#pragma once // Render Line inline void (*RenderLine)(const Vector3& v1, const Vector3& v2, Color c, bool bZBuffer); // Render box inline void (*RenderBox)( const Vector3& vOrigin, const QAngle& angles, const Vector3& vMins, const Vector3& vMaxs, Color c, bool bZBuffer, bool bInsideOut); // Render wireframe box inline void (*RenderWireframeBox)( const Vector3& vOrigin, const QAngle& angles, const Vector3& vMins, const Vector3& vMaxs, Color c, bool bZBuffer, bool bInsideOut); // Render swept box inline void (*RenderWireframeSweptBox)( const Vector3& vStart, const Vector3& vEnd, const QAngle& angles, const Vector3& vMins, const Vector3& vMaxs, Color c, bool bZBuffer); // Render Triangle inline void (*RenderTriangle)(const Vector3& p1, const Vector3& p2, const Vector3& p3, Color c, bool bZBuffer); // Render Axis inline void (*RenderAxis)(const Vector3& vOrigin, float flScale, bool bZBuffer); // I dont know inline void (*RenderUnknown)(const Vector3& vUnk, float flUnk, bool bUnk); // Render Sphere inline void (*RenderSphere)(const Vector3& vCenter, float flRadius, int nTheta, int nPhi, Color c, bool bZBuffer);