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6 changes: 3 additions & 3 deletions source/game-loop.md
Original file line number Diff line number Diff line change
Expand Up @@ -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`.
Expand All @@ -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)
* [Server-side architecture overview](/architecture.html)