void GAMEWORLD::reset() { // reset all entities for(ENTITY *ent = first_entity; ent; ent = ent->next_entity) ent->reset(); remove_entities(); game.controller->post_reset(); remove_entities(); reset_requested = false; }
void GAMEWORLD::tick() { if(reset_requested) reset(); if(!paused) { if(game.controller->is_force_balanced()) game.send_chat(-1, GAMECONTEXT::CHAT_ALL, "Teams have been balanced"); // update all objects for(ENTITY *ent = first_entity; ent; ent = ent->next_entity) ent->tick(); for(ENTITY *ent = first_entity; ent; ent = ent->next_entity) ent->tick_defered(); } remove_entities(); }