#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_peds; class looped { public: static void hud_transition_state(); static void player_good_options(); static void player_toxic_options(); static void player_spectate(); static void player_remote_control_vehicle(); static void self_police(); static void self_hud(); static void self_dance_mode(); 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_boost_behavior(); static void vehicle_ls_customs(); static void vehicle_rainbow_paint(); 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(); static void weapons_do_persist_weapons(); static void drive_train(); static void derail_train(); static void world_spawn_ped(); }; }