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YimMenu/src/backend/looped/looped.hpp

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#pragma once
#include "common.hpp"
#include "services/players/player_service.hpp"
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namespace big
{
struct spawned_ped
{
Ped ped_handle;
Player spawned_for_player;
bool is_bodyguard;
bool is_attacker;
};
inline std::vector<spawned_ped> spawned_peds;
class looped
{
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public:
static void hud_transition_state();
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static void player_good_options();
static void player_toxic_options();
static void player_spectate();
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static void player_remote_control_vehicle();
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static void self_police();
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static void self_hud();
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static void self_dance_mode();
static void session_local_time();
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static void session_pop_multiplier_areas();
static void session_force_thunder();
static void session_block_jobs();
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static void session_randomize_ceo_colors();
static void session_auto_kick_host();
static void system_self_globals();
static void system_update_pointers();
static void system_desync_kick_protection();
static void system_spoofing();
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static void system_mission_creator();
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static void vehicle_auto_drive();
static void vehicle_boost_behavior();
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static void vehicle_fly();
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static void vehicle_god_mode();
static void vehicle_ls_customs();
static void vehicle_rainbow_paint();
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static void vehicle_speedo_meter();
static void vehicle_turn_signals();
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static void weapons_ammo_special_type();
static void weapons_cage_gun();
static void custom_gun_disable_control_action();
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static void weapons_delete_gun();
static void weapons_gravity_gun();
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static void weapons_repair_gun();
static void weapons_steal_vehicle_gun();
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static void weapons_vehicle_gun();
static void weapons_c4_limit();
static void drive_train();
static void derail_train();
static void world_spawn_ped();
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};
}