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The Windows API has an _snprintf function that is not the same as
Unix's snprintf(): if the string is truncated then no trailing NUL
character is appended. This makes the function unsafe. Define a
replacement/wrapper called M_snprintf that works the same but always
appends a trailing NUL, for safety on Windows and other OSes that
behave like this.
Do the same thing for vsnprintf(), and update HACKING to list
snprintf/vsnprintf as forbidden functions. This fixes #375;
thanks to Quasar for pointing out the different behavior of these
functions.
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As part of this, add DIR_SEPARATOR_S as a string version of the
DIR_SEPARATOR macro. Change M_TempFile() to return a string allocated
on the C heap rather than the zone heap.
This is a first step towards fixing #371.
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was added to the global master server.
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stage in refactoring the way that network startup works.
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its player limit to match. Update GUI code to adjust waiting screen list
size appropriately.
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defines for each game. Refactor "waiting screen" data code.
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code refactoring.
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chocolate.sln
- Create separate msvc projects for all games supported, which work the
same as the codeblocks ones
- Include fixes (nothing compiler specific, just additions of stdio.h)
to build with msvc
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level.
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* Add libpcsound codeblocks project
* Use libraries that are built and project dependencies inside main
chocolate-doom/setup project and remove source files.
* libraries are now built in the "lib" top level directory
* Fix some warnings
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not match.
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error mess
age.
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players are mixing Freedoom/Original IWADs.
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on the waiting screen if the checksums differ from the other players.
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headers individually.
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for players which are not the game controller.
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of the functions in txt_gui.c.
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and build chocolate-server, a standalone dedicated server.
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Use text-mode screen for the waiting screen.
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which client we are.
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start.
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on the waiting screen, and improve the waiting screen appearance.
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