










Foo was a module and bar was a function in it :\
struct Foo {}
impl Foo {
fn bar() {
...
}
}
Foo::bar();












def replace_doodads(layer: twmap.Layer, mapping: dict) -> None:













SetMenuPage(PAGE_SETTINGS)






SetMenuPage(PAGE_SETTINGS) 




Menu.HSplitBottom(100.0f, &Menu, 0 );
Menu.HSplitBottom(40.0f, &Menu, &Button);
static CButtonContainer s_InformationButton;
if(DoButton_Menu(&s_InformationButton, Localize("Information", "Settings"), 0, &Button, g_Config.m_ClShowStartMenuImages ? "local_server" : 0, IGraphics::CORNER_ALL, Rounding, 0.5f, vec4(0.0f, 0.0f, 0.0f, 0.51f))|| CheckHotKey(KEY_I))
{
NewPage = PAGE_INFORMATION;
}











Map type?Map
twmap.Map as a type annotation works because its also directely availabletwmap.Layer works fine in my IDE because it loads it from the typehints but at runtime the typehints are not loaded then it does not know it

twmap.Layer works fine in my IDE because it loads it from the typehints but at runtime the typehints are not loaded then it does not know it 

include directive from C

twmap.Layer works fine in my IDE because it loads it from the typehints but at runtime the typehints are not loaded then it does not know it 
Hacker News • 2024-09-09 02:34 















maturin develop and yes that branch is working wonderfully! I can use twmap.Layer at runtime and for type checking








import which will be followed by a string foo or a/b/c. It will first try to find file relatively, if it wasn't found, then absolute path will be used. Also it will be cool to support libs so there will be some kind of config file(settings.json for example) which will store project/library name and list of other libs it depends on. So when after look at absolute path nothing was found it will look for files in those libs. Thoughts?

import which will be followed by a string foo or a/b/c. It will first try to find file relatively, if it wasn't found, then absolute path will be used. Also it will be cool to support libs so there will be some kind of config file(settings.json for example) which will store project/library name and list of other libs it depends on. So when after look at absolute path nothing was found it will look for files in those libs. Thoughts? import <path> or import "path" would just lead to fopen("path", ...) EXCEPT if path[0] == '@' which I'd use as lib_root


import <path> or import "path" would just lead to fopen("path", ...) EXCEPT if path[0] == '@' which I'd use as lib_root 





import <path> or import "path" would just lead to fopen("path", ...) EXCEPT if path[0] == '@' which I'd use as lib_root 

import "@srs_json/decoder









cc -E (edited)







\ in the end of the line, that will be my improvement xd

\ in the end of the line, that will be my improvement xd 






macro name {
blah blah
}

macro name {
blah blah
} 
! in the end of the name (edited)
tw-0.7+udp://192.168.0.100:8303 (with respective local IP) works.




















/spec command works is misleading for new players. After using /spec "playername", we are stuck spectating that player until they disconnect, unless we know about the spectator mode selector menu, which isn't mentioned anywhere. Many players, including myself, had the same issue, as seen by searching for "stop spectating" and similar terms on the DDNet discord. The /unspec command feels intuitive, as it follows the same naming conventions as other commands, like /solo ...























if(-PauseState != CPlayer::PAUSE_NONE && PauseType != CPlayer::PAUSE_NONE)






















M3: Spectate Menu
appear on the bottom right of the screen then fade out after 5 seconds.

M3: Spectate Menu
appear on the bottom right of the screen then fade out after 5 seconds. 


