#include "features.hpp" namespace big { void features::update_player_structs() { QUEUE_JOB_BEGIN_CLAUSE(= ) { for (UINT16 i = 0; i < 32; i++) { if (NETWORK::NETWORK_IS_PLAYER_CONNECTED(i)) { 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(); } }QUEUE_JOB_END_CLAUSE } }