




CEntity itself
CEntity::reference with a constructor that increases the refcount and a destructor that decreases it is what I was thinking







CGameWorld::ClosestEntity that hands out pointers to entities
ClosestEntity
CProjectiles (we don't maintain this pointer anyway, but still it could be useful, like when moving a character from one world to another move all it's projectiles too)


















shared_ptr everywhere? it incurs paying for non-existing threads unfortunately…
shared_ptr has an atomic refcount which is more expensive then unique_ptrstd::move can help with the atomic refcount

std::move to move between the worlds that should be plenty optimized



































\n











' missing at the end of the lines, I had this bug because my buffer was too small for that message. Its fixed long ago, but I guess this is just a cut off character?
>>> ftfy.ftfy("»ĸαzo")
'»ĸαzo'


"»ĸαzo".encode("windows-1252").decode()









pSrc++ without chaning the src.
pSrc + 1?

int char_allowed(char c)
{
return ('0' <= c && c <= '9') || ('A' <= c && c <= 'Z') || ('a' <= c && c <= 'z') || c == '-' || c == '.' || c == '_' || c == '~';
}











