







./DDNet "password foo" but if i understand the code correctly that does not work anymore since 4 years

































































./DDNet "connect localhost;connect localhost" does not connect twice. So for a headless client its non trivial




















CChat::Say

CChat::Say 





CMenus you want to go through the gameclient GameClient(), to get to CGameClient::m_Chat, on which you can just use CChat::Say. So something like GameClient()->m_Chat.Say(0, "Test"));
























2




































































if(NewPredTick > m_PredTick[g_Config.m_ClDummy])
{
m_PredTick[g_Config.m_ClDummy] = NewPredTick;
Repredict = true;
// send input
SendInput();
}
Maybe the tick flows over or something?

1


































int m_DummyFire = 0;
int hammerd = 0;
int debug = 0;
while(m_DummyFire != -4000)
{
if((m_DummyFire / 12.5f) - (int)(m_DummyFire / 12.5f) > 0.01f)
{
m_DummyFire++;
hammerd = 0;
continue;
}
if(hammerd == 1)
{
debug = 0;
}
if(hammerd == 10)
{
debug = 0;
}
if(hammerd == 50)
{
debug = 0;
}
if(hammerd == 100)
{
debug = 0;
}
m_DummyFire++;
hammerd++;
} (edited)












































if(m_FrozenLastTick)
FullAuto = true;
https://github.com/C0D3D3V/ddnet/blob/8c6a7ef38a89d123cf4b9c5e495e2c25971efe92/src/game/client/prediction/entities/character.cpp#L263-L264
serverside it was added here: https://github.com/ddnet/ddnet/commit/f19220f1bbbb647954d6544865e3c2a2e9953037
but why does noone else see this bug 














MACRO_CONFIG_INT config variables to std::atomic_int so we can actually access it from multiple threads? ^^g_Config.m_ConsoleLogLevel from multiple threads?

MACRO_CONFIG_INT config variables to std::atomic_int so we can actually access it from multiple threads? ^^ 





MACRO_CONFIG_INT config variables to std::atomic_int so we can actually access it from multiple threads? ^^ 













IConsole::Print
and dbg_msg.



















