






NumParameters can be empty.
In that case accessing the first element will cause an asan error:
runtime error: reference binding to null pointer of type 'st_mysql_bind'



pub fn check_sub(lhs: &Expr, rhs: &Expr, scope: &Scope) -> Result<()> {
// This function has to check if subtract expression has valid operands
// Rules:
// `foo - 69` check if type of 69 is not bigger than type of foo
// `69 - foo` check if type of 69 is not bigger than type of foo
// `foo - bar` check if foo and bar of the same type
// `ptr - offset` variable offset has to be either variable of type usize or immediate
let left_type = lhs.type_(scope)?;
let right_type = rhs.type_(scope)?;
if left_type.ptr() {
if !Expr::int_lit_only(rhs) {
assert_eq!(right_type, Type::UInt(UintType::Usize));
}
}
if left_type.int() && right_type.int() {
match (Expr::int_lit_only(lhs), Expr::int_lit_only(rhs)) {
(true, false) => {
assert!(Type::common_type(left_type, right_type.clone()) < right_type);
}
(false, true) => {
assert!(Type::common_type(left_type.clone(), right_type) < left_type);
}
(false, false) => assert_eq!(left_type, right_type),
(true, true) => (),
};
}
panic!("Invalid operands");
}





std::ops::Shl/std::ops::Shr for all possible integer type combinations but not for addition / subtraction etc.? (edited)
<< and >> are treated differently



























extern uint64_t* X;
int main()
{
X = ...;
return 0;
}
if i have a static lib .a that defines a global like this, and define in a C file this global with extern, it will modify it right?








extern uint64_t* X;
int main()
{
X = ...;
return 0;
}
if i have a static lib .a that defines a global like this, and define in a C file this global with extern, it will modify it right? 





































loquacious, means talkative































































OnClientJoin, how would that look like?

CPluginManager which would load a .so file and just call hooks in it, nothing more. Then one could implement a python or lua or whatever loader plugin

OnClientJoin, how would that look like? 









extract_if, pop_if, into_flattened are the methods that I didn't know from just their names. after looking at the methods, I feel like this is okay































































-DCMAKE_TOOLCHAIN_FILE=../cmake/toolchains/mingw64.toolchain
and i just relize it compiling as shell fine xd





























































Tick() ends













OnRender hook for characters. Then you found a sick optimization that gave you 900% better performance if you batch render all the characters at once.
I used to provide this OnRender hook to my downstream lua clients. You no longer even have this hook, it's now just not available



















addict, go work!























ToVersion function in client.cpp to parse the version string to compare it


ToVersion) then calculate the code as X * 1000 + Y * 10 + Z I guess






if(ANTIBOT)
# Allow the antibot library to use functions from the server binary.
add_cxx_compiler_flag_if_supported(OUR_FLAGS_LINK -rdynamic)
set_own_rpath(game-server)
endif()
Properly works only on linux, windows linker not gaining access to game-server. Not sure if someone builds AB on windows, but worth mentioning
MAX_BANS = 1024, could you somehow bump this?
3










































































1

















































DDNetVersion() to find the places



















loquacious, means talkative 





























































