On several of my own mapped maps the flag sometimes bypass a death tile and only gets reset on the bottom of the map instead of the death tiles. And I mapped them on 0.7
@Rilla good find, it's the exact same problem, the flag checks every tick if it's in a deathtile and when it's fast enough it can just skip them. Maybe I do a PR fixing it
I just want to understand how the code works and how everything is set up. I wabt to understand the structure and tinker with parts I feel lacking or missing
13:07
I'm fairly new to C++ so I'm kinda using Teeworlds (among others) to learn
by following the dependencies in either the cpp files or the corresponding h files
@jxsl13 I'm using the header files to orient myself and see which functions exist in each file pair, but a documented version of the source code would be helpful. Either way, there are some stuff that don't make sense to me like, what is handled server side and what client side? Where are the interface things for the client? Why is the map editor still the same as in early 0.6 instead of finally being made more user friendly for advanced features? (which is what I want to work on right now)
13:26
I also wonder what kind of encoding or file formatting the map files have
"what is handled server side and what client side" - client just sends inputs and the server does send positions and has the "real" view of the game. The server calculates (most of) the physics while the client does obviously do the rendering (Servers usually never render anything in any game)
"Where are the interface things for the client?" - Netcode is generated and you can't change it easily, or do you mean the client ui?
"I also wonder what kind of encoding or file formatting the map files have" - I always wondered that too, it's zipped, thats what I can tell
imagine you save a file (without version). Now you update the method on how to read and write the file. Oh no, i can't read old files anmyore, because they don't have the right format and I can't find the format out easily
i think it's the time since last tick in seconds. but in gametime instead of real time. gametime is sometimes running faster or slower to adapt to lags and ping fluctuations
So this is a proposal to include a Damage net event.
This event contains the following:
m_ClientID: ID of damaged tee
m_Amount: amount of damage taken, from 1 to 9
m_Angle: angle from which damage...
22:26
you said that here ^^
22:26
and for purposes of drowning I added flags to TakeDamage()
22:27
for pure heart dmg, pure armor dmg and normal behaviour(edited)