#include "features.hpp"
namespace big
{
void features::update_player_structs()
QUEUE_JOB_BEGIN_CLAUSE(= )
for (UINT16 i = 0; i < 32; i++)
if (NETWORK::NETWORK_IS_PLAYER_CONNECTED(i))
if (!g_players[i].is_online) features::join_message((Player)i);
g_players[i].is_online = true;
int iNetworkHandle[26];
NETWORK::NETWORK_HANDLE_FROM_PLAYER(i, &iNetworkHandle[0], 13);
NETWORK::NETWORK_IS_HANDLE_VALID(&iNetworkHandle[0], 13) && NETWORK::NETWORK_IS_FRIEND(&iNetworkHandle[0]);
g_players[i].is_friend = NETWORK::NETWORK_IS_HANDLE_VALID(iNetworkHandle, 13) && NETWORK::NETWORK_IS_FRIEND(iNetworkHandle);
strcpy(g_players[i].name, PLAYER::GET_PLAYER_NAME(i));
}
else
g_players[i].is_online = false;
g_players[i].is_friend = false;
script::get_current()->yield();
}QUEUE_JOB_END_CLAUSE