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YimMenu/src/backend/backend.cpp

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