07:40 < bridge> Hello, 07:40 < bridge> Excuse me, I don't know if I am asking in the right place or not 07:40 < bridge> My question is that when I create a new condition in "void CCharacter::HandleTiles" in the Character.cpp file and write for example 07:40 < bridge> `if((m_TileIndex == 185) || (m_TileFIndex == 185)) 07:40 < bridge> { 07:40 < bridge> // do somethings 07:40 < bridge> }` 07:40 < bridge> Does not work 07:40 < bridge> Hello, 07:40 < bridge> Excuse me, I don't know if I am asking in the right place or not 07:40 < bridge> My question is that when I create a new condition in "void CCharacter::HandleTiles" in the Character.cpp file and write for example 07:40 < bridge> ```if((m_TileIndex == 185) || (m_TileFIndex == 185)) 07:40 < bridge> { 07:40 < bridge> // do somethings 07:40 < bridge> }``` 07:40 < bridge> Does not work 07:48 < bridge> But it works when I use numbers like 0-64 (tiles defined by ddnet) 11:02 < bridge> can i search it in windows instead 11:02 < bridge> also, could it be some driver issues or smth? 11:10 < bridge> Unlikely, i dont know If any Windows Tool that does that 11:35 < bridge> Unlikely, i dont know of any Windows Tool that does that 11:35 < bridge> check mapitems.h, afair there's a function that validates indexes 12:19 < bridge> How can I get CRenderTools in render.cpp to pass it to my function? ``this`` doesn't work 12:19 < bridge> Function in the screenshot ``void CRenderTools::RenderTee`` 12:19 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1222142767208337438/image.png?ex=66152426&is=6602af26&hm=51fdde00157371645f099ba30792621967db406f04eb7abe6efcd6c9ebbf63c1& 12:39 < bridge> then `Render`'s arguments should be wrong, or your context is messed up and `this` isn't actually `CRenderTools` 16:02 < bridge> Tracer :greenthing: 16:55 < bridge> do ddnet cfg files use some specific format? 16:57 < bridge> i want to parse `settings_ddnet.cfg` so it would be useful to know if this kind of format is used anywhere else 16:57 < bridge> what do you want to parse it into :o 16:59 < bridge> i mean i just want to get commands from it 17:00 < bridge> so like command + arguments 17:02 < bridge> it seems simple 17:02 < bridge> but 17:03 < bridge> i mean the format is just [command/setting] [value] 17:03 < bridge> or multiple values 17:04 < bridge> and those values can be in quotes 17:04 < bridge> but dont have to 17:04 < bridge> so spaces are kind of important 17:04 < bridge> its not that simple 17:07 < bridge> and escape characters can be used 17:07 < bridge> `\` 17:08 < bridge> there has to be a library that does precisely what i want to do lol 17:11 < bridge> i just dont know how to DuckDuckGo it 17:31 < bridge> multiple values for a single command are seperated by `;` 17:31 < bridge> 17:31 < bridge> you can use \ in cfg files? TiL 17:34 < bridge> no? 17:35 < bridge> i guess they can be lol 17:35 < bridge> but some arent 17:35 < bridge> ah gg i wrote it wrong, i meant seperate the commands itself 17:35 < bridge> ah gg i read it wrong, i meant seperate the commands itself 17:35 < bridge> ok 17:35 < bridge> but in cfg files they can also by in seperate lines 17:36 < bridge> or maybe even have to? 17:36 < bridge> thats the point 17:36 < bridge> idk what exactly is valid 18:11 < bridge> ok i created my own implementation 18:12 < bridge> its a little unreadable but who cares lol 18:16 < bridge> it's definitely better than this :justatest: 18:16 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1222232632973197322/image.png?ex=661577d7&is=660302d7&hm=038fe36969a183215b6383a266f6f23b116bb41fac25f37aafd9e4f69a6fd93c& 18:20 < bridge> cum in the background? 18:20 < bridge> 😏 18:20 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1222233787786596443/image.png?ex=661578eb&is=660303eb&hm=9a682c2ac062a54eaf23d4adccf688e57eac8832f9a6e2692fe0ecce896bb76a& 19:13 < bridge> Have I just grown too used to it that this doesn't look bad at all to me? 19:14 < bridge> is it not that bad? 19:14 < bridge> cool then :greenthing: 19:14 < bridge> What part bothers you? 19:15 < bridge> every line i write bothers me 19:15 < bridge> working with time in c++ is... fun :pepeW: 19:16 < bridge> If you are on C++20, `std::chrono::zoned_time` is much more fun to work with 19:16 < bridge> that format thing in c++ 20 as well, right? 19:16 < bridge> yes 19:16 < bridge> that format thing is in c++ 20 as well, right? 19:17 < bridge> im switching to c++20 19:18 < bridge> :greenthing: 19:18 < bridge> you cant do low level stuff even in C 19:18 < bridge> most assembly instructions cannot be generated by compilers 19:18 < bridge> true, depends on what low level people mean too xd 19:18 < bridge> especially SIMD ones 19:18 < bridge> for most peopel low level means managing memory and thats it 19:19 < bridge> There are builtins that can help you with that, you can write SIMD code without having to go down to inline assembly 19:19 < bridge> but yeah, standard C does have limitations on what you can express at the lowest level 19:20 < bridge> long ago, he started playing around 2009 i guess and stopped few years later 19:20 < bridge> he's actually my brother but he's no longer active on tw (but still alive :)) 19:21 < bridge> why you looking for him ? ts server is probably outdated but i think it's still running 19:22 < bridge> bit flips instruction and really specific intrinsics are never generated either 19:22 < bridge> SIMD through builtins is just writting assembly in C, the compiler just generates the loads/stores and moves for you in some cases 19:24 < bridge> Well writing assembly in C is much more pleasant than learning how to properly inline assambly 19:26 < bridge> again, you are right, just saying you can access some things without having to resort to assembly 19:26 < bridge> *can't i guess 19:26 < bridge> can 19:27 < bridge> I guess the double negative there wasn't the best choice of wording 😛 19:28 < bridge> anyway, i often look at the code generated if im worried about performances 19:28 < bridge> on microcontrollers, i like to measure time with gpios on/off on the oscilloscope 😄 19:28 < bridge> only way to make sure indeed 19:35 < bridge> teeworlds/ddnet optimizes snap updates by not sending updates for tees which can be easily predicted, called "dead reckoning". can someone tell me which things are optimized out by it? also projectile interactions, or **only** single tee movement (no collisions) with only map collision interaction? 20:05 < bridge> chillerdragon: how to play chidraqul xDDDD 20:13 < bridge> Stuff inside character core is dead reckoned, nothing else as far as I'm aware 20:48 < bridge> **Hot Teen & Onlyfans Leaks 🔞 🍑** https://discord.gg/sexgirls @everyone 20:49 < bridge> thx! 21:15 < bridge> **Teen Porn and Onlyfan Leaks here** 🍑 🍕 https://discord.gg/sexgirls @everyone 21:16 < bridge> @nikosaccount 21:16 < bridge> @Discord Mod 21:32 < bridge> https://www.phoronix.com/news/Linux-6.9-RAM-HugeTLB-Boot-Fast 21:32 < bridge> i already boot in 1 second 21:38 < bridge> I doubt you run a system with enough ram for this to matter 😄 21:42 < bridge> xd 21:42 < bridge> true 21:42 < bridge> :justatest: 22:50 < bridge> 12TB seems legit