Use a big game loop to handle _every_ entity!
That's stunning: a single loop? I have to re-think my whole way of programming.
* c_move, c_trace: We use "node-cells" in our game, so we can say each moving entity if it needs c_move (movement), or c_trace (detect the floor below) because everything is set in the cell properties. If we don't need a c_move or something like that we simple change the position with vector commands...
What are the "node-cells"? Is this a grid of rooms within the level?
BTW, thanks for your insights!