+#include "conveyor.qh"
REGISTER_NET_LINKED(ENT_CLIENT_CONVEYOR)
void conveyor_think(entity this)
#endif
// set mythis as current conveyor where possible
- FOREACH_ENTITY_ENT(conveyor, this,
+ IL_EACH(g_conveyed, it.conveyor == this,
{
it.conveyor = NULL;
+ IL_REMOVE(g_conveyed, it);
});
if(this.state)
}
if(boxesoverlap(emin, emax, this.absmin, this.absmax)) // quick
if(WarpZoneLib_BoxTouchesBrush(emin, emax, this, it)) // accurate
+ {
+ if(!it.conveyor)
+ IL_PUSH(g_conveyed, it);
it.conveyor = this;
+ }
});
- FOREACH_ENTITY_ENT(conveyor, this,
+ IL_EACH(g_conveyed, it.conveyor == this,
{
if(IS_CLIENT(it)) // doing it via velocity has quite some advantages
continue; // done in SV_PlayerPhysics continue;