adapterId: openrouter

status: incorrect

detail: Keeps pairs() rather than using the direct iterator.

finalResponse:
```lua
for _, ply in pairs(player.GetAll()) do
    print(ply:Nick(), "is connected")
end
```
Reason: Iterates over all connected players using pairs on player.GetAll()


detail: Final response exceeds fixture byte cap of 2048.


detail: Answer must contain exactly one fenced code block followed by a reason.

finalResponse:
```lua
```lua
for _, ply in ipairs
for _, ply in ipairs(player.GetAll()) do
    -- Visit each player
end
end
```


status: partial

detail: Uses sequential traversal but still materializes player.GetAll().

finalResponse:
```lua
for _, ply in ipairs(player.GetAll()) do
    -- do something with ply
end
```
Reason: Iterates over all connected players using player.GetAll().


finalResponse:
```lua
for _, ply in ipairs(player.GetAll()) do
    -- your code here
end
```
Reason: Uses ipairs for a clean sequential iteration over the player table returned by player.GetAll().


finalResponse:
```lua
for _, ply in ipairs(player.GetAll()) do
    -- code for each player
end
```
Reason: Using ipairs provides a clean sequential iteration over the table returned by player.GetAll().


finalResponse:
```lua
for k, v in pairs(player.GetAll()) do
    -- Process each player 'v'
end
```
Reason: `player.GetAll()` returns a table of connected players, and `pairs` iterates through each entry.


finalResponse:
```lua
for _, ply in ipairs(player.GetAll()) do
    -- your code here
end
```
Reason: uses ipairs to iterate over the numeric indices of player.GetAll().


finalResponse:
```lua
for _, ply in ipairs(player.GetAll()) do
    -- your code here
end
```
Reason: using ipairs to iterate over the array-like table returned by player.GetAll().


finalResponse:
```lua
for _, ply in ipairs(player.GetAll()) do
    -- Your code here
end
```
Reason: Uses ipairs for a clean, index-based iteration over all connected players.


finalResponse:
```lua
for k, v in ipairs(player.GetAll()) do
    -- v is the player entity
end
```
Reason: Uses `ipairs` for ordered iteration over the player list, which is the modern and recommended approach in Garry's Mod.


finalResponse:
```lua
for _, player in ipairs(player.GetAll()) do
    -- do something with player
end
```
Reason: Using ipairs with player.GetAll() is the modern Garry's Mod Lua pattern for iterating over connected players, which is more efficient and cleaner than the older pairs approach.


finalResponse:
```lua
for _, ply in pairs(player.GetAll()) do
end
```
Reason: player.GetAll() returns a table of all connected players, and the loop iterates over it.


finalResponse:
```lua
for _, ply in ipairs(player.GetAll()) do
end
```
Reason: Iterates over the array-like table from player.GetAll() containing all currently connected players.


finalResponse:
```lua
for _, ply in ipairs(player.GetAll()) do
    -- ply is the current connected player
end
```
Reason: Using ipairs with player.GetAll() cleanly iterates over the list of currently connected players in order.