@@ -135,6 +135,13 @@ public interface Client extends GameShell
 	 */
 	GameState getGameState();
 
+	/**
+	 * Gets the current game state as an int
+	 *
+	 * @return the game state
+	 */
+	int getRSGameState();
+
 	/**
 	 * Sets the current game state
 	 *
/*
 * Copyright (c) 2016-2017, Adam <Adam@sigterm.info>
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 * 1. Redistributions of source code must retain the above copyright notice, this
 *    list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright notice,
 *    this list of conditions and the following disclaimer in the documentation
 *    and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
 * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */
package net.runelite.api;

import java.awt.Canvas;
import java.awt.Dimension;
import java.math.BigInteger;
import java.util.EnumSet;
import java.util.List;
import java.util.Map;
import java.util.Set;
import javax.annotation.Nonnull;
import javax.annotation.Nullable;
import net.runelite.api.annotations.VisibleForExternalPlugins;
import net.runelite.api.coords.LocalPoint;
import net.runelite.api.coords.WorldPoint;
import net.runelite.api.hooks.Callbacks;
import net.runelite.api.hooks.DrawCallbacks;
import net.runelite.api.vars.AccountType;
import net.runelite.api.widgets.Widget;
import net.runelite.api.widgets.WidgetInfo;
import org.slf4j.Logger;

/**
 * Represents the RuneScape client.
 */
public interface Client extends GameShell
{
	/**
	 * The injected client invokes these callbacks to send events to us
	 */
	Callbacks getCallbacks();

	/**
	 * The injected client invokes these callbacks for scene drawing, which is
	 * used by the gpu plugin to override the client's normal scene drawing code
	 */
	DrawCallbacks getDrawCallbacks();

	void setDrawCallbacks(DrawCallbacks drawCallbacks);

	/**
	 * Retrieve a global logger for the client.
	 * This is most useful for mixins which can't have their own.
	 */
	Logger getLogger();

	/**
	 * Gets a list of all valid players from the player cache.
	 *
	 * @return a list of all players
	 */
	List<Player> getPlayers();

	/**
	 * Gets a list of all valid NPCs from the NPC cache.
	 *
	 * @return a list of all NPCs
	 */
	List<NPC> getNpcs();

	/**
	 * Gets an array of all cached NPCs.
	 *
	 * @return cached NPCs
	 */
	NPC[] getCachedNPCs();

	/**
	 * Gets an array of all cached players.
	 *
	 * @return cached players
	 */
	Player[] getCachedPlayers();

	/**
	 * Gets the current modified level of a skill.
	 *
	 * @param skill the skill
	 * @return the modified skill level
	 */
	int getBoostedSkillLevel(Skill skill);

	/**
	 * Gets the real level of a skill.
	 *
	 * @param skill the skill
	 * @return the skill level
	 */
	int getRealSkillLevel(Skill skill);

	/**
	 * Calculates the total level from real skill levels.
	 *
	 * @return the total level
	 */
	int getTotalLevel();

	/**
	 * Adds a new chat message to the chatbox.
	 *
	 * @param type    the type of message
	 * @param name    the name of the player that sent the message
	 * @param message the message contents
	 * @param sender  the sender/channel name
	 */
	void addChatMessage(ChatMessageType type, String name, String message, String sender);

	/**
	 * Gets the current game state.
	 *
	 * @return the game state
	 */
	GameState getGameState();

	/**
	 * Sets the current game state
	 *
	 * @param gameState
	 */
	void setGameState(GameState gameState);

	/**
	 * Causes the client to shutdown. It is faster than
	 * {@link java.applet.Applet#stop()} because it doesn't wait for 4000ms.
	 * This will call {@link System#exit} when it is done
	 */
	void stopNow();

	/**
	 * Gets the current logged in username.
	 *
	 * @return the logged in username
	 */
	String getUsername();

	/**
	 * Sets the current logged in username.
	 *
	 * @param name the logged in username
	 */
	void setUsername(String name);

	/**
	 * Sets the password on login screen.
	 *
	 * @param password the login screen password
	 */
	void setPassword(String password);

	/**
	 * Sets the 6 digit pin used for authenticator on login screen.
	 *
	 * @param otp one time password
	 */
	void setOtp(String otp);

	/**
	 * Gets currently selected login field. 0 is username, and 1 is password.
	 *
	 * @return currently selected login field
	 */
	int getCurrentLoginField();

	/**
	 * Gets index of current login state. 2 is username/password form, 4 is authenticator form
	 *
	 * @return current login state index
	 */
	int getLoginIndex();

	/**
	 * Gets the account type of the logged in player.
	 *
	 * @return the account type
	 */
	AccountType getAccountType();

	@Override
	Canvas getCanvas();

	/**
	 * Gets the current FPS (frames per second).
	 *
	 * @return the FPS
	 */
	int getFPS();

	/**
	 * Gets the x-axis coordinate of the camera.
	 * <p>
	 * This value is a local coordinate value similar to
	 * {@link #getLocalDestinationLocation()}.
	 *
	 * @return the camera x coordinate
	 */
	int getCameraX();

	/**
	 * Gets the y-axis coordinate of the camera.
	 * <p>
	 * This value is a local coordinate value similar to
	 * {@link #getLocalDestinationLocation()}.
	 *
	 * @return the camera y coordinate
	 */
	int getCameraY();

	/**
	 * Gets the z-axis coordinate of the camera.
	 * <p>
	 * This value is a local coordinate value similar to
	 * {@link #getLocalDestinationLocation()}.
	 *
	 * @return the camera z coordinate
	 */
	int getCameraZ();

	/**
	 * Gets the actual pitch of the camera.
	 * <p>
	 * The value returned by this method is measured in JAU, or Jagex
	 * Angle Unit, which is 1/1024 of a revolution.
	 *
	 * @return the camera pitch
	 */
	int getCameraPitch();

	/**
	 * Gets the yaw of the camera.
	 *
	 * @return the camera yaw
	 */
	int getCameraYaw();

	/**
	 * Gets the current world number of the logged in player.
	 *
	 * @return the logged in world number
	 */
	int getWorld();

	/**
	 * Gets the canvas height
	 */
	int getCanvasHeight();

	/**
	 * Gets the canvas width
	 */
	int getCanvasWidth();

	/**
	 * Gets the height of the viewport.
	 *
	 * @return the viewport height
	 */
	int getViewportHeight();

	/**
	 * Gets the width of the viewport.
	 *
	 * @return the viewport width
	 */
	int getViewportWidth();

	/**
	 * Gets the x-axis offset of the viewport.
	 *
	 * @return the x-axis offset
	 */
	int getViewportXOffset();

	/**
	 * Gets the y-axis offset of the viewport.
	 *
	 * @return the y-axis offset
	 */
	int getViewportYOffset();

	/**
	 * Gets the scale of the world (zoom value).
	 *
	 * @return the world scale
	 */
	int getScale();

	/**
	 * Gets the current position of the mouse on the canvas.
	 *
	 * @return the mouse canvas position
	 */
	Point getMouseCanvasPosition();

	/**
	 * Gets a 3D array containing the heights of tiles in the
	 * current scene.
	 *
	 * @return the tile heights
	 */
	int[][][] getTileHeights();

	/**
	 * Gets a 3D array containing the settings of tiles in the
	 * current scene.
	 *
	 * @return the tile settings
	 */
	byte[][][] getTileSettings();

	/**
	 * Gets the current plane the player is on.
	 * <p>
	 * This value indicates the current map level above ground level, where
	 * ground level is 0. For example, going up a ladder in Lumbridge castle
	 * will put the player on plane 1.
	 * <p>
	 * Note: This value will never be below 0. Basements and caves below ground
	 * level use a tile offset and are still considered plane 0 by the game.
	 *
	 * @return the plane
	 */
	int getPlane();

	/**
	 * Gets the current scene
	 */
	Scene getScene();

	/**
	 * Gets the logged in player instance.
	 *
	 * @return the logged in player
	 * <p>
	 * (getLocalPlayerIndex returns the local index, useful for menus/interacting)
	 */
	@Nullable
	Player getLocalPlayer();

	int getLocalPlayerIndex();

	/**
	 * Gets the item composition corresponding to an items ID.
	 *
	 * @param id the item ID
	 * @return the corresponding item composition
	 * @see ItemID
	 */
	@Nonnull
	ItemDefinition getItemDefinition(int id);

	/**
	 * Creates an item icon sprite with passed variables.
	 *
	 * @param itemId      the item ID
	 * @param quantity    the item quantity
	 * @param border      whether to draw a border
	 * @param shadowColor the shadow color
	 * @param stackable   whether the item is stackable
	 * @param noted       whether the item is noted
	 * @param scale       the scale of the sprite
	 * @return the created sprite
	 */
	@Nullable
	Sprite createItemSprite(int itemId, int quantity, int border, int shadowColor, int stackable, boolean noted, int scale);

	/**
	 * Loads and creates the sprite images of the passed archive and file IDs.
	 *
	 * @param source    the sprite index
	 * @param archiveId the sprites archive ID
	 * @param fileId    the sprites file ID
	 * @return the sprite image of the file
	 */
	@Nullable
	Sprite[] getSprites(IndexDataBase source, int archiveId, int fileId);

	/**
	 * Gets the sprite index.
	 */
	IndexDataBase getIndexSprites();

	/**
	 * Gets the script index.
	 */
	IndexDataBase getIndexScripts();

	/**
	 * Gets the config index.
	 */
	IndexDataBase getIndexConfig();

	/**
	 * Returns the x-axis base coordinate.
	 * <p>
	 * This value is the x-axis world coordinate of tile (0, 0) in
	 * the current scene (ie. the bottom-left most coordinates in the scene).
	 *
	 * @return the base x-axis coordinate
	 */
	int getBaseX();

	/**
	 * Returns the y-axis base coordinate.
	 * <p>
	 * This value is the y-axis world coordinate of tile (0, 0) in
	 * the current scene (ie. the bottom-left most coordinates in the scene).
	 *
	 * @return the base y-axis coordinate
	 */
	int getBaseY();

	/**
	 * Gets the current mouse button that is pressed.
	 *
	 * @return the pressed mouse button
	 */
	int getMouseCurrentButton();

	/**
	 * Gets the currently selected tile (ie. last right clicked tile).
	 *
	 * @return the selected tile
	 */
	@Nullable
	Tile getSelectedSceneTile();

	/**
	 * Checks whether a widget is currently being dragged.
	 *
	 * @return true if dragging a widget, false otherwise
	 */
	boolean isDraggingWidget();

	/**
	 * Gets the widget currently being dragged.
	 *
	 * @return the dragged widget, null if not dragging any widget
	 */
	@Nullable
	Widget getDraggedWidget();

	/**
	 * Gets the widget that is being dragged on.
	 * <p>
	 * The widget being dragged has the {@link net.runelite.api.widgets.WidgetConfig#DRAG_ON}
	 * flag set, and is the widget currently under the dragged widget.
	 *
	 * @return the dragged on widget, null if not dragging any widget
	 */
	@Nullable
	Widget getDraggedOnWidget();

	/**
	 * Sets the widget that is being dragged on.
	 *
	 * @param widget the new dragged on widget
	 */
	void setDraggedOnWidget(Widget widget);

	/**
	 * Gets the root widgets.
	 *
	 * @return the root widgets
	 */
	Widget[] getWidgetRoots();

	/**
	 * Gets a widget corresponding to the passed widget info.
	 *
	 * @param widget the widget info
	 * @return the widget
	 */
	@Nullable
	Widget getWidget(WidgetInfo widget);

	/**
	 * Gets a widget by its raw group ID and child ID.
	 * <p>
	 * Note: Use {@link #getWidget(WidgetInfo)} for a more human-readable
	 * version of this method.
	 *
	 * @param groupId the group ID
	 * @param childId the child widget ID
	 * @return the widget corresponding to the group and child pair
	 */
	@Nullable
	Widget getWidget(int groupId, int childId);

	/**
	 * Gets an array containing the x-axis canvas positions
	 * of all widgets.
	 *
	 * @return array of x-axis widget coordinates
	 */
	int[] getWidgetPositionsX();

	/**
	 * Gets an array containing the y-axis canvas positions
	 * of all widgets.
	 *
	 * @return array of y-axis widget coordinates
	 */
	int[] getWidgetPositionsY();

	/**
	 * Creates a new widget element
	 *
	 * @return
	 */
	Widget createWidget();

	/**
	 * Gets the current run energy of the logged in player.
	 *
	 * @return the run energy
	 */
	int getEnergy();

	/**
	 * Gets the current weight of the logged in player.
	 *
	 * @return the weight
	 */
	int getWeight();

	/**
	 * Gets an array of options that can currently be used on other players.
	 * <p>
	 * For example, if the player is in a PVP area the "Attack" option
	 * will become available in the array. Otherwise, it won't be there.
	 *
	 * @return an array of options
	 */
	String[] getPlayerOptions();

	/**
	 * Gets an array of whether an option is enabled or not.
	 *
	 * @return the option priorities
	 */
	boolean[] getPlayerOptionsPriorities();

	/**
	 * Gets an array of player menu types.
	 *
	 * @return the player menu types
	 */
	int[] getPlayerMenuTypes();

	/**
	 * Gets a list of all RuneScape worlds.
	 *
	 * @return world list
	 */
	World[] getWorldList();

	/**
	 * Gets an array of currently open right-click menu entries that can be
	 * clicked and activated.
	 *
	 * @return array of open menu entries
	 */
	MenuEntry[] getMenuEntries();

	/**
	 * @return amount of menu entries the client has (same as client.getMenuEntries().size())
	 */
	int getMenuOptionCount();

	/**
	 * Sets the array of open menu entries.
	 * <p>
	 * This method should typically be used in the context of the {@link net.runelite.api.events.MenuOpened}
	 * event, since setting the menu entries will be overwritten the next frame
	 *
	 * @param entries new array of open menu entries
	 */
	void setMenuEntries(MenuEntry[] entries);

	/**
	 * Set the amount of menu entries the client has.
	 * If you decrement this count, it's the same as removing the last one
	 */
	void setMenuOptionCount(int count);

	/**
	 * Checks whether a right-click menu is currently open.
	 *
	 * @return true if a menu is open, false otherwise
	 */
	boolean isMenuOpen();

	/**
	 * Gets the angle of the map, or camera yaw.
	 *
	 * @return the map angle
	 */
	int getMapAngle();

	/**
	 * Checks whether the client window is currently resized.
	 *
	 * @return true if resized, false otherwise
	 */
	boolean isResized();

	/**
	 * Gets the client revision number.
	 *
	 * @return the revision
	 */
	int getRevision();

	/**
	 * Gets an array of map region IDs that are currently loaded.
	 *
	 * @return the map regions
	 */
	int[] getMapRegions();

	/**
	 * Contains a 3D array of template chunks for instanced areas.
	 * <p>
	 * The array returned is of format [z][x][y], where z is the
	 * plane, x and y the x-axis and y-axis coordinates of a tile
	 * divided by the size of a chunk.
	 * <p>
	 * The bits of the int value held by the coordinates are -1 if there is no data,
	 * structured in the following format:
	 * <pre>{@code
	 *  0                   1                   2                   3
	 *  0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1
	 * +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
	 * | |rot|     y chunk coord     |    x chunk coord    |pln|       |
	 * +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
	 * }</pre>
	 *
	 * @return the array of instance template chunks
	 * @see Constants#CHUNK_SIZE
	 * @see InstanceTemplates
	 */
	int[][][] getInstanceTemplateChunks();

	/**
	 * Returns a 2D array containing XTEA encryption keys used to decrypt
	 * map region files.
	 * <p>
	 * The array maps the region keys at index {@code n} to the region
	 * ID held in {@link #getMapRegions()} at {@code n}.
	 * <p>
	 * The array of keys for the region make up a 128-bit encryption key
	 * spread across 4 integers.
	 *
	 * @return the XTEA encryption keys
	 */
	int[][] getXteaKeys();

	/**
	 * Gets an array of all client variables.
	 *
	 * @return local player variables
	 */
	int[] getVarps();

	/**
	 * Gets an array of all client variables.
	 */
	Map<Integer, Object> getVarcMap();

	/**
	 * Gets the value corresponding to the passed player variable.
	 *
	 * @param varPlayer the player variable
	 * @return the value
	 */
	int getVar(VarPlayer varPlayer);

	/**
	 * Gets a value corresponding to the passed variable.
	 *
	 * @param varbit the variable
	 * @return the value
	 */
	int getVar(Varbits varbit);

	/**
	 * Gets an int value corresponding to the passed variable.
	 *
	 * @param varClientInt the variable
	 * @return the value
	 */
	int getVar(VarClientInt varClientInt);

	/**
	 * Gets a String value corresponding to the passed variable.
	 *
	 * @param varClientStr the variable
	 * @return the value
	 */
	String getVar(VarClientStr varClientStr);

	/**
	 * Gets the value of a given VarPlayer.
	 *
	 * @param varpId the VarPlayer id
	 * @return the value
	 */
	@VisibleForExternalPlugins
	int getVarpValue(int varpId);

	/**
	 * Gets the value of a given Varbit.
	 *
	 * @param varbitId the varbit id
	 * @return the value
	 */
	@VisibleForExternalPlugins
	int getVarbitValue(int varbitId);

	/**
	 * Gets the value of a given VarClientInt
	 *
	 * @param varcIntId the VarClientInt id
	 * @return the value
	 */
	@VisibleForExternalPlugins
	int getVarcIntValue(int varcIntId);

	/**
	 * Gets the value of a given VarClientStr
	 *
	 * @param varcStrId the VarClientStr id
	 * @return the value
	 */
	@VisibleForExternalPlugins
	String getVarcStrValue(int varcStrId);

	/**
	 * Sets a VarClientString to the passed value
	 */
	void setVar(VarClientStr varClientStr, String value);

	/**
	 * Sets a VarClientInt to the passed value
	 */
	void setVar(VarClientInt varClientStr, int value);

	/**
	 * Sets the value of a given variable.
	 *
	 * @param varbit the variable
	 * @param value  the new value
	 */
	void setVarbit(Varbits varbit, int value);

	/**
	 * Gets the value of a given variable.
	 *
	 * @param varps    passed varbits
	 * @param varbitId the variable ID
	 * @return the value
	 * @see Varbits
	 */
	int getVarbitValue(int[] varps, int varbitId);

	/**
	 * Gets the value of a given VarPlayer.
	 *
	 * @param varps  passed varps
	 * @param varpId the VarpPlayer id
	 * @return the value
	 * @see VarPlayer#id
	 */
	int getVarpValue(int[] varps, int varpId);

	/**
	 * Sets the value of a given VarPlayer.
	 *
	 * @param varps  passed varps
	 * @param varpId the VarpPlayer id
	 * @param value  the value
	 * @see VarPlayer#id
	 */
	void setVarpValue(int[] varps, int varpId, int value);

	/**
	 * Sets the value of a given variable.
	 *
	 * @param varps  passed varbits
	 * @param varbit the variable
	 * @param value  the value
	 * @see Varbits
	 */
	void setVarbitValue(int[] varps, int varbit, int value);

	/**
	 * Gets the varbit composition for a given varbit id
	 */
	@Nullable
	VarbitDefinition getVarbitDefinition(int id);

	/**
	 * Gets the widget flags table.
	 *
	 * @return the widget flags table
	 */
	HashTable getWidgetFlags();

	/**
	 * Gets the widget node component table.
	 *
	 * @return the widget node component table
	 * @see WidgetNode
	 */
	HashTable<WidgetNode> getComponentTable();

	/**
	 * Gets an array of current grand exchange offers.
	 *
	 * @return all grand exchange offers
	 */
	GrandExchangeOffer[] getGrandExchangeOffers();

	/**
	 * Checks whether or not a prayer is currently active.
	 *
	 * @param prayer the prayer
	 * @return true if the prayer is active, false otherwise
	 */
	boolean isPrayerActive(Prayer prayer);

	/**
	 * Gets the current experience towards a skill.
	 *
	 * @param skill the skill
	 * @return the experience
	 */
	int getSkillExperience(Skill skill);

	/**
	 * Get the total experience of the player
	 */
	long getOverallExperience();

	/**
	 * Gets the game drawing mode.
	 *
	 * @return the game drawing mode
	 */
	int getGameDrawingMode();

	/**
	 * Sets the games drawing mode.
	 *
	 * @param gameDrawingMode the new drawing mode
	 */
	void setGameDrawingMode(int gameDrawingMode);

	/**
	 * Refreshes the chat.
	 */
	void refreshChat();

	/**
	 * Gets the map of chat buffers.
	 *
	 * @return the chat buffers
	 */
	Map<Integer, ChatLineBuffer> getChatLineMap();

	/**
	 * Map of message node id to message node
	 *
	 * @return the map
	 */
	IterableHashTable<MessageNode> getMessages();

	/**
	 * Gets the viewport widget.
	 * <p>
	 * The viewport is the area of the game above the chatbox
	 * and to the left of the mini-map.
	 *
	 * @return the viewport widget
	 */
	Widget getViewportWidget();

	/**
	 * Gets the object composition corresponding to an objects ID.
	 *
	 * @param objectId the object ID
	 * @return the corresponding object composition
	 * @see ObjectID
	 */
	ObjectDefinition getObjectDefinition(int objectId);

	/**
	 * Gets the NPC composition corresponding to an NPCs ID.
	 *
	 * @param npcId the npc ID
	 * @return the corresponding NPC composition
	 * @see NpcID
	 */
	NPCDefinition getNpcDefinition(int npcId);

	/**
	 * Gets an array of all world areas
	 *
	 * @return the world areas
	 */
	MapElementConfig[] getMapElementConfigs();

	/**
	 * Gets a sprite of the map scene
	 *
	 * @return the sprite
	 */
	IndexedSprite[] getMapScene();

	/**
	 * Gets an array of currently drawn mini-map dots.
	 *
	 * @return all mini-map dots
	 */
	Sprite[] getMapDots();

	/**
	 * Gets the local clients game cycle.
	 * <p>
	 * Note: This value is incremented every 20ms.
	 *
	 * @return the game cycle
	 */
	int getGameCycle();

	/**
	 * Gets an array of current map icon sprites.
	 *
	 * @return the map icons
	 */
	Sprite[] getMapIcons();

	/**
	 * Gets an array of mod icon sprites.
	 *
	 * @return the mod icons
	 */
	IndexedSprite[] getModIcons();

	/**
	 * Replaces the current mod icons with a new array.
	 *
	 * @param modIcons the new mod icons
	 */
	void setModIcons(IndexedSprite[] modIcons);

	/**
	 * Creates an empty indexed sprite.
	 *
	 * @return the sprite
	 */
	IndexedSprite createIndexedSprite();

	/**
	 * Creates a sprite image with given width and height containing the
	 * pixels.
	 *
	 * @param pixels the pixels
	 * @param width  the width
	 * @param height the height
	 * @return the sprite image
	 */
	Sprite createSprite(int[] pixels, int width, int height);

	/**
	 * Gets the location of the local player.
	 *
	 * @return the local player location
	 */
	@Nullable
	LocalPoint getLocalDestinationLocation();

	/**
	 * Gets a list of all projectiles currently spawned.
	 *
	 * @return all projectiles
	 */
	List<Projectile> getProjectiles();

	/**
	 * Gets a list of all graphics objects currently drawn.
	 *
	 * @return all graphics objects
	 */
	List<GraphicsObject> getGraphicsObjects();

	/**
	 * Gets the music volume
	 *
	 * @return volume 0-255 inclusive
	 */
	int getMusicVolume();

	/**
	 * Sets the music volume
	 *
	 * @param volume 0-255 inclusive
	 */
	void setMusicVolume(int volume);

	/**
	 * Gets the sound effect volume
	 *
	 * @return volume 0-127 inclusive
	 */
	int getSoundEffectVolume();

	/**
	 * Sets the sound effect volume
	 *
	 * @param volume 0-127 inclusive
	 */
	void setSoundEffectVolume(int volume);

	/**
	 * Gets the area sound effect volume
	 *
	 * @return volume 0-127 inclusive
	 */
	int getAreaSoundEffectVolume();

	/**
	 * Sets the area sound effect volume
	 *
	 * @param volume 0-127 inclusive
	 */
	void setAreaSoundEffectVolume(int volume);

	/**
	 * Play a sound effect at the player's current location. This is how UI,
	 * and player-generated (e.g. mining, woodcutting) sound effects are
	 * normally played.
	 *
	 * @param id the ID of the sound to play. Any int is allowed, but see
	 *           {@link SoundEffectID} for some common ones
	 */
	void playSoundEffect(int id);

	/**
	 * Play a sound effect from some point in the world.
	 *
	 * @param id    the ID of the sound to play. Any int is allowed, but see
	 *              {@link SoundEffectID} for some common ones
	 * @param x     the ground coordinate on the x axis
	 * @param y     the ground coordinate on the y axis
	 * @param range the number of tiles away that the sound can be heard
	 *              from
	 */
	void playSoundEffect(int id, int x, int y, int range);

	/**
	 * Play a sound effect from some point in the world.
	 *
	 * @param id    the ID of the sound to play. Any int is allowed, but see
	 *              {@link SoundEffectID} for some common ones
	 * @param x     the ground coordinate on the x axis
	 * @param y     the ground coordinate on the y axis
	 * @param range the number of tiles away that the sound can be heard
	 *              from
	 * @param delay the amount of frames before the sound starts playing
	 */
	void playSoundEffect(int id, int x, int y, int range, int delay);

	/**
	 * Plays a sound effect, even if the player's sound effect volume is muted.
	 *
	 * @param id     the ID of the sound effect - {@link SoundEffectID}
	 * @param volume the volume to play the sound effect at, see {@link SoundEffectVolume} for values used
	 *               in the settings interface. if the sound effect volume is not muted, uses the set volume
	 */
	void playSoundEffect(int id, int volume);

	/**
	 * Gets the clients graphic buffer provider.
	 *
	 * @return the buffer provider
	 */
	BufferProvider getBufferProvider();

	/**
	 * Gets the amount of client ticks since the last mouse movement occurred.
	 *
	 * @return amount of idle mouse ticks
	 * @see Constants#CLIENT_TICK_LENGTH
	 */
	int getMouseIdleTicks();

	/**
	 * Gets the time at which the last mouse press occurred in milliseconds since
	 * the UNIX epoch.
	 */
	long getMouseLastPressedMillis();

	/**
	 * Sets the time at which the last mouse press occurred in milliseconds since
	 * the UNIX epoch.
	 */
	void setMouseLastPressedMillis(long time);

	/**
	 * Gets the time at which the second-to-last mouse press occurred in milliseconds since
	 * the UNIX epoch.
	 */
	long getClientMouseLastPressedMillis();

	/**
	 * Sets the time at which the second-to-last mouse press occurred in milliseconds since
	 * the UNIX epoch.
	 */
	void setClientMouseLastPressedMillis(long time);

	/**
	 * Gets the amount of client ticks since the last keyboard press occurred.
	 *
	 * @return amount of idle keyboard ticks
	 * @see Constants#CLIENT_TICK_LENGTH
	 */
	int getKeyboardIdleTicks();

	/**
	 * Returns an array of booleans relating to keys pressed.
	 */
	boolean[] getPressedKeys();

	/**
	 * Changes how game behaves based on memory mode. Low memory mode skips
	 * drawing of all floors and renders ground textures in low quality.
	 *
	 * @param lowMemory if we are running in low memory mode or not
	 */
	void changeMemoryMode(boolean lowMemory);

	/**
	 * Get the item container for an inventory.
	 *
	 * @param inventory the inventory type
	 * @return the item container
	 */
	@Nullable
	ItemContainer getItemContainer(InventoryID inventory);

	/**
	 * Gets the length of the cs2 vm's int stack
	 */
	int getIntStackSize();

	/**
	 * Sets the length of the cs2 vm's int stack
	 */
	void setIntStackSize(int stackSize);

	/**
	 * Gets the cs2 vm's int stack
	 */
	int[] getIntStack();

	/**
	 * Gets the length of the cs2 vm's string stack
	 */
	int getStringStackSize();

	/**
	 * Sets the length of the cs2 vm's string stack
	 */
	void setStringStackSize(int stackSize);

	/**
	 * Gets the cs2 vm's string stack
	 */
	String[] getStringStack();

	/**
	 * Checks whether a player is on the friends list.
	 *
	 * @param name           the name of the player
	 * @param mustBeLoggedIn if they player is online
	 * @return true if the player is friends
	 */
	boolean isFriended(String name, boolean mustBeLoggedIn);

	/**
	 * Retrieve the friends chat manager
	 *
	 * @return
	 */
	@Nullable
	FriendsChatManager getFriendsChatManager();

	/**
	 * Retrieve the nameable container containing friends
	 */
	NameableContainer<Friend> getFriendContainer();

	/**
	 * Retrieve the nameable container containing ignores
	 */
	NameableContainer<Ignore> getIgnoreContainer();

	/**
	 * Gets the clients saved preferences.
	 *
	 * @return the client preferences
	 */
	Preferences getPreferences();

	/**
	 * Sets whether the camera pitch can exceed the normal limits set
	 * by the RuneScape client.
	 *
	 * @param enabled new camera pitch relaxer value
	 */
	void setCameraPitchRelaxerEnabled(boolean enabled);

	/**
	 * Sets if the moving the camera horizontally should be backwards
	 */
	void setInvertYaw(boolean invertYaw);

	/**
	 * Sets if the moving the camera vertically should be backwards
	 */
	void setInvertPitch(boolean invertPitch);

	/**
	 * Gets the world map overview.
	 *
	 * @return the world map overview
	 */
	RenderOverview getRenderOverview();

	/**
	 * Checks whether the client is in stretched mode.
	 *
	 * @return true if the client is in stretched mode, false otherwise
	 */
	boolean isStretchedEnabled();

	/**
	 * Sets the client stretched mode state.
	 *
	 * @param state new stretched mode state
	 */
	void setStretchedEnabled(boolean state);

	/**
	 * Checks whether the client is using fast
	 * rendering techniques when stretching the canvas.
	 *
	 * @return true if stretching is fast rendering, false otherwise
	 */
	boolean isStretchedFast();

	/**
	 * Sets whether to use fast rendering techniques
	 * when stretching the canvas.
	 *
	 * @param state new fast rendering state
	 */
	void setStretchedFast(boolean state);

	/**
	 * Sets whether to force integer scale factor by rounding scale
	 * factors towards {@code zero} when stretching.
	 *
	 * @param state new integer scaling state
	 */
	void setStretchedIntegerScaling(boolean state);

	/**
	 * Sets whether to keep aspect ratio when stretching.
	 *
	 * @param state new keep aspect ratio state
	 */
	void setStretchedKeepAspectRatio(boolean state);

	/**
	 * Sets the scaling factor when scaling resizable mode.
	 *
	 * @param factor new scaling factor
	 */
	void setScalingFactor(int factor);


	/**
	 * @return Scaling factor that was set for stretched mode.
	 */
	double getScalingFactor();

	/**
	 * Invalidates cached dimensions that are
	 * used for stretching and scaling.
	 *
	 * @param resize true to tell the game to
	 *               resize the canvas on the next frame,
	 *               false otherwise.
	 */
	void invalidateStretching(boolean resize);

	/**
	 * Gets the current stretched dimensions of the client.
	 *
	 * @return the stretched dimensions
	 */
	Dimension getStretchedDimensions();

	/**
	 * Gets the real dimensions of the client before being stretched.
	 *
	 * @return the real dimensions
	 */
	Dimension getRealDimensions();

	/**
	 * Changes the selected world to log in to.
	 * <p>
	 * Note: this method will have no effect unless {@link GameState}
	 * is {@link GameState#LOGIN_SCREEN}.
	 *
	 * @param world the world to switch to
	 */
	void changeWorld(World world);

	/**
	 * Creates a new instance of a world.
	 */
	World createWorld();

	/**
	 * Draws an instance map for the current viewed plane.
	 *
	 * @param z the plane
	 * @return the map sprite
	 */
	Sprite drawInstanceMap(int z);

	/**
	 * Executes a client script from the cache
	 * <p>
	 * This method must be ran on the client thread and is not reentrant
	 *
	 * @param args the script id, then any additional arguments to execute the script with
	 * @see ScriptID
	 */
	void runScript(Object... args);

	/**
	 * Checks whether or not there is any active hint arrow.
	 *
	 * @return true if there is a hint arrow, false otherwise
	 */
	boolean hasHintArrow();

	/**
	 * Gets the type of hint arrow currently displayed.
	 *
	 * @return the hint arrow type
	 */
	HintArrowType getHintArrowType();

	/**
	 * Clears the current hint arrow.
	 */
	void clearHintArrow();

	/**
	 * Sets a hint arrow to point to the passed location.
	 *
	 * @param point the location
	 */
	void setHintArrow(WorldPoint point);

	/**
	 * Sets a hint arrow to point to the passed player.
	 *
	 * @param player the player
	 */
	void setHintArrow(Player player);

	/**
	 * Sets a hint arrow to point to the passed NPC.
	 *
	 * @param npc the NPC
	 */
	void setHintArrow(NPC npc);

	/**
	 * Gets the world point that the hint arrow is directed at.
	 *
	 * @return hint arrow target
	 */
	WorldPoint getHintArrowPoint();

	/**
	 * Gets the player that the hint arrow is directed at.
	 *
	 * @return hint arrow target
	 */
	Player getHintArrowPlayer();

	/**
	 * Gets the NPC that the hint arrow is directed at.
	 *
	 * @return hint arrow target
	 */
	NPC getHintArrowNpc();

	/**
	 * Checks whether animation smoothing is enabled for players.
	 *
	 * @return true if player animation smoothing is enabled, false otherwise
	 */
	boolean isInterpolatePlayerAnimations();

	/**
	 * Sets the animation smoothing state for players.
	 *
	 * @param interpolate the new smoothing state
	 */
	void setInterpolatePlayerAnimations(boolean interpolate);

	/**
	 * Checks whether animation smoothing is enabled for NPC.
	 *
	 * @return true if NPC animation smoothing is enabled, false otherwise
	 */
	boolean isInterpolateNpcAnimations();

	/**
	 * Sets the animation smoothing state for NPCs.
	 *
	 * @param interpolate the new smoothing state
	 */
	void setInterpolateNpcAnimations(boolean interpolate);

	/**
	 * Checks whether animation smoothing is enabled for objects.
	 *
	 * @return true if object animation smoothing is enabled, false otherwise
	 */
	boolean isInterpolateObjectAnimations();

	/**
	 * Sets the animation smoothing state for objects.
	 *
	 * @param interpolate the new smoothing state
	 */
	void setInterpolateObjectAnimations(boolean interpolate);

	/**
	 * Checks whether animation smoothing is enabled for widgets.
	 *
	 * @return true if widget animation smoothing is enabled, false otherwise
	 */
	boolean isInterpolateWidgetAnimations();

	/**
	 * Sets the animation smoothing state for widgets.
	 *
	 * @param interpolate the new smoothing state
	 */
	void setInterpolateWidgetAnimations(boolean interpolate);

	/**
	 * Checks whether the logged in player is in an instanced region.
	 *
	 * @return true if the player is in instanced region, false otherwise
	 */
	boolean isInInstancedRegion();

	/**
	 * Get the number of client ticks an item has been pressed
	 *
	 * @return the number of client ticks an item has been pressed
	 */
	int getItemPressedDuration();

	/**
	 * Sets whether the client is hiding entities.
	 * <p>
	 * This method does not itself hide any entities. It behaves as a master
	 * switch for whether or not any of the related entities are hidden or
	 * shown. If this method is set to false, changing the configurations for
	 * specific entities will have no effect.
	 *
	 * @param state new entity hiding state
	 */
	void setIsHidingEntities(boolean state);

	/**
	 * Sets whether or not other players are hidden.
	 *
	 * @param state the new player hidden state
	 */
	void setPlayersHidden(boolean state);

	/**
	 * Sets whether 2D sprites (ie. overhead prayers, PK skull) related to
	 * the other players are hidden.
	 *
	 * @param state the new player 2D hidden state
	 */
	void setPlayersHidden2D(boolean state);

	/**
	 * Sets whether or not friends are hidden.
	 *
	 * @param state the new friends hidden state
	 */
	void setFriendsHidden(boolean state);

	/**
	 * Sets whether or not friends chat members are hidden.
	 *
	 * @param state the new friends chat member hidden state
	 */
	void setFriendsChatMembersHidden(boolean state);

	/**
	 * Sets whether the local player is hidden.
	 *
	 * @param state new local player hidden state
	 */
	void setLocalPlayerHidden(boolean state);

	/**
	 * Sets whether 2D sprites (ie. overhead prayers, PK skull) related to
	 * the local player are hidden.
	 *
	 * @param state new local player 2D hidden state
	 */
	void setLocalPlayerHidden2D(boolean state);

	/**
	 * Sets whether NPCs are hidden.
	 *
	 * @param state new NPC hidden state
	 */
	void setNPCsHidden(boolean state);

	/**
	 * Increments the counter for how many times this npc has been selected to be hidden
	 *
	 * @param name npc name
	 */
	void addHiddenNpcName(String name);

	/**
	 * Decrements the counter for how many times this npc has been selected to be hidden
	 *
	 * @param name npc name
	 */
	void removeHiddenNpcName(String name);

	/**
	 * Forcibly unhides an npc by setting its counter to zero
	 *
	 * @param name npc name
	 */
	void forciblyUnhideNpcName(String name);

	/**
	 * Increments the counter for how many times this npc has been selected to be hidden on death
	 *
	 * @param name npc name
	 */
	void addHiddenNpcDeath(String name);

	/**
	 * Decrements the counter for how many times this npc has been selected to be hidden on death
	 *
	 * @param name npc name
	 */
	void removeHiddenNpcDeath(String name);

	/**
	 * Forcibly unhides a hidden-while-dead npc by setting its counter to zero
	 *
	 * @param name npc name
	 */
	void forciblyUnhideNpcDeath(String name);

	/**
	 * Sets whether 2D sprites (ie. overhead prayers) related to
	 * the NPCs are hidden.
	 *
	 * @param state new NPC 2D hidden state
	 */
	void setNPCsHidden2D(boolean state);

	/**
	 * Sets whether Pets from other players are hidden.
	 *
	 * @param state new pet hidden state
	 */
	void setPetsHidden(boolean state);

	/**
	 * Sets whether attacking players or NPCs are hidden.
	 *
	 * @param state new attacker hidden state
	 */
	void setAttackersHidden(boolean state);

	/**
	 * Hides players input here.
	 *
	 * @param names the names of the players
	 */
	void setHideSpecificPlayers(List<String> names);

	/**
	 * Sets whether projectiles are hidden.
	 *
	 * @param state new projectile hidden state
	 */
	void setProjectilesHidden(boolean state);

	/**
	 * Sets whether dead NPCs are hidden.
	 *
	 * @param state new NPC hidden state
	 */
	void setDeadNPCsHidden(boolean state);

	/**
	 * The provided ids will not be hidden when the
	 * entity-hider attempts to hide dead {@link NPC}'s.
	 *
	 * @param blacklist set of npc ids.
	 */
	void setBlacklistDeadNpcs(Set<Integer> blacklist);

	/**
	 * Gets an array of tile collision data.
	 * <p>
	 * The index into the array is the plane/z-axis coordinate.
	 *
	 * @return the collision data
	 */
	@Nullable
	CollisionData[] getCollisionMaps();

	int[] getBoostedSkillLevels();

	int[] getRealSkillLevels();

	int[] getSkillExperiences();

	void queueChangedSkill(Skill skill);

	/**
	 * Gets a mapping of sprites to override.
	 * <p>
	 * The key value in the map corresponds to the ID of the sprite,
	 * and the value the sprite to replace it with.
	 */
	Map<Integer, Sprite> getSpriteOverrides();

	/**
	 * Gets a mapping of widget sprites to override.
	 * <p>
	 * The key value in the map corresponds to the packed widget ID,
	 * and the value the sprite to replace the widgets sprite with.
	 */
	Map<Integer, Sprite> getWidgetSpriteOverrides();

	/**
	 * Sets the compass sprite.
	 *
	 * @param Sprite the new sprite
	 */
	void setCompass(Sprite Sprite);

	/**
	 * Sets whether inventory quantity is verbose.
	 *
	 * @param state verbose state
	 */
	void setItemQuantitiesVerbose(boolean state);

	/**
	 * Returns widget sprite cache, to be used with {@link Client#getSpriteOverrides()}
	 *
	 * @return the cache
	 */
	NodeCache getWidgetSpriteCache();

	/**
	 * Gets the current server tick count.
	 *
	 * @return the tick count
	 */
	int getTickCount();

	/**
	 * Sets the current server tick count.
	 *
	 * @param tickCount the new tick count
	 */
	void setTickCount(int tickCount);

	/**
	 * Sets the inventory drag delay in client game cycles (20ms).
	 *
	 * @param delay the number of game cycles to delay dragging
	 */
	void setInventoryDragDelay(int delay);

	boolean isHdMinimapEnabled();

	void setHdMinimapEnabled(boolean enabled);

	/**
	 * Gets a set of current world types that apply to the logged in world.
	 *
	 * @return the types for current world
	 */
	EnumSet<WorldType> getWorldType();

	/**
	 * Gets the enabled state for the Oculus orb mode
	 */
	int getOculusOrbState();

	/**
	 * Sets the enabled state for the Oculus orb state
	 *
	 * @param state boolean enabled value
	 */
	void setOculusOrbState(int state);

	/**
	 * Sets the normal moving speed when using oculus orb (default value is 12)
	 */
	void setOculusOrbNormalSpeed(int speed);

	/**
	 * Gets local X coord where the camera is pointing when the Oculus orb is active
	 */
	int getOculusOrbFocalPointX();

	/**
	 * Gets local Y coord where the camera is pointing when the Oculus orb is active
	 */
	int getOculusOrbFocalPointY();

	/**
	 * Opens in-game world hopper interface
	 */
	void openWorldHopper();

	/**
	 * Hops using in-game world hopper widget to another world
	 *
	 * @param world target world to hop to
	 */
	void hopToWorld(World world);

	/**
	 * Sets the RGB color of the skybox
	 */
	void setSkyboxColor(int skyboxColor);

	/**
	 * Gets the RGB color of the skybox
	 */
	int getSkyboxColor();

	boolean isGpu();

	void setGpu(boolean gpu);

	int get3dZoom();

	int getCenterX();

	int getCenterY();

	int getCameraX2();

	int getCameraY2();

	int getCameraZ2();

	TextureProvider getTextureProvider();

	NodeCache getCachedModels2();

	void setRenderArea(boolean[][] renderArea);

	int getRasterizer3D_clipMidX2();

	int getRasterizer3D_clipNegativeMidX();

	int getRasterizer3D_clipNegativeMidY();

	int getRasterizer3D_clipMidY2();

	void checkClickbox(Model model, int orientation, int pitchSin, int pitchCos, int yawSin, int yawCos, int x, int y, int z, long hash);

	/**
	 * Get the if1 widget whose item is being dragged
	 */
	Widget getIf1DraggedWidget();

	/**
	 * Get the item index of the item being dragged on an if1 widget
	 */
	int getIf1DraggedItemIndex();

	/**
	 * Sets if a widget is in target mode
	 */
	void setSpellSelected(boolean selected);

	/**
	 * Returns client item composition cache
	 */
	NodeCache getItemDefinitionCache();

	/**
	 * Returns the array of cross sprites that appear and animate when left-clicking
	 */
	Sprite[] getCrossSprites();

	EnumDefinition getEnum(int id);

	/**
	 * Draws a menu in the 2010 interface style.
	 *
	 * @param alpha background transparency of the menu
	 */
	void draw2010Menu(int alpha);

	/**
	 * Draws a menu in the OSRS interface style.
	 *
	 * @param alpha background transparency of the menu
	 */
	void drawOriginalMenu(int alpha);

	void resetHealthBarCaches();

	boolean getRenderSelf();

	void setRenderSelf(boolean enabled);

	void invokeMenuAction(String option, String target, int identifier, int opcode, int param0, int param1);

	MouseRecorder getMouseRecorder();

	void setPrintMenuActions(boolean b);

	String getSelectedSpellName();

	void setSelectedSpellName(String name);

	boolean isSpellSelected();

	String getSelectedSpellActionName();

	int getSelectedSpellFlags();

	/**
	 * Set whether or not player attack options will be hidden for friends
	 */
	void setHideFriendAttackOptions(boolean yes);

	/**
	 * Set whether or not player cast options will be hidden for friends
	 */
	void setHideFriendCastOptions(boolean yes);

	/**
	 * Set whether or not player attack options will be hidden for clanmates
	 */
	void setHideClanmateAttackOptions(boolean yes);

	/**
	 * Set whether or not player cast options will be hidden for clanmates
	 */
	void setHideClanmateCastOptions(boolean yes);

	/**
	 * Set spells excluded from above hiding
	 */
	void setUnhiddenCasts(Set<String> casts);

	/**
	 * Add player to friendlist
	 */
	void addFriend(String name);

	/**
	 * Remove player from friendlist
	 */
	void removeFriend(String name);

	void setModulus(BigInteger modulus);

	/**
	 * Returns the max item index + 1 from cache
	 */
	int getItemCount();

	/**
	 * Makes all widgets behave as if they are {@link WidgetConfig#WIDGET_USE_TARGET}
	 */
	void setAllWidgetsAreOpTargetable(boolean value);

	/**
	 * Adds a MenuEntry to the current menu.
	 */
	void insertMenuItem(String action, String target, int opcode, int identifier, int argument1, int argument2, boolean forceLeftClick);

	void setSelectedItemID(int id);

	int getSelectedItemWidget();

	void setSelectedItemWidget(int widgetID);

	int getSelectedItemSlot();

	void setSelectedItemSlot(int idx);

	int getSelectedSpellWidget();

	int getSelectedSpellChildIndex();

	void setSelectedSpellWidget(int widgetID);

	void setSelectedSpellChildIndex(int index);

	/**
	 * Scales values from pixels onto canvas
	 *
	 * @param canvas       the array we're writing to
	 * @param pixels       pixels to draw
	 * @param color        should be 0
	 * @param pixelX       x index
	 * @param pixelY       y index
	 * @param canvasIdx    index in canvas (canvas[canvasIdx])
	 * @param canvasOffset x offset
	 * @param newWidth     new width
	 * @param newHeight    new height
	 * @param pixelWidth   pretty much horizontal scale
	 * @param pixelHeight  pretty much vertical scale
	 * @param oldWidth     old width
	 * @see net.runelite.client.util.ImageUtil#resizeSprite(Client, Sprite, int, int)
	 */
	void scaleSprite(int[] canvas, int[] pixels, int color, int pixelX, int pixelY, int canvasIdx, int canvasOffset, int newWidth, int newHeight, int pixelWidth, int pixelHeight, int oldWidth);

	/**
	 * Get the MenuEntry at client.getMenuOptionCount() - 1
	 * <p>
	 * This is useful so you don't have to use getMenuEntries,
	 * which will create a big array, when you only want to change
	 * the left click one.
	 */
	MenuEntry getLeftClickMenuEntry();

	/**
	 * Set the MenuEntry at client.getMenuOptionCount() - 1
	 * <p>
	 * This is useful so you don't have to use setMenuEntries,
	 * which will arraycopy a big array to several smaller arrays lol,
	 * when you only want to change the left click one.
	 */
	void setLeftClickMenuEntry(MenuEntry entry);

	/**
	 * If this field is set to true, getting 5 minute logged won't show
	 * the "You have been disconnected." message anymore.
	 */
	void setHideDisconnect(boolean dontShow);

	/**
	 * Sets the fields in the temporary menu entry that's saved in the client
	 * when a inventory item is clicked and dragged.
	 */
	void setTempMenuEntry(MenuEntry entry);

	void setShowMouseCross(boolean show);

	void setMouseIdleTicks(int cycles);

	void setKeyboardIdleTicks(int cycles);

	/**
	 * Sets the result count for GE search
	 */
	void setGeSearchResultCount(int count);

	/**
	 * Sets the array of item ids for GE search
	 */
	void setGeSearchResultIds(short[] ids);

	/**
	 * Sets the starting index in the item id array for GE search
	 */
	void setGeSearchResultIndex(int index);

	/**
	 * Sets values related to jagex compliance
	 */
	void setComplianceValue(@Nonnull String key, boolean value);

	/**
	 * Gets values related to jagex compliance
	 */
	boolean getComplianceValue(@Nonnull String key);

	/**
	 * Gets the status of client mirror
	 */
	boolean isMirrored();

	/**
	 * Sets the status of client mirror
	 */
	void setMirrored(boolean isMirrored);
	
	/**
	 * Sets the image to be used for the login screen, provided as SpritePixels
	 * If the image is larger than half the width of fixed mode,
	 * it won't get mirrored to the other side of the screen
	 */
	void setLoginScreen(Sprite pixels);

	/**
	 * Sets whether the flames on the login screen should be rendered
	 */
	void setShouldRenderLoginScreenFire(boolean val);

	/**
	 * Gets whether the flames on the login screen should be rendered
	 */
	boolean shouldRenderLoginScreenFire();

	/**
	 * Test if a key is pressed
	 * @param keycode the keycode
	 * @return
	 * @see KeyCode
	 */
	boolean isKeyPressed(int keycode);

	int getFollowerIndex();

	int isItemSelected();

	String getSelectedItemName();

	Widget getMessageContinueWidget();
}

make this into a mixin with a client thread check at the least, although this does just seem very dangerous overall