void IGameSystem::FrameUpdatePostEntityThinkAllSystems() { VPROF("FrameUpdatePostEntityThinkAllSystems"); SafeRemoveIfDesiredAllSystems(); InvokePerFrameMethod( &IGameSystemPerFrame::FrameUpdatePostEntityThink ); }
void IGameSystem::FrameUpdatePrePlayerRunCommandAllSystems( CBasePlayer *player, CUserCmd *ucmd ) { s_pRunCommandPlayer = player; s_pRunCommandUserCmd = ucmd; InvokePerFrameMethod( &IGameSystemPerFrame::FrameUpdatePrePlayerRunCommand ); }
void IGameSystem::PreClientUpdateAllSystems() { InvokePerFrameMethod( &IGameSystemPerFrame::PreClientUpdate ); }
void IGameSystem::FrameUpdatePreEntityThinkAllSystems() { InvokePerFrameMethod( &IGameSystemPerFrame::FrameUpdatePreEntityThink ); }
void IGameSystem::PostRenderAllSystems() { InvokePerFrameMethod( &IGameSystemPerFrame::PostRender ); }
void IGameSystem::PreRenderAllSystems() { VPROF("IGameSystem::PreRenderAllSystems"); InvokePerFrameMethod( &IGameSystemPerFrame::PreRender ); }