Purely automatic change. In case of conflict with this change, apply the
other change and rerun the formatting to restore it:
$ python scripts/fix_style.py
src/game/client/prediction/gameworld.h:62:90: error: ‘int64_t’ has not been declared
62 | void CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamage, int ActivatedTeam, int64_t Mask);
| ^~~~~~~
Only notify the player initiating /load about the error and don't send
'Loading initiated by ...' and 'Saving initiated by ...' messages resulting
in two messages per /load and /save.
2202: Send DDNet version early in the connection process r=Learath2 a=heinrich5991
This gets rid of the problem that we don't know whether we should send
full snapshots to clients because they haven't told us about them being
DDNet yet.
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
As discussed on Discord today, can be enabled inside of teams on the fly
during each run on any server. Finishes don't count. I haven't tested
save/load yet, would do that live on the server if this can be merged.
This gets rid of the problem that we don't know whether we should send
full snapshots to clients because they haven't told us about them being
DDNet yet.
This broke respawn rate limiting and didn't even fix#1828.
When primary tee hits kill tiles, dummy still gets strong hook.
This reverts commit 02f5723321.
The motivation is to have the exact same timestamp for every member
finishing in a team and the team rank as well. This makes the database
more consistent and tooling easier.
For speedrunning alone in a team this "Everyone in your locked team was killed because '%s' %s."
is very annoying. So better only print it if more than 1 tee is in the team.