cmake .. -DMYSQL=ON -DMYSQL_CONFIG:FILEPATH="C:\Program Files\MariaDB 11.3\bin\mysql_config.pl" -DMYSQL_INCLUDEDIR:PATH="C:\Program Files\MariaDB 11.3\include\mysql" -DMYSQL_LIBRARY:FILEPATH="C:\Program Files\MariaDB 11.3\lib\libmariadb.lib"
default.weapons.twtp
default.particles.twtp
Voxels Fun Particles.particles.twtp
Where .twtp is just Teeworlds Texture Pack (edited)default.weapons.twtp
default.particles.twtp
Voxels Fun Particles.particles.twtp
Where .twtp is just Teeworlds Texture Pack (edited)constexpr static const std::string_view s_aEmoticonTexturePaths[NUM_EMOTICONS] = {
[EMOTICON_OOP] = "skjandasijkn"sv,
...
}
if(!laser.owner) return;
OnInit
if(!pOwnerChar) return;
inside the claser::snap if it's already checked in tickif(!pOwnerChar) return;
inside the claser::snap if it's already checked in tick pOwnerChar
discard it, do it againm_Owner >= 0
checks which should always be true because //m_Owner = -1;
was commented out and the owner is never set to -1 when the CLaser
object is constructedOnSnap()
(and therefore during the Snap()
s called by that) the state of the entities has already settled, nothing will change until the snapping is donem_OwnerAlive
, but that helps nothing, it maybe avoids one pointer dereference on a condition that probably gets branch predicted insanely well since most owners of projectiles are usually alivesv_kill_delay 0
and tune laser_fire_delay 0
but would appreciate if someone more experienced can confirm it won't break anything
git clone -b custom_tickrate --depth 1 https://github.com/sollybunny/ddnet
cd ddnet
mkdir -p build
cd build
cmake ..
make
./DDNet-Server
(edited)i'm a person involved in bot client development
stampi'm a person involved in bot client development
stamp pong
man...OnInit
dbg_msg
) that your OnInit
function is getting called?dbg_msg
) that your OnInit
function is getting called? gameclient.cpp
: m_vpAll.insert(m_vpAll.end(), {&m_Skins,
... Probably as the first element so the texture are loaded last (components are initialized in reverse order).enum
s in textures.h
with enum class
then replace all GameClient()->m_Textures.EParticleTextures::PARTICLE_AIR_JUMP
etc. with CTextures::EParticle::AIR_JUMP
. You shouldn't need the member variable to access the enum definition. That way you can also shorten the enum and enum item names so it's easier to read and write.CTextures
member variables should be private and only getters should be used to access them.UnloadTexture
.if((g_Config.m_UiPage == PAGE_INTERNET || g_Config.m_UiPage == PAGE_FAVORITES) && !ServerBrowser()->Communities().empty())
{
CUIRect CommunityFilter;
ToolBox.HSplitTop(19.0f + 4.0f * 17.0f + CScrollRegion::HEIGHT_MAGIC_FIX, &CommunityFilter, &ToolBox);
ToolBox.HSplitTop(8.0f, nullptr, &ToolBox);
RenderServerbrowserCommunitiesFilter(CommunityFilter);
}
IClient::DummyConnected
function returns true
) after receiving NETMSG_CON_READY
, which also causes cl_dummy
to be set to 1
. However, the game client does not have the dummy's client ID until a snapshot is received, which means m_aLocalIds[1]
(i.e. m_aLocalIds[g_Config.m_ClDummy]
) is still set to -1
(or an old value from when the dummy was last connected on the server) for a moment when connecting the dummy.
This was no...[ 5%] Building CXX object CMakeFiles/rust-bridge-shared.dir/src/rust-bridge/engine/shared/rust_version.cpp.o
<command-line>: error: macro names must be identifiers
<command-line>: error: macro names must be identifiers
<command-line>: error: macro names must be identifiers
<command-line>: error: macro names must be identifiers
<command-line>: error: macro names must be identifiers
<command-line>: error: macro names must be identifiers