#include "api/api.hpp" #include "backend.hpp" #include "fiber_pool.hpp" #include "looped/looped.hpp" #include "script.hpp" #include "thread_pool.hpp" namespace big { void backend::loop() { g->attempt_save(); looped::system_update_pointers(); if (g_local_player != nullptr && !api::util::signed_in()) { g_thread_pool->push([] { looped::api_login_session(); }); } QUEUE_JOB_BEGIN_CLAUSE() { looped::hud_transition_state(); }QUEUE_JOB_END_CLAUSE QUEUE_JOB_BEGIN_CLAUSE() { looped::rgb_synced_fade(); looped::rgb_synced_spasm(); }QUEUE_JOB_END_CLAUSE QUEUE_JOB_BEGIN_CLAUSE() { looped::tunables_disable_phone(); looped::tunables_no_idle_kick(); }QUEUE_JOB_END_CLAUSE QUEUE_JOB_BEGIN_CLAUSE() { 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(); }QUEUE_JOB_END_CLAUSE QUEUE_JOB_BEGIN_CLAUSE() { looped::session_local_time(); }QUEUE_JOB_END_CLAUSE QUEUE_JOB_BEGIN_CLAUSE() { looped::player_never_wanted(); looped::player_spectate(); }QUEUE_JOB_END_CLAUSE QUEUE_JOB_BEGIN_CLAUSE() { looped::self_noclip(); }QUEUE_JOB_END_CLAUSE QUEUE_JOB_BEGIN_CLAUSE() { 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(); }QUEUE_JOB_END_CLAUSE QUEUE_JOB_BEGIN_CLAUSE() { looped::vehicle_despawn_bypass(); looped::vehicle_drive_on_water(); looped::vehicle_god_mode(); looped::vehicle_horn_boost(); looped::vehicle_instant_brake(); looped::vehicle_is_targetable(); looped::vehicle_rainbow_paint(); looped::vehicle_speedo_meter(); }QUEUE_JOB_END_CLAUSE QUEUE_JOB_BEGIN_CLAUSE() { looped::vehicle_ls_customs(); }QUEUE_JOB_END_CLAUSE } }