this
keyword so it should be of type @variable
if it's used in a function or @keyword
if it's inside a method. I tried using has-ancestor?
predicate and.. it did nothing, here's the whole thing:
((this) @variable
(#has-ancestor? @keyword method_declaration))
https://github.com/MilkeeyCat/tree-sitter-meraki/compare/master...feat/this-highlighting ((identifier) @variable.builtin
(#eq? @variable.builtin "this")
(#has-ancestor? @variable.builtin method_definition))
(edited)Tick 0 --------------- 1 Tick
^ input to move right at 0.25 intra tick
Tee-pos (0,0) --------------- (1,0) Predicted tee-pos
<----------> in this range the tee has to do
the full movement from non-redicted
to predicted pos
holding move:
Tick 1 --------------- 2 Tick
^ input to STOP moving at 0.75 intra tick
Tee-pos (1,0) --------------- (1,0) Predicted tee-pos
^ (1.75, 0) at this moement the tee is here visually
<-> in this range the tee has to do
the RESET the movement from non-redicted
to predicted pos
So literally reverting 0.75 moved units
Additionally it would need to keep a second prediction
world, to even have something to interpolate against.
Tick 0 --------------- 1 Tick
^ input to move right at 0.25 intra tick
Tee-pos (0,0) --------------- (1,0) Predicted tee-pos
<----------> in this range the tee has to do
the full movement from non-redicted
to predicted pos
holding move:
Tick 1 --------------- 2 Tick
^ input to STOP moving at 0.75 intra tick
Tee-pos (1,0) --------------- (1,0) Predicted tee-pos
^ (1.75, 0) at this moement the tee is here visually
<-> in this range the tee has to do
the RESET the movement from non-redicted
to predicted pos
So literally reverting 0.75 moved units
Additionally it would need to keep a second prediction
world, to even have something to interpolate against.
0 -------------- 1 -------------- 2
^ Intratick = 0 here
^ Intratick = 1 here
but the client only saves 2 values at a time which makes it so you have to change a bunch of stuff0 -------------- 1 -------------- 2
^ Intratick = 0 here
^ Intratick = 1 here
but the client only saves 2 values at a time which makes it so you have to change a bunch of stuff /dev/urandom
NETMSG_SERVERINFO
test benches::boxdyn_homogeneous_vec ... bench: 5,900,191 ns/iter (+/- 95,169)
test benches::refdyn_homogeneous_vec ... bench: 5,658,461 ns/iter (+/- 137,128)
test benches::enumdispatch_homogeneous_vec ... bench: 479,630 ns/iter (+/- 3,531)
GameClient()->m_Snap.m_SpecInfo.m_Active
is true
when spectating and false
when ingame.
In the demo player, GameClient()->m_Snap.m_SpecInfo.m_Active
is always true
except when using "Follow" specating mode (which is the default for client demos). This seems inconsistent to me. Either the client should always be considered spectating when using the demo player, or the client should also be considered ingame when following another player by selecting. I'd say it s...memset
segfaults memset
segfaults rdx
void *memset(void *dst, int/unsigned/whatever value, size_t len)
?rdx
is commented xdadd(10/5, 10/5, 3/5)
maps
folder on the server to authed clients, using version 18.7 or newer, that have access to the sv_map
or change_map
command, so the maps can be shown as console arguments for these commands. Progress of maplist sending is shown similar to rcon command sending progress.
The maplist sending is implemented similar to the rcon command sending. Each tick the maplist for one particular client is updated. The maplist will be sent only after all rcon...AddRaw
first, so you can use that for AddInt
AddRaw
now, it's trivial>>
<<
~
REP MOVSB
which idk if you can generate yetREP MOVSB
REP MOVSB
is a very rare instance of an instruction that works between two memory locationsmemcpy
The ‘llvm.memcpy.inline.*’ intrinsics copy a block of memory from the source location to the destination location and guarantees that no external functions are called.
Note that, unlike the standard libc function, the llvm.memcpy.inline.* intrinsics do not return a value, takes extra isvolatile arguments and the pointers can be in specified address spaces.
(edited)AddRaw
first, so you can use that for AddInt
cl_scoreboard_points
to display points on the scoreboard instead of time.
Unless you're on Multeasymap, players who clear a map usually haven’t finished it yet, so it's helpful to see their points if you're going to play with them in team 0.
I'm not sure if there's a better way to check if we're on a DDNet server, which is why it sends the same message back.
https://github.com/user-attachments/assets/c96a1b65-e4e7-4a25-98c5-7339e37e7405