float game_delay;
float game_delay_last;
-bool autocvar_sv_autopause = true;
+bool autocvar_sv_autopause = false;
float RedirectionThink();
-void PM_Main(Client this);
+void systems_update();
+void sys_phys_update(entity this, float dt);
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), PM_Main(it));
+ 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));
execute_next_frame();
if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
- remove = remove_unsafely; // not during spawning!
+ delete_fn = remove_unsafely; // not during spawning!
serverprevtime = servertime;
servertime = time;
serverframetime = frametime;