CEntity
itselfCEntity::reference
with a constructor that increases the refcount and a destructor that decreases it is what I was thinkingCGameWorld::ClosestEntity
that hands out pointers to entitiesClosestEntity
CProjectile
s (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_ptr
std::move
can help with the atomic refcountstd::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 == '~';
}