CCharacter::m_MoveRestrictions
which violates basic OOP ideas and led to bugs which we now have to keep (https://github.com/ddnet/ddnet/pull/5259).CCharacter::m_MoveRestrictions
which violates basic OOP ideas and led to bugs which we now have to keep (https://github.com/ddnet/ddnet/pull/5259). CCharacter::m_MoveRestrictions
which violates basic OOP ideas and led to bugs which we now have to keep (https://github.com/ddnet/ddnet/pull/5259). CCharacter::m_MoveRestrictions
which violates basic OOP ideas and led to bugs which we now have to keep (https://github.com/ddnet/ddnet/pull/5259). CCharacter::HandleSkippableTiles
you call Die
or Rescue
depending on some team state. instead of handling it in the kill routine itselfCCharacter::HandleSkippableTiles
you call Die
or Rescue
depending on some team state. instead of handling it in the kill routine itself CCharacter::HandleSkippableTiles
or CCharacter::Die
CCharacter::HandleSkippableTiles
or CCharacter::Die
WEAPON_WORLD
seems like the appropriate death event to catchWEAPON_KILLTILE
, which would get translated back to WEAPON_WORLD
:/WEAPON_GAME
WEAPON_KILLTILE
, which would get translated back to WEAPON_WORLD
:/ CCharacter::HandleSkippableTiles
you call Die
or Rescue
depending on some team state. instead of handling it in the kill routine itself WEAPON_WORLD
only killtiles?WEAPON_WORLD
only killtiles? WEAPON_WORLD
anyway, because it's not the world letting you dieDie
as a command to the tee that it can refuse, it might make sense Freeze
Freeze
Freeze
functionFreeze
WEAPON_WORLD
only killtiles? WEAPON_GAME
Die
as a command to the tee that it can refuse, it might make sense HandleTiles
, Die
has to know what a character is and which character it's acting on to kill itHandleTiles
, Die
has to know what a character is and which character it's acting on to kill it Die
function should be responsible for character deaths, but should stay decoupleddie
dont know about the actual player's identity or state, but rather knows about his physical presence? or am i confusing myselfView.VSplitRight(15.0f, &NumberPicker, &FindEmptySlot);
thanksView.VSplitRight(15.0f, &NumberPicker, &FindEmptySlot);
thanks gfx_ingame_aspect_ratio 1250
would be 5:4 aspect ratio.
This could be interesting to discourage ppl from using native 5:4 resolutions, which means more 5:4 UI testings xd
http: task done: https://master1.ddnet.org/ddnet/15/servers.json
in the log http: task done: https://master1.ddnet.org/ddnet/15/servers.json
in the log