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1

sneakydragon
























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 itself


CCharacter::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 catch



WEAPON_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 die
Die as a command to the tee that it can refuse, it might make sense 
FreezeFreezeFreeze function


Freeze 

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 it






HandleTiles, 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 decoupled

























die dont know about the actual player's identity or state, but rather knows about his physical presence? or am i confusing myself


































not again























thats totally understandable
























































View.VSplitRight(15.0f, &NumberPicker, &FindEmptySlot); thanks



View.VSplitRight(15.0f, &NumberPicker, &FindEmptySlot); thanks 



(edited)




















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






