10:54 < bridge> [teeworlds] In 0.6 it was possible to set m_Local in the snap of CPlayer in pPlayerInfo. Is that still possible somehow in 0.7? 10:57 < bridge> [teeworlds] Well, its not possible to set it without reconnecting, right? As I see its set in the NewClientInfoMsg 11:01 < bridge> [teeworlds] @oy, could there be some hack way to set m_Local to 0, and later to 1 again for a specific player? 18:07 < bridge> [teeworlds] How to compile 0.7 in debug with cmake? 18:13 < bridge> [teeworlds] it's in debug by default as there is a logic error in the cmake file that kind of makes debug default and release non default. I think you can use gdb or lldb to check if there are debugging symbols available. 18:15 < bridge> [teeworlds] line 76 in the CMakeLists.txt is the differentiation. 18:22 < bridge> [teeworlds] you can also use `file` on the executable 18:22 < bridge> [teeworlds] in general, for cmake projects, use `-DCMAKE_BUILD_TYPE=Debug` to get the debug build 18:24 < bridge> [teeworlds] @jxsl13 wait, wasn't the a PR that fixed that? 18:25 < bridge> [teeworlds] hmm. I wonder where that fix went 18:29 < bridge> [teeworlds] you mean `make -DCMAKE_BUILD_TYPE=Debug` 18:29 < bridge> [teeworlds] ? 18:30 < bridge> [teeworlds] nvm 18:39 < bridge> [teeworlds] just use cmake .. 18:40 < bridge> [teeworlds] it will make a debugging version until that line 76 might be fixed some time. later you would need to use the flag -DDEV=ON 18:47 < bridge> [teeworlds] `so cmake -DCMAKE_BUILD_TYPE=Debug ..` and then make is false? 18:49 < bridge> [teeworlds] so `cmake -DCMAKE_BUILD_TYPE=Debug ..` and then make is false? 19:12 < bridge> [teeworlds] dunno if that would make a difference, might add that as well, in. nirmal cmake projects that flag is actually the way to go. just use it.