


cl_showpred to be displayed in a similar manner.
!image


m_pLocalCharacter->m_Tick is the best way to implement this

3
isAllowPlaceUnusedTiles method




































0c7b987 Add language credits in English as a placeholder - furo321
9537e96 Fix dutch translation credits - def-
72c3d0b Add spectator count to HUD - KebsCS
f76573a Add 128 player support to the client - heinrich5991
90ac3b6 Update romanian.txt - Sans3108
ef4112d Fix grammar - Sans3108
2a63bca Update dutch.txt - realurg
698b9cc Update Russian translations for 19.0 - furo321
b51729e Update Swedish translations for 19.0 - furo321
2b43ab3 Update Chinese translations for 19.0 - Pioooooo
701343c Update spanish.txt for 19.0 - n0Ketchp
67efab8 Update Turkish translations for 19.0 - GokturkTalha
7b52312 Update Azerbaijani translations for 19.0 - GokturkTalha
73a3831 Update Azerbaijani translations for 19.0 - GokturkTalha
6aee3dd Update brazilian_portuguese.txt - rffontenelle
bb241e9 slinack is Isadora nick - rffontenelle
ec22711 Fix DDNetSpectatorInfo unpack error - KebsCS
Localize("Show number of spectators")




GameServer()->m_apPlayers[SpectatingClient] and then if(SnappingClient != -1) 


GameServer()->m_apPlayers[SpectatingClient] and then if(SnappingClient != -1)









## instead of -----
cmd and sql langs for those missing it
build dir in sanatizer section






cl_use_player_skin7, cl_use_dummy_skin7
This is not a duplicate of
2


cl_showpred turned on











// draw feet
Graphics()->TextureSet(pInfo->m_aTextures[SKINPART_FEET]);
Graphics()->QuadsBegin();
CAnimKeyframe *pFoot = f ? pAnim->GetFrontFoot() : pAnim->GetBackFoot();
float w = BaseSize/2.1f;
float h = w;
Graphics()->QuadsSetRotation(pFoot->m_Angle*pi*2);
if(OutLine)
{
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
SelectSprite(SPRITE_TEE_FOOT_OUTLINE, 0, 0, 0);
}
else
{
bool Indicate = !pInfo->m_GotAirJump && m_pConfig->m_ClAirjumpindicator;
float cs = 1.0f; // color scale
if(Indicate)
cs = 0.5f;
Graphics()->SetColor(pInfo->m_aColors[SKINPART_FEET].r*cs, pInfo->m_aColors[SKINPART_FEET].g*cs, pInfo->m_aColors[SKINPART_FEET].b*cs, pInfo->m_aColors[SKINPART_FEET].a);
SelectSprite(SPRITE_TEE_FOOT, 0, 0, 0);
}
IGraphics::CQuadItem QuadItem(Position.x+pFoot->m_X*AnimScale, Position.y+pFoot->m_Y*AnimScale, w, h);
Graphics()->QuadsDraw(&QuadItem, 1);
Graphics()->QuadsEnd();CAnimState is giving out for the feet
class CAnimState
{
CAnimKeyframe m_Body;
CAnimKeyframe m_BackFoot;
CAnimKeyframe m_FrontFoot;
CAnimKeyframe m_Attach;
public:
CAnimKeyframe *GetBody() { return &m_Body; }
CAnimKeyframe *GetBackFoot() { return &m_BackFoot; }
CAnimKeyframe *GetFrontFoot() { return &m_FrontFoot; }
CAnimKeyframe *GetAttach() { return &m_Attach; }
void Set(CAnimation *pAnim, float Time);
void Add(CAnimation *pAdded, float Time, float Amount);
static CAnimState *GetIdle();
};


















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