- int _enemy_count = 0;
- int _friendly_count = 0;
- float _dist;
- entity _player;
-
- FOR_EACH_PLAYER(_player)
- {
- if(!_player.deadflag)
- {
- _dist = vlen(_player.origin - self.origin);
- if(_dist < autocvar_g_onslaught_cp_proxydecap_distance)
- {
- if(SAME_TEAM(_player, self))
- ++_friendly_count;
- else
- ++_enemy_count;
- }
- }
- }
-
- _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
- _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
-
- self.health = bound(0, self.health + (_friendly_count - _enemy_count), self.max_health);
+ int _enemy_count = 0;
+ int _friendly_count = 0;
+ float _dist;
+
+ FOREACH_CLIENT(IS_PLAYER(it) && it.deadflag == DEAD_NO, LAMBDA(
+ _dist = vlen(it.origin - self.origin);
+ if(_dist < autocvar_g_onslaught_cp_proxydecap_distance)
+ {
+ if(SAME_TEAM(it, self))
+ ++_friendly_count;
+ else
+ ++_enemy_count;
+ }
+ ));
+
+ _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
+ _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
+
+ self.health = bound(0, self.health + (_friendly_count - _enemy_count), self.max_health);