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refactor!: Replace premake5 with CMake. (#551)
Co-authored-by: tupoy-ya <tupoy-ya@users.noreply.github.com>
This commit is contained in:
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src/backend/backend.cpp
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200
src/backend/backend.cpp
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#include "backend.hpp"
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#include "script.hpp"
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#include "thread_pool.hpp"
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#include "looped/looped.hpp"
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#include "services/context_menu/context_menu_service.hpp"
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namespace big
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{
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void backend::loop()
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{
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while (true) {
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g->attempt_save();
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looped::system_self_globals();
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looped::system_update_pointers();
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looped::system_desync_kick_protection();
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script::get_current()->yield();
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}
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}
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void backend::self_loop()
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{
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LOG(INFO) << "Starting script: Self";
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while (g_running)
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{
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looped::self_clean_player();
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looped::self_free_cam();
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looped::self_godmode();
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looped::self_invisibility();
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looped::self_no_ragdoll();
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looped::self_off_radar();
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looped::self_police();
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looped::self_super_run();
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looped::self_no_collision();
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looped::self_hud();
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looped::self_unlimited_oxygen();
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looped::self_no_water_collision();
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script::get_current()->yield();
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}
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}
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void backend::weapons_loop()
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{
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LOG(INFO) << "Starting script: Weapons";
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while (g_running)
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{
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looped::weapons_ammo_special_type();
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looped::weapons_cage_gun();
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looped::weapons_delete_gun();
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looped::weapons_force_crosshairs();
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looped::weapons_gravity_gun();
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looped::weapons_increased_damage();
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looped::weapons_infinite_ammo();
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looped::weapons_infinite_mag();
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looped::weapons_no_recoil();
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looped::weapons_no_spread();
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looped::weapons_repair_gun();
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looped::weapons_steal_vehicle_gun();
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looped::weapons_vehicle_gun();
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script::get_current()->yield();
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}
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}
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void backend::vehicles_loop()
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{
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LOG(INFO) << "Starting script: Vehicles";
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while (g_running)
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{
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looped::vehicle_auto_drive();
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looped::vehicle_boost_behavior();
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looped::vehicle_despawn_bypass();
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looped::vehicle_drive_on_water();
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looped::vehicle_god_mode();
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looped::vehicle_horn_boost();
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looped::vehicle_jump();
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looped::vehicle_instant_brake();
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looped::vehicle_is_targetable();
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looped::vehicle_seatbelt();
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looped::vehicle_speedo_meter();
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looped::vehicle_keep_vehicle_repaired();
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looped::vehicle_no_water_collision();
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script::get_current()->yield();
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}
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}
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void backend::turnsignal_loop()
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{
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LOG(INFO) << "Starting script: turnsignal";
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while (g_running)
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{
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looped::vehicle_turn_signals();
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script::get_current()->yield();
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}
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}
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void backend::misc_loop()
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{
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LOG(INFO) << "Starting script: Miscellaneous";
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while (g_running)
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{
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looped::hud_transition_state();
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looped::tunables_disable_phone();
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looped::tunables_no_idle_kick();
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looped::session_local_time();
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script::get_current()->yield();
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}
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}
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void backend::remote_loop()
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{
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LOG(INFO) << "Starting script: Remote";
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while (g_running)
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{
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g_player_service->iterate([](const player_entry &entry)
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{
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looped::player_never_wanted(entry.second);
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});
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looped::player_spectate();
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script::get_current()->yield();
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}
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}
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void backend::noclip_loop()
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{
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LOG(INFO) << "Starting script: No clip";
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while (g_running)
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{
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looped::self_noclip();
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script::get_current()->yield();
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}
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}
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void backend::lscustoms_loop()
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{
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LOG(INFO) << "Starting script: Ls customs";
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while (g_running)
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{
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looped::vehicle_ls_customs();
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script::get_current()->yield();
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}
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}
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void backend::rainbowpaint_loop()
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{
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LOG(INFO) << "Starting script: Rainbow paint";
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while (g_running)
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{
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looped::vehicle_rainbow_paint();
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script::get_current()->yield();
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}
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}
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void backend::vehiclefly_loop()
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{
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LOG(INFO) << "Starting script: Vehicle fly";
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while (g_running)
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{
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looped::vehicle_fly();
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script::get_current()->yield();
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}
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}
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void backend::disable_control_action_loop()
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{
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LOG(INFO) << "Starting script: Disable Control Action";
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while (g_running)
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{
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looped::self_free_cam_disable_control_action();
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looped::self_noclip_disable_control_action();
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looped::custom_gun_disable_control_action();
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context_menu_service::disable_control_action_loop();
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script::get_current()->yield();
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}
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}
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}
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