#pragma once
const char* AimType[] =
{
	"Hitbox",
	"Nearest hitbox"
};

const char* LegitHitbox[] =
{
	"Head",
	"Neck",
	"Pelvis",
	"Stomach",
	"Lower chest",
	"Chest",
	"Upper chest"
};

const char* LegitSelection[] =
{
	"Near crosshair",
	"Lowest health",
	"Highest damage",
	"Lowest distance"
};

const char* blockbot_type_cb[] =
{
	"Match Speed",
	"Maximum"
};


const char* antiaim_type[] =
{
	"Rage",
	"Legit"
};

const char* movement_type[] =
{
	"Stand",
	"Slow walk",
	"Move",
	"Air"
};

const char* LegitFov[] =
{
	"Static",
	"Dynamic"
};

const char* LegitSmooth[] =
{
	"Static",
	"Humanized"
};

const char* RCSType[] =
{
	"Always on",
	"On target"
};

const char* selection[] =
{
	"Cycle",
	"Near crosshair",
	"Lowest distance",
	"Lowest health",
	"Highest damage"
};

const char* bodyaimlevel[] =
{
	"Low",
	"Medium",
	"High"
};

const char* bodyaim[] =
{
	"In air",
	"On high velocity",
	"On lethal",
	"On double tap",
	"If unresolved",
	"Prefer"
};

const char* autostop_modifiers[] =
{
	"Between shots",
	"On lethal",
	"Visible",
	"Center",
	"Force accuracy",
	"Predictive"
};

const char* hitboxes[] =
{
	"Head",
	"Upper chest",
	"Chest",
	"Lower chest",
	"Stomach",
	"Pelvis",
	"Arms",
	"Legs",
	"Feet"
};

const char* pitch[] =
{
	"None",
	"Down",
	"Up",
	"Zero",
	"Random",
	"Jitter",
	"Fake down",
	"Fake up",
	"Fake jitter"
};

const char* yaw[] =
{
	"Static",
	"Jitter",
	"Spin"
};

const char* baseangle[] =
{
	"Local view",
	"At targets"
};

const char* desync[] =
{
	"None",
	"Static",
	"Jitter"
};

const char* lby_type[] =
{
	"Normal",
	"Opposite",
	"Sway"
};

const char* proj_combo[] =
{
	"Icon",
	"Text",
	"Box",
	"Glow"
};


const char* weaponplayer[] =
{
	"Icon",
	"Text"
};

const char* weaponesp[] =
{
	"Icon",
	"Text",
	"Box",
	"Distance",
	"Glow",
	"Ammo"
};

const char* hitmarkers[] =
{
	"Crosshair",
	"World"
};

const char* glowtarget[] =
{
	"Enemy",
	"Teammate",
	"Local"
};

const char* glowtype[] =
{
	"Standard",
	"Pulse",
	"Inner"
};

const char* local_chams_type[] =
{
	"Real",
	"Desync"
};

const char* chamsvisact[] =
{
	"Visible",
	"Invisible"
};

const char* chamsvis[] =
{
	"Visible"
};

const char* chamstype[] =
{
	"Regular",
	"Mettalic",
	"Flat",
	"Pulse",
	"Crystal",
	"Glass",
	"Circuit",
	"Golden",
	"Rifk",
	//"Rifk2"
};

const char* flags[] =
{
	"Money",
	"Armor",
	"Defuse kit",
	"Scoped",
	"Fakeducking",
	"Flashed",
	"Vulnerable",
	"Delay",
	"Bomb carrier"
};

const char* removals[] =
{
	"Scope",
	"Zoom",
	"Smoke",
	"Flash",
	"Recoil",
	"Landing bob",
	"Postprocessing",
	"Fog"
};

const char* indicators[] =
{
	"Fake",
	"Desync side",
	"Choke",
	"Damage override",
	"Safe points",
	"Body aim",
	"Double tap",
	"Hide shots",
	"Freestanding",
	"Duck",
	"Bomb"
};

const char* skybox[] =
{
	"None",
	"Tibet",
	"Baggage",
	"Italy",
	"Aztec",
	"Vertigo",
	"Daylight",
	"Daylight 2",
	"Clouds",
	"Clouds 2",
	"Gray",
	"Clear",
	"Canals",
	"Cobblestone",
	"Assault",
	"Clouds dark",
	"Night",
	"Night 2",
	"Night flat",
	"Dusty",
	"Rainy",
	"Custom"
};

const char* mainwep[] =
{
	"None",
	"Auto",
	"AWP",
	"SSG 08"
};

const char* secwep[] =
{
	"None",
	"Dual Berettas",
	"Deagle/Revolver"
};

const char* strafes[] =
{
	"None",
	"Legit",
	"Directional",
	"Rage"
};

const char* events_output[] =
{
	"Console",
	"Chat"
};

const char* events[] =
{
	"Player hits",
	"Items",
	"Bomb",
	"VOTE"
};

const char* grenades[] =
{
	"Grenades",
	"Armor",
	"Taser",
	"Defuser"
};

const char* fakelags[] =
{
	"Static",
	"Random",
	"Dynamic",
	"Fluctuate"
};

const char* lagstrigger[] =
{
	"Slow walk",
	"Move",
	"Air",
	"Peek"
};

const char* sounds[] =
{
	"None",
	"Mettalic",
	"Cod",
	"Bubble",
	"Stapler",
	"Bell",
	"Flick",
	"Bababooy"
};

const char* player_model_t[] =
{
	"None",
	"Enforcer",
	"Soldier",
	"Ground Rebel",
	"Maximus",
	"Osiris",
	"Slingshot",
	"Dragomir",
	"Blackwolf",
	"Prof. Shahmat",
	"Rezan The Ready",
	"Doctor Romanov",
	"Mr. Muhlik",
	"Safecracker Voltzmann",
	"Darryl Miami",
	"Darryl Silent",
	"Number K",
	"Getaway Sally",
	"Skullhead",
	"Royale",
	"Loudmouth",
	"Little Kev",
	"Street Soldier",
	"Rezan The Redshirt",
	"Dragomir"
	//"Mila"
};
const char* player_model_ct[] =
{
	"None",
	"Seal Team 6",
	"3rd Commando",
	"Operator FBI",
	"Squadron Officer",
	"Markus Delrow",
	"Buckshot",
	"McCoy",
	"Commander Ricksaw",
	"Agent Ava",
	"Sergant Bombson",
	"Bio-Haz Specialist",
	"Jamison",
	"Kask",
	"Chem-Haz Specialist",
	"1st Lieutenant Farlow",
	"McCoy",
	"Buckshot"
	//"Mila"
};

const char* mmregions[48] = {
		"Warsaw [Poland]",
	"Atlanta [U.S. South]",
	"Mumbai [India]",
	"Guangzhou [China]",
	"Guangzhou #2 [China]",
	"Guangzhou #3 [China]",
	"Guangzhou #4 [China]",
	"Dubai [United Arab Emirates]",
	"Seattle [U.S. North]",
	"Frankfurt [Switzerland]",
	"Sao Paulo [Brazil]",
	"Hong Kong [China]",
	"Washington D.C [U.S. East]",
	"Cape Town [South Africa]",
	"Los Angeles [U.S. West]",
	"London [United Kingdom]",
	"Lima [Peru]",
	"Berlin [Germany]",
	"Chennai [India]",
	"Madrid [Spain]",
	"Manila [Phillipines]",
	"Oklahoma City [Canada]",
	"Chicago [U.S.]",
	"Paris [France]",
	"Guangzhou #5 [China]",
	"Tianjin [China]",
	"Hebei [China]",
	"Wuhan [China]",
	"Jiaxing [China]",
	"Santiago [Chile]",
	"Seoul [South Korea]",
	"Singapore [Australia]",
	"Shanghai [China]",
	"Shanghai #2 [China]",
	"Shanghai #3 [China]",
	"Shanghai #4 [China]",
	"Nakashibetsu [Japan]",
	"Moscow [Russia]",
	"Moscow #2 [Russia]",
	"Sydney [Australia]",
	"Beijing [China]",
	"Beijing #2 [China]",
	"Beijing #3 [China]",
	"Beijing #4 [China]",
	"Tokyo [Japan]",
	"Tokyo #2 [Japan]",
	"Vienna [Austria]",
	"Amsterdam [Netherlands]"
};