





c++
    if (g_Config.m_RenderFlag) {
        Graphics()->TextureSet(m_pClient->m_GameSkin.m_SpriteFlagBlue); // m_pClient->m_GameSkin.m_SpriteFlagRed
        Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
        Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_FlagOffset, 1.0f * Pos.x, 1.0f * Pos.y, 2.5f, 2.f);
    } (edited)






c++
void CHud::RenderFlag()
{
    int ClientID = m_pClient->m_aLocalIDs[g_Config.m_ClDummy];
    // just shit bly
    const CNetObj_Character *pPrevChar = &m_pClient->m_Snap.m_aCharacters[ClientID].m_Prev;
    const CNetObj_Character *pCurChar = &m_pClient->m_Snap.m_aCharacters[ClientID].m_Cur;
    const float IntraTick = Client()->IntraGameTick(g_Config.m_ClDummy);
    const vec2 Pos = mix(vec2(pPrevChar->m_X, pPrevChar->m_Y), vec2(pCurChar->m_X, pCurChar->m_Y), IntraTick) / 32.0f;
    const vec2 Vel = mix(vec2(pPrevChar->m_VelX, pPrevChar->m_VelY), vec2(pCurChar->m_VelX, pCurChar->m_VelY), IntraTick);
    if (g_Config.m_udebug) {
        Graphics()->TextureSet(m_pClient->m_GameSkin.m_SpriteFlagBlue); // m_pClient->m_GameSkin.m_SpriteFlagRed
        Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
        Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_FlagOffset, 1.0f * Pos.x, 1.0f * Pos.y, 2.5f, 2.f);
    }
}




















c++
void CHud::RenderPlayerFlag()
{
    int ClientID = m_pClient->m_aLocalIDs[g_Config.m_ClDummy];
    // just shit bly
    const CNetObj_Character *pPrevChar = &m_pClient->m_Snap.m_aCharacters[ClientID].m_Prev;
    const CNetObj_Character *pCurChar = &m_pClient->m_Snap.m_aCharacters[ClientID].m_Cur;
    const float IntraTick = Client()->IntraGameTick(g_Config.m_ClDummy);
    const vec2 Pos = mix(vec2(pPrevChar->m_X, pPrevChar->m_Y), vec2(pCurChar->m_X, pCurChar->m_Y), IntraTick) / 32.0f;
    const vec2 Vel = mix(vec2(pPrevChar->m_VelX, pPrevChar->m_VelY), vec2(pCurChar->m_VelX, pCurChar->m_VelY), IntraTick);
    Graphics()->TextureClear();
    Graphics()->TextureSet(m_pClient->m_GameSkin.m_SpriteFlagBlue); // m_pClient->m_GameSkin.m_SpriteFlagRed
    Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
    //RenderTools()->MapScreenToGroup(m_pClient->m_Camera.m_Center.x, m_pClient->m_Camera.m_Center.y, Layers()->GameGroup(), m_pClient->m_Camera.m_Zoom);
    Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_FlagOffset, Pos.x, Pos.y, 2.5f, 2.f);
}
with RenderTools()->MapScreenToGroup() , flag just dont render ;/





















 
 
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    cmd('langmap ΑΒΨΔΕΦΓΗΙΞΚΛΜΝΟΠΡΣΤΘΩ-ΧΥΖαβψδεφγηιξκλμνοπρστθωςχυζ'
            .. ' ABCDEFGHIJKLMNOPRSTUVWXYZabcdefghijklmnoprstuvwxyz') (edited)

(σ ς)" capitalized became the same "(Σ Σ)" so helix thought it was the same key. So I kinda abandon making the mappingvis didn't either

(σ ς)" capitalized became the same "(Σ Σ)" so helix thought it was the same key. So I kinda abandon making the mapping 








mif) and then I select (s) with regex awful\.key\( the awful.key so I have multiple cursors now. But when I search (/) it only searches on one cursor.
So I can't do 'select awful.key then search function add new line etc' because it only works on one cursor.
I remeber I had looked it up/researched it but I didn't find useful results
sv_chat_discord_webhook and the value is your full webhook url @Evelyn

mif) and then I select (s) with regex awful\.key\( the awful.key so I have multiple cursors now. But when I search (/) it only searches on one cursor.
So I can't do 'select awful.key then search function add new line etc' because it only works on one cursor.
I remeber I had looked it up/researched it but I didn't find useful results 





sv_chat_discord_webhook  with the actual url as argument to your config









sv_chat_discord_webhook and the value is your full webhook url @Evelyn 
sv_chat_discord_webhook "https://discord.com/api/webhooks/1302979649365606470/e9Xhjy75smDhBoIYNgSiEiwYlcHchZp10IzO90mxNJp6AwU7f1Qo2sWsnt56THISjTam"









killall screen




password z128931892z389123u89;sv_shutdown_when_empty 1 in rconapt-get install killall -y


killall




apt-update -y && apt-upgrade -y && apt-get install killall




pkill screen





FizzBuzzOutputGenerationContextVisitorFactory out of 10











ps aux | fzf
$(pidof program) 


















hide_player followed by the client id to hide a player








statushide_playerdestroylaser 0





destroylaser 0 player with client id gets destroy laser but that weapon is probably super bugged i dont even remember what it should do







 Sane defaults, easy to use if you're at least somewhat familiar with vim motions, the config is written in toml and overall a great experience
11/10 would recommend
(Even tho I really miss my oily vim so I still use that to manage file dirs
 
Sane defaults, easy to use if you're at least somewhat familiar with vim motions, the config is written in toml and overall a great experience
11/10 would recommend
(Even tho I really miss my oily vim so I still use that to manage file dirs 













































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Snap.m_aCharacters[i].m_Active

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std::exception::what without noexcept and everything after with, where in cmake I tell compiler to ignore it or say the lib is std++11

set_source_files_properties(path/to/file.cpp PROPERTIES COMPILE_FLAGS "-std cpp11")






























CSkins7::FindSkinPart and CSkins7::GetSkinPart functions into CSkins7::FindSkinPart function to simplify the usage.
CSkins7::Num and CSkins7::Get functions with CSkins7::GetSkins function to return all skins to improve readability using for-each loops.
CSkins7::NumSkinPart and CSkins7::GetSkinPart functions with CSkins7::GetSkinParts function to return all skin parts to improve readability using for-each loops.




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