103 {
104#ifndef NO_GUI
105#ifdef FEATURE_CURSOR
106 if (GetTimeStamp() == 0)
107 {
109 g_Game.GetUIManager().ShowUICursor(
false);
110 }
111#endif
112#endif
113
114 UpdateDummyScheduler();
119
121
122 super.OnUpdate(timeslice);
123
124#ifndef NO_GUI
125 UIManager uiManager =
g_Game.GetUIManager();
126 UIScriptedMenu menu = uiManager.
GetMenu();
127 Input input =
g_Game.GetInput();
128
130 {
131 int i;
132 for (i = 0; i < 5; i++)
133 {
137 }
138
139 for (i = 0; i < 6; i++)
140 {
142 }
143 }
144
146 {
149 }
150#endif
151
152 }
void RandomArtillery(float deltaTime)
void TickScheduler(float timeslice)
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.
void UpdateBaseEnvTemperature(float timeslice)