109 {
110#ifndef NO_GUI
111#ifdef FEATURE_CURSOR
112 if (GetTimeStamp() == 0)
113 {
115 g_Game.GetUIManager().ShowUICursor(
false);
116 }
117#endif
118#endif
119
120 UpdateDummyScheduler();
123 m_WorldData.UpdateBaseEnvTemperature(timeslice);
126
128
129 super.OnUpdate(timeslice);
130
131#ifndef NO_GUI
132 UIManager uiManager =
g_Game.GetUIManager();
133 UIScriptedMenu menu = uiManager.
GetMenu();
134 Input input =
g_Game.GetInput();
135
137 {
138 int i;
139 for (i = 0; i < 5; i++)
140 {
144 }
145
146 for (i = 0; i < 6; i++)
147 {
149 }
150 }
151
153 {
156 }
157#endif
158
159 }
void RandomArtillery(float deltaTime)
void TickScheduler(float timeslice)
BunkerBroadcastHandler m_BunkerBroadcastHandler
ref RainProcurementHandler m_RainProcHandler
void UpdateLogoutPlayers()
bool m_ProcessInputExcludes
void PerformRefreshExcludes()
applies queued excludes (0 == clear excludes)
proto native UIScriptedMenu GetMenu()
Returns most-top open menu.