From 2c17bf5612c7b1f117ef6ca3ea061de3c0d72ab1 Mon Sep 17 00:00:00 2001 From: Codex Date: Mon, 20 Jul 2026 18:39:18 +0200 Subject: [PATCH] Fix game loop CPU API references --- source/game-loop.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/source/game-loop.md b/source/game-loop.md index 0609024d..04518a30 100644 --- a/source/game-loop.md +++ b/source/game-loop.md @@ -17,8 +17,8 @@ In the **end of the tick, **the commands specified in the `main` accumulate in o ## Additional information -* Physically, resource intensity of the `main` execution is limited by the available CPU (see [`Game.cpuLimit`](/api/#Game.cpuLimit)) . -* The amount of CPU actually used in the current tick is shown by [`Game.getUsedCpu`](/api/#Game.getUsedCpu). +* Physically, resource intensity of the `main` execution is limited by the available CPU (see [`Game.cpu.limit`](/api/#Game.cpu.limit)). +* The amount of CPU actually used in the current tick is returned by [`Game.cpu.getUsed`](/api/#Game.cpu.getUsed). * The correlation between the game tick counter ([`Game.time`](/api/#Game.time)) and real time depends on overall capacity of servers affected. * All runtime global scope with all the variables between ticks is erased. See more in [this article](/global-objects.html). * A console command is governed by the same rules: execution is made within one tick as though it is added to the end of `main`. @@ -27,4 +27,4 @@ In the **end of the tick, **the commands specified in the `main` accumulate in o ## See also * [How does CPU limit work](/cpu-limit.html) -* [Server-side architecture overview](/architecture.html) \ No newline at end of file +* [Server-side architecture overview](/architecture.html)