sdl2
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This bug report was migrated from our old Bugzilla tracker.
These attachments are available in the static archive:
Reported in version: don't know
**Reported for operating system,
CStateBurerAttackTele class uses CTelekinesis::get_objects_count method to iterate over all active objects. It's incorrect - this method does not return the total number of objects, but the number of objects in the TS_Keep and TS_Raise states. To get the total number of active objects we need to use CTelekinesis::get_objects_total_count.
So, we need to review every call of get_objects_count in
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Chinese Version
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This idea is about how there should be a configurable script that can be edited by the level designer (like the init-script for sectors) and activates when the player leaves the level (Presses "Abort Level"). I am aware this already exists in the worldmap editor, but if there was a version that could affect saved variables in the levels that would be great.
From the comment in SDL_filesystem.h:
Please call SDL_free() on the pointer when you are done with it
When building the project with MSVC, I ran into some debug heap asserts early into the program startup.
The culprit appears to be the code in m_config.c that does free(prefdir) as changing these to SDL_free(prefdir) resolved the issue.
I'm not sure what to do about `GetDefaultConfi
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This issue is a continuation of #776.
We are happy for new translators to join-in - leave a comment!
Right now, DOSBox Staging has its own, legacy, quirky translation system based on "language files". To test it, you need to obtain a language file from somewhere, copy it to DOSBox Staging config directory and set e.g.:
[dosbox]
language = fr_FR.lng
[autoexec]
keyb fr
Many behavior classes are using a std::variant to model their state machine, with a couple of structs representing the possible states. See lava_fountain.hpp for an example of this pattern.
Due to a bug in older versions of GCC, it was necessary to declare
Via playtesting, the compass arrows (#29) were ignored, likely because they are right at the edge and outside the player's attention. If they are moved slightly inwards, they may become more noticeable.
Games that have these arrows also tend to draw them closer to the player rather than near the edge; e.g.
- GTA 1 & 2
- Fire Fight
- Crazy Taxi
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This function needs a unit test.
Guide to how to contribute to an open source project on GitHub.
Test stub: https://github.com/pygame/pygame/blob/main/test/display_test.py#L255-L274
Docs: https://www.pygame.org/docs/ref/display.html#pygame.display.gl_set_attribute
Code to be tested: https://github.com/pygame/pygame/bl