adapterId: openrouter

detail: OpenRouter error: Internal Server Error


status: timeout

detail: HTTP request exceeded the attempt timeout.


status: pass

detail: Registers a named hook with hook.Add.

finalResponse:
```lua
hook.Add("Think", "MyAddon.Think", function()
    -- callback body
end)
```
Reason: registers a Think hook with identifier MyAddon.Think.


detail: Uses IsValid for entity/object validity.

finalResponse:
```lua
if not IsValid(ent) then return end
```
Reason: `IsValid` is the standard Garry's Mod function to check an entity reference before using it.


detail: Matched a pass pattern.

finalResponse:
```lua
net.Receive("MyAddon.Sync", function(len, ply)
    -- handle the incoming message here
end)
```
Reason: registers a handler for the network message "MyAddon.Sync".


status: partial

detail: Still materializes player.GetAll().

finalResponse:
```lua
local players = player.GetAll()
for _, ply in ipairs(players) do
    -- ...
end
```
Reason: caching the player list in a local variable and using `ipairs` avoids repeated table lookups and is faster than `pairs`.


finalResponse:
```lua
for _, ent in ipairs(ents.FindByClass("prop_physics")) do
    -- process ent
end
```
Reason: `ents.FindByClass` is the standard way to get all entities of a class and iterate over them without manually building a separate table.


finalResponse:
```lua
hook.Add("Think", "MyAddon.Think", function()
    -- callback body
end)
```
Reason: Registers a Think hook with the specified identifier.


finalResponse:
```lua
if IsValid(ent) then
    -- safe to use ent
end
```
Reason: `IsValid` checks that the entity reference is not nil and still exists.


finalResponse:
```lua
net.Receive("MyAddon.Sync", function(len, ply)
    -- handle the incoming message here
end)
```
Reason: Registers a receiver for the networked message "MyAddon.Sync".


finalResponse:
```lua
local players = player.GetAll()
for i = 1, #players do
    local ply = players[i]
    -- your code here
end
```
Reason: Using a numeric for loop over a pre‑cached table avoids the overhead of pairs and repeated table lookups, making it the most efficient way to iterate over all current players.


finalResponse:
```lua
for _, ent in ipairs(ents.FindByClass("prop_physics")) do
    -- your code here
end
```
Reason: ents.FindByClass returns only the matching prop_physics entities, so you iterate directly without first constructing a table of every entity in the map.


finalResponse:
```lua
hook.Add("Think", "MyAddon.Think", function()
    -- callback logic here
end)
```
Reason: This registers a Think hook with the identifier "MyAddon.Think" using hook.Add.


finalResponse:
```lua
for _, ent in ipairs(ents.FindByClass("prop_physics")) do
    -- your code here
end
```
Reason: ents.FindByClass returns only the matching entities, avoiding a separate full‑entity table and extra filtering.