void CreatureFrame_All()
{
- FOREACH_ENTITY_FLOAT(damagedbycontents, true, LAMBDA(
- if(it.movetype == MOVETYPE_NOCLIP) continue;
+ FOREACH_ENTITY_FLOAT(damagedbycontents, true, {
+ if (it.movetype == MOVETYPE_NOCLIP) continue;
CreatureFrame_Liquids(it);
CreatureFrame_FallDamage(it);
it.oldvelocity = it.velocity;
- ));
+ });
}
void Pause_TryPause(bool ispaused)
{
// 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), WITH(entity, self, it, PlayerPreThink()));
+ FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), WITHSELF(it, PlayerPreThink()));
execute_next_frame();
if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
}
#endif
- FOREACH_ENTITY_FLOAT(csqcprojectile_clientanimate, true, LAMBDA(CSQCProjectile_Check(it)));
+ FOREACH_ENTITY_FLOAT(csqcprojectile_clientanimate, true, CSQCProjectile_Check(it));
- if(RedirectionThink())
- return;
+ if (RedirectionThink()) return;
UncustomizeEntitiesRun();
InitializeEntitiesRun();
WarpZone_StartFrame();
sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
- if(sys_frametime <= 0)
- sys_frametime = 1.0 / 60.0; // somewhat safe fallback
+ if (sys_frametime <= 0) sys_frametime = 1.0 / 60.0; // somewhat safe fallback
if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
// detect when the pre-game countdown (if any) has ended and the game has started
game_delay = (time < game_starttime);
- if(autocvar_sv_eventlog && game_delay_last && !game_delay)
+ if (autocvar_sv_eventlog && game_delay_last && !game_delay)
GameLogEcho(":startdelay_ended");
game_delay_last = game_delay;
CreatureFrame_All();
CheckRules_World();
- if(warmup_stage && !gameover && warmup_limit > 0 && time >= warmup_limit)
- {
+ if (warmup_stage && !gameover && warmup_limit > 0 && time >= warmup_limit) {
ReadyRestart();
return;
}
anticheat_startframe();
MUTATOR_CALLHOOK(SV_StartFrame);
- FOREACH_CLIENT(true, LAMBDA(GlobalStats_update(it)));
- FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), WITH(entity, self, it, PlayerPostThink()));
+ FOREACH_CLIENT(true, GlobalStats_update(it));
+ FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), WITHSELF(it, PlayerPostThink()));
}
.vector originjitter;