#include "command/common.qh"
-#include "mutators/all.qh"
+#include "mutators/_mod.qh"
#include "weapons/csqcprojectile.qh"
#include "../common/constants.qh"
#include "../common/util.qh"
#include "../common/vehicles/all.qh"
-#include "../common/weapons/all.qh"
+#include <common/weapons/_all.qh>
#include "../lib/csqcmodel/sv_model.qh"
void StartFrame()
{
// TODO: if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction)
- FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), sys_phys_update(it, frametime));
- FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), PlayerPreThink(it));
+ IL_EACH(g_players, IS_FAKE_CLIENT(it), sys_phys_update(it, frametime));
+ IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPreThink(it));
execute_next_frame();
if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
}
#endif
- FOREACH_ENTITY_FLOAT(csqcprojectile_clientanimate, true, CSQCProjectile_Check(it));
+ IL_EACH(g_projectiles, it.csqcprojectile_clientanimate, CSQCProjectile_Check(it));
if (RedirectionThink()) return;
MUTATOR_CALLHOOK(SV_StartFrame);
FOREACH_CLIENT(true, GlobalStats_update(it));
- FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), PlayerPostThink(it));
+ IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPostThink(it));
}
.vector originjitter;