the top of the\n//    screen where y=0, then you would set the baseline to SF*-y0.\n//\n//  Current point:\n//    Set the current point where the first character will appear. The\n//    first character could extend left of the current point; this is font\n//    dependent. You can either choose a current point that is the leftmost\n//    point and hope, or add some padding, or check the bounding box or\n//    left-side-bearing of the first character to be displayed and set\n//    the current point based on that.\n//\n//  Displaying a character:\n//    Compute the bounding box of the character. It will contain signed values\n//    relative to <current_point, baseline>. I.e. if it returns x0,y0,x1,y1,\n//    then the character should be displayed in the rectangle from\n//    <current_point+SF*x0, baseline+SF*y0> to <current_point+SF*x1,baseline+SF*y1).\n//\n//  Advancing for the next character:\n//    Call GlyphHMetrics, and compute 'current_point += SF * advance'.\n//\n//\n// ADVANCED USAGE\n//\n//   Quality:\n//\n//    - Use the functions with Subpixel at the end to allow your characters\n//      to have subpixel positioning. Since the font is anti-aliased, not\n//      hinted, this is very import for quality. (This is not possible with\n//      baked fonts.)\n//\n//    - Kerning is now supported, and if you're supporting subpixel rendering\n//      then kerning is worth using to give your text a polished look.\n//\n//   Performance:\n//\n//    - Convert Unicode codepoints to glyph indexes and operate on the glyphs;\n//      if you don't do this, stb_truetype is forced to do the conversion on\n//      every call.\n//\n//    - There are a lot of memory allocations. We should modify it to take\n//      a temp buffer and allocate from the temp buffer (without freeing),\n//      should help performance a lot.\n//\n// NOTES\n//\n//   The system uses the raw data found in the .ttf file without changing it\n//   and without building auxiliary data structures. This is a bit inefficient\n//   on little-endian systems (the data is big-endian), but assuming you're\n//   caching the bitmaps or glyph shapes this shouldn't be a big deal.\n//\n//   It appears to be very hard to programmatically determine what font a\n//   given file is in a general way. I provide an API for this, but I don't\n//   recommend it.\n//\n//\n// PERFORMANCE MEASUREMENTS FOR 1.06:\n//\n//                      32-bit     64-bit\n//   Previous release:  8.83 s     7.68 s\n//   Pool allocations:  7.72 s     6.34 s\n//   Inline sort     :  6.54 s     5.65 s\n//   New rasterizer  :  5.63 s     5.00 s\n\n//////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////\n////\n////  SAMPLE PROGRAMS\n////\n//\n//  Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless.\n//  See \"tests/truetype_demo_win32.c\" for a complete version.\n#if 0\n#define STB_TRUETYPE_IMPLEMENTATION  // force following include to generate implementation\n#include \"stb_truetype.h\"\n\nunsigned char ttf_buffer[1<<20];\nunsigned char temp_bitmap[512*512];\n\nstbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs\nGLuint ftex;\n\nvoid my_stbtt_initfont(void)\n{\n   fread(ttf_buffer, 1, 1<<20, fopen(\"c:/windows/fonts/times.ttf\", \"rb\"));\n   stbtt_BakeFontBitmap(ttf_buffer,0, 32.0, temp_bitmap,512,512, 32,96, cdata); // no guarantee this fits!\n   // can free ttf_buffer at this point\n   glGenTextures(1, &ftex);\n   glBindTexture(GL_TEXTURE_2D, ftex);\n   glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 512,512, 0, GL_ALPHA, GL_UNSIGNED_BYTE, temp_bitmap);\n   // can free temp_bitmap at this point\n   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\n}\n\nvoid my_stbtt_print(float x, float y, char *text)\n{\n   // assume orthographic projection with units = screen pixels, origin at top left\n   glEnable(GL_BLEND);\n   glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\n   glEnable(GL_TEXTURE_2D);\n   glBindTexture(GL_TEXTURE_2D, ftex);\n   glBegin(GL_QUADS);\n   while (*text) {\n      if (*text >= 32 && *text < 128) {\n         stbtt_aligned_quad q;\n         stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9\n         glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y0);\n         glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y0);\n         glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y1);\n         glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y1);\n      }\n      ++text;\n   }\n   glEnd();\n}\n#endif\n//\n//\n//////////////////////////////////////////////////////////////////////////////\n//\n// Complete program (this compiles): get a single bitmap, print as ASCII art\n//\n#if 0\n#include <stdio.h>\n#define STB_TRUETYPE_IMPLEMENTATION  // force following include to generate implementation\n#include \"stb_truetype.h\"\n\nchar ttf_buffer[1<<25];\n\nint main(int argc, char **argv)\n{\n   stbtt_fontinfo font;\n   unsigned char *bitmap;\n   int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20);\n\n   fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : \"c:/windows/fonts/arialbd.ttf\", \"rb\"));\n\n   stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0));\n   bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0);\n\n   for (j=0; j < h; ++j) {\n      for (i=0; i < w; ++i)\n         putchar(\" .:ioVM@\"[bitmap[j*w+i]>>5]);\n      putchar('\\n');\n   }\n   return 0;\n}\n#endif\n//\n// Output:\n//\n//     .ii.\n//    @@@@@@.\n//   V@Mio@@o\n//   :i.  V@V\n//     :oM@@M\n//   :@@@MM@M\n//   @@o  o@M\n//  :@@.  M@M\n//   @@@o@@@@\n//   :M@@V:@@.\n//\n//////////////////////////////////////////////////////////////////////////////\n//\n// Complete program: print \"Hello World!\" banner, with bugs\n//\n#if 0\nchar buffer[24<<20];\nunsigned char screen[20][79];\n\nint main(int arg, char **argv)\n{\n   stbtt_fontinfo font;\n   int i,j,ascent,baseline,ch=0;\n   float scale, xpos=2; // leave a little padding in case the character extends left\n   char *text = \"Heljo World!\"; // intentionally misspelled to show 'lj' brokenness\n\n   fread(buffer, 1, 1000000, fopen(\"c:/windows/fonts/arialbd.ttf\", \"rb\"));\n   stbtt_InitFont(&font, buffer, 0);\n\n   scale = stbtt_ScaleForPixelHeight(&font, 15);\n   stbtt_GetFontVMetrics(&font, &ascent,0,0);\n   baseline = (int) (ascent*scale);\n\n   while (text[ch]) {\n      int advance,lsb,x0,y0,x1,y1;\n      float x_shift = xpos - (float) floor(xpos);\n      stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb);\n      stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1);\n      stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]);\n      // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong\n      // because this API is really for baking character bitmaps into textures. if you want to render\n      // a sequence of characters, you really need to render each bitmap to a temp buffer, then\n      // \"alpha blend\" that into the working buffer\n      xpos += (advance * scale);\n      if (text[ch+1])\n         xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]);\n      ++ch;\n   }\n\n   for (j=0; j < 20; ++j) {\n      for (i=0; i < 78; ++i)\n         putchar(\" .:ioVM@\"[screen[j][i]>>5]);\n      putchar('\\n');\n   }\n\n   return 0;\n}\n#endif\n\n\n//////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////\n////\n////   INTEGRATION WITH YOUR CODEBASE\n////\n////   The following sections allow you to supply alternate definitions\n////   of C library functions used by stb_truetype, e.g. if you don't\n////   link with the C runtime library.\n\n#ifdef STB_TRUETYPE_IMPLEMENTATION\n   // #define your own (u)stbtt_int8/16/32 before including to override this\n   #ifndef stbtt_uint8\n   typedef unsigned char   stbtt_uint8;\n   typedef signed   char   stbtt_int8;\n   typedef unsigned short  stbtt_uint16;\n   typedef signed   short  stbtt_int16;\n   typedef unsigned int    stbtt_uint32;\n   typedef signed   int    stbtt_int32;\n   #endif\n\n   typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1];\n   typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1];\n\n   // e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h\n   #ifndef STBTT_ifloor\n   #include <math.h>\n   #define STBTT_ifloor(x)   ((int) floor(x))\n   #define STBTT_iceil(x)    ((int) ceil(x))\n   #endif\n\n   #ifndef STBTT_sqrt\n   #include <math.h>\n   #define STBTT_sqrt(x)      sqrt(x)\n   #define STBTT_pow(x,y)     pow(x,y)\n   #endif\n\n   #ifndef STBTT_fmod\n   #include <math.h>\n   #define STBTT_fmod(x,y)    fmod(x,y)\n   #endif\n\n   #ifndef STBTT_cos\n   #include <math.h>\n   #define STBTT_cos(x)       cos(x)\n   #define STBTT_acos(x)      acos(x)\n   #endif\n\n   #ifndef STBTT_fabs\n   #include <math.h>\n   #define STBTT_fabs(x)      fabs(x)\n   #endif\n\n   // #define your own functions \"STBTT_malloc\" / \"STBTT_free\" to avoid malloc.h\n   #ifndef STBTT_malloc\n   #include <stdlib.h>\n   #define STBTT_malloc(x,u)  ((void)(u),malloc(x))\n   #define STBTT_free(x,u)    ((void)(u),free(x))\n   #endif\n\n   #ifndef STBTT_assert\n   #include <assert.h>\n   #define STBTT_assert(x)    assert(x)\n   #endif\n\n   #ifndef STBTT_strlen\n   #include <string.h>\n   #define STBTT_strlen(x)    strlen(x)\n   #endif\n\n   #ifndef STBTT_memcpy\n   #include <string.h>\n   #define STBTT_memcpy       memcpy\n   #define STBTT_memset       memset\n   #endif\n#endif\n\n///////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////\n////\n////   INTERFACE\n////\n////\n\n#ifndef __STB_INCLUDE_STB_TRUETYPE_H__\n#define __STB_INCLUDE_STB_TRUETYPE_H__\n\n#ifdef STBTT_STATIC\n#define STBTT_DEF static\n#else\n#define STBTT_DEF extern\n#endif\n\n#ifdef __cplusplus\nextern \"C\" {\n#endif\n\n// private structure\ntypedef struct\n{\n   unsigned char *data;\n   int cursor;\n   int size;\n} stbtt__buf;\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// TEXTURE BAKING API\n//\n// If you use this API, you only have to call two functions ever.\n//\n\ntypedef struct\n{\n   unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap\n   float xoff,yoff,xadvance;\n} stbtt_bakedchar;\n\nSTBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset,  // font location (use offset=0 for plain .ttf)\n                                float pixel_height,                     // height of font in pixels\n                                unsigned char *pixels, int pw, int ph,  // bitmap to be filled in\n                                int first_char, int num_chars,          // characters to bake\n                                stbtt_bakedchar *chardata);             // you allocate this, it's num_chars long\n// if return is positive, the first unused row of the bitmap\n// if return is negative, returns the negative of the number of characters that fit\n// if return is 0, no characters fit and no rows were used\n// This uses a very crappy packing.\n\ntypedef struct\n{\n   float x0,y0,s0,t0; // top-left\n   float x1,y1,s1,t1; // bottom-right\n} stbtt_aligned_quad;\n\nSTBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph,  // same data as above\n                               int char_index,             // character to display\n                               float *xpos, float *ypos,   // pointers to current position in screen pixel space\n                               stbtt_aligned_quad *q,      // output: quad to draw\n                               int opengl_fillrule);       // true if opengl fill rule; false if DX9 or earlier\n// Call GetBakedQuad with char_index = 'character - first_char', and it\n// creates the quad you need to draw and advances the current position.\n//\n// The coordinate system used assumes y increases downwards.\n//\n// Characters will extend both above and below the current position;\n// see discussion of \"BASELINE\" above.\n//\n// It's inefficient; you might want to c&p it and optimize it.\n\nSTBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap);\n// Query the font vertical metrics without having to create a font first.\n\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// NEW TEXTURE BAKING API\n//\n// This provides options for packing multiple fonts into one atlas, not\n// perfectly but better than nothing.\n\ntypedef struct\n{\n   unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap\n   float xoff,yoff,xadvance;\n   float xoff2,yoff2;\n} stbtt_packedchar;\n\ntypedef struct stbtt_pack_context stbtt_pack_context;\ntypedef struct stbtt_fontinfo stbtt_fontinfo;\n#ifndef STB_RECT_PACK_VERSION\ntypedef struct stbrp_rect stbrp_rect;\n#endif\n\nSTBTT_DEF int  stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context);\n// Initializes a packing context stored in the passed-in stbtt_pack_context.\n// Future calls using this context will pack characters into the bitmap passed\n// in here: a 1-channel bitmap that is width * height. stride_in_bytes is\n// the distance from one row to the next (or 0 to mean they are packed tightly\n// together). \"padding\" is the amount of padding to leave between each\n// character (normally you want '1' for bitmaps you'll use as textures with\n// bilinear filtering).\n//\n// Returns 0 on failure, 1 on success.\n\nSTBTT_DEF void stbtt_PackEnd  (stbtt_pack_context *spc);\n// Cleans up the packing context and frees all memory.\n\n#define STBTT_POINT_SIZE(x)   (-(x))\n\nSTBTT_DEF int  stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size,\n                                int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range);\n// Creates character bitmaps from the font_index'th font found in fontdata (use\n// font_index=0 if you don't know what that is). It creates num_chars_in_range\n// bitmaps for characters with unicode values starting at first_unicode_char_in_range\n// and increasing. Data for how to render them is stored in chardata_for_range;\n// pass these to stbtt_GetPackedQuad to get back renderable quads.\n//\n// font_size is the full height of the character from ascender to descender,\n// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed\n// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE()\n// and pass that result as 'font_size':\n//       ...,                  20 , ... // font max minus min y is 20 pixels tall\n//       ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall\n\ntypedef struct\n{\n   float font_size;\n   int first_unicode_codepoint_in_range;  // if non-zero, then the chars are continuous, and this is the first codepoint\n   int *array_of_unicode_codepoints;       // if non-zero, then this is an array of unicode codepoints\n   int num_chars;\n   stbtt_packedchar *chardata_for_range; // output\n   unsigned char h_oversample, v_oversample; // don't set these, they're used internally\n} stbtt_pack_range;\n\nSTBTT_DEF int  stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges);\n// Creates character bitmaps from multiple ranges of characters stored in\n// ranges. This will usually create a better-packed bitmap than multiple\n// calls to stbtt_PackFontRange. Note that you can call this multiple\n// times within a single PackBegin/PackEnd.\n\nSTBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample);\n// Oversampling a font increases the quality by allowing higher-quality subpixel\n// positioning, and is especially valuable at smaller text sizes.\n//\n// This function sets the amount of oversampling for all following calls to\n// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given\n// pack context. The default (no oversampling) is achieved by h_oversample=1\n// and v_oversample=1. The total number of pixels required is\n// h_oversample*v_oversample larger than the default; for example, 2x2\n// oversampling requires 4x the storage of 1x1. For best results, render\n// oversampled textures with bilinear filtering. Look at the readme in\n// stb/tests/oversample for information about oversampled fonts\n//\n// To use with PackFontRangesGather etc., you must set it before calls\n// call to PackFontRangesGatherRects.\n\nSTBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip);\n// If skip != 0, this tells stb_truetype to skip any codepoints for which\n// there is no corresponding glyph. If skip=0, which is the default, then\n// codepoints without a glyph recived the font's \"missing character\" glyph,\n// typically an empty box by convention.\n\nSTBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph,  // same data as above\n                               int char_index,             // character to display\n                               float *xpos, float *ypos,   // pointers to current position in screen pixel space\n                               stbtt_aligned_quad *q,      // output: quad to draw\n                               int align_to_integer);\n\nSTBTT_DEF int  stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects);\nSTBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects);\nSTBTT_DEF int  stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects);\n// Calling these functions in sequence is roughly equivalent to calling\n// stbtt_PackFontRanges(). If you more control over the packing of multiple\n// fonts, or if you want to pack custom data into a font texture, take a look\n// at the source to of stbtt_PackFontRanges() and create a custom version\n// using these functions, e.g. call GatherRects multiple times,\n// building up a single array of rects, then call PackRects once,\n// then call RenderIntoRects repeatedly. This may result in a\n// better packing than calling PackFontRanges multiple times\n// (or it may not).\n\n// this is an opaque structure that you shouldn't mess with which holds\n// all the context needed from PackBegin to PackEnd.\nstruct stbtt_pack_context {\n   void *user_allocator_context;\n   void *pack_info;\n   int   width;\n   int   height;\n   int   stride_in_bytes;\n   int   padding;\n   int   skip_missing;\n   unsigned int   h_oversample, v_oversample;\n   unsigned char *pixels;\n   void  *nodes;\n};\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// FONT LOADING\n//\n//\n\nSTBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data);\n// This function will determine the number of fonts in a font file.  TrueType\n// collection (.ttc) files may contain multiple fonts, while TrueType font\n// (.ttf) files only contain one font. The number of fonts can be used for\n// indexing with the previous function where the index is between zero and one\n// less than the total fonts. If an error occurs, -1 is returned.\n\nSTBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index);\n// Each .ttf/.ttc file may have more than one font. Each font has a sequential\n// index number starting from 0. Call this function to get the font offset for\n// a given index; it returns -1 if the index is out of range. A regular .ttf\n// file will only define one font and it always be at offset 0, so it will\n// return '0' for index 0, and -1 for all other indices.\n\n// The following structure is defined publicly so you can declare one on\n// the stack or as a global or etc, but you should treat it as opaque.\nstruct stbtt_fontinfo\n{\n   void           * userdata;\n   unsigned char  * data;              // pointer to .ttf file\n   int              fontstart;         // offset of start of font\n\n   int numGlyphs;                     // number of glyphs, needed for range checking\n\n   int loca,head,glyf,hhea,hmtx,kern,gpos,svg; // table locations as offset from start of .ttf\n   int index_map;                     // a cmap mapping for our chosen character encoding\n   int indexToLocFormat;              // format needed to map from glyph index to glyph\n\n   stbtt__buf cff;                    // cff font data\n   stbtt__buf charstrings;            // the charstring index\n   stbtt__buf gsubrs;                 // global charstring subroutines index\n   stbtt__buf subrs;                  // private charstring subroutines index\n   stbtt__buf fontdicts;              // array of font dicts\n   stbtt__buf fdselect;               // map from glyph to fontdict\n};\n\nSTBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset);\n// Given an offset into the file that defines a font, this function builds\n// the necessary cached info for the rest of the system. You must allocate\n// the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't\n// need to do anything special to free it, because the contents are pure\n// value data with no additional data structures. Returns 0 on failure.\n\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// CHARACTER TO GLYPH-INDEX CONVERSIOn\n\nSTBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint);\n// If you're going to perform multiple operations on the same character\n// and you want a speed-up, call this function with the character you're\n// going to process, then use glyph-based functions instead of the\n// codepoint-based functions.\n// Returns 0 if the character codepoint is not defined in the font.\n\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// CHARACTER PROPERTIES\n//\n\nSTBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels);\n// computes a scale factor to produce a font whose \"height\" is 'pixels' tall.\n// Height is measured as the distance from the highest ascender to the lowest\n// descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics\n// and computing:\n//       scale = pixels / (ascent - descent)\n// so if you prefer to measure height by the ascent only, use a similar calculation.\n\nSTBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels);\n// computes a scale factor to produce a font whose EM size is mapped to\n// 'pixels' tall. This is probably what traditional APIs compute, but\n// I'm not positive.\n\nSTBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap);\n// ascent is the coordinate above the baseline the font extends; descent\n// is the coordinate below the baseline the font extends (i.e. it is typically negative)\n// lineGap is the spacing between one row's descent and the next row's ascent...\n// so you should advance the vertical position by \"*ascent - *descent + *lineGap\"\n//   these are expressed in unscaled coordinates, so you must multiply by\n//   the scale factor for a given size\n\nSTBTT_DEF int  stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap);\n// analogous to GetFontVMetrics, but returns the \"typographic\" values from the OS/2\n// table (specific to MS/Windows TTF files).\n//\n// Returns 1 on success (table present), 0 on failure.\n\nSTBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1);\n// the bounding box around all possible characters\n\nSTBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing);\n// leftSideBearing is the offset from the current horizontal position to the left edge of the character\n// advanceWidth is the offset from the current horizontal position to the next horizontal position\n//   these are expressed in unscaled coordinates\n\nSTBTT_DEF int  stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2);\n// an additional amount to add to the 'advance' value between ch1 and ch2\n\nSTBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1);\n// Gets the bounding box of the visible part of the glyph, in unscaled coordinates\n\nSTBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing);\nSTBTT_DEF int  stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2);\nSTBTT_DEF int  stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1);\n// as above, but takes one or more glyph indices for greater efficiency\n\ntypedef struct stbtt_kerningentry\n{\n   int glyph1; // use stbtt_FindGlyphIndex\n   int glyph2;\n   int advance;\n} stbtt_kerningentry;\n\nSTBTT_DEF int  stbtt_GetKerningTableLength(const stbtt_fontinfo *info);\nSTBTT_DEF int  stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length);\n// Retrieves a complete list of all of the kerning pairs provided by the font\n// stbtt_GetKerningTable never writes more than table_length entries and returns how many entries it did write.\n// The table will be sorted by (a.glyph1 == b.glyph1)?(a.glyph2 < b.glyph2):(a.glyph1 < b.glyph1)\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// GLYPH SHAPES (you probably don't need these, but they have to go before\n// the bitmaps for C declaration-order reasons)\n//\n\n#ifndef STBTT_vmove // you can predefine these to use different values (but why?)\n   enum {\n      STBTT_vmove=1,\n      STBTT_vline,\n      STBTT_vcurve,\n      STBTT_vcubic\n   };\n#endif\n\n#ifndef stbtt_vertex // you can predefine this to use different values\n                   // (we share this with other code at RAD)\n   #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file\n   typedef struct\n   {\n      stbtt_vertex_type x,y,cx,cy,cx1,cy1;\n      unsigned char type,padding;\n   } stbtt_vertex;\n#endif\n\nSTBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index);\n// returns non-zero if nothing is drawn for this glyph\n\nSTBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices);\nSTBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices);\n// returns # of vertices and fills *vertices with the pointer to them\n//   these are expressed in \"unscaled\" coordinates\n//\n// The shape is a series of contours. Each one starts with\n// a STBTT_moveto, then consists of a series of mixed\n// STBTT_lineto and STBTT_curveto segments. A lineto\n// draws a line from previous endpoint to its x,y; a curveto\n// draws a quadratic bezier from previous endpoint to\n// its x,y, using cx,cy as the bezier control point.\n\nSTBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices);\n// frees the data allocated above\n\nSTBTT_DEF unsigned char *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl);\nSTBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg);\nSTBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg);\n// fills svg with the character's SVG data.\n// returns data size or 0 if SVG not found.\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// BITMAP RENDERING\n//\n\nSTBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata);\n// frees the bitmap allocated below\n\nSTBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff);\n// allocates a large-enough single-channel 8bpp bitmap and renders the\n// specified character/glyph at the specified scale into it, with\n// antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque).\n// *width & *height are filled out with the width & height of the bitmap,\n// which is stored left-to-right, top-to-bottom.\n//\n// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap\n\nSTBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff);\n// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel\n// shift for the character\n\nSTBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint);\n// the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap\n// in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap\n// is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the\n// width and height and positioning info for it first.\n\nSTBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint);\n// same as stbtt_MakeCodepointBitmap, but you can specify a subpixel\n// shift for the character\n\nSTBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint);\n// same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering\n// is performed (see stbtt_PackSetOversampling)\n\nSTBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1);\n// get the bbox of the bitmap centered around the glyph origin; so the\n// bitmap width is ix1-ix0, height is iy1-iy0, and location to place\n// the bitmap top left is (leftSideBearing*scale,iy0).\n// (Note that the bitmap uses y-increases-down, but the shape uses\n// y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.)\n\nSTBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1);\n// same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel\n// shift for the character\n\n// the following functions are equivalent to the above functions, but operate\n// on glyph indices instead of Unicode codepoints (for efficiency)\nSTBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff);\nSTBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff);\nSTBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph);\nSTBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph);\nSTBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int glyph);\nSTBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1);\nSTBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1);\n\n\n// @TODO: don't expose this structure\ntypedef struct\n{\n   int w,h,stride;\n   unsigned char *pixels;\n} stbtt__bitmap;\n\n// rasterize a shape with quadratic beziers into a bitmap\nSTBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result,        // 1-channel bitmap to draw into\n                               float flatness_in_pixels,     // allowable error of curve in pixels\n                               stbtt_vertex *vertices,       // array of vertices defining shape\n                               int num_verts,                // number of vertices in above array\n                               float scale_x, float scale_y, // scale applied to input vertices\n                               float shift_x, float shift_y, // translation applied to input vertices\n                               int x_off, int y_off,         // another translation applied to input\n                               int invert,                   // if non-zero, vertically flip shape\n                               void *userdata);              // context for to STBTT_MALLOC\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// Signed Distance Function (or Field) rendering\n\nSTBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata);\n// frees the SDF bitmap allocated below\n\nSTBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff);\nSTBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff);\n// These functions compute a discretized SDF field for a single character, suitable for storing\n// in a single-channel texture, sampling with bilinear filtering, and testing against\n// larger than some threshold to produce scalable fonts.\n//        info              --  the font\n//        scale             --  controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap\n//        glyph/codepoint   --  the character to generate the SDF for\n//        padding           --  extra \"pixels\" around the character which are filled with the distance to the character (not 0),\n//                                 which allows effects like bit outlines\n//        onedge_value      --  value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character)\n//        pixel_dist_scale  --  what value the SDF should increase by when moving one SDF \"pixel\" away from the edge (on the 0..255 scale)\n//                                 if positive, > onedge_value is inside; if negative, < onedge_value is inside\n//        width,height      --  output height & width of the SDF bitmap (including padding)\n//        xoff,yoff         --  output origin of the character\n//        return value      --  a 2D array of bytes 0..255, width*height in size\n//\n// pixel_dist_scale & onedge_value are a scale & bias that allows you to make\n// optimal use of the limited 0..255 for your application, trading off precision\n// and special effects. SDF values outside the range 0..255 are clamped to 0..255.\n//\n// Example:\n//      scale = stbtt_ScaleForPixelHeight(22)\n//      padding = 5\n//      onedge_value = 180\n//      pixel_dist_scale = 180/5.0 = 36.0\n//\n//      This will create an SDF bitmap in which the character is about 22 pixels\n//      high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled\n//      shape, sample the SDF at each pixel and fill the pixel if the SDF value\n//      is greater than or equal to 180/255. (You'll actually want to antialias,\n//      which is beyond the scope of this example.) Additionally, you can compute\n//      offset outlines (e.g. to stroke the character border inside & outside,\n//      or only outside). For example, to fill outside the character up to 3 SDF\n//      pixels, you would compare against (180-36.0*3)/255 = 72/255. The above\n//      choice of variables maps a range from 5 pixels outside the shape to\n//      2 pixels inside the shape to 0..255; this is intended primarily for apply\n//      outside effects only (the interior range is needed to allow proper\n//      antialiasing of the font at *smaller* sizes)\n//\n// The function computes the SDF analytically at each SDF pixel, not by e.g.\n// building a higher-res bitmap and approximating it. In theory the quality\n// should be as high as possible for an SDF of this size & representation, but\n// unclear if this is true in practice (perhaps building a higher-res bitmap\n// and computing from that can allow drop-out prevention).\n//\n// The algorithm has not been optimized at all, so expect it to be slow\n// if computing lots of characters or very large sizes.\n\n\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// Finding the right font...\n//\n// You should really just solve this offline, keep your own tables\n// of what font is what, and don't try to get it out of the .ttf file.\n// That's because getting it out of the .ttf file is really hard, because\n// the names in the file can appear in many possible encodings, in many\n// possible languages, and e.g. if you need a case-insensitive comparison,\n// the details of that depend on the encoding & language in a complex way\n// (actually underspecified in truetype, but also gigantic).\n//\n// But you can use the provided functions in two possible ways:\n//     stbtt_FindMatchingFont() will use *case-sensitive* comparisons on\n//             unicode-encoded names to try to find the font you want;\n//             you can run this before calling stbtt_InitFont()\n//\n//     stbtt_GetFontNameString() lets you get any of the various strings\n//             from the file yourself and do your own comparisons on them.\n//             You have to have called stbtt_InitFont() first.\n\n\nSTBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags);\n// returns the offset (not index) of the font that matches, or -1 if none\n//   if you use STBTT_MACSTYLE_DONTCARE, use a font name like \"Arial Bold\".\n//   if you use any other flag, use a font name like \"Arial\"; this checks\n//     the 'macStyle' header field; i don't know if fonts set this consistently\n#define STBTT_MACSTYLE_DONTCARE     0\n#define STBTT_MACSTYLE_BOLD         1\n#define STBTT_MACSTYLE_ITALIC       2\n#define STBTT_MACSTYLE_UNDERSCORE   4\n#define STBTT_MACSTYLE_NONE         8   // <= not same as 0, this makes us check the bitfield is 0\n\nSTBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2);\n// returns 1/0 whether the first string interpreted as utf8 is identical to\n// the second string interpreted as big-endian utf16... useful for strings from next func\n\nSTBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID);\n// returns the string (which may be big-endian double byte, e.g. for unicode)\n// and puts the length in bytes in *length.\n//\n// some of the values for the IDs are below; for more see the truetype spec:\n//     http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html\n//     http://www.microsoft.com/typography/otspec/name.htm\n\nenum { // platformID\n   STBTT_PLATFORM_ID_UNICODE   =0,\n   STBTT_PLATFORM_ID_MAC       =1,\n   STBTT_PLATFORM_ID_ISO       =2,\n   STBTT_PLATFORM_ID_MICROSOFT =3\n};\n\nenum { // encodingID for STBTT_PLATFORM_ID_UNICODE\n   STBTT_UNICODE_EID_UNICODE_1_0    =0,\n   STBTT_UNICODE_EID_UNICODE_1_1    =1,\n   STBTT_UNICODE_EID_ISO_10646      =2,\n   STBTT_UNICODE_EID_UNICODE_2_0_BMP=3,\n   STBTT_UNICODE_EID_UNICODE_2_0_FULL=4\n};\n\nenum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT\n   STBTT_MS_EID_SYMBOL        =0,\n   STBTT_MS_EID_UNICODE_BMP   =1,\n   STBTT_MS_EID_SHIFTJIS      =2,\n   STBTT_MS_EID_UNICODE_FULL  =10\n};\n\nenum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes\n   STBTT_MAC_EID_ROMAN        =0,   STBTT_MAC_EID_ARABIC       =4,\n   STBTT_MAC_EID_JAPANESE     =1,   STBTT_MAC_EID_HEBREW       =5,\n   STBTT_MAC_EID_CHINESE_TRAD =2,   STBTT_MAC_EID_GREEK        =6,\n   STBTT_MAC_EID_KOREAN       =3,   STBTT_MAC_EID_RUSSIAN      =7\n};\n\nenum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID...\n       // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs\n   STBTT_MS_LANG_ENGLISH     =0x0409,   STBTT_MS_LANG_ITALIAN     =0x0410,\n   STBTT_MS_LANG_CHINESE     =0x0804,   STBTT_MS_LANG_JAPANESE    =0x0411,\n   STBTT_MS_LANG_DUTCH       =0x0413,   STBTT_MS_LANG_KOREAN      =0x0412,\n   STBTT_MS_LANG_FRENCH      =0x040c,   STBTT_MS_LANG_RUSSIAN     =0x0419,\n   STBTT_MS_LANG_GERMAN      =0x0407,   STBTT_MS_LANG_SPANISH     =0x0409,\n   STBTT_MS_LANG_HEBREW      =0x040d,   STBTT_MS_LANG_SWEDISH     =0x041D\n};\n\nenum { // languageID for STBTT_PLATFORM_ID_MAC\n   STBTT_MAC_LANG_ENGLISH      =0 ,   STBTT_MAC_LANG_JAPANESE     =11,\n   STBTT_MAC_LANG_ARABIC       =12,   STBTT_MAC_LANG_KOREAN       =23,\n   STBTT_MAC_LANG_DUTCH        =4 ,   STBTT_MAC_LANG_RUSSIAN      =32,\n   STBTT_MAC_LANG_FRENCH       =1 ,   STBTT_MAC_LANG_SPANISH      =6 ,\n   STBTT_MAC_LANG_GERMAN       =2 ,   STBTT_MAC_LANG_SWEDISH      =5 ,\n   STBTT_MAC_LANG_HEBREW       =10,   STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33,\n   STBTT_MAC_LANG_ITALIAN      =3 ,   STBTT_MAC_LANG_CHINESE_TRAD =19\n};\n\n#ifdef __cplusplus\n}\n#endif\n\n#endif // __STB_INCLUDE_STB_TRUETYPE_H__\n\n///////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////\n////\n////   IMPLEMENTATION\n////\n////\n\n#ifdef STB_TRUETYPE_IMPLEMENTATION\n\n#ifndef STBTT_MAX_OVERSAMPLE\n#define STBTT_MAX_OVERSAMPLE   8\n#endif\n\n#if STBTT_MAX_OVERSAMPLE > 255\n#error \"STBTT_MAX_OVERSAMPLE cannot be > 255\"\n#endif\n\ntypedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1];\n\n#ifndef STBTT_RASTERIZER_VERSION\n#define STBTT_RASTERIZER_VERSION 2\n#endif\n\n#ifdef _MSC_VER\n#define STBTT__NOTUSED(v)  (void)(v)\n#else\n#define STBTT__NOTUSED(v)  (void)sizeof(v)\n#endif\n\n//////////////////////////////////////////////////////////////////////////\n//\n// stbtt__buf helpers to parse data from file\n//\n\nstatic stbtt_uint8 stbtt__buf_get8(stbtt__buf *b)\n{\n   if (b->cursor >= b->size)\n      return 0;\n   return b->data[b->cursor++];\n}\n\nstatic stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b)\n{\n   if (b->cursor >= b->size)\n      return 0;\n   return b->data[b->cursor];\n}\n\nstatic void stbtt__buf_seek(stbtt__buf *b, int o)\n{\n   STBTT_assert(!(o > b->size || o < 0));\n   b->cursor = (o > b->size || o < 0) ? b->size : o;\n}\n\nstatic void stbtt__buf_skip(stbtt__buf *b, int o)\n{\n   stbtt__buf_seek(b, b->cursor + o);\n}\n\nstatic stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n)\n{\n   stbtt_uint32 v = 0;\n   int i;\n   STBTT_assert(n >= 1 && n <= 4);\n   for (i = 0; i < n; i++)\n      v = (v << 8) | stbtt__buf_get8(b);\n   return v;\n}\n\nstatic stbtt__buf stbtt__new_buf(const void *p, size_t size)\n{\n   stbtt__buf r;\n   STBTT_assert(size < 0x40000000);\n   r.data = (stbtt_uint8*) p;\n   r.size = (int) size;\n   r.cursor = 0;\n   return r;\n}\n\n#define stbtt__buf_get16(b)  stbtt__buf_get((b), 2)\n#define stbtt__buf_get32(b)  stbtt__buf_get((b), 4)\n\nstatic stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s)\n{\n   stbtt__buf r = stbtt__new_buf(NULL, 0);\n   if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r;\n   r.data = b->data + o;\n   r.size = s;\n   return r;\n}\n\nstatic stbtt__buf stbtt__cff_get_index(stbtt__buf *b)\n{\n   int count, start, offsize;\n   start = b->cursor;\n   count = stbtt__buf_get16(b);\n   if (count) {\n      offsize = stbtt__buf_get8(b);\n      STBTT_assert(offsize >= 1 && offsize <= 4);\n      stbtt__buf_skip(b, offsize * count);\n      stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1);\n   }\n   return stbtt__buf_range(b, start, b->cursor - start);\n}\n\nstatic stbtt_uint32 stbtt__cff_int(stbtt__buf *b)\n{\n   int b0 = stbtt__buf_get8(b);\n   if (b0 >= 32 && b0 <= 246)       return b0 - 139;\n   else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108;\n   else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108;\n   else if (b0 == 28)               return stbtt__buf_get16(b);\n   else if (b0 == 29)               return stbtt__buf_get32(b);\n   STBTT_assert(0);\n   return 0;\n}\n\nstatic void stbtt__cff_skip_operand(stbtt__buf *b) {\n   int v, b0 = stbtt__buf_peek8(b);\n   STBTT_assert(b0 >= 28);\n   if (b0 == 30) {\n      stbtt__buf_skip(b, 1);\n      while (b->cursor < b->size) {\n         v = stbtt__buf_get8(b);\n         if ((v & 0xF) == 0xF || (v >> 4) == 0xF)\n            break;\n      }\n   } else {\n      stbtt__cff_int(b);\n   }\n}\n\nstatic stbtt__buf stbtt__dict_get(stbtt__buf *b, int key)\n{\n   stbtt__buf_seek(b, 0);\n   while (b->cursor < b->size) {\n      int start = b->cursor, end, op;\n      while (stbtt__buf_peek8(b) >= 28)\n         stbtt__cff_skip_operand(b);\n      end = b->cursor;\n      op = stbtt__buf_get8(b);\n      if (op == 12)  op = stbtt__buf_get8(b) | 0x100;\n      if (op == key) return stbtt__buf_range(b, start, end-start);\n   }\n   return stbtt__buf_range(b, 0, 0);\n}\n\nstatic void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out)\n{\n   int i;\n   stbtt__buf operands = stbtt__dict_get(b, key);\n   for (i = 0; i < outcount && operands.cursor < operands.size; i++)\n      out[i] = stbtt__cff_int(&operands);\n}\n\nstatic int stbtt__cff_index_count(stbtt__buf *b)\n{\n   stbtt__buf_seek(b, 0);\n   return stbtt__buf_get16(b);\n}\n\nstatic stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i)\n{\n   int count, offsize, start, end;\n   stbtt__buf_seek(&b, 0);\n   count = stbtt__buf_get16(&b);\n   offsize = stbtt__buf_get8(&b);\n   STBTT_assert(i >= 0 && i < count);\n   STBTT_assert(offsize >= 1 && offsize <= 4);\n   stbtt__buf_skip(&b, i*offsize);\n   start = stbtt__buf_get(&b, offsize);\n   end = stbtt__buf_get(&b, offsize);\n   return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start);\n}\n\n//////////////////////////////////////////////////////////////////////////\n//\n// accessors to parse data from file\n//\n\n// on platforms that don't allow misaligned reads, if we want to allow\n// truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE\n\n#define ttBYTE(p)     (* (stbtt_uint8 *) (p))\n#define ttCHAR(p)     (* (stbtt_int8 *) (p))\n#define ttFixed(p)    ttLONG(p)\n\nstatic stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; }\nstatic stbtt_int16 ttSHORT(stbtt_uint8 *p)   { return p[0]*256 + p[1]; }\nstatic stbtt_uint32 ttULONG(stbtt_uint8 *p)  { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; }\nstatic stbtt_int32 ttLONG(stbtt_uint8 *p)    { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; }\n\n#define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3))\n#define stbtt_tag(p,str)           stbtt_tag4(p,str[0],str[1],str[2],str[3])\n\nstatic int stbtt__isfont(stbtt_uint8 *font)\n{\n   // check the version number\n   if (stbtt_tag4(font, '1',0,0,0))  return 1; // TrueType 1\n   if (stbtt_tag(font, \"typ1\"))   return 1; // TrueType with type 1 font -- we don't support this!\n   if (stbtt_tag(font, \"OTTO\"))   return 1; // OpenType with CFF\n   if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0\n   if (stbtt_tag(font, \"true\"))   return 1; // Apple specification for TrueType fonts\n   return 0;\n}\n\n// @OPTIMIZE: binary search\nstatic stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag)\n{\n   stbtt_int32 num_tables = ttUSHORT(data+fontstart+4);\n   stbtt_uint32 tabledir = fontstart + 12;\n   stbtt_int32 i;\n   for (i=0; i < num_tables; ++i) {\n      stbtt_uint32 loc = tabledir + 16*i;\n      if (stbtt_tag(data+loc+0, tag))\n         return ttULONG(data+loc+8);\n   }\n   return 0;\n}\n\nstatic int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index)\n{\n   // if it's just a font, there's only one valid index\n   if (stbtt__isfont(font_collection))\n      return index == 0 ? 0 : -1;\n\n   // check if it's a TTC\n   if (stbtt_tag(font_collection, \"ttcf\")) {\n      // version 1?\n      if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) {\n         stbtt_int32 n = ttLONG(font_collection+8);\n         if (index >= n)\n            return -1;\n         return ttULONG(font_collection+12+index*4);\n      }\n   }\n   return -1;\n}\n\nstatic int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection)\n{\n   // if it's just a font, there's only one valid font\n   if (stbtt__isfont(font_collection))\n      return 1;\n\n   // check if it's a TTC\n   if (stbtt_tag(font_collection, \"ttcf\")) {\n      // version 1?\n      if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) {\n         return ttLONG(font_collection+8);\n      }\n   }\n   return 0;\n}\n\nstatic stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict)\n{\n   stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 };\n   stbtt__buf pdict;\n   stbtt__dict_get_ints(&fontdict, 18, 2, private_loc);\n   if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0);\n   pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]);\n   stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff);\n   if (!subrsoff) return stbtt__new_buf(NULL, 0);\n   stbtt__buf_seek(&cff, private_loc[1]+subrsoff);\n   return stbtt__cff_get_index(&cff);\n}\n\n// since most people won't use this, find this table the first time it's needed\nstatic int stbtt__get_svg(stbtt_fontinfo *info)\n{\n   stbtt_uint32 t;\n   if (info->svg < 0) {\n      t = stbtt__find_table(info->data, info->fontstart, \"SVG \");\n      if (t) {\n         stbtt_uint32 offset = ttULONG(info->data + t + 2);\n         info->svg = t + offset;\n      } else {\n         info->svg = 0;\n      }\n   }\n   return info->svg;\n}\n\nstatic int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart)\n{\n   stbtt_uint32 cmap, t;\n   stbtt_int32 i,numTables;\n\n   info->data = data;\n   info->fontstart = fontstart;\n   info->cff = stbtt__new_buf(NULL, 0);\n\n   cmap = stbtt__find_table(data, fontstart, \"cmap\");       // required\n   info->loca = stbtt__find_table(data, fontstart, \"loca\"); // required\n   info->head = stbtt__find_table(data, fontstart, \"head\"); // required\n   info->glyf = stbtt__find_table(data, fontstart, \"glyf\"); // required\n   info->hhea = stbtt__find_table(data, fontstart, \"hhea\"); // required\n   info->hmtx = stbtt__find_table(data, fontstart, \"hmtx\"); // required\n   info->kern = stbtt__find_table(data, fontstart, \"kern\"); // not required\n   info->gpos = stbtt__find_table(data, fontstart, \"GPOS\"); // not required\n\n   if (!cmap || !info->head || !info->hhea || !info->hmtx)\n      return 0;\n   if (info->glyf) {\n      // required for truetype\n      if (!info->loca) return 0;\n   } else {\n      // initialization for CFF / Type2 fonts (OTF)\n      stbtt__buf b, topdict, topdictidx;\n      stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0;\n      stbtt_uint32 cff;\n\n      cff = stbtt__find_table(data, fontstart, \"CFF \");\n      if (!cff) return 0;\n\n      info->fontdicts = stbtt__new_buf(NULL, 0);\n      info->fdselect = stbtt__new_buf(NULL, 0);\n\n      // @TODO this should use size from table (not 512MB)\n      info->cff = stbtt__new_buf(data+cff, 512*1024*1024);\n      b = info->cff;\n\n      // read the header\n      stbtt__buf_skip(&b, 2);\n      stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize\n\n      // @TODO the name INDEX could list multiple fonts,\n      // but we just use the first one.\n      stbtt__cff_get_index(&b);  // name INDEX\n      topdictidx = stbtt__cff_get_index(&b);\n      topdict = stbtt__cff_index_get(topdictidx, 0);\n      stbtt__cff_get_index(&b);  // string INDEX\n      info->gsubrs = stbtt__cff_get_index(&b);\n\n      stbtt__dict_get_ints(&topdict, 17, 1, &charstrings);\n      stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype);\n      stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff);\n      stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff);\n      info->subrs = stbtt__get_subrs(b, topdict);\n\n      // we only support Type 2 charstrings\n      if (cstype != 2) return 0;\n      if (charstrings == 0) return 0;\n\n      if (fdarrayoff) {\n         // looks like a CID font\n         if (!fdselectoff) return 0;\n         stbtt__buf_seek(&b, fdarrayoff);\n         info->fontdicts = stbtt__cff_get_index(&b);\n         info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff);\n      }\n\n      stbtt__buf_seek(&b, charstrings);\n      info->charstrings = stbtt__cff_get_index(&b);\n   }\n\n   t = stbtt__find_table(data, fontstart, \"maxp\");\n   if (t)\n      info->numGlyphs = ttUSHORT(data+t+4);\n   else\n      info->numGlyphs = 0xffff;\n\n   info->svg = -1;\n\n   // find a cmap encoding table we understand *now* to avoid searching\n   // later. (todo: could make this installable)\n   // the same regardless of glyph.\n   numTables = ttUSHORT(data + cmap + 2);\n   info->index_map = 0;\n   for (i=0; i < numTables; ++i) {\n      stbtt_uint32 encoding_record = cmap + 4 + 8 * i;\n      // find an encoding we understand:\n      switch(ttUSHORT(data+encoding_record)) {\n         case STBTT_PLATFORM_ID_MICROSOFT:\n            switch (ttUSHORT(data+encoding_record+2)) {\n               case STBTT_MS_EID_UNICODE_BMP:\n               case STBTT_MS_EID_UNICODE_FULL:\n                  // MS/Unicode\n                  info->index_map = cmap + ttULONG(data+encoding_record+4);\n                  break;\n            }\n            break;\n        case STBTT_PLATFORM_ID_UNICODE:\n            // Mac/iOS has these\n            // all the encodingIDs are unicode, so we don't bother to check it\n            info->index_map = cmap + ttULONG(data+encoding_record+4);\n            break;\n      }\n   }\n   if (info->index_map == 0)\n      return 0;\n\n   info->indexToLocFormat = ttUSHORT(data+info->head + 50);\n   return 1;\n}\n\nSTBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint)\n{\n   stbtt_uint8 *data = info->data;\n   stbtt_uint32 index_map = info->index_map;\n\n   stbtt_uint16 format = ttUSHORT(data + index_map + 0);\n   if (format == 0) { // apple byte encoding\n      stbtt_int32 bytes = ttUSHORT(data + index_map + 2);\n      if (unicode_codepoint < bytes-6)\n         return ttBYTE(data + index_map + 6 + unicode_codepoint);\n      return 0;\n   } else if (format == 6) {\n      stbtt_uint32 first = ttUSHORT(data + index_map + 6);\n      stbtt_uint32 count = ttUSHORT(data + index_map + 8);\n      if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count)\n         return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2);\n      return 0;\n   } else if (format == 2) {\n      STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean\n      return 0;\n   } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges\n      stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1;\n      stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1;\n      stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10);\n      stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1;\n\n      // do a binary search of the segments\n      stbtt_uint32 endCount = index_map + 14;\n      stbtt_uint32 search = endCount;\n\n      if (unicode_codepoint > 0xffff)\n         return 0;\n\n      // they lie from endCount .. endCount + segCount\n      // but searchRange is the nearest power of two, so...\n      if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2))\n         search += rangeShift*2;\n\n      // now decrement to bias correctly to find smallest\n      search -= 2;\n      while (entrySelector) {\n         stbtt_uint16 end;\n         searchRange >>= 1;\n         end = ttUSHORT(data + search + searchRange*2);\n         if (unicode_codepoint > end)\n            search += searchRange*2;\n         --entrySelector;\n      }\n      search += 2;\n\n      {\n         stbtt_uint16 offset, start, last;\n         stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1);\n\n         start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item);\n         last = ttUSHORT(data + endCount + 2*item);\n         if (unicode_codepoint < start || unicode_codepoint > last)\n            return 0;\n\n         offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item);\n         if (offset == 0)\n            return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item));\n\n         return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item);\n      }\n   } else if (format == 12 || format == 13) {\n      stbtt_uint32 ngroups = ttULONG(data+index_map+12);\n      stbtt_int32 low,high;\n      low = 0; high = (stbtt_int32)ngroups;\n      // Binary search the right group.\n      while (low < high) {\n         stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high\n         stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12);\n         stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4);\n         if ((stbtt_uint32) unicode_codepoint < start_char)\n            high = mid;\n         else if ((stbtt_uint32) unicode_codepoint > end_char)\n            low = mid+1;\n         else {\n            stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8);\n            if (format == 12)\n               return start_glyph + unicode_codepoint-start_char;\n            else // format == 13\n               return start_glyph;\n         }\n      }\n      return 0; // not found\n   }\n   // @TODO\n   STBTT_assert(0);\n   return 0;\n}\n\nSTBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices)\n{\n   return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices);\n}\n\nstatic void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy)\n{\n   v->type = type;\n   v->x = (stbtt_int16) x;\n   v->y = (stbtt_int16) y;\n   v->cx = (stbtt_int16) cx;\n   v->cy = (stbtt_int16) cy;\n}\n\nstatic int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index)\n{\n   int g1,g2;\n\n   STBTT_assert(!info->cff.size);\n\n   if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range\n   if (info->indexToLocFormat >= 2)    return -1; // unknown index->glyph map format\n\n   if (info->indexToLocFormat == 0) {\n      g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2;\n      g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2;\n   } else {\n      g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4);\n      g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4);\n   }\n\n   return g1==g2 ? -1 : g1; // if length is 0, return -1\n}\n\nstatic int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1);\n\nSTBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1)\n{\n   if (info->cff.size) {\n      stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1);\n   } else {\n      int g = stbtt__GetGlyfOffset(info, glyph_index);\n      if (g < 0) return 0;\n\n      if (x0) *x0 = ttSHORT(info->data + g + 2);\n      if (y0) *y0 = ttSHORT(info->data + g + 4);\n      if (x1) *x1 = ttSHORT(info->data + g + 6);\n      if (y1) *y1 = ttSHORT(info->data + g + 8);\n   }\n   return 1;\n}\n\nSTBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1)\n{\n   return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1);\n}\n\nSTBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index)\n{\n   stbtt_int16 numberOfContours;\n   int g;\n   if (info->cff.size)\n      return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0;\n   g = stbtt__GetGlyfOffset(info, glyph_index);\n   if (g < 0) return 1;\n   numberOfContours = ttSHORT(info->data + g);\n   return numberOfContours == 0;\n}\n\nstatic int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off,\n    stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy)\n{\n   if (start_off) {\n      if (was_off)\n         stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy);\n      stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy);\n   } else {\n      if (was_off)\n         stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy);\n      else\n         stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0);\n   }\n   return num_vertices;\n}\n\nstatic int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)\n{\n   stbtt_int16 numberOfContours;\n   stbtt_uint8 *endPtsOfContours;\n   stbtt_uint8 *data = info->data;\n   stbtt_vertex *vertices=0;\n   int num_vertices=0;\n   int g = stbtt__GetGlyfOffset(info, glyph_index);\n\n   *pvertices = NULL;\n\n   if (g < 0) return 0;\n\n   numberOfContours = ttSHORT(data + g);\n\n   if (numberOfContours > 0) {\n      stbtt_uint8 flags=0,flagcount;\n      stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0;\n      stbtt_int32 x,y,cx,cy,sx,sy, scx,scy;\n      stbtt_uint8 *points;\n      endPtsOfContours = (data + g + 10);\n      ins = ttUSHORT(data + g + 10 + numberOfContours * 2);\n      points = data + g + 10 + numberOfContours * 2 + 2 + ins;\n\n      n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2);\n\n      m = n + 2*numberOfContours;  // a loose bound on how many vertices we might need\n      vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata);\n      if (vertices == 0)\n         return 0;\n\n      next_move = 0;\n      flagcount=0;\n\n      // in first pass, we load uninterpreted data into the allocated array\n      // above, shifted to the end of the array so we won't overwrite it when\n      // we create our final data starting from the front\n\n      off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated\n\n      // first load flags\n\n      for (i=0; i < n; ++i) {\n         if (flagcount == 0) {\n            flags = *points++;\n            if (flags & 8)\n               flagcount = *points++;\n         } else\n            --flagcount;\n         vertices[off+i].type = flags;\n      }\n\n      // now load x coordinates\n      x=0;\n      for (i=0; i < n; ++i) {\n         flags = vertices[off+i].type;\n         if (flags & 2) {\n            stbtt_int16 dx = *points++;\n            x += (flags & 16) ? dx : -dx; // ???\n         } else {\n            if (!(flags & 16)) {\n               x = x + (stbtt_int16) (points[0]*256 + points[1]);\n               points += 2;\n            }\n         }\n         vertices[off+i].x = (stbtt_int16) x;\n      }\n\n      // now load y coordinates\n      y=0;\n      for (i=0; i < n; ++i) {\n         flags = vertices[off+i].type;\n         if (flags & 4) {\n            stbtt_int16 dy = *points++;\n            y += (flags & 32) ? dy : -dy; // ???\n         } else {\n            if (!(flags & 32)) {\n               y = y + (stbtt_int16) (points[0]*256 + points[1]);\n               points += 2;\n            }\n         }\n         vertices[off+i].y = (stbtt_int16) y;\n      }\n\n      // now convert them to our format\n      num_vertices=0;\n      sx = sy = cx = cy = scx = scy = 0;\n      for (i=0; i < n; ++i) {\n         flags = vertices[off+i].type;\n         x     = (stbtt_int16) vertices[off+i].x;\n         y     = (stbtt_int16) vertices[off+i].y;\n\n         if (next_move == i) {\n            if (i != 0)\n               num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy);\n\n            // now start the new one\n            start_off = !(flags & 1);\n            if (start_off) {\n               // if we start off with an off-curve point, then when we need to find a point on the curve\n               // where we can start, and we need to save some state for when we wraparound.\n               scx = x;\n               scy = y;\n               if (!(vertices[off+i+1].type & 1)) {\n                  // next point is also a curve point, so interpolate an on-point curve\n                  sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1;\n                  sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1;\n               } else {\n                  // otherwise just use the next point as our start point\n                  sx = (stbtt_int32) vertices[off+i+1].x;\n                  sy = (stbtt_int32) vertices[off+i+1].y;\n                  ++i; // we're using point i+1 as the starting point, so skip it\n               }\n            } else {\n               sx = x;\n               sy = y;\n            }\n            stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0);\n            was_off = 0;\n            next_move = 1 + ttUSHORT(endPtsOfContours+j*2);\n            ++j;\n         } else {\n            if (!(flags & 1)) { // if it's a curve\n               if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint\n                  stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy);\n               cx = x;\n               cy = y;\n               was_off = 1;\n            } else {\n               if (was_off)\n                  stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy);\n               else\n                  stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0);\n               was_off = 0;\n            }\n         }\n      }\n      num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy);\n   } else if (numberOfContours < 0) {\n      // Compound shapes.\n      int more = 1;\n      stbtt_uint8 *comp = data + g + 10;\n      num_vertices = 0;\n      vertices = 0;\n      while (more) {\n         stbtt_uint16 flags, gidx;\n         int comp_num_verts = 0, i;\n         stbtt_vertex *comp_verts = 0, *tmp = 0;\n         float mtx[6] = {1,0,0,1,0,0}, m, n;\n\n         flags = ttSHORT(comp); comp+=2;\n         gidx = ttSHORT(comp); comp+=2;\n\n         if (flags & 2) { // XY values\n            if (flags & 1) { // shorts\n               mtx[4] = ttSHORT(comp); comp+=2;\n               mtx[5] = ttSHORT(comp); comp+=2;\n            } else {\n               mtx[4] = ttCHAR(comp); comp+=1;\n               mtx[5] = ttCHAR(comp); comp+=1;\n            }\n         }\n         else {\n            // @TODO handle matching point\n            STBTT_assert(0);\n         }\n         if (flags & (1<<3)) { // WE_HAVE_A_SCALE\n            mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;\n            mtx[1] = mtx[2] = 0;\n         } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE\n            mtx[0] = ttSHORT(comp)/16384.0f; comp+=2;\n            mtx[1] = mtx[2] = 0;\n            mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;\n         } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO\n            mtx[0] = ttSHORT(comp)/16384.0f; comp+=2;\n            mtx[1] = ttSHORT(comp)/16384.0f; comp+=2;\n            mtx[2] = ttSHORT(comp)/16384.0f; comp+=2;\n            mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;\n         }\n\n         // Find transformation scales.\n         m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]);\n         n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]);\n\n         // Get indexed glyph.\n         comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts);\n         if (comp_num_verts > 0) {\n            // Transform vertices.\n            for (i = 0; i < comp_num_verts; ++i) {\n               stbtt_vertex* v = &comp_verts[i];\n               stbtt_vertex_type x,y;\n               x=v->x; y=v->y;\n               v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4]));\n               v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5]));\n               x=v->cx; y=v->cy;\n               v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4]));\n               v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5]));\n            }\n            // Append vertices.\n            tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata);\n            if (!tmp) {\n               if (vertices) STBTT_free(vertices, info->userdata);\n               if (comp_verts) STBTT_free(comp_verts, info->userdata);\n               return 0;\n            }\n            if (num_vertices > 0 && vertices) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex));\n            STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex));\n            if (vertices) STBTT_free(vertices, info->userdata);\n            vertices = tmp;\n            STBTT_free(comp_verts, info->userdata);\n            num_vertices += comp_num_verts;\n         }\n         // More components ?\n         more = flags & (1<<5);\n      }\n   } else {\n      // numberOfCounters == 0, do nothing\n   }\n\n   *pvertices = vertices;\n   return num_vertices;\n}\n\ntypedef struct\n{\n   int bounds;\n   int started;\n   float first_x, first_y;\n   float x, y;\n   stbtt_int32 min_x, max_x, min_y, max_y;\n\n   stbtt_vertex *pvertices;\n   int num_vertices;\n} stbtt__csctx;\n\n#define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0}\n\nstatic void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y)\n{\n   if (x > c->max_x || !c->started) c->max_x = x;\n   if (y > c->max_y || !c->started) c->max_y = y;\n   if (x < c->min_x || !c->started) c->min_x = x;\n   if (y < c->min_y || !c->started) c->min_y = y;\n   c->started = 1;\n}\n\nstatic void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1)\n{\n   if (c->bounds) {\n      stbtt__track_vertex(c, x, y);\n      if (type == STBTT_vcubic) {\n         stbtt__track_vertex(c, cx, cy);\n         stbtt__track_vertex(c, cx1, cy1);\n      }\n   } else {\n      stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy);\n      c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1;\n      c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1;\n   }\n   c->num_vertices++;\n}\n\nstatic void stbtt__csctx_close_shape(stbtt__csctx *ctx)\n{\n   if (ctx->first_x != ctx->x || ctx->first_y != ctx->y)\n      stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0);\n}\n\nstatic void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy)\n{\n   stbtt__csctx_close_shape(ctx);\n   ctx->first_x = ctx->x = ctx->x + dx;\n   ctx->first_y = ctx->y = ctx->y + dy;\n   stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0);\n}\n\nstatic void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy)\n{\n   ctx->x += dx;\n   ctx->y += dy;\n   stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0);\n}\n\nstatic void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3)\n{\n   float cx1 = ctx->x + dx1;\n   float cy1 = ctx->y + dy1;\n   float cx2 = cx1 + dx2;\n   float cy2 = cy1 + dy2;\n   ctx->x = cx2 + dx3;\n   ctx->y = cy2 + dy3;\n   stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2);\n}\n\nstatic stbtt__buf stbtt__get_subr(stbtt__buf idx, int n)\n{\n   int count = stbtt__cff_index_count(&idx);\n   int bias = 107;\n   if (count >= 33900)\n      bias = 32768;\n   else if (count >= 1240)\n      bias = 1131;\n   n += bias;\n   if (n < 0 || n >= count)\n      return stbtt__new_buf(NULL, 0);\n   return stbtt__cff_index_get(idx, n);\n}\n\nstatic stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index)\n{\n   stbtt__buf fdselect = info->fdselect;\n   int nranges, start, end, v, fmt, fdselector = -1, i;\n\n   stbtt__buf_seek(&fdselect, 0);\n   fmt = stbtt__buf_get8(&fdselect);\n   if (fmt == 0) {\n      // untested\n      stbtt__buf_skip(&fdselect, glyph_index);\n      fdselector = stbtt__buf_get8(&fdselect);\n   } else if (fmt == 3) {\n      nranges = stbtt__buf_get16(&fdselect);\n      start = stbtt__buf_get16(&fdselect);\n      for (i = 0; i < nranges; i++) {\n         v = stbtt__buf_get8(&fdselect);\n         end = stbtt__buf_get16(&fdselect);\n         if (glyph_index >= start && glyph_index < end) {\n            fdselector = v;\n            break;\n         }\n         start = end;\n      }\n   }\n   if (fdselector == -1) return stbtt__new_buf(NULL, 0); // [DEAR IMGUI] fixed, see #6007 and nothings/stb#1422\n   return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector));\n}\n\nstatic int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c)\n{\n   int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0;\n   int has_subrs = 0, clear_stack;\n   float s[48];\n   stbtt__buf subr_stack[10], subrs = info->subrs, b;\n   float f;\n\n#define STBTT__CSERR(s) (0)\n\n   // this currently ignores the initial width value, which isn't needed if we have hmtx\n   b = stbtt__cff_index_get(info->charstrings, glyph_index);\n   while (b.cursor < b.size) {\n      i = 0;\n      clear_stack = 1;\n      b0 = stbtt__buf_get8(&b);\n      switch (b0) {\n      // @TODO implement hinting\n      case 0x13: // hintmask\n      case 0x14: // cntrmask\n         if (in_header)\n            maskbits += (sp / 2); // implicit \"vstem\"\n         in_header = 0;\n         stbtt__buf_skip(&b, (maskbits + 7) / 8);\n         break;\n\n      case 0x01: // hstem\n      case 0x03: // vstem\n      case 0x12: // hstemhm\n      case 0x17: // vstemhm\n         maskbits += (sp / 2);\n         break;\n\n      case 0x15: // rmoveto\n         in_header = 0;\n         if (sp < 2) return STBTT__CSERR(\"rmoveto stack\");\n         stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]);\n         break;\n      case 0x04: // vmoveto\n         in_header = 0;\n         if (sp < 1) return STBTT__CSERR(\"vmoveto stack\");\n         stbtt__csctx_rmove_to(c, 0, s[sp-1]);\n         break;\n      case 0x16: // hmoveto\n         in_header = 0;\n         if (sp < 1) return STBTT__CSERR(\"hmoveto stack\");\n         stbtt__csctx_rmove_to(c, s[sp-1], 0);\n         break;\n\n      case 0x05: // rlineto\n         if (sp < 2) return STBTT__CSERR(\"rlineto stack\");\n         for (; i + 1 < sp; i += 2)\n            stbtt__csctx_rline_to(c, s[i], s[i+1]);\n         break;\n\n      // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical\n      // starting from a different place.\n\n      case 0x07: // vlineto\n         if (sp < 1) return STBTT__CSERR(\"vlineto stack\");\n         goto vlineto;\n      case 0x06: // hlineto\n         if (sp < 1) return STBTT__CSERR(\"hlineto stack\");\n         for (;;) {\n            if (i >= sp) break;\n            stbtt__csctx_rline_to(c, s[i], 0);\n            i++;\n      vlineto:\n            if (i >= sp) break;\n            stbtt__csctx_rline_to(c, 0, s[i]);\n            i++;\n         }\n         break;\n\n      case 0x1F: // hvcurveto\n         if (sp < 4) return STBTT__CSERR(\"hvcurveto stack\");\n         goto hvcurveto;\n      case 0x1E: // vhcurveto\n         if (sp < 4) return STBTT__CSERR(\"vhcurveto stack\");\n         for (;;) {\n            if (i + 3 >= sp) break;\n            stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f);\n            i += 4;\n      hvcurveto:\n            if (i + 3 >= sp) break;\n            stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]);\n            i += 4;\n         }\n         break;\n\n      case 0x08: // rrcurveto\n         if (sp < 6) return STBTT__CSERR(\"rcurveline stack\");\n         for (; i + 5 < sp; i += 6)\n            stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]);\n         break;\n\n      case 0x18: // rcurveline\n         if (sp < 8) return STBTT__CSERR(\"rcurveline stack\");\n         for (; i + 5 < sp - 2; i += 6)\n            stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]);\n         if (i + 1 >= sp) return STBTT__CSERR(\"rcurveline stack\");\n         stbtt__csctx_rline_to(c, s[i], s[i+1]);\n         break;\n\n      case 0x19: // rlinecurve\n         if (sp < 8) return STBTT__CSERR(\"rlinecurve stack\");\n         for (; i + 1 < sp - 6; i += 2)\n            stbtt__csctx_rline_to(c, s[i], s[i+1]);\n         if (i + 5 >= sp) return STBTT__CSERR(\"rlinecurve stack\");\n         stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]);\n         break;\n\n      case 0x1A: // vvcurveto\n      case 0x1B: // hhcurveto\n         if (sp < 4) return STBTT__CSERR(\"(vv|hh)curveto stack\");\n         f = 0.0;\n         if (sp & 1) { f = s[i]; i++; }\n         for (; i + 3 < sp; i += 4) {\n            if (b0 == 0x1B)\n               stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0);\n            else\n               stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]);\n            f = 0.0;\n         }\n         break;\n\n      case 0x0A: // callsubr\n         if (!has_subrs) {\n            if (info->fdselect.size)\n               subrs = stbtt__cid_get_glyph_subrs(info, glyph_index);\n            has_subrs = 1;\n         }\n         // FALLTHROUGH\n      case 0x1D: // callgsubr\n         if (sp < 1) return STBTT__CSERR(\"call(g|)subr stack\");\n         v = (int) s[--sp];\n         if (subr_stack_height >= 10) return STBTT__CSERR(\"recursion limit\");\n         subr_stack[subr_stack_height++] = b;\n         b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v);\n         if (b.size == 0) return STBTT__CSERR(\"subr not found\");\n         b.cursor = 0;\n         clear_stack = 0;\n         break;\n\n      case 0x0B: // return\n         if (subr_stack_height <= 0) return STBTT__CSERR(\"return outside subr\");\n         b = subr_stack[--subr_stack_height];\n         clear_stack = 0;\n         break;\n\n      case 0x0E: // endchar\n         stbtt__csctx_close_shape(c);\n         return 1;\n\n      case 0x0C: { // two-byte escape\n         float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6;\n         float dx, dy;\n         int b1 = stbtt__buf_get8(&b);\n         switch (b1) {\n         // @TODO These \"flex\" implementations ignore the flex-depth and resolution,\n         // and always draw beziers.\n         case 0x22: // hflex\n            if (sp < 7) return STBTT__CSERR(\"hflex stack\");\n            dx1 = s[0];\n            dx2 = s[1];\n            dy2 = s[2];\n            dx3 = s[3];\n            dx4 = s[4];\n            dx5 = s[5];\n            dx6 = s[6];\n            stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0);\n            stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0);\n            break;\n\n         case 0x23: // flex\n            if (sp < 13) return STBTT__CSERR(\"flex stack\");\n            dx1 = s[0];\n            dy1 = s[1];\n            dx2 = s[2];\n            dy2 = s[3];\n            dx3 = s[4];\n            dy3 = s[5];\n            dx4 = s[6];\n            dy4 = s[7];\n            dx5 = s[8];\n            dy5 = s[9];\n            dx6 = s[10];\n            dy6 = s[11];\n            //fd is s[12]\n            stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3);\n            stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6);\n            break;\n\n         case 0x24: // hflex1\n            if (sp < 9) return STBTT__CSERR(\"hflex1 stack\");\n            dx1 = s[0];\n            dy1 = s[1];\n            dx2 = s[2];\n            dy2 = s[3];\n            dx3 = s[4];\n            dx4 = s[5];\n            dx5 = s[6];\n            dy5 = s[7];\n            dx6 = s[8];\n            stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0);\n            stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5));\n            break;\n\n         case 0x25: // flex1\n            if (sp < 11) return STBTT__CSERR(\"flex1 stack\");\n            dx1 = s[0];\n            dy1 = s[1];\n            dx2 = s[2];\n            dy2 = s[3];\n            dx3 = s[4];\n            dy3 = s[5];\n            dx4 = s[6];\n            dy4 = s[7];\n            dx5 = s[8];\n            dy5 = s[9];\n            dx6 = dy6 = s[10];\n            dx = dx1+dx2+dx3+dx4+dx5;\n            dy = dy1+dy2+dy3+dy4+dy5;\n            if (STBTT_fabs(dx) > STBTT_fabs(dy))\n               dy6 = -dy;\n            else\n               dx6 = -dx;\n            stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3);\n            stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6);\n            break;\n\n         default:\n            return STBTT__CSERR(\"unimplemented\");\n         }\n      } break;\n\n      default:\n         if (b0 != 255 && b0 != 28 && b0 < 32)\n            return STBTT__CSERR(\"reserved operator\");\n\n         // push immediate\n         if (b0 == 255) {\n            f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000;\n         } else {\n            stbtt__buf_skip(&b, -1);\n            f = (float)(stbtt_int16)stbtt__cff_int(&b);\n         }\n         if (sp >= 48) return STBTT__CSERR(\"push stack overflow\");\n         s[sp++] = f;\n         clear_stack = 0;\n         break;\n      }\n      if (clear_stack) sp = 0;\n   }\n   return STBTT__CSERR(\"no endchar\");\n\n#undef STBTT__CSERR\n}\n\nstatic int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)\n{\n   // runs the charstring twice, once to count and once to output (to avoid realloc)\n   stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1);\n   stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0);\n   if (stbtt__run_charstring(info, glyph_index, &count_ctx)) {\n      *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata);\n      output_ctx.pvertices = *pvertices;\n      if (stbtt__run_charstring(info, glyph_index, &output_ctx)) {\n         STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices);\n         return output_ctx.num_vertices;\n      }\n   }\n   *pvertices = NULL;\n   return 0;\n}\n\nstatic int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1)\n{\n   stbtt__csctx c = STBTT__CSCTX_INIT(1);\n   int r = stbtt__run_charstring(info, glyph_index, &c);\n   if (x0)  *x0 = r ? c.min_x : 0;\n   if (y0)  *y0 = r ? c.min_y : 0;\n   if (x1)  *x1 = r ? c.max_x : 0;\n   if (y1)  *y1 = r ? c.max_y : 0;\n   return r ? c.num_vertices : 0;\n}\n\nSTBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)\n{\n   if (!info->cff.size)\n      return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices);\n   else\n      return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices);\n}\n\nSTBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing)\n{\n   stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34);\n   if (glyph_index < numOfLongHorMetrics) {\n      if (advanceWidth)     *advanceWidth    = ttSHORT(info->data + info->hmtx + 4*glyph_index);\n      if (leftSideBearing)  *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2);\n   } else {\n      if (advanceWidth)     *advanceWidth    = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1));\n      if (leftSideBearing)  *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics));\n   }\n}\n\nSTBTT_DEF int  stbtt_GetKerningTableLength(const stbtt_fontinfo *info)\n{\n   stbtt_uint8 *data = info->data + info->kern;\n\n   // we only look at the first table. it must be 'horizontal' and format 0.\n   if (!info->kern)\n      return 0;\n   if (ttUSHORT(data+2) < 1) // number of tables, need at least 1\n      return 0;\n   if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format\n      return 0;\n\n   return ttUSHORT(data+10);\n}\n\nSTBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length)\n{\n   stbtt_uint8 *data = info->data + info->kern;\n   int k, length;\n\n   // we only look at the first table. it must be 'horizontal' and format 0.\n   if (!info->kern)\n      return 0;\n   if (ttUSHORT(data+2) < 1) // number of tables, need at least 1\n      return 0;\n   if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format\n      return 0;\n\n   length = ttUSHORT(data+10);\n   if (table_length < length)\n      length = table_length;\n\n   for (k = 0; k < length; k++)\n   {\n      table[k].glyph1 = ttUSHORT(data+18+(k*6));\n      table[k].glyph2 = ttUSHORT(data+20+(k*6));\n      table[k].advance = ttSHORT(data+22+(k*6));\n   }\n\n   return length;\n}\n\nstatic int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2)\n{\n   stbtt_uint8 *data = info->data + info->kern;\n   stbtt_uint32 needle, straw;\n   int l, r, m;\n\n   // we only look at the first table. it must be 'horizontal' and format 0.\n   if (!info->kern)\n      return 0;\n   if (ttUSHORT(data+2) < 1) // number of tables, need at least 1\n      return 0;\n   if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format\n      return 0;\n\n   l = 0;\n   r = ttUSHORT(data+10) - 1;\n   needle = glyph1 << 16 | glyph2;\n   while (l <= r) {\n      m = (l + r) >> 1;\n      straw = ttULONG(data+18+(m*6)); // note: unaligned read\n      if (needle < straw)\n         r = m - 1;\n      else if (needle > straw)\n         l = m + 1;\n      else\n         return ttSHORT(data+22+(m*6));\n   }\n   return 0;\n}\n\nstatic stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph)\n{\n   stbtt_uint16 coverageFormat = ttUSHORT(coverageTable);\n   switch (coverageFormat) {\n      case 1: {\n         stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2);\n\n         // Binary search.\n         stbtt_int32 l=0, r=glyphCount-1, m;\n         int straw, needle=glyph;\n         while (l <= r) {\n            stbtt_uint8 *glyphArray = coverageTable + 4;\n            stbtt_uint16 glyphID;\n            m = (l + r) >> 1;\n            glyphID = ttUSHORT(glyphArray + 2 * m);\n            straw = glyphID;\n            if (needle < straw)\n               r = m - 1;\n            else if (needle > straw)\n               l = m + 1;\n            else {\n               return m;\n            }\n         }\n         break;\n      }\n\n      case 2: {\n         stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2);\n         stbtt_uint8 *rangeArray = coverageTable + 4;\n\n         // Binary search.\n         stbtt_int32 l=0, r=rangeCount-1, m;\n         int strawStart, strawEnd, needle=glyph;\n         while (l <= r) {\n            stbtt_uint8 *rangeRecord;\n            m = (l + r) >> 1;\n            rangeRecord = rangeArray + 6 * m;\n            strawStart = ttUSHORT(rangeRecord);\n            strawEnd = ttUSHORT(rangeRecord + 2);\n            if (needle < strawStart)\n               r = m - 1;\n            else if (needle > strawEnd)\n               l = m + 1;\n            else {\n               stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4);\n               return startCoverageIndex + glyph - strawStart;\n            }\n         }\n         break;\n      }\n\n      default: return -1; // unsupported\n   }\n\n   return -1;\n}\n\nstatic stbtt_int32  stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph)\n{\n   stbtt_uint16 classDefFormat = ttUSHORT(classDefTable);\n   switch (classDefFormat)\n   {\n      case 1: {\n         stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2);\n         stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4);\n         stbtt_uint8 *classDef1ValueArray = classDefTable + 6;\n\n         if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount)\n            return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID));\n         break;\n      }\n\n      case 2: {\n         stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2);\n         stbtt_uint8 *classRangeRecords = classDefTable + 4;\n\n         // Binary search.\n         stbtt_int32 l=0, r=classRangeCount-1, m;\n         int strawStart, strawEnd, needle=glyph;\n         while (l <= r) {\n            stbtt_uint8 *classRangeRecord;\n            m = (l + r) >> 1;\n            classRangeRecord = classRangeRecords + 6 * m;\n            strawStart = ttUSHORT(classRangeRecord);\n            strawEnd = ttUSHORT(classRangeRecord + 2);\n            if (needle < strawStart)\n               r = m - 1;\n            else if (needle > strawEnd)\n               l = m + 1;\n            else\n               return (stbtt_int32)ttUSHORT(classRangeRecord + 4);\n         }\n         break;\n      }\n\n      default:\n         return -1; // Unsupported definition type, return an error.\n   }\n\n   // \"All glyphs not assigned to a class fall into class 0\". (OpenType spec)\n   return 0;\n}\n\n// Define to STBTT_assert(x) if you want to break on unimplemented formats.\n#define STBTT_GPOS_TODO_assert(x)\n\nstatic stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2)\n{\n   stbtt_uint16 lookupListOffset;\n   stbtt_uint8 *lookupList;\n   stbtt_uint16 lookupCount;\n   stbtt_uint8 *data;\n   stbtt_int32 i, sti;\n\n   if (!info->gpos) return 0;\n\n   data = info->data + info->gpos;\n\n   if (ttUSHORT(data+0) != 1) return 0; // Major version 1\n   if (ttUSHORT(data+2) != 0) return 0; // Minor version 0\n\n   lookupListOffset = ttUSHORT(data+8);\n   lookupList = data + lookupListOffset;\n   lookupCount = ttUSHORT(lookupList);\n\n   for (i=0; i<lookupCount; ++i) {\n      stbtt_uint16 lookupOffset = ttUSHORT(lookupList + 2 + 2 * i);\n      stbtt_uint8 *lookupTable = lookupList + lookupOffset;\n\n      stbtt_uint16 lookupType = ttUSHORT(lookupTable);\n      stbtt_uint16 subTableCount = ttUSHORT(lookupTable + 4);\n      stbtt_uint8 *subTableOffsets = lookupTable + 6;\n      if (lookupType != 2) // Pair Adjustment Positioning Subtable\n         continue;\n\n      for (sti=0; sti<subTableCount; sti++) {\n         stbtt_uint16 subtableOffset = ttUSHORT(subTableOffsets + 2 * sti);\n         stbtt_uint8 *table = lookupTable + subtableOffset;\n         stbtt_uint16 posFormat = ttUSHORT(table);\n         stbtt_uint16 coverageOffset = ttUSHORT(table + 2);\n         stbtt_int32 coverageIndex = stbtt__GetCoverageIndex(table + coverageOffset, glyph1);\n         if (coverageIndex == -1) continue;\n\n         switch (posFormat) {\n            case 1: {\n               stbtt_int32 l, r, m;\n               int straw, needle;\n               stbtt_uint16 valueFormat1 = ttUSHORT(table + 4);\n               stbtt_uint16 valueFormat2 = ttUSHORT(table + 6);\n               if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats?\n                  stbtt_int32 valueRecordPairSizeInBytes = 2;\n                  stbtt_uint16 pairSetCount = ttUSHORT(table + 8);\n                  stbtt_uint16 pairPosOffset = ttUSHORT(table + 10 + 2 * coverageIndex);\n                  stbtt_uint8 *pairValueTable = table + pairPosOffset;\n                  stbtt_uint16 pairValueCount = ttUSHORT(pairValueTable);\n                  stbtt_uint8 *pairValueArray = pairValueTable + 2;\n\n                  if (coverageIndex >= pairSetCount) return 0;\n\n                  needle=glyph2;\n                  r=pairValueCount-1;\n                  l=0;\n\n                  // Binary search.\n                  while (l <= r) {\n                     stbtt_uint16 secondGlyph;\n                     stbtt_uint8 *pairValue;\n                     m = (l + r) >> 1;\n                     pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m;\n                     secondGlyph = ttUSHORT(pairValue);\n                     straw = secondGlyph;\n                     if (needle < straw)\n                        r = m - 1;\n                     else if (needle > straw)\n                        l = m + 1;\n                     else {\n                        stbtt_int16 xAdvance = ttSHORT(pairValue + 2);\n                        return xAdvance;\n                     }\n                  }\n               } else\n                  return 0;\n               break;\n            }\n\n            case 2: {\n               stbtt_uint16 valueFormat1 = ttUSHORT(table + 4);\n               stbtt_uint16 valueFormat2 = ttUSHORT(table + 6);\n               if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats?\n                  stbtt_uint16 classDef1Offset = ttUSHORT(table + 8);\n                  stbtt_uint16 classDef2Offset = ttUSHORT(table + 10);\n                  int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1);\n                  int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2);\n\n                  stbtt_uint16 class1Count = ttUSHORT(table + 12);\n                  stbtt_uint16 class2Count = ttUSHORT(table + 14);\n                  stbtt_uint8 *class1Records, *class2Records;\n                  stbtt_int16 xAdvance;\n\n                  if (glyph1class < 0 || glyph1class >= class1Count) return 0; // malformed\n                  if (glyph2class < 0 || glyph2class >= class2Count) return 0; // malformed\n\n                  class1Records = table + 16;\n                  class2Records = class1Records + 2 * (glyph1class * class2Count);\n                  xAdvance = ttSHORT(class2Records + 2 * glyph2class);\n                  return xAdvance;\n               } else\n                  return 0;\n               break;\n            }\n\n            default:\n               return 0; // Unsupported position format\n         }\n      }\n   }\n\n   return 0;\n}\n\nSTBTT_DEF int  stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2)\n{\n   int xAdvance = 0;\n\n   if (info->gpos)\n      xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2);\n   else if (info->kern)\n      xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2);\n\n   return xAdvance;\n}\n\nSTBTT_DEF int  stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2)\n{\n   if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs\n      return 0;\n   return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2));\n}\n\nSTBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing)\n{\n   stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing);\n}\n\nSTBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap)\n{\n   if (ascent ) *ascent  = ttSHORT(info->data+info->hhea + 4);\n   if (descent) *descent = ttSHORT(info->data+info->hhea + 6);\n   if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8);\n}\n\nSTBTT_DEF int  stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap)\n{\n   int tab = stbtt__find_table(info->data, info->fontstart, \"OS/2\");\n   if (!tab)\n      return 0;\n   if (typoAscent ) *typoAscent  = ttSHORT(info->data+tab + 68);\n   if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70);\n   if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72);\n   return 1;\n}\n\nSTBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1)\n{\n   *x0 = ttSHORT(info->data + info->head + 36);\n   *y0 = ttSHORT(info->data + info->head + 38);\n   *x1 = ttSHORT(info->data + info->head + 40);\n   *y1 = ttSHORT(info->data + info->head + 42);\n}\n\nSTBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height)\n{\n   int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6);\n   return (float) height / fheight;\n}\n\nSTBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels)\n{\n   int unitsPerEm = ttUSHORT(info->data + info->head + 18);\n   return pixels / unitsPerEm;\n}\n\nSTBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v)\n{\n   STBTT_free(v, info->userdata);\n}\n\nSTBTT_DEF stbtt_uint8 *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl)\n{\n   int i;\n   stbtt_uint8 *data = info->data;\n   stbtt_uint8 *svg_doc_list = data + stbtt__get_svg((stbtt_fontinfo *) info);\n\n   int numEntries = ttUSHORT(svg_doc_list);\n   stbtt_uint8 *svg_docs = svg_doc_list + 2;\n\n   for(i=0; i<numEntries; i++) {\n      stbtt_uint8 *svg_doc = svg_docs + (12 * i);\n      if ((gl >= ttUSHORT(svg_doc)) && (gl <= ttUSHORT(svg_doc + 2)))\n         return svg_doc;\n   }\n   return 0;\n}\n\nSTBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg)\n{\n   stbtt_uint8 *data = info->data;\n   stbtt_uint8 *svg_doc;\n\n   if (info->svg == 0)\n      return 0;\n\n   svg_doc = stbtt_FindSVGDoc(info, gl);\n   if (svg_doc != NULL) {\n      *svg = (char *) data + info->svg + ttULONG(svg_doc + 4);\n      return ttULONG(svg_doc + 8);\n   } else {\n      return 0;\n   }\n}\n\nSTBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg)\n{\n   return stbtt_GetGlyphSVG(info, stbtt_FindGlyphIndex(info, unicode_codepoint), svg);\n}\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// antialiasing software rasterizer\n//\n\nSTBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1)\n{\n   int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning\n   if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) {\n      // e.g. space character\n      if (ix0) *ix0 = 0;\n      if (iy0) *iy0 = 0;\n      if (ix1) *ix1 = 0;\n      if (iy1) *iy1 = 0;\n   } else {\n      // move to integral bboxes (treating pixels as little squares, what pixels get touched)?\n      if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x);\n      if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y);\n      if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x);\n      if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y);\n   }\n}\n\nSTBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1)\n{\n   stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1);\n}\n\nSTBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1)\n{\n   stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1);\n}\n\nSTBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1)\n{\n   stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1);\n}\n\n//////////////////////////////////////////////////////////////////////////////\n//\n//  Rasterizer\n\ntypedef struct stbtt__hheap_chunk\n{\n   struct stbtt__hheap_chunk *next;\n} stbtt__hheap_chunk;\n\ntypedef struct stbtt__hheap\n{\n   struct stbtt__hheap_chunk *head;\n   void   *first_free;\n   int    num_remaining_in_head_chunk;\n} stbtt__hheap;\n\nstatic void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata)\n{\n   if (hh->first_free) {\n      void *p = hh->first_free;\n      hh->first_free = * (void **) p;\n      return p;\n   } else {\n      if (hh->num_remaining_in_head_chunk == 0) {\n         int count = (size < 32 ? 2000 : size < 128 ? 800 : 100);\n         stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata);\n         if (c == NULL)\n            return NULL;\n         c->next = hh->head;\n         hh->head = c;\n         hh->num_remaining_in_head_chunk = count;\n      }\n      --hh->num_remaining_in_head_chunk;\n      return (char *) (hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk;\n   }\n}\n\nstatic void stbtt__hheap_free(stbtt__hheap *hh, void *p)\n{\n   *(void **) p = hh->first_free;\n   hh->first_free = p;\n}\n\nstatic void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata)\n{\n   stbtt__hheap_chunk *c = hh->head;\n   while (c) {\n      stbtt__hheap_chunk *n = c->next;\n      STBTT_free(c, userdata);\n      c = n;\n   }\n}\n\ntypedef struct stbtt__edge {\n   float x0,y0, x1,y1;\n   int invert;\n} stbtt__edge;\n\n\ntypedef struct stbtt__active_edge\n{\n   struct stbtt__active_edge *next;\n   #if STBTT_RASTERIZER_VERSION==1\n   int x,dx;\n   float ey;\n   int direction;\n   #elif STBTT_RASTERIZER_VERSION==2\n   float fx,fdx,fdy;\n   float direction;\n   float sy;\n   float ey;\n   #else\n   #error \"Unrecognized value of STBTT_RASTERIZER_VERSION\"\n   #endif\n} stbtt__active_edge;\n\n#if STBTT_RASTERIZER_VERSION == 1\n#define STBTT_FIXSHIFT   10\n#define STBTT_FIX        (1 << STBTT_FIXSHIFT)\n#define STBTT_FIXMASK    (STBTT_FIX-1)\n\nstatic stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata)\n{\n   stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata);\n   float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0);\n   STBTT_assert(z != NULL);\n   if (!z) return z;\n\n   // round dx down to avoid overshooting\n   if (dxdy < 0)\n      z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy);\n   else\n      z->dx = STBTT_ifloor(STBTT_FIX * dxdy);\n\n   z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount\n   z->x -= off_x * STBTT_FIX;\n\n   z->ey = e->y1;\n   z->next = 0;\n   z->direction = e->invert ? 1 : -1;\n   return z;\n}\n#elif STBTT_RASTERIZER_VERSION == 2\nstatic stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata)\n{\n   stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata);\n   float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0);\n   STBTT_assert(z != NULL);\n   //STBTT_assert(e->y0 <= start_point);\n   if (!z) return z;\n   z->fdx = dxdy;\n   z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f;\n   z->fx = e->x0 + dxdy * (start_point - e->y0);\n   z->fx -= off_x;\n   z->direction = e->invert ? 1.0f : -1.0f;\n   z->sy = e->y0;\n   z->ey = e->y1;\n   z->next = 0;\n   return z;\n}\n#else\n#error \"Unrecognized value of STBTT_RASTERIZER_VERSION\"\n#endif\n\n#if STBTT_RASTERIZER_VERSION == 1\n// note: this routine clips fills that extend off the edges... ideally this\n// wouldn't happen, but it could happen if the truetype glyph bounding boxes\n// are wrong, or if the user supplies a too-small bitmap\nstatic void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight)\n{\n   // non-zero winding fill\n   int x0=0, w=0;\n\n   while (e) {\n      if (w == 0) {\n         // if we're currently at zero, we need to record the edge start point\n         x0 = e->x; w += e->direction;\n      } else {\n         int x1 = e->x; w += e->direction;\n         // if we went to zero, we need to draw\n         if (w == 0) {\n            int i = x0 >> STBTT_FIXSHIFT;\n            int j = x1 >> STBTT_FIXSHIFT;\n\n            if (i < len && j >= 0) {\n               if (i == j) {\n                  // x0,x1 are the same pixel, so compute combined coverage\n                  scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT);\n               } else {\n                  if (i >= 0) // add antialiasing for x0\n                     scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT);\n                  else\n                     i = -1; // clip\n\n                  if (j < len) // add antialiasing for x1\n                     scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT);\n                  else\n                     j = len; // clip\n\n                  for (++i; i < j; ++i) // fill pixels between x0 and x1\n                     scanline[i] = scanline[i] + (stbtt_uint8) max_weight;\n               }\n            }\n         }\n      }\n\n      e = e->next;\n   }\n}\n\nstatic void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata)\n{\n   stbtt__hheap hh = { 0, 0, 0 };\n   stbtt__active_edge *active = NULL;\n   int y,j=0;\n   int max_weight = (255 / vsubsample);  // weight per vertical scanline\n   int s; // vertical subsample index\n   unsigned char scanline_data[512], *scanline;\n\n   if (result->w > 512)\n      scanline = (unsigned char *) STBTT_malloc(result->w, userdata);\n   else\n      scanline = scanline_data;\n\n   y = off_y * vsubsample;\n   e[n].y0 = (off_y + result->h) * (float) vsubsample + 1;\n\n   while (j < result->h) {\n      STBTT_memset(scanline, 0, result->w);\n      for (s=0; s < vsubsample; ++s) {\n         // find center of pixel for this scanline\n         float scan_y = y + 0.5f;\n         stbtt__active_edge **step = &active;\n\n         // update all active edges;\n         // remove all active edges that terminate before the center of this scanline\n         while (*step) {\n            stbtt__active_edge * z = *step;\n            if (z->ey <= scan_y) {\n               *step = z->next; // delete from list\n               STBTT_assert(z->direction);\n               z->direction = 0;\n               stbtt__hheap_free(&hh, z);\n            } else {\n               z->x += z->dx; // advance to position for current scanline\n               step = &((*step)->next); // advance through list\n            }\n         }\n\n         // resort the list if needed\n         for(;;) {\n            int changed=0;\n            step = &active;\n            while (*step && (*step)->next) {\n               if ((*step)->x > (*step)->next->x) {\n                  stbtt__active_edge *t = *step;\n                  stbtt__active_edge *q = t->next;\n\n                  t->next = q->next;\n                  q->next = t;\n                  *step = q;\n                  changed = 1;\n               }\n               step = &(*step)->next;\n            }\n            if (!changed) break;\n         }\n\n         // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline\n         while (e->y0 <= scan_y) {\n            if (e->y1 > scan_y) {\n               stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata);\n               if (z != NULL) {\n                  // find insertion point\n                  if (active == NULL)\n                     active = z;\n                  else if (z->x < active->x) {\n                     // insert at front\n                     z->next = active;\n                     active = z;\n                  } else {\n                     // find thing to insert AFTER\n                     stbtt__active_edge *p = active;\n                     while (p->next && p->next->x < z->x)\n                        p = p->next;\n                     // at this point, p->next->x is NOT < z->x\n                     z->next = p->next;\n                     p->next = z;\n                  }\n               }\n            }\n            ++e;\n         }\n\n         // now process all active edges in XOR fashion\n         if (active)\n            stbtt__fill_active_edges(scanline, result->w, active, max_weight);\n\n         ++y;\n      }\n      STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w);\n      ++j;\n   }\n\n   stbtt__hheap_cleanup(&hh, userdata);\n\n   if (scanline != scanline_data)\n      STBTT_free(scanline, userdata);\n}\n\n#elif STBTT_RASTERIZER_VERSION == 2\n\n// the edge passed in here does not cross the vertical line at x or the vertical line at x+1\n// (i.e. it has already been clipped to those)\nstatic void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1)\n{\n   if (y0 == y1) return;\n   STBTT_assert(y0 < y1);\n   STBTT_assert(e->sy <= e->ey);\n   if (y0 > e->ey) return;\n   if (y1 < e->sy) return;\n   if (y0 < e->sy) {\n      x0 += (x1-x0) * (e->sy - y0) / (y1-y0);\n      y0 = e->sy;\n   }\n   if (y1 > e->ey) {\n      x1 += (x1-x0) * (e->ey - y1) / (y1-y0);\n      y1 = e->ey;\n   }\n\n   if (x0 == x)\n      STBTT_assert(x1 <= x+1);\n   else if (x0 == x+1)\n      STBTT_assert(x1 >= x);\n   else if (x0 <= x)\n      STBTT_assert(x1 <= x);\n   else if (x0 >= x+1)\n      STBTT_assert(x1 >= x+1);\n   else\n      STBTT_assert(x1 >= x && x1 <= x+1);\n\n   if (x0 <= x && x1 <= x)\n      scanline[x] += e->direction * (y1-y0);\n   else if (x0 >= x+1 && x1 >= x+1)\n      ;\n   else {\n      STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1);\n      scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position\n   }\n}\n\nstatic float stbtt__sized_trapezoid_area(float height, float top_width, float bottom_width)\n{\n   STBTT_assert(top_width >= 0);\n   STBTT_assert(bottom_width >= 0);\n   return (top_width + bottom_width) / 2.0f * height;\n}\n\nstatic float stbtt__position_trapezoid_area(float height, float tx0, float tx1, float bx0, float bx1)\n{\n   return stbtt__sized_trapezoid_area(height, tx1 - tx0, bx1 - bx0);\n}\n\nstatic float stbtt__sized_triangle_area(float height, float width)\n{\n   return height * width / 2;\n}\n\nstatic void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top)\n{\n   float y_bottom = y_top+1;\n\n   while (e) {\n      // brute force every pixel\n\n      // compute intersection points with top & bottom\n      STBTT_assert(e->ey >= y_top);\n\n      if (e->fdx == 0) {\n         float x0 = e->fx;\n         if (x0 < len) {\n            if (x0 >= 0) {\n               stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom);\n               stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom);\n            } else {\n               stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom);\n            }\n         }\n      } else {\n         float x0 = e->fx;\n         float dx = e->fdx;\n         float xb = x0 + dx;\n         float x_top, x_bottom;\n         float sy0,sy1;\n         float dy = e->fdy;\n         STBTT_assert(e->sy <= y_bottom && e->ey >= y_top);\n\n         // compute endpoints of line segment clipped to this scanline (if the\n         // line segment starts on this scanline. x0 is the intersection of the\n         // line with y_top, but that may be off the line segment.\n         if (e->sy > y_top) {\n            x_top = x0 + dx * (e->sy - y_top);\n            sy0 = e->sy;\n         } else {\n            x_top = x0;\n            sy0 = y_top;\n         }\n         if (e->ey < y_bottom) {\n            x_bottom = x0 + dx * (e->ey - y_top);\n            sy1 = e->ey;\n         } else {\n            x_bottom = xb;\n            sy1 = y_bottom;\n         }\n\n         if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) {\n            // from here on, we don't have to range check x values\n\n            if ((int) x_top == (int) x_bottom) {\n               float height;\n               // simple case, only spans one pixel\n               int x = (int) x_top;\n               height = (sy1 - sy0) * e->direction;\n               STBTT_assert(x >= 0 && x < len);\n               scanline[x]      += stbtt__position_trapezoid_area(height, x_top, x+1.0f, x_bottom, x+1.0f);\n               scanline_fill[x] += height; // everything right of this pixel is filled\n            } else {\n               int x,x1,x2;\n               float y_crossing, y_final, step, sign, area;\n               // covers 2+ pixels\n               if (x_top > x_bottom) {\n                  // flip scanline vertically; signed area is the same\n                  float t;\n                  sy0 = y_bottom - (sy0 - y_top);\n                  sy1 = y_bottom - (sy1 - y_top);\n                  t = sy0, sy0 = sy1, sy1 = t;\n                  t = x_bottom, x_bottom = x_top, x_top = t;\n                  dx = -dx;\n                  dy = -dy;\n                  t = x0, x0 = xb, xb = t;\n               }\n               STBTT_assert(dy >= 0);\n               STBTT_assert(dx >= 0);\n\n               x1 = (int) x_top;\n               x2 = (int) x_bottom;\n               // compute intersection with y axis at x1+1\n               y_crossing = y_top + dy * (x1+1 - x0);\n\n               // compute intersection with y axis at x2\n               y_final = y_top + dy * (x2 - x0);\n\n               //           x1    x_top                            x2    x_bottom\n               //     y_top  +------|-----+------------+------------+--------|---+------------+\n               //            |            |            |            |            |            |\n               //            |            |            |            |            |            |\n               //       sy0  |      Txxxxx|............|............|............|............|\n               // y_crossing |            *xxxxx.......|............|............|............|\n               //            |            |     xxxxx..|............|............|............|\n               //            |            |     /-   xx*xxxx........|............|............|\n               //            |            | dy <       |    xxxxxx..|............|............|\n               //   y_final  |            |     \\-     |          xx*xxx.........|............|\n               //       sy1  |            |            |            |   xxxxxB...|............|\n               //            |            |            |            |            |            |\n               //            |            |            |            |            |            |\n               //  y_bottom  +------------+------------+------------+------------+------------+\n               //\n               // goal is to measure the area covered by '.' in each pixel\n\n               // if x2 is right at the right edge of x1, y_crossing can blow up, github #1057\n               // @TODO: maybe test against sy1 rather than y_bottom?\n               if (y_crossing > y_bottom)\n                  y_crossing = y_bottom;\n\n               sign = e->direction;\n\n               // area of the rectangle covered from sy0..y_crossing\n               area = sign * (y_crossing-sy0);\n\n               // area of the triangle (x_top,sy0), (x1+1,sy0), (x1+1,y_crossing)\n               scanline[x1] += stbtt__sized_triangle_area(area, x1+1 - x_top);\n\n               // check if final y_crossing is blown up; no test case for this\n               if (y_final > y_bottom) {\n                  int denom = (x2 - (x1+1));\n                  y_final = y_bottom;\n                  if (denom != 0) { // [DEAR IMGUI] Avoid div by zero (https://github.com/nothings/stb/issues/1316)\n                     dy = (y_final - y_crossing ) / denom; // if denom=0, y_final = y_crossing, so y_final <= y_bottom\n                  }\n               }\n\n               // in second pixel, area covered by line segment found in first pixel\n               // is always a rectangle 1 wide * the height of that line segment; this\n               // is exactly what the variable 'area' stores. it also gets a contribution\n               // from the line segment within it. the THIRD pixel will get the first\n               // pixel's rectangle contribution, the second pixel's rectangle contribution,\n               // and its own contribution. the 'own contribution' is the same in every pixel except\n               // the leftmost and rightmost, a trapezoid that slides down in each pixel.\n               // the second pixel's contribution to the third pixel will be the\n               // rectangle 1 wide times the height change in the second pixel, which is dy.\n\n               step = sign * dy * 1; // dy is dy/dx, change in y for every 1 change in x,\n               // which multiplied by 1-pixel-width is how much pixel area changes for each step in x\n               // so the area advances by 'step' every time\n\n               for (x = x1+1; x < x2; ++x) {\n                  scanline[x] += area + step/2; // area of trapezoid is 1*step/2\n                  area += step;\n               }\n               STBTT_assert(STBTT_fabs(area) <= 1.01f); // accumulated error from area += step unless we round step down\n               STBTT_assert(sy1 > y_final-0.01f);\n\n               // area covered in the last pixel is the rectangle from all the pixels to the left,\n               // plus the trapezoid filled by the line segment in this pixel all the way to the right edge\n               scanline[x2] += area + sign * stbtt__position_trapezoid_area(sy1-y_final, (float) x2, x2+1.0f, x_bottom, x2+1.0f);\n\n               // the rest of the line is filled based on the total height of the line segment in this pixel\n               scanline_fill[x2] += sign * (sy1-sy0);\n            }\n         } else {\n            // if edge goes outside of box we're drawing, we require\n            // clipping logic. since this does not match the intended use\n            // of this library, we use a different, very slow brute\n            // force implementation\n            // note though that this does happen some of the time because\n            // x_top and x_bottom can be extrapolated at the top & bottom of\n            // the shape and actually lie outside the bounding box\n            int x;\n            for (x=0; x < len; ++x) {\n               // cases:\n               //\n               // there can be up to two intersections with the pixel. any intersection\n               // with left or right edges can be handled by splitting into two (or three)\n               // regions. intersections with top & bottom do not necessitate case-wise logic.\n               //\n               // the old way of doing this found the intersections with the left & right edges,\n               // then used some simple logic to produce up to three segments in sorted order\n               // from top-to-bottom. however, this had a problem: if an x edge was epsilon\n               // across the x border, then the corresponding y position might not be distinct\n               // from the other y segment, and it might ignored as an empty segment. to avoid\n               // that, we need to explicitly produce segments based on x positions.\n\n               // rename variables to clearly-defined pairs\n               float y0 = y_top;\n               float x1 = (float) (x);\n               float x2 = (float) (x+1);\n               float x3 = xb;\n               float y3 = y_bottom;\n\n               // x = e->x + e->dx * (y-y_top)\n               // (y-y_top) = (x - e->x) / e->dx\n               // y = (x - e->x) / e->dx + y_top\n               float y1 = (x - x0) / dx + y_top;\n               float y2 = (x+1 - x0) / dx + y_top;\n\n               if (x0 < x1 && x3 > x2) {         // three segments descending down-right\n                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);\n                  stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2);\n                  stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);\n               } else if (x3 < x1 && x0 > x2) {  // three segments descending down-left\n                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);\n                  stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1);\n                  stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);\n               } else if (x0 < x1 && x3 > x1) {  // two segments across x, down-right\n                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);\n                  stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);\n               } else if (x3 < x1 && x0 > x1) {  // two segments across x, down-left\n                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);\n                  stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);\n               } else if (x0 < x2 && x3 > x2) {  // two segments across x+1, down-right\n                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);\n                  stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);\n               } else if (x3 < x2 && x0 > x2) {  // two segments across x+1, down-left\n                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);\n                  stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);\n               } else {  // one segment\n                  stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3);\n               }\n            }\n         }\n      }\n      e = e->next;\n   }\n}\n\n// directly AA rasterize edges w/o supersampling\nstatic void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata)\n{\n   stbtt__hheap hh = { 0, 0, 0 };\n   stbtt__active_edge *active = NULL;\n   int y,j=0, i;\n   float scanline_data[129], *scanline, *scanline2;\n\n   STBTT__NOTUSED(vsubsample);\n\n   if (result->w > 64)\n      scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata);\n   else\n      scanline = scanline_data;\n\n   scanline2 = scanline + result->w;\n\n   y = off_y;\n   e[n].y0 = (float) (off_y + result->h) + 1;\n\n   while (j < result->h) {\n      // find center of pixel for this scanline\n      float scan_y_top    = y + 0.0f;\n      float scan_y_bottom = y + 1.0f;\n      stbtt__active_edge **step = &active;\n\n      STBTT_memset(scanline , 0, result->w*sizeof(scanline[0]));\n      STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0]));\n\n      // update all active edges;\n      // remove all active edges that terminate before the top of this scanline\n      while (*step) {\n         stbtt__active_edge * z = *step;\n         if (z->ey <= scan_y_top) {\n            *step = z->next; // delete from list\n            STBTT_assert(z->direction);\n            z->direction = 0;\n            stbtt__hheap_free(&hh, z);\n         } else {\n            step = &((*step)->next); // advance through list\n         }\n      }\n\n      // insert all edges that start before the bottom of this scanline\n      while (e->y0 <= scan_y_bottom) {\n         if (e->y0 != e->y1) {\n            stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata);\n            if (z != NULL) {\n               if (j == 0 && off_y != 0) {\n                  if (z->ey < scan_y_top) {\n                     // this can happen due to subpixel positioning and some kind of fp rounding error i think\n                     z->ey = scan_y_top;\n                  }\n               }\n               STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds\n               // insert at front\n               z->next = active;\n               active = z;\n            }\n         }\n         ++e;\n      }\n\n      // now process all active edges\n      if (active)\n         stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top);\n\n      {\n         float sum = 0;\n         for (i=0; i < result->w; ++i) {\n            float k;\n            int m;\n            sum += scanline2[i];\n            k = scanline[i] + sum;\n            k = (float) STBTT_fabs(k)*255 + 0.5f;\n            m = (int) k;\n            if (m > 255) m = 255;\n            result->pixels[j*result->stride + i] = (unsigned char) m;\n         }\n      }\n      // advance all the edges\n      step = &active;\n      while (*step) {\n         stbtt__active_edge *z = *step;\n         z->fx += z->fdx; // advance to position for current scanline\n         step = &((*step)->next); // advance through list\n      }\n\n      ++y;\n      ++j;\n   }\n\n   stbtt__hheap_cleanup(&hh, userdata);\n\n   if (scanline != scanline_data)\n      STBTT_free(scanline, userdata);\n}\n#else\n#error \"Unrecognized value of STBTT_RASTERIZER_VERSION\"\n#endif\n\n#define STBTT__COMPARE(a,b)  ((a)->y0 < (b)->y0)\n\nstatic void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n)\n{\n   int i,j;\n   for (i=1; i < n; ++i) {\n      stbtt__edge t = p[i], *a = &t;\n      j = i;\n      while (j > 0) {\n         stbtt__edge *b = &p[j-1];\n         int c = STBTT__COMPARE(a,b);\n         if (!c) break;\n         p[j] = p[j-1];\n         --j;\n      }\n      if (i != j)\n         p[j] = t;\n   }\n}\n\nstatic void stbtt__sort_edges_quicksort(stbtt__edge *p, int n)\n{\n   /* threshold for transitioning to insertion sort */\n   while (n > 12) {\n      stbtt__edge t;\n      int c01,c12,c,m,i,j;\n\n      /* compute median of three */\n      m = n >> 1;\n      c01 = STBTT__COMPARE(&p[0],&p[m]);\n      c12 = STBTT__COMPARE(&p[m],&p[n-1]);\n      /* if 0 >= mid >= end, or 0 < mid < end, then use mid */\n      if (c01 != c12) {\n         /* otherwise, we'll need to swap something else to middle */\n         int z;\n         c = STBTT__COMPARE(&p[0],&p[n-1]);\n         /* 0>mid && mid<n:  0>n => n; 0<n => 0 */\n         /* 0<mid && mid>n:  0>n => 0; 0<n => n */\n         z = (c == c12) ? 0 : n-1;\n         t = p[z];\n         p[z] = p[m];\n         p[m] = t;\n      }\n      /* now p[m] is the median-of-three */\n      /* swap it to the beginning so it won't move around */\n      t = p[0];\n      p[0] = p[m];\n      p[m] = t;\n\n      /* partition loop */\n      i=1;\n      j=n-1;\n      for(;;) {\n         /* handling of equality is crucial here */\n         /* for sentinels & efficiency with duplicates */\n         for (;;++i) {\n            if (!STBTT__COMPARE(&p[i], &p[0])) break;\n         }\n         for (;;--j) {\n            if (!STBTT__COMPARE(&p[0], &p[j])) break;\n         }\n         /* make sure we haven't crossed */\n         if (i >= j) break;\n         t = p[i];\n         p[i] = p[j];\n         p[j] = t;\n\n         ++i;\n         --j;\n      }\n      /* recurse on smaller side, iterate on larger */\n      if (j < (n-i)) {\n         stbtt__sort_edges_quicksort(p,j);\n         p = p+i;\n         n = n-i;\n      } else {\n         stbtt__sort_edges_quicksort(p+i, n-i);\n         n = j;\n      }\n   }\n}\n\nstatic void stbtt__sort_edges(stbtt__edge *p, int n)\n{\n   stbtt__sort_edges_quicksort(p, n);\n   stbtt__sort_edges_ins_sort(p, n);\n}\n\ntypedef struct\n{\n   float x,y;\n} stbtt__point;\n\nstatic void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata)\n{\n   float y_scale_inv = invert ? -scale_y : scale_y;\n   stbtt__edge *e;\n   int n,i,j,k,m;\n#if STBTT_RASTERIZER_VERSION == 1\n   int vsubsample = result->h < 8 ? 15 : 5;\n#elif STBTT_RASTERIZER_VERSION == 2\n   int vsubsample = 1;\n#else\n   #error \"Unrecognized value of STBTT_RASTERIZER_VERSION\"\n#endif\n   // vsubsample should divide 255 evenly; otherwise we won't reach full opacity\n\n   // now we have to blow out the windings into explicit edge lists\n   n = 0;\n   for (i=0; i < windings; ++i)\n      n += wcount[i];\n\n   e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel\n   if (e == 0) return;\n   n = 0;\n\n   m=0;\n   for (i=0; i < windings; ++i) {\n      stbtt__point *p = pts + m;\n      m += wcount[i];\n      j = wcount[i]-1;\n      for (k=0; k < wcount[i]; j=k++) {\n         int a=k,b=j;\n         // skip the edge if horizontal\n         if (p[j].y == p[k].y)\n            continue;\n         // add edge from j to k to the list\n         e[n].invert = 0;\n         if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) {\n            e[n].invert = 1;\n            a=j,b=k;\n         }\n         e[n].x0 = p[a].x * scale_x + shift_x;\n         e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample;\n         e[n].x1 = p[b].x * scale_x + shift_x;\n         e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample;\n         ++n;\n      }\n   }\n\n   // now sort the edges by their highest point (should snap to integer, and then by x)\n   //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare);\n   stbtt__sort_edges(e, n);\n\n   // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule\n   stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata);\n\n   STBTT_free(e, userdata);\n}\n\nstatic void stbtt__add_point(stbtt__point *points, int n, float x, float y)\n{\n   if (!points) return; // during first pass, it's unallocated\n   points[n].x = x;\n   points[n].y = y;\n}\n\n// tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching\nstatic int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n)\n{\n   // midpoint\n   float mx = (x0 + 2*x1 + x2)/4;\n   float my = (y0 + 2*y1 + y2)/4;\n   // versus directly drawn line\n   float dx = (x0+x2)/2 - mx;\n   float dy = (y0+y2)/2 - my;\n   if (n > 16) // 65536 segments on one curve better be enough!\n      return 1;\n   if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA\n      stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1);\n      stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1);\n   } else {\n      stbtt__add_point(points, *num_points,x2,y2);\n      *num_points = *num_points+1;\n   }\n   return 1;\n}\n\nstatic void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n)\n{\n   // @TODO this \"flatness\" calculation is just made-up nonsense that seems to work well enough\n   float dx0 = x1-x0;\n   float dy0 = y1-y0;\n   float dx1 = x2-x1;\n   float dy1 = y2-y1;\n   float dx2 = x3-x2;\n   float dy2 = y3-y2;\n   float dx = x3-x0;\n   float dy = y3-y0;\n   float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2));\n   float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy);\n   float flatness_squared = longlen*longlen-shortlen*shortlen;\n\n   if (n > 16) // 65536 segments on one curve better be enough!\n      return;\n\n   if (flatness_squared > objspace_flatness_squared) {\n      float x01 = (x0+x1)/2;\n      float y01 = (y0+y1)/2;\n      float x12 = (x1+x2)/2;\n      float y12 = (y1+y2)/2;\n      float x23 = (x2+x3)/2;\n      float y23 = (y2+y3)/2;\n\n      float xa = (x01+x12)/2;\n      float ya = (y01+y12)/2;\n      float xb = (x12+x23)/2;\n      float yb = (y12+y23)/2;\n\n      float mx = (xa+xb)/2;\n      float my = (ya+yb)/2;\n\n      stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1);\n      stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1);\n   } else {\n      stbtt__add_point(points, *num_points,x3,y3);\n      *num_points = *num_points+1;\n   }\n}\n\n// returns number of contours\nstatic stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata)\n{\n   stbtt__point *points=0;\n   int num_points=0;\n\n   float objspace_flatness_squared = objspace_flatness * objspace_flatness;\n   int i,n=0,start=0, pass;\n\n   // count how many \"moves\" there are to get the contour count\n   for (i=0; i < num_verts; ++i)\n      if (vertices[i].type == STBTT_vmove)\n         ++n;\n\n   *num_contours = n;\n   if (n == 0) return 0;\n\n   *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata);\n\n   if (*contour_lengths == 0) {\n      *num_contours = 0;\n      return 0;\n   }\n\n   // make two passes through the points so we don't need to realloc\n   for (pass=0; pass < 2; ++pass) {\n      float x=0,y=0;\n      if (pass == 1) {\n         points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata);\n         if (points == NULL) goto error;\n      }\n      num_points = 0;\n      n= -1;\n      for (i=0; i < num_verts; ++i) {\n         switch (vertices[i].type) {\n            case STBTT_vmove:\n               // start the next contour\n               if (n >= 0)\n                  (*contour_lengths)[n] = num_points - start;\n               ++n;\n               start = num_points;\n\n               x = vertices[i].x, y = vertices[i].y;\n               stbtt__add_point(points, num_points++, x,y);\n               break;\n            case STBTT_vline:\n               x = vertices[i].x, y = vertices[i].y;\n               stbtt__add_point(points, num_points++, x, y);\n               break;\n            case STBTT_vcurve:\n               stbtt__tesselate_curve(points, &num_points, x,y,\n                                        vertices[i].cx, vertices[i].cy,\n                                        vertices[i].x,  vertices[i].y,\n                                        objspace_flatness_squared, 0);\n               x = vertices[i].x, y = vertices[i].y;\n               break;\n            case STBTT_vcubic:\n               stbtt__tesselate_cubic(points, &num_points, x,y,\n                                        vertices[i].cx, vertices[i].cy,\n                                        vertices[i].cx1, vertices[i].cy1,\n                                        vertices[i].x,  vertices[i].y,\n                                        objspace_flatness_squared, 0);\n               x = vertices[i].x, y = vertices[i].y;\n               break;\n         }\n      }\n      (*contour_lengths)[n] = num_points - start;\n   }\n\n   return points;\nerror:\n   STBTT_free(points, userdata);\n   STBTT_free(*contour_lengths, userdata);\n   *contour_lengths = 0;\n   *num_contours = 0;\n   return NULL;\n}\n\nSTBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata)\n{\n   float scale            = scale_x > scale_y ? scale_y : scale_x;\n   int winding_count      = 0;\n   int *winding_lengths   = NULL;\n   stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata);\n   if (windings) {\n      stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata);\n      STBTT_free(winding_lengths, userdata);\n      STBTT_free(windings, userdata);\n   }\n}\n\nSTBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata)\n{\n   STBTT_free(bitmap, userdata);\n}\n\nSTBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff)\n{\n   int ix0,iy0,ix1,iy1;\n   stbtt__bitmap gbm;\n   stbtt_vertex *vertices;\n   int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices);\n\n   if (scale_x == 0) scale_x = scale_y;\n   if (scale_y == 0) {\n      if (scale_x == 0) {\n         STBTT_free(vertices, info->userdata);\n         return NULL;\n      }\n      scale_y = scale_x;\n   }\n\n   stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1);\n\n   // now we get the size\n   gbm.w = (ix1 - ix0);\n   gbm.h = (iy1 - iy0);\n   gbm.pixels = NULL; // in case we error\n\n   if (width ) *width  = gbm.w;\n   if (height) *height = gbm.h;\n   if (xoff  ) *xoff   = ix0;\n   if (yoff  ) *yoff   = iy0;\n\n   if (gbm.w && gbm.h) {\n      gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata);\n      if (gbm.pixels) {\n         gbm.stride = gbm.w;\n\n         stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata);\n      }\n   }\n   STBTT_free(vertices, info->userdata);\n   return gbm.pixels;\n}\n\nSTBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff)\n{\n   return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff);\n}\n\nSTBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph)\n{\n   int ix0,iy0;\n   stbtt_vertex *vertices;\n   int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices);\n   stbtt__bitmap gbm;\n\n   stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0);\n   gbm.pixels = output;\n   gbm.w = out_w;\n   gbm.h = out_h;\n   gbm.stride = out_stride;\n\n   if (gbm.w && gbm.h)\n      stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata);\n\n   STBTT_free(vertices, info->userdata);\n}\n\nSTBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph)\n{\n   stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph);\n}\n\nSTBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff)\n{\n   return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff);\n}\n\nSTBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint)\n{\n   stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint));\n}\n\nSTBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint)\n{\n   stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint));\n}\n\nSTBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff)\n{\n   return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff);\n}\n\nSTBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint)\n{\n   stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint);\n}\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// bitmap baking\n//\n// This is SUPER-CRAPPY packing to keep source code small\n\nstatic int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset,  // font location (use offset=0 for plain .ttf)\n                                float pixel_height,                     // height of font in pixels\n                                unsigned char *pixels, int pw, int ph,  // bitmap to be filled in\n                                int first_char, int num_chars,          // characters to bake\n                                stbtt_bakedchar *chardata)\n{\n   float scale;\n   int x,y,bottom_y, i;\n   stbtt_fontinfo f;\n   f.userdata = NULL;\n   if (!stbtt_InitFont(&f, data, offset))\n      return -1;\n   STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels\n   x=y=1;\n   bottom_y = 1;\n\n   scale = stbtt_ScaleForPixelHeight(&f, pixel_height);\n\n   for (i=0; i < num_chars; ++i) {\n      int advance, lsb, x0,y0,x1,y1,gw,gh;\n      int g = stbtt_FindGlyphIndex(&f, first_char + i);\n      stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb);\n      stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1);\n      gw = x1-x0;\n      gh = y1-y0;\n      if (x + gw + 1 >= pw)\n         y = bottom_y, x = 1; // advance to next row\n      if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row\n         return -i;\n      STBTT_assert(x+gw < pw);\n      STBTT_assert(y+gh < ph);\n      stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g);\n      chardata[i].x0 = (stbtt_int16) x;\n      chardata[i].y0 = (stbtt_int16) y;\n      chardata[i].x1 = (stbtt_int16) (x + gw);\n      chardata[i].y1 = (stbtt_int16) (y + gh);\n      chardata[i].xadvance = scale * advance;\n      chardata[i].xoff     = (float) x0;\n      chardata[i].yoff     = (float) y0;\n      x = x + gw + 1;\n      if (y+gh+1 > bottom_y)\n         bottom_y = y+gh+1;\n   }\n   return bottom_y;\n}\n\nSTBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule)\n{\n   float d3d_bias = opengl_fillrule ? 0 : -0.5f;\n   float ipw = 1.0f / pw, iph = 1.0f / ph;\n   const stbtt_bakedchar *b = chardata + char_index;\n   int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f);\n   int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f);\n\n   q->x0 = round_x + d3d_bias;\n   q->y0 = round_y + d3d_bias;\n   q->x1 = round_x + b->x1 - b->x0 + d3d_bias;\n   q->y1 = round_y + b->y1 - b->y0 + d3d_bias;\n\n   q->s0 = b->x0 * ipw;\n   q->t0 = b->y0 * iph;\n   q->s1 = b->x1 * ipw;\n   q->t1 = b->y1 * iph;\n\n   *xpos += b->xadvance;\n}\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// rectangle packing replacement routines if you don't have stb_rect_pack.h\n//\n\n#ifndef STB_RECT_PACK_VERSION\n\ntypedef int stbrp_coord;\n\n////////////////////////////////////////////////////////////////////////////////////\n//                                                                                //\n//                                                                                //\n// COMPILER WARNING ?!?!?                                                         //\n//                                                                                //\n//                                                                                //\n// if you get a compile warning due to these symbols being defined more than      //\n// once, move #include \"stb_rect_pack.h\" before #include \"stb_truetype.h\"         //\n//                                                                                //\n////////////////////////////////////////////////////////////////////////////////////\n\ntypedef struct\n{\n   int width,height;\n   int x,y,bottom_y;\n} stbrp_context;\n\ntypedef struct\n{\n   unsigned char x;\n} stbrp_node;\n\nstruct stbrp_rect\n{\n   stbrp_coord x,y;\n   int id,w,h,was_packed;\n};\n\nstatic void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes)\n{\n   con->width  = pw;\n   con->height = ph;\n   con->x = 0;\n   con->y = 0;\n   con->bottom_y = 0;\n   STBTT__NOTUSED(nodes);\n   STBTT__NOTUSED(num_nodes);\n}\n\nstatic void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects)\n{\n   int i;\n   for (i=0; i < num_rects; ++i) {\n      if (con->x + rects[i].w > con->width) {\n         con->x = 0;\n         con->y = con->bottom_y;\n      }\n      if (con->y + rects[i].h > con->height)\n         break;\n      rects[i].x = con->x;\n      rects[i].y = con->y;\n      rects[i].was_packed = 1;\n      con->x += rects[i].w;\n      if (con->y + rects[i].h > con->bottom_y)\n         con->bottom_y = con->y + rects[i].h;\n   }\n   for (   ; i < num_rects; ++i)\n      rects[i].was_packed = 0;\n}\n#endif\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// bitmap baking\n//\n// This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If\n// stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy.\n\nSTBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context)\n{\n   stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context)            ,alloc_context);\n   int            num_nodes = pw - padding;\n   stbrp_node    *nodes   = (stbrp_node    *) STBTT_malloc(sizeof(*nodes  ) * num_nodes,alloc_context);\n\n   if (context == NULL || nodes == NULL) {\n      if (context != NULL) STBTT_free(context, alloc_context);\n      if (nodes   != NULL) STBTT_free(nodes  , alloc_context);\n      return 0;\n   }\n\n   spc->user_allocator_context = alloc_context;\n   spc->width = pw;\n   spc->height = ph;\n   spc->pixels = pixels;\n   spc->pack_info = context;\n   spc->nodes = nodes;\n   spc->padding = padding;\n   spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw;\n   spc->h_oversample = 1;\n   spc->v_oversample = 1;\n   spc->skip_missing = 0;\n\n   stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes);\n\n   if (pixels)\n      STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels\n\n   return 1;\n}\n\nSTBTT_DEF void stbtt_PackEnd  (stbtt_pack_context *spc)\n{\n   STBTT_free(spc->nodes    , spc->user_allocator_context);\n   STBTT_free(spc->pack_info, spc->user_allocator_context);\n}\n\nSTBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample)\n{\n   STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE);\n   STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE);\n   if (h_oversample <= STBTT_MAX_OVERSAMPLE)\n      spc->h_oversample = h_oversample;\n   if (v_oversample <= STBTT_MAX_OVERSAMPLE)\n      spc->v_oversample = v_oversample;\n}\n\nSTBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip)\n{\n   spc->skip_missing = skip;\n}\n\n#define STBTT__OVER_MASK  (STBTT_MAX_OVERSAMPLE-1)\n\nstatic void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width)\n{\n   unsigned char buffer[STBTT_MAX_OVERSAMPLE];\n   int safe_w = w - kernel_width;\n   int j;\n   STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze\n   for (j=0; j < h; ++j) {\n      int i;\n      unsigned int total;\n      STBTT_memset(buffer, 0, kernel_width);\n\n      total = 0;\n\n      // make kernel_width a constant in common cases so compiler can optimize out the divide\n      switch (kernel_width) {\n         case 2:\n            for (i=0; i <= safe_w; ++i) {\n               total += pixels[i] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];\n               pixels[i] = (unsigned char) (total / 2);\n            }\n            break;\n         case 3:\n            for (i=0; i <= safe_w; ++i) {\n               total += pixels[i] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];\n               pixels[i] = (unsigned char) (total / 3);\n            }\n            break;\n         case 4:\n            for (i=0; i <= safe_w; ++i) {\n               total += pixels[i] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];\n               pixels[i] = (unsigned char) (total / 4);\n            }\n            break;\n         case 5:\n            for (i=0; i <= safe_w; ++i) {\n               total += pixels[i] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];\n               pixels[i] = (unsigned char) (total / 5);\n            }\n            break;\n         default:\n            for (i=0; i <= safe_w; ++i) {\n               total += pixels[i] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];\n               pixels[i] = (unsigned char) (total / kernel_width);\n            }\n            break;\n      }\n\n      for (; i < w; ++i) {\n         STBTT_assert(pixels[i] == 0);\n         total -= buffer[i & STBTT__OVER_MASK];\n         pixels[i] = (unsigned char) (total / kernel_width);\n      }\n\n      pixels += stride_in_bytes;\n   }\n}\n\nstatic void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width)\n{\n   unsigned char buffer[STBTT_MAX_OVERSAMPLE];\n   int safe_h = h - kernel_width;\n   int j;\n   STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze\n   for (j=0; j < w; ++j) {\n      int i;\n      unsigned int total;\n      STBTT_memset(buffer, 0, kernel_width);\n\n      total = 0;\n\n      // make kernel_width a constant in common cases so compiler can optimize out the divide\n      switch (kernel_width) {\n         case 2:\n            for (i=0; i <= safe_h; ++i) {\n               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];\n               pixels[i*stride_in_bytes] = (unsigned char) (total / 2);\n            }\n            break;\n         case 3:\n            for (i=0; i <= safe_h; ++i) {\n               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];\n               pixels[i*stride_in_bytes] = (unsigned char) (total / 3);\n            }\n            break;\n         case 4:\n            for (i=0; i <= safe_h; ++i) {\n               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];\n               pixels[i*stride_in_bytes] = (unsigned char) (total / 4);\n            }\n            break;\n         case 5:\n            for (i=0; i <= safe_h; ++i) {\n               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];\n               pixels[i*stride_in_bytes] = (unsigned char) (total / 5);\n            }\n            break;\n         default:\n            for (i=0; i <= safe_h; ++i) {\n               total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];\n               buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];\n               pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width);\n            }\n            break;\n      }\n\n      for (; i < h; ++i) {\n         STBTT_assert(pixels[i*stride_in_bytes] == 0);\n         total -= buffer[i & STBTT__OVER_MASK];\n         pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width);\n      }\n\n      pixels += 1;\n   }\n}\n\nstatic float stbtt__oversample_shift(int oversample)\n{\n   if (!oversample)\n      return 0.0f;\n\n   // The prefilter is a box filter of width \"oversample\",\n   // which shifts phase by (oversample - 1)/2 pixels in\n   // oversampled space. We want to shift in the opposite\n   // direction to counter this.\n   return (float)-(oversample - 1) / (2.0f * (float)oversample);\n}\n\n// rects array must be big enough to accommodate all characters in the given ranges\nSTBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects)\n{\n   int i,j,k;\n   int missing_glyph_added = 0;\n\n   k=0;\n   for (i=0; i < num_ranges; ++i) {\n      float fh = ranges[i].font_size;\n      float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh);\n      ranges[i].h_oversample = (unsigned char) spc->h_oversample;\n      ranges[i].v_oversample = (unsigned char) spc->v_oversample;\n      for (j=0; j < ranges[i].num_chars; ++j) {\n         int x0,y0,x1,y1;\n         int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];\n         int glyph = stbtt_FindGlyphIndex(info, codepoint);\n         if (glyph == 0 && (spc->skip_missing || missing_glyph_added)) {\n            rects[k].w = rects[k].h = 0;\n         } else {\n            stbtt_GetGlyphBitmapBoxSubpixel(info,glyph,\n                                            scale * spc->h_oversample,\n                                            scale * spc->v_oversample,\n                                            0,0,\n                                            &x0,&y0,&x1,&y1);\n            rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1);\n            rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1);\n            if (glyph == 0)\n               missing_glyph_added = 1;\n         }\n         ++k;\n      }\n   }\n\n   return k;\n}\n\nSTBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph)\n{\n   stbtt_MakeGlyphBitmapSubpixel(info,\n                                 output,\n                                 out_w - (prefilter_x - 1),\n                                 out_h - (prefilter_y - 1),\n                                 out_stride,\n                                 scale_x,\n                                 scale_y,\n                                 shift_x,\n                                 shift_y,\n                                 glyph);\n\n   if (prefilter_x > 1)\n      stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x);\n\n   if (prefilter_y > 1)\n      stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y);\n\n   *sub_x = stbtt__oversample_shift(prefilter_x);\n   *sub_y = stbtt__oversample_shift(prefilter_y);\n}\n\n// rects array must be big enough to accommodate all characters in the given ranges\nSTBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects)\n{\n   int i,j,k, missing_glyph = -1, return_value = 1;\n\n   // save current values\n   int old_h_over = spc->h_oversample;\n   int old_v_over = spc->v_oversample;\n\n   k = 0;\n   for (i=0; i < num_ranges; ++i) {\n      float fh = ranges[i].font_size;\n      float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh);\n      float recip_h,recip_v,sub_x,sub_y;\n      spc->h_oversample = ranges[i].h_oversample;\n      spc->v_oversample = ranges[i].v_oversample;\n      recip_h = 1.0f / spc->h_oversample;\n      recip_v = 1.0f / spc->v_oversample;\n      sub_x = stbtt__oversample_shift(spc->h_oversample);\n      sub_y = stbtt__oversample_shift(spc->v_oversample);\n      for (j=0; j < ranges[i].num_chars; ++j) {\n         stbrp_rect *r = &rects[k];\n         if (r->was_packed && r->w != 0 && r->h != 0) {\n            stbtt_packedchar *bc = &ranges[i].chardata_for_range[j];\n            int advance, lsb, x0,y0,x1,y1;\n            int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];\n            int glyph = stbtt_FindGlyphIndex(info, codepoint);\n            stbrp_coord pad = (stbrp_coord) spc->padding;\n\n            // pad on left and top\n            r->x += pad;\n            r->y += pad;\n            r->w -= pad;\n            r->h -= pad;\n            stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb);\n            stbtt_GetGlyphBitmapBox(info, glyph,\n                                    scale * spc->h_oversample,\n                                    scale * spc->v_oversample,\n                                    &x0,&y0,&x1,&y1);\n            stbtt_MakeGlyphBitmapSubpixel(info,\n                                          spc->pixels + r->x + r->y*spc->stride_in_bytes,\n                                          r->w - spc->h_oversample+1,\n                                          r->h - spc->v_oversample+1,\n                                          spc->stride_in_bytes,\n                                          scale * spc->h_oversample,\n                                          scale * spc->v_oversample,\n                                          0,0,\n                                          glyph);\n\n            if (spc->h_oversample > 1)\n               stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes,\n                                  r->w, r->h, spc->stride_in_bytes,\n                                  spc->h_oversample);\n\n            if (spc->v_oversample > 1)\n               stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes,\n                                  r->w, r->h, spc->stride_in_bytes,\n                                  spc->v_oversample);\n\n            bc->x0       = (stbtt_int16)  r->x;\n            bc->y0       = (stbtt_int16)  r->y;\n            bc->x1       = (stbtt_int16) (r->x + r->w);\n            bc->y1       = (stbtt_int16) (r->y + r->h);\n            bc->xadvance =                scale * advance;\n            bc->xoff     =       (float)  x0 * recip_h + sub_x;\n            bc->yoff     =       (float)  y0 * recip_v + sub_y;\n            bc->xoff2    =                (x0 + r->w) * recip_h + sub_x;\n            bc->yoff2    =                (y0 + r->h) * recip_v + sub_y;\n\n            if (glyph == 0)\n               missing_glyph = j;\n         } else if (spc->skip_missing) {\n            return_value = 0;\n         } else if (r->was_packed && r->w == 0 && r->h == 0 && missing_glyph >= 0) {\n            ranges[i].chardata_for_range[j] = ranges[i].chardata_for_range[missing_glyph];\n         } else {\n            return_value = 0; // if any fail, report failure\n         }\n\n         ++k;\n      }\n   }\n\n   // restore original values\n   spc->h_oversample = old_h_over;\n   spc->v_oversample = old_v_over;\n\n   return return_value;\n}\n\nSTBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects)\n{\n   stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects);\n}\n\nSTBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges)\n{\n   stbtt_fontinfo info;\n   int i, j, n, return_value; // [DEAR IMGUI] removed = 1;\n   //stbrp_context *context = (stbrp_context *) spc->pack_info;\n   stbrp_rect    *rects;\n\n   // flag all characters as NOT packed\n   for (i=0; i < num_ranges; ++i)\n      for (j=0; j < ranges[i].num_chars; ++j)\n         ranges[i].chardata_for_range[j].x0 =\n         ranges[i].chardata_for_range[j].y0 =\n         ranges[i].chardata_for_range[j].x1 =\n         ranges[i].chardata_for_range[j].y1 = 0;\n\n   n = 0;\n   for (i=0; i < num_ranges; ++i)\n      n += ranges[i].num_chars;\n\n   rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context);\n   if (rects == NULL)\n      return 0;\n\n   info.userdata = spc->user_allocator_context;\n   stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index));\n\n   n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects);\n\n   stbtt_PackFontRangesPackRects(spc, rects, n);\n\n   return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects);\n\n   STBTT_free(rects, spc->user_allocator_context);\n   return return_value;\n}\n\nSTBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size,\n            int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range)\n{\n   stbtt_pack_range range;\n   range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range;\n   range.array_of_unicode_codepoints = NULL;\n   range.num_chars                   = num_chars_in_range;\n   range.chardata_for_range          = chardata_for_range;\n   range.font_size                   = font_size;\n   return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1);\n}\n\nSTBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap)\n{\n   int i_ascent, i_descent, i_lineGap;\n   float scale;\n   stbtt_fontinfo info;\n   stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index));\n   scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size);\n   stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap);\n   *ascent  = (float) i_ascent  * scale;\n   *descent = (float) i_descent * scale;\n   *lineGap = (float) i_lineGap * scale;\n}\n\nSTBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer)\n{\n   float ipw = 1.0f / pw, iph = 1.0f / ph;\n   const stbtt_packedchar *b = chardata + char_index;\n\n   if (align_to_integer) {\n      float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f);\n      float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f);\n      q->x0 = x;\n      q->y0 = y;\n      q->x1 = x + b->xoff2 - b->xoff;\n      q->y1 = y + b->yoff2 - b->yoff;\n   } else {\n      q->x0 = *xpos + b->xoff;\n      q->y0 = *ypos + b->yoff;\n      q->x1 = *xpos + b->xoff2;\n      q->y1 = *ypos + b->yoff2;\n   }\n\n   q->s0 = b->x0 * ipw;\n   q->t0 = b->y0 * iph;\n   q->s1 = b->x1 * ipw;\n   q->t1 = b->y1 * iph;\n\n   *xpos += b->xadvance;\n}\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// sdf computation\n//\n\n#define STBTT_min(a,b)  ((a) < (b) ? (a) : (b))\n#define STBTT_max(a,b)  ((a) < (b) ? (b) : (a))\n\nstatic int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2])\n{\n   float q0perp = q0[1]*ray[0] - q0[0]*ray[1];\n   float q1perp = q1[1]*ray[0] - q1[0]*ray[1];\n   float q2perp = q2[1]*ray[0] - q2[0]*ray[1];\n   float roperp = orig[1]*ray[0] - orig[0]*ray[1];\n\n   float a = q0perp - 2*q1perp + q2perp;\n   float b = q1perp - q0perp;\n   float c = q0perp - roperp;\n\n   float s0 = 0., s1 = 0.;\n   int num_s = 0;\n\n   if (a != 0.0) {\n      float discr = b*b - a*c;\n      if (discr > 0.0) {\n         float rcpna = -1 / a;\n         float d = (float) STBTT_sqrt(discr);\n         s0 = (b+d) * rcpna;\n         s1 = (b-d) * rcpna;\n         if (s0 >= 0.0 && s0 <= 1.0)\n            num_s = 1;\n         if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) {\n            if (num_s == 0) s0 = s1;\n            ++num_s;\n         }\n      }\n   } else {\n      // 2*b*s + c = 0\n      // s = -c / (2*b)\n      s0 = c / (-2 * b);\n      if (s0 >= 0.0 && s0 <= 1.0)\n         num_s = 1;\n   }\n\n   if (num_s == 0)\n      return 0;\n   else {\n      float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]);\n      float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2;\n\n      float q0d =   q0[0]*rayn_x +   q0[1]*rayn_y;\n      float q1d =   q1[0]*rayn_x +   q1[1]*rayn_y;\n      float q2d =   q2[0]*rayn_x +   q2[1]*rayn_y;\n      float rod = orig[0]*rayn_x + orig[1]*rayn_y;\n\n      float q10d = q1d - q0d;\n      float q20d = q2d - q0d;\n      float q0rd = q0d - rod;\n\n      hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d;\n      hits[0][1] = a*s0+b;\n\n      if (num_s > 1) {\n         hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d;\n         hits[1][1] = a*s1+b;\n         return 2;\n      } else {\n         return 1;\n      }\n   }\n}\n\nstatic int equal(float *a, float *b)\n{\n   return (a[0] == b[0] && a[1] == b[1]);\n}\n\nstatic int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts)\n{\n   int i;\n   float orig[2], ray[2] = { 1, 0 };\n   float y_frac;\n   int winding = 0;\n\n   // make sure y never passes through a vertex of the shape\n   y_frac = (float) STBTT_fmod(y, 1.0f);\n   if (y_frac < 0.01f)\n      y += 0.01f;\n   else if (y_frac > 0.99f)\n      y -= 0.01f;\n\n   orig[0] = x;\n   orig[1] = y;\n\n   // test a ray from (-infinity,y) to (x,y)\n   for (i=0; i < nverts; ++i) {\n      if (verts[i].type == STBTT_vline) {\n         int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y;\n         int x1 = (int) verts[i  ].x, y1 = (int) verts[i  ].y;\n         if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) {\n            float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0;\n            if (x_inter < x)\n               winding += (y0 < y1) ? 1 : -1;\n         }\n      }\n      if (verts[i].type == STBTT_vcurve) {\n         int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ;\n         int x1 = (int) verts[i  ].cx, y1 = (int) verts[i  ].cy;\n         int x2 = (int) verts[i  ].x , y2 = (int) verts[i  ].y ;\n         int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2));\n         int by = STBTT_max(y0,STBTT_max(y1,y2));\n         if (y > ay && y < by && x > ax) {\n            float q0[2],q1[2],q2[2];\n            float hits[2][2];\n            q0[0] = (float)x0;\n            q0[1] = (float)y0;\n            q1[0] = (float)x1;\n            q1[1] = (float)y1;\n            q2[0] = (float)x2;\n            q2[1] = (float)y2;\n            if (equal(q0,q1) || equal(q1,q2)) {\n               x0 = (int)verts[i-1].x;\n               y0 = (int)verts[i-1].y;\n               x1 = (int)verts[i  ].x;\n               y1 = (int)verts[i  ].y;\n               if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) {\n                  float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0;\n                  if (x_inter < x)\n                     winding += (y0 < y1) ? 1 : -1;\n               }\n            } else {\n               int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits);\n               if (num_hits >= 1)\n                  if (hits[0][0] < 0)\n                     winding += (hits[0][1] < 0 ? -1 : 1);\n               if (num_hits >= 2)\n                  if (hits[1][0] < 0)\n                     winding += (hits[1][1] < 0 ? -1 : 1);\n            }\n         }\n      }\n   }\n   return winding;\n}\n\nstatic float stbtt__cuberoot( float x )\n{\n   if (x<0)\n      return -(float) STBTT_pow(-x,1.0f/3.0f);\n   else\n      return  (float) STBTT_pow( x,1.0f/3.0f);\n}\n\n// x^3 + a*x^2 + b*x + c = 0\nstatic int stbtt__solve_cubic(float a, float b, float c, float* r)\n{\n   float s = -a / 3;\n   float p = b - a*a / 3;\n   float q = a * (2*a*a - 9*b) / 27 + c;\n   float p3 = p*p*p;\n   float d = q*q + 4*p3 / 27;\n   if (d >= 0) {\n      float z = (float) STBTT_sqrt(d);\n      float u = (-q + z) / 2;\n      float v = (-q - z) / 2;\n      u = stbtt__cuberoot(u);\n      v = stbtt__cuberoot(v);\n      r[0] = s + u + v;\n      return 1;\n   } else {\n      float u = (float) STBTT_sqrt(-p/3);\n      float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative\n      float m = (float) STBTT_cos(v);\n      float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f;\n      r[0] = s + u * 2 * m;\n      r[1] = s - u * (m + n);\n      r[2] = s - u * (m - n);\n\n      //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f);  // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe?\n      //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f);\n      //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f);\n      return 3;\n   }\n}\n\nSTBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff)\n{\n   float scale_x = scale, scale_y = scale;\n   int ix0,iy0,ix1,iy1;\n   int w,h;\n   unsigned char *data;\n\n   if (scale == 0) return NULL;\n\n   stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1);\n\n   // if empty, return NULL\n   if (ix0 == ix1 || iy0 == iy1)\n      return NULL;\n\n   ix0 -= padding;\n   iy0 -= padding;\n   ix1 += padding;\n   iy1 += padding;\n\n   w = (ix1 - ix0);\n   h = (iy1 - iy0);\n\n   if (width ) *width  = w;\n   if (height) *height = h;\n   if (xoff  ) *xoff   = ix0;\n   if (yoff  ) *yoff   = iy0;\n\n   // invert for y-downwards bitmaps\n   scale_y = -scale_y;\n\n   {\n      int x,y,i,j;\n      float *precompute;\n      stbtt_vertex *verts;\n      int num_verts = stbtt_GetGlyphShape(info, glyph, &verts);\n      data = (unsigned char *) STBTT_malloc(w * h, info->userdata);\n      precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata);\n\n      for (i=0,j=num_verts-1; i < num_verts; j=i++) {\n         if (verts[i].type == STBTT_vline) {\n            float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y;\n            float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y;\n            float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0));\n            precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist;\n         } else if (verts[i].type == STBTT_vcurve) {\n            float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y;\n            float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y;\n            float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y;\n            float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2;\n            float len2 = bx*bx + by*by;\n            if (len2 != 0.0f)\n               precompute[i] = 1.0f / (bx*bx + by*by);\n            else\n               precompute[i] = 0.0f;\n         } else\n            precompute[i] = 0.0f;\n      }\n\n      for (y=iy0; y < iy1; ++y) {\n         for (x=ix0; x < ix1; ++x) {\n            float val;\n            float min_dist = 999999.0f;\n            float sx = (float) x + 0.5f;\n            float sy = (float) y + 0.5f;\n            float x_gspace = (sx / scale_x);\n            float y_gspace = (sy / scale_y);\n\n            int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path\n\n            for (i=0; i < num_verts; ++i) {\n               float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y;\n\n               if (verts[i].type == STBTT_vline && precompute[i] != 0.0f) {\n                  float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y;\n\n                  float dist,dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy);\n                  if (dist2 < min_dist*min_dist)\n                     min_dist = (float) STBTT_sqrt(dist2);\n\n                  // coarse culling against bbox\n                  //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist &&\n                  //    sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist)\n                  dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i];\n                  STBTT_assert(i != 0);\n                  if (dist < min_dist) {\n                     // check position along line\n                     // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0)\n                     // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy)\n                     float dx = x1-x0, dy = y1-y0;\n                     float px = x0-sx, py = y0-sy;\n                     // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy\n                     // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve\n                     float t = -(px*dx + py*dy) / (dx*dx + dy*dy);\n                     if (t >= 0.0f && t <= 1.0f)\n                        min_dist = dist;\n                  }\n               } else if (verts[i].type == STBTT_vcurve) {\n                  float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y;\n                  float x1 = verts[i  ].cx*scale_x, y1 = verts[i  ].cy*scale_y;\n                  float box_x0 = STBTT_min(STBTT_min(x0,x1),x2);\n                  float box_y0 = STBTT_min(STBTT_min(y0,y1),y2);\n                  float box_x1 = STBTT_max(STBTT_max(x0,x1),x2);\n                  float box_y1 = STBTT_max(STBTT_max(y0,y1),y2);\n                  // coarse culling against bbox to avoid computing cubic unnecessarily\n                  if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) {\n                     int num=0;\n                     float ax = x1-x0, ay = y1-y0;\n                     float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2;\n                     float mx = x0 - sx, my = y0 - sy;\n                     float res[3] = {0.f,0.f,0.f};\n                     float px,py,t,it,dist2;\n                     float a_inv = precompute[i];\n                     if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula\n                        float a = 3*(ax*bx + ay*by);\n                        float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by);\n                        float c = mx*ax+my*ay;\n                        if (a == 0.0) { // if a is 0, it's linear\n                           if (b != 0.0) {\n                              res[num++] = -c/b;\n                           }\n                        } else {\n                           float discriminant = b*b - 4*a*c;\n                           if (discriminant < 0)\n                              num = 0;\n                           else {\n                              float root = (float) STBTT_sqrt(discriminant);\n                              res[0] = (-b - root)/(2*a);\n                              res[1] = (-b + root)/(2*a);\n                              num = 2; // don't bother distinguishing 1-solution case, as code below will still work\n                           }\n                        }\n                     } else {\n                        float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point\n                        float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv;\n                        float d = (mx*ax+my*ay) * a_inv;\n                        num = stbtt__solve_cubic(b, c, d, res);\n                     }\n                     dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy);\n                     if (dist2 < min_dist*min_dist)\n                        min_dist = (float) STBTT_sqrt(dist2);\n\n                     if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) {\n                        t = res[0], it = 1.0f - t;\n                        px = it*it*x0 + 2*t*it*x1 + t*t*x2;\n                        py = it*it*y0 + 2*t*it*y1 + t*t*y2;\n                        dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy);\n                        if (dist2 < min_dist * min_dist)\n                           min_dist = (float) STBTT_sqrt(dist2);\n                     }\n                     if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) {\n                        t = res[1], it = 1.0f - t;\n                        px = it*it*x0 + 2*t*it*x1 + t*t*x2;\n                        py = it*it*y0 + 2*t*it*y1 + t*t*y2;\n                        dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy);\n                        if (dist2 < min_dist * min_dist)\n                           min_dist = (float) STBTT_sqrt(dist2);\n                     }\n                     if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) {\n                        t = res[2], it = 1.0f - t;\n                        px = it*it*x0 + 2*t*it*x1 + t*t*x2;\n                        py = it*it*y0 + 2*t*it*y1 + t*t*y2;\n                        dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy);\n                        if (dist2 < min_dist * min_dist)\n                           min_dist = (float) STBTT_sqrt(dist2);\n                     }\n                  }\n               }\n            }\n            if (winding == 0)\n               min_dist = -min_dist;  // if outside the shape, value is negative\n            val = onedge_value + pixel_dist_scale * min_dist;\n            if (val < 0)\n               val = 0;\n            else if (val > 255)\n               val = 255;\n            data[(y-iy0)*w+(x-ix0)] = (unsigned char) val;\n         }\n      }\n      STBTT_free(precompute, info->userdata);\n      STBTT_free(verts, info->userdata);\n   }\n   return data;\n}\n\nSTBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff)\n{\n   return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff);\n}\n\nSTBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata)\n{\n   STBTT_free(bitmap, userdata);\n}\n\n//////////////////////////////////////////////////////////////////////////////\n//\n// font name matching -- recommended not to use this\n//\n\n// check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string\nstatic stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2)\n{\n   stbtt_int32 i=0;\n\n   // convert utf16 to utf8 and compare the results while converting\n   while (len2) {\n      stbtt_uint16 ch = s2[0]*256 + s2[1];\n      if (ch < 0x80) {\n         if (i >= len1) return -1;\n         if (s1[i++] != ch) return -1;\n      } else if (ch < 0x800) {\n         if (i+1 >= len1) return -1;\n         if (s1[i++] != 0xc0 + (ch >> 6)) return -1;\n         if (s1[i++] != 0x80 + (ch & 0x3f)) return -1;\n      } else if (ch >= 0xd800 && ch < 0xdc00) {\n         stbtt_uint32 c;\n         stbtt_uint16 ch2 = s2[2]*256 + s2[3];\n         if (i+3 >= len1) return -1;\n         c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000;\n         if (s1[i++] != 0xf0 + (c >> 18)) return -1;\n         if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1;\n         if (s1[i++] != 0x80 + ((c >>  6) & 0x3f)) return -1;\n         if (s1[i++] != 0x80 + ((c      ) & 0x3f)) return -1;\n         s2 += 2; // plus another 2 below\n         len2 -= 2;\n      } else if (ch >= 0xdc00 && ch < 0xe000) {\n         return -1;\n      } else {\n         if (i+2 >= len1) return -1;\n         if (s1[i++] != 0xe0 + (ch >> 12)) return -1;\n         if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1;\n         if (s1[i++] != 0x80 + ((ch     ) & 0x3f)) return -1;\n      }\n      s2 += 2;\n      len2 -= 2;\n   }\n   return i;\n}\n\nstatic int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2)\n{\n   return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2);\n}\n\n// returns results in whatever encoding you request... but note that 2-byte encodings\n// will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare\nSTBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID)\n{\n   stbtt_int32 i,count,stringOffset;\n   stbtt_uint8 *fc = font->data;\n   stbtt_uint32 offset = font->fontstart;\n   stbtt_uint32 nm = stbtt__find_table(fc, offset, \"name\");\n   if (!nm) return NULL;\n\n   count = ttUSHORT(fc+nm+2);\n   stringOffset = nm + ttUSHORT(fc+nm+4);\n   for (i=0; i < count; ++i) {\n      stbtt_uint32 loc = nm + 6 + 12 * i;\n      if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2)\n          && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) {\n         *length = ttUSHORT(fc+loc+8);\n         return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10));\n      }\n   }\n   return NULL;\n}\n\nstatic int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id)\n{\n   stbtt_int32 i;\n   stbtt_int32 count = ttUSHORT(fc+nm+2);\n   stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4);\n\n   for (i=0; i < count; ++i) {\n      stbtt_uint32 loc = nm + 6 + 12 * i;\n      stbtt_int32 id = ttUSHORT(fc+loc+6);\n      if (id == target_id) {\n         // find the encoding\n         stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4);\n\n         // is this a Unicode encoding?\n         if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) {\n            stbtt_int32 slen = ttUSHORT(fc+loc+8);\n            stbtt_int32 off = ttUSHORT(fc+loc+10);\n\n            // check if there's a prefix match\n            stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen);\n            if (matchlen >= 0) {\n               // check for target_id+1 immediately following, with same encoding & language\n               if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) {\n                  slen = ttUSHORT(fc+loc+12+8);\n                  off = ttUSHORT(fc+loc+12+10);\n                  if (slen == 0) {\n                     if (matchlen == nlen)\n                        return 1;\n                  } else if (matchlen < nlen && name[matchlen] == ' ') {\n                     ++matchlen;\n                     if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen))\n                        return 1;\n                  }\n               } else {\n                  // if nothing immediately following\n                  if (matchlen == nlen)\n                     return 1;\n               }\n            }\n         }\n\n         // @TODO handle other encodings\n      }\n   }\n   return 0;\n}\n\nstatic int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags)\n{\n   stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name);\n   stbtt_uint32 nm,hd;\n   if (!stbtt__isfont(fc+offset)) return 0;\n\n   // check italics/bold/underline flags in macStyle...\n   if (flags) {\n      hd = stbtt__find_table(fc, offset, \"head\");\n      if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0;\n   }\n\n   nm = stbtt__find_table(fc, offset, \"name\");\n   if (!nm) return 0;\n\n   if (flags) {\n      // if we checked the macStyle flags, then just check the family and ignore the subfamily\n      if (stbtt__matchpair(fc, nm, name, nlen, 16, -1))  return 1;\n      if (stbtt__matchpair(fc, nm, name, nlen,  1, -1))  return 1;\n      if (stbtt__matchpair(fc, nm, name, nlen,  3, -1))  return 1;\n   } else {\n      if (stbtt__matchpair(fc, nm, name, nlen, 16, 17))  return 1;\n      if (stbtt__matchpair(fc, nm, name, nlen,  1,  2))  return 1;\n      if (stbtt__matchpair(fc, nm, name, nlen,  3, -1))  return 1;\n   }\n\n   return 0;\n}\n\nstatic int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags)\n{\n   stbtt_int32 i;\n   for (i=0;;++i) {\n      stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i);\n      if (off < 0) return off;\n      if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags))\n         return off;\n   }\n}\n\n#if defined(__GNUC__) || defined(__clang__)\n#pragma GCC diagnostic push\n#pragma GCC diagnostic ignored \"-Wcast-qual\"\n#endif\n\nSTBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset,\n                                float pixel_height, unsigned char *pixels, int pw, int ph,\n                                int first_char, int num_chars, stbtt_bakedchar *chardata)\n{\n   return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata);\n}\n\nSTBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index)\n{\n   return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index);\n}\n\nSTBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data)\n{\n   return stbtt_GetNumberOfFonts_internal((unsigned char *) data);\n}\n\nSTBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset)\n{\n   return stbtt_InitFont_internal(info, (unsigned char *) data, offset);\n}\n\nSTBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags)\n{\n   return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags);\n}\n\nSTBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2)\n{\n   return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2);\n}\n\n#if defined(__GNUC__) || defined(__clang__)\n#pragma GCC diagnostic pop\n#endif\n\n#endif // STB_TRUETYPE_IMPLEMENTATION\n\n\n// FULL VERSION HISTORY\n//\n//   1.25 (2021-07-11) many fixes\n//   1.24 (2020-02-05) fix warning\n//   1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS)\n//   1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined\n//   1.21 (2019-02-25) fix warning\n//   1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics()\n//   1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod\n//   1.18 (2018-01-29) add missing function\n//   1.17 (2017-07-23) make more arguments const; doc fix\n//   1.16 (2017-07-12) SDF support\n//   1.15 (2017-03-03) make more arguments const\n//   1.14 (2017-01-16) num-fonts-in-TTC function\n//   1.13 (2017-01-02) support OpenType fonts, certain Apple fonts\n//   1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual\n//   1.11 (2016-04-02) fix unused-variable warning\n//   1.10 (2016-04-02) allow user-defined fabs() replacement\n//                     fix memory leak if fontsize=0.0\n//                     fix warning from duplicate typedef\n//   1.09 (2016-01-16) warning fix; avoid crash on outofmem; use alloc userdata for PackFontRanges\n//   1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges\n//   1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints;\n//                     allow PackFontRanges to pack and render in separate phases;\n//                     fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?);\n//                     fixed an assert() bug in the new rasterizer\n//                     replace assert() with STBTT_assert() in new rasterizer\n//   1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine)\n//                     also more precise AA rasterizer, except if shapes overlap\n//                     remove need for STBTT_sort\n//   1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC\n//   1.04 (2015-04-15) typo in example\n//   1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes\n//   1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++\n//   1.01 (2014-12-08) fix subpixel position when oversampling to exactly match\n//                        non-oversampled; STBTT_POINT_SIZE for packed case only\n//   1.00 (2014-12-06) add new PackBegin etc. API, w/ support for oversampling\n//   0.99 (2014-09-18) fix multiple bugs with subpixel rendering (ryg)\n//   0.9  (2014-08-07) support certain mac/iOS fonts without an MS platformID\n//   0.8b (2014-07-07) fix a warning\n//   0.8  (2014-05-25) fix a few more warnings\n//   0.7  (2013-09-25) bugfix: subpixel glyph bug fixed in 0.5 had come back\n//   0.6c (2012-07-24) improve documentation\n//   0.6b (2012-07-20) fix a few more warnings\n//   0.6  (2012-07-17) fix warnings; added stbtt_ScaleForMappingEmToPixels,\n//                        stbtt_GetFontBoundingBox, stbtt_IsGlyphEmpty\n//   0.5  (2011-12-09) bugfixes:\n//                        subpixel glyph renderer computed wrong bounding box\n//                        first vertex of shape can be off-curve (FreeSans)\n//   0.4b (2011-12-03) fixed an error in the font baking example\n//   0.4  (2011-12-01) kerning, subpixel rendering (tor)\n//                    bugfixes for:\n//                        codepoint-to-glyph conversion using table fmt=12\n//                        codepoint-to-glyph conversion using table fmt=4\n//                        stbtt_GetBakedQuad with non-square texture (Zer)\n//                    updated Hello World! sample to use kerning and subpixel\n//                    fixed some warnings\n//   0.3  (2009-06-24) cmap fmt=12, compound shapes (MM)\n//                    userdata, malloc-from-userdata, non-zero fill (stb)\n//   0.2  (2009-03-11) Fix unsigned/signed char warnings\n//   0.1  (2009-03-09) First public release\n//\n\n/*\n------------------------------------------------------------------------------\nThis software is available under 2 licenses -- choose whichever you prefer.\n------------------------------------------------------------------------------\nALTERNATIVE A - MIT License\nCopyright (c) 2017 Sean Barrett\nPermission is hereby granted, free of charge, to any person obtaining a copy of\nthis software and associated documentation files (the \"Software\"), to deal in\nthe Software without restriction, including without limitation the rights to\nuse, copy, modify, merge, publish, distribute, sublicense, and/or sell copies\nof the Software, and to permit persons to whom the Software is furnished to do\nso, subject to the following conditions:\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n------------------------------------------------------------------------------\nALTERNATIVE B - Public Domain (www.unlicense.org)\nThis is free and unencumbered software released into the public domain.\nAnyone is free to copy, modify, publish, use, compile, sell, or distribute this\nsoftware, either in source code form or as a compiled binary, for any purpose,\ncommercial or non-commercial, and by any means.\nIn jurisdictions that recognize copyright laws, the author or authors of this\nsoftware dedicate any and all copyright interest in the software to the public\ndomain. We make this dedication for the benefit of the public at large and to\nthe detriment of our heirs and successors. We intend this dedication to be an\novert act of relinquishment in perpetuity of all present and future rights to\nthis software under copyright law.\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN\nACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION\nWITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n------------------------------------------------------------------------------\n*/\n"
  },
  {
    "path": "imgui/misc/README.txt",
    "content": "\nmisc/cpp/\n  InputText() wrappers for C++ standard library (STL) type: std::string.\n  This is also an example of how you may wrap your own similar types.\n\nmisc/debuggers/\n  Helper files for popular debuggers.\n  With the .natvis file, types like ImVector<> will be displayed nicely in Visual Studio debugger.\n\nmisc/fonts/\n  Fonts loading/merging instructions (e.g. How to handle glyph ranges, how to merge icons fonts).\n  Command line tool \"binary_to_compressed_c\" to create compressed arrays to embed data in source code.\n  Suggested fonts and links.\n\nmisc/freetype/\n  Font atlas builder/rasterizer using FreeType instead of stb_truetype.\n  Benefit from better FreeType rasterization, in particular for small fonts.\n\nmisc/single_file/\n  Single-file header stub.\n  We use this to validate compiling all *.cpp files in a same compilation unit.\n  Users of that technique (also called \"Unity builds\") can generally provide this themselves,\n  so we don't really recommend you use this in your projects.\n"
  },
  {
    "path": "imgui/misc/cpp/README.txt",
    "content": "\nimgui_stdlib.h + imgui_stdlib.cpp\n  InputText() wrappers for C++ standard library (STL) type: std::string.\n  This is also an example of how you may wrap your own similar types.\n\nimgui_scoped.h\n  [Experimental, not currently in main repository]\n  Additional header file with some RAII-style wrappers for common Dear ImGui functions.\n  Try by merging: https://github.com/ocornut/imgui/pull/2197\n  Discuss at: https://github.com/ocornut/imgui/issues/2096\n\nSee more C++ related extension on Wiki\n  https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness\n"
  },
  {
    "path": "imgui/misc/cpp/imgui_stdlib.cpp",
    "content": "// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.)\n// This is also an example of how you may wrap your own similar types.\n\n// Changelog:\n// - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string\n\n#include \"imgui.h\"\n#include \"imgui_stdlib.h\"\n\nstruct InputTextCallback_UserData\n{\n    std::string*            Str;\n    ImGuiInputTextCallback  ChainCallback;\n    void*                   ChainCallbackUserData;\n};\n\nstatic int InputTextCallback(ImGuiInputTextCallbackData* data)\n{\n    InputTextCallback_UserData* user_data = (InputTextCallback_UserData*)data->UserData;\n    if (data->EventFlag == ImGuiInputTextFlags_CallbackResize)\n    {\n        // Resize string callback\n        // If for some reason we refuse the new length (BufTextLen) and/or capacity (BufSize) we need to set them back to what we want.\n        std::string* str = user_data->Str;\n        IM_ASSERT(data->Buf == str->c_str());\n        str->resize(data->BufTextLen);\n        data->Buf = (char*)str->c_str();\n    }\n    else if (user_data->ChainCallback)\n    {\n        // Forward to user callback, if any\n        data->UserData = user_data->ChainCallbackUserData;\n        return user_data->ChainCallback(data);\n    }\n    return 0;\n}\n\nbool ImGui::InputText(const char* label, std::string* str, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)\n{\n    IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);\n    flags |= ImGuiInputTextFlags_CallbackResize;\n\n    InputTextCallback_UserData cb_user_data;\n    cb_user_data.Str = str;\n    cb_user_data.ChainCallback = callback;\n    cb_user_data.ChainCallbackUserData = user_data;\n    return InputText(label, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, &cb_user_data);\n}\n\nbool ImGui::InputTextMultiline(const char* label, std::string* str, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)\n{\n    IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);\n    flags |= ImGuiInputTextFlags_CallbackResize;\n\n    InputTextCallback_UserData cb_user_data;\n    cb_user_data.Str = str;\n    cb_user_data.ChainCallback = callback;\n    cb_user_data.ChainCallbackUserData = user_data;\n    return InputTextMultiline(label, (char*)str->c_str(), str->capacity() + 1, size, flags, InputTextCallback, &cb_user_data);\n}\n\nbool ImGui::InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)\n{\n    IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);\n    flags |= ImGuiInputTextFlags_CallbackResize;\n\n    InputTextCallback_UserData cb_user_data;\n    cb_user_data.Str = str;\n    cb_user_data.ChainCallback = callback;\n    cb_user_data.ChainCallbackUserData = user_data;\n    return InputTextWithHint(label, hint, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, &cb_user_data);\n}\n"
  },
  {
    "path": "imgui/misc/cpp/imgui_stdlib.h",
    "content": "// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.)\n// This is also an example of how you may wrap your own similar types.\n\n// Changelog:\n// - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string\n\n#pragma once\n\n#include <string>\n\nnamespace ImGui\n{\n    // ImGui::InputText() with std::string\n    // Because text input needs dynamic resizing, we need to setup a callback to grow the capacity\n    IMGUI_API bool  InputText(const char* label, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);\n    IMGUI_API bool  InputTextMultiline(const char* label, std::string* str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);\n    IMGUI_API bool  InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);\n}\n"
  },
  {
    "path": "imgui/misc/debuggers/README.txt",
    "content": "\nHELPER FILES FOR POPULAR DEBUGGERS\n\nimgui.gdb\n    GDB: disable stepping into trivial functions.\n    (read comments inside file for details)\n\nimgui.natstepfilter\n    Visual Studio Debugger: disable stepping into trivial functions.\n    (read comments inside file for details)\n\nimgui.natvis\n    Visual Studio Debugger: describe Dear ImGui types for better display.\n    With this, types like ImVector<> will be displayed nicely in the debugger.\n    (read comments inside file for details)\n\n"
  },
  {
    "path": "imgui/misc/debuggers/imgui.gdb",
    "content": "# GDB configuration to aid debugging experience\n\n# To enable these customizations edit $HOME/.gdbinit (or ./.gdbinit if local gdbinit is enabled) and add:\n#   add-auto-load-safe-path /path/to/imgui.gdb\n#   source /path/to/imgui.gdb\n#\n# More Information at:\n#   * https://sourceware.org/gdb/current/onlinedocs/gdb/gdbinit-man.html\n#   * https://sourceware.org/gdb/current/onlinedocs/gdb/Init-File-in-the-Current-Directory.html#Init-File-in-the-Current-Directory\n\n# Disable stepping into trivial functions\nskip -rfunction Im(Vec2|Vec4|Strv|Vector|Span)::.+\n"
  },
  {
    "path": "imgui/misc/debuggers/imgui.natstepfilter",
    "content": "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n<!--\n.natstepfilter file for Visual Studio debugger.\nPurpose: instruct debugger to skip some functions when using StepInto (F11)\n\nTo enable:\n* copy in %USERPROFILE%\\Documents\\Visual Studio XXXX\\Visualizers (current user)\n* or copy in %VsInstallDirectory%\\Common7\\Packages\\Debugger\\Visualizers (all users)\nIf you have multiple VS version installed, the version that matters is the one you are using the IDE/debugger of (not the compiling toolset).\nThis is supported since Visual Studio 2012.\n\nUnfortunately, unlike .natvis files, it isn't yet possible to include this file in your project :(\nYou may upvote this: https://developercommunity.visualstudio.com/t/allow-natstepfilter-and-natjmc-to-be-included-as-p/561718\n\nMore information at: https://docs.microsoft.com/en-us/visualstudio/debugger/just-my-code?view=vs-2019#BKMK_C___Just_My_Code\n-->\n\n<StepFilter xmlns=\"http://schemas.microsoft.com/vstudio/debugger/natstepfilter/2010\">\n\n    <!-- Disable stepping into trivial functions -->\n    <Function>\n        <Name>(ImVec2|ImVec4|ImStrv)::.+</Name>\n        <Action>NoStepInto</Action>\n    </Function>\n    <Function>\n        <Name>(ImVector|ImSpan).*::operator.+</Name>\n        <Action>NoStepInto</Action>\n    </Function>\n\n</StepFilter>\n"
  },
  {
    "path": "imgui/misc/debuggers/imgui.natstepfilter.xml",
    "content": "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n<!--\n.natstepfilter file for Visual Studio debugger.\nPurpose: instruct debugger to skip some functions when using StepInto (F11)\n\nTo enable:\n* copy in %USERPROFILE%\\Documents\\Visual Studio XXXX\\Visualizers (current user)\n* or copy in %VsInstallDirectory%\\Common7\\Packages\\Debugger\\Visualizers (all users)\nIf you have multiple VS version installed, the version that matters is the one you are using the IDE/debugger of (not the compiling toolset).\nThis is supported since Visual Studio 2012.\n\nUnfortunately, unlike .natvis files, it isn't yet possible to include this file in your project :(\nYou may upvote this: https://developercommunity.visualstudio.com/t/allow-natstepfilter-and-natjmc-to-be-included-as-p/561718\n\nMore information at: https://docs.microsoft.com/en-us/visualstudio/debugger/just-my-code?view=vs-2019#BKMK_C___Just_My_Code\n-->\n\n<StepFilter xmlns=\"http://schemas.microsoft.com/vstudio/debugger/natstepfilter/2010\">\n\n    <!-- Disable stepping into trivial functions -->\n    <Function>\n        <Name>(ImVec2|ImVec4|ImStrv)::.+</Name>\n        <Action>NoStepInto</Action>\n    </Function>\n    <Function>\n        <Name>(ImVector|ImSpan).*::operator.+</Name>\n        <Action>NoStepInto</Action>\n    </Function>\n\n</StepFilter>\n"
  },
  {
    "path": "imgui/misc/debuggers/imgui.natvis",
    "content": "<?xml version=\"1.0\" encoding=\"utf-8\"?>\r\n<!--\r\n.natvis file for Visual Studio debugger.\r\nPurpose: provide nicer views on data types used by Dear ImGui.\r\n\r\nTo enable:\r\n* include file in your VS project (most recommended: not intrusive and always kept up to date!)\r\n* or copy in %USERPROFILE%\\Documents\\Visual Studio XXXX\\Visualizers (current user)\r\n* or copy in %VsInstallDirectory%\\Common7\\Packages\\Debugger\\Visualizers (all users)\r\n\r\nMore information at: https://docs.microsoft.com/en-us/visualstudio/debugger/create-custom-views-of-native-objects?view=vs-2019\r\n-->\r\n\r\n<AutoVisualizer xmlns=\"http://schemas.microsoft.com/vstudio/debugger/natvis/2010\">\r\n\r\n<Type Name=\"ImVector&lt;*&gt;\">\r\n  <DisplayString>{{Size={Size} Capacity={Capacity}}}</DisplayString>\r\n  <Expand>\r\n    <ArrayItems>\r\n      <Size>Size</Size>\r\n      <ValuePointer>Data</ValuePointer>\r\n    </ArrayItems>\r\n  </Expand>\r\n</Type>\r\n\r\n<Type Name=\"ImSpan&lt;*&gt;\">\r\n  <DisplayString>{{Size={DataEnd-Data} }}</DisplayString>\r\n  <Expand>\r\n    <ArrayItems>\r\n      <Size>DataEnd-Data</Size>\r\n      <ValuePointer>Data</ValuePointer>\r\n    </ArrayItems>\r\n  </Expand>\r\n</Type>\r\n\r\n<Type Name=\"ImVec2\">\r\n  <DisplayString>{{x={x,g} y={y,g}}}</DisplayString>\r\n</Type>\r\n\r\n<Type Name=\"ImVec4\">\r\n  <DisplayString>{{x={x,g} y={y,g} z={z,g} w={w,g}}}</DisplayString>\r\n</Type>\r\n\r\n<Type Name=\"ImRect\">\r\n  <DisplayString>{{Min=({Min.x,g} {Min.y,g}) Max=({Max.x,g} {Max.y,g}) Size=({Max.x-Min.x,g} {Max.y-Min.y,g})}}</DisplayString>\r\n  <Expand>\r\n    <Item Name=\"Min\">Min</Item>\r\n    <Item Name=\"Max\">Max</Item>\r\n    <Item Name=\"[Width]\">Max.x - Min.x</Item>\r\n    <Item Name=\"[Height]\">Max.y - Min.y</Item>\r\n  </Expand>\r\n</Type>\r\n\r\n<Type Name=\"ImGuiWindow\">\r\n  <DisplayString>{{Name {Name,s} Active {(Active||WasActive)?1:0,d} Child {(Flags &amp; 0x01000000)?1:0,d} Popup {(Flags &amp; 0x04000000)?1:0,d} Hidden {(Hidden)?1:0,d}}</DisplayString>\r\n</Type>\r\n\r\n</AutoVisualizer>\r\n"
  },
  {
    "path": "imgui/misc/fonts/binary_to_compressed_c.cpp",
    "content": "// dear imgui\n// (binary_to_compressed_c.cpp)\n// Helper tool to turn a file into a C array, if you want to embed font data in your source code.\n\n// The data is first compressed with stb_compress() to reduce source code size,\n// then encoded in Base85 to fit in a string so we can fit roughly 4 bytes of compressed data into 5 bytes of source code (suggested by @mmalex)\n// (If we used 32-bit constants it would require take 11 bytes of source code to encode 4 bytes, and be endianness dependent)\n// Note that even with compression, the output array is likely to be bigger than the binary file..\n// Load compressed TTF fonts with ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF()\n\n// Build with, e.g:\n//   # cl.exe binary_to_compressed_c.cpp\n//   # g++ binary_to_compressed_c.cpp\n//   # clang++ binary_to_compressed_c.cpp\n// You can also find a precompiled Windows binary in the binary/demo package available from https://github.com/ocornut/imgui\n\n// Usage:\n//   binary_to_compressed_c.exe [-base85] [-nocompress] [-nostatic] <inputfile> <symbolname>\n// Usage example:\n//   # binary_to_compressed_c.exe myfont.ttf MyFont > myfont.cpp\n//   # binary_to_compressed_c.exe -base85 myfont.ttf MyFont > myfont.cpp\n\n#define _CRT_SECURE_NO_WARNINGS\n#include <stdio.h>\n#include <string.h>\n#include <stdlib.h>\n#include <assert.h>\n\n// stb_compress* from stb.h - declaration\ntypedef unsigned int stb_uint;\ntypedef unsigned char stb_uchar;\nstb_uint stb_compress(stb_uchar* out, stb_uchar* in, stb_uint len);\n\nstatic bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression, bool use_static);\n\nint main(int argc, char** argv)\n{\n    if (argc < 3)\n    {\n        printf(\"Syntax: %s [-base85] [-nocompress] [-nostatic] <inputfile> <symbolname>\\n\", argv[0]);\n        return 0;\n    }\n\n    int argn = 1;\n    bool use_base85_encoding = false;\n    bool use_compression = true;\n    bool use_static = true;\n    while (argn < (argc - 2) && argv[argn][0] == '-')\n    {\n        if (strcmp(argv[argn], \"-base85\") == 0) { use_base85_encoding = true; argn++; }\n        else if (strcmp(argv[argn], \"-nocompress\") == 0) { use_compression = false; argn++; }\n        else if (strcmp(argv[argn], \"-nostatic\") == 0) { use_static = false; argn++; }\n        else\n        {\n            fprintf(stderr, \"Unknown argument: '%s'\\n\", argv[argn]);\n            return 1;\n        }\n    }\n\n    bool ret = binary_to_compressed_c(argv[argn], argv[argn + 1], use_base85_encoding, use_compression, use_static);\n    if (!ret)\n        fprintf(stderr, \"Error opening or reading file: '%s'\\n\", argv[argn]);\n    return ret ? 0 : 1;\n}\n\nchar Encode85Byte(unsigned int x)\n{\n    x = (x % 85) + 35;\n    return (char)((x >= '\\\\') ? x + 1 : x);\n}\n\nbool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression, bool use_static)\n{\n    // Read file\n    FILE* f = fopen(filename, \"rb\");\n    if (!f) return false;\n    int data_sz;\n    if (fseek(f, 0, SEEK_END) || (data_sz = (int)ftell(f)) == -1 || fseek(f, 0, SEEK_SET)) { fclose(f); return false; }\n    char* data = new char[data_sz + 4];\n    if (fread(data, 1, data_sz, f) != (size_t)data_sz) { fclose(f); delete[] data; return false; }\n    memset((void*)(((char*)data) + data_sz), 0, 4);\n    fclose(f);\n\n    // Compress\n    int maxlen = data_sz + 512 + (data_sz >> 2) + sizeof(int); // total guess\n    char* compressed = use_compression ? new char[maxlen] : data;\n    int compressed_sz = use_compression ? stb_compress((stb_uchar*)compressed, (stb_uchar*)data, data_sz) : data_sz;\n    if (use_compression)\n        memset(compressed + compressed_sz, 0, maxlen - compressed_sz);\n\n    // Output as Base85 encoded\n    FILE* out = stdout;\n    fprintf(out, \"// File: '%s' (%d bytes)\\n\", filename, (int)data_sz);\n    fprintf(out, \"// Exported using binary_to_compressed_c.cpp\\n\");\n    const char* static_str = use_static ? \"static \" : \"\";\n    const char* compressed_str = use_compression ? \"compressed_\" : \"\";\n    if (use_base85_encoding)\n    {\n        fprintf(out, \"%sconst char %s_%sdata_base85[%d+1] =\\n    \\\"\", static_str, symbol, compressed_str, (int)((compressed_sz + 3) / 4)*5);\n        char prev_c = 0;\n        for (int src_i = 0; src_i < compressed_sz; src_i += 4)\n        {\n            // This is made a little more complicated by the fact that ??X sequences are interpreted as trigraphs by old C/C++ compilers. So we need to escape pairs of ??.\n            unsigned int d = *(unsigned int*)(compressed + src_i);\n            for (unsigned int n5 = 0; n5 < 5; n5++, d /= 85)\n            {\n                char c = Encode85Byte(d);\n                fprintf(out, (c == '?' && prev_c == '?') ? \"\\\\%c\" : \"%c\", c);\n                prev_c = c;\n            }\n            if ((src_i % 112) == 112 - 4)\n                fprintf(out, \"\\\"\\n    \\\"\");\n        }\n        fprintf(out, \"\\\";\\n\\n\");\n    }\n    else\n    {\n        fprintf(out, \"%sconst unsigned int %s_%ssize = %d;\\n\", static_str, symbol, compressed_str, (int)compressed_sz);\n        fprintf(out, \"%sconst unsigned int %s_%sdata[%d/4] =\\n{\", static_str, symbol, compressed_str, (int)((compressed_sz + 3) / 4)*4);\n        int column = 0;\n        for (int i = 0; i < compressed_sz; i += 4)\n        {\n            unsigned int d = *(unsigned int*)(compressed + i);\n            if ((column++ % 12) == 0)\n                fprintf(out, \"\\n    0x%08x, \", d);\n            else\n                fprintf(out, \"0x%08x, \", d);\n        }\n        fprintf(out, \"\\n};\\n\\n\");\n    }\n\n    // Cleanup\n    delete[] data;\n    if (use_compression)\n        delete[] compressed;\n    return true;\n}\n\n// stb_compress* from stb.h - definition\n\n////////////////////           compressor         ///////////////////////\n\nstatic stb_uint stb_adler32(stb_uint adler32, stb_uchar *buffer, stb_uint buflen)\n{\n    const unsigned long ADLER_MOD = 65521;\n    unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;\n    unsigned long blocklen, i;\n\n    blocklen = buflen % 5552;\n    while (buflen) {\n        for (i=0; i + 7 < blocklen; i += 8) {\n            s1 += buffer[0], s2 += s1;\n            s1 += buffer[1], s2 += s1;\n            s1 += buffer[2], s2 += s1;\n            s1 += buffer[3], s2 += s1;\n            s1 += buffer[4], s2 += s1;\n            s1 += buffer[5], s2 += s1;\n            s1 += buffer[6], s2 += s1;\n            s1 += buffer[7], s2 += s1;\n\n            buffer += 8;\n        }\n\n        for (; i < blocklen; ++i)\n            s1 += *buffer++, s2 += s1;\n\n        s1 %= ADLER_MOD, s2 %= ADLER_MOD;\n        buflen -= blocklen;\n        blocklen = 5552;\n    }\n    return (s2 << 16) + s1;\n}\n\nstatic unsigned int stb_matchlen(stb_uchar *m1, stb_uchar *m2, stb_uint maxlen)\n{\n    stb_uint i;\n    for (i=0; i < maxlen; ++i)\n        if (m1[i] != m2[i]) return i;\n    return i;\n}\n\n// simple implementation that just takes the source data in a big block\n\nstatic stb_uchar *stb__out;\nstatic FILE      *stb__outfile;\nstatic stb_uint   stb__outbytes;\n\nstatic void stb__write(unsigned char v)\n{\n    fputc(v, stb__outfile);\n    ++stb__outbytes;\n}\n\n//#define stb_out(v)    (stb__out ? *stb__out++ = (stb_uchar) (v) : stb__write((stb_uchar) (v)))\n#define stb_out(v)    do { if (stb__out) *stb__out++ = (stb_uchar) (v); else stb__write((stb_uchar) (v)); } while (0)\n\nstatic void stb_out2(stb_uint v) { stb_out(v >> 8); stb_out(v); }\nstatic void stb_out3(stb_uint v) { stb_out(v >> 16); stb_out(v >> 8); stb_out(v); }\nstatic void stb_out4(stb_uint v) { stb_out(v >> 24); stb_out(v >> 16); stb_out(v >> 8 ); stb_out(v); }\n\nstatic void outliterals(stb_uchar *in, int numlit)\n{\n    while (numlit > 65536) {\n        outliterals(in,65536);\n        in     += 65536;\n        numlit -= 65536;\n    }\n\n    if      (numlit ==     0)    ;\n    else if (numlit <=    32)    stb_out (0x000020 + numlit-1);\n    else if (numlit <=  2048)    stb_out2(0x000800 + numlit-1);\n    else /*  numlit <= 65536) */ stb_out3(0x070000 + numlit-1);\n\n    if (stb__out) {\n        memcpy(stb__out,in,numlit);\n        stb__out += numlit;\n    } else\n        fwrite(in, 1, numlit, stb__outfile);\n}\n\nstatic int stb__window = 0x40000; // 256K\n\nstatic int stb_not_crap(int best, int dist)\n{\n    return   ((best > 2  &&  dist <= 0x00100)\n        || (best > 5  &&  dist <= 0x04000)\n        || (best > 7  &&  dist <= 0x80000));\n}\n\nstatic  stb_uint stb__hashsize = 32768;\n\n// note that you can play with the hashing functions all you\n// want without needing to change the decompressor\n#define stb__hc(q,h,c)      (((h) << 7) + ((h) >> 25) + q[c])\n#define stb__hc2(q,h,c,d)   (((h) << 14) + ((h) >> 18) + (q[c] << 7) + q[d])\n#define stb__hc3(q,c,d,e)   ((q[c] << 14) + (q[d] << 7) + q[e])\n\nstatic unsigned int stb__running_adler;\n\nstatic int stb_compress_chunk(stb_uchar *history,\n    stb_uchar *start,\n    stb_uchar *end,\n    int length,\n    int *pending_literals,\n    stb_uchar **chash,\n    stb_uint mask)\n{\n    (void)history;\n    int window = stb__window;\n    stb_uint match_max;\n    stb_uchar *lit_start = start - *pending_literals;\n    stb_uchar *q = start;\n\n#define STB__SCRAMBLE(h)   (((h) + ((h) >> 16)) & mask)\n\n    // stop short of the end so we don't scan off the end doing\n    // the hashing; this means we won't compress the last few bytes\n    // unless they were part of something longer\n    while (q < start+length && q+12 < end) {\n        int m;\n        stb_uint h1,h2,h3,h4, h;\n        stb_uchar *t;\n        int best = 2, dist=0;\n\n        if (q+65536 > end)\n            match_max = (stb_uint)(end-q);\n        else\n            match_max = 65536;\n\n#define stb__nc(b,d)  ((d) <= window && ((b) > 9 || stb_not_crap((int)(b),(int)(d))))\n\n#define STB__TRY(t,p)  /* avoid retrying a match we already tried */ \\\n    if (p ? dist != (int)(q-t) : 1)                             \\\n    if ((m = stb_matchlen(t, q, match_max)) > best)     \\\n    if (stb__nc(m,q-(t)))                                \\\n    best = m, dist = (int)(q - (t))\n\n        // rather than search for all matches, only try 4 candidate locations,\n        // chosen based on 4 different hash functions of different lengths.\n        // this strategy is inspired by LZO; hashing is unrolled here using the\n        // 'hc' macro\n        h = stb__hc3(q,0, 1, 2); h1 = STB__SCRAMBLE(h);\n        t = chash[h1]; if (t) STB__TRY(t,0);\n        h = stb__hc2(q,h, 3, 4); h2 = STB__SCRAMBLE(h);\n        h = stb__hc2(q,h, 5, 6);        t = chash[h2]; if (t) STB__TRY(t,1);\n        h = stb__hc2(q,h, 7, 8); h3 = STB__SCRAMBLE(h);\n        h = stb__hc2(q,h, 9,10);        t = chash[h3]; if (t) STB__TRY(t,1);\n        h = stb__hc2(q,h,11,12); h4 = STB__SCRAMBLE(h);\n        t = chash[h4]; if (t) STB__TRY(t,1);\n\n        // because we use a shared hash table, can only update it\n        // _after_ we've probed all of them\n        chash[h1] = chash[h2] = chash[h3] = chash[h4] = q;\n\n        if (best > 2)\n            assert(dist > 0);\n\n        // see if our best match qualifies\n        if (best < 3) { // fast path literals\n            ++q;\n        } else if (best > 2  &&  best <= 0x80    &&  dist <= 0x100) {\n            outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best);\n            stb_out(0x80 + best-1);\n            stb_out(dist-1);\n        } else if (best > 5  &&  best <= 0x100   &&  dist <= 0x4000) {\n            outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best);\n            stb_out2(0x4000 + dist-1);\n            stb_out(best-1);\n        } else if (best > 7  &&  best <= 0x100   &&  dist <= 0x80000) {\n            outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best);\n            stb_out3(0x180000 + dist-1);\n            stb_out(best-1);\n        } else if (best > 8  &&  best <= 0x10000 &&  dist <= 0x80000) {\n            outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best);\n            stb_out3(0x100000 + dist-1);\n            stb_out2(best-1);\n        } else if (best > 9                      &&  dist <= 0x1000000) {\n            if (best > 65536) best = 65536;\n            outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best);\n            if (best <= 0x100) {\n                stb_out(0x06);\n                stb_out3(dist-1);\n                stb_out(best-1);\n            } else {\n                stb_out(0x04);\n                stb_out3(dist-1);\n                stb_out2(best-1);\n            }\n        } else {  // fallback literals if no match was a balanced tradeoff\n            ++q;\n        }\n    }\n\n    // if we didn't get all the way, add the rest to literals\n    if (q-start < length)\n        q = start+length;\n\n    // the literals are everything from lit_start to q\n    *pending_literals = (int)(q - lit_start);\n\n    stb__running_adler = stb_adler32(stb__running_adler, start, (stb_uint)(q - start));\n    return (int)(q - start);\n}\n\nstatic int stb_compress_inner(stb_uchar *input, stb_uint length)\n{\n    int literals = 0;\n    stb_uint len,i;\n\n    stb_uchar **chash;\n    chash = (stb_uchar**) malloc(stb__hashsize * sizeof(stb_uchar*));\n    if (chash == NULL) return 0; // failure\n    for (i=0; i < stb__hashsize; ++i)\n        chash[i] = NULL;\n\n    // stream signature\n    stb_out(0x57); stb_out(0xbc);\n    stb_out2(0);\n\n    stb_out4(0);       // 64-bit length requires 32-bit leading 0\n    stb_out4(length);\n    stb_out4(stb__window);\n\n    stb__running_adler = 1;\n\n    len = stb_compress_chunk(input, input, input+length, length, &literals, chash, stb__hashsize-1);\n    assert(len == length);\n\n    outliterals(input+length - literals, literals);\n\n    free(chash);\n\n    stb_out2(0x05fa); // end opcode\n\n    stb_out4(stb__running_adler);\n\n    return 1; // success\n}\n\nstb_uint stb_compress(stb_uchar *out, stb_uchar *input, stb_uint length)\n{\n    stb__out = out;\n    stb__outfile = NULL;\n\n    stb_compress_inner(input, length);\n\n    return (stb_uint)(stb__out - out);\n}\n"
  },
  {
    "path": "imgui/misc/freetype/README.md",
    "content": "# imgui_freetype\n\nBuild font atlases using FreeType instead of stb_truetype (which is the default font rasterizer).\n<br>by @vuhdo, @mikesart, @ocornut.\n\n### Usage\n\n1. Get latest FreeType binaries or build yourself (under Windows you may use vcpkg with `vcpkg install freetype --triplet=x64-windows`, `vcpkg integrate install`).\n2. Add imgui_freetype.h/cpp alongside your project files.\n3. Add `#define IMGUI_ENABLE_FREETYPE` in your [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) file\n\n### About Gamma Correct Blending\n\nFreeType assumes blending in linear space rather than gamma space.\nSee FreeType note for [FT_Render_Glyph](https://www.freetype.org/freetype2/docs/reference/ft2-base_interface.html#FT_Render_Glyph).\nFor correct results you need to be using sRGB and convert to linear space in the pixel shader output.\nThe default Dear ImGui styles will be impacted by this change (alpha values will need tweaking).\n\n### Testbed for toying with settings (for developers)\n\nSee https://gist.github.com/ocornut/b3a9ecf13502fd818799a452969649ad\n\n### Known issues\n\n- Oversampling settins are ignored but also not so much necessary with the higher quality rendering.\n\n### Comparison\n\nSmall, thin anti-aliased fonts typically benefit a lot from FreeType's hinting:\n![comparing_font_rasterizers](https://user-images.githubusercontent.com/8225057/107550178-fef87f00-6bd0-11eb-8d09-e2edb2f0ccfc.gif)\n\n### Colorful glyphs/emojis\n\nYou can use the `ImGuiFreeTypeBuilderFlags_LoadColor` flag to load certain colorful glyphs. See the\n[\"Using Colorful Glyphs/Emojis\"](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md#using-colorful-glyphsemojis) section of FONTS.md.\n\n![colored glyphs](https://user-images.githubusercontent.com/8225057/106171241-9dc4ba80-6191-11eb-8a69-ca1467b206d1.png)\n"
  },
  {
    "path": "imgui/misc/freetype/imgui_freetype.cpp",
    "content": "// dear imgui: FreeType font builder (used as a replacement for the stb_truetype builder)\n// (code)\n\n// Get the latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype\n// Original code by @vuhdo (Aleksei Skriabin). Improvements by @mikesart. Maintained since 2019 by @ocornut.\n\n// CHANGELOG\n// (minor and older changes stripped away, please see git history for details)\n//  2023/01/04: fixed a packing issue which in some occurrences would prevent large amount of glyphs from being packed correctly.\n//  2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL.\n//  2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs.\n//  2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a prefered texture format.\n//  2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+).\n//  2021/01/26: simplified integration by using '#define IMGUI_ENABLE_FREETYPE'.\n//              renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. removed ImGuiFreeType::BuildFontAtlas().\n//  2020/06/04: fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails.\n//  2019/02/09: added RasterizerFlags::Monochrome flag to disable font anti-aliasing (combine with ::MonoHinting for best results!)\n//  2019/01/15: added support for imgui allocators + added FreeType only override function SetAllocatorFunctions().\n//  2019/01/10: re-factored to match big update in STB builder. fixed texture height waste. fixed redundant glyphs when merging. support for glyph padding.\n//  2018/06/08: added support for ImFontConfig::GlyphMinAdvanceX, GlyphMaxAdvanceX.\n//  2018/02/04: moved to main imgui repository (away from http://www.github.com/ocornut/imgui_club)\n//  2018/01/22: fix for addition of ImFontAtlas::TexUvscale member.\n//  2017/10/22: minor inconsequential change to match change in master (removed an unnecessary statement).\n//  2017/09/26: fixes for imgui internal changes.\n//  2017/08/26: cleanup, optimizations, support for ImFontConfig::RasterizerFlags, ImFontConfig::RasterizerMultiply.\n//  2017/08/16: imported from https://github.com/Vuhdo/imgui_freetype into http://www.github.com/ocornut/imgui_club, updated for latest changes in ImFontAtlas, minor tweaks.\n\n// About Gamma Correct Blending:\n// - FreeType assumes blending in linear space rather than gamma space.\n// - See https://www.freetype.org/freetype2/docs/reference/ft2-base_interface.html#FT_Render_Glyph\n// - For correct results you need to be using sRGB and convert to linear space in the pixel shader output.\n// - The default dear imgui styles will be impacted by this change (alpha values will need tweaking).\n\n// FIXME: cfg.OversampleH, OversampleV are not supported (but perhaps not so necessary with this rasterizer).\n\n#include \"imgui_freetype.h\"\n#include \"imgui_internal.h\"     // ImMin,ImMax,ImFontAtlasBuild*,\n#include <stdint.h>\n#include <ft2build.h>\n#include FT_FREETYPE_H          // <freetype/freetype.h>\n#include FT_MODULE_H            // <freetype/ftmodapi.h>\n#include FT_GLYPH_H             // <freetype/ftglyph.h>\n#include FT_SYNTHESIS_H         // <freetype/ftsynth.h>\n\n#ifdef _MSC_VER\n#pragma warning (push)\n#pragma warning (disable: 4505)     // unreferenced local function has been removed (stb stuff)\n#pragma warning (disable: 26812)    // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).\n#endif\n\n#ifdef __GNUC__\n#pragma GCC diagnostic push\n#pragma GCC diagnostic ignored \"-Wpragmas\"                  // warning: unknown option after '#pragma GCC diagnostic' kind\n#pragma GCC diagnostic ignored \"-Wunused-function\"          // warning: 'xxxx' defined but not used\n#pragma GCC diagnostic ignored \"-Wsubobject-linkage\"        // warning: 'xxxx' has a field 'xxxx' whose type uses the anonymous namespace\n#endif\n\n//-------------------------------------------------------------------------\n// Data\n//-------------------------------------------------------------------------\n\n// Default memory allocators\nstatic void* ImGuiFreeTypeDefaultAllocFunc(size_t size, void* user_data) { IM_UNUSED(user_data); return IM_ALLOC(size); }\nstatic void  ImGuiFreeTypeDefaultFreeFunc(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_FREE(ptr); }\n\n// Current memory allocators\nstatic void* (*GImGuiFreeTypeAllocFunc)(size_t size, void* user_data) = ImGuiFreeTypeDefaultAllocFunc;\nstatic void  (*GImGuiFreeTypeFreeFunc)(void* ptr, void* user_data) = ImGuiFreeTypeDefaultFreeFunc;\nstatic void* GImGuiFreeTypeAllocatorUserData = NULL;\n\n//-------------------------------------------------------------------------\n// Code\n//-------------------------------------------------------------------------\n\nnamespace\n{\n    // Glyph metrics:\n    // --------------\n    //\n    //                       xmin                     xmax\n    //                        |                         |\n    //                        |<-------- width -------->|\n    //                        |                         |\n    //              |         +-------------------------+----------------- ymax\n    //              |         |    ggggggggg   ggggg    |     ^        ^\n    //              |         |   g:::::::::ggg::::g    |     |        |\n    //              |         |  g:::::::::::::::::g    |     |        |\n    //              |         | g::::::ggggg::::::gg    |     |        |\n    //              |         | g:::::g     g:::::g     |     |        |\n    //    offsetX  -|-------->| g:::::g     g:::::g     |  offsetY     |\n    //              |         | g:::::g     g:::::g     |     |        |\n    //              |         | g::::::g    g:::::g     |     |        |\n    //              |         | g:::::::ggggg:::::g     |     |        |\n    //              |         |  g::::::::::::::::g     |     |      height\n    //              |         |   gg::::::::::::::g     |     |        |\n    //  baseline ---*---------|---- gggggggg::::::g-----*--------      |\n    //            / |         |             g:::::g     |              |\n    //     origin   |         | gggggg      g:::::g     |              |\n    //              |         | g:::::gg   gg:::::g     |              |\n    //              |         |  g::::::ggg:::::::g     |              |\n    //              |         |   gg:::::::::::::g      |              |\n    //              |         |     ggg::::::ggg        |              |\n    //              |         |         gggggg          |              v\n    //              |         +-------------------------+----------------- ymin\n    //              |                                   |\n    //              |------------- advanceX ----------->|\n\n    // A structure that describe a glyph.\n    struct GlyphInfo\n    {\n        int         Width;              // Glyph's width in pixels.\n        int         Height;             // Glyph's height in pixels.\n        FT_Int      OffsetX;            // The distance from the origin (\"pen position\") to the left of the glyph.\n        FT_Int      OffsetY;            // The distance from the origin to the top of the glyph. This is usually a value < 0.\n        float       AdvanceX;           // The distance from the origin to the origin of the next glyph. This is usually a value > 0.\n        bool        IsColored;          // The glyph is colored\n    };\n\n    // Font parameters and metrics.\n    struct FontInfo\n    {\n        uint32_t    PixelHeight;        // Size this font was generated with.\n        float       Ascender;           // The pixel extents above the baseline in pixels (typically positive).\n        float       Descender;          // The extents below the baseline in pixels (typically negative).\n        float       LineSpacing;        // The baseline-to-baseline distance. Note that it usually is larger than the sum of the ascender and descender taken as absolute values. There is also no guarantee that no glyphs extend above or below subsequent baselines when using this distance. Think of it as a value the designer of the font finds appropriate.\n        float       LineGap;            // The spacing in pixels between one row's descent and the next row's ascent.\n        float       MaxAdvanceWidth;    // This field gives the maximum horizontal cursor advance for all glyphs in the font.\n    };\n\n    // FreeType glyph rasterizer.\n    // NB: No ctor/dtor, explicitly call Init()/Shutdown()\n    struct FreeTypeFont\n    {\n        bool                    InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_user_flags); // Initialize from an external data buffer. Doesn't copy data, and you must ensure it stays valid up to this object lifetime.\n        void                    CloseFont();\n        void                    SetPixelHeight(int pixel_height); // Change font pixel size. All following calls to RasterizeGlyph() will use this size\n        const FT_Glyph_Metrics* LoadGlyph(uint32_t in_codepoint);\n        const FT_Bitmap*        RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info);\n        void                    BlitGlyph(const FT_Bitmap* ft_bitmap, uint32_t* dst, uint32_t dst_pitch, unsigned char* multiply_table = NULL);\n        ~FreeTypeFont()         { CloseFont(); }\n\n        // [Internals]\n        FontInfo        Info;               // Font descriptor of the current font.\n        FT_Face         Face;\n        unsigned int    UserFlags;          // = ImFontConfig::RasterizerFlags\n        FT_Int32        LoadFlags;\n        FT_Render_Mode  RenderMode;\n    };\n\n    // From SDL_ttf: Handy routines for converting from fixed point\n    #define FT_CEIL(X)  (((X + 63) & -64) / 64)\n\n    bool FreeTypeFont::InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_font_builder_flags)\n    {\n        FT_Error error = FT_New_Memory_Face(ft_library, (uint8_t*)cfg.FontData, (uint32_t)cfg.FontDataSize, (uint32_t)cfg.FontNo, &Face);\n        if (error != 0)\n            return false;\n        error = FT_Select_Charmap(Face, FT_ENCODING_UNICODE);\n        if (error != 0)\n            return false;\n\n        // Convert to FreeType flags (NB: Bold and Oblique are processed separately)\n        UserFlags = cfg.FontBuilderFlags | extra_font_builder_flags;\n\n        LoadFlags = 0;\n        if ((UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) == 0)\n            LoadFlags |= FT_LOAD_NO_BITMAP;\n\n        if (UserFlags & ImGuiFreeTypeBuilderFlags_NoHinting)\n            LoadFlags |= FT_LOAD_NO_HINTING;\n        if (UserFlags & ImGuiFreeTypeBuilderFlags_NoAutoHint)\n            LoadFlags |= FT_LOAD_NO_AUTOHINT;\n        if (UserFlags & ImGuiFreeTypeBuilderFlags_ForceAutoHint)\n            LoadFlags |= FT_LOAD_FORCE_AUTOHINT;\n        if (UserFlags & ImGuiFreeTypeBuilderFlags_LightHinting)\n            LoadFlags |= FT_LOAD_TARGET_LIGHT;\n        else if (UserFlags & ImGuiFreeTypeBuilderFlags_MonoHinting)\n            LoadFlags |= FT_LOAD_TARGET_MONO;\n        else\n            LoadFlags |= FT_LOAD_TARGET_NORMAL;\n\n        if (UserFlags & ImGuiFreeTypeBuilderFlags_Monochrome)\n            RenderMode = FT_RENDER_MODE_MONO;\n        else\n            RenderMode = FT_RENDER_MODE_NORMAL;\n\n        if (UserFlags & ImGuiFreeTypeBuilderFlags_LoadColor)\n            LoadFlags |= FT_LOAD_COLOR;\n\n        memset(&Info, 0, sizeof(Info));\n        SetPixelHeight((uint32_t)cfg.SizePixels);\n\n        return true;\n    }\n\n    void FreeTypeFont::CloseFont()\n    {\n        if (Face)\n        {\n            FT_Done_Face(Face);\n            Face = NULL;\n        }\n    }\n\n    void FreeTypeFont::SetPixelHeight(int pixel_height)\n    {\n        // Vuhdo: I'm not sure how to deal with font sizes properly. As far as I understand, currently ImGui assumes that the 'pixel_height'\n        // is a maximum height of an any given glyph, i.e. it's the sum of font's ascender and descender. Seems strange to me.\n        // NB: FT_Set_Pixel_Sizes() doesn't seem to get us the same result.\n        FT_Size_RequestRec req;\n        req.type = (UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) ? FT_SIZE_REQUEST_TYPE_NOMINAL : FT_SIZE_REQUEST_TYPE_REAL_DIM;\n        req.width = 0;\n        req.height = (uint32_t)pixel_height * 64;\n        req.horiResolution = 0;\n        req.vertResolution = 0;\n        FT_Request_Size(Face, &req);\n\n        // Update font info\n        FT_Size_Metrics metrics = Face->size->metrics;\n        Info.PixelHeight = (uint32_t)pixel_height;\n        Info.Ascender = (float)FT_CEIL(metrics.ascender);\n        Info.Descender = (float)FT_CEIL(metrics.descender);\n        Info.LineSpacing = (float)FT_CEIL(metrics.height);\n        Info.LineGap = (float)FT_CEIL(metrics.height - metrics.ascender + metrics.descender);\n        Info.MaxAdvanceWidth = (float)FT_CEIL(metrics.max_advance);\n    }\n\n    const FT_Glyph_Metrics* FreeTypeFont::LoadGlyph(uint32_t codepoint)\n    {\n        uint32_t glyph_index = FT_Get_Char_Index(Face, codepoint);\n        if (glyph_index == 0)\n            return NULL;\n\n\t\t// If this crash for you: FreeType 2.11.0 has a crash bug on some bitmap/colored fonts.\n\t\t// - https://gitlab.freedesktop.org/freetype/freetype/-/issues/1076\n\t\t// - https://github.com/ocornut/imgui/issues/4567\n\t\t// - https://github.com/ocornut/imgui/issues/4566\n\t\t// You can use FreeType 2.10, or the patched version of 2.11.0 in VcPkg, or probably any upcoming FreeType version.\n        FT_Error error = FT_Load_Glyph(Face, glyph_index, LoadFlags);\n        if (error)\n            return NULL;\n\n        // Need an outline for this to work\n        FT_GlyphSlot slot = Face->glyph;\n        IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE || slot->format == FT_GLYPH_FORMAT_BITMAP);\n\n        // Apply convenience transform (this is not picking from real \"Bold\"/\"Italic\" fonts! Merely applying FreeType helper transform. Oblique == Slanting)\n        if (UserFlags & ImGuiFreeTypeBuilderFlags_Bold)\n            FT_GlyphSlot_Embolden(slot);\n        if (UserFlags & ImGuiFreeTypeBuilderFlags_Oblique)\n        {\n            FT_GlyphSlot_Oblique(slot);\n            //FT_BBox bbox;\n            //FT_Outline_Get_BBox(&slot->outline, &bbox);\n            //slot->metrics.width = bbox.xMax - bbox.xMin;\n            //slot->metrics.height = bbox.yMax - bbox.yMin;\n        }\n\n        return &slot->metrics;\n    }\n\n    const FT_Bitmap* FreeTypeFont::RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info)\n    {\n        FT_GlyphSlot slot = Face->glyph;\n        FT_Error error = FT_Render_Glyph(slot, RenderMode);\n        if (error != 0)\n            return NULL;\n\n        FT_Bitmap* ft_bitmap = &Face->glyph->bitmap;\n        out_glyph_info->Width = (int)ft_bitmap->width;\n        out_glyph_info->Height = (int)ft_bitmap->rows;\n        out_glyph_info->OffsetX = Face->glyph->bitmap_left;\n        out_glyph_info->OffsetY = -Face->glyph->bitmap_top;\n        out_glyph_info->AdvanceX = (float)FT_CEIL(slot->advance.x);\n        out_glyph_info->IsColored = (ft_bitmap->pixel_mode == FT_PIXEL_MODE_BGRA);\n\n        return ft_bitmap;\n    }\n\n    void FreeTypeFont::BlitGlyph(const FT_Bitmap* ft_bitmap, uint32_t* dst, uint32_t dst_pitch, unsigned char* multiply_table)\n    {\n        IM_ASSERT(ft_bitmap != NULL);\n        const uint32_t w = ft_bitmap->width;\n        const uint32_t h = ft_bitmap->rows;\n        const uint8_t* src = ft_bitmap->buffer;\n        const uint32_t src_pitch = ft_bitmap->pitch;\n\n        switch (ft_bitmap->pixel_mode)\n        {\n        case FT_PIXEL_MODE_GRAY: // Grayscale image, 1 byte per pixel.\n            {\n                if (multiply_table == NULL)\n                {\n                    for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)\n                        for (uint32_t x = 0; x < w; x++)\n                            dst[x] = IM_COL32(255, 255, 255, src[x]);\n                }\n                else\n                {\n                    for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)\n                        for (uint32_t x = 0; x < w; x++)\n                            dst[x] = IM_COL32(255, 255, 255, multiply_table[src[x]]);\n                }\n                break;\n            }\n        case FT_PIXEL_MODE_MONO: // Monochrome image, 1 bit per pixel. The bits in each byte are ordered from MSB to LSB.\n            {\n                uint8_t color0 = multiply_table ? multiply_table[0] : 0;\n                uint8_t color1 = multiply_table ? multiply_table[255] : 255;\n                for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)\n                {\n                    uint8_t bits = 0;\n                    const uint8_t* bits_ptr = src;\n                    for (uint32_t x = 0; x < w; x++, bits <<= 1)\n                    {\n                        if ((x & 7) == 0)\n                            bits = *bits_ptr++;\n                        dst[x] = IM_COL32(255, 255, 255, (bits & 0x80) ? color1 : color0);\n                    }\n                }\n                break;\n            }\n        case FT_PIXEL_MODE_BGRA:\n            {\n                // FIXME: Converting pre-multiplied alpha to straight. Doesn't smell good.\n                #define DE_MULTIPLY(color, alpha) (ImU32)(255.0f * (float)color / (float)alpha + 0.5f)\n                if (multiply_table == NULL)\n                {\n                    for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)\n                        for (uint32_t x = 0; x < w; x++)\n                        {\n                            uint8_t r = src[x * 4 + 2], g = src[x * 4 + 1], b = src[x * 4], a = src[x * 4 + 3];\n                            dst[x] = IM_COL32(DE_MULTIPLY(r, a), DE_MULTIPLY(g, a), DE_MULTIPLY(b, a), a);\n                        }\n                }\n                else\n                {\n                    for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)\n                    {\n                        for (uint32_t x = 0; x < w; x++)\n                        {\n                            uint8_t r = src[x * 4 + 2], g = src[x * 4 + 1], b = src[x * 4], a = src[x * 4 + 3];\n                            dst[x] = IM_COL32(multiply_table[DE_MULTIPLY(r, a)], multiply_table[DE_MULTIPLY(g, a)], multiply_table[DE_MULTIPLY(b, a)], multiply_table[a]);\n                        }\n                    }\n                }\n                #undef DE_MULTIPLY\n                break;\n            }\n        default:\n            IM_ASSERT(0 && \"FreeTypeFont::BlitGlyph(): Unknown bitmap pixel mode!\");\n        }\n    }\n} // namespace\n\n#ifndef STB_RECT_PACK_IMPLEMENTATION                        // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)\n#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION\n#define STBRP_ASSERT(x)     do { IM_ASSERT(x); } while (0)\n#define STBRP_STATIC\n#define STB_RECT_PACK_IMPLEMENTATION\n#endif\n#ifdef IMGUI_STB_RECT_PACK_FILENAME\n#include IMGUI_STB_RECT_PACK_FILENAME\n#else\n#include \"imstb_rectpack.h\"\n#endif\n#endif\n\nstruct ImFontBuildSrcGlyphFT\n{\n    GlyphInfo           Info;\n    uint32_t            Codepoint;\n    unsigned int*       BitmapData;         // Point within one of the dst_tmp_bitmap_buffers[] array\n\n    ImFontBuildSrcGlyphFT() { memset((void*)this, 0, sizeof(*this)); }\n};\n\nstruct ImFontBuildSrcDataFT\n{\n    FreeTypeFont        Font;\n    stbrp_rect*         Rects;              // Rectangle to pack. We first fill in their size and the packer will give us their position.\n    const ImWchar*      SrcRanges;          // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF)\n    int                 DstIndex;           // Index into atlas->Fonts[] and dst_tmp_array[]\n    int                 GlyphsHighest;      // Highest requested codepoint\n    int                 GlyphsCount;        // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font)\n    ImBitVector         GlyphsSet;          // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)\n    ImVector<ImFontBuildSrcGlyphFT>   GlyphsList;\n};\n\n// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont)\nstruct ImFontBuildDstDataFT\n{\n    int                 SrcCount;           // Number of source fonts targeting this destination font.\n    int                 GlyphsHighest;\n    int                 GlyphsCount;\n    ImBitVector         GlyphsSet;          // This is used to resolve collision when multiple sources are merged into a same destination font.\n};\n\nbool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, unsigned int extra_flags)\n{\n    IM_ASSERT(atlas->ConfigData.Size > 0);\n\n    ImFontAtlasBuildInit(atlas);\n\n    // Clear atlas\n    atlas->TexID = (ImTextureID)NULL;\n    atlas->TexWidth = atlas->TexHeight = 0;\n    atlas->TexUvScale = ImVec2(0.0f, 0.0f);\n    atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f);\n    atlas->ClearTexData();\n\n    // Temporary storage for building\n    bool src_load_color = false;\n    ImVector<ImFontBuildSrcDataFT> src_tmp_array;\n    ImVector<ImFontBuildDstDataFT> dst_tmp_array;\n    src_tmp_array.resize(atlas->ConfigData.Size);\n    dst_tmp_array.resize(atlas->Fonts.Size);\n    memset((void*)src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes());\n    memset((void*)dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes());\n\n    // 1. Initialize font loading structure, check font data validity\n    for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++)\n    {\n        ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];\n        ImFontConfig& cfg = atlas->ConfigData[src_i];\n        FreeTypeFont& font_face = src_tmp.Font;\n        IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas));\n\n        // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices)\n        src_tmp.DstIndex = -1;\n        for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++)\n            if (cfg.DstFont == atlas->Fonts[output_i])\n                src_tmp.DstIndex = output_i;\n        IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?\n        if (src_tmp.DstIndex == -1)\n            return false;\n\n        // Load font\n        if (!font_face.InitFont(ft_library, cfg, extra_flags))\n            return false;\n\n        // Measure highest codepoints\n        src_load_color |= (cfg.FontBuilderFlags & ImGuiFreeTypeBuilderFlags_LoadColor) != 0;\n        ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex];\n        src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault();\n        for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)\n        {\n            // Check for valid range. This may also help detect *some* dangling pointers, because a common\n            // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent.\n            IM_ASSERT(src_range[0] <= src_range[1]);\n            src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);\n        }\n        dst_tmp.SrcCount++;\n        dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest);\n    }\n\n    // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs.\n    int total_glyphs_count = 0;\n    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)\n    {\n        ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];\n        ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex];\n        src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1);\n        if (dst_tmp.GlyphsSet.Storage.empty())\n            dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1);\n\n        for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)\n            for (int codepoint = src_range[0]; codepoint <= (int)src_range[1]; codepoint++)\n            {\n                if (dst_tmp.GlyphsSet.TestBit(codepoint))    // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite)\n                    continue;\n                uint32_t glyph_index = FT_Get_Char_Index(src_tmp.Font.Face, codepoint); // It is actually in the font? (FIXME-OPT: We are not storing the glyph_index..)\n                if (glyph_index == 0)\n                    continue;\n\n                // Add to avail set/counters\n                src_tmp.GlyphsCount++;\n                dst_tmp.GlyphsCount++;\n                src_tmp.GlyphsSet.SetBit(codepoint);\n                dst_tmp.GlyphsSet.SetBit(codepoint);\n                total_glyphs_count++;\n            }\n    }\n\n    // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another)\n    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)\n    {\n        ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];\n        src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount);\n\n        IM_ASSERT(sizeof(src_tmp.GlyphsSet.Storage.Data[0]) == sizeof(ImU32));\n        const ImU32* it_begin = src_tmp.GlyphsSet.Storage.begin();\n        const ImU32* it_end = src_tmp.GlyphsSet.Storage.end();\n        for (const ImU32* it = it_begin; it < it_end; it++)\n            if (ImU32 entries_32 = *it)\n                for (ImU32 bit_n = 0; bit_n < 32; bit_n++)\n                    if (entries_32 & ((ImU32)1 << bit_n))\n                    {\n                        ImFontBuildSrcGlyphFT src_glyph;\n                        src_glyph.Codepoint = (ImWchar)(((it - it_begin) << 5) + bit_n);\n                        //src_glyph.GlyphIndex = 0; // FIXME-OPT: We had this info in the previous step and lost it..\n                        src_tmp.GlyphsList.push_back(src_glyph);\n                    }\n        src_tmp.GlyphsSet.Clear();\n        IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount);\n    }\n    for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++)\n        dst_tmp_array[dst_i].GlyphsSet.Clear();\n    dst_tmp_array.clear();\n\n    // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)\n    // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity)\n    ImVector<stbrp_rect> buf_rects;\n    buf_rects.resize(total_glyphs_count);\n    memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes());\n\n    // Allocate temporary rasterization data buffers.\n    // We could not find a way to retrieve accurate glyph size without rendering them.\n    // (e.g. slot->metrics->width not always matching bitmap->width, especially considering the Oblique transform)\n    // We allocate in chunks of 256 KB to not waste too much extra memory ahead. Hopefully users of FreeType won't mind the temporary allocations.\n    const int BITMAP_BUFFERS_CHUNK_SIZE = 256 * 1024;\n    int buf_bitmap_current_used_bytes = 0;\n    ImVector<unsigned char*> buf_bitmap_buffers;\n    buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE));\n\n    // 4. Gather glyphs sizes so we can pack them in our virtual canvas.\n    // 8. Render/rasterize font characters into the texture\n    int total_surface = 0;\n    int buf_rects_out_n = 0;\n    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)\n    {\n        ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];\n        ImFontConfig& cfg = atlas->ConfigData[src_i];\n        if (src_tmp.GlyphsCount == 0)\n            continue;\n\n        src_tmp.Rects = &buf_rects[buf_rects_out_n];\n        buf_rects_out_n += src_tmp.GlyphsCount;\n\n        // Compute multiply table if requested\n        const bool multiply_enabled = (cfg.RasterizerMultiply != 1.0f);\n        unsigned char multiply_table[256];\n        if (multiply_enabled)\n            ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply);\n\n        // Gather the sizes of all rectangles we will need to pack\n        const int padding = atlas->TexGlyphPadding;\n        for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)\n        {\n            ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i];\n\n            const FT_Glyph_Metrics* metrics = src_tmp.Font.LoadGlyph(src_glyph.Codepoint);\n            if (metrics == NULL)\n                continue;\n\n            // Render glyph into a bitmap (currently held by FreeType)\n            const FT_Bitmap* ft_bitmap = src_tmp.Font.RenderGlyphAndGetInfo(&src_glyph.Info);\n            if (ft_bitmap == NULL)\n                continue;\n\n            // Allocate new temporary chunk if needed\n            const int bitmap_size_in_bytes = src_glyph.Info.Width * src_glyph.Info.Height * 4;\n            if (buf_bitmap_current_used_bytes + bitmap_size_in_bytes > BITMAP_BUFFERS_CHUNK_SIZE)\n            {\n                buf_bitmap_current_used_bytes = 0;\n                buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE));\n            }\n            IM_ASSERT(buf_bitmap_current_used_bytes + bitmap_size_in_bytes <= BITMAP_BUFFERS_CHUNK_SIZE); // We could probably allocate custom-sized buffer instead.\n\n            // Blit rasterized pixels to our temporary buffer and keep a pointer to it.\n            src_glyph.BitmapData = (unsigned int*)(buf_bitmap_buffers.back() + buf_bitmap_current_used_bytes);\n            buf_bitmap_current_used_bytes += bitmap_size_in_bytes;\n            src_tmp.Font.BlitGlyph(ft_bitmap, src_glyph.BitmapData, src_glyph.Info.Width, multiply_enabled ? multiply_table : NULL);\n\n            src_tmp.Rects[glyph_i].w = (stbrp_coord)(src_glyph.Info.Width + padding);\n            src_tmp.Rects[glyph_i].h = (stbrp_coord)(src_glyph.Info.Height + padding);\n            total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h;\n        }\n    }\n\n    // We need a width for the skyline algorithm, any width!\n    // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.\n    // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface.\n    const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1;\n    atlas->TexHeight = 0;\n    if (atlas->TexDesiredWidth > 0)\n        atlas->TexWidth = atlas->TexDesiredWidth;\n    else\n        atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512;\n\n    // 5. Start packing\n    // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).\n    const int TEX_HEIGHT_MAX = 1024 * 32;\n    const int num_nodes_for_packing_algorithm = atlas->TexWidth - atlas->TexGlyphPadding;\n    ImVector<stbrp_node> pack_nodes;\n    pack_nodes.resize(num_nodes_for_packing_algorithm);\n    stbrp_context pack_context;\n    stbrp_init_target(&pack_context, atlas->TexWidth - atlas->TexGlyphPadding, TEX_HEIGHT_MAX - atlas->TexGlyphPadding, pack_nodes.Data, pack_nodes.Size);\n    ImFontAtlasBuildPackCustomRects(atlas, &pack_context);\n\n    // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point.\n    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)\n    {\n        ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];\n        if (src_tmp.GlyphsCount == 0)\n            continue;\n\n        stbrp_pack_rects(&pack_context, src_tmp.Rects, src_tmp.GlyphsCount);\n\n        // Extend texture height and mark missing glyphs as non-packed so we won't render them.\n        // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?)\n        for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)\n            if (src_tmp.Rects[glyph_i].was_packed)\n                atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h);\n    }\n\n    // 7. Allocate texture\n    atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight);\n    atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);\n    if (src_load_color)\n    {\n        size_t tex_size = (size_t)atlas->TexWidth * atlas->TexHeight * 4;\n        atlas->TexPixelsRGBA32 = (unsigned int*)IM_ALLOC(tex_size);\n        memset(atlas->TexPixelsRGBA32, 0, tex_size);\n    }\n    else\n    {\n        size_t tex_size = (size_t)atlas->TexWidth * atlas->TexHeight * 1;\n        atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(tex_size);\n        memset(atlas->TexPixelsAlpha8, 0, tex_size);\n    }\n\n    // 8. Copy rasterized font characters back into the main texture\n    // 9. Setup ImFont and glyphs for runtime\n    bool tex_use_colors = false;\n    for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)\n    {\n        ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];\n        if (src_tmp.GlyphsCount == 0)\n            continue;\n\n        // When merging fonts with MergeMode=true:\n        // - We can have multiple input fonts writing into a same destination font.\n        // - dst_font->ConfigData is != from cfg which is our source configuration.\n        ImFontConfig& cfg = atlas->ConfigData[src_i];\n        ImFont* dst_font = cfg.DstFont;\n\n        const float ascent = src_tmp.Font.Info.Ascender;\n        const float descent = src_tmp.Font.Info.Descender;\n        ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);\n        const float font_off_x = cfg.GlyphOffset.x;\n        const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);\n\n        const int padding = atlas->TexGlyphPadding;\n        for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)\n        {\n            ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i];\n            stbrp_rect& pack_rect = src_tmp.Rects[glyph_i];\n            IM_ASSERT(pack_rect.was_packed);\n            if (pack_rect.w == 0 && pack_rect.h == 0)\n                continue;\n\n            GlyphInfo& info = src_glyph.Info;\n            IM_ASSERT(info.Width + padding <= pack_rect.w);\n            IM_ASSERT(info.Height + padding <= pack_rect.h);\n            const int tx = pack_rect.x + padding;\n            const int ty = pack_rect.y + padding;\n\n            // Register glyph\n            float x0 = info.OffsetX + font_off_x;\n            float y0 = info.OffsetY + font_off_y;\n            float x1 = x0 + info.Width;\n            float y1 = y0 + info.Height;\n            float u0 = (tx) / (float)atlas->TexWidth;\n            float v0 = (ty) / (float)atlas->TexHeight;\n            float u1 = (tx + info.Width) / (float)atlas->TexWidth;\n            float v1 = (ty + info.Height) / (float)atlas->TexHeight;\n            dst_font->AddGlyph(&cfg, (ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, info.AdvanceX);\n\n            ImFontGlyph* dst_glyph = &dst_font->Glyphs.back();\n            IM_ASSERT(dst_glyph->Codepoint == src_glyph.Codepoint);\n            if (src_glyph.Info.IsColored)\n                dst_glyph->Colored = tex_use_colors = true;\n\n            // Blit from temporary buffer to final texture\n            size_t blit_src_stride = (size_t)src_glyph.Info.Width;\n            size_t blit_dst_stride = (size_t)atlas->TexWidth;\n            unsigned int* blit_src = src_glyph.BitmapData;\n            if (atlas->TexPixelsAlpha8 != NULL)\n            {\n                unsigned char* blit_dst = atlas->TexPixelsAlpha8 + (ty * blit_dst_stride) + tx;\n                for (int y = 0; y < info.Height; y++, blit_dst += blit_dst_stride, blit_src += blit_src_stride)\n                    for (int x = 0; x < info.Width; x++)\n                        blit_dst[x] = (unsigned char)((blit_src[x] >> IM_COL32_A_SHIFT) & 0xFF);\n            }\n            else\n            {\n                unsigned int* blit_dst = atlas->TexPixelsRGBA32 + (ty * blit_dst_stride) + tx;\n                for (int y = 0; y < info.Height; y++, blit_dst += blit_dst_stride, blit_src += blit_src_stride)\n                    for (int x = 0; x < info.Width; x++)\n                        blit_dst[x] = blit_src[x];\n            }\n        }\n\n        src_tmp.Rects = NULL;\n    }\n    atlas->TexPixelsUseColors = tex_use_colors;\n\n    // Cleanup\n    for (int buf_i = 0; buf_i < buf_bitmap_buffers.Size; buf_i++)\n        IM_FREE(buf_bitmap_buffers[buf_i]);\n    src_tmp_array.clear_destruct();\n\n    ImFontAtlasBuildFinish(atlas);\n\n    return true;\n}\n\n// FreeType memory allocation callbacks\nstatic void* FreeType_Alloc(FT_Memory /*memory*/, long size)\n{\n    return GImGuiFreeTypeAllocFunc((size_t)size, GImGuiFreeTypeAllocatorUserData);\n}\n\nstatic void FreeType_Free(FT_Memory /*memory*/, void* block)\n{\n    GImGuiFreeTypeFreeFunc(block, GImGuiFreeTypeAllocatorUserData);\n}\n\nstatic void* FreeType_Realloc(FT_Memory /*memory*/, long cur_size, long new_size, void* block)\n{\n    // Implement realloc() as we don't ask user to provide it.\n    if (block == NULL)\n        return GImGuiFreeTypeAllocFunc((size_t)new_size, GImGuiFreeTypeAllocatorUserData);\n\n    if (new_size == 0)\n    {\n        GImGuiFreeTypeFreeFunc(block, GImGuiFreeTypeAllocatorUserData);\n        return NULL;\n    }\n\n    if (new_size > cur_size)\n    {\n        void* new_block = GImGuiFreeTypeAllocFunc((size_t)new_size, GImGuiFreeTypeAllocatorUserData);\n        memcpy(new_block, block, (size_t)cur_size);\n        GImGuiFreeTypeFreeFunc(block, GImGuiFreeTypeAllocatorUserData);\n        return new_block;\n    }\n\n    return block;\n}\n\nstatic bool ImFontAtlasBuildWithFreeType(ImFontAtlas* atlas)\n{\n    // FreeType memory management: https://www.freetype.org/freetype2/docs/design/design-4.html\n    FT_MemoryRec_ memory_rec = {};\n    memory_rec.user = NULL;\n    memory_rec.alloc = &FreeType_Alloc;\n    memory_rec.free = &FreeType_Free;\n    memory_rec.realloc = &FreeType_Realloc;\n\n    // https://www.freetype.org/freetype2/docs/reference/ft2-module_management.html#FT_New_Library\n    FT_Library ft_library;\n    FT_Error error = FT_New_Library(&memory_rec, &ft_library);\n    if (error != 0)\n        return false;\n\n    // If you don't call FT_Add_Default_Modules() the rest of code may work, but FreeType won't use our custom allocator.\n    FT_Add_Default_Modules(ft_library);\n\n    bool ret = ImFontAtlasBuildWithFreeTypeEx(ft_library, atlas, atlas->FontBuilderFlags);\n    FT_Done_Library(ft_library);\n\n    return ret;\n}\n\nconst ImFontBuilderIO* ImGuiFreeType::GetBuilderForFreeType()\n{\n    static ImFontBuilderIO io;\n    io.FontBuilder_Build = ImFontAtlasBuildWithFreeType;\n    return &io;\n}\n\nvoid ImGuiFreeType::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data)\n{\n    GImGuiFreeTypeAllocFunc = alloc_func;\n    GImGuiFreeTypeFreeFunc = free_func;\n    GImGuiFreeTypeAllocatorUserData = user_data;\n}\n\n#ifdef __GNUC__\n#pragma GCC diagnostic pop\n#endif\n\n#ifdef _MSC_VER\n#pragma warning (pop)\n#endif\n"
  },
  {
    "path": "imgui/misc/freetype/imgui_freetype.h",
    "content": "// dear imgui: FreeType font builder (used as a replacement for the stb_truetype builder)\n// (headers)\n\n#pragma once\n\n#include \"imgui.h\"      // IMGUI_API\n\n// Forward declarations\nstruct ImFontAtlas;\nstruct ImFontBuilderIO;\n\n// Hinting greatly impacts visuals (and glyph sizes).\n// - By default, hinting is enabled and the font's native hinter is preferred over the auto-hinter.\n// - When disabled, FreeType generates blurrier glyphs, more or less matches the stb_truetype.h\n// - The Default hinting mode usually looks good, but may distort glyphs in an unusual way.\n// - The Light hinting mode generates fuzzier glyphs but better matches Microsoft's rasterizer.\n// You can set those flags globaly in ImFontAtlas::FontBuilderFlags\n// You can set those flags on a per font basis in ImFontConfig::FontBuilderFlags\nenum ImGuiFreeTypeBuilderFlags\n{\n    ImGuiFreeTypeBuilderFlags_NoHinting     = 1 << 0,   // Disable hinting. This generally generates 'blurrier' bitmap glyphs when the glyph are rendered in any of the anti-aliased modes.\n    ImGuiFreeTypeBuilderFlags_NoAutoHint    = 1 << 1,   // Disable auto-hinter.\n    ImGuiFreeTypeBuilderFlags_ForceAutoHint = 1 << 2,   // Indicates that the auto-hinter is preferred over the font's native hinter.\n    ImGuiFreeTypeBuilderFlags_LightHinting  = 1 << 3,   // A lighter hinting algorithm for gray-level modes. Many generated glyphs are fuzzier but better resemble their original shape. This is achieved by snapping glyphs to the pixel grid only vertically (Y-axis), as is done by Microsoft's ClearType and Adobe's proprietary font renderer. This preserves inter-glyph spacing in horizontal text.\n    ImGuiFreeTypeBuilderFlags_MonoHinting   = 1 << 4,   // Strong hinting algorithm that should only be used for monochrome output.\n    ImGuiFreeTypeBuilderFlags_Bold          = 1 << 5,   // Styling: Should we artificially embolden the font?\n    ImGuiFreeTypeBuilderFlags_Oblique       = 1 << 6,   // Styling: Should we slant the font, emulating italic style?\n    ImGuiFreeTypeBuilderFlags_Monochrome    = 1 << 7,   // Disable anti-aliasing. Combine this with MonoHinting for best results!\n    ImGuiFreeTypeBuilderFlags_LoadColor     = 1 << 8,   // Enable FreeType color-layered glyphs\n    ImGuiFreeTypeBuilderFlags_Bitmap        = 1 << 9    // Enable FreeType bitmap glyphs\n};\n\nnamespace ImGuiFreeType\n{\n    // This is automatically assigned when using '#define IMGUI_ENABLE_FREETYPE'.\n    // If you need to dynamically select between multiple builders:\n    // - you can manually assign this builder with 'atlas->FontBuilderIO = ImGuiFreeType::GetBuilderForFreeType()'\n    // - prefer deep-copying this into your own ImFontBuilderIO instance if you use hot-reloading that messes up static data.\n    IMGUI_API const ImFontBuilderIO*    GetBuilderForFreeType();\n\n    // Override allocators. By default ImGuiFreeType will use IM_ALLOC()/IM_FREE()\n    // However, as FreeType does lots of allocations we provide a way for the user to redirect it to a separate memory heap if desired.\n    IMGUI_API void                      SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL);\n\n    // Obsolete names (will be removed soon)\n    // Prefer using '#define IMGUI_ENABLE_FREETYPE'\n#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS\n    static inline bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int flags = 0) { atlas->FontBuilderIO = GetBuilderForFreeType(); atlas->FontBuilderFlags = flags; return atlas->Build(); }\n#endif\n}\n"
  },
  {
    "path": "imgui/misc/single_file/imgui_single_file.h",
    "content": "// dear imgui: single-file wrapper include\n// We use this to validate compiling all *.cpp files in a same compilation unit.\n// Users of that technique (also called \"Unity builds\") can generally provide this themselves,\n// so we don't really recommend you use this in your projects.\n\n// Do this:\n//    #define IMGUI_IMPLEMENTATION\n// Before you include this file in *one* C++ file to create the implementation.\n// Using this in your project will leak the contents of imgui_internal.h and ImVec2 operators in this compilation unit.\n\n#ifdef IMGUI_IMPLEMENTATION\n#define IMGUI_DEFINE_MATH_OPERATORS\n#endif\n\n#include \"../../imgui.h\"\n#ifdef IMGUI_ENABLE_FREETYPE\n#include \"../../misc/freetype/imgui_freetype.h\"\n#endif\n\n#ifdef IMGUI_IMPLEMENTATION\n#include \"../../imgui.cpp\"\n#include \"../../imgui_demo.cpp\"\n#include \"../../imgui_draw.cpp\"\n#include \"../../imgui_tables.cpp\"\n#include \"../../imgui_widgets.cpp\"\n#ifdef IMGUI_ENABLE_FREETYPE\n#include \"../../misc/freetype/imgui_freetype.cpp\"\n#endif\n#endif\n"
  },
  {
    "path": "run.sh",
    "content": "#!/bin/bash\nsudo clear\n#Run this in the build folder!!!\n#Credits to:\n#0xAgartha - https://www.unknowncheats.me/forum/members/5290135.html\n#ghostrazzor - https://www.unknowncheats.me/forum/members/2764232.html\n \n# Function to handle errors\nhandle_error() {\n    echo \"Error: $1\"\n    exit 1\n}\n \n# Main directory path is where the script is executed\nscript_dir=\"$(cd \"$(dirname \"${BASH_SOURCE[0]}\")\" && pwd)\"\n \n# Log file path in the main directory\nlog_file=\"$script_dir/script_log.txt\"\n \n# Function to log messages\nlog() {\n    echo \"$(date +\"%Y-%m-%d %H:%M:%S\") - $1\" >> \"$log_file\" || handle_error \"Failed to write to log file: $log_file\"\n}\n \n# Create log file directory if it doesn't exist\nmkdir -p \"$script_dir\" || handle_error \"Failed to create log directory: $script_dir\"\n \n# Log script start\nlog \"Script started\"\n \n# Original binary name\noriginal_binary_name=\"zapclient\"\n \n# Generate a random name for the temporary binary\ntemp_binary_name=$(cat /dev/urandom | tr -dc 'a-zA-Z0-9' | fold -w 10 | head -n 1)\n \n# Temporary path for the temporary binary\ntemp_binary_path=\"/$script_dir/$temp_binary_name\"\n \n# Copy the original binary to the temporary path\nif ! cp \"$script_dir/$original_binary_name\" \"$temp_binary_path\"; then\n    log \"Failed to copy binary: $script_dir/$original_binary_name to $temp_binary_path\"\n    exit 1\nfi\nlog \"Binary copied: $script_dir/$original_binary_name to $temp_binary_path\"\n \n# Log the binary being executed\nlog \"Executing binary: $temp_binary_name\"\n\n# Execute the binary\nsleep 0.3\necho \"Executing $original_binary_name as $temp_binary_name\"\nsleep 0.3\n# Execute the binary with XDG_RUNTIME_DIR set to avoid ugly error in console, the dir (usually doesn't exist)\n# but it doesn't matter, it breaks nothing... if we run the binary as sudo it just doesn't have that env variable set\n# meaning random stuff that's looking for that variable is warning us in console without actually needing the folder lol\n(sudo env XDG_RUNTIME_DIR=\"/run/user/0\" \"./$temp_binary_name\") & pid=$! # Get the PID of the executed binary\nlog \"Binary executed with PID: $pid\"\n \n# Hide the PID of the executed binary and its child processes\nif echo \"$pid\" | sudo tee /proc/sys/kernel/ns_last_pid > /dev/null; then\n    log \"Process ID $pid hidden successfully\"\n    \n    # Hide child process PIDs\n    child_pids=$(pgrep -P $pid)\n    for child_pid in $child_pids; do\n        if echo \"$child_pid\" | sudo tee /proc/sys/kernel/ns_last_pid > /dev/null; then\n            log \"Child process ID $child_pid hidden successfully\"\n        else\n            log \"Failed to hide child process ID $child_pid\"\n        fi\n    done\nelse\n    log \"Failed to hide process ID $pid\"\nfi\n \n# Wait for the binary to finish execution\nif ! wait $pid; then\n    #log \"Failed to execute binary with PID: $pid\"\n    log \"Deleting binary with PID: $pid\"\n    rm \"$temp_binary_name\"\n    exit 1\nfi\n \nlog \"Binary execution completed\"\n \n# Log script end\nlog \"Script completed\"\n"
  },
  {
    "path": "zap.cpp",
    "content": "// Externals\n#include <GLFW/glfw3.h>\n#include <X11/Xlib.h>\n#include <atomic>\n#include <chrono>\n#include <filesystem>\n#include <fstream>\n#include <iomanip>\n#include <iostream>\n#include <string>\n#include <thread>\n#include <unistd.h>\n#include <vector>\n#include <cstdlib>\n#include <pwd.h>\n\n// Internals\n#include \"Core/Camera.hpp\"\n#include \"Core/Level.hpp\"\n#include \"Core/LocalPlayer.hpp\"\n#include \"Core/Offsets.hpp\"\n#include \"Core/Player.hpp\"\n\n#include \"Features/Flickbot.hpp\"\n#include \"Features/Glow.hpp\"\n#include \"Features/Legitbot.hpp\"\n#include \"Features/Misc.hpp\"\n#include \"Features/Radar.hpp\"\n#include \"Features/Ragebot.hpp\"\n#include \"Features/Sense.hpp\"\n#include \"Features/Triggerbot.hpp\"\n// #include \"Features/Test.hpp\"\n\n#include \"Overlay/FontAwesome.h\"\n#include \"Overlay/GUI.hpp\"\n#include \"Overlay/Overlay.hpp\"\n\n#include \"Utils/Config.hpp\"\n#include \"Utils/ConfigManager.hpp\"\n#include \"Utils/Features.hpp\"\n#include \"Utils/Memory.hpp\"\n#include \"Utils/XDisplay.hpp\"\n#include \"imgui/imgui.h\"\n\n// Objects\nXDisplay* X11Display = new XDisplay();\nOverlay OverlayWindow = Overlay();\nImDrawList* Canvas;\n\n// Game Objects\nLevel* Map = new Level();\nLocalPlayer* Myself = new LocalPlayer();\nCamera* GameCamera = new Camera();\n\n// Players\nstd::vector<Player*>* HumanPlayers = new std::vector<Player*>;\nstd::vector<Player*>* Dummies = new std::vector<Player*>;\nstd::vector<Player*>* Players = new std::vector<Player*>;\n\n// Features\nSense* ESP = new Sense(Map, Players, GameCamera, Myself, X11Display);\nRadar* MapRadar = new Radar(X11Display, Players, GameCamera, Map, Myself);\nGlow* GlowESP = new Glow(Map, Players, GameCamera, Myself);\nLegitbot* Legit = new Legitbot(X11Display, Map, Myself, Players);\nRagebot* Rage = new Ragebot(X11Display, Map, Myself, Players);\nTriggerbot* Trigger = new Triggerbot(X11Display, Map, Myself, Players);\nFlickbot* Flick = new Flickbot(X11Display, Map, Myself, Players);\nMisc* MiscTab = new Misc(X11Display, Map, Myself, Players);\n// Other\nOverlay* Home = new Overlay;\nAdvancedGUI* Advanced = new AdvancedGUI;\nMenu* GUI = new Menu(Myself, Advanced);\nConfigManager* Configs = new ConfigManager(Legit, Rage, Flick, Trigger, GlowESP, ESP, MapRadar, MiscTab);\n\n// Booleans and Variables\nbool IsMenuOpened = true;\n\n// Thread\nstd::atomic_bool StopThread(false);\n\n// Icons\nImFont* IconFont = nullptr;\n\nvoid Sleep(int Delay) { // Looks better than a bunch of (std::this_thread::sleep_for) lines\n    std::this_thread::sleep_for(std::chrono::milliseconds(Delay));\n}\n\n// Menu opened?\nvoid MenuStateRun() {\n    while (!StopThread) {\n        if (InputManager::isKeyDown(Features::Settings::MenuBind)) {\n            Features::Home::IsMenuOpened = !Features::Home::IsMenuOpened;\n            OverlayWindow.CaptureInput(Features::Home::IsMenuOpened);\n            std::this_thread::sleep_for(std::chrono::milliseconds(250));\n        }\n        std::this_thread::sleep_for(std::chrono::milliseconds(50));\n    }\n}\n\n// Overlay\nbool InitializeOverlayWindow() {\n    if (!OverlayWindow.InitializeOverlay()) {\n        OverlayWindow.DestroyOverlay();\n        return false;\n    }\n    int ScreenWidth;\n    int ScreenHeight;\n    OverlayWindow.GetScreenResolution(ScreenWidth, ScreenHeight);\n    GameCamera->Initialize(ScreenWidth, ScreenHeight);\n    std::cout << \"Overlay Initialized!\" << std::endl;\n    return true;\n}\n\n// Load The Default Config\nvoid LoadDefaultConfig() {\n    if (std::filesystem::exists(\"settings.txt\")) { // Check if file exists\n        Configs->LoadDefaultConfig(); // Loads default config\n    }\n    else { \n        std::ofstream Default(\"settings.txt\"); // Creates and opens file\n        Default << \"Blank\"; // Writes a default config to use\n        Default.close();\n        Configs->LoadDefaultConfig(); // Loads default config\n    }\n}\n\n// Interface\nImVec4 ProcessingTimeColor;\n\nvoid CreateTabButton(const char* title, const Menu::MenuTabs tab, const ImVec2 size) {\n    const ImVec4 BaseTabButton = ImVec4(GUI->DetailColor.x, GUI->DetailColor.y, GUI->DetailColor.z, 0.00f);\n    const ImVec4 BaseTabButtonActive = ImVec4(GUI->DetailColor.x, GUI->DetailColor.y, GUI->DetailColor.z, 0.250f);\n    ImGui::PushStyleColor(ImGuiCol_Button, (GUI->CurrentTab == tab) ? BaseTabButtonActive : BaseTabButton);\n    if (ImGui::Button(title, size)) {\n        GUI->CurrentTab = tab;\n    }\n    ImGui::PopStyleColor(1);\n}\n\nvoid RenderUI() {\n    auto io = ImGui::GetIO();\n    ImGui::SetNextWindowSize(io.DisplaySize);\n    ImGui::SetNextWindowPos(ImVec2(0, 0));\n    ImGui::Begin(\"##Overlay\", nullptr,\n                 ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize |\n                     ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar |\n                     ImGuiWindowFlags_NoSavedSettings |\n                     ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoBackground |\n                     ImGuiSliderFlags_AlwaysClamp);\n    Canvas = ImGui::GetWindowDrawList();\n    MapRadar->RenderDrawings(Canvas, Myself, OverlayWindow);\n    ESP->RenderDrawings(Canvas, Legit, Myself, OverlayWindow);\n    ESP->RenderWatermark(Canvas, Myself, OverlayWindow);\n    ESP->RenderKeybinds(Canvas, Legit, Rage, Trigger, MiscTab, OverlayWindow);\n    ESP->RenderTargetInformation(Canvas, Legit, OverlayWindow);\n    ImGui::End();\n\n    ImGuiStyle& style = ImGui::GetStyle();\n    if (Features::Settings::AntiAliasedLines && !style.AntiAliasedLines) {\n        style.AntiAliasedLines = true;\n    }\n    else if (!Features::Settings::AntiAliasedLines && style.AntiAliasedLines) {\n        style.AntiAliasedLines = false;\n    }\n\n    if (!Features::Home::IsMenuOpened)\n        return;\n\n    ImDrawList* DrawList = ImGui::GetBackgroundDrawList();\n\n    GUI->SetStyle();\n\n    // Window Size\n    ImGui::SetNextWindowSizeConstraints(ImVec2(GUI->WindowWidth, GUI->WindowHeight), ImVec2(GUI->WindowWidth, GUI->WindowHeight));\n    ImGui::SetNextWindowSize(ImVec2(GUI->WindowWidth, GUI->WindowHeight), ImGuiCond_FirstUseEver);\n\n    // Setup flags and begin window\n    if (ImGui::Begin(\"##CheatGUI\", &Features::Home::IsMenuOpened, GUI->WindowFlags)) {\n      // Setup \"MenuSize\" so that we can calculate control positions\n        ImVec2 MenuSize = ImGui::GetWindowSize();\n        // Render Left Panel\n        ImGui::SetCursorPos(ImVec2(10, 32));\n\n        ImVec4* colors = ImGui::GetStyle().Colors;\n\n        colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n        if (ImGui::BeginChild(\"##LeftPanel\", ImVec2(GUI->WindowWidth / 6 - 5, GUI->WindowHeight - 43), true, ImGuiWindowFlags_NoScrollbar)) {\n            colors[ImGuiCol_Border] = colors[ImGuiCol_Border];\n            // Color the background of the tab button brighter if it is the active tab\n            const ImVec4 BaseTabButton = ImVec4(GUI->DetailColor.x, GUI->DetailColor.y, GUI->DetailColor.z, 0.00f);\n            const ImVec4 BaseTabButtonActive = ImVec4(GUI->DetailColor.x, GUI->DetailColor.y, GUI->DetailColor.z, 0.250f);\n\n            ImGuiStyle& Style = ImGui::GetStyle();\n            constexpr int ButtonHeight = 43;\n            Style.FrameBorderSize = 1;\n\n            colors[ImGuiCol_ButtonHovered] = BaseTabButtonActive;\n            colors[ImGuiCol_ButtonActive] = BaseTabButtonActive;\n            colors[ImGuiCol_Button] = BaseTabButton;\n            colors[ImGuiCol_Text] = GUI->TextColor;\n\n            CreateTabButton(ICON_FA_CROSSHAIRS \"            LEGITBOT\", Menu::Legitbot, ImVec2(MenuSize.x / 6 - 35, ButtonHeight));\n            CreateTabButton(ICON_FA_CROSSHAIRS \"             RAGEBOT\", Menu::Ragebot, ImVec2(MenuSize.x / 6 - 35, ButtonHeight));\n            CreateTabButton(ICON_FA_CROSSHAIRS \"            FLICKBOT\", Menu::Flickbot, ImVec2(MenuSize.x / 6 - 35, ButtonHeight));\n            CreateTabButton(ICON_FA_CROSSHAIRS \"      TRIGGERBOT\", Menu::Triggerbot, ImVec2(MenuSize.x / 6 - 35, ButtonHeight));\n            CreateTabButton(ICON_FA_EYE \"                      GLOW\", Menu::Glow, ImVec2(MenuSize.x / 6 - 35, ButtonHeight));\n            CreateTabButton(ICON_FA_EYE_SLASH \"                         ESP\", Menu::ESP, ImVec2(MenuSize.x / 6 - 35, ButtonHeight));\n            CreateTabButton(ICON_FA_COG \"                        MISC\", Menu::Misc, ImVec2(MenuSize.x / 6 - 35, ButtonHeight));\n            CreateTabButton(ICON_FA_COGS \"              SETTINGS\", Menu::Settings, ImVec2(MenuSize.x / 6 - 35, ButtonHeight));\n            CreateTabButton(ICON_FA_SAVE \"                CONFIGS\", Menu::Config, ImVec2(MenuSize.x / 6 - 35, ButtonHeight));\n\n            ImGui::EndChild();\n        }\n\n        std::stringstream TitleText, Date, Time, Version, UnknownCheats, Spacings;\n        TitleText << \"zap-client\";\n        Date << OverlayWindow.currentDateTime(2);\n        Time << OverlayWindow.currentDateTime(3);\n        Version << CheatVersion;\n        UnknownCheats << \"unknowncheats.me\";\n        Spacings << \"  |  \";\n        std::string combined = TitleText.str() + Spacings.str() + Date.str() + Spacings.str() + Time.str() + Spacings.str() + Version.str() + Spacings.str() + UnknownCheats.str();\n        const char* combinedText = combined.c_str();\n\n        ImVec2 WindowPosition = ImGui::GetWindowPos();\n        int TextPosition = WindowPosition.x + (GUI->WindowWidth / 3);\n        ImGui::GetForegroundDrawList()->AddText(ImVec2(TextPosition, WindowPosition.y + 10), ImColor(1.0, 1.0f, 1.0f, 1.0f), combinedText);\n        ImGui::GetForegroundDrawList()->AddLine(ImVec2(TextPosition - 5, WindowPosition.y + 23), ImVec2(TextPosition + 346, WindowPosition.y + 23), ImColor(255, 255, 255), 1);\n\n        // Render Right (Main) Panel\n        ImGui::SetCursorPos(ImVec2(175, 32));\n        colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);\n        if (ImGui::BeginChild(\"##RightPanel\", ImVec2(GUI->WindowWidth - 186, GUI->WindowHeight - 43), true, ImGuiWindowFlags_NoScrollbar)) {\n            colors[ImGuiCol_Border] = GUI->DetailColor;\n            // Render Tabs\n            switch (GUI->CurrentTab) {\n                case GUI->MenuTabs::Legitbot:\n                    GUI->RenderLegitbot(OverlayWindow);\n                    break;\n                case GUI->MenuTabs::Ragebot:\n                    GUI->RenderRagebot();\n                    break;\n                case GUI->MenuTabs::Flickbot:\n                    GUI->RenderFlickbot();\n                    break;\n                case GUI->MenuTabs::Triggerbot:\n                    GUI->RenderTriggerbot();\n                    break;\n                case GUI->MenuTabs::Glow:\n                    GUI->RenderGlow();\n                    break;\n                case GUI->MenuTabs::ESP:\n                    GUI->RenderESP(OverlayWindow);\n                    break;\n                case GUI->MenuTabs::Misc:\n                    GUI->RenderMisc();\n                    break;\n                case GUI->MenuTabs::Settings:\n                    GUI->RenderSettings();\n                    break;\n                case GUI->MenuTabs::Config:\n                    ImVec2 TabSize;\n                    TabSize = ImGui::GetWindowSize();\n                    ImGui::SetCursorPos(ImVec2(0, 0));\n                    ImGui::BeginChild(\"workzone\", ImVec2(0, 0), false, ImGuiWindowFlags_NoScrollbar);\n                    ImGui::SetCursorPos({ 15, 15 });\n                    ImGui::BeginChild(\"workzone\", ImVec2(GUI->WindowWidth - 186, GUI->WindowHeight - 60), false, ImGuiWindowFlags_NoScrollbar);\n\n                    ImGui::BeginChildFrame(1, ImVec2(GUI->WindowWidth - 220, GUI->WindowHeight - 73), true);\n                    {\n                        GUI->DoubleSpacing();\n                        Configs->LoadConfigs();\n                        Configs->RenderConfigs();\n\n                        ImGui::EndChildFrame();\n                    }\n\n                    ImGui::EndChild();\n                    ImGui::EndChild();\n                    break;\n            }\n            ImGui::EndChild();\n            Legit->UpdateAimList();\n            Legit->UpdateRCSList();\n            Rage->UpdateRageList();\n            Flick->UpdateFlickList();\n            Trigger->UpdateWeaponList();\n            MiscTab->UpdateRapidFireList();\n            GlowESP->ItemGlowSettings();\n        }\n\n        // Add Vertical Separator Line\n        ImVec2 C = ImGui::GetWindowPos();\n        const ImVec2 Point1 = ImVec2(MenuSize.x / 6 + 6.5f + C.x, 32 + C.y);\n        const ImVec2 Point2 = ImVec2(MenuSize.x / 6 + 6.5f + C.x, 32 + (MenuSize.y - 43) + C.y);\n        ImGui::GetWindowDrawList()->AddLine(Point1, Point2, ImGui::ColorConvertFloat4ToU32(GUI->DetailColor), 1.0f);\n\n        // End Drawlist Calls\n        ImGui::End();\n    }\n}\n\n// Core\nbool UpdateCore() {\n    try {\n      // Map Checking //\n        Map->Read();\n        if (!Map->IsPlayable) {\n            return true;\n        }\n\n        // Read Local Player //\n        Myself->Read();\n        if (!Myself->IsValid()) {\n            return true;\n        }\n\n        // Populate Players //\n        /*Players->clear();\n        if (Map->IsFiringRange) {\n            for (int i = 0; i < Dummies->size(); i++) {\n                Player* p = Dummies->at(i);\n                p->Read();\n                if (p->BasePointer != 0 && (p->IsPlayer() || p->IsDummy()))\n                    Players->push_back(p);\n            }\n        }\n        else {\n            for (int i = 0; i < HumanPlayers->size(); i++) {\n                Player* p = HumanPlayers->at(i);\n                p->Read();\n                if (p->BasePointer != 0 && (p->IsPlayer() || p->IsDummy()))\n                    Players->push_back(p);\n            }\n        }*/\n\n        Players->clear();\n        for (auto p : Map->IsFiringRange ? *Dummies : *HumanPlayers) {\n            p->Read();\n            if (p->BasePointer != 0 && (p->IsPlayer() || p->IsDummy()))\n                Players->push_back(p);\n        }\n\n        // Updates //\n        GameCamera->Update();\n        GlowESP->Update();\n        GlowESP->ViewModelGlow();\n        Legit->UpdateAimbot();\n        Legit->UpdateRCS();\n        Rage->Update();\n        Trigger->Update();\n        Flick->Update();\n        MiscTab->Update();\n        MapRadar->ActivateBigMap();\n\n        return true;\n    }\n    catch (const std::exception& ex) {\n        std::system(\"clear\");\n        std::cout << \"Error: \" << ex.what() << std::endl;\n        return true;\n    }\n\n    return false;\n}\n\nvoid LocalPlayerThreadRun() {\n    while (!StopThread) {\n        if (!Map->IsPlayable) {\n            std::this_thread::sleep_for(std::chrono::milliseconds(100));\n            continue;\n        }\n\n        if (!Myself->IsValid()) {\n            std::this_thread::sleep_for(std::chrono::milliseconds(100));\n            continue;\n        }\n\n        //----------------------------- SuperGlide -----------------------------\n        if (Features::Misc::SuperGlide)\n            MiscTab->SuperGlide();\n        //----------------------------- BHop -----------------------------\n        if (Features::Misc::BHop)\n            MiscTab->BHop();\n         //----------------------------- Auto Wall Jump -----------------------------\n        if (Features::Misc::WallJump)\n            MiscTab->WallJump();\n         //----------------------------- Auto Tap Strafe -----------------------------\n        if (Features::Misc::AutoTapStrafe)\n            MiscTab->AutoTapStrafe();\n        //----------------------------- QuickTurn -----------------------------\n        if (Features::Misc::QuickTurn)\n            MiscTab->QuickTurn();\n        //----------------------------- RapidFire -----------------------------\n        if (Features::Misc::RapidFire)\n            MiscTab->RapidFire();\n        //----------------------------- Other -----------------------------\n    }\n}\n\nstd::string slurpFile(const std::string& absolutePath) {\n    std::string contents;\n    std::ifstream file;\n    file.open(absolutePath, std::ios::in);\n\n    if (file.fail()) {\n        return contents;\n    }\n\n    char c;\n    while (file.get(c)) {\n        contents += c;\n    }\n\n    file.close();\n    std::erase(contents, '\\n');\n    std::erase(contents, '\\r');\n    return contents;\n}\n\n// Credits - hir0xy\nbool IsOutdated() { // Scan possible Steam installation paths for libraryfolders.vdf to then scan existing library folders for the games \"gameversion.txt\"\n  // Get currently logged in user, since getuid won't work when we're run as root\n    struct passwd* pw;\n    const char* username = nullptr;\n    while ((pw = getpwent()) != nullptr) {\n        if (strncmp(pw->pw_dir, \"/home/\", 6) == 0) {\n            username = pw->pw_name;\n            break;\n        }\n    }\n    endpwent();\n\n    if (username == nullptr)\n        return true;\n\n    const std::string steamPaths[] = {\n      \"/.steam/steam/config/libraryfolders.vdf\",\n      \"/.local/share/Steam/config/libraryfolders.vdf\",\n      \"/.var/app/com.valvesoftware.Steam/data/Steam/config/libraryfolders.vdf\"\n    };\n\n    std::vector<std::string> extractedPaths;\n    for (const auto& steamPath : steamPaths) {\n        std::stringstream fullPath;\n        fullPath << \"/home/\" << username << steamPath;\n\n        std::string libraryfolders = slurpFile(fullPath.str());\n        size_t currentPos = 0;\n        while (true) {\n            const size_t pathPos = libraryfolders.find(\"path\", currentPos);\n\n            if (pathPos == std::string::npos)\n                break;\n\n            const size_t pathStart = pathPos + 8;\n            const size_t pathEnd = libraryfolders.find('\"', pathStart);\n\n            if (pathEnd != std::string::npos) {\n                std::string extractedPath = libraryfolders.substr(pathStart, pathEnd - pathStart);\n                std::stringstream finalPath;\n                finalPath << extractedPath << R\"(/steamapps/common/Apex Legends/gameversion.txt)\";\n\n                if (std::string version = slurpFile(finalPath.str()); version == GameVersion) {\n                    return false;\n                }\n            }\n\n            currentPos = pathEnd;\n        }\n    }\n\n    return true;\n}\n\n// Main\nint main(int argc, char* argv[]) {\n    if (getuid()) {\n        std::cout << \"Please run as sudo!\" << std::endl;\n        return -1;\n    }\n\n    // Waiting for Apex Legends to be found //\n    while (Memory::GetPID() == 0) {\n        std::system(\"clear\");\n        std::cout << \"waiting for apex...\" << std::endl;\n        Sleep(1);\n    }\n\n    std::system(\"clear\");\n    std::cout << \" \" << std::endl; // Spacing\n\n    Sleep(1);\n\n    std::cout << \"                                                   ████   ███  \"\n        \"                     █████   \"\n        << std::endl;\n    Sleep(50);\n    std::cout << \"                                                  ░░███  ░░░   \"\n        \"                    ░░███    \"\n        << std::endl;\n    Sleep(50);\n    std::cout << \" █████████  ██████   ████████              ██████  ░███  ████  \"\n        \" ██████  ████████   ███████  \"\n        << std::endl;\n    Sleep(50);\n    std::cout << \"░█░░░░███  ░░░░░███ ░░███░░███ ██████████ ███░░███ ░███ ░░███  \"\n        \"███░░███░░███░░███ ░░░███░   \"\n        << std::endl;\n    Sleep(50);\n    std::cout << \"░   ███░    ███████  ░███ ░███░░░░░░░░░░ ░███ ░░░  ░███  ░███ \"\n        \"░███████  ░███ ░███   ░███    \"\n        << std::endl;\n    Sleep(50);\n    std::cout << \"  ███░   █ ███░░███  ░███ ░███           ░███  ███ ░███  ░███ \"\n        \"░███░░░   ░███ ░███   ░███ ███\"\n        << std::endl;\n    Sleep(50);\n    std::cout << \" █████████░░████████ ░███████            ░░██████  █████ \"\n        \"█████░░██████  ████ █████  ░░█████ \"\n        << std::endl;\n    Sleep(50);\n    std::cout << \"░░░░░░░░░  ░░░░░░░░  ░███░░░              ░░░░░░  ░░░░░ ░░░░░  \"\n        \"░░░░░░  ░░░░ ░░░░░    ░░░░░  \"\n        << std::endl;\n    Sleep(50);\n    std::cout << \"                     ░███                                      \"\n        \"                             \"\n        << std::endl;\n    Sleep(50);\n    std::cout << \"                     █████                                     \"\n        \"                             \"\n        << std::endl;\n    Sleep(50);\n    std::cout << \"                    ░░░░░                                      \"\n        \"                             \"\n        << std::endl;\n\n    Sleep(400);\n    std::cout << \"-----------------------------\" << std::endl;\n    Sleep(50);\n    std::cout << \"zap client - \" << CheatVersion << std::endl;\n    Sleep(50);\n    std::cout << \"By Gerosity\" << std::endl;\n    Sleep(50);\n    std::cout << \"For Game Version \" << GameVersion << std::endl;\n    Sleep(50);\n    std::cout << \"-----------------------------\" << std::endl;\n    Sleep(400);\n\n    // Version Check\n    std::cout << \"Cross-checking Game Verison & Offsets...\" << std::endl;\n    Sleep(333);\n    if (IsOutdated()) {\n        std::cout << \"Version Check Failed! Offsets Outdated?\" << std::endl;\n        Sleep(500);\n        std::cout << \"Continuing...\" << std::endl;\n    }\n    else {\n        std::cout << \"Cross-check Successful!\" << std::endl;\n    }\n\n    std::cout << \"-----------------------------\" << std::endl;\n    Sleep(750);\n\n    // Initialize Overlay Window //\n    if (!InitializeOverlayWindow())\n        return -1;\n\n      // Theading //\n    std::thread MenuStateThread(MenuStateRun);\n    MenuStateThread.detach();\n    std::thread InputManagerThread(InputManager::run);\n    InputManagerThread.detach();\n    std::thread LocalPlayerThread(LocalPlayerThreadRun);\n    LocalPlayerThread.detach();\n\n    // Initialize the whole process //\n    try {\n        for (int i = 0; i < 70; i++)\n            HumanPlayers->push_back(new Player(i, Myself));\n\n        for (int i = 0; i < 10000; i++) // 15000\n            Dummies->push_back(new Player(i, Myself));\n\n        std::cout << \"Core Initialized!\" << std::endl;\n        std::cout << \"----------- LOGS ------------\" << std::endl;\n\n        LoadDefaultConfig();\n        // This is where the fun starts //\n        OverlayWindow.Start(&UpdateCore, &RenderUI);\n        srand(static_cast<unsigned>(time(0)));\n    }\n    catch (...) {\n    }\n\n    StopThread = true;\n    InputManager::StopThread = true;\n    MenuStateThread.join();\n    InputManagerThread.join();\n    LocalPlayerThread.join();\n    return 0;\n};\n"
  }
]