f3bdcad
M 1of4, M 3of4, M Delension, M Desert Night, M HDP_OnOff, A Vagrant, M WallJump, M ctf5_solo - ddnet-mapsNETSENDFLAG_FLUSH
NETSENDFLAG_FLUSH
tells the network to send everything it has out939c51b
Add IsPlaying
to engine sound - Robyt3
3db3f0a
Code style: remove unnecessary indentation - Robyt3
4bc8871
Refactoring: move variable declarations in engine sound - Robyt3
1fb46b7
Code style: rename variable id
to NextID
- Robyt3
d3e4ebf
Simplify loop body and reduce duplicate code - Robyt3
a8949cb
Fix log message context - Robyt3
82425f2
Handle WavpackUnpackSamples
failure - Robyt3
757d7d0
Change m_SoundEnabled
from int
to bool
- Robyt3
b4a82b1
Reduce visibility of engine sound members and methods - Robyt3
525527f
Add IsPlaying
to sounds client component - Robyt3
9932bd7
Update menu music state when the config variables change via console - Robyt3
9390ae9
Fix OOB access when stopping a sound that has invalid samples - Robyt3
2e200c8
Use consistent sizeof expression for Mix
calls - Robyt3
d8e72ad
Handle op_read
errors and EOF - Robyt3
b8d6298
Rename OpusFile
to pOpusFile
- Robyt3
2bd1273
Merge #5514 - bors[bot]thread::scope
returns the threads spawned within it will have joined alreadyHUD_DDRACE
if he wants the new hud on kogHUD_DDRACE
if he wants the new hud on kog Info.m_HudHealthArmor = !DDNet;
this doesn't look very correct, right? I guess this is it?Info.m_HudHealthArmor = !DDNet;
this doesn't look very correct, right? I guess this is it? Info.m_HudHealthArmor = !DDNet;
this doesn't look very correct, right? I guess this is it? true, true, false
. That was the old behaviour we want to preserveIsDDNet
unless it's sending the new gameinfo and the character with the new values, we should just render the old hud. Atleast that's how I have it in my head