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GameServer()->m_apPlayers[victiim]->SetTeam(TEAM_SPECTATORS);
at
void CCharacter::DieSpikes(int pPlayerID, int spikes_flag) { (edited)


int victiim = m_pPlayer->GetCID();
GameServer()->m_apPlayers[victiim]->SetTeam(TEAM_SPECTATORS);
at
void CCharacter::DieSpikes(int pPlayerID, int spikes_flag) { (edited)


pSelf is not a specific class. You will have to tell us which class it is in.






pSelf is not a specific class. You will have to tell us which class it is in. m_pPool->Execute and ExecPlayerThread



















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git rebase -i is my personal favorite method, give it the base branch or commit & it'll give you a text input where each line has a command & commit hash, that command influences what happens to that commit & as soon as you exit git will try to put those changes into effect
i shouldnt have done that probably

git rebase -i is my personal favorite method, give it the base branch or commit & it'll give you a text input where each line has a command & commit hash, that command influences what happens to that commit & as soon as you exit git will try to put those changes into effect 














git reset --hard <the commit id with everything it in> then this


git reflog to find previous commits, git log <id> to check if you found the correct one


git reflog to find previous commits, git log <id> to check if you found the correct one 
RecreateTextContainer commentgit log <id> to check

RecreateTextContainer comment 
git reflog

rebase (start)

git log that it's the correct commit?fps-improvements branch, then git reset --hard <commit>

git fetch --all then git rebase -i upstream/master assuming you added DDNet as a remote upstream (edited)

git rebase -i upstream/master, mark all commits except the first one as squash/fixup and git push -f

git rebase -i upstream/master, mark all commits except the first one as squash/fixup and git push -f 

































Client.m_Active is false when CreateManagedTeeRenderInfo is called, you need to ensure that it's true instead


NETOBJTYPE_PLAYERINFO for that client





















