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bindaddr. But I am not 100% confident about them. But changing sv_port and it never having an effect is confusing and it also should never have an effect. Having a reload read that in would be horrible ux for connected players.
































































































































quit





























































https://github.com/AssassinTee/ddnet/pull/2 The new speedtile is one right in the speedlayer of the current/old one, you see it produces arrows in the map editor, I don't know if this one works rn, this worked https://github.com/AssassinTee/ddnet/pull/1 but restricted the movement with maxspeed in all directions, which is not what I wanted to do (edited)



























float DotProduct = dot(Direction, m_Core.m_Vel);
// project current speed onto speedup direction
vec2 Projection = Direction * DotProduct; // direction has length one
// projection might point into opposite direction
int Sign = DotProduct < 0 ? -1 : 1;
float CurrentDirectionalSpeed = Sign * length(Projection);
float TempMaxSpeed = MaxSpeed / 5.0f;
//float SpeedupSpeed = length(Direction * Force); // direction has length one
if(CurrentDirectionalSpeed + Force > TempMaxSpeed)
{
float NewForce = TempMaxSpeed - CurrentDirectionalSpeed;
TempVel += Direction * NewForce;
}
else
TempVel += Direction * Force;
m_Core.m_Vel = ClampVel(m_MoveRestrictions, TempVel); (edited)






stdout_output_level, console_output_level and loglevel to the correct level (2 to see all messages)











CMapBugs on client-side for currently loaded map. Register console chain for the mapbug map setting to update mapbugs based on map settings.
Prediction is not adjusted for BUG_GRENADE_DOUBLEEXPLOSION, as this seems to work better without additional prediction, causing prediction errors otherwise.











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