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feat: Darkflame Cinema #1294
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feat: Darkflame Cinema #1294
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any particular reason you moved away from operator subscripting here? The memory usage here is in the bytes, so I dont see why we'd basically inline the subscripting
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When we were troubleshooting the SQL stuff this was where a crash was occuring.
Check failure on line 69 in dGame/CMakeLists.txt
GitHub Actions / Build & Test (windows-2022)
Check failure on line 69 in dGame/CMakeLists.txt
GitHub Actions / Build & Test (windows-2022)
Check failure on line 69 in dGame/CMakeLists.txt
GitHub Actions / Build & Test (ubuntu-20.04)
Check failure on line 69 in dGame/CMakeLists.txt
GitHub Actions / Build & Test (ubuntu-20.04)
Check failure on line 69 in dGame/CMakeLists.txt
GitHub Actions / Build & Test (macos-11)
Check failure on line 69 in dGame/CMakeLists.txt
GitHub Actions / Build & Test (macos-11)
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This had no right being a vector instead of a set
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This change should be moved to a separate PR since it is quite isolated and a good improvement.
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Can simplify nullptr checks to just be
if (!player)
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I've alwayed prefered the clearify of comparing with nullptr, but will consider changing it.