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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"
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
{
public:
static void hud_transition_state();
static void hud_disable_input();
static void player_good_options();
static void player_toxic_options();
static void player_spectate();
static void player_remote_control_vehicle();
static void self_wanted();
static void self_hud();
static void self_dance_mode();
static void self_persist_outfit();
static void session_pop_multiplier_areas();
static void session_force_thunder();
static void session_block_jobs();
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();
static void system_mission_creator();
static void vehicle_auto_drive();
static void vehicle_allow_all_weapons();
static void vehicle_boost_behavior();
static void vehicle_ls_customs();
static void vehicle_rainbow_paint();
static void weapons_tp_gun();
static void weapons_ammo_special_type();
static void weapons_cage_gun();
static void custom_gun_disable_control_action();
static void weapons_delete_gun();
static void weapons_gravity_gun();
static void weapons_repair_gun();
static void weapons_steal_vehicle_gun();
static void weapons_vehicle_gun();
static void weapons_c4_limit();
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static void weapons_do_persist_weapons();
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static void weapons_do_weapon_hotkeys();
static void weapons_paint_gun();
static void drive_train();
static void derail_train();
static void world_spawn_ped();
};
}