#include "../common/minigames/sv_minigames.qh"
-#include "../common/weapons/all.qh"
+#include <common/weapons/_all.qh>
#include "../common/vehicles/sv_vehicles.qh"
#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
if (m) LOG_INFOF("%d waypoints have been marked total\n", m);
j = 0;
- FOREACH_ENTITY_CLASS("info_player_deathmatch", true,
+ IL_EACH(g_spawnpoints, true,
{
vector org = it.origin;
tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - '0 0 512', MOVE_NOMONSTERS, NULL);
if (j) LOG_INFOF("%d spawnpoints have no nearest waypoint (marked by player model)\n", j);
j = 0;
- FOREACH_ENTITY_FLAGS(flags, FL_ITEM,
+ IL_EACH(g_items, true,
{
it.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
it.colormod = '0.5 0.5 0.5';
});
- FOREACH_ENTITY_FLAGS(flags, FL_ITEM,
+ IL_EACH(g_items, true,
{
if (navigation_findnearestwaypoint(it, false)) continue;
LOG_INFO("item without waypoint: ", etos(it), " ", vtos(it.origin), "\n");
if (j) LOG_INFOF("%d items have no nearest waypoint and cannot be walked away from (marked with red light)\n", j);
j = 0;
- FOREACH_ENTITY_FLAGS(flags, FL_ITEM,
+ IL_EACH(g_items, true,
{
if (navigation_findnearestwaypoint(it, true)) continue;
LOG_INFO("item without waypoint: ", etos(it), " ", vtos(it.origin), "\n");