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changing the existing weapon instead of creating a new one #197
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Codecov Report
@@ Coverage Diff @@
## master #197 +/- ##
=======================================
Coverage 92.50% 92.50%
=======================================
Files 28 28
Lines 2655 2655
=======================================
Hits 2456 2456
Misses 148 148
Partials 51 51
Continue to review full report at Codecov.
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Co-Authored-By: Markus <[email protected]>
Why does Travis fail, exactly? Locally I ran regression tests on both |
travis failed on an unassert condition. to test these you have to run the tests with I did some debugging and took the liberty of pushing a fix to your branch: 7c21a15 fingers crossed this works. |
I removed the comment I accidentially also removed the other one, oops. will re-add it in a sec |
Merged - many thanks as always @BestAwperEver 🙌 v1.9.1 is out as well: https://github.com/markus-wa/demoinfocs-golang/releases/tag/v1.9.1 |
No problem, was my mistake in the first place 😃 |
Only because I forced you to replace my ugly array with a map 😅 |
Hotfix for the recent internal changes.
Without it we have many players with unknown weapons. Before the internal changes we had an actual array with fixed memory layout so every entity ID had a fixed pointer to an equipment, which doesn't hold now, so when we first have a player binded (with unknown weapons at the moment) and then we bind their weapons, the pointers we have in player's
rawWeapons
still point to the unknown weapons.