#include "api/api.hpp" #include "backend.hpp" #include "fiber_pool.hpp" #include "looped/looped.hpp" #include "pointers.hpp" #include "script.hpp" #include "thread_pool.hpp" namespace big { void backend::loop() { g.attempt_save(); QUEUE_JOB_BEGIN_CLAUSE() { looped::system_screen_size(); looped::system_update_players(); looped::system_update_pointers(); }QUEUE_JOB_END_CLAUSE if (g_local_player != nullptr && !api::util::signed_in()) { g_thread_pool->push([] { looped::api_login_session(); }); } QUEUE_JOB_BEGIN_CLAUSE() { looped::tunables_disable_phone(); looped::tunables_no_idle_kick(); }QUEUE_JOB_END_CLAUSE QUEUE_JOB_BEGIN_CLAUSE() { looped::self_frame_flags(); looped::self_free_cam(); looped::self_godmode(); looped::self_off_radar(); looped::self_police(); looped::self_no_ragdoll(); looped::self_super_run(); }QUEUE_JOB_END_CLAUSE QUEUE_JOB_BEGIN_CLAUSE() { looped::player_specate(); }QUEUE_JOB_END_CLAUSE QUEUE_JOB_BEGIN_CLAUSE() { looped::self_noclip(); }QUEUE_JOB_END_CLAUSE QUEUE_JOB_BEGIN_CLAUSE() { looped::weapons_cage_gun(); looped::weapons_delete_gun(); looped::weapons_gravity_gun(); looped::weapons_steal_vehicle_gun(); looped::weapons_repair_gun(); looped::weapons_vehicle_gun(); }QUEUE_JOB_END_CLAUSE QUEUE_JOB_BEGIN_CLAUSE() { looped::vehicle_despawn_bypass(); looped::vehicle_god_mode(); looped::vehicle_horn_boost(); looped::vehicle_speedo_meter(); }QUEUE_JOB_END_CLAUSE } }