








































sqrtf(a.x*a.x + a.y*a.y)














sqrtf(a.x*a.x + a.y*a.y)
















sqrtf(a.x*a.x + a.y*a.y) 

float D = distance(Pos, pCharCore->m_Pos);
if(D < 28.0f && D >= 0.0f)
{
if(a > 0.0f)
m_Pos = LastPos;
else if(distance(NewPos, pCharCore->m_Pos) > D)
m_Pos = NewPos;
return;
}
gets
float D = distance_squared(Pos, pCharCore->m_Pos);
if(D < 28.0f * 28.0f && D >= 0.0f)
{
if(a > 0.0f)
m_Pos = LastPos;
else if(distance_squared(NewPos, pCharCore->m_Pos) > D)
m_Pos = NewPos;
return;
}





a.x*a.x + a.y*a.y













a.x*a.x + a.y*a.y 













































#if defined(__GNUC__) && .... (edited)/* Test for GCC > 3.2.0 */
#if __GNUC__ > 3 || \
(__GNUC__ == 3 && (__GNUC_MINOR__ > 2 || \
(__GNUC_MINOR__ == 2 && \
__GNUC_PATCHLEVEL__ > 0))&& __GNUC__ > 7 might do the job





















































std::sort(pSnap->SortedKeys()[0], pSnap->SortedKeys()[NumItems]);?















































































for (int i = 0; i < MAX_CLIENTS; i++)
{
if (m_SoloIDs[i] == -1)
break;
Server()->SnapFreeID(m_SoloIDs[i]);
m_SoloIDs[i] = -1;
}
stuff like this belongs to the Tick function, no?








































MAX_CLIENTS new draggers, so in DDNet 64, for each tee one, and in my mod 128.
All of these draggers need to get snapped, which is not good at all, it creates many snap items and requires many calls to CDragger::Snap which will eat some ressources.
Also, I think there is still a me...






















'as ^^

let b = "a";
{
let x = "c";
let a = longest(b, x);
drop(x) // a is implicitly dropped by this
}
drop(b)
























