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YimMenu/BigBaseV2/src/backend/looped/system/update_player_structs.cpp

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#include "backend/looped/looped.hpp"
#include "natives.hpp"
#include "script.hpp"
namespace big
{
static bool busy = false;
void looped::system_update_players()
{
if (busy) return;
busy = true;
for (Player i = 0; i < 32; i++)
{
if (NETWORK::NETWORK_IS_PLAYER_CONNECTED(i) && i != PLAYER::PLAYER_ID())
{
// if (!g.players[i].is_online) // tell user player joined
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g.players[i].id = i;
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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();
}
busy = false;
}
}