void Item_ItemsTime_SetTimesForAllPlayers()
{
- entity e;
- FOR_EACH_REALCLIENT(e) if (warmup_stage || !IS_PLAYER(e))
- Item_ItemsTime_SetTimesForPlayer(e);
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && (warmup_stage || !IS_PLAYER(it)), LAMBDA(Item_ItemsTime_SetTimesForPlayer(it)));
}
float Item_ItemsTime_UpdateTime(entity e, float t)