/** Components always interpolate from the previous state */
#define COMPONENT(com) \
void com_##com##_interpolate(entity it, float a); \
.bool com_##com
/** Components always interpolate from the previous state */
#define COMPONENT(com) \
void com_##com##_interpolate(entity it, float a); \
.bool com_##com
-#define FOREACH_COMPONENT(com, body) FOREACH_ENTITY_FLOAT(com_##com, true, body)
+#define FOREACH_COMPONENT(com, body) IL_EACH(g_components, it.com_##com, body)
MACRO_END
#define subscribe(listener, T, fn) \
MACRO_BEGIN \
listener.evt_##T = (fn); \
listener.evt_##T##_listener = true; \
MACRO_END
#define subscribe(listener, T, fn) \
MACRO_BEGIN \
listener.evt_##T = (fn); \
listener.evt_##T##_listener = true; \
*/
#define SYSTEM(sys, frameLimit, minfps) \
void sys_##sys##_update(entity this, float dt); \
*/
#define SYSTEM(sys, frameLimit, minfps) \
void sys_##sys##_update(entity this, float dt); \
- float autocvar_xon_sys_##sys##_dt = ((frameLimit) ? (1 / (frameLimit)) : 0); \
- float autocvar_xon_sys_##sys##_minfps = (1 / (1 / (minfps)))
+ noref float autocvar_xon_sys_##sys##_dt = ((frameLimit) ? (1 / (frameLimit)) : 0); \
+ noref float autocvar_xon_sys_##sys##_minfps = (1 / (1 / (minfps)))