8#define COMPONENT(com) \
9 void com_##com##_interpolate(entity it, float a); \
12#define FOREACH_COMPONENT(com, body) IL_EACH(g_components, it.com_##com, body)
15#define EVENT(T, args) .bool evt_##T##_listener; .void args evt_##T
19 IL_EACH(g_events, it.evt_##T##_listener, it.evt_##T(__VA_ARGS__)); \
22#define subscribe(listener, T, fn) \
24 listener.evt_##T = (fn); \
25 listener.evt_##T##_listener = true; \
26 IL_PUSH(g_events, listener); \
34#define SYSTEM(sys, frameLimit, minfps) \
35 void sys_##sys##_update(entity this, float dt); \
36 noref float autocvar_xon_sys_##sys##_dt = ((frameLimit) ? (1 / (frameLimit)) : 0); \
37 noref float autocvar_xon_sys_##sys##_minfps = (1 / (1 / (minfps)))
39#define SYSTEM_UPDATE(sys) \
42 float dt = autocvar_xon_sys_##sys##_dt; \
43 float minfps = autocvar_xon_sys_##sys##_minfps; \
44 static float accumulator = 0; \
47 accumulator += min(frametime, 1 / (minfps)); \
49 accumulator += frametime; \
53 while (accumulator >= dt) \
56 FOREACH_COMPONENT(sys, sys_##sys##_update(it, dt)); \
60 if (!a) a = accumulator / dt; \
61 FOREACH_COMPONENT(sys, com_##sys##_interpolate(it, a)); \
limitations: NULL cannot be present elements can only be present once a maximum of IL_MAX lists can e...
IntrusiveList g_components
#define STATIC_INIT(func)
during worldspawn