



/tw/data # ls
announcement.txt censorlist.txt deadtee.png game.png languages race_flag.png wordlist.txt
arrow.png communityicons debug_font.png gui_buttons.png mapres shader
assets config editor gui_cursor.png maps skins
audio console.png emoticons.png gui_icons.png maps7 skins7
autoexec_server.cfg console_bar.png extras.png gui_logo.png menuimages strong_weak.png
blob.png countryflags fonts hud.png particles.png themes
Which files i can easily remove and server will stay fully functional?
Dockerfile, if needed: https://termbin.com/t9cg (edited)/tw/share/icons/hicolor # tree
.
├── 16x16
│ └── apps
│ └── ddnet-server.png
├── 256x256
│ └── apps
│ └── ddnet-server.png
├── 32x32
│ └── apps
│ └── ddnet-server.png
└── 48x48
└── apps
└── ddnet-server.png
8 directories, 4 files
6c6fd86 Remove unnecessary initialization of sound listener position - Robyt3
e0e1ef8 Fix incorrect channel panning value after changing volume - Robyt3
9869164 Use vec2s for sound positions - Robyt3
cc7aa4c Add volume parameter to sound play functions, fix unused volume - Robyt3
8715a64 Merge pull request #9023 from Robyt3/Sound-Volume-Position-Refactoring - def-

/tw/data # ls
announcement.txt censorlist.txt deadtee.png game.png languages race_flag.png wordlist.txt
arrow.png communityicons debug_font.png gui_buttons.png mapres shader
assets config editor gui_cursor.png maps skins
audio console.png emoticons.png gui_icons.png maps7 skins7
autoexec_server.cfg console_bar.png extras.png gui_logo.png menuimages strong_weak.png
blob.png countryflags fonts hud.png particles.png themes
Which files i can easily remove and server will stay fully functional?
Dockerfile, if needed: https://termbin.com/t9cg (edited)








new CInfClasGameContext here

































let register_1 = allocate_reg();
generate(expr.right, ®ister_1);
let register_2 = allocate_reg();
generate(expr.left, ®ister_2);
...do other stuff
and it all breaks if I try to compile something like
let a: u8 = 1 + 1 + 1 + 1 + 1 + 1 + 1;
What's the better way to generate the expressions :\










Failed to parse char Ð
& with & a m p ;, ChillerDragon





let register_1 = allocate_reg();
generate(expr.right, ®ister_1);
let register_2 = allocate_reg();
generate(expr.left, ®ister_2);
...do other stuff
and it all breaks if I try to compile something like
let a: u8 = 1 + 1 + 1 + 1 + 1 + 1 + 1;
What's the better way to generate the expressions :\ 1+5 evaluates it to 6
















let register_1 = allocate_reg();
generate(expr.right, ®ister_1);
let register_2 = allocate_reg();
generate(expr.left, ®ister_2);
...do other stuff
and it all breaks if I try to compile something like
let a: u8 = 1 + 1 + 1 + 1 + 1 + 1 + 1;
What's the better way to generate the expressions :\ 



































let register_1 = allocate_reg();
generate(expr.right, ®ister_1);
let register_2 = allocate_reg();
generate(expr.left, ®ister_2);
...do other stuff
and it all breaks if I try to compile something like
let a: u8 = 1 + 1 + 1 + 1 + 1 + 1 + 1;
What's the better way to generate the expressions :\ 

let register_1 = allocate_reg();
generate(expr.right, ®ister_1);
let register_2 = allocate_reg();
generate(expr.left, ®ister_2);
...do other stuff
and it all breaks if I try to compile something like
let a: u8 = 1 + 1 + 1 + 1 + 1 + 1 + 1;
What's the better way to generate the expressions :\ 

















let register_1 = allocate_reg();
generate(expr.right, ®ister_1);
let register_2 = allocate_reg();
generate(expr.left, ®ister_2);
...do other stuff
and it all breaks if I try to compile something like
let a: u8 = 1 + 1 + 1 + 1 + 1 + 1 + 1;
What's the better way to generate the expressions :\ 







let register_1 = allocate_reg();
generate(expr.right, ®ister_1);
let register_2 = allocate_reg();
generate(expr.left, ®ister_2);
...do other stuff
and it all breaks if I try to compile something like
let a: u8 = 1 + 1 + 1 + 1 + 1 + 1 + 1;
What's the better way to generate the expressions :\ 














































































































2




map_convert_07 and placed inside of maps7.

map_convert_07 and placed inside of maps7. 

































