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89 lines
1.9 KiB
C++

#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_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_clean_player();
looped::self_frame_flags();
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::player_never_wanted();
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_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_god_mode();
looped::vehicle_horn_boost();
looped::vehicle_is_targetable();
looped::vehicle_speedo_meter();
}QUEUE_JOB_END_CLAUSE
QUEUE_JOB_BEGIN_CLAUSE()
{
looped::vehicle_ls_customs();
}QUEUE_JOB_END_CLAUSE
}
}