







gameclient.h -> prediction/gameworld.h and teams.h -> gamecontext.h -> server/gameworld.h and both have a CGameWorld class, I guess that's your problem

gameclient.h -> prediction/gameworld.h and teams.h -> gamecontext.h -> server/gameworld.h and both have a CGameWorld class, I guess that's your problem TeamSize(), which is a part I added into teams.cpp? (edited)
GameClient()->m_Teams without including teams.h
Teams()->GetTeamState(), or any other function inside of teams.h? (edited)c++
if(Kill.m_VictimDDTeam != TEAM_FLOCK && Kill.m_TeamSize != 1 && Teams()->GetTeamState(Kill.m_VictimDDTeam) != 1)
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(i != Kill.m_VictimID && m_Core.Team(i) == Team && GameServer()->m_apPlayers[i])
{
m_aVictimSkinBuffer[m_VictimSkinCurrent + 1] = m_pClient->m_aClients[i].m_RenderInfo;
m_VictimSkinCurrent = (m_VictimSkinCurrent + 1) % (MAX_KILLMSGTEAM - 1);
}
}
}
m_aVictimSkinBuffer[0] = m_pClient->m_aClients[Kill.m_VictimID].m_RenderInfo;







TeamSize() and GetTeamState()

GameClient()->m_Teams.Team( int ) so throwing it in a loop and counting would give you team size, about team state idunno (edited)

GameClient()->m_Teams.Team( int ) so throwing it in a loop and counting would give you team size, about team state idunno (edited)TeamSize() in teams.h is


TeamSize() seems to be teams.h and teams.h isn't in the server (I was replying to Voxel)
m_pClient->m_Snap.m_aTeamSize[]?


m_pClient->m_Snap.m_aTeamSize[]? GameClient()->m_Teams.Team(ClientID)


GameClient()->m_Teams.Team(ClientID) is equal to the team you're interested in
c++
bool TeamKill;
if(Kill.m_VictimDDTeam == TEAM_FLOCK)
TeamKill = false;
else
{
int TeamSize = 0;
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(m_pClient->m_Teams.Team(i) == Kill.m_VictimDDTeam)
TeamSize++;
}
Kill.m_TeamSize = minimum(TeamSize, 4);
TeamKill = TeamSize != 1;
} (edited)


== TEAM_FLOCK?



State will be HTTP_DONE but m_Abort is true. The State never changes to HTTP_ABORTED, because the progress callback is not called after the HTTP request has completed.
This causes the client to crash when a skin download is aborted after the HTTP request finished but before the completion callback is called.
This is fixed by checking if m_Abort is true and setting t...






net_set_blocking and net_set_non_blocking.






1









self.pass_: int = pass_ (edited)










left seems okay to mepending
pass_? ^^












git bisect and then cmake --build build







