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Old 12-09-2014, 11:25 PM   #21
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ddm999 commented on issue fortressforever/fortressforever#92 ('With require() replacing IncludeScript(), included files are not logged.'): 'Fair enough.. (Also I had no idea those were actually posted because the script behind GitHub...'

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Old 12-09-2014, 11:25 PM   #22
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ddm999 closed issue fortressforever/fortressforever#92 ('With require() replacing IncludeScript(), included files are not logged.')

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Old 12-09-2014, 11:29 PM   #23
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FDA- commented on issue fortressforever/fortressforever#93 ('Make weapon slots consistent (3 weapon system revisited)'): 'I agree with Aftershock about demo on all points. I also would like to see the spy keep his nail...'

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Old 12-09-2014, 11:43 PM   #24
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ddm999 commented on issue fortressforever/fortressforever#93 ('Make weapon slots consistent (3 weapon system revisited)'): 'I agree with FDA on this. Making it have 3 weapon slots for all classes just hides away parts from...'

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Old 12-09-2014, 11:54 PM   #25
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ddm999 opened issue fortressforever/fortressforever#94 ('Modify the map guide options on team select.')

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Old 12-09-2014, 11:56 PM   #26
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squeek502 commented on issue fortressforever/fortressforever#93 ('Make weapon slots consistent (3 weapon system revisited)'): '@FDA-:. > The idea sounds very clunky, and could confuse players into thinking "hold click to...'

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Old 12-09-2014, 11:58 PM   #27
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squeek502 commented on issue fortressforever/fortressforever#94 ('Modify the map guide options on team select.'): 'Makes sense.'

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Old 12-10-2014, 12:53 AM   #28
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FDA- commented on issue fortressforever/fortressforever#93 ('Make weapon slots consistent (3 weapon system revisited)'): '" Should he stand back and kill an SG from far away or should he use his unique abilities to get...'

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Old 12-10-2014, 01:42 AM   #29
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AfterShockFF commented on issue fortressforever/fortressforever#90 ('Default hud_fastswitch to 1 and add hud_weaponselect cvar'): 'Sounds like a great compromise. :+1: '

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Old 12-10-2014, 01:42 AM   #30
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AfterShockFF commented on the diff of pull request fortressforever/fortressforever#89@e9c4db ('Fixed CFFCrosshairOptions::UpdateSliders assert and did some cleanup'): 'this iCurrentWeapon is a bit confusing now - is this actually currentCrosshair ?'

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Old 12-10-2014, 01:43 AM   #31
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AfterShockFF commented on issue fortressforever/fortressforever#89 ('Fixed CFFCrosshairOptions::UpdateSliders assert and did some cleanup'): 'Minor suggestion otherwise all good :+1: '

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Old 12-10-2014, 01:45 AM   #32
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AfterShockFF commented on the diff of pull request fortressforever/fortressforever#88@ea856b ('Generate <classname>.cfg/userconfig.cfg files at runtime if they don't exist'): 'whats MOD here?'

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Old 12-10-2014, 01:48 AM   #33
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AfterShockFF commented on the diff of pull request fortressforever/fortressforever#88@ea856b ('Generate <classname>.cfg/userconfig.cfg files at runtime if they don't exist'): 'whats "rb"?'

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Old 12-10-2014, 01:51 AM   #34
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AfterShockFF commented on the diff of pull request fortressforever/fortressforever#88@ea856b ('Generate <classname>.cfg/userconfig.cfg files at runtime if they don't exist'): 'This whole loop could do with a bit more readability help. Hungarian prefixes hurt when it gets to...'

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Old 12-10-2014, 01:52 AM   #35
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AfterShockFF commented on the diff of pull request fortressforever/fortressforever#88@ea856b ('Generate <classname>.cfg/userconfig.cfg files at runtime if they don't exist'): 'I think you can invert this "if" statement and just return early if the file doesnt exist, reduces...'

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Old 12-10-2014, 01:52 AM   #36
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AfterShockFF commented on the diff of pull request fortressforever/fortressforever#88@ea856b ('Generate <classname>.cfg/userconfig.cfg files at runtime if they don't exist'): 'Again you could return early here and invert the if statement, reduces nesting'

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Old 12-10-2014, 01:54 AM   #37
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AfterShockFF commented on issue fortressforever/fortressforever#88 ('Generate <classname>.cfg/userconfig.cfg files at runtime if they don't exist'): 'This is generally a good idea. The code could do with a slight cleanup but otherwise all good :+1: '

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Old 12-10-2014, 01:57 AM   #38
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AfterShockFF commented on issue fortressforever/fortressforever#85 ('Scout movement weapon'): 'The only other thing we werent quite happy with, design mechanics wise, (if I remember correctly,...'

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Old 12-10-2014, 01:58 AM   #39
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AfterShockFF commented on the diff of pull request fortressforever/fortressforever#85@c9bfd4 ('Scout movement weapon'): 'i suspect we don't need both?'

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Old 12-10-2014, 01:59 AM   #40
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AfterShockFF commented on the diff of pull request fortressforever/fortressforever#85@c9bfd4 ('Scout movement weapon'): 'We should probably try to get rid of these useless comments on new files, at least we should try to...'

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