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function requestPlayerData(plr) local ip = plr.ip or "N/A" local serial = plr.serial or "N/A" if (isPlayerAdmin(plr)) then if (isPlayerOwner(plr) and not isPlayerOwner(client)) then ip = "Hidden" serial = "Hidden" end end local version = plr.version or "N/A" local bank = exports.UCDaccounts:GAD(plr, "bankbalance") local email = exports.UCDaccounts:getAccountEmail(plr.account.name) or "N/A" -- lol local money = plr:getMoney() local weapon = tostring(getWeaponNameFromID(getPedWeapon(plr)).." ["..getPedTotalAmmo(plr).."]") local data = {["ip"] = ip, ["serial"] = serial, ["version"] = version, ["email"] = email or "N/A", ["bank"] = bank, ["money"] = money, ["weapon"] = weapon} triggerLatentClientEvent(client, "UCDadmin.requestPlayerData:callback", client, data) end addEvent("UCDadmin.requestPlayerData", true) addEventHandler("UCDadmin.requestPlayerData", root, requestPlayerData) function fetchResources() local resources = {} for i, res in ipairs(getResources()) do resources[i] = {res.name, res.state} end --triggerClientEvent(client, "UCDadmin.updateResources", client, resources or {}) end --addEvent("UCDadmin.getResources", true) --addEventHandler("UCDadmin.getResources", root, fetchResources) function saveScreenshot(theResource, status, imageData, _, tag) if (theResource ~= resource) then return end -- Screenshots taken here only if (status ~= "ok") then return end local file = File.new("screenshots/"..tag..".png") file:write(imageData) file:close() end addEventHandler("onPlayerScreenShot", root, saveScreenshot)
--|> SIMPLEX | Easy-to-use interaction system <|-- -- ShutoExpressway -- Registers global variables for the client. -- Side note: _G IS NOT BAD IN MOST CASES WeirdChamp local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = game:GetService("Players") local SIMPLEX_FOLDERS = { shared = ReplicatedStorage:WaitForChild("Simplex"), client = script.Parent.Parent } local DEBUG_ENABLED = true local Simplex = { Shared = {}, Client = {}, Player = game:GetService("Players").LocalPlayer } _G.Simplex = Simplex local function parseDebugString(...) return ("$SimplexClient:%s -> %s"):format(getfenv(3).script.Name, tostring(...)) end function Simplex.Debug(_, msgType, ...) if not DEBUG_ENABLED then return end local parsed = parseDebugString(...) if msgType then if msgType:lower() == "error" then error(parsed) return elseif msgType:lower() == "warn" then warn(parsed) return end end print(parsed) end Simplex:Debug("warn", "Debug mode is ON. To stop sending these types of messages, set DEBUG_ENABLED to false in both internal handlers.") function Simplex.Wrap(_, module) if not module:IsA("ModuleScript") then return end if type(module.Init) == "function" then module:Init() end end function Simplex.GetCharacter() local character = Simplex.Player.Character or Simplex.Player.CharacterAdded:Wait() return character end local function initializeEnvironment(name) local success, err = pcall(function() for _, resource in ipairs(SIMPLEX_FOLDERS[name:lower()]:GetChildren()) do if resource:IsA("ModuleScript") then local requiredResource = require(resource) Simplex[name][resource.Name] = requiredResource end end end) if not err then Simplex:Debug(nil, "Successfully registered resources: args[1]:"..name) else Simplex:Debug("warn", ("An error occurred while registering resources:\n%s"):format(err)) end end local function initializeAll() local function init(obj) for _, object in pairs(obj) do if type(object) == "table" then if type(object.Init) == "function" then coroutine.wrap(function() object:Init(Simplex) end)() end else init(object) end end end init(Simplex.Client) init(Simplex.Shared) end local interactives = {} local function registerInteractives() local folder = SIMPLEX_FOLDERS.shared.Interactives for _, module in ipairs(folder:GetChildren()) do if module:IsA("ModuleScript") then local required = require(module) interactives[module.Name] = required end end Simplex:Debug(nil, "Registered shared interactives") end initializeEnvironment("Shared") initializeEnvironment("Client") registerInteractives() Simplex.Interactives = interactives Simplex.Network = SIMPLEX_FOLDERS.shared:WaitForChild("Network") initializeAll()
local endlesstower = { [100] = {ID=100,Number=1,Monster="300101;300102;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [101] = {ID=101,Number=2,Monster="300201;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [102] = {ID=102,Number=3,Monster="300301;300302;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [103] = {ID=103,Number=4,Monster="300401;300402;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [104] = {ID=104,Number=5,Monster="300501;300502;300505;",Reward="4{60000001:1:1;60000002:1:1;60000003:1:1;60000004:1:1;60000005:1:1;60000006:1:1;60000001:2:1;60000002:2:1;60000003:2:1;60000004:2:1;60000005:2:1;60000006:2:1;60000001:3:1;60000002:3:1;60000003:3:1;60000004:3:1;60000005:3:1;60000006:3:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [105] = {ID=105,Number=6,Monster="300601;300602;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [106] = {ID=106,Number=7,Monster="300701;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [107] = {ID=107,Number=8,Monster="300801;300802;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [108] = {ID=108,Number=9,Monster="300901;300902;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [109] = {ID=109,Number=10,Monster="301001;301002;301005;",Reward="3{60000001:1:1;60000002:1:1;60000003:1:1;60000004:1:1;60000005:1:1;60000006:1:1;60000001:2:1;60000002:2:1;60000003:2:1;60000004:2:1;60000005:2:1;60000006:2:1;60000001:3:1;60000002:3:1;60000003:3:1;60000004:3:1;60000005:3:1;60000006:3:1;61000001:1:1;61000002:1:1;61000003:1:1;61000004:1:1;61000005:1:1;61000006:1:1;61000007:1:1;61000008:1:1;61000001:2:1;61000002:2:1;61000003:2:1;61000004:2:1;61000005:2:1;61000006:2:1;61000007:2:1;61000008:2:1;61000001:3:1;61000002:3:1;61000003:3:1;61000004:3:1;61000005:3:1;61000006:3:1;61000007:3:1;61000008:3:1;}1{51101000:1:1;51111000:1:1;51121000:1:1;51131000:1:1;51201000:1:1;51211000:1:1;51221000:1:1;51301000:1:1;51311000:1:1;51321000:1:1;51401000:1:1;51411000:1:1;51231000:1:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [110] = {ID=110,Number=11,Monster="301101;301102;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [111] = {ID=111,Number=12,Monster="301201;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [112] = {ID=112,Number=13,Monster="301301;301302;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [113] = {ID=113,Number=14,Monster="301401;301402;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [114] = {ID=114,Number=15,Monster="301501;301502;301505;",Reward="4{60000001:1:1;60000002:1:1;60000003:1:1;60000004:1:1;60000005:1:1;60000006:1:1;60000001:2:1;60000002:2:1;60000003:2:1;60000004:2:1;60000005:2:1;60000006:2:1;60000001:3:1;60000002:3:1;60000003:3:1;60000004:3:1;60000005:3:1;60000006:3:1;61000001:1:1;61000002:1:1;61000003:1:1;61000004:1:1;61000005:1:1;61000006:1:1;61000007:1:1;61000008:1:1;61000001:2:1;61000002:2:1;61000003:2:1;61000004:2:1;61000005:2:1;61000006:2:1;61000007:2:1;61000008:2:1;61000001:3:1;61000002:3:1;61000003:3:1;61000004:3:1;61000005:3:1;61000006:3:1;61000007:3:1;61000008:3:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [115] = {ID=115,Number=16,Monster="301601;301602;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [116] = {ID=116,Number=17,Monster="301701;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [117] = {ID=117,Number=18,Monster="301801;301802;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [118] = {ID=118,Number=19,Monster="301901;301902;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [119] = {ID=119,Number=20,Monster="302001;302002;302005;",Reward="3{60000001:1:1;60000002:1:1;60000003:1:1;60000004:1:1;60000005:1:1;60000006:1:1;60000001:2:1;60000002:2:1;60000003:2:1;60000004:2:1;60000005:2:1;60000006:2:1;60000001:3:1;60000002:3:1;60000003:3:1;60000004:3:1;60000005:3:1;60000006:3:1;61000001:1:1;61000002:1:1;61000003:1:1;61000004:1:1;61000005:1:1;61000006:1:1;61000007:1:1;61000008:1:1;61000001:2:1;61000002:2:1;61000003:2:1;61000004:2:1;61000005:2:1;61000006:2:1;61000007:2:1;61000008:2:1;61000001:3:1;61000002:3:1;61000003:3:1;61000004:3:1;61000005:3:1;61000006:3:1;61000007:3:1;61000008:3:1;}1{51101000:1:1;51111000:1:1;51121000:1:1;51131000:1:1;51201000:1:1;51211000:1:1;51221000:1:1;51301000:1:1;51311000:1:1;51321000:1:1;51401000:1:1;51411000:1:1;51231000:1:1;51431000:1:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [120] = {ID=120,Number=21,Monster="302101;302102;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [121] = {ID=121,Number=22,Monster="302201;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [122] = {ID=122,Number=23,Monster="302301;302302;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [123] = {ID=123,Number=24,Monster="302401;302402;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [124] = {ID=124,Number=25,Monster="302501;302502;302505;",Reward="4{60000001:1:1;60000002:1:1;60000003:1:1;60000004:1:1;60000005:1:1;60000006:1:1;60000001:2:1;60000002:2:1;60000003:2:1;60000004:2:1;60000005:2:1;60000006:2:1;60000001:3:1;60000002:3:1;60000003:3:1;60000004:3:1;60000005:3:1;60000006:3:1;61000001:1:1;61000002:1:1;61000003:1:1;61000004:1:1;61000005:1:1;61000006:1:1;61000007:1:1;61000008:1:1;61000001:2:1;61000002:2:1;61000003:2:1;61000004:2:1;61000005:2:1;61000006:2:1;61000007:2:1;61000008:2:1;61000001:3:1;61000002:3:1;61000003:3:1;61000004:3:1;61000005:3:1;61000006:3:1;61000007:3:1;61000008:3:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [125] = {ID=125,Number=26,Monster="302601;302602;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [126] = {ID=126,Number=27,Monster="302701;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [127] = {ID=127,Number=28,Monster="302801;302802;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [128] = {ID=128,Number=29,Monster="302901;302902;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [129] = {ID=129,Number=30,Monster="303001;303002;303005;",Reward="3{60000001:1:1;60000002:1:1;60000003:1:1;60000004:1:1;60000005:1:1;60000006:1:1;60000001:2:1;60000002:2:1;60000003:2:1;60000004:2:1;60000005:2:1;60000006:2:1;60000001:3:1;60000002:3:1;60000003:3:1;60000004:3:1;60000005:3:1;60000006:3:1;61000001:1:1;61000002:1:1;61000003:1:1;61000004:1:1;61000005:1:1;61000006:1:1;61000007:1:1;61000008:1:1;61000001:2:1;61000002:2:1;61000003:2:1;61000004:2:1;61000005:2:1;61000006:2:1;61000007:2:1;61000008:2:1;61000001:3:1;61000002:3:1;61000003:3:1;61000004:3:1;61000005:3:1;61000006:3:1;61000007:3:1;61000008:3:1;}1{52101000:1:1;52111000:1:1;52121000:1:1;52131000:1:1;52201000:1:1;52211000:1:1;52221000:1:1;52301000:1:1;52311000:1:1;52321000:1:1;52401000:1:1;52411000:1:1;52231000:1:1;52431000:1:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [130] = {ID=130,Number=31,Monster="303101;303102;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [131] = {ID=131,Number=32,Monster="303201;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [132] = {ID=132,Number=33,Monster="303301;303302;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [133] = {ID=133,Number=34,Monster="303401;303402;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [134] = {ID=134,Number=35,Monster="303501;303502;303505;",Reward="4{60000001:1:1;60000002:1:1;60000003:1:1;60000004:1:1;60000005:1:1;60000006:1:1;60000001:2:1;60000002:2:1;60000003:2:1;60000004:2:1;60000005:2:1;60000006:2:1;60000001:3:1;60000002:3:1;60000003:3:1;60000004:3:1;60000005:3:1;60000006:3:1;61000001:1:1;61000002:1:1;61000003:1:1;61000004:1:1;61000005:1:1;61000006:1:1;61000007:1:1;61000008:1:1;61000001:2:1;61000002:2:1;61000003:2:1;61000004:2:1;61000005:2:1;61000006:2:1;61000007:2:1;61000008:2:1;61000001:3:1;61000002:3:1;61000003:3:1;61000004:3:1;61000005:3:1;61000006:3:1;61000007:3:1;61000008:3:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [135] = {ID=135,Number=36,Monster="303601;303602;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [136] = {ID=136,Number=37,Monster="303701;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [137] = {ID=137,Number=38,Monster="303801;303802;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [138] = {ID=138,Number=39,Monster="303901;303902;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [139] = {ID=139,Number=40,Monster="304001;304002;304005;",Reward="3{61000001:1:1;61000002:1:1;61000003:1:1;61000004:1:1;61000005:1:1;61000006:1:1;61000007:1:1;61000008:1:1;61000001:2:1;61000002:2:1;61000003:2:1;61000004:2:1;61000005:2:1;61000006:2:1;61000007:2:1;61000008:2:1;61000001:3:1;61000002:3:1;61000003:3:1;61000004:3:1;61000005:3:1;61000006:3:1;61000007:3:1;61000008:3:1;62000001:1:1;62000002:1:1;62000003:1:1;62000004:1:1;62000005:1:1;62000006:1:1;62000007:1:1;62000008:1:1;62000009:1:1;62000010:1:1;62000001:2:1;62000002:2:1;62000003:2:1;62000004:2:1;62000005:2:1;62000006:2:1;62000007:2:1;62000008:2:1;62000009:2:1;62000010:2:1;}1{52101000:1:1;52111000:1:1;52121000:1:1;52131000:1:1;52201000:1:1;52211000:1:1;52221000:1:1;52301000:1:1;52311000:1:1;52321000:1:1;52401000:1:1;52411000:1:1;52231000:1:1;52431000:1:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [140] = {ID=140,Number=41,Monster="304101;304102;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [141] = {ID=141,Number=42,Monster="304201;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [142] = {ID=142,Number=43,Monster="304301;304302;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [143] = {ID=143,Number=44,Monster="304401;304402;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [144] = {ID=144,Number=45,Monster="304501;304502;304505;",Reward="4{61000001:1:1;61000002:1:1;61000003:1:1;61000004:1:1;61000005:1:1;61000006:1:1;61000007:1:1;61000008:1:1;61000001:2:1;61000002:2:1;61000003:2:1;61000004:2:1;61000005:2:1;61000006:2:1;61000007:2:1;61000008:2:1;61000001:3:1;61000002:3:1;61000003:3:1;61000004:3:1;61000005:3:1;61000006:3:1;61000007:3:1;61000008:3:1;62000001:1:1;62000002:1:1;62000003:1:1;62000004:1:1;62000005:1:1;62000006:1:1;62000007:1:1;62000008:1:1;62000009:1:1;62000010:1:1;62000001:2:1;62000002:2:1;62000003:2:1;62000004:2:1;62000005:2:1;62000006:2:1;62000007:2:1;62000008:2:1;62000009:2:1;62000010:2:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [145] = {ID=145,Number=46,Monster="304601;304602;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [146] = {ID=146,Number=47,Monster="304701;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [147] = {ID=147,Number=48,Monster="304801;304802;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [148] = {ID=148,Number=49,Monster="304901;304902;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [149] = {ID=149,Number=50,Monster="305001;305002;305005;",Reward="3{61000001:1:1;61000002:1:1;61000003:1:1;61000004:1:1;61000005:1:1;61000006:1:1;61000007:1:1;61000008:1:1;61000001:2:1;61000002:2:1;61000003:2:1;61000004:2:1;61000005:2:1;61000006:2:1;61000007:2:1;61000008:2:1;61000001:3:1;61000002:3:1;61000003:3:1;61000004:3:1;61000005:3:1;61000006:3:1;61000007:3:1;61000008:3:1;62000001:1:1;62000002:1:1;62000003:1:1;62000004:1:1;62000005:1:1;62000006:1:1;62000007:1:1;62000008:1:1;62000009:1:1;62000010:1:1;62000001:2:1;62000002:2:1;62000003:2:1;62000004:2:1;62000005:2:1;62000006:2:1;62000007:2:1;62000008:2:1;62000009:2:1;62000010:2:1;}1{52101000:1:1;52111000:1:1;52121000:1:1;52131000:1:1;52201000:1:1;52211000:1:1;52221000:1:1;52301000:1:1;52311000:1:1;52321000:1:1;52401000:1:1;52411000:1:1;53101000:1:1;53111000:1:1;53121000:1:1;53131000:1:1;53201000:1:1;53211000:1:1;53221000:1:1;53301000:1:1;53311000:1:1;53321000:1:1;53401000:1:1;53411000:1:1;52231000:1:1;53231000:1:1;52431000:1:1;53431000:1:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [150] = {ID=150,Number=51,Monster="305101;305102;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [151] = {ID=151,Number=52,Monster="305201;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [152] = {ID=152,Number=53,Monster="305301;305302;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [153] = {ID=153,Number=54,Monster="305401;305402;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [154] = {ID=154,Number=55,Monster="305501;305502;305505;",Reward="4{61000001:1:1;61000002:1:1;61000003:1:1;61000004:1:1;61000005:1:1;61000006:1:1;61000007:1:1;61000008:1:1;61000001:2:1;61000002:2:1;61000003:2:1;61000004:2:1;61000005:2:1;61000006:2:1;61000007:2:1;61000008:2:1;61000001:3:1;61000002:3:1;61000003:3:1;61000004:3:1;61000005:3:1;61000006:3:1;61000007:3:1;61000008:3:1;62000001:1:1;62000002:1:1;62000003:1:1;62000004:1:1;62000005:1:1;62000006:1:1;62000007:1:1;62000008:1:1;62000009:1:1;62000010:1:1;62000001:2:1;62000002:2:1;62000003:2:1;62000004:2:1;62000005:2:1;62000006:2:1;62000007:2:1;62000008:2:1;62000009:2:1;62000010:2:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [155] = {ID=155,Number=56,Monster="305601;305602;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [156] = {ID=156,Number=57,Monster="305701;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [157] = {ID=157,Number=58,Monster="305801;305802;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [158] = {ID=158,Number=59,Monster="305901;305902;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [159] = {ID=159,Number=60,Monster="306001;306002;306005;",Reward="3{61000001:1:1;61000002:1:1;61000003:1:1;61000004:1:1;61000005:1:1;61000006:1:1;61000007:1:1;61000008:1:1;61000001:2:1;61000002:2:1;61000003:2:1;61000004:2:1;61000005:2:1;61000006:2:1;61000007:2:1;61000008:2:1;61000001:3:1;61000002:3:1;61000003:3:1;61000004:3:1;61000005:3:1;61000006:3:1;61000007:3:1;61000008:3:1;62000001:1:1;62000002:1:1;62000003:1:1;62000004:1:1;62000005:1:1;62000006:1:1;62000007:1:1;62000008:1:1;62000009:1:1;62000010:1:1;62000001:2:1;62000002:2:1;62000003:2:1;62000004:2:1;62000005:2:1;62000006:2:1;62000007:2:1;62000008:2:1;62000009:2:1;62000010:2:1;}1{52101000:1:1;52111000:1:1;52121000:1:1;52131000:1:1;52201000:1:1;52211000:1:1;52221000:1:1;52301000:1:1;52311000:1:1;52321000:1:1;52401000:1:1;52411000:1:1;53101000:1:1;53111000:1:1;53121000:1:1;53131000:1:1;53201000:1:1;53211000:1:1;53221000:1:1;53301000:1:1;53311000:1:1;53321000:1:1;53401000:1:1;53411000:1:1;52231000:1:1;53231000:1:1;52431000:1:1;53431000:1:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [160] = {ID=160,Number=61,Monster="306101;306102;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [161] = {ID=161,Number=62,Monster="306201;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [162] = {ID=162,Number=63,Monster="306301;306302;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [163] = {ID=163,Number=64,Monster="306401;306402;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [164] = {ID=164,Number=65,Monster="306501;306502;306505;",Reward="4{61000001:1:1;61000002:1:1;61000003:1:1;61000004:1:1;61000005:1:1;61000006:1:1;61000007:1:1;61000008:1:1;61000001:2:1;61000002:2:1;61000003:2:1;61000004:2:1;61000005:2:1;61000006:2:1;61000007:2:1;61000008:2:1;61000001:3:1;61000002:3:1;61000003:3:1;61000004:3:1;61000005:3:1;61000006:3:1;61000007:3:1;61000008:3:1;62000001:1:1;62000002:1:1;62000003:1:1;62000004:1:1;62000005:1:1;62000006:1:1;62000007:1:1;62000008:1:1;62000009:1:1;62000010:1:1;62000001:2:1;62000002:2:1;62000003:2:1;62000004:2:1;62000005:2:1;62000006:2:1;62000007:2:1;62000008:2:1;62000009:2:1;62000010:2:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [165] = {ID=165,Number=66,Monster="306601;306602;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [166] = {ID=166,Number=67,Monster="306701;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [167] = {ID=167,Number=68,Monster="306801;306802;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [168] = {ID=168,Number=69,Monster="306901;306902;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [169] = {ID=169,Number=70,Monster="307001;307002;307005;",Reward="3{62000001:1:1;62000002:1:1;62000003:1:1;62000004:1:1;62000005:1:1;62000006:1:1;62000007:1:1;62000008:1:1;62000009:1:1;62000010:1:1;62000001:2:1;62000002:2:1;62000003:2:1;62000004:2:1;62000005:2:1;62000006:2:1;62000007:2:1;62000008:2:1;62000009:2:1;62000010:2:1;64000001:1:1;64000002:1:1;64000003:1:1;64000004:1:1;64000005:1:1;64000006:1:1;64000007:1:1;64000008:1:1;64000009:1:1;64000010:1:1;64000011:1:1;64000012:1:1;}1{53101000:1:1;53111000:1:1;53121000:1:1;53131000:1:1;53201000:1:1;53211000:1:1;53221000:1:1;53301000:1:1;53311000:1:1;53321000:1:1;53401000:1:1;53411000:1:1;54101000:1:1;54111000:1:1;54121000:1:1;54131000:1:1;54201000:1:1;54211000:1:1;54221000:1:1;54301000:1:1;54311000:1:1;54321000:1:1;54401000:1:1;54411000:1:1;53231000:1:1;54231000:1:1;53431000:1:1;54431000:1:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [170] = {ID=170,Number=71,Monster="307101;307102;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [171] = {ID=171,Number=72,Monster="307201;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [172] = {ID=172,Number=73,Monster="307301;307302;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [173] = {ID=173,Number=74,Monster="307401;307402;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [174] = {ID=174,Number=75,Monster="307501;307502;307505;",Reward="4{62000001:1:1;62000002:1:1;62000003:1:1;62000004:1:1;62000005:1:1;62000006:1:1;62000007:1:1;62000008:1:1;62000009:1:1;62000010:1:1;62000001:2:1;62000002:2:1;62000003:2:1;62000004:2:1;62000005:2:1;62000006:2:1;62000007:2:1;62000008:2:1;62000009:2:1;62000010:2:1;64000001:1:1;64000002:1:1;64000003:1:1;64000004:1:1;64000005:1:1;64000006:1:1;64000007:1:1;64000008:1:1;64000009:1:1;64000010:1:1;64000011:1:1;64000012:1:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [175] = {ID=175,Number=76,Monster="307601;307602;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [176] = {ID=176,Number=77,Monster="307701;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [177] = {ID=177,Number=78,Monster="307801;307802;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [178] = {ID=178,Number=79,Monster="307901;307902;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [179] = {ID=179,Number=80,Monster="308001;308002;308005;",Reward="3{62000001:1:1;62000002:1:1;62000003:1:1;62000004:1:1;62000005:1:1;62000006:1:1;62000007:1:1;62000008:1:1;62000009:1:1;62000010:1:1;62000001:2:1;62000002:2:1;62000003:2:1;62000004:2:1;62000005:2:1;62000006:2:1;62000007:2:1;62000008:2:1;62000009:2:1;62000010:2:1;64000001:1:1;64000002:1:1;64000003:1:1;64000004:1:1;64000005:1:1;64000006:1:1;64000007:1:1;64000008:1:1;64000009:1:1;64000010:1:1;64000011:1:1;64000012:1:1;}1{53101000:1:1;53111000:1:1;53121000:1:1;53131000:1:1;53201000:1:1;53211000:1:1;53221000:1:1;53301000:1:1;53311000:1:1;53321000:1:1;53401000:1:1;53411000:1:1;54101000:1:1;54111000:1:1;54121000:1:1;54131000:1:1;54201000:1:1;54211000:1:1;54221000:1:1;54301000:1:1;54311000:1:1;54321000:1:1;54401000:1:1;54411000:1:1;53231000:1:1;54231000:1:1;53431000:1:1;54431000:1:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [180] = {ID=180,Number=81,Monster="308101;308102;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [181] = {ID=181,Number=82,Monster="308201;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [182] = {ID=182,Number=83,Monster="308301;308302;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [183] = {ID=183,Number=84,Monster="308401;308402;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [184] = {ID=184,Number=85,Monster="308501;308502;308505;",Reward="4{62000001:1:1;62000002:1:1;62000003:1:1;62000004:1:1;62000005:1:1;62000006:1:1;62000007:1:1;62000008:1:1;62000009:1:1;62000010:1:1;62000001:2:1;62000002:2:1;62000003:2:1;62000004:2:1;62000005:2:1;62000006:2:1;62000007:2:1;62000008:2:1;62000009:2:1;62000010:2:1;64000001:1:1;64000002:1:1;64000003:1:1;64000004:1:1;64000005:1:1;64000006:1:1;64000007:1:1;64000008:1:1;64000009:1:1;64000010:1:1;64000011:1:1;64000012:1:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [185] = {ID=185,Number=86,Monster="308601;308602;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [186] = {ID=186,Number=87,Monster="308701;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [187] = {ID=187,Number=88,Monster="308801;308802;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [188] = {ID=188,Number=89,Monster="308901;308902;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [189] = {ID=189,Number=90,Monster="309001;309002;309005;",Reward="3{62000001:1:1;62000002:1:1;62000003:1:1;62000004:1:1;62000005:1:1;62000006:1:1;62000007:1:1;62000008:1:1;62000009:1:1;62000010:1:1;62000001:2:1;62000002:2:1;62000003:2:1;62000004:2:1;62000005:2:1;62000006:2:1;62000007:2:1;62000008:2:1;62000009:2:1;62000010:2:1;64000001:1:1;64000002:1:1;64000003:1:1;64000004:1:1;64000005:1:1;64000006:1:1;64000007:1:1;64000008:1:1;64000009:1:1;64000010:1:1;64000011:1:1;64000012:1:1;}1{54101000:1:1;54111000:1:1;54121000:1:1;54131000:1:1;54201000:1:1;54211000:1:1;54221000:1:1;54301000:1:1;54311000:1:1;54321000:1:1;54401000:1:1;54411000:1:1;55101000:1:1;55111000:1:1;55121000:1:1;55131000:1:1;55201000:1:1;55211000:1:1;55221000:1:1;55301000:1:1;55311000:1:1;55321000:1:1;55401000:1:1;55411000:1:1;54231000:1:1;55231000:1:1;54431000:1:1;55431000:1:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [190] = {ID=190,Number=91,Monster="309101;309102;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [191] = {ID=191,Number=92,Monster="309201;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [192] = {ID=192,Number=93,Monster="309301;309302;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [193] = {ID=193,Number=94,Monster="309401;309402;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [194] = {ID=194,Number=95,Monster="309501;309502;309505;",Reward="4{62000001:1:1;62000002:1:1;62000003:1:1;62000004:1:1;62000005:1:1;62000006:1:1;62000007:1:1;62000008:1:1;62000009:1:1;62000010:1:1;62000001:2:1;62000002:2:1;62000003:2:1;62000004:2:1;62000005:2:1;62000006:2:1;62000007:2:1;62000008:2:1;62000009:2:1;62000010:2:1;64000001:1:1;64000002:1:1;64000003:1:1;64000004:1:1;64000005:1:1;64000006:1:1;64000007:1:1;64000008:1:1;64000009:1:1;64000010:1:1;64000011:1:1;64000012:1:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [195] = {ID=195,Number=96,Monster="309601;309602;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [196] = {ID=196,Number=97,Monster="309701;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [197] = {ID=197,Number=98,Monster="309801;309802;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [198] = {ID=198,Number=99,Monster="309901;309902;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [199] = {ID=199,Number=100,Monster="310001;310002;310005;",Reward="3{62000001:1:1;62000002:1:1;62000003:1:1;62000004:1:1;62000005:1:1;62000006:1:1;62000007:1:1;62000008:1:1;62000009:1:1;62000010:1:1;62000001:2:1;62000002:2:1;62000003:2:1;62000004:2:1;62000005:2:1;62000006:2:1;62000007:2:1;62000008:2:1;62000009:2:1;62000010:2:1;64000001:1:1;64000002:1:1;64000003:1:1;64000004:1:1;64000005:1:1;64000006:1:1;64000007:1:1;64000008:1:1;64000009:1:1;64000010:1:1;64000011:1:1;64000012:1:1;}1{54101000:1:1;54111000:1:1;54121000:1:1;54131000:1:1;54201000:1:1;54211000:1:1;54221000:1:1;54301000:1:1;54311000:1:1;54321000:1:1;54401000:1:1;54411000:1:1;55101000:1:1;55111000:1:1;55121000:1:1;55131000:1:1;55201000:1:1;55211000:1:1;55221000:1:1;55301000:1:1;55311000:1:1;55321000:1:1;55401000:1:1;55411000:1:1;54231000:1:1;55231000:1:1;54431000:1:1;55431000:1:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [200] = {ID=200,Number=101,Monster="310101;310102;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [201] 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{ID=206,Number=107,Monster="310701;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [207] = {ID=207,Number=108,Monster="310801;310802;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [208] = {ID=208,Number=109,Monster="310901;310902;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [209] = 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{ID=266,Number=167,Monster="316701;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [267] = {ID=267,Number=168,Monster="316801;316802;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [268] = {ID=268,Number=169,Monster="316901;316902;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [269] = {ID=269,Number=170,Monster="317001;317002;317005;",Reward="4{64000001:1:1;64000002:1:1;64000003:1:1;64000004:1:1;64000005:1:1;64000006:1:1;64000007:1:1;64000008:1:1;64000009:1:1;64000010:1:1;64000011:1:1;64000012:1:1;64000001:2:1;64000002:2:1;64000003:2:1;64000004:2:1;64000005:2:1;64000006:2:1;64000007:2:1;64000008:2:1;64000009:2:1;64000010:2:1;64000011:2:1;64000012:2:1;65000001:1:1;65000002:1:1;65000003:1:1;65000004:1:1;65000005:1:1;65000006:1:1;65000007:1:1;65000008:1:1;65000009:1:1;65000010:1:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [270] = {ID=270,Number=171,Monster="317101;317102;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [271] = {ID=271,Number=172,Monster="317201;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [272] = {ID=272,Number=173,Monster="317301;317302;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [273] = {ID=273,Number=174,Monster="317401;317402;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [274] = {ID=274,Number=175,Monster="317501;317502;317505;",Reward="4{64000001:1:1;64000002:1:1;64000003:1:1;64000004:1:1;64000005:1:1;64000006:1:1;64000007:1:1;64000008:1:1;64000009:1:1;64000010:1:1;64000011:1:1;64000012:1:1;64000001:2:1;64000002:2:1;64000003:2:1;64000004:2:1;64000005:2:1;64000006:2:1;64000007:2:1;64000008:2:1;64000009:2:1;64000010:2:1;64000011:2:1;64000012:2:1;65000001:1:1;65000002:1:1;65000003:1:1;65000004:1:1;65000005:1:1;65000006:1:1;65000007:1:1;65000008:1:1;65000009:1:1;65000010:1:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [275] = {ID=275,Number=176,Monster="317601;317602;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [276] = {ID=276,Number=177,Monster="317701;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [277] = {ID=277,Number=178,Monster="317801;317802;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [278] = {ID=278,Number=179,Monster="317901;317902;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [279] = {ID=279,Number=180,Monster="318001;318002;318005;",Reward="4{64000001:1:1;64000002:1:1;64000003:1:1;64000004:1:1;64000005:1:1;64000006:1:1;64000007:1:1;64000008:1:1;64000009:1:1;64000010:1:1;64000011:1:1;64000012:1:1;64000001:2:1;64000002:2:1;64000003:2:1;64000004:2:1;64000005:2:1;64000006:2:1;64000007:2:1;64000008:2:1;64000009:2:1;64000010:2:1;64000011:2:1;64000012:2:1;65000001:1:1;65000002:1:1;65000003:1:1;65000004:1:1;65000005:1:1;65000006:1:1;65000007:1:1;65000008:1:1;65000009:1:1;65000010:1:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [280] = {ID=280,Number=181,Monster="318101;318102;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [281] = {ID=281,Number=182,Monster="318201;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [282] = {ID=282,Number=183,Monster="318301;318302;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [283] = {ID=283,Number=184,Monster="318401;318402;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [284] = {ID=284,Number=185,Monster="318501;318502;318505;",Reward="4{64000001:1:1;64000002:1:1;64000003:1:1;64000004:1:1;64000005:1:1;64000006:1:1;64000007:1:1;64000008:1:1;64000009:1:1;64000010:1:1;64000011:1:1;64000012:1:1;64000001:2:1;64000002:2:1;64000003:2:1;64000004:2:1;64000005:2:1;64000006:2:1;64000007:2:1;64000008:2:1;64000009:2:1;64000010:2:1;64000011:2:1;64000012:2:1;65000001:1:1;65000002:1:1;65000003:1:1;65000004:1:1;65000005:1:1;65000006:1:1;65000007:1:1;65000008:1:1;65000009:1:1;65000010:1:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [285] = {ID=285,Number=186,Monster="318601;318602;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [286] = {ID=286,Number=187,Monster="318701;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [287] = {ID=287,Number=188,Monster="318801;318802;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [288] = {ID=288,Number=189,Monster="318901;318902;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [289] = {ID=289,Number=190,Monster="319001;319002;319005;",Reward="4{64000001:1:1;64000002:1:1;64000003:1:1;64000004:1:1;64000005:1:1;64000006:1:1;64000007:1:1;64000008:1:1;64000009:1:1;64000010:1:1;64000011:1:1;64000012:1:1;64000001:2:1;64000002:2:1;64000003:2:1;64000004:2:1;64000005:2:1;64000006:2:1;64000007:2:1;64000008:2:1;64000009:2:1;64000010:2:1;64000011:2:1;64000012:2:1;65000001:1:1;65000002:1:1;65000003:1:1;65000004:1:1;65000005:1:1;65000006:1:1;65000007:1:1;65000008:1:1;65000009:1:1;65000010:1:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [290] = {ID=290,Number=191,Monster="319101;319102;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [291] = {ID=291,Number=192,Monster="319201;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [292] = {ID=292,Number=193,Monster="319301;319302;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [293] = {ID=293,Number=194,Monster="319401;319402;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [294] = {ID=294,Number=195,Monster="319501;319502;319505;",Reward="4{64000001:1:1;64000002:1:1;64000003:1:1;64000004:1:1;64000005:1:1;64000006:1:1;64000007:1:1;64000008:1:1;64000009:1:1;64000010:1:1;64000011:1:1;64000012:1:1;64000001:2:1;64000002:2:1;64000003:2:1;64000004:2:1;64000005:2:1;64000006:2:1;64000007:2:1;64000008:2:1;64000009:2:1;64000010:2:1;64000011:2:1;64000012:2:1;65000001:1:1;65000002:1:1;65000003:1:1;65000004:1:1;65000005:1:1;65000006:1:1;65000007:1:1;65000008:1:1;65000009:1:1;65000010:1:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [295] = {ID=295,Number=196,Monster="319601;319602;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [296] = {ID=296,Number=197,Monster="319701;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [297] = {ID=297,Number=198,Monster="319801;319802;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [298] = {ID=298,Number=199,Monster="319901;319902;",Reward="",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, [299] = {ID=299,Number=200,Monster="320001;320002;320005;",Reward="4{64000001:1:1;64000002:1:1;64000003:1:1;64000004:1:1;64000005:1:1;64000006:1:1;64000007:1:1;64000008:1:1;64000009:1:1;64000010:1:1;64000011:1:1;64000012:1:1;64000001:2:1;64000002:2:1;64000003:2:1;64000004:2:1;64000005:2:1;64000006:2:1;64000007:2:1;64000008:2:1;64000009:2:1;64000010:2:1;64000011:2:1;64000012:2:1;65000001:1:1;65000002:1:1;65000003:1:1;65000004:1:1;65000005:1:1;65000006:1:1;65000007:1:1;65000008:1:1;65000009:1:1;65000010:1:1;}",Money=100,BUFF=0,Trap=0,Map=0,Quantity=5}, } return endlesstower
local att = {} att.name = "md_cz52silver" att.displayName = "Silver and Black" att.displayNameShort = "Silver" att.isBG = true att.statModifiers = {} if CLIENT then att.displayIcon = surface.GetTextureID("atts/md_cz52silver") end function att:attachFunc() if SERVER then return end if self.CW_VM then self.CW_VM:SetSkin(1) end if self.WMEnt then self.WMEnt:SetSkin(1) end end function att:detachFunc() if SERVER then return end if self.CW_VM then self.CW_VM:SetSkin(0) end if self.WMEnt then self.WMEnt:SetSkin(0) end end CustomizableWeaponry:registerAttachment(att)
require('utils') local image = require("../image") local item = require("../item") return { name = "Meet a cat", amount = 5, weight = 0.1, condition = function (state) return not (table.contains(state.items, item.cat)) and state.coins >= 5 end, description = "How cute, a furry little brown cat is purring in front of you.", heads = { effectDescription = "+10 coin", effect = function (state) state.coins = state.coins + 10 return { description = "It looks like the cat has a collar. You return the cat to its owner and get $10 in compensation. Yay!", image = image.houseCat } end }, tails = { effectDescription = "Get a cat", effect = function (state) table.insert(state.items, item.cat) return { description = "You bend down and massage the cat under its chin. The cat leaps into your arms.", image = image.feralCat } end }, beg = { effectDescription = "-3 hp", effect = function (state) state.hp = state.hp - 3 return { description = "As you bend down to touch the cat, it hisses at you scratches you for 3 hp. OWWW!!!", image = image.angryCat } end } }
-------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- file: gui_highlight_unit.lua -- brief: highlights the unit/feature under the cursor -- author: Dave Rodgers -- -- Copyright (C) 2007. -- Licensed under the terms of the GNU GPL, v2 or later. -- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- function widget:GetInfo() local grey = "\255\192\192\192" local yellow = "\255\255\255\128" return { name = "HighlightUnit", desc = "Highlights the unit or feature under the cursor\n".. grey.."Hold "..yellow.."META"..grey.. " to show the unit or feature name", author = "trepan", date = "Apr 16, 2007", license = "GNU GPL, v2 or later", layer = 5, enabled = false -- loaded by default? } end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- Automatically generated local definitions local GL_BACK = GL.BACK local GL_EYE_LINEAR = GL.EYE_LINEAR local GL_EYE_PLANE = GL.EYE_PLANE local GL_FILL = GL.FILL local GL_FRONT = GL.FRONT local GL_FRONT_AND_BACK = GL.FRONT_AND_BACK local GL_INVERT = GL.INVERT local GL_LINE = GL.LINE local GL_ONE = GL.ONE local GL_ONE_MINUS_SRC_ALPHA = GL.ONE_MINUS_SRC_ALPHA local GL_POINT = GL.POINT local GL_QUAD_STRIP = GL.QUAD_STRIP local GL_SRC_ALPHA = GL.SRC_ALPHA local GL_T = GL.T local GL_TEXTURE_GEN_MODE = GL.TEXTURE_GEN_MODE local GL_TRIANGLE_FAN = GL.TRIANGLE_FAN local glBeginEnd = gl.BeginEnd local glBlending = gl.Blending local glCallList = gl.CallList local glColor = gl.Color local glCreateList = gl.CreateList local glCulling = gl.Culling local glDeleteList = gl.DeleteList local glDeleteTexture = gl.DeleteTexture local glDepthTest = gl.DepthTest local glFeature = gl.Feature local glGetTextWidth = gl.GetTextWidth local glLineWidth = gl.LineWidth local glLogicOp = gl.LogicOp local glPointSize = gl.PointSize local glPolygonMode = gl.PolygonMode local glPolygonOffset = gl.PolygonOffset local glPopMatrix = gl.PopMatrix local glPushMatrix = gl.PushMatrix local glScale = gl.Scale local glTexCoord = gl.TexCoord local glTexGen = gl.TexGen local glText = gl.Text local glTexture = gl.Texture local glTranslate = gl.Translate local glUnit = gl.Unit local glVertex = gl.Vertex local spDrawUnitCommands = Spring.DrawUnitCommands local spGetFeatureAllyTeam = Spring.GetFeatureAllyTeam local spGetFeatureDefID = Spring.GetFeatureDefID local spGetFeaturePosition = Spring.GetFeaturePosition local spGetFeatureRadius = Spring.GetFeatureRadius local spGetFeatureTeam = Spring.GetFeatureTeam local spGetModKeyState = Spring.GetModKeyState local spGetMouseState = Spring.GetMouseState local spGetMyAllyTeamID = Spring.GetMyAllyTeamID local spGetMyPlayerID = Spring.GetMyPlayerID local spGetMyTeamID = Spring.GetMyTeamID local spGetPlayerControlledUnit = Spring.GetPlayerControlledUnit local spGetPlayerInfo = Spring.GetPlayerInfo local spGetTeamColor = Spring.GetTeamColor local spGetTeamInfo = Spring.GetTeamInfo local spGetUnitAllyTeam = Spring.GetUnitAllyTeam local spGetUnitDefID = Spring.GetUnitDefID local spGetUnitIsCloaked = Spring.GetUnitIsCloaked local spGetUnitTeam = Spring.GetUnitTeam local spIsCheatingEnabled = Spring.IsCheatingEnabled local spTraceScreenRay = Spring.TraceScreenRay -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- include("colors.h.lua") include("fonts.lua") local font = 'FreeMonoBold' local fontSize = 16 local fontName = ':n:'..LUAUI_DIRNAME..'Fonts/'..font..'_'..fontSize local showName = (1 > 0) local customTex = LUAUI_DIRNAME .. 'Images/highlight_strip.png' local texName = LUAUI_DIRNAME .. 'Images/highlight_strip.png' --local texName = 'bitmaps/laserfalloff.tga' local cylDivs = 64 local cylList = 0 local outlineWidth = 3 local vsx, vsy = widgetHandler:GetViewSizes() function widget:ViewResize(viewSizeX, viewSizeY) vsx = viewSizeX vsy = viewSizeY end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- function widget:Initialize() cylList = glCreateList(DrawCylinder, cylDivs) end function widget:Shutdown() glDeleteList(cylList) glDeleteTexture(customTex) end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- function DrawCylinder(divs) local cos = math.cos local sin = math.sin local divRads = (2.0 * math.pi) / divs -- top glBeginEnd(GL_TRIANGLE_FAN, function() for i = 1, divs do local a = i * divRads glVertex(sin(a), 1.0, cos(a)) end end) -- bottom glBeginEnd(GL_TRIANGLE_FAN, function() for i = 1, divs do local a = -i * divRads glVertex(sin(a), -1.0, cos(a)) end end) -- sides glBeginEnd(GL_QUAD_STRIP, function() for i = 0, divs do local a = i * divRads glVertex(sin(a), 1.0, cos(a)) glVertex(sin(a), -1.0, cos(a)) end end) end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- local function HilightModel(drawFunc, drawData, outline) glDepthTest(true) glPolygonOffset(-2, -2) glBlending(GL_SRC_ALPHA, GL_ONE) local scale = 20 local shift = (2 * widgetHandler:GetHourTimer()) % scale glTexCoord(0, 0) glTexGen(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR) glTexGen(GL_T, GL_EYE_PLANE, 0, (1 / scale), 0, shift) glTexture(texName) drawFunc(drawData) glTexture(false) glTexGen(GL_T, false) -- more edge highlighting if (outline) then glLineWidth(outlineWidth) glPointSize(outlineWidth) glPolygonOffset(10, 100) glPolygonMode(GL_FRONT_AND_BACK, GL_POINT) drawFunc(drawData) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) drawFunc(drawData) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) glPointSize(1) glLineWidth(1) end glBlending(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glPolygonOffset(false) glDepthTest(false) end -------------------------------------------------------------------------------- local function SetUnitColor(unitID, alpha) local teamID = spGetUnitTeam(unitID) if (teamID == nil) then glColor(1.0, 0.0, 0.0, alpha) -- red elseif (teamID == spGetMyTeamID()) then glColor(0.0, 1.0, 1.0, alpha) -- cyan elseif (spGetUnitAllyTeam(unitID) == spGetMyAllyTeamID()) then glColor(0.0, 1.0, 0.0, alpha) -- green else glColor(1.0, 0.0, 0.0, alpha) -- red end end local function SetFeatureColor(featureID, alpha) glColor(1.0, 0.0, 1.0, alpha) -- purple do return end -- FIXME -- wait for feature team/allyteam resolution local allyTeamID = spGetFeatureAllyTeam(featureID) if ((allyTeamID == nil) or (allyTeamID < 0)) then glColor(1.0, 1.0, 1.0, alpha) -- white elseif (allyTeamID == spGetMyAllyTeamID()) then glColor(0.0, 1.0, 1.0, alpha) -- cyan else glColor(1.0, 0.0, 0.0, alpha) -- red end end local function UnitDrawFunc(unitID) glUnit(unitID, true) end local function FeatureDrawFunc(featureID) glFeature(featureID, true) end local function HilightUnit(unitID) local outline = (spGetUnitIsCloaked(unitID) ~= true) SetUnitColor(unitID, outline and 0.5 or 0.25) HilightModel(UnitDrawFunc, unitID, outline) end local function HilightFeatureModel(featureID) SetFeatureColor(featureID, 0.5) HilightModel(FeatureDrawFunc, featureID, true) end local function HilightFeature(featureID) local fDefID = spGetFeatureDefID(featureID) local fd = FeatureDefs[fDefID] if (fd == nil) then return end if (fd.drawType == 0) then HilightFeatureModel(featureID) return end local radius = spGetFeatureRadius(featureID) if (radius == nil) then return end local px, py, pz = spGetFeaturePosition(featureID) if (px == nil) then return end local yScale = 4 glPushMatrix() glTranslate(px, py, pz) glScale(radius, yScale * radius, radius) -- FIXME: needs an 'inside' check glDepthTest(true) glLogicOp(GL_INVERT) glCulling(GL_FRONT) glCallList(cylList) glCulling(GL_BACK) glCallList(cylList) glLogicOp(false) glCulling(false) glDepthTest(false) glPopMatrix() end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- local GetPlayerControlledUnit = spGetPlayerControlledUnit local GetMyPlayerID = spGetMyPlayerID local TraceScreenRay = spTraceScreenRay local GetMouseState = spGetMouseState local GetUnitDefID = spGetUnitDefID local GetFeatureDefID = spGetFeatureDefID -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- local type, data -- for the TraceScreenRay() call function widget:Update() local mx, my = GetMouseState() type, data = TraceScreenRay(mx, my) end function widget:DrawWorld() if (type == 'feature') then HilightFeature(data) elseif (type == 'unit') then local unitID = GetPlayerControlledUnit(GetMyPlayerID()) if (data ~= unitID) then HilightUnit(data) -- also draw the unit's command queue local a,c,m,s = spGetModKeyState() if (m) then spDrawUnitCommands(data) end end end end widget.DrawWorldReflection = widget.DrawWorld widget.DrawWorldRefraction = widget.DrawWorld -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- local teamNames = {} local function GetTeamName(teamID) local name = teamNames[teamID] if (name) then return name end local teamNum, teamLeader = spGetTeamInfo(teamID) if (teamLeader == nil) then return '' end name = spGetPlayerInfo(teamLeader) teamNames[teamID] = name return name end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- local teamColorStrs = {} local function GetTeamColorStr(teamID) local colorSet = teamColorStrs[teamID] if (colorSet) then return colorSet[1], colorSet[2] end local outlineChar = '' local r,g,b = spGetTeamColor(teamID) if (r and g and b) then local function ColorChar(x) local c = math.floor(x * 255) c = ((c <= 1) and 1) or ((c >= 255) and 255) or c return string.char(c) end local colorStr colorStr = '\255' colorStr = colorStr .. ColorChar(r) colorStr = colorStr .. ColorChar(g) colorStr = colorStr .. ColorChar(b) local i = (r * 0.299) + (g * 0.587) + (b * 0.114) outlineChar = ((i > 0.25) and 'o') or 'O' teamColorStrs[teamID] = { colorStr, outlineChar } return colorStr, outlineChar end end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- function widget:DrawScreen() local a,c,m,s = spGetModKeyState() if (not m) then return end local mx, my = GetMouseState() local type, data = TraceScreenRay(mx, my) local typeStr = '' local teamID = nil local cheat = spIsCheatingEnabled() if (type == 'unit') then local udid = GetUnitDefID(data) if (udid == nil) then return end local ud = UnitDefs[udid] if (ud == nil) then return end typeStr = YellowStr .. ud.humanName -- .. ' ' .. CyanStr .. ud.tooltip if (cheat) then typeStr = typeStr .. ' \255\255\128\255(' .. ud.name .. ') \255\255\255\255#' .. data end teamID = spGetUnitTeam(data) elseif (type == 'feature') then local fdid = GetFeatureDefID(data) if (fdid == nil) then return end local fd = FeatureDefs[fdid] if (fd == nil) then return end typeStr = '\255\255\128\255' .. fd.tooltip if (cheat) then typeStr = typeStr .. ' \255\255\255\1(' .. fd.name .. ') \255\255\255\255#' .. data end teamID = spGetFeatureTeam(data) end local pName = nil local colorStr, outlineChar = nil, nil if (teamID) then pName = GetTeamName(teamID) if (pName) then colorStr, outlineChar = GetTeamColorStr(teamID) if ((colorStr == nil) or (outlineChar == nil)) then pName = nil end end end local fh = fontHandler if (fh.UseFont(fontName)) then local f = fh.GetFontSize() * 0.5 local gx = 12 -- gap x local gy = 8 -- gap y local lt = fh.GetTextWidth(typeStr) local lp = pName and fh.GetTextWidth(pName) or 0 local lm = (lt > lp) and lt or lp -- max len pName = pName and (colorStr .. pName) if ((mx + lm + gx) < vsx) then fh.Draw(typeStr, mx + gx, my + gy) if (pName) then fh.Draw(pName, mx + gx, my - gy - f) end else fh.DrawRight(typeStr, mx - gx, my + gy) if (pName) then fh.DrawRight(pName, mx - gx, my - gy - f) end end else local f = 14 local gx = 16 local gy = 8 local lt = f * glGetTextWidth(typeStr) local lp = pName and (f * glGetTextWidth(pName)) or 0 local lm = (lt > lp) and lt or lp -- max len pName = pName and (colorStr .. pName) if ((mx + lm + gx) < vsx) then glText(typeStr, mx + gx, my + gy, f, 'o') if (pName) then glText(pName, mx + gx, my - gy - f, f, outlineChar) end else glText(typeStr, mx - gx, my + gy, f, 'or') if (pName) then glText(pName, mx - gx, my - gy - f, f, outlineChar .. 'r') end end end end -------------------------------------------------------------------------------- --------------------------------------------------------------------------------
minetest.register_on_newplayer(function(player) local pos = player:get_pos() minetest.add_item(pos, "nodes:rail_straight 99") minetest.add_item(pos, "nodes:rail_turn 99") minetest.add_item(pos, "minecart:minecart 99") end) --potential: minecarts pushing minecarts, minecart trains, furnace minecart local minecart = { initial_properties = { physical = true, -- otherwise going uphill breaks collide_with_objects = true, collisionbox = {-0.295, -1, -0.295, 0.295, 0.5, 0.295}, visual = "mesh", mesh = "minecart.b3d", visual_size = {x=1, y=1}, textures = {"minecart_ent.png"}, timer = 0, speed = 0, yaw = 0, automatic_face_movement_dir = 90.0, automatic_face_movement_max_rotation_per_sec = 10, furnace = false, axis = "z", stepheight = 8/16, --1 pixel height to go up hill }, } function minecart:on_activate(staticdata, dtime_s) if self.axis == nil then self.axis = "z" end if self.timer == nil then self.timer = 0 end self.object:set_acceleration({x=0,y=-20,z=0}) if staticdata ~= "" and staticdata ~= nil then local data = minetest.parse_json(staticdata) or {} --restore old data if data then self.timer = data.timer self.speed = data.speed self.old_velocity = data.old_velocity self.old_pos = data.old_pos self.furnace = data.furnace end end end function minecart:on_step(dtime) self.timer = self.timer + dtime minecart:repel(self) minecart:change_direction(self,dtime) minecart:furnace_minecart(self) minecart:friction(self) local vel = self.object:get_velocity() minecart:set_rotation(self) minecart:set_axis(self) -- make sure this is last self.old_velocity = vel self.old_pos = self.object:get_pos() end function minecart:set_axis(self) local vel = self.object:get_velocity() if math.abs(vel.x) > math.abs(vel.z) then self.axis = "x" else self.axis = "z" end end --test out furnace minecart mechanics function minecart:furnace_minecart(self) if self.furnace == true then local pos = self.object:get_pos() minetest.add_particle({ pos = pos, velocity = {x=0, y=math.random(2,4), z=0}, acceleration = {x=math.random(-1,1), y=math.random(2,4), z=math.random(-1,1)}, expirationtime = math.random(2,5), size = math.random(1,3), collisiondetection = false, vertical = false, texture = "puff.png", }) local vel = self.object:get_velocity() --limit the speed local speed_limit = 2 if math.abs(vel.x) < speed_limit and math.abs(vel.z) < speed_limit then self.object:add_velocity(vector.divide(vel,5)) end end end --test out furnace minecart function minecart:on_rightclick(clicker) print(self.furnace) if self.furnace == false or self.furnace == nil then self.furnace = true else self.furnace = false end end function minecart:set_rotation(self) local pos = self.object:get_pos() if self.old_pos then self.object:set_yaw(minetest.dir_to_yaw(vector.direction(pos, self.old_pos))) end end --slow down cart with friction function minecart:friction(self) local vel = self.object:get_velocity() vel = vector.multiply(vel,-1) vel = vector.divide(vel,100) self.object:add_velocity({x=vel.x,y=-5,z=vel.z}) end --push away from players function minecart:repel(self) local pos = self.object:get_pos() local temp_pos = self.object:get_pos() temp_pos.y = 0 --magnet effect for _,object in ipairs(minetest.get_objects_inside_radius(pos, 1)) do --change wether powered or not --basically if true, the minecart will only repel to players if self.furnace == false or self.furnace == nil then if object:is_player() or (object:get_luaentity() and object:get_luaentity().name == "minecart:minecart" and object ~= self.object) then local pos2 = object:get_pos() local vec = vector.subtract(pos, pos2) --the closer in the more it repels vec = vector.multiply(vec,(vector.distance(pos, pos2))) --follow the current rail local x = 0 local z = 0 if self.axis == "x" then x = vec.x elseif self.axis == "z" then z = vec.z end self.object:add_velocity({x=x,y=-5,z=z}) end elseif self.furnace == true then if object:is_player() then local pos2 = object:get_pos() local vec = vector.subtract(pos, pos2) --the closer in the more it repels local multiplier = 2 vec = vector.multiply(vec,(vector.distance(pos, pos2))) --follow the current rail local x = 0 local z = 0 if self.axis == "x" then x = vec.x elseif self.axis == "z" then z = vec.z end self.object:add_velocity({x=x,y=-5,z=z}) end end end end --turn corners on rails function minecart:change_direction(self,dtime) --a cooldown for turn spamming if self.timer < 0 then --print("test "..self.timer) return end local vel = self.object:get_velocity() local pos = self.object:get_pos() pos.y = pos.y - 0.75 local old = self.old_velocity --change direction on rail if old then --print("what") if self.axis == "x" and math.floor(math.abs(vel.x)) == 0 then --print("axis X repeat test") --if (old.x > 0 and minetest.get_node({x=pos.x+0.52,y=pos.y,z=pos.z}).name == "air") or (old.x < 0 and minetest.get_node({x=pos.x-0.52,y=pos.y,z=pos.z}).name == "air") then if minecart:testrail({x=pos.x,y=pos.y,z=pos.z+0.52}) ~= 0 then self.object:add_velocity({x=0,y=-5,z=math.abs(old.x)}) self.timer = 0 elseif minecart:testrail({x=pos.x,y=pos.y,z=pos.z-0.52}) ~= 0 then self.object:add_velocity({x=0,y=-5,z=math.abs(old.x)*-1}) self.timer = 0 end --end elseif self.axis == "z" and math.floor(math.abs(vel.z)) == 0 then --print("axis Z repeat test") if minecart:testrail({x=pos.x+0.52,y=pos.y,z=pos.z}) ~= 0 then self.object:add_velocity({x=math.abs(old.z),y=-5,z=0}) self.timer = 0 elseif minecart:testrail({x=pos.x-0.52,y=pos.y,z=pos.z}) ~= 0 then self.object:add_velocity({x=math.abs(old.z)*-1,y=-5,z=0}) self.timer = 0 end end end self.old_axis = self.axis end --test if a node is rail function minecart:testrail(pos) return(minetest.get_item_group(minetest.get_node(pos).name, "rail")) end function minecart:on_punch(hitter) local item = minetest.add_item(self.object:get_pos(), "minecart:minecart") item:get_luaentity().age = collection_age - 0.35 self.object:remove() end function minecart:get_staticdata() return minetest.write_json({ message = self.message, timer = self.timer, speed = self.speed, old_velocity = self.old_velocity, old_pos = self.old_pos, furnace = self.furnace, }) end minetest.register_entity("minecart:minecart", minecart) minetest.register_craftitem("minecart:minecart", { description = "Minecart", inventory_image = "minecart.png", on_place = function(itemstack, placer, pointed_thing) local pos = pointed_thing.above pos.y = pos.y + 1 local test = minetest.add_entity(pos, "minecart:minecart") itemstack:take_item(1) return(itemstack) end, })
fx_version 'bodacious' game 'gta5' author 'Badland v3.0 - E&G Vendas' contact 'Edu#6055 or https://github.com/badlandproject' version '1.0.0' ui_page 'nui/badland.html' client_scripts { 'client-side/*.lua' } server_scripts { 'server.lua' } files { 'nui/badland.html', 'nui/badland.js', 'nui/badland.css' } dependency 'es_extended'
-- Code by LucasL.#1024 -- coded for LifeV Config, Locale = {}, {} Config.locale = "de" -- Command Config.Cmd = "startdelvehicles" -- ESX ja/nein Config.ESX = true -- Set this to true if you use ESX -- Wird nicht bei ESX benötigt, ESX greift auf die Gruppen zu (superadmin, admin etc.) -- Admin Lists: steam: | license: | xbl: | live: | discord: | fivem: | ip: Config.AdminList = { 'license:2ash123ad1337a15029a21a6s4e3622f91cde1d0', -- Example, change this 'discord:370910283901283929' -- Example, change this } -- Zeit nach Commandausgabe -> in Minuten Standard: 3 Config.DeleteVehicleTimer = 3 -- Autos in Safezones löschen? Config.DeleteVehiclesInSafeZone = false -- Automatische Löschzeiten nach Uhrzeit Config.DeleteVehiclesAt = { {['h'] = 19, ['m'] = 10}, {['h'] = 19, ['m'] = 20}, {['h'] = 19, ['m'] = 30}, } -- z.B. Garage Config.SafeZones = { { ['x'] = -44.155646565, ['y'] = -1100.155646565, ['z'] = 26.267009735108, ['radius'] = 50.0, ['color'] = 2, ['alpha'] = 0}, { ['x'] = -1688.43811035156, ['y'] = -1073.62536621094, ['z'] = 13.1521873474121, ['radius'] = 200.0, ['color'] = 2, ['alpha'] = 0}, { ['x'] = -2195.1352539063, ['y'] = 4288.7290039063, ['z'] = 49.173923492432, ['radius'] = 150.0, ['color'] = 2, ['alpha'] = 0 } }
SWEP.Base = "arccw_base" SWEP.Spawnable = true -- this obviously has to be set to true SWEP.Category = "ArcCW - Black Ops II" -- edit this if you like SWEP.AdminOnly = false SWEP.PrintName = "Saiga 12K" SWEP.Trivia_Class = "Combat Shotgun" SWEP.Trivia_Desc = "12 gauge semi automatic combat shotgun based on the AK platform. Unlike many self loading shotguns which run into feeding issues, the Saiga manages to be reliable due to the loser tolerances of the AK platform it was based on." SWEP.Trivia_Manufacturer = "Lone Star Arms" SWEP.Trivia_Calibre = "12x70mm" SWEP.Trivia_Mechanism = "Semi-Automatic" SWEP.Trivia_Country = "Russia" SWEP.Trivia_Year = 1990 SWEP.CanBash = false SWEP.Slot = 3 SWEP.UseHands = true SWEP.ViewModel = "models/weapons/arccw/c_bo2_s12.mdl" SWEP.MirrorVMWM = true SWEP.WorldModelOffset = { pos = Vector(-3.3, 4, -5.8), ang = Angle(-7, 1, 180), bone = "ValveBiped.Bip01_R_Hand", scale = 1.1, } SWEP.WorldModel = "models/weapons/arccw/w_bo2_s12.mdl" SWEP.MirrorWorldModel = "models/weapons/arccw/w_bo2_s12.mdl" SWEP.ViewModelFOV = 60 SWEP.DefaultBodygroups = "000000000" SWEP.Damage = 13 SWEP.DamageMin = 5 SWEP.Range = 50 SWEP.RangeMin = 5 SWEP.HullSize = 2 SWEP.BodyDamageMults = {[HITGROUP_HEAD] = 1,} SWEP.Penetration = 1 SWEP.DamageType = DMG_BUCKSHOT SWEP.ShootEntity = nil -- entity to fire, if any SWEP.MuzzleVelocity = 1000 -- projectile or phys bullet muzzle velocity -- IN M/S SWEP.TracerNum = 1 -- tracer every X SWEP.TracerCol = Color(255, 25, 25) SWEP.TracerWidth = 3 SWEP.ChamberSize = 0 -- how many rounds can be chambered. SWEP.Primary.ClipSize = 10 -- DefaultClip is automatically set. SWEP.ExtendedClipSize = 20 SWEP.ReducedClipSize = 5 SWEP.Recoil = 3 SWEP.RecoilSide = 4 SWEP.MaxRecoilBlowback = 4 SWEP.Delay = 60 / 468 -- 60 / RPM. SWEP.Num = 8 -- number of shots per trigger pull. SWEP.RunawayBurst = false SWEP.Firemodes = { { Printname = "SEMI-AUTO", Mode = 1, }, { Mode = 0 } } SWEP.NPCWeaponType = "weapon_shotgun" SWEP.NPCWeight = 100 SWEP.AccuracyMOA = 40 -- accuracy in Minutes of Angle. There are 60 MOA in a degree. SWEP.HipDispersion = 650 -- inaccuracy added by hip firing. SWEP.MoveDispersion = 200 SWEP.Primary.Ammo = "buckshot" -- what ammo type the gun uses SWEP.ShootVol = 120 -- volume of shoot sound SWEP.ShootPitch = 100 -- pitch of shoot sound SWEP.ShootSound = "ArcCW_BO2.1216_Fire" SWEP.ShootSoundSilenced = "ArcCW_BO2.S12_Sil" SWEP.DistantShootSound = {"^weapons/arccw/bo2_generic_shotgun/dist/0.wav", "^weapons/arccw/bo2_generic_shotgun/dist/1.wav"} SWEP.MuzzleEffect = "muzzleflash_shotgun" SWEP.ShellModel = "models/shells/shell_12gauge.mdl" SWEP.ShellPitch = 100 SWEP.ShellSounds = ArcCW.ShotgunShellSoundsTable SWEP.ShellScale = 1.5 SWEP.MuzzleEffectAttachment = 1 -- which attachment to put the muzzle on SWEP.CaseEffectAttachment = 2 -- which attachment to put the case effect on SWEP.ProceduralViewBobAttachment = 1 SWEP.CamAttachment = 3 SWEP.SpeedMult = 0.95 SWEP.SightedSpeedMult = 0.75 SWEP.SightTime = 0.27 SWEP.BulletBones = { -- the bone that represents bullets in gun/mag -- [0] = "bulletchamber", -- [1] = "bullet1" } SWEP.CaseBones = {} SWEP.IronSightStruct = { Pos = Vector(-2.7, 0, 0.5), Ang = Angle(00, 0, 0), Magnification = 1.1, CrosshairInSights = false, SwitchToSound = "", -- sound that plays when switching to this sight } SWEP.HoldtypeHolstered = "passive" SWEP.HoldtypeActive = "ar2" SWEP.HoldtypeSights = "ar2" SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 SWEP.ActivePos = Vector(1, 3, 0.25) SWEP.ActiveAng = Angle(0, 0, 0) SWEP.SprintPos = Vector(0, 3, 0) SWEP.SprintAng = Angle(0, 0, 0) SWEP.CustomizePos = Vector(17, 6.5, -2) SWEP.CustomizeAng = Angle(15, 40, 20) SWEP.HolsterPos = Vector(0.532, -6, 0) SWEP.HolsterAng = Angle(-7.036, 30.016, 0) SWEP.AttachmentElements = { ["spas12_pap"] = { --VMMaterial = "models/weapons/pap/pap_blue_burn", NamePriority = 10, NameChange = "Synthetic Dozen", }, ["solider_stock"] = { VMBodygroups = { {ind = 3, bg = 3}, }, }, ["solid_stock"] = { VMBodygroups = { {ind = 3, bg = 2}, }, }, ["light_stock"] = { VMBodygroups = { {ind = 3, bg = 1}, } }, ["mount"] = { VMBodygroups = { {ind = 2, bg = 1}, }, }, ["bo1_mag_fast"] = { VMBodygroups = { {ind = 1, bg = 1}, }, }, } SWEP.ExtraSightDist = 5 SWEP.Attachments = { { PrintName = "Optic", -- print name DefaultAttName = "Iron Sights", Slot = {"optic"}, -- what kind of attachments can fit here, can be string or table Bone = "tag_weapon", -- relevant bone any attachments will be mostly referring to Offset = { vpos = Vector(0, 0, 2.3), -- offset that the attachment will be relative to the bone vang = Angle(0, 0, 0), wpos = Vector(12.5, 1.3, -7), wang = Angle(172.5, 180, 0) }, CorrectivePos = Vector(0, 0, 0), CorrectiveAng = Angle(0, 0, 0), InstalledEles = {"mount"}, }, --1 { PrintName = "Muzzle", DefaultAttName = "Standard Muzzle", Slot = "muzzle_shotgun", Bone = "tag_weapon", VMScale = Vector(1.5, 1.5, 1.5), Offset = { vpos = Vector(24, 0, 0.36), -- offset that the attachment will be relative to the bone vang = Angle(0, 0, 0), }, }, --2 { PrintName = "Underbarrel", Slot = "foregrip", Bone = "tag_weapon", Offset = { vpos = Vector(8.5, 0, -1.25), vang = Angle(0, 0, 0), wpos = Vector(21.5, 0.75, -3.25), wang = Angle(172.5, 0, 0) }, SlideAmount = false }, --3 { PrintName = "Tactical", Slot = {"bo1_tacprimary"}, Bone = "tag_weapon", Offset = { vpos = Vector(12.5, -1, 0.25), -- offset that the attachment will be relative to the bone vang = Angle(0, 0, 90), }, }, --4 { PrintName = "Stock", Slot = {"bo1_stock", "bo1_mp5stock"}, DefaultAttName = "No Stock", }, --5 { PrintName = "Magazine", DefaultAttName = "Standard Magazine", Slot = "bo1_mag", }, --6 { --6 PrintName = "Fire Group", Slot = {"bo1_fcg","bo2_fcg_fullauto"} }, { PrintName = "Charm", Slot = "charm", FreeSlot = true, Bone = "tag_weapon", Offset = { vpos = Vector(4, -0.65, 0), -- offset that the attachment will be relative to the bone vang = Angle(0, 0, 0), wpos = Vector(7, 1.6, -4), wang = Angle(-10, 0, 180) }, }, --8 } SWEP.Hook_SelectReloadAnimation = function(wep, curanim) local fastmag = wep:GetBuff_Override("BO1_FastMag") if curanim == "reload" and fastmag then return curanim .. "_fast" end if curanim == "reload_empty" and fastmag then return curanim .. "_fast" end end SWEP.Animations = { ["idle"] = { Source = "idle", Time = 1 / 35, }, ["draw"] = { Source = "draw", Time = 1, LHIK = true, LHIKIn = 0.25, LHIKOut = 0.25, }, ["holster"] = { Source = "holster", Time = 1, LHIK = true, LHIKIn = 0.2, LHIKOut = 0.25, }, ["idle_empty"] = { Source = "idle_empty", Time = 1 / 35, }, ["draw_empty"] = { Source = "draw_empty", Time = 1, LHIK = true, LHIKIn = 0.25, LHIKOut = 0.25, }, ["holster_empty"] = { Source = "holster_empty", Time = 1, LHIK = true, LHIKIn = 0.2, LHIKOut = 0.25, }, ["ready"] = { Source = "first_draw", Time = 59 / 30, LHIK = true, LHIKIn = 0.2, LHIKOut = 0.2, SoundTable = { {s = "ArcCW_BO2.AR_Back", t = 0.5 / 1.15}, {s = "ArcCW_BO2.AR_Fwd", t = 0.7 / 1.15}, }, }, ["fire"] = { Source = { "fire", }, Time = 9 / 30, ShellEjectAt = 0, }, ["fire_iron"] = { Source = { "fire_ads", }, Time = 9 / 30, ShellEjectAt = 0, }, ["fire_empty"] = { Source = { "fire_last", }, Time = 9 / 30, ShellEjectAt = 0, }, ["fire_iron_empty"] = { Source = { "fire_ads_last", }, Time = 9 / 30, ShellEjectAt = 0, }, ["reload"] = { Source = "reload", Time = 3.5 / 1.15, TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2, LHIK = true, LHIKIn = 0, LHIKOut = 0.4, SoundTable = { {s = "ArcCW_BO2.AR_MagOut", t = 0.5 / 1.15}, {s = "ArcCW_BO2.AR_MagIn", t = 2.4 / 1.15}, }, }, ["reload_empty"] = { Source = "reload_empty", Time = 4.16 / 1.15, TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2, LHIK = true, LHIKIn = 0, LHIKOut = 0.4, SoundTable = { {s = "ArcCW_BO2.AR_Back", t = 0.5 / 1.15}, {s = "ArcCW_BO2.AR_MagOut", t = 1.1 / 1.15}, {s = "ArcCW_BO2.AR_MagIn", t = 2.4 / 1.15}, {s = "ArcCW_BO2.AR_Back", t = 2.8 / 1.15}, {s = "ArcCW_BO2.AR_Fwd", t = 3 / 1.15}, }, }, ["reload_fast"] = { Source = "reload_fast", Time = (1.8 * 1.25) / 1.15, TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2, LHIK = true, LHIKIn = 0, LHIKOut = 0.4, SoundTable = { {s = "ArcCW_BO2.AR_MagOut", t = 0.5 / 1.15}, {s = "ArcCW_BO2.AR_MagIn", t = 1 / 1.15}, }, MinProgress = 1, }, ["reload_empty_fast"] = { Source = "reload_empty_fast", Time = (2.633 * 1.25) / 1.15, TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2, LHIK = true, LHIKIn = 0, LHIKOut = 0.4, MinProgress = 1.8, SoundTable = { {s = "ArcCW_BO2.AR_MagOut", t = 0.5 / 1.15}, {s = "ArcCW_BO2.AR_MagIn", t = 1 / 1.15}, {s = "ArcCW_BO2.AR_Back", t = 1.8 / 1.15}, {s = "ArcCW_BO2.AR_Fwd", t = 2 / 1.15}, }, }, ["enter_sprint"] = { Source = "sprint_in", Time = 10 / 30 }, ["idle_sprint"] = { Source = "sprint_loop", Time = 30 / 40 }, ["exit_sprint"] = { Source = "sprint_out", Time = 10 / 30 }, ["enter_sprint_empty"] = { Source = "sprint_in_empty", Time = 10 / 30 }, ["idle_sprint_empty"] = { Source = "sprint_loop_empty", Time = 30 / 40 }, ["exit_sprint_empty"] = { Source = "sprint_out_empty", Time = 10 / 30 }, }
--// IDU Module Script --// Script:
local api = vim.api local function get_standup_content(daysBack) daysBack = daysBack or 1 local result = vim.api.nvim_command_output('!git standup -c -d ' .. daysBack) result = vim.split(result, '\n') for i, line in ipairs(result) do result[i] = string.gsub(line, '\\n', '') end return result end local function makeScratch() api.nvim_command('enew') api.nvim_buf_set_option(0, 'bufhidden', 'wipe') api.nvim_buf_set_option(0, 'buftype', 'nofile') api.nvim_buf_set_option(0, 'swapfile', false) api.nvim_buf_set_option(0, 'syntax', 'on') api.nvim_command('set filetype=gitstandup') end local function show(daysBack) -- create a new scratch buffer makeScratch() local result = get_standup_content(daysBack) table.remove(result, 1) table.remove(result, 1) api.nvim_buf_set_lines(0, 0, -1, false, result) end return { show = show, }
object_mobile_dressed_dark_jedi_elder_male_rodian_02 = object_mobile_shared_dressed_dark_jedi_elder_male_rodian_02:new { } ObjectTemplates:addTemplate(object_mobile_dressed_dark_jedi_elder_male_rodian_02, "object/mobile/dressed_dark_jedi_elder_male_rodian_02.iff")
local util = require 'xlua.util' App = CS.FairyEditor.App ProjectType = CS.FairyEditor.ProjectType fprint = function(msg) App.consoleView:Log(tostring(msg)) end function printLeakingReferences() local str = 'These references from Lua to C# have not been released: \n' local registry = debug.getregistry() for k, v in pairs(registry) do if type(k) == 'number' and type(v) == 'function' and registry[v] == k then local info = debug.getinfo(v) str = str..string.format('%s:%d', info.short_src, info.linedefined)..'\n' end end str = str..'Try to solve it in a function with name \'onDestroy\'.' App.consoleView:LogWarning(str) end function fclass() local cls = {} cls.__index=cls function cls.new(...) local inst=setmetatable({}, cls) if inst.ctor then inst.ctor(inst, ...) end return inst end return cls end local codeGenerators = { [ProjectType.Flash] = require('GenCode_AS3'), [ProjectType.Starling] = require('GenCode_AS3'), [ProjectType.Layabox] = require('GenCode_TS'), [ProjectType.Egret] = require('GenCode_Egret'), [ProjectType.PIXI] = require('GenCode_PIXI'), [ProjectType.Unity] = require('GenCode_CSharp'), [ProjectType.CryEngine] = require('GenCode_CSharp'), [ProjectType.MonoGame] = require('GenCode_CSharp'), [ProjectType.Haxe] = require('GenCode_Haxe'), [ProjectType.Cocos2dx] = require('GenCode_CPP'), [ProjectType.Vision] = require('GenCode_CPP'), [ProjectType.CocosCreator] = require('GenCode_TS'), [ProjectType.ThreeJS] = require('GenCode_TS'), [ProjectType.CreateJS] = require('GenCode_TS'), [ProjectType.Unreal] = require('GenCode_Py') } function genCodeDefault(handler) local func = codeGenerators[handler.project.type] if func~=nil then func(handler) end end CodeWriter = fclass() function CodeWriter:ctor(config) config = config or {} self.blockStart = config.blockStart or '{' self.blockEnd = config.blockEnd or '}' self.blockFromNewLine = config.blockFromNewLine if self.blockFromNewLine==nil then self.blockFromNewLine = true end if config.usingTabs then self.indentStr = '\t' else self.indentStr = ' ' end self.usingTabs = config.usingTabs self.endOfLine = config.endOfLine or '\n' self.fileMark = config.fileMark or '# This is an automatically generated class by FairyGUI. Please do not modify it. ' self.lines = {} self.indent = 0 self:writeMark() end function CodeWriter:writeMark() table.insert(self.lines, self.fileMark) table.insert(self.lines, '') end function CodeWriter:writeln(format, ...) if not format then table.insert(self.lines, '') return end local str = '' for i=0,self.indent-1 do str = str..self.indentStr end str = str..string.format(format, ...) table.insert(self.lines, str) return self end function CodeWriter:startBlock() if self.blockFromNewLine or #self.lines==0 then self:writeln(self.blockStart) else local str = self.lines[#self.lines] self.lines[#self.lines] = str..' '..self.blockStart end self.indent = self.indent + 1 return self end function CodeWriter:endBlock() self.indent = self.indent - 1 self:writeln(self.blockEnd) return self end function CodeWriter:incIndent() self.indent = self.indent + 1 return self end function CodeWriter:decIndent() self.indent = self.indent - 1 return self end function CodeWriter:reset() if #self.lines>0 then self.lines = {} end self.indent = 0 self:writeMark() end function CodeWriter:tostring() return table.concat(self.lines, self.endOfLine) end function CodeWriter:save(filePath) local str = table.concat(self.lines, self.endOfLine) CS.System.IO.File.WriteAllText(filePath, str) -- local file = io.open(filePath, 'w+b') -- io.output(file) -- io.write(str) -- io.close(file) end
local unionfind, sizekey = {}, {} local tree = require "tree" or error ("unionfind module requires tree", 2) local meta = {__index = unionfind} function meta.__len (t) return t[sizekey] end local metaset = {__len = function(t) return t.size end} local function setnew(v) local r = {rank = 0, size = 1} local t = tree.new(r) r.tree = t return setmetatable(r, metaset) end local tree_depth = tree.new(1):depth() local function setnex(A, S) local el S, el = tree_depth (A.tree, S) if not S then return end el:emancipate() A.tree:insert(el) return S, el.node end function metaset.__pairs(set) local _, _, state = set.tree:depth() return setnex, set, state end function unionfind.newsgton(...) --input is the list of elements local r, i = {}, {...} r[sizekey] = #i for _, v in ipairs (i) do r[v] = setnew(v).tree end return setmetatable(r, meta) end function unionfind.new(...) --input is the list of sets, given as the list of their elements local r, i = {}, {...} r[sizekey] = #i for _, l in ipairs (i) do local c, s = l[1] s = setnew(c) r[c] = s.tree s.size = #l if s.size > 1 then s.rank, s = 1, s.tree for k = 2, #l do r[l[k]] = tree.new() s:insert(r[l[k]]) end end end return setmetatable(r, meta) end function unionfind.insert(u, fst, ...) --add a disjoint set u[sizekey] = u[sizekey] + 1 local s = setnew(fst) u[fst] = s.tree s.size = 1 + select("#", ...) for _, v in ipairs{...} do u[v] = tree.new() s.tree:insert(u[v]) end return s end function unionfind.find (u, a) a = u[a] local r = a:root() while a.parent do a = a:emancipate(), r:insert(a) --Aurélien, ULM représente, master of the snippet end return r.node end function unionfind.union (u, a, b) a, b = u:find (a), u:find (b) if a ~= b then if a.rank == b.rank then a.rank = a.rank + 1 elseif a.rank < b.rank then a, b = b, a end a.tree:insert(b.tree) b.tree.node = nil --so that (the set) b can be cleaned by the GC a.size = a.size + b.size u[sizekey] = u[sizekey] - 1 end return a end return setmetatable({}, {__index = unionfind, __metatable = false})
object_ship_ixiyen_s03_tier10 = object_ship_shared_ixiyen_s03_tier10:new { } ObjectTemplates:addTemplate(object_ship_ixiyen_s03_tier10, "object/ship/ixiyen_s03_tier10.iff")
-- OpenComputers Lib local cm = require("component") local os = require("os") -- My Lib local EventLoop = require("lib/event_loop") -- Components local gpu = cm.gpu -- Internal Variables local buttons = {} local max_x, max_y = gpu.maxResolution() -- Functions local function create_button(id, callback, x1, y1, x2, y2, bg_color, fg_color, label) -- Save color settings local bg = gpu.getBackground() local fg = gpu.getForeground() -- Set default parameters bg_color = bg_color or 0xFFFFFF fg_color = fg_color or 0x000000 -- Draw button gpu.setBackground(bg_color) gpu.fill(x1, y1, x2 - x1 + 1, y2 - y1 + 1, " ") -- Draw label if label then gpu.setForeground(fg_color) gpu.set(x1 + (x2 - x1) / 2 - #label / 2, y1 + (y2 - y1) / 2, label) end -- Restore color settings gpu.setBackground(bg) gpu.setForeground(fg) -- Record information for button handler buttons[id] = {} buttons[id].x1 = x1 buttons[id].y1 = y1 buttons[id].x2 = x2 buttons[id].y2 = y2 buttons[id].fn = callback end local function button_handler(_, address, x, y, button, player) for k, v in pairs(buttons) do if button == 0 and x >= v.x1 and x <= v.x2 and y >= v.y1 and y <= v.y2 then v.fn() end end end -- Set resolution to maximum gpu.setResolution(max_x, max_y) -- Set to maximum color depth gpu.setDepth(gpu.maxDepth()) -- Clear the screen gpu.fill(1, 1, max_x, max_y, " ") -- Create test screen create_button("one", function () gpu.set(8, 4, "Ayy") end, 3, 2, max_x - 2, max_y / 4 - 2, 0x4020FF, 0xFFFFFF, "Begin!") -- Install button handler ev = EventLoop() ev:register("interrupted", function (loop) loop:stop() end) ev:register("touch", button_handler) -- Run event loop ev:run()
return { name = "Magicks/tourmaline-framework", version = "0.1.0", dependencies = { 'SinisterRectus/[email protected]' }, tags = {'discord'}, license = 'MIT', author = 'Magicks', files = {'**.lua'} }
require('abilities/invoker_base/invoker_base') function invoker_wex_datadriven_on_spell_start(keys) invoker_replace_orb(keys, "particles/units/heroes/hero_invoker/invoker_wex_orb.vpcf") end
object_tangible_quest_jawa_droid_r4_powerdown = object_tangible_quest_shared_jawa_droid_r4_powerdown:new { } ObjectTemplates:addTemplate(object_tangible_quest_jawa_droid_r4_powerdown, "object/tangible/quest/jawa_droid_r4_powerdown.iff")
--[[ Script for testing a human activity estimator. Available/valid datasets: UCF Sports Action. --]] require 'paths' require 'torch' require 'string' require 'optim' local tnt = require 'torchnet' local Logger = optim.Logger -------------------------------------------------------------------------------- -- Load configs (data, model, criterion, optimState) -------------------------------------------------------------------------------- print('==> (1/3) Load configurations: ') paths.dofile('configs.lua') -- load model from disk print('==> (2/3) Load network from disk: ') load_model('test') -- set local vars local lopt = opt local nSamples = opt.test_num_videos -- convert modules to a specified tensor type local function cast(x) return x:type(opt.dataType) end -------------------------------------------------------------------------------- -- Setup data generator -------------------------------------------------------------------------------- local function getIterator(mode) return tnt.ParallelDatasetIterator{ nthread = opt.nThreads, ordered = true, init = function(threadid) require 'torch' require 'torchnet' opt = lopt paths.dofile('data.lua') paths.dofile('sample_batch.lua') torch.manualSeed(threadid+opt.manualSeed) end, closure = function() -- setup data loader local data_loader = select_dataset_loader(opt.dataset, mode) local loader = data_loader[mode] -- setup dataset iterator return tnt.ListDataset{ list = torch.range(1, nSamples):long(), load = function(idx) local input_hms, input_feats, label = getSampleTest(loader, idx) return { input_hms = input_hms, input_feats = input_feats, target = label } end }:batch(1, 'include-last') end, } end -------------------------------------------------------------------------------- -- Setup torchnet engine/meters/loggers -------------------------------------------------------------------------------- local timers = { featTimer = torch.Timer(), clsTimer = torch.Timer(), totalTimer = torch.Timer(), } local meters = { confusion_matrix = tnt.ConfusionMeter{k = opt.num_activities}, clerr = tnt.ClassErrorMeter{topk = {1,5},accuracy=true}, ap = tnt.APMeter(), } function meters:reset() self.confusion_matrix:reset() self.clerr:reset() self.ap:reset() end local loggers = { test = Logger(paths.concat(opt.save,'Evaluation_full.log'), opt.continue), confusion_matrix = Logger(paths.concat(opt.save,'Evaluation_confusion.log'), opt.continue) } loggers.test:setNames{'Top-1 accuracy (%)', 'Top-5 accuracy (%)', 'Average Precision'} loggers.confusion_matrix:setNames{'Test confusion matrix'} loggers.test.showPlot = false loggers.confusion_matrix.showPlot = false -- set up training engine: local engine = tnt.OptimEngine() engine.hooks.onStart = function(state) print('\n*********************************************************') print(('Start testing the network on the %s dataset: '):format(opt.dataset)) print('*********************************************************') end -- copy sample to GPU buffer: local inputs, targets = cast(torch.Tensor()), cast(torch.Tensor()) local num_imgs_seq engine.hooks.onSample = function(state) cutorch.synchronize(); collectgarbage(); timers.featTimer:reset() if state.sample.input_feats then if type(state.sample.input_feats[1]) == 'userdata' then num_imgs_seq = state.sample.input_feats[1]:size(2) else num_imgs_seq = state.sample.input_hms[1]:size(2) end elseif state.sample.input_hms then num_imgs_seq = state.sample.input_hms[1]:size(2) else error('Error! No features for any nertwork is available!') end ------ local function process_inputs(model, input) local inputs_features = {} if model then for i=1, num_imgs_seq do local img = input[1][i] local img_cuda = img:view(1, unpack(img:size():totable())):cuda() -- extra dimension for cudnn batchnorm local features = model:forward(img_cuda) table.insert(inputs_features, features) end -- convert table into a single tensor inputs_features = nn.Unsqueeze(1):cuda():forward(nn.JoinTable(1):cuda():forward(inputs_features)) end return inputs_features end ------ local inputs_features, inputs_hms if model_features then inputs_features = process_inputs(model_features, state.sample.input_feats[1]) end if model_hms then inputs_hms = process_inputs(model_hms, state.sample.input_hms[1]) inputs_hms[inputs_hms:lt(0)]=0 inputs_hms = inputs_hms:view(1, inputs_hms:size(2), -1) end --local inputs_features = process_inputs(model_features, state.sample.input_feats[1]) --local inputs_hms = process_inputs(model_hms, state.sample.input_hms[1]) targets:resize(state.sample.target[1]:size() ):copy(state.sample.target[1]) if model_features and model_hms then state.sample.input = {inputs_features, inputs_hms} elseif model_features then state.sample.input = inputs_features elseif model_hms then state.sample.input = inputs_hms else error('Invalid network type: ' .. opt.netType) end state.sample.target = targets:view(-1) timers.featTimer:stop() timers.clsTimer:reset() end local softmax = cast(nn.SoftMax()) engine.hooks.onForward= function(state) if opt.test_progressbar then xlua.progress(state.t, nSamples) else print(('test: %5d/%-5d ' .. 'seq_length=%d ' .. 'features forward time: %.3fs, classifier forward time: %.3fs, ' .. 'total time: %0.3fs'):format(state.t, nSamples, num_imgs_seq, timers.featTimer:time().real, timers.clsTimer:time().real, timers.totalTimer:time().real)) end local out = softmax:forward(state.network.output) if string.find(opt.netType, 'lstm') then local end_idx = state.sample.target:size(1) meters.clerr:add(out[{{end_idx}, {}}], state.sample.target[{{end_idx}}]) meters.confusion_matrix:add(out[{{end_idx}, {}}], state.sample.target[{{end_idx}}]) local tar = torch.ByteTensor(out:size(2)):fill(0) local id = state.sample.target[end_idx] tar[id] = 1 meters.ap:add(out[end_idx],tar) elseif string.find(opt.netType, 'convnet') then out = out:mean(1):squeeze() -- mean meters.clerr:add(out,state.sample.target[{{1}}]) local tar = torch.ByteTensor(out:size(1)):fill(0) tar[state.sample.target[1]] = 1 meters.ap:add(out,tar) else error('Invalid network type: ' .. opt.netType) end collectgarbage() timers.featTimer:resume() timers.totalTimer:reset() end engine.hooks.onEnd= function(state) loggers.test:add{meters.clerr:value{k = 1}, meters.clerr:value{k = 5},meters.ap:value():mean()} print("\nEvaluation complete!") print("Accuracy: Top 1%", meters.clerr:value{k = 1} .. '%') print("Accuracy: Top 5%", meters.clerr:value{k = 5} .. '%') print("mean AP:",meters.ap:value():mean()) if opt.test_printConfusion then local ts = optim.ConfusionMatrix(opt.activities) ts.mat = meters.confusion_matrix:value() loggers.confusion_matrix:add{ts:__tostring__()} -- output the confusion matrix as a string print(ts) end end -------------------------------------------------------------------------------- -- Test the model -------------------------------------------------------------------------------- engine:test{ network = model_classifier, iterator = getIterator('test') } print('\nTest script complete.')
--[[ Copyright (c) 2016 by Marco Lizza ([email protected]) This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgement in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. ]]-- -- MODULE INCLUSIONS ----------------------------------------------------------- local soop = require('lib.soop') local utils = require('lib.utils') -- MODULE DECLARATION ---------------------------------------------------------- local Entity = soop.class() -- MODULE FUNCTION ------------------------------------------------------------- function Entity:initialize(parameters) self.position = parameters.position self.angle = parameters.angle self.life = 0 end function Entity:hit(damage) damage = damage or 1 if self.life > 0 then self.life = math.max(0, self.life - damage) end end function Entity:kill() self.life = 0 end function Entity:is_alive() return self.life > 0 end function Entity:collide(other) local distance = utils.distance(self.position, other.position) return distance <= (self.radius + other.radius) end function Entity:cast(modulo) local vx, vy = math.cos(self.angle) * modulo, math.sin(self.angle) * modulo local cx, cy = unpack(self.position) return cx + vx, cy + vy end -- END OF MODULE --------------------------------------------------------------- return Entity -- END OF FILE -----------------------------------------------------------------
-- -- created with TexturePacker (http://www.codeandweb.com/texturepacker) -- -- $TexturePacker:SmartUpdate:eb673e0a4c7c2ba5196c6a10c06fb10f:21555c5bf2b2d178c8166fbd454d81c4:18cc0faedb801f0310f07fa32ca9fcf5$ -- -- local sheetInfo = require("mysheet") -- local myImageSheet = graphics.newImageSheet( "mysheet.png", sheetInfo:getSheet() ) -- local sprite = display.newSprite( myImageSheet , {frames={sheetInfo:getFrameIndex("sprite")}} ) -- local SheetInfo = {} SheetInfo.sheet = { frames = { { x=3004, y=1, width=128, height=105, widthFile=128, heightFile=105, pivotx=64, pivoty=52.5, sourceX = 0, sourceY = 0, sourceWidth = 128, sourceHeight = 105, trimmedName = "128cloud00", }, { x=3134, y=1, width=101, height=128, widthFile=101, heightFile=128, pivotx=50.5, pivoty=64, sourceX = 0, sourceY = 0, sourceWidth = 101, sourceHeight = 128, trimmedName = "128tree00", }, { x=1, y=891, width=2048, height=376, widthFile=2048, heightFile=376, pivotx=1024, pivoty=188, sourceX = 0, sourceY = 0, sourceWidth = 2048, sourceHeight = 376, trimmedName = "2048hills00", }, { x=1, y=1, width=2048, height=463, widthFile=2048, heightFile=463, pivotx=1024, pivoty=231.5, sourceX = 0, sourceY = 0, sourceWidth = 2048, sourceHeight = 463, trimmedName = "2048hills01", }, { x=1, y=466, width=2048, height=423, widthFile=2048, heightFile=423, pivotx=1024, pivoty=211.5, sourceX = 0, sourceY = 0, sourceWidth = 2048, sourceHeight = 423, trimmedName = "2048hills02", }, { x=2507, y=1, width=256, height=209, widthFile=256, heightFile=209, pivotx=128, pivoty=104.5, sourceX = 0, sourceY = 0, sourceWidth = 256, sourceHeight = 209, trimmedName = "256cloud00", }, { x=2507, y=212, width=233, height=256, widthFile=233, heightFile=256, pivotx=116.5, pivoty=128, sourceX = 0, sourceY = 0, sourceWidth = 233, sourceHeight = 256, trimmedName = "256house00", }, { x=2765, y=1, width=237, height=256, widthFile=237, heightFile=256, pivotx=118.5, pivoty=128, sourceX = 0, sourceY = 0, sourceWidth = 237, sourceHeight = 256, trimmedName = "256tree00", }, { x=2051, y=1, width=454, height=512, widthFile=454, heightFile=512, pivotx=227, pivoty=256, sourceX = 0, sourceY = 0, sourceWidth = 454, sourceHeight = 512, trimmedName = "512tree00", }, { x=3004, y=108, width=32, height=32, widthFile=32, heightFile=32, pivotx=16, pivoty=16, sourceX = 0, sourceY = 0, sourceWidth = 32, sourceHeight = 32, trimmedName = "8x8", }, }, fileName = "images/country0.png", sheetContentWidth = 4096, sheetContentHeight = 4096, scale = 1, shapePadding = 0, borderPadding = 0, commonDivisorX = 1, commonDivisorY = 1, extrude = 1, baseFactor = 1, maxTextureSizeWidth = 4096, maxTextureSizeHeight = 4096, fixedTextureSizeWidth = -1, fixedTextureSizeHeight = -1, -- smartUpdateKey = $TexturePacker:SmartUpdate:eb673e0a4c7c2ba5196c6a10c06fb10f:21555c5bf2b2d178c8166fbd454d81c4:18cc0faedb801f0310f07fa32ca9fcf5$, -- settings_autoSDSettings = { -- -- { -- settings_autoSDSettings_scale = 1, -- settings_autoSDSettings_extension = , -- settings_autoSDSettings_spriteFilter = , -- settings_autoSDSettings_acceptFractionalValues = false, -- settings_autoSDSettings_maxTextureSize_width = -1, -- settings_autoSDSettings_maxTextureSize_height = -1, -- }, -- -- }, -- settings_ditherType = NearestNeighbour, -- settings_textureFormat = png, -- settings_outputFormat = RGBA8888, -- settings_contentProtection_key = , -- settings_tpsName = unsaved, -- settings_allowRotation = false, -- settings_flipPVR = false, -- settings_forceIdenticalLayout = false, -- settings_multiPack = true, -- settings_shapeDebug = , -- settings_trimSpriteNames = false, -- settings_autoAliasEnabled = true, -- settings_premultiplyAlpha = false, -- settings_reduceBorderArtifacts = true, -- settings_fixedTextureSize_width = -1, -- settings_fixedTextureSize_height = -1, -- settings_dataFormat = corona-imagesheet, -- settings_textureSubPath = , -- settings_borderPadding = 0, -- settings_shapePadding = 0, -- settings_commonDivisorX = 1, -- settings_commonDivisorY = 1, -- settings_dpi = 72, -- settings_backgroundColor = 0, -- variantIndex = 0, -- multipackIndex = , -- variantParams_scale = 1, -- variantParams_shapePadding = 0, -- variantParams_borderPadding = 0, -- variantParams_commonDivisorX = 1, -- variantParams_commonDivisorY = 1, -- variantParams_extrude = 1, -- variantParams_baseFactor = 1, -- variantParams_maxTextureSize_width = 4096, -- variantParams_maxTextureSize_height = 4096, -- variantParams_fixedTextureSize_width = -1, -- variantParams_fixedTextureSize_height = -1, } SheetInfo.frameIndex = { ["128cloud00"] = 1, ["128tree00"] = 2, ["2048hills00"] = 3, ["2048hills01"] = 4, ["2048hills02"] = 5, ["256cloud00"] = 6, ["256house00"] = 7, ["256tree00"] = 8, ["512tree00"] = 9, ["8x8"] = 10, } function SheetInfo:getSheet() return self.sheet; end function SheetInfo:getFrameIndex(name) return self.frameIndex[name]; end return SheetInfo
chung_ryongs_rage = { cast = function(player) if (not player:canCast(1, 1, 0)) then return end local aethers = 120000 local duration = 938000 if player.gmLevel ~= 0 then aethers = 0 end player:removeDuras(lesserFuries) if (player:hasDuration("chung_ryongs_rage") == true and player.rage == 8) then -- cast rage2 if (player.magic < 7200) then player:sendMinitext("You do not have enough mana.") return end player.rage = 14 player.magic = player.magic - 7200 player:sendAnimation(36) player:playSound(705) player:sendMinitext("[Rage 2] Chung Ryong's power grows within you.") player:sendAction(6, 35) player.registry["chungryongragelevel"] = 2 player:setAether("chung_ryongs_rage", aethers) player:calcStat() elseif (player:hasDuration("chung_ryongs_rage") == true and player.rage == 14) then -- cast rage3 if (player.magic < 18050) then player:sendMinitext("You do not have enough mana.") return end player.rage = 20 player.magic = player.magic - 18050 player:sendAnimation(36) player:playSound(705) player:sendMinitext("[Rage 3] Great rage inspires you.") player.registry["chungryongragelevel"] = 3 player:setAether("chung_ryongs_rage", aethers) player:sendAction(6, 35) --player.armor = player.armor + 5 player:calcStat() elseif (player:hasDuration("chung_ryongs_rage") == true and player.rage == 20) then -- cast rage4 if (player.magic < 33800) then player:sendMinitext("You do not have enough mana.") return end player.rage = 26 player.magic = player.magic - 33800 player:sendAnimation(36) player:playSound(705) player:sendMinitext("[Rage 4] Your body trembles with incredible strength.") player:sendAction(6, 35) player.registry["chungryongragelevel"] = 4 player:setAether("chung_ryongs_rage", aethers) --player.armor = player.armor + 15 player:calcStat() elseif (player:hasDuration("chung_ryongs_rage") == true and player.rage == 26) then -- cast rage5 if (player.magic < 72200) then player:sendMinitext("You do not have enough mana.") return end player.rage = 36 player.magic = player.magic - 72200 player:sendAnimation(36) player:playSound(705) player:sendMinitext("[Rage 5] You enter a mindless frenzy.") player:sendAction(6, 35) player.registry["chungryongragelevel"] = 5 player:setAether("chung_ryongs_rage", aethers) --player.armor = player.armor + 30 player:calcStat() elseif (player:hasDuration("chung_ryongs_rage") == true and player.rage == 36) then -- cast rage6 if (player.magic < 145800) then player:sendMinitext("You do not have enough mana.") return end player.rage = 81 --player.magic = player.magic - 145800 player.magic = 0 player:sendAnimation(36) player:playSound(705) player:sendMinitext("[Rage 6] Your body is torn apart with Chung Ryong's power.") player:sendAction(6, 35) player.registry["chungryongragelevel"] = 6 player:setAether("chung_ryongs_rage", aethers) --player.armor = player.armor + 50 player:calcStat() elseif (player:hasDuration("chung_ryongs_rage") == false) then if (player.magic < 2000) then player:sendMinitext("You do not have enough mana.") return end player:removeDuras(furies) player.rage = 8 player.magic = player.magic - 2000 player:sendAnimation(36) player:playSound(705) player.registry["chungryongragelevel"] = 1 -- setting this to calculate the end ac and vita player:setDuration("chung_ryongs_rage", duration) player:setAether("chung_ryongs_rage", aethers) player:sendMinitext("[Rage 1] You cast Chung Ryong's rage.") player:sendAction(6, 35) player:calcStat() end end, recast = function(player) -- added to handle if player dc and/or logs off and back on local rage = 1 local armor = 0 if (player.registry["chungryongragelevel"] == 1) then rage = 8 end if (player.registry["chungryongragelevel"] == 2) then rage = 14 end if (player.registry["chungryongragelevel"] == 3) then rage = 20 armor = 5 end if (player.registry["chungryongragelevel"] == 4) then rage = 26 armor = 15 end if (player.registry["chungryongragelevel"] == 5) then rage = 36 armor = 30 end if (player.registry["chungryongragelevel"] == 6) then rage = 81 armor = 50 end player.rage = rage player.armor = player.armor + armor player:sendStatus() end, uncast = function(player) player.rage = 1 if (player.registry["chungryongragelevel"] == 1) then player.health = player.health *.8 end if (player.registry["chungryongragelevel"] == 2) then player.health = player.health *.8 end if (player.registry["chungryongragelevel"] == 3) then player.health = player.health *.8 player.armor = player.armor - 5 end if (player.registry["chungryongragelevel"] == 4) then player.health = player.health *.6 player.armor = player.armor - 15 end if (player.registry["chungryongragelevel"] == 5) then player.health = player.health *.4 player.armor = player.armor - 30 end if (player.registry["chungryongragelevel"] == 6) then player.health = player.health *.1 player.armor = player.armor - 50 end player.registry["chungryongragelevel"] = 0 player:sendStatus() end, requirements = function(player) local level = 99 local items = { Item("spike").id, Item("chung_ryong_key").id, Item("dragons_liver").id, 0 } local itemAmounts = {1, 1, 1, 50000} local description = "Fury with incremental power increase." if (Config.freeNpcSubpathsEnabled) then items = {} itemAmounts = {} end return level, items, itemAmounts, description end }
errinj = box.error.injection fiber = require('fiber') -- During this test we verify that if dump process is throttled -- due to error, DDL operations in window between dumps won't -- break anything. -- s = box.schema.space.create('test', {engine = 'vinyl'}) _ = s:create_index('pk') errinj.set('ERRINJ_VY_RUN_WRITE', true) errinj.set('ERRINJ_VY_SCHED_TIMEOUT', 0.01) s:replace{2} box.snapshot() errinj.set('ERRINJ_VY_RUN_WRITE', false) s:drop() s = box.schema.space.create('test1', {engine = 'vinyl'}) i = s:create_index('pk1') s:replace{1} -- Unthrottle scheduler. errinj.set('ERRINJ_VY_SCHED_TIMEOUT', 0) fiber.sleep(0.1) s:drop()
return {'ersatz','ersatzkoffie','ersoy'}
local gc = collectgarbage local SysTime = SysTime local limit, die = 1 / 300, 0, 0 local create, yield, resume = coroutine.create, coroutine.yield, coroutine.resume local timerCreate = timer.Create local running = false local function _gc() while gc('step', 1) do if SysTime() > die then yield() end end end timerCreate('CollectGarbage', 60, 0, function() if running then return end running = true local co = create(_gc) local Start = SysTime() timerCreate('CollectGarbage.Process', 0, 0, function() die = SysTime() + limit if co == nil or not resume(co) then timer.Remove('CollectGarbage.Process') running = false end end) end) gc'stop'
-- Load and set namespace local addonName, core = ... core.Config = {} local Config = core.Config local f -- Create the config frame function Config:Create() core:Debug("Config: Create") -- Create ConfigFrame f = CreateFrame("Frame", "DutyConfigFrame", UIParent) -- Add to Blizzard Interface Options f.name = "Duty" InterfaceOptions_AddCategory(f) -- Title f.sectionHeader = Config:CreateSectionFrame("TOPLEFT", f, "TOPLEFT", 17, -16, 100, 30) f.headerTitle = Config:CreateHeaderText("TOPLEFT", f.sectionHeader, "TOPLEFT", 0, "Duty", 30) f.headerTitle:SetFont("Fonts/MORPHEUS.ttf", 30) -- override with Diablo font -- Section system f.sectionSystem = Config:CreateSectionFrame("TOPLEFT", f.sectionHeader, "BOTTOMLEFT", 0, -20, 285, 150) f.sectionSystem.header = Config:CreateHeaderText("TOPLEFT", f.sectionSystem, "TOPLEFT", 0, "System", 16) f.sectionSystem.checkbtnDebug = Config:CreateCheckButton("TOPLEFT", f.sectionSystem.header, "BOTTOMLEFT", -5, "ChkBtnDebug", "Console debug", "Enable to print a lot of internal console debug messages.", core.options.debug, function(self) core:ToggleDebug() end) f.sectionSystem.btnDefaults = Config:CreateButton("TOPLEFT", f.sectionSystem.checkbtnDebug, "BOTTOMLEFT", -10, "Reset to defaults", function() core:RestoreDefaults() end) -- Section gui f.sectionGUI = Config:CreateSectionFrame("TOPLEFT", f.sectionSystem, "TOPRIGHT", 20, 0, 285, 150) f.sectionGUI.header = Config:CreateHeaderText("TOPLEFT", f.sectionGUI, "TOPLEFT", 0, "Panel", 16) f.sectionGUI.btnGUI = Config:CreateButton("TOPLEFT", f.sectionGUI.header, "BOTTOMLEFT", -10, "Toggle", function() core.Duty:Toggle() end) f.sectionGUI.sliderOpacity = Config:CreateSlider("TOPLEFT", f.sectionGUI.btnGUI, "BOTTOMLEFT", -20, "SliderScale", "Opacity", "Adjust to set the opacity of the Duty panel.", "Transparent", "Opaque", 0, 10, core.options.dutyOpacity*10, 1, function(self, value) local s = math.ceil(value*100)/1000 core.options.dutyOpacity = s core.Duty:SetOpacity() core.DutySlave:SetOpacity() end) f.sectionGUI.sliderOpacity:SetPoint("TOPLEFT", f.sectionGUI.btnGUI, "BOTTOMLEFT", 10, -20) f.sectionGUI.sliderOpacity:SetEnabled(true) end -- Create a section frame function Config:CreateSectionFrame(point, relativeFrame, relativePoint, xOffset, yOffset, width, height) local sf = CreateFrame("Frame", nil, f) sf:SetSize(width, height) sf:SetPoint(point, relativeFrame, relativePoint, xOffset, yOffset) return sf end -- Create a header text function Config:CreateHeaderText(point, relativeFrame, relativePoint, yOffset, text, size) local t = relativeFrame:CreateFontString(nil, "ARTWORK") t:SetPoint(point, relativeFrame, relativePoint, 0, yOffset) -- t:SetFont("Fonts/MORPHEUS.ttf", size) t:SetFont("Fonts/FRIZQT__.ttf", size) t:SetJustifyV("CENTER") t:SetJustifyH("CENTER") t:SetText(text) t:SetTextColor(1, 0.9, 0, 1) return t end -- Create text function Config:CreateText(point, relativeFrame, relativePoint, yOffset, text, size) local t = relativeFrame:CreateFontString(nil, "ARTWORK") t:SetPoint(point, relativeFrame, relativePoint, 0, yOffset) -- t:SetFont("Fonts/MORPHEUS.ttf", size) t:SetFont("Fonts/FRIZQT__.ttf", size) t:SetJustifyV("CENTER") t:SetJustifyH("CENTER") t:SetText(text) return t end -- Create a check button with title and tooltip function Config:CreateCheckButton(point, relativeFrame, relativePoint, yOffset, name, text, tooltip, checked, handlerFunc) local btn = CreateFrame("CheckButton", "DutyConfig" .. name, f, "ChatConfigCheckButtonTemplate") btn.text = _G[btn:GetName().."Text"] btn.text:SetText(text) btn.text:SetPoint("LEFT", btn, "RIGHT", 4, 0) btn.tooltip = tooltip btn:SetPoint(point, relativeFrame, relativePoint, 0, yOffset) btn:SetScale(1.1) btn:SetChecked(checked) btn:SetScript("OnClick", function(self) handlerFunc(self) end) return btn end -- Create a clickable button function Config:CreateButton(point, relativeFrame, relativePoint, yOffset, text, handlerFunc) local btn = CreateFrame("Button", nil, f, "GameMenuButtonTemplate") btn:SetPoint(point, relativeFrame, relativePoint, 0, yOffset) btn:SetSize(145, 22) btn:SetText(text) btn.tooltip = "Hejhej" btn:SetNormalFontObject("GameFontNormal") btn:SetHighlightFontObject("GameFontHighlight") btn:SetScript("OnClick", function(self) handlerFunc(self) end) return btn end -- Create a slider with title function Config:CreateSlider(point, relativeFrame, relativePoint, yOffset, gname, title, tooltip, lowText, highText, minVal, maxVal, initVal, stepVal, handlerFunc) local slider = CreateFrame("Slider", addonName .. gname, f, "OptionsSliderTemplate") slider:SetPoint(point, relativeFrame, relativePoint, 0, yOffset) slider:SetMinMaxValues(minVal, maxVal) slider:SetValue(initVal) slider:SetValueStep(stepVal) slider:SetObeyStepOnDrag(true) slider.tooltipText = tooltip slider.lowText = _G[slider:GetName().."Low"] slider.lowText:SetText(lowText) slider.highText = _G[slider:GetName().."High"] slider.highText:SetText(highText) slider.text = _G[slider:GetName().."Text"] slider.text:SetText(title) slider:SetScript("OnValueChanged", function(self, value) handlerFunc(self, value) end) return slider end -- Create an input text editing box function Config:CreateInputBox(point, relativeFrame, relativePoint, yOffset, title, w, initVal, handleFunc) local e = CreateFrame("EditBox", nil, f) e:SetPoint(point, relativeFrame, relativePoint, 0, yOffset) e.title_text = Config:CreateText("TOP", e, "TOP", 12, title, 12) e:SetBackdrop({ bgFile = "Interface/Tooltips/UI-Tooltip-Background", edgeFile = "Interface/Tooltips/UI-Tooltip-Border", tile = true, tileSize = 26, edgeSize = 16, insets = { left = 4, right = 4, top = 4, bottom = 4} }) e:SetBackdropColor(0.1,0.1,0.1,1) e:SetFontObject(GameFontNormal) e:SetJustifyH("CENTER") e:SetJustifyV("CENTER") e:SetSize(w, 25) e:SetMultiLine(false) e:SetAutoFocus(false) e:SetMaxLetters(3) e:SetText(initVal) e:SetCursorPosition(0) e:SetScript("OnEnterPressed", function(self) handleFunc(self) self:ClearFocus() end) e:SetScript("OnEscapePressed", function(self) self:ClearFocus() end) return e end
circle = { x=0, y=0} k = math.random() * math.pi function love.draw() love.graphics.shear(k, k) love.graphics.circle("fill", circle.x, circle.y, 2, 20) end function love.mousepressed(nx, ny, button) if button == "l" then circle.y = (ny - nx * k) / (1 - k * k) circle.x = (nx - ny * k) / (1 - k * k) end end
require 'tclient.tests.single-mode' require 'tclient.tests.library-ignore-limit' require 'tclient.tests.multi-workspace'
local Assert = require("api.test.Assert") local Activity = require("api.Activity") local Feat = require("api.Feat") function test_Activity_create__params_validation() Assert.throws_error(function() Activity.create("elona.searching", {feat=42}) end, "base.activity 'elona.searching' received invalid value for parameter 'feat': Value is not of type \"map_object<base.feat>\": 42") Assert.throws_error(function() Activity.create("elona.searching", {feat=nil}) end, "base.activity 'elona.searching' received invalid value for parameter 'feat': Value is not of type \"map_object<base.feat>\": nil") local feat = Feat.create("elona.material_spot", nil, nil, {ownerless=true, params={material_spot_info="elona.spring"}}) Assert.throws_error(function() Activity.create("elona.searching", {feat=feat, dood=42}) end, "base.activity 'elona.searching' does not accept parameter 'dood'") local activity = Activity.create("elona.searching", {feat=feat}) Assert.eq(feat, activity.params.feat) end function test_Activity_create__params_reserved_property_name() local activity = Activity.create("elona.mining", {x=4,y=5}) Assert.eq(4, activity.params.x) Assert.eq(5, activity.params.y) end
--[[ Name: sv_phone.lua For: TalosLife By: TalosLife ]]-- GM.Phone = {} function GM.Phone:GeneratePlayerNumber( pPlayer ) local saveTable = GAMEMODE.Char:GetCurrentSaveTable( pPlayer ) if not saveTable then return end saveTable.PhoneNumber = util.CRC( pPlayer:SteamID().. pPlayer:GetCharacterID() ) GAMEMODE.SQL:MarkDiffDirty( pPlayer, "data_store", "PhoneNumber" ) end --[[ Voice Calls ]]-- function GM.Phone:SetPlayerCallState( pPlayer, strState ) pPlayer.m_strCallState = strState end function GM.Phone:GetPlayerCallState( pPlayer ) return pPlayer.m_strCallState end --Player wants to call someone function GM.Phone:PlayerCallNumber( pPlayer, strNumber ) if pPlayer:IsIncapacitated() then return end if self:GetPlayerCallState( pPlayer ) ~= nil then --already in some stage of a call return end local foundPlayer for k, v in pairs( player.GetAll() ) do if GAMEMODE.Player:GetGameVar( v, "phone_number" ) == strNumber then foundPlayer = v break end end if not IsValid( foundPlayer ) or foundPlayer == pPlayer or not foundPlayer:Alive() then self:SendDialFailed( pPlayer ) return end if self:GetPlayerCallState( foundPlayer ) ~= nil then self:SendBusySignal( pPlayer ) return end if foundPlayer:IsIncapacitated() then self:SendBusySignal( pPlayer ) return end local callUID = CurTime() pPlayer.m_pCallingPlayer = foundPlayer pPlayer.m_intCallStart = callUID foundPlayer.m_pCallingPlayer = pPlayer foundPlayer.m_intCallStart = callUID self:SetPlayerCallState( pPlayer, "call_wait_out" ) self:SetPlayerCallState( foundPlayer, "call_wait_in" ) self:SendOutgoingCall( pPlayer, foundPlayer ) self:SendIncomingCall( foundPlayer, pPlayer ) timer.Simple( 30, function() --If no one picks up after this time, deny the call for them if not IsValid( pPlayer ) then if IsValid( foundPlayer ) and foundPlayer.m_intCallStart and foundPlayer.m_intCallStart == callUID then GAMEMODE.Phone:PlayerDenyCall( foundPlayer ) end return end if pPlayer.m_intCallStart and pPlayer.m_intCallStart == callUID then GAMEMODE.Phone:PlayerDenyCall( pPlayer ) end end ) end --Player wants to pick up the phone function GM.Phone:PlayerAnswerCall( pPlayer ) if pPlayer:IsIncapacitated() then return end if self:GetPlayerCallState( pPlayer ) ~= "call_wait_in" then return end if not IsValid( pPlayer.m_pCallingPlayer ) then --Player left the game after dialing GAMEMODE.Phone:PlayerDenyCall( pPlayer ) return end self:SetPlayerCallState( pPlayer, "in_call" ) self:SetPlayerCallState( pPlayer.m_pCallingPlayer, "in_call" ) pPlayer.m_pInCallWith = pPlayer.m_pCallingPlayer pPlayer.m_pCallingPlayer.m_pInCallWith = pPlayer --Clear these so the auto deny doesn't try to end the call pPlayer.m_intCallStart = nil pPlayer.m_pCallingPlayer.m_intCallStart = nil pPlayer.m_pCallingPlayer.m_pCallingPlayer = nil pPlayer.m_pCallingPlayer = nil self:SendCallStart( pPlayer ) self:SendCallStart( pPlayer.m_pInCallWith ) end --Player wants to ignore the call / stop trying to call someone function GM.Phone:PlayerDenyCall( pPlayer ) if self:GetPlayerCallState( pPlayer ) == "in_call" then self:PlayerEndCall( pPlayer ) return end if self:GetPlayerCallState( pPlayer ) ~= "call_wait_in" and self:GetPlayerCallState( pPlayer ) ~= "call_wait_out" then return end if IsValid( pPlayer.m_pCallingPlayer ) then self:SetPlayerCallState( pPlayer.m_pCallingPlayer, nil ) self:SendCallEnd( pPlayer.m_pCallingPlayer ) pPlayer.m_pCallingPlayer.m_pCallingPlayer = nil pPlayer.m_pCallingPlayer.m_intCallStart = nil end pPlayer.m_intCallStart = nil pPlayer.m_pCallingPlayer = nil self:SetPlayerCallState( pPlayer, nil ) self:SendCallEnd( pPlayer ) end --One of the players has hung up function GM.Phone:PlayerEndCall( pPlayer ) if self:GetPlayerCallState( pPlayer ) ~= "in_call" then return end if IsValid( pPlayer.m_pInCallWith ) then self:SetPlayerCallState( pPlayer.m_pInCallWith, nil ) self:SendCallEnd( pPlayer.m_pInCallWith ) pPlayer.m_pInCallWith.m_pInCallWith = nil end pPlayer.m_pInCallWith = nil self:SetPlayerCallState( pPlayer, nil ) self:SendCallEnd( pPlayer ) end function GM.Phone:PlayerDisconnected( pPlayer ) local state = self:GetPlayerCallState( pPlayer ) if state == "in_call" or state == "call_wait_in" or state == "call_wait_out" then self:PlayerDenyCall( pPlayer ) end end function GM.Phone:PlayerCanHearPlayersVoice( pPlayer1, pPlayer2 ) if self:GetPlayerCallState( pPlayer1 ) ~= "in_call" or self:GetPlayerCallState( pPlayer1 ) ~= "in_call" then return false end return pPlayer1.m_pInCallWith == pPlayer2 or pPlayer2.m_pInCallWith == pPlayer1 end --Netcode --Player called an invalid number function GM.Phone:SendDialFailed( pPlayer ) GAMEMODE.Net:SendDialFailed( pPlayer ) end --Player dialed a player that is already in a call function GM.Phone:SendBusySignal( pPlayer ) GAMEMODE.Net:SendBusySignal( pPlayer ) end --Player accepted a call function GM.Phone:SendCallStart( pPlayer ) GAMEMODE.Net:SendCallStart( pPlayer ) if pPlayer.m_strRingTimerID then timer.Destroy( pPlayer.m_strRingTimerID ) pPlayer.m_strRingTimerID = nil end end --Player has ended the phone call function GM.Phone:SendCallEnd( pPlayer ) GAMEMODE.Net:SendCallEnd( pPlayer ) if pPlayer.m_strRingTimerID then timer.Destroy( pPlayer.m_strRingTimerID ) pPlayer.m_strRingTimerID = nil end end --Tell player they are trying to call someone function GM.Phone:SendOutgoingCall( pPlayer, pCalling ) GAMEMODE.Net:SendOutgoingCall( pPlayer, pCalling ) end --Tell player that another player is trying to call them function GM.Phone:SendIncomingCall( pPlayer, pCaller ) GAMEMODE.Net:SendIncomingCall( pPlayer, pCaller ) pPlayer.m_strRingTimerID = "PhoneRing_".. pPlayer:EntIndex() pPlayer:EmitSound( "taloslife/ringtone.wav" ) timer.Create( pPlayer.m_strRingTimerID, 4, 0, function() if not IsValid( pPlayer ) then timer.Destroy( pPlayer.m_strRingTimerID or "" ) return end pPlayer:EmitSound( "taloslife/ringtone.wav" ) end ) end --[[ Texting ]]-- function GM.Phone:PlayerSendTextMessage( pSender, strText, strNumberSendTo ) if pSender:IsIncapacitated() then return end strText = string.Trim( strText or "" ) if strText == "" or strText:len() > GAMEMODE.Config.MaxTextMsgLen then return end if hook.Call( "GamemodePlayerSendTextMessage", GAMEMODE, pSender, strText, strNumberSendTo ) then return end local foundPlayer for k, v in pairs( player.GetAll() ) do if GAMEMODE.Player:GetGameVar( v, "phone_number" ) == strNumberSendTo then foundPlayer = v break end end if not IsValid( foundPlayer ) or pPlayer == foundPlayer then return end GAMEMODE.Net:SendTextMessage( foundPlayer, GAMEMODE.Player:GetGameVar(pSender, "phone_number"), strText ) foundPlayer:EmitSound( "taloslife/sms.mp3" ) end --[[ Image Texting ]]-- function GM.Phone:PlayerSendPlayerImage( pPlayer, strSendNumber, intNumParts ) if pPlayer.m_bSendingImage then return end if pPlayer:IsIncapacitated() then return end local foundPlayer for k, v in pairs( player.GetAll() ) do if GAMEMODE.Player:GetGameVar( v, "phone_number" ) == strSendNumber then foundPlayer = v break end end if not IsValid( foundPlayer ) or pPlayer == foundPlayer then return end pPlayer.m_bSendingImage = true pPlayer.m_strSendingImageTo = strSendNumber pPlayer.m_intNumSendingImageParts = intNumParts pPlayer.m_intCurSendingImagePart = 0 pPlayer.m_strSendingImageData = "" GAMEMODE.Net:RequestNextImagePart( pPlayer ) end function GM.Phone:PlayerSendImagePart( pPlayer, strPartData ) if not pPlayer.m_bSendingImage then return end pPlayer.m_intCurSendingImagePart = pPlayer.m_intCurSendingImagePart +1 pPlayer.m_strSendingImageData = pPlayer.m_strSendingImageData.. strPartData if pPlayer.m_intNumSendingImageParts < pPlayer.m_intCurSendingImagePart then GAMEMODE.Net:RequestNextImagePart( pPlayer ) else pPlayer.m_bSendingImage = false GAMEMODE.Net:SendImagePartsDone( pPlayer ) local foundPlayer for k, v in pairs( player.GetAll() ) do if GAMEMODE.Player:GetGameVar( v, "phone_number" ) == pPlayer.m_strSendingImageTo then foundPlayer = v break end end if not IsValid( foundPlayer ) or pPlayer == foundPlayer then return end GAMEMODE.Net:SendImageDataToPlayer( foundPlayer, GAMEMODE.Player:GetGameVar(pPlayer, "phone_number"), pPlayer.m_strSendingImageData ) pPlayer.m_strSendingImageData = nil foundPlayer:EmitSound( "taloslife/sms.mp3" ) end end hook.Add( "GamemodeDefineGameVars", "DefinePhoneData", function( pPlayer ) GAMEMODE.Player:DefineGameVar( pPlayer, "phone_number", "", "String", true ) end ) hook.Add( "GamemodePlayerSelectCharacter", "ApplyPhoneData", function( pPlayer ) local saveTable = GAMEMODE.Char:GetCurrentSaveTable( pPlayer ) if not saveTable then return end if not saveTable.PhoneNumber then GAMEMODE.Phone:GeneratePlayerNumber( pPlayer ) end GAMEMODE.Player:SetGameVar( pPlayer, "phone_number", saveTable.PhoneNumber, true ) end ) hook.Add( "PlayerDeath", "HangUp", function( pPlayer ) GAMEMODE.Phone:PlayerDenyCall( pPlayer ) end ) hook.Add( "PlayerCanPickupWeapon", "DetectCuffs", function( pPlayer, entWep ) if entWep:GetClass() == "weapon_handcuffed" or entWep:GetClass() == "weapon_ziptied" then GAMEMODE.Phone:PlayerDenyCall( pPlayer ) end end )
-- Library for the Helium Atom on-board lps22hb sensor i2c = he.i2c lps22hb = { DEFAULT_ADDRESS = 0x5C, WHO_AM_I = 0x8F, CTRL_REG2 = 0x11, CTRL_REG2_ONESHOT = 0x11, PRESS_OUT_XL = 0x28, TEMP_OUT_L = 0xAB } function lps22hb:new(address) address = address or lps22hb.DEFAULT_ADDRESS -- We use a simple lua object system as defined -- https://www.lua.org/pil/16.1.html -- construct the object table local o = { address = address } -- ensure that the "class" is the metatable setmetatable(o, self) -- and that the metatable's index function is set -- Refer to https://www.lua.org/pil/16.1.html self.__index = self he.power_set(true) -- Check that the sensor is connected status, reason = o:is_connected() if not status then return status, reason end return o end function lps22hb:is_connected() -- get the WHO_AM_I byte - datasheet section 8, table 16 local result = self:_get(self.WHO_AM_I, "B") -- 0xB1 is the WHO_AM_I value as defined by the datasheet table 16 if not (result == 0xB1) then return false, "could not locate device" end return true end function lps22hb:read_temperature() -- perform a oneshot reading and get the temperature return self:_oneshot_read(self._temp_get) end function lps22hb:read_pressure() -- perform a oneshot reading and get the pressure return self:_oneshot_read(self._pressure_get) end function lps22hb:_get(reg, pack_fmt, convert) -- number of bytes to read based on the pack string local pack_size = string.packsize(pack_fmt) local status, buffer = i2c.txn(i2c.tx(self.address, reg), i2c.rx(self.address, pack_size)) if not status then return false, "failed to get value from device" end -- call conversion function if given if convert then return convert(string.unpack(pack_fmt, buffer)) end return string.unpack(pack_fmt, buffer) end function lps22hb:_pressure_get() -- get the pressure data - datasheet section 9.18 -- read 24 bits, the part will conveniently increment the register -- to do this in one go to cover PRESS_OUT_L and PRESS_OUT_H local result, reason = self:_get(self.PRESS_OUT_XL, "<i3") if not result then return result, reason end return result / 40.96 --pascals end function lps22hb:_temp_get() -- get the temperature data - datasheet section 9.19 -- read 16 bits, the part will conveniently increment the register -- to do this in one go to cover TEMP_OUT_L and TEMP_OUT_H local result, reason = self:_get(self.TEMP_OUT_L, "<i2") if not result then return result, reason end return result / 100.0 -- C end function lps22hb:_oneshot_read(func) -- request a one shot reading -- datasheet section 9.6 local status = i2c.txn(i2c.tx(self.address, self.CTRL_REG2, self.CTRL_REG2_ONESHOT)) if not status then return false, "failed to start reading" end -- now loop reading the CTRL_REG2 register -- until the oneshot bit clears -- datasheet section 9.6 ONE_SHOT documentation repeat local result, reason = self:_get(self.CTRL_REG2, "B") if not result then return result, reason end until (result & 0x01) == 0 -- call the passed in function to actually get the specific value return func(self) end return lps22hb
--[[ Copyright 2015 Rackspace Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS-IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. --]] local HostInfo = require('./base').HostInfo local misc = require('./misc') local async = require('async') local fs = require('fs') local path = require('path') local Transform = require('stream').Transform local tableToString = require('virgo/util/misc').tableToString -------------------------------------------------------------------------------------------------------------------- local Reader = Transform:extend() function Reader:initialize() Transform.initialize(self, {objectMode = true}) end function Reader:_transform(line, cb) local time, cmd = line:match("(@%l+)%s+(.+)") if time then self:push({ time = time, command = cmd }) cb() else local m, h, dom, mon, dow, command = line:match("(%S+)%s+(%S+)%s+(%S+)%s+(%S+)%s+(%S+)%s+(.+)") self:push({ time = time, m = m, h = h, dom = dom, mon = mon, dow = dow, command = command }) cb() end end -------------------------------------------------------------------------------------------------------------------- --[[ Cron ]]-- local Info = HostInfo:extend() function Info:initialize() HostInfo.initialize(self) end function Info:_run(callback) local errTable, outTable = {}, {} local deb = {dir = '/var/spool/cron/crontabs' } local rhel = {dir = '/var/spool/cron'} local options = { ubuntu = deb, debian = deb, rhel = rhel, centos = rhel, fedora = rhel, default = nil } local vendorInfo, dir vendorInfo = misc.getInfoByVendor(options) if not vendorInfo.dir then self._error = string.format("Couldn't decipher linux distro for check %s", self:getType()) return callback() end dir = vendorInfo.dir local function finalCb() -- We wanna be able to return empty sets for empty crontabs therefore we dont use self:_pushparams if errTable then if #errTable ~= 0 and not next(outTable) then self._error = tableToString(errTable, ' ') end end self._params = outTable return callback() end local function onreadDir(err, files) if err then misc.safeMerge(errTable, err) end if not files or #files == 0 then return finalCb() end async.forEachLimit(files, 5, function(file, cb) local readStream = misc.read(path.join(dir, file)) local reader = Reader:new() -- Catch no file found errors readStream:on('error', function(err) misc.safeMerge(errTable, err) return cb() end) readStream:pipe(reader) reader:on('data', function(data) misc.safeMerge(outTable, data) end) reader:on('error', function(err) misc.safeMerge(errTable, err) end) reader:once('end', cb) end, finalCb) end fs.readdir(dir, onreadDir) end function Info:getType() return 'CRON' end function Info:getPlatforms() return {'linux'} end exports.Info = Info exports.Reader = Reader
vim.g.matchup_matchparen_deferred = 1 vim.g.matchup_matchparen_deferred_hide_delay = 300 vim.g.matchup_matchparen_offscreen = { method = 'popup' }
object_tangible_quest_empire_day_crash_site_05_crate_04_container = object_tangible_quest_empire_day_shared_crash_site_05_crate_04_container:new { } ObjectTemplates:addTemplate(object_tangible_quest_empire_day_crash_site_05_crate_04_container, "object/tangible/quest/empire_day/crash_site_05_crate_04_container.iff")
function Utils:ShowHorseSelection() self.ChooseHorseVisible = true BeginScaleformMovieMethod(self.Scaleform, 'SHOW_SCREEN') ScaleformMovieMethodAddParamInt(1) EndScaleformMovieMethod() end function Utils.AddHorses(scaleform) for i = 1, 6 do local name = Utils.GetRandomHorseName() BeginScaleformMovieMethod(scaleform, 'SET_HORSE') ScaleformMovieMethodAddParamInt(i) -- Horse index -- Horse name BeginTextCommandScaleformString(name) EndTextCommandScaleformString() ScaleformMovieMethodAddParamPlayerNameString('Cool Horse') -- Horse style (TODO: Random preset, different one for each horse) ScaleformMovieMethodAddParamInt(Utils.HorseStyles[i][1]) ScaleformMovieMethodAddParamInt(Utils.HorseStyles[i][2]) ScaleformMovieMethodAddParamInt(Utils.HorseStyles[i][3]) ScaleformMovieMethodAddParamInt(Utils.HorseStyles[i][4]) EndScaleformMovieMethod() end end
#!/usr/bin/env lua5.4 local function _split(str, on, set) local ret = {}; local s, e; while str:find(on) do s, e = str:find(on); local result = str:sub(0, s - 1); if set then ret[result] = ""; else table.insert(ret, result); end str = str:sub(e + 1); end if set then ret[str] = ""; else table.insert(ret, str); end return ret; end local function repeats(s,c) local _,n = s:gsub(c,"") return n end local total = 0 local f = io.input(arg[1]) for line in f:lines() do local param = _split(line:gsub(":","")," ") -- had to peek for this one local passRange = _split(param[1], "-") local targetLetter = param[2] local password = param[3] local letterMatch = repeats(password, targetLetter) if letterMatch >= tonumber(passRange[1]) and letterMatch <= tonumber(passRange[2]) then total = total + 1 end end print(total) f:close()
-- Run this Lua script from the project root. local lxsh = require 'lxsh' local delete_intermediates = true local function readfile(path) local handle = assert(io.open(path)) local data = assert(handle:read '*a') assert(handle:close()) return data end local function writefile(path, data) local handle = assert(io.open(path, 'w')) handle:write(data) local nbytes = handle:seek() assert(handle:close()) return nbytes end for _, formatter in ipairs { lxsh.formatters.html, lxsh.formatters.rtf, lxsh.formatters.latex } do for _, colors in ipairs { 'earendel', 'slate', 'wiki' } do local function demo(infile, outfile, highlighter) local input = readfile(infile) local nbytes = writefile(outfile, highlighter(input, { demo = true, external = true, colors = lxsh.colors[colors], formatter = formatter, })) io.stderr:write(('Wrote %iK to %s!\n'):format(nbytes/1024, outfile)) if outfile:find '%.tex$' then -- Try to run the LaTeX PDF compiler (tested on Ubuntu 10.04 with texlive). -- Requires "Bera Mono" (try `sudo apt-get install texlive-fonts-extra'). local outdir, filename = outfile:match '^(.-)([^/]*)$' local command = 'pdflatex -interaction batchmode -halt-on-error ' .. filename -- .. ' >/dev/null 2>&1' io.stderr:write(" - Compiling ", outfile:gsub('%.tex$', '.pdf'), ": ") local status = os.execute('cd ' .. outdir .. ' && ' .. command .. ' && ' .. command) io.stderr:write(status == 0 and "OK" or "Failed! (do you have LaTeX installed?)", "\n") -- Cleanup temporary files. if delete_intermediates and status == 0 then os.remove(outfile) end os.remove((outfile:gsub('%.tex$', '.aux'))) os.remove((outfile:gsub('%.tex$', '.log'))) os.remove((outfile:gsub('%.tex$', '.out'))) end end -- Highlight example Lua source code (from my Lua/APR binding). demo('examples/apr.lua', 'examples/' .. colors .. '/apr.lua' .. formatter.extension, lxsh.highlighters.lua) -- Highlight example Lua source code copied from the interactive prompt. demo('examples/prompt.lua', 'examples/' .. colors .. '/prompt.lua' .. formatter.extension, lxsh.highlighters.lua) -- Highlight example C source code (also from my Lua/APR binding). demo('examples/lua_apr.c', 'examples/' .. colors .. '/lua_apr.c' .. formatter.extension, lxsh.highlighters.c) -- Highlight example BibTeX entry (from http://en.wikipedia.org/wiki/BibTeX#Examples). demo('examples/entry.bib', 'examples/' .. colors .. '/entry.bib' .. formatter.extension, lxsh.highlighters.bib) -- Highlight example shell script code (something random from my ~/bin). demo('examples/gvim.sh', 'examples/' .. colors .. '/gvim.sh' .. formatter.extension, lxsh.highlighters.sh) end end
----------------------------------------- -- ID: 4762 -- Scroll of Aero -- Teaches the black magic Aero ----------------------------------------- function onItemCheck(target) return target:canLearnSpell(154) end function onItemUse(target) target:addSpell(154) end
-- -- Created by IntelliJ IDEA. -- User: macbookair -- Date: 20/04/17 -- Time: 14:43 -- To change this template use File | Settings | File Templates. -- local Observable = require("lib.util.observable") GeoLocation = Observable:extend("GeoLocation") local instance = GeoLocation() GeoLocation.instance = instance instance = nil --[[ -- Notify observers when a location update happens. -- Should not be called directly. ]] function locationChanged() local location = GeoLocation.instance._nativeObject:getLocation() local event = GeoLocation:getEventFromLocation(location) GeoLocation.super.notify(GeoLocation.instance, event) end function GeoLocation:new() error("Cannot instantiate Geolocation. Call getInstance() instead") end --[[ -- ]] function GeoLocation:getInstance() if self.instance._nativeObject == nil then self.instance._nativeObject = GeoLocationNative:newGeoLocationNative() end return self.instance end function GeoLocation:_retrieveLocation(locationType, callback, options) if callback ~= nil and type(callback) == "function" then GeoLocation.super.attach(GeoLocation.instance, callback) if self.instance ~= nil and type(self.instance) == "table" and self.instance._nativeObject ~= nil then -- if not specified, minTime and minDistance will be set to default: 1minute or 200 meters. options = options or {} options.minTime = options.minTime or 0 options.minDistance = options.minDistance or 100 options.type = locationType or "oneUpdate" options.callback = locationChanged print("vai chamar") print(locationChanged) self.instance._nativeObject:retrieveLocation(options) end end end function GeoLocation:stop() if self.instance ~= nil and type(self.instance) == "table" and self.instance._nativeObject ~= nil then GeoLocation.instance._nativeObject:stop() end end --[[ -- Register your application to receive user's GPS positioning over a period of time or distance. -- Location updates will be sent to a callback which will receive a parameter with two properties: lat and long. -- You should use this method only if your application demands continous data about user's geolocation (such a Map application), as it consumes more battery. -- -- @param callback - a function which will be called to receive user's geolocation. -- @param options - a table with two keys: minTime and minDistance. minTime is the minimum time interval between location updates in milliseconds (long). minDistance minimum distance between location in meters. -- @return void. ]] function GeoLocation:startReceivingLocation(callback, options) GeoLocation:_retrieveLocation("multipleUpdate", callback, options) end function GeoLocation:getCurrentLocation(callback) GeoLocation:_retrieveLocation("oneUpdate", callback) end function GeoLocation:getEventFromLocation(location) if type(location) == "table" or type(location) == "userdata" then if location["getLatitude"] ~= nil and location["getLongitude"] ~= nil then local lat = location:getLatitude() local long = location:getLongitude() local event = {lat=lat, long=long} return event end end return nil end return GeoLocation
-- LuaRocks configuration for use with Lua 5.3 lua_interpreter = "lua5.3" variables = { LUA_DIR = "/usr", LUA_INCDIR = "/usr/include/lua5.3", LUA_LIBDIR = "/usr/lib/x86_64-linux-gnu", LUA_BINDIR = "/usr/bin", }
local Networking = script:GetCustomProperty("Networking"):WaitForObject() local Objects = script:GetCustomProperty("Objects"):WaitForObject() local Triggers = script:GetCustomProperty("Triggers"):WaitForObject() local IceVFX = script:GetCustomProperty("IceVFX") local IceSound = script:GetCustomProperty("IceSound") local Level1SealFolder = script:GetCustomProperty("1"):WaitForObject() local Level2SealFolder = script:GetCustomProperty("2"):WaitForObject() local L1Seal = {} local L2Seal = {} local phaseMap = {} local listeners = {} local currentPhase = 0 function OnOverlap(trigger, obj, phase) if currentPhase >= phase and Object.IsValid(obj) and obj:IsA("Player") then print("Spawned") World.SpawnAsset(IceVFX, {position = obj:GetWorldPosition()}) World.SpawnAsset(IceSound, {position = obj:GetWorldPosition()}) end end function Initialize() for i, phaseFolder in ipairs(Objects:GetChildren()) do phaseMap[i] = phaseFolder end for i, seal in ipairs(Level1SealFolder:GetChildren()) do L1Seal[i] = seal end for i, seal in ipairs(Level2SealFolder:GetChildren()) do L2Seal[i] = seal end for i, folder in ipairs(Triggers:GetChildren()) do for _, trigger in ipairs(folder:GetChildren()) do listeners[trigger] = trigger.beginOverlapEvent:Connect(OnOverlap, i) end end end Initialize() function UpdateState(obj, key) local value = obj:GetCustomProperty(key) if key == "Level" then for i, val in ipairs(phaseMap) do val.visibility = Visibility.FORCE_OFF end elseif key == "Phase" then currentPhase = value if value > 0 then phaseMap[value].visibility = Visibility.INHERIT else for i, val in ipairs(phaseMap) do val.visibility = Visibility.FORCE_OFF end end if value == 0 then Level1SealFolder:StopRotate() Level2SealFolder:StopRotate() end if value == 1 then Level1SealFolder:RotateContinuous(Rotation.New(0, 0, 30)) Level2SealFolder:RotateContinuous(Rotation.New(0, 0, 30)) end for i = 1, 7 do if i >= value then L1Seal[i].visibility = Visibility.INHERIT L2Seal[i].visibility = Visibility.INHERIT else L1Seal[i].visibility = Visibility.FORCE_OFF L2Seal[i].visibility = Visibility.FORCE_OFF end end end end function OnDestroyed(obj) for key, listener in pairs(listeners) do listener:Disconnect() listeners[key] = nil end listeners = nil end script.destroyEvent:Connect(OnDestroyed) UpdateState(Networking, "Level") UpdateState(Networking, "Phase") Networking.customPropertyChangedEvent:Connect(UpdateState)
return function(rt) --@sec: Style --@def: type Style --@doc: Style manages the properties of an object by applying values according -- to a particular Theme. local Style = {__index={}} --@sec: Style.new --@ord: -1 --@def: Style.new(theme: Theme): Style --@doc: new returns a new Style that applies styles according to *theme*. local function new(theme) assert(theme, "Theme expected") local self = setmetatable({ theme = theme, defs = {}, objects = {}, }, Style) return self end local function updateProperty(self, object, property) local state = self.objects[object] local map = state.map if type(map) == "string" then map = self.def[map] end if type(map) == "table" then local value = self.theme:Field(map[property], state.flagbits) if value ~= nil then object[property] = value end end end local function updateObject(self, object) local theme = self.theme local state = self.objects[object] local flags = state.flagbits local map = state.map if type(map) == "string" then map = self.def[map] end if type(map) == "table" then for property, field in pairs(map) do local value = theme:Field(field, flags) if value ~= nil then object[property] = value end end end end local function updateAll(self) local theme = self.theme for object, state in pairs(self.objects) do local flags = state.flagbits local map = state.map if type(map) == "string" then map = self.def[map] end if type(map) == "table" then for property, field in pairs(map) do local value = theme:Field(field, flags) if value ~= nil then object[property] = value end end end end end --@sec: Style.Define --@def: Style:Define(name: string, map: Dictionary<string>?, update: boolean?) --@doc: Define assigns to *name* a set of property names mapped to theme fields. -- If *update* is true, then all objects attached to the style are updated. function Style.__index:Define(name, map, update) assert(type(name) == "string") assert(map == nil or type(map) == "table") if type(map) == "table" then local m = {} for k, v in pairs(map) do if type(k) == "string" and type(v) == "string" then m[k] = v end end self.defs[name] = m else self.defs[name] = nil end if update == true then updateAll(self) end end --@sec: Style.Attach --@def: Style:Attach(object: Instance|string, map: string|Dictionary<string|Dictionary<string>>, update: boolean?): Instance --@doc: Attach attaches *map* to *object*. If *object* is a string, then a new -- instance of the given class will be created. If *map* is a string, then it -- indicates the name of a definition. Otherwise, it must be a table of property -- names mapped to theme fields. If *update* is true or unspecified, then the -- object will be updated. Returns the object. function Style.__index:Attach(object, map, update) assert(type(map) == "string" or type(map) == "table") local state = self.objects[object] if state == nil then state = { flags = {}, flaglist = {}, flagbits = 0, map = nil, } self.objects[object] = state end if type(map) == "string" then state.map = map else local m = {} for k, v in pairs(map) do local tv = type(v) if type(k) == "string" and (tv == "string" or tv == "table" or tv == "function") then m[k] = v end end state.map = m end if update == true or update == nil then updateObject(self, object) end return object end --@sec: Style.Detach --@def: Style:Detach(object: Instance) --@doc: Detach removes the association of the object. function Style.__index:Detach(object) self.objects[object] = nil end --@sec: Style.Update --@def: Style:Update(object: Instance?, property: string?) --@doc: Update updates the properties of all attached objects. If *object* is -- specified, then only that attached object is updated. If *property* is also -- specified, then only that property of *object* is updated. function Style.__index:Update(object, property) if self.objects[object] then if type(property) == "string" then updateProperty(self, object, property) return end updateObject(self, object) return end updateAll(self) end --@sec: Style.Theme --@def: Style:Theme(): Theme --@doc: Theme returns the current theme used by the Style. function Style.__index:Theme() return self.theme end --@sec: Style.SetTheme --@def: Style:SetTheme(theme: Theme, update: boolean?) --@doc: SetTheme sets the current theme used by the Style. If *update* is true -- or unspecified, then all attached objects will be updated. function Style.__index:SetTheme(theme, update) assert(theme, "Theme expected") self.theme = theme for _, state in pairs(self.objects) do state.flagbits = self.theme:Flags(state.flaglist) end if update == true or update == nil then updateAll(self) end end --@sec: Style.Flags --@def: Style:Flags(object: GuiObject): {string}? --@doc: Flags returns the flags set for *object*. Returns nil if *object* is not -- attached. function Style.__index:Flags(object) local state = self.objects[object] if state == nil then return nil end local flags = {} for flag in pairs(state.flags) do table.insert(flags, flag) end table.sort(flags) return flags end --@sec: Style.HasFlags --@def: Style:HasFlags(object: GuiObject, flags: ...string): bool --@doc: HasFlags returns true when *object* has all of the given flags, and -- false otherwise. Flags not known by the style's theme are ignored. Returns -- false if *object* is not attached. function Style.__index:HasFlags(object, ...) local state = self.objects[object] if state == nil then return false end for _, flag in ipairs({...}) do if type(flag) == "string" and flag ~= "Default" then if not state.flags[flag] then return false end end end return true end local function fastremove(t, value) local n = #t if n == 1 and t[1] == value then t[1] = nil return end local i = table.find(t, value) if i == nil then return end t[i] = t[n] t[n] = nil end local function fastinsert(t, value) if table.find(t, value) ~= nil then return end table.insert(t, value) end --@sec: Style.SetFlags --@def: Style:SetFlags(object: GuiObject, flags: ...string) --@doc: SetFlags sets each of the given flags on *object*. Does nothing if -- *object* is not attached. function Style.__index:SetFlags(object, ...) local state = self.objects[object] if state == nil then return end for _, flag in ipairs({...}) do if type(flag) == "string" and flag ~= "Default" then state.flags[flag] = true fastinsert(state.flaglist, flag) end end state.flagbits = self.theme:Flags(state.flaglist) updateObject(self, object) end --@sec: Style.UnsetFlags --@def: Style:UnsetFlags() --@doc: UnsetFlags unsets each of the given flags on *object*. Does nothing if -- *object* is not attached. function Style.__index:UnsetFlags(object, ...) local state = self.objects[object] if state == nil then return end for _, flag in ipairs({...}) do if type(flag) == "string" and flag ~= "Default" then state.flags[flag] = nil fastremove(state.flaglist, flag) end end state.flagbits = self.theme:Flags(state.flaglist) updateObject(self, object) end --@sec: Style.SetExclusiveFlags --@def: Style:SetExclusiveFlags() --@doc: SetExclusiveFlags unsets all of the flags on *object*, then sets each of -- the given flags. Does nothing if *object* is not attached. function Style.__index:SetExclusiveFlags(object, ...) local state = self.objects[object] if state == nil then return end state.flags = {} state.flaglist = {} for _, flag in ipairs({...}) do if type(flag) == "string" and flag ~= "Default" then state.flags[flag] = true fastinsert(state.flaglist, flag) end end state.flagbits = self.theme:Flags(state.flaglist) updateObject(self, object) end --@sec: Style.Destroy --@def: Style:Destroy() --@doc: Destroy releases any resources held by the object. function Style.__index:Destroy() self.defs = {} self.objects = {} end return { new = new, } end
-- Load scripts required by this pack ScriptHost:LoadScript("scripts/settings.lua") ScriptHost:LoadScript("scripts/access.lua") ScriptHost:LoadScript("scripts/area.lua") if _VERSION == "Lua 5.3" then ScriptHost:LoadScript("scripts/autotracking.lua") else print("Auto-tracker is unsupported by your tracker version") function isAutoTracking() return false end function isNotAutoTracking() return true end end -- Load items -- Hosted items don't work without this?? Tracker:AddItems("items.json") -- Load maps Tracker:AddMaps("maps/maps.json") if Tracker.ActiveVariantUID == "dungeon_shuffle_hard" then ScriptHost:LoadScript("scripts/shuffle.lua") Tracker:AddLocations("maps/hard/locations.json") Tracker:AddLocations("maps/dungeon_shuffle/hard.json") end if Tracker.ActiveVariantUID == "dungeon_shuffle" then ScriptHost:LoadScript("scripts/shuffle.lua") Tracker:AddLocations("maps/normal/locations.json") Tracker:AddLocations("maps/dungeon_shuffle/normal.json") end if Tracker.ActiveVariantUID == "hard" then Tracker:AddLocations("maps/hard/locations.json") Tracker:AddLocations("maps/hard/dungeons.json") end if Tracker.ActiveVariantUID == "standard" then Tracker:AddLocations("maps/normal/locations.json") Tracker:AddLocations("maps/normal/dungeons.json") end
data:extend( { { type = "technology", name = "miner-2", icon = "__DyTech-Mining__/graphics/technology/miner.png", effects = { { type = "unlock-recipe", recipe = "basic-mining-drill-mk2" }, { type = "unlock-recipe", recipe = "rotor1" }, { type = "unlock-recipe", recipe = "blade1" }, { type = "unlock-recipe", recipe = "frame1" }, { type = "unlock-recipe", recipe = "item-exit1" }, }, prerequisites = {"steel-processing"}, unit = { count = 200, ingredients = { {"science-pack-2", 2}, }, time = 15 }, order = "m-2" }, { type = "technology", name = "miner-3", icon = "__DyTech-Mining__/graphics/technology/miner.png", effects = { { type = "unlock-recipe", recipe = "basic-mining-drill-mk3" }, { type = "unlock-recipe", recipe = "rotor2" }, { type = "unlock-recipe", recipe = "blade2" }, { type = "unlock-recipe", recipe = "frame2" }, { type = "unlock-recipe", recipe = "item-exit2" }, }, prerequisites = {"miner-2"}, unit = { count = 400, ingredients = { {"science-pack-2", 2}, {"science-pack-3", 2}, }, time = 30 }, order = "m-3", upgrade = true, }, { type = "technology", name = "miner-4", icon = "__DyTech-Mining__/graphics/technology/miner.png", effects = { { type = "unlock-recipe", recipe = "basic-mining-drill-mk4" }, { type = "unlock-recipe", recipe = "rotor3" }, { type = "unlock-recipe", recipe = "blade3" }, { type = "unlock-recipe", recipe = "frame3" }, { type = "unlock-recipe", recipe = "item-exit3" }, }, prerequisites = {"miner-3"}, unit = { count = 600, ingredients = { {"science-pack-2", 2}, {"science-pack-2", 2}, {"alien-science-pack", 2}, }, time = 45 }, order = "m-4", upgrade = true, }, { type = "technology", name = "miner-5", icon = "__DyTech-Mining__/graphics/technology/miner.png", effects = { { type = "unlock-recipe", recipe = "basic-mining-drill-mk5" }, { type = "unlock-recipe", recipe = "rotor4" }, { type = "unlock-recipe", recipe = "frame4" }, { type = "unlock-recipe", recipe = "item-exit4" }, }, prerequisites = {"miner-4"}, unit = { count = 800, ingredients = { {"science-pack-2", 2}, {"science-pack-2", 2}, {"alien-science-pack", 2}, }, time = 60 }, order = "m-5", upgrade = true, }, { type = "technology", name = "miner-6", icon = "__DyTech-Mining__/graphics/technology/miner.png", effects = { { type = "unlock-recipe", recipe = "basic-mining-drill-mk6" }, }, prerequisites = {"miner-5"}, unit = { count = 1000, ingredients = { {"science-pack-2", 10}, {"science-pack-2", 10}, {"alien-science-pack", 10}, -- {"science-pack-4", 10}, to be added in a future version! }, time = 150 }, order = "m-6", upgrade = true, }, } )
-- https://zzamboni.org/post/my-hammerspoon-configuration-with-commentary/ hs.loadSpoon("SpoonInstall") spoon.SpoonInstall.use_syncinstall = true Install=spoon.SpoonInstall Install:andUse("URLDispatcher", { config = { url_patterns = { {"zoom.us/j/", "us.zoom.xos"} -- { "https?://3.basecamp.com", "org.mozilla.firefox" }, -- { "https?://basecamp.com", "org.mozilla.firefox" }, -- { "https?://app.everhour.com", "org.mozilla.firefox" }, }, default_handler = "com.apple.Safari" }, start = true } ) hs.loadSpoon('ControlEscape'):start() -- Load Hammerspoon bits from https://github.com/jasonrudolph/ControlEscape.spoon require('windows') hs.notify.show("Welcome to Hammerspoon", "Have fun!", "")
local screenWidth, screenHeight = guiGetScreenSize() dxConfig = { color = { ["button"] = { Rectangl = tocolor(0,0,0,100); Rectangl_move = tocolor(0,0,0,100); Line = tocolor(255,255,255,190); Line_move = tocolor(246,194,32,190); Text = tocolor(255,255,255,255); Text_move = tocolor(246,194,32,255); }, }; -- Создаем новые шрифт getFont = function ( name , size ) if assert ( name , 'Error function name font getFont(" name font " , size or default) ' ) then local type = "dxElement/font/"; local font = { ["default"] = "default-bold", ["Bold"] = "Roboto-Bold.ttf", ["Regular"] = "Roboto-Regular.ttf", } if font[name] and fileExists(type..font[name]) then local size = ( size * 10 ) return dxCreateFont(type..font[name], size ~= nil and size or 1 * 10 ) end return font["default"] end end; setFont = function ( element , font , size) if assert ( { isElement(element) , font} , "error" ) then if dxConfig.getFont (font,size ~= false and size or 1) then return true end return false end end; -- load new element addElement = function ( class , data ) local element = createElement( class ) element:setData('data',data) outputDebugString("Add new element class [ ".. tostring ( class ) .. " ] " ) return element end; drawRender = function ( ) local cursorx,cursory if isCursorShowing() then local mx,my = getCursorPosition () cursorx,cursory = mx*screenWidth,my*screenHeight end for a,v in ipairs ( getElementsByType ("dxdrawButton", true) ) do local move = false local text,x,y,w,h,font = unpack ( v:getData('data') ) if ( cursorx and cursory and cursorx > x and cursorx < x + w and cursory > y and cursory < y + h )then move = true end dxDrawRectangle(x,y,w,h,move and dxConfig.color["button"].Rectangl_move or dxConfig.color["button"].Rectangl) dxDrawLine(x, y, x, y + h, move and dxConfig.color["button"].Line_move or dxConfig.color["button"].Line, 1) dxDrawLine(x + w, y, x + w, y + h, move and dxConfig.color["button"].Line_move or dxConfig.color["button"].Line, 1) dxDrawLine(x, y + h, x + w, y + h, move and dxConfig.color["button"].Line_move or dxConfig.color["button"].Line, 1) dxDrawLine(x, y, x + w, y, move and dxConfig.color["button"].Line_move or dxConfig.color["button"].Line, 1) dxDrawText(text,x,y,x + w,y + h, move and dxConfig.color["button"].Text_move or dxConfig.color["button"].Text,1,font,"center","center") end end; } local call = dxConfig.drawRender addEventHandler('onClientRender',root,call)
function check_if_transport_entity(entity) if (entity.type == "transport-belt" or (entity.type == "entity-ghost" and entity.ghost_type == "transport-belt")) or (entity.type == "underground-belt" or (entity.type == "entity-ghost" and entity.ghost_type == "underground-belt")) or (entity.type == "splitter" or (entity.type == "entity-ghost" and entity.ghost_type == "splitter")) then return true end return false end function check_if_vacuum_entity(entity) if entity then if (entity.name == "vacuum-transport-belt" or (entity.type == "entity-ghost" and entity.ghost_name == "vacuum-transport-belt")) or (entity.name == "vacuum-underground-belt" or (entity.type == "entity-ghost" and entity.ghost_name == "vacuum-underground-belt")) or (entity.name == "vacuum-splitter" or (entity.type == "entity-ghost" and entity.ghost_name == "vacuum-splitter")) then return true end end return false end --Orientation - Up = 0 - Right = 2 - Down = 4 - Left = 6 function get_position_in_direction(entity, modifier) local pos = entity.position local deltaX = 0 local deltaY = 0 local dir = (entity.direction + modifier) % 8 if dir == 0 then deltaY = -1 elseif dir == 2 then deltaX = 1 elseif dir == 4 then deltaY = 1 elseif dir == 6 then deltaX = -1 end pos = {x=pos.x+deltaX, y=pos.y+deltaY} return pos end function get_entity_in_direction(entity, modifier) local pos = get_position_in_direction(entity, modifier) ea = game.surfaces[1].find_entities_filtered{position=pos} if ea then ea = ea[1] end return ea end script.on_event({defines.events.on_built_entity}, function(event) if settings.global["vacuum-remove-restriction"].value then return end local player = game.players[event.player_index] local entity = event.created_entity --Inserter placement if entity.type == "inserter" or (entity.type == "entity-ghost" and entity.ghost_type == "inserter") then local edp = game.surfaces[1].find_entities_filtered{position=entity.drop_position} local epp = game.surfaces[1].find_entities_filtered{position=entity.pickup_position} if edp then edp = edp[1] end if epp then epp = epp[1] end if check_if_vacuum_entity(edp) or check_if_vacuum_entity(epp) then game.print("Inserters can't interact with vacuum belts.") if entity.type ~= "entity-ghost" then player.insert{name=entity.name, health=entity.health} end entity.destroy() end elseif check_if_vacuum_entity(entity) then --Check for inserters for index, inserter in pairs(game.surfaces[1].find_entities_filtered{area={{entity.position.x - 3, entity.position.y - 3}, {entity.position.x + 3, entity.position.y + 3}}, type="inserter"}) do local edp = game.surfaces[1].find_entities_filtered{position=inserter.drop_position} local epp = game.surfaces[1].find_entities_filtered{position=inserter.pickup_position} if edp then edp = edp[1] end if epp then epp = epp[1] end if check_if_vacuum_entity(edp) or check_if_vacuum_entity(epp) then game.print("Inserters can't interact with vacuum belts.") if entity.type ~= "entity-ghost" then player.insert{name=entity.name, health=entity.health} end entity.destroy() return end end --Check for other belts if entity.name ~= "vacuum-splitter" then local invalid_placement = false local entity_ahead = get_entity_in_direction(entity, 0) if entity_ahead and not check_if_vacuum_entity(entity_ahead, 0) and check_if_transport_entity(entity_ahead) then invalid_placement = true end for i=1, 3 do local entity_beside = get_entity_in_direction(entity, i*2) local entity_beside_direction_pos = 0 if entity_beside then entity_beside_direction_pos = get_position_in_direction(entity_beside, 0) end if entity_beside and not check_if_vacuum_entity(entity_beside, 0) and check_if_transport_entity(entity_beside) and entity_beside_direction_pos.x == entity.position.x and entity_beside_direction_pos.y == entity.position.y then invalid_placement = true end end if invalid_placement then game.print("Vacuum belts have to go through a vacuum splitter first in order to interact with belts.") if entity.type ~= "entity-ghost" then player.insert{name=entity.name, health=entity.health} end entity.destroy() end end --Belt placement elseif check_if_transport_entity(entity) then local invalid_placement = false local entity_ahead = get_entity_in_direction(entity, 0) if entity_ahead and entity_ahead.name ~= "vacuum-splitter" and check_if_vacuum_entity(entity_ahead, 0) then invalid_placement = true end for i=1, 3 do local entity_beside = get_entity_in_direction(entity, i*2) local entity_beside_direction_pos = 0 if entity_beside then entity_beside_direction_pos = get_position_in_direction(entity_beside, 0) end if entity_beside and entity_beside.name ~= "vacuum-splitter" and check_if_vacuum_entity(entity_beside, 0) and entity_beside_direction_pos.x == entity.position.x and entity_beside_direction_pos.y == entity.position.y then invalid_placement = true end end if invalid_placement then game.print("Belts have to go through a vacuum splitter first in order to interact with vacuum belts.") if entity.type ~= "entity-ghost" then player.insert{name=entity.name, health=entity.health} end entity.destroy() end end end )
object_building_content_imperial_theme_park_itp_emperor_merc_bunker = object_building_content_imperial_theme_park_shared_itp_emperor_merc_bunker:new { } ObjectTemplates:addTemplate(object_building_content_imperial_theme_park_itp_emperor_merc_bunker, "object/building/content/imperial_theme_park/itp_emperor_merc_bunker.iff")
--[[-------------------------------------------------------------------]]--[[ Copyright wiltOS Technologies LLC, 2020 Contact: www.wiltostech.com ----------------------------------------]]-- local MYSQL_DATABASE_PROVISION = 2 wOS = wOS or {} wOS.ALCS = wOS.ALCS or {} wOS.ALCS.Character = wOS.ALCS.Character or {} wOS.ALCS.Character.DataStore = wOS.ALCS.Character.DataStore or {} require('mysqloo') local DATA = mysqloo.CreateDatabase( wOS.ALCS.Config.Character.MySQL.Host, wOS.ALCS.Config.Character.MySQL.Username, wOS.ALCS.Config.Character.MySQL.Password, wOS.ALCS.Config.Character.MySQL.Database, wOS.ALCS.Config.Character.MySQL.Port, wOS.ALCS.Config.Character.MySQL.Socket ) if not DATA then error( "[wOS-ALCS] ALCS Character Preference MySQL Database connection failed." ) else print( "[wOS-ALCS] ALCS Character Preference MySQL connection was successful!" ) end local MYSQL_COLUMNS_GENERAL = "( SteamID BIGINT(64), Grip VARCHAR(255), Wield INT, Execution VARCHAR(255), CharID BIGINT(64) DEFAULT 1 )" local MYSQL_COLUMNS_WL = "( SteamID bigint(64) UNSIGNED, Execution VARCHAR(255), CharID BIGINT(64) DEFAULT 1 )" function wOS.ALCS.Character.DataStore:UpdateTables( vdat ) vdat = vdat or {} local version = vdat.DBVersion or 0 if version >= MYSQL_DATABASE_PROVISION then return end --This is about to be the most cancerous thing ever, but it will be moved to a different file eventually. if version < 1 then DATA:RunQuery( "CREATE TABLE IF NOT EXISTS wos_saberpref " .. MYSQL_COLUMNS_GENERAL ) DATA:RunQuery( "ALTER TABLE wos_saberpref ADD COLUMN CharID BIGINT(64) DEFAULT 1" ) DATA:RunQuery( "ALTER TABLE `wos_saberpref` ADD UNIQUE INDEX wos_charpref_UX1 (SteamID,CharID)" ) version = version + 1 end if version < 2 then DATA:RunQuery( "CREATE TABLE IF NOT EXISTS wos_execwl " .. MYSQL_COLUMNS_WL ) DATA:RunQuery( "ALTER TABLE wos_execwl ADD UNIQUE INDEX wos_execwl_UX1 (SteamID,Execution,CharID)" ) version = version + 1 end if version < 3 then DATA:RunQuery( "ALTER TABLE wos_saberpref DROP PRIMARY KEY" ) version = version + 1 end DATA:RunQuery( "INSERT INTO wos_alcschar_schema ( ID, DBVersion ) VALUES ( '1', '" .. version .. "' ) ON DUPLICATE KEY UPDATE DBVersion='" .. version .. "'" ) end function wOS.ALCS.Character.DataStore:Initialize() local VERSION_CHECK = DATA:CreateTransaction() VERSION_CHECK:Query( "SHOW TABLES LIKE 'wos_alcschar_schema'" ) VERSION_CHECK:Start( function( transaction, status, err ) if (!status) then print("[MYSQL ERROR] " .. err) end local queries = transaction:getQueries() local rows = queries[1]:getData() local UCHECK = DATA:CreateTransaction() if table.Count( rows ) < 1 then UCHECK:Query( "CREATE TABLE IF NOT EXISTS wos_alcschar_schema ( `ID` bigint unsigned NOT NULL AUTO_INCREMENT, DBVersion bigint unsigned, PRIMARY KEY (`ID`) )" ) UCHECK:Start( function(transaction, status, err) if (!status) then print("[MYSQL ERROR] " .. err) end end ) wOS.ALCS.Character.DataStore:UpdateTables() else UCHECK:Query( "SELECT * FROM wos_alcschar_schema" ) UCHECK:Start( function( transaction, status, err ) if (!status) then print("[MYSQL ERROR] " .. err) end local queries = transaction:getQueries() local dat = queries[1]:getData() wOS.ALCS.Character.DataStore:UpdateTables( dat[1] ) end ) end end ) end function wOS.ALCS.Character.DataStore:LoadPlayerData( ply ) if not ply then return end if ply:IsBot() then return end local charid = wOS.ALCS:GetCharacterID( ply ) or 1 if charid < 1 then return end ply.WOS_Preferences = { Grip = "Standard", Wield = false, Execution = false, } ply.WOS_ExecutionWhitelists = {} ply.WOS_AvailableGrips = {} local TRANS = DATA:CreateTransaction() TRANS:Prepare( "SELECT * FROM wos_saberpref WHERE SteamID = ? AND CharID = ?", { ply:SteamID64(), charid } ) TRANS:Prepare( "SELECT * FROM wos_execwl WHERE SteamID = ? AND CharID = ?", { ply:SteamID64(), charid } ) TRANS:Start(function(transaction, status, err) if (!status) then print("[MYSQL ERROR] " .. err) return end local queries = transaction:getQueries() local pref_data = queries[1]:getData() if table.Count( pref_data ) > 0 then pref_data = pref_data[1] local exec = pref_data.Execution if wOS.ALCS.ExecSys and wOS.ALCS.ExecSys.Executions then if wOS.ALCS.ExecSys.Executions[ exec ] then ply.WOS_Preferences.Execution = exec end end local grip = pref_data.Grip if wOS.ALCS.LightsaberBase.Grips[ grip ] then ply.WOS_Preferences.Grip = grip end ply.WOS_Preferences.Wield = ( pref_data.Wield == 1 ) end pref_data = queries[2]:getData() if table.Count( pref_data ) > 0 then for slot, dat in ipairs( pref_data ) do local exec = dat.Execution if not wOS.ALCS.ExecSys.Executions[ exec ] then continue end ply.WOS_ExecutionWhitelists[ exec ] = true end end wOS.ALCS.Character:SendPlayerData( ply ) wOS.ALCS.ExecSys:SendWhitelists( ply ) end ) return true end function wOS.ALCS.Character.DataStore:SavePlayerData( ply ) if not ply then return false end if not ply.WOS_Preferences then return false end local steam64 = ply:SteamID64() local charid = wOS.ALCS:GetCharacterID( ply ) or 1 if charid < 1 then return end local TRANS = DATA:CreateTransaction() local exec = DATA:escape( ply.WOS_Preferences.Execution or "" ) local grip = DATA:escape( ply.WOS_Preferences.Grip or "Standard" ) local wield = ( ply.WOS_Preferences.Wield and 1 ) or 0 TRANS:Query( [[ INSERT INTO wos_saberpref (SteamID, Grip, Wield, Execution, CharID ) VALUES( ]] .. steam64 .. [[, ']] .. grip .. [[', ]] .. wield .. [[, ']] .. exec .. [[',']] .. charid .. [[' ) ON DUPLICATE KEY UPDATE Grip = ']] .. grip .. [[', Wield = ]] .. wield .. [[, Execution = ']] .. exec .. [[']] ) TRANS:Start( function(transaction, status, err) if (!status) then print("[MYSQL ERROR] " .. err) return end end ) return true end function wOS.ALCS.Character.DataStore:AddExecWhitelist( ply, exec ) if not ply then return end if not ply.WOS_ExecutionWhitelists then return end if not wOS.ALCS.ExecSys.Executions[ exec ] then return end local steam64 = ply:SteamID64() local charid = wOS.ALCS:GetCharacterID( ply ) or 1 if charid < 1 then return end DATA:RunQuery( [[ INSERT INTO wos_execwl (SteamID, Execution, CharID) VALUES( ']] .. steam64 .. [[',']] .. DATA:escape( exec ) .. [[', ']] .. charid .. [[') ON DUPLICATE KEY UPDATE CharID = ]] .. charid ) end function wOS.ALCS.Character.DataStore:RemoveExecWhitelist( ply, exec ) if not ply then return end if not ply.WOS_ExecutionWhitelists then return end if not wOS.ALCS.ExecSys.Executions[ exec ] then return end local steam64 = ply:SteamID64() local charid = wOS.ALCS:GetCharacterID( ply ) or 1 if charid < 1 then return end DATA:RunQuery( [[ DELETE FROM wos_execwl WHERE SteamID = ']] .. steam64 .. [[' AND CharID = ']] .. charid .. [[' AND Execution = ']] .. DATA:escape( exec ) .. [[']] ) end function wOS.ALCS.Character.DataStore:DeleteData( ply, charid ) if ply:IsBot() then return end local steam64 = ply:SteamID64() if charid < 1 then return end DATA:RunQuery( "DELETE FROM wos_saberpref WHERE SteamID = '" .. steam64 .. "' AND CharID = " .. charid ) DATA:RunQuery( "DELETE FROM wos_execwl WHERE SteamID = '" .. steam64 .. "' AND CharID = " .. charid ) end hook.Add("wOS.ALCS.PlayerLoadData", "wOS.ALCS.Character.LoadDataForChar", function( ply ) wOS.ALCS.Character.DataStore:LoadPlayerData( ply ) end ) hook.Add("wOS.ALCS.PlayerDeleteData", "wOS.ALCS.Char.DeleteDataForChar", function( ply, charid ) wOS.ALCS.Character.DataStore:DeleteData( ply, charid ) end )
local ffi = require("ffi") local noise = require("noise") local map = { scale = 1; dx = 0; dy = 0; sizeX = 64; sizeY = 64; elevation = ffi.new("float[64][64]") } -- generate noise for i = -1,1, 0.001 do print(noise(i, 0, 0)) end --[[ for x=0,map.sizeX-1 do for y=0,map.sizeY-1 do map.elevation[x][y] = noise(x/map.scale + map.dx, y/map.scale + map.dy,0) end end for x=1,map.sizeX-1 do for y=1,map.sizeY-1 do io.write(map.elevation[x][y], '..') end io.write("\n") end --]]
local skynet = require "skynet" local command = {} function command.PING(hello) return hello end function command.HELLO() skynet.sleep(100) return "hello" end function command.EXIT() skynet.exit() end function command.ERROR() error "throw an error" end skynet.start(function() skynet.dispatch("lua", function(session,addr, cmd, ...) skynet.ret(skynet.pack(command[cmd](...))) end) end)
--this = SceneNode() function destroy() end function create() return false end function update() return false end
-- This is a part of uJIT's testing suite. -- Copyright (C) 2020-2022 LuaVela Authors. See Copyright Notice in COPYRIGHT -- Copyright (C) 2015-2020 IPONWEB Ltd. See Copyright Notice in COPYRIGHT ujit.dump.bc()
local InputController = { --plugin = nil } function InputController:init(plugin) self.plugin = plugin end return InputController
--- --- Generated by EmmyLua(https://github.com/EmmyLua) --- Created by KK47. --- DateTime: 2019/9/9 22:36 --- ---练习3.1 以下哪些值是有效的数值常量?它们的值分别是多少? -- .0e12 有效 0.0 -- .e12 无效 '.' unexpected -- 0.0e 无效 malformed number near '0.0e' -- 0x12 有效 18 -- 0xABFG 无效 syntax error -- 0xA 有效 10 -- FFFF 无效 变量名 -- 0xFFFFFFFF 有效 4294967295 -- 0x 无效 syntax error -- 0x1P10 有效 1024.0 -- 0.1e1 有效 1.0 -- 0x0.1p1 有效 0.125 ---练习3.2 解释下列表达式之所以得出相应结果的原因。(注意:整型算术运算总是会回环) print(math.maxinteger * 2) -- => maxinteger + (maxinteger + 1) - 1 => maxinteger + mininteger - 1 => -1 + -1 => -2 print(math.mininteger * 2) -- => mininteger + (mininteger - 1) + 1 => mininteger + maxinteger + 1 => -1 + 1 => 0 print(math.maxinteger * math.maxinteger) -- => maxinteger * (mininteger - 1) => mininteger - maxinteger => 1 print(math.mininteger * math.mininteger) -- => mininteger * (maxinteger + 1) => mininteger + mininteger => 0 ---练习3.3 下列代码的输出结果是什么? for i = -10, 10 do print(i , i % 3) end -- 太长就不贴出来了 运行下即可 -- 注意 : Lua的取整除法向负无穷取整 -- 比如 -10 // 3 等于 -4 而不是 -3 -- 所以 -10 % 3 等于 2 而不是 -1 --若要得到与C++等语言一样的结果请使用 math.fmod ---练习3.4 表达式2^3^4的值是什么?表达式2^-3^4呢? print(2^3^4) -- 2.4178516392293e+024 print(2^-3^4) -- 4.1359030627651e-025 ---练习3.5 当分母是10的整数次幂时,数值 12.7 与表达式 127/10 相等。能否认为当分母是2的整数次幂时,这是一种通用规律? 对于数值 5.5 情况又会怎样? --PS : 这翻译让我懵了下 看了英文版,意思是问你能把12.7表达为以 2 的整数次幂为分母的分数吗?5.5也可以吗? --答案是可以得。 12.7 可以用 0x19.6666666666666p-1 表示,5.5 用 11/2 表示。 ---练习3.6 请编写一个通过高、母线与轴线的夹角来计算正圆锥体体积的函数。 local function CalculateConeVolume(h,fAngle) local r = h * math.tan( math.rad(fAngle)) return math.pi * (r^2) * h / 3 end print(CalculateConeVolume(1,60)) ---练习3.7 利用函数 math.random 编写一个生成遵循正态分布(高斯分布)的伪随机数发生器 --Box–Muller local function gaussian (average, variance) return math.sqrt(-2 * variance * math.log(math.random())) * math.cos(2 * math.pi * math.random()) + average end --平均值 local function mean (t) local sum = 0 for _, v in pairs(t) do sum = sum + v end return sum / #t end --标准差 local function std (t) local squares, avg = 0, mean(t) for _, v in pairs(t) do squares = squares + ((avg - v) ^ 2) end local variance = squares / #t return math.sqrt(variance) end --打印 local function showHistogram (t) local lo = math.ceil(math.min(table.unpack(t))) local hi = math.floor(math.max(table.unpack(t))) local hist, barScale = {}, 200 for i = lo, hi do hist[i] = 0 for k, v in pairs(t) do if math.ceil(v - 0.5) == i then hist[i] = hist[i] + 1 end end local n = math.ceil(hist[i] / #t * barScale) io.write(i .. "\t" .. string.rep('=', n)) print(" " .. hist[i]) end end --测试 local function normalDistribution() math.randomseed(os.time()) local t, average, variance = {}, 50, 10 for i = 1, 1000 do table.insert(t, gaussian(average, variance)) end print("Mean:", mean(t) .. ", expected " .. average) print("StdDev:", std(t) .. ", expected " .. math.sqrt(variance) .. "\n") showHistogram(t) end normalDistribution()
-------------------------------------------------------------------------------- -- The base class for all display objects. <br> -- To inherit MOAIPropUtil, you can use the convenience function. <br> -- To inherit EventDispatcher, you can use the event notification. <br> -- <br> -- Use the MOAIProp class. <br> -- By changing the M.MOAI_CLASS, you can change to another class. <br> -- See MOAIProp.<br> -- Base Classes => EventDispatcher, MOAIPropUtil<br> -------------------------------------------------------------------------------- -- import local class = require "hp/lang/class" local table = require "hp/lang/table" local EventDispatcher = require "hp/event/EventDispatcher" local MOAIPropUtil = require "hp/util/MOAIPropUtil" local PropertyUtil = require "hp/util/PropertyUtil" -- class local M = class(EventDispatcher, MOAIPropUtil) local MOAIPropInterface = MOAIProp.getInterfaceTable() -- constraints M.MOAI_CLASS = MOAIProp M.PRIORITY_PROPERTIES = { "texture", } -------------------------------------------------------------------------------- -- Instance generating functions.<br> -- Unlike an ordinary class, and based on the MOAI_CLASS.<br> -- To inherit this function is not recommended.<br> -- @param ... params. -- @return instance. -------------------------------------------------------------------------------- function M:new(...) local obj = self.MOAI_CLASS.new() table.copy(self, obj) EventDispatcher.init(obj) if obj.init then obj:init(...) end obj.new = nil obj.init = nil return obj end -------------------------------------------------------------------------------- -- The constructor. -------------------------------------------------------------------------------- function M:init(...) self._touchEnabled = true end -------------------------------------------------------------------------------- -- Set the name. -- @param name Object name.<br> -------------------------------------------------------------------------------- function M:setName(name) self.name = name end -------------------------------------------------------------------------------- -- Returns the name. -- @return Object name. -------------------------------------------------------------------------------- function M:getName() return self.name end -------------------------------------------------------------------------------- -- Sets the parent. -- @return parent object. -------------------------------------------------------------------------------- function M:getParent() return self._parent end -------------------------------------------------------------------------------- -- Sets the parent. -- @param parent parent -------------------------------------------------------------------------------- function M:setParent(parent) if parent == self:getParent() then return end -- remove if self._parent and self._parent.isGroup then self._parent:removeChild(self) end -- set MOAIPropInterface.setParent(self, parent) self._parent = parent -- add if parent and parent.isGroup then parent:addChild(self) end end -------------------------------------------------------------------------------- -- Set the parameter setter function. -- @param params Parameter is set to Object.<br> -------------------------------------------------------------------------------- function M:copyParams(params) if not params then return end -- copy priority properties local priorityParams = {} if self.PRIORITY_PROPERTIES then for i, v in ipairs(self.PRIORITY_PROPERTIES) do priorityParams[v] = params[v] params[v] = nil end PropertyUtil.setProperties(self, priorityParams, true) end -- priority properties PropertyUtil.setProperties(self, params, true) -- reset params if self.PRIORITY_PROPERTIES then for i, v in ipairs(self.PRIORITY_PROPERTIES) do params[v] = priorityParams[v] end end end -------------------------------------------------------------------------------- -- Set the MOAILayer instance. -------------------------------------------------------------------------------- function M:setLayer(layer) if self.layer == layer then return end if self.layer then self.layer:removeProp(self) end self.layer = layer if self.layer then layer:insertProp(self) end end -------------------------------------------------------------------------------- -- Returns the MOAILayer. -------------------------------------------------------------------------------- function M:getLayer() return self.layer end -------------------------------------------------------------------------------- -- Event Handler -------------------------------------------------------------------------------- function M:getNestLevel() local parent = self:getParent() if parent and parent.getNestLevel then return parent:getNestLevel() + 1 end return 1 end -------------------------------------------------------------------------------- -- Sets the touch enabled. -- @param value touch enabled. -------------------------------------------------------------------------------- function M:setTouchEnabled(value) self._touchEnabled = value end -------------------------------------------------------------------------------- -- Sets the touch enabled. -- @param value touch enabled. -------------------------------------------------------------------------------- function M:isTouchEnabled() return self._touchEnabled end -------------------------------------------------------------------------------- -- Dispose resourece. -------------------------------------------------------------------------------- function M:dispose() local parent = self:getParent() if parent and parent.isGroup then parent:removeChild(self) end self:setLayer(nil) end -------------------------------------------------------------------------------- -- If the object will collide with the screen, it returns true.<br> -- TODO:If you are rotating, it will not work. -- @param prop MOAIProp object -- @return If the object is a true conflict -------------------------------------------------------------------------------- function M:hitTestObject(prop) local worldX, worldY = prop:getWorldLoc() local x, y = prop:getLoc() local diffX, diffY = worldX - x, worldY - y local left, top = MOAIPropUtil.getLeft(prop) + diffX, MOAIPropUtil.getTop(prop) + diffY local right, bottom = MOAIPropUtil.getRight(prop) + diffX, MOAIPropUtil.getBottom(prop) + diffY if self:inside(left, top, 0) then return true end if self:inside(right, top, 0) then return true end if self:inside(left, bottom, 0) then return true end if self:inside(right, bottom, 0) then return true end return false end -------------------------------------------------------------------------------- -- If the object will collide with the screen, it returns true.<br> -- @param screenX x of screen -- @param screenY y of screen -- @param screenZ (option)z of screen -- @return If the object is a true conflict -------------------------------------------------------------------------------- function M:hitTestScreen(screenX, screenY, screenZ) assert(self.layer) screenZ = screenZ or 0 local worldX, worldY, worldZ = self.layer:wndToWorld(screenX, screenY, screenZ) return self:inside(worldX, worldY, worldZ) end -------------------------------------------------------------------------------- -- If the object will collide with the world, it returns true.<br> -- @param worldX world x of layer -- @param worldY world y of layer -- @param worldZ (option)world z of layer -- @return If the object is a true conflict -------------------------------------------------------------------------------- function M:hitTestWorld(worldX, worldY, worldZ) worldZ = worldZ or 0 return self:inside(worldX, worldY, worldZ) end return M
LibRoot.Sqlite = SrcDir() .. "r0.data/sqlite3" -- ============================================================================== ModuleRefInclude["sqlite3"] = function() includedirs { LibRoot.Sqlite, } defines { "SQLITE_ENABLE_FTS5", "SQLITE_ENABLE_JSON1" } end -- ============================================================================== project "r0-sqlite3" kind "StaticLib" language "C" SetDefaultBuildConfiguration() SetDefaultOutputDirectories("r0") ModuleRefInclude["sqlite3"]() files { LibRoot.Sqlite .. "/**.c", LibRoot.Sqlite .. "/**.h", } ModuleRefLink["sqlite3"] = function() links { "r0-sqlite3" } end
local PackageManager = require 'packagemanager/init' local xrc = require 'packagemanager-gui/xrc' local utils = require 'packagemanager-gui/utils' local Event = require 'packagemanager-gui/Event' local MainView = require 'packagemanager-gui/MainView' local Timer = require 'packagemanager-gui/Timer' local UpdateTimer = require 'packagemanager-gui/UpdateTimer' local StatusBarPresenter = require 'packagemanager-gui/StatusBarPresenter' local PackageListPresenter = require 'packagemanager-gui/PackageListPresenter' local RequirementListPresenter = require 'packagemanager-gui/RequirementListPresenter' local ChangeListPresenter = require 'packagemanager-gui/ChangeListPresenter' local RepositoryListPresenter = require 'packagemanager-gui/RepositoryListPresenter' local MainPresenter = {} MainPresenter.__index = MainPresenter function MainPresenter:updateRepositoryIndices() local tasks = PackageManager.updateRepositoryIndices() local function update() local completedTaskCount = 0 for _, task in ipairs(tasks) do if task.status == 'complete' or task.status == 'failure' then completedTaskCount = completedTaskCount + 1 end end self.statusBarPresenter:setMessage('indices', string.format('Downloading repository indices %d/%d ...', completedTaskCount, #tasks)) if completedTaskCount == #tasks then self.statusBarPresenter:setMessage('indices', nil) PackageManager.buildPackageDB() self.packageDbUpdated() end end local function completeAndUpdate() self.updateTimer:removeUser() update() end local function failAndUpdate( task ) self.updateTimer:removeUser() update() error(task.error, 0) end if #tasks > 0 then for _, task in ipairs(tasks) do self.updateTimer:addUser() task.events.downloadStarted = update task.events.complete = completeAndUpdate task.events.fail = failAndUpdate task:start() end update() else PackageManager.buildPackageDB() self.packageDbUpdated() end end function MainPresenter:destroy() self.statusBarPresenter:destroy() self.packageListPresenter:destroy() self.requirementListPresenter:destroy() self.changeListPresenter:destroy() self.repositoryListPresenter:destroy() self.updateTimer:destroy() self.view:destroy() end return function( view ) local self = setmetatable({}, MainPresenter) self.view = view Timer.defaultWindow = view.frame self.packageDbUpdated = Event() self.updateTimer = UpdateTimer() self.statusBarPresenter = StatusBarPresenter(view.statusBarView) self.requirementListPresenter = RequirementListPresenter(view.requirementListView) self.repositoryListPresenter = RepositoryListPresenter(view.repositoryListView, self) self.changeListPresenter = ChangeListPresenter(view.changeListView, self.requirementListPresenter, self.packageDbUpdated, self.statusBarPresenter, view, self.updateTimer) self.packageListPresenter = PackageListPresenter(view.packageListView, self.requirementListPresenter, self.changeListPresenter, self.packageDbUpdated, view) self:updateRepositoryIndices() return self end
include('shared.lua') ENT.OrigMat = "" function ENT:Initialize() self.Entity:StartMotionController() self.Entity:AddToMotionController(self.Entity:GetPhysicsObject()) end function ENT:Think() if !self.OrigMat then self.OrigMat = self.Entity:GetMaterial() end end function ENT:Draw() local myteam = self:GetTeam() local fraction = self:GetHealthScalar() self.Entity:SetMaterial(self.OrigMat) if self:GetOOB() == 1 then self.Entity:SetMaterial("models/wireframe") end self:DrawModel() end function ENT:OnRemove() end
local lspconfig = require("lspconfig") local on_attach = function(client, bufnr) local function buf_set_keymap(...) vim.api.nvim_buf_set_keymap(bufnr, ...) end local function buf_set_option(...) vim.api.nvim_buf_set_option(bufnr, ...) end buf_set_option("omnifunc", "v:lua.vim.lsp.omnifunc") -- Mappings local opts = {noremap = true, silent = true} -- See `:help vim.lsp.*` for documentation on any of the below functions buf_set_keymap("n", "gD", "<Cmd>lua vim.lsp.buf.declaration()<CR>", opts) buf_set_keymap("n", "gd", "<Cmd>lua vim.lsp.buf.definition()<CR>", opts) buf_set_keymap("n", "K", "<Cmd>lua vim.lsp.buf.hover()<CR>", opts) buf_set_keymap("n", "gi", "<cmd>lua vim.lsp.buf.implementation()<CR>", opts) -- C-k conflicts with tmux split navigation -- buf_set_keymap('n', '<C-k>', '<cmd>lua vim.lsp.buf.signature_help()<CR>', opts) buf_set_keymap("n", "<leader>wa", "<cmd>lua vim.lsp.buf.add_workspace_folder()<CR>", opts) buf_set_keymap("n", "<leader>wr", "<cmd>lua vim.lsp.buf.remove_workspace_folder()<CR>", opts) buf_set_keymap("n", "<leader>wl", "<cmd>lua print(vim.inspect(vim.lsp.buf.list_workspace_folders()))<CR>", opts) buf_set_keymap("n", "<leader>D", "<cmd>lua vim.lsp.buf.type_definition()<CR>", opts) buf_set_keymap("n", "<leader>rn", "<cmd>lua vim.lsp.buf.rename()<CR>", opts) buf_set_keymap("n", "<leader>ca", "<Cmd>lua vim.lsp.buf.code_action()<CR>", opts) buf_set_keymap("n", "gr", "<cmd>lua vim.lsp.buf.references()<CR>", opts) buf_set_keymap("n", "[d", "<cmd>lua vim.lsp.diagnostic.goto_prev()<CR>", opts) buf_set_keymap("n", "]d", "<cmd>lua vim.lsp.diagnostic.goto_next()<CR>", opts) buf_set_keymap("n", "<leader>q", "<cmd>lua vim.diagnostic.setloclist()<CR>", opts) -- Set some keybinds conditional on server capabilities if client.resolved_capabilities.document_formatting then buf_set_keymap("n", "<leader>;", "<cmd>lua vim.lsp.buf.formatting()<CR>", opts) elseif client.resolved_capabilities.document_range_formatting then buf_set_keymap("n", "<leader>;", "<cmd>lua vim.lsp.buf.range_formatting()<CR>", opts) end -- Set autocommands conditional on server_capabilities if client.resolved_capabilities.document_highlight then vim.api.nvim_exec( [[ hi LspReferenceRead cterm=bold ctermbg=red guibg=DarkSlateGray hi LspReferenceText cterm=bold ctermbg=red guibg=DarkSlateGray hi LspReferenceWrite cterm=bold ctermbg=red guibg=DarkSlateGray hi LspDiagnosticsDefaultHint ctermbg=grey guifg=Grey30 guibg=DarkSlateGray hi DiagnosticError guifg=White augroup lsp_document_highlight autocmd! * <buffer> autocmd CursorHold <buffer> lua vim.lsp.buf.document_highlight() autocmd CursorMoved <buffer> lua vim.lsp.buf.clear_references() augroup END ]], false ) end -- require"lsp_signature".on_attach() end -- Use a loop to conveniently both setup defined servers -- and map buffer local keybindings when the language server attaches local servers = {"bashls", "cssls", "html", "jsonls", "pyright", "tsserver", "vimls"} local lspsettings = {} for _, lsp in ipairs(servers) do local module = lspconfig[lsp] if module then module.setup { on_attach = on_attach, flags = { debounce_text_changes = 150 }, settings = lspsettings[lsp] } else print("Can't set up LSP for" .. lsp) end end
-- a basic tattooshop implementation local Tunnel = module("vrp", "lib/Tunnel") local Proxy = module("vrp", "lib/Proxy") vRPts = {} vRP = Proxy.getInterface("vRP") vRPclient = Tunnel.getInterface("vRP","vrp_tattoos") TSclient = Tunnel.getInterface("vrp_tattoos","vrp_tattoos") Tunnel.bindInterface("vrp_tattoos",vRPts) local Lang = module("vrp", "lib/Lang") local lcfg = module("vrp", "cfg/base") local lang = Lang.new(module("vrp", "cfg/lang/"..lcfg.lang) or {}) local cfg = module("vrp_tattoos", "cfg/tattoos") local tattooshop_menus = {} function vRPts.addTattoo(user_id, tattoo, store) local player = vRP.getUserSource({user_id}) if player ~= nil then TSclient.drawTattoo(player,{tattoo,store}) vRP.getUData({user_id,"vRP:tattoos",function(value) local tattoos = json.decode(value) if tattoos == nil then tattoos = {} end tattoos[tattoo] = store vRP.setUData({user_id,"vRP:tattoos",json.encode(tattoos)}) end}) end end -- build tattooshop menus for shop,tattoos in pairs(cfg.tattoos) do local tattooshop_menu = { name="Tatovør", css={top = "75px", header_color="rgba(255,0,0,0.75)"} } -- build tattooshop items local kitems = {} -- item choice local tattoshop_choice = function(player,choice) local tattoo = kitems[choice][1] local price = kitems[choice][2] if tattoo then local user_id = vRP.getUserId({player}) local owned = false if tattoo == "CLEAR" then -- get player weapons to not rebuy the body -- payment if user_id ~= nil and vRP.tryFullPayment({user_id,price}) then TSclient.cleanPlayer(player,{}) TriggerEvent("vRP:cloakroom:update", player) vRP.setUData({user_id,"vRP:tattoos",json.encode({})}) TriggerClientEvent("pNotify:SendNotification", player,{text = {lang.money.paid({price})}, type = "success", queue = "global", timeout = 4000, layout = "centerRight",animation = {open = "gta_effects_fade_in", close = "gta_effects_fade_out"},killer = true}) else TriggerClientEvent("pNotify:SendNotification", player,{text = {lang.money.not_enough()}, type = "error", queue = "global", timeout = 4000, layout = "centerRight",animation = {open = "gta_effects_fade_in", close = "gta_effects_fade_out"},killer = true}) end else -- get player tattoos to not rebuy vRP.getUData({user_id,"vRP:tattoos",function(value) local tattoos = json.decode(value) if tattoos ~= nil then for k,v in pairs(tattoos) do if k == tattoo then owned = true end end end if not owned then -- payment if user_id ~= nil and vRP.tryFullPayment({user_id,price}) then vRPts.addTattoo(user_id, tattoo, shop) TriggerClientEvent("pNotify:SendNotification", player,{text = {lang.money.paid({price})}, type = "success", queue = "global", timeout = 4000, layout = "centerRight",animation = {open = "gta_effects_fade_in", close = "gta_effects_fade_out"},killer = true}) else TriggerClientEvent("pNotify:SendNotification", player,{text = {lang.money.not_enough()}, type = "error", queue = "global", timeout = 4000, layout = "centerRight",animation = {open = "gta_effects_fade_in", close = "gta_effects_fade_out"},killer = true}) end else TriggerClientEvent("pNotify:SendNotification", player,{text = "Du har allerede denne tattoo", type = "error", queue = "global", timeout = 4000, layout = "centerRight",animation = {open = "gta_effects_fade_in", close = "gta_effects_fade_out"},killer = true}) end end}) end end end -- add item options for k,v in pairs(tattoos) do if k ~= "_config" then -- ignore config property kitems[v[1]] = {k,math.max(v[2],0)} -- idname/price tattooshop_menu[v[1]] = {tattoshop_choice,v[3]} -- add description end end tattooshop_menus[shop] = tattooshop_menu end local function build_client_tattooshops(source) local user_id = vRP.getUserId({source}) if user_id ~= nil then for k,v in pairs(cfg.shops) do local shop,x,y,z,hidden = table.unpack(v) local group = cfg.tattoos[shop] local menu = tattooshop_menus[shop] if group and menu then local gcfg = group._config local function tattooshop_enter() local user_id = vRP.getUserId({source}) if user_id ~= nil and vRP.hasPermissions({user_id,gcfg.permissions or {}}) then vRP.openMenu({source,menu}) end end local function tattooshop_leave() vRP.closeMenu({source}) end if hidden == true then vRPclient.addMarker(source,{x,y,z-0.87,0.7,0.7,0.5,0,255,125,125,150}) vRP.setArea({source,"vRP:tattooshop"..k,x,y,z,1,1.5,tattooshop_enter,tattooshop_leave}) else vRPclient.addBlip(source,{x,y,z,gcfg.blipid,gcfg.blipcolor,"Tatovør"}) vRPclient.addMarker(source,{x,y,z-0.87,0.7,0.7,0.5,0,255,125,125,150}) vRP.setArea({source,"vRP:tattooshop"..k,x,y,z,1,1.5,tattooshop_enter,tattooshop_leave}) end end end end end AddEventHandler("vRP:playerSpawn",function(user_id, source, first_spawn) if first_spawn then build_client_tattooshops(source) SetTimeout(31000,function() -- increase this if you have problems with tattoos not saving on login has to be >31000 vRP.getUData({user_id,"vRP:tattoos",function(value) local tattoos = json.decode(value) if tattoos ~= nil then for k,v in pairs(tattoos) do TSclient.drawTattoo(source,{k,v}) end end end}) end) else SetTimeout(16000,function() -- increase this if you have problems with tattoos not saving after death has to be >16000 vRP.getUData({user_id,"vRP:tattoos",function(value) local tattoos = json.decode(value) if tattoos ~= nil then for k,v in pairs(tattoos) do TSclient.drawTattoo(source,{k,v}) end end end}) end) end end)
require('lspconfig').texlab.setup{ on_attach = require('plugs.nvim-lspconfig').on_attach }
return { mine_medium = { areaofeffect = 150, craterboost = 0, cratermult = 0, edgeeffectiveness = 0.6, explosiongenerator = "custom:FLASHMEDIUMBUILDING", impulseboost = 0, name = "MediumMine", range = 480, reloadtime = 3, soundhit = "xplomed1", soundstart = "largegun", weaponvelocity = 250, damage = { default = 750, minelayers = 20, mines = 1, }, }, }
yatm_fluid_pipes:require("nodes/inserter_fluid_pipe.lua") yatm_fluid_pipes:require("nodes/extractor_fluid_pipe.lua") yatm_fluid_pipes:require("nodes/transporter_fluid_pipe.lua")
function onStart() STATS = {} STATS.thread = MOAICoroutine.new() local nIdx = 0 local node = {0} local action = {0} local sim = {0} local render = {0} local buffer = 10 STATS.thread:run( function() while true do local _, a, n, s, r = MOAISim.getPerformance() nIdx = (nIdx + 1) % buffer action[nIdx + 1] = a node[nIdx + 1] = n sim[nIdx + 1] = s render[nIdx + 1] = r local nodeMgrTime = 0 local actionTreeTime = 0 local simTime = 0 local renderTime = 0 for i = 1, #action do nodeMgrTime = nodeMgrTime + node[i] actionTreeTime = actionTreeTime + action[i] simTime = simTime + sim[i] renderTime = renderTime + render[i] end STATS.nodeMgr = 1000 * nodeMgrTime / buffer STATS.actionTree = 1000 * actionTreeTime / buffer STATS.simTime = 1000 * simTime / buffer STATS.renderTime = 1000 * renderTime / buffer coroutine.yield() end end ) end function onStats() local fps = MOAISim.getPerformance() local drawcalls = MOAIGfxDevice.getFrameBuffer():getPerformanceDrawCount() local luaCount = MOAISim.getLuaObjectCount() local mem = MOAISim.getMemoryUsage() local lua, texture = mem.lua, mem.texture local node = STATS and STATS.nodeMgr or 0 local action = STATS and STATS.actionTree or 0 local sim = STATS and STATS.simTime or 0 local render = STATS and STATS.renderTime or 0 return math.round(fps, 0.1), drawcalls, luaCount, lua, texture, math.round(node, 0.01), math.round(action, 0.01), math.round(sim, 0.01), math.round(render, 0.01) end function onStop() if STATS and STATS.thread then STATS.thread:stop() STATS.thread = nil end end
place = {"pravu", "polupravu", "duž"}
-- Copyright (c) 2020 Trevor Redfern -- -- This software is released under the MIT License. -- https://opensource.org/licenses/MIT local component = require "moonpie.ui.components.component" component("p", function(props) local txt if type(props) == "string" then txt = props else txt = props.text end return { component.text({ text = txt }) } end)
local Controller = require 'charon.Controller' local test = {} -- Mock local env = {} env.requestMethod = function() return 'GET' end env.queryString = function() return '' end test.should_return_http_status_500_if_errors = function() local c = Controller.new{ _env = env } local object = { id = 1, name = 'John' } local status, headers, body = c:render({ output = 'json', value = object }) assert( status == 200 ) end test.should_return_http_header_application_json = function() local c = Controller.new{ _env = env } local object = { id = 1, name = 'John' } local status, headers, body = c:render({ output = 'json', value = object }) assert( headers[1] == 'Content-Type: application/json; charset=UTF-8', headers[1] ) end test.should_return_http_body_encoded_json = function() local c = Controller.new{ _env = env } local object = { id = 1, name = 'John' } local status, headers, body = c:render({ output = 'json', value = object }) assert( body == [[{"name":"John","id":1}]], body ) end test.should_return_with_json_callback = function() env.queryString = function() return 'json_callback=mycallback' end local c = Controller.new{ _env = env } local object = { id = 1, name = 'John' } local status, headers, body = c:render({ output = 'json', value = object }) assert( body == [[mycallback({"name":"John","id":1})]], body ) end return test
local Module = {} function Module.GetPointOnPath(nodeList, progress) -- catmull-rom cubic hermite interpolation if progress == 1 then return nodeList[#nodeList] end local index1 = math.floor(1 + progress * (#nodeList - 1)) local index2 = index1 + 1 local point1 = nodeList[index1] local point2 = nodeList[index2] if(not point1 or not point2) then return end local tangent1 = (point2 - nodeList[math.max(1, index1 - 1)]) / 2 local tangent2 = (nodeList[math.min(#nodeList, index1 + 2)] - point1) / 2 local alpha = (progress * (#nodeList - 1)) % 1 local h1 = 2*alpha^3 - 3*alpha^2 + 1 local h2 = -2*alpha^3 + 3*alpha^2 local h3 = alpha^3 - 2*alpha^2 + alpha local h4 = alpha^3 - alpha^2 return h1*point1 + h2*point2 + h3*tangent1 + h4*tangent2, index1 end function Module.GetSplinePositions(group, camera, numberOfSegments) local referencePositions = {} for index, point in pairs(group:GetChildren()) do if(index == 1) then if((camera:GetWorldPosition() - point:GetWorldPosition()).size >= 1) then table.insert(referencePositions, camera:GetWorldPosition()) table.insert(referencePositions, point:GetWorldPosition()) else table.insert(referencePositions, point:GetWorldPosition()) end else table.insert(referencePositions, point:GetWorldPosition()) end end for i,v in pairs(referencePositions) do print(i,v) end local positions = {} for index = 1, numberOfSegments do table.insert(positions, GetPointOnPath(referencePositions, index/numberOfSegments)) end return positions end return Module
local PLUGINGUI_INPUT_CAPTURER_ZINDEX = 100000 local SLIDER_HEIGHT = 36 local KNOB_HEIGHT = 44 local UserInputService = game:GetService("UserInputService") local SliderRoot = script.Parent local CoreRoot = SliderRoot.Parent local UIBloxRoot = CoreRoot.Parent local Packages = UIBloxRoot.Parent local Roact = require(Packages.Roact) local Cryo = require(Packages.Cryo) local t = require(Packages.t) local Gamepad = require(Packages.RoactGamepad) local ImageSetComponent = require(CoreRoot.ImageSet.ImageSetComponent) local lerp = require(UIBloxRoot.Utility.lerp) local UIBloxConfig = require(UIBloxRoot.UIBloxConfig) local CursorKind = require(UIBloxRoot.App.SelectionImage.CursorKind) local withSelectionCursorProvider = require(UIBloxRoot.App.SelectionImage.withSelectionCursorProvider) local DPAD_INITIAL_MOVE_INTERVAL = 0.5 local STICK_INITIAL_MOVE_INTERVAL = 0.2 local STICK_MOVE_DEADZONE = 0.2 local DPAD_SPEED = 8 -- In increments per second local STICK_SPEED = 12 -- In increments per second local GenericSlider = Roact.PureComponent:extend("GenericSlider") GenericSlider.validateProps = t.strictInterface({ --value of the first knob if the slider has two knobs, otherwise value of the only knob lowerValue = t.number, --value of the second knob if the slider has two knobs upperValue = t.optional(t.number), min = t.number, max = t.number, stepInterval = t.numberPositive, isDisabled = t.optional(t.boolean), onValueChanged = t.callback, --drag start function for first knob if the slider has two knobs, otherwise function for only knob onDragStartLower = t.optional(t.callback), --drag start function of the second knob if the slider has two knobs onDragStartUpper = t.optional(t.callback), onDragEnd = t.optional(t.callback), trackImage = t.union(t.string, t.table), -- Allow bindings for style props trackColor = t.union(t.Color3, t.table), trackTransparency = t.union(t.number, t.table), trackSliceCenter = t.optional(t.Rect), trackFillImage = t.union(t.string, t.table), trackFillColor = t.union(t.Color3, t.table), trackFillTransparency = t.union(t.number, t.table), trackFillSliceCenter = t.optional(t.Rect), knobImage = t.union(t.string, t.table), --knob color value of the first knob if the slider has two knobs, otherwise value of the only knob knobColorLower = t.union(t.Color3, t.table), --knob color value of the second knob if the slider has two knobs knobColorUpper = t.optional(t.union(t.Color3, t.table)), knobTransparency = t.union(t.number, t.table), knobImagePadding = t.optional(t.numberMin(0)), knobShadowImage = t.union(t.string, t.table), --knob shadow transparency value of the first knob if the slider has two knobs, otherwise value of the only knob knobShadowTransparencyLower = t.union(t.number, t.table), --knob shadow transparency value of the second knob if the slider has two knobs knobShadowTransparencyUpper = t.optional(t.union(t.number, t.table)), width = t.optional(t.UDim), position = t.optional(t.UDim2), anchorPoint = t.optional(t.Vector2), layoutOrder = t.optional(t.integer), imageButtonRef = t.optional(t.table), NextSelectionUp = t.optional(t.table), NextSelectionDown = t.optional(t.table), focusController = t.optional(t.table), }) GenericSlider.defaultProps = { width = UDim.new(1, 0), knobImagePadding = 0, } function GenericSlider:init() self.rootRef = self.props.imageButtonRef or Roact.createRef() self.lowerKnobRef = Roact.createRef() self.upperKnobRef = Roact.createRef() self.moveDirection = 0 self.lowerKnobDrag = false self.upperKnobDrag = false self.totalMoveTime = 0 self.isFirstMove = true self.unhandledTime = 0 self.state = { lowerKnobIsSelected = false, upperKnobIsSelected = false, } end function GenericSlider:onMoveStep(inputObjects, delta) if not (self.state.lowerKnobIsSelected or self.state.upperKnobIsSelected) then return end local stickInput = inputObjects[Enum.KeyCode.Thumbstick1].Position local usingStick = stickInput.Magnitude > STICK_MOVE_DEADZONE local increments = 0 local initialMoveInterval, moveDirection, speed self.totalMoveTime = self.totalMoveTime + delta if usingStick then moveDirection = stickInput.x > 0 and 1 or -1 initialMoveInterval = STICK_INITIAL_MOVE_INTERVAL speed = STICK_SPEED else local leftMovement = inputObjects[Enum.KeyCode.DPadLeft].UserInputState == Enum.UserInputState.Begin and -1 or 0 local rightMovement = inputObjects[Enum.KeyCode.DPadRight].UserInputState == Enum.UserInputState.Begin and 1 or 0 moveDirection = leftMovement + rightMovement initialMoveInterval = DPAD_INITIAL_MOVE_INTERVAL speed = DPAD_SPEED end if moveDirection ~= 0 then -- Process input for the first button press if self.isFirstMove then self.isFirstMove = false self.totalMoveTime = 0 self.unhandledTime = 0 increments = 1 -- Process input if enough time has passed. elseif self.totalMoveTime > initialMoveInterval then -- How much of delta time that was in the first interval local initialIntervalOverlap = math.max(initialMoveInterval - self.totalMoveTime - delta, 0) local timeToHandle = delta - initialIntervalOverlap + self.unhandledTime increments = math.floor(speed * timeToHandle) self.unhandledTime = timeToHandle - increments / speed else -- Period between first move and subsequent moves increments = 0 self.unhandledTime = 0 end else self.totalMoveTime = 0 self.isFirstMove = true end if increments > 0 then self:processGamepadInput(moveDirection, increments) end end function GenericSlider:processGamepadInput(polarity, increments) if self:hasTwoKnobs() then self:processTwoKnobGamepadInput(polarity, increments) else self:processOneKnobGamepadInput(polarity, increments) end end function GenericSlider:processTwoKnobGamepadInput(polarity, increments) local stepInterval = self.props.stepInterval * polarity local lowerValue = self.props.lowerValue local upperValue = self.props.upperValue --[[ If the knobs are overlapping, the gamepad may select either knob. Set the one that should be selected by the direction of the input. ]] if lowerValue == upperValue and not self.state.processingGamepad then if self.state.lowerKnobIsSelected and polarity == 1 and lowerValue ~= self.props.max then self:setState({ lowerKnobIsSelected = false, upperKnobIsSelected = true, processingGamepad = true, }) self.props.focusController.moveFocusTo(self.upperKnobRef) elseif self.state.upperKnobIsSelected and polarity == -1 and upperValue ~= self.props.min then self:setState({ lowerKnobIsSelected = true, upperKnobIsSelected = false, processingGamepad = true, }) self.props.focusController.moveFocusTo(self.lowerKnobRef) end elseif not self.state.processingGamepad then self:setState({ processingGamepad = true, }) end if self.state.lowerKnobIsSelected then local steppedValue = math.max(math.min(lowerValue + (stepInterval * increments), self.props.max), self.props.min) if steppedValue <= upperValue then lowerValue = steppedValue else lowerValue = upperValue end elseif self.state.upperKnobIsSelected then local steppedValue = math.max(math.min(upperValue + (stepInterval * increments), self.props.max), self.props.min) if steppedValue >= lowerValue then upperValue = steppedValue else upperValue = lowerValue end end if upperValue ~= self.props.upperValue or lowerValue ~= self.props.lowerValue then self.props.onValueChanged(lowerValue, upperValue) end end function GenericSlider:processOneKnobGamepadInput(polarity, increments) local stepInterval = self.props.stepInterval * polarity local lowerValue = self.props.lowerValue if self.state.lowerKnobIsSelected then lowerValue = math.max(math.min(lowerValue + (stepInterval * increments), self.props.max), self.props.min) end if lowerValue ~= self.props.lowerValue then self.props.onValueChanged(lowerValue) end end function GenericSlider:render() local knobIsSelected = self.state.lowerKnobIsSelected or self.state.upperKnobIsSelected local isTwoKnobs = self:hasTwoKnobs() local fillPercentLower = (self.props.lowerValue - self.props.min) / (self.props.max - self.props.min) local fillPercentUpper = isTwoKnobs and (self.props.upperValue - self.props.min) / (self.props.max - self.props.min) or nil local visibleSize = KNOB_HEIGHT - (self.props.knobImagePadding * 2) local positionOffsetLower = lerp(visibleSize / 2, -visibleSize / 2, fillPercentLower) local positionOffsetUpper = isTwoKnobs and lerp(visibleSize / 2, -visibleSize / 2, fillPercentUpper) or nil local knobPositionLower = UDim2.new(fillPercentLower, positionOffsetLower, 0.5, 0) local knobPositionUpper = isTwoKnobs and UDim2.new(fillPercentUpper, positionOffsetUpper, 0.5, 0) or nil local fillSize = isTwoKnobs and UDim2.fromScale(fillPercentUpper - fillPercentLower, 1) or UDim2.fromScale(fillPercentLower, 1) local selectedKnob = self.state.lowerKnobIsSelected or self.state.upperKnobIsSelected local imageSetComponent = UIBloxConfig.enableExperimentalGamepadSupport and Gamepad.Focusable[ImageSetComponent.Button] or ImageSetComponent.Button return withSelectionCursorProvider(function(getSelectionCursor) return Roact.createElement(imageSetComponent, { BackgroundTransparency = 1, AnchorPoint = self.props.anchorPoint, Size = UDim2.new(self.props.width.Scale, self.props.width.Offset, 0, SLIDER_HEIGHT), LayoutOrder = self.props.layoutOrder, Position = self.props.position, [Roact.Event.InputBegan] = function(rbx, inputObject) if self.props.isDisabled then return end self:onInputBegan(inputObject, false) end, [Roact.Ref] = self.rootRef, NextSelectionUp = (not selectedKnob) and self.props.NextSelectionUp or self.rootRef, NextSelectionDown = (not selectedKnob) and self.props.NextSelectionDown or self.rootRef, defaultChild = UIBloxConfig.enableExperimentalGamepadSupport and (self.props.upperValue ~= self.props.min and self.lowerKnobRef or self.upperKnobRef) or nil, onFocusLost = UIBloxConfig.enableExperimentalGamepadSupport and function() if self.state.lowerKnobIsSelected or self.state.upperKnobIsSelected then self:setState({ lowerKnobIsSelected = false, upperKnobIsSelected = false, }) end end or nil, }, { Track = Roact.createElement(ImageSetComponent.Label, { AnchorPoint = Vector2.new(0.5, 0.5), BackgroundTransparency = 1, ImageColor3 = self.props.trackColor, ImageTransparency = self.props.trackTransparency, Image = self.props.trackImage, Size = UDim2.new(1, 0, 0, 4), Position = UDim2.fromScale(0.5, 0.5), ScaleType = Enum.ScaleType.Slice, SliceCenter = self.props.trackSliceCenter, }, { TrackFill = Roact.createElement(ImageSetComponent.Label, { BackgroundTransparency = 1, ImageColor3 = self.props.trackFillColor, ImageTransparency = self.props.trackFillTransparency, Image = self.props.trackFillImage, Size = fillSize, Position = isTwoKnobs and UDim2.new(fillPercentLower, 0, 0, 0) or UDim2.new(0, 0, 0, 0), ScaleType = Enum.ScaleType.Slice, SliceCenter = self.props.trackFillSliceCenter, }) }), LowerKnob = Roact.createElement(imageSetComponent, { AnchorPoint = Vector2.new(0.5, 0.5), BackgroundTransparency = 1, ImageColor3 = self.props.knobColorLower, ImageTransparency = self.props.knobTransparency, Image = self.props.knobImage, Size = UDim2.fromOffset(KNOB_HEIGHT, KNOB_HEIGHT), Position = knobPositionLower, ZIndex = 3, inputBindings = UIBloxConfig.enableExperimentalGamepadSupport and { OnMoveStep = Gamepad.Input.onMoveStep(function(inputObjects, delta) self:onMoveStep(inputObjects, delta) end), SelectLowerKnob = Gamepad.Input.onBegin(Enum.KeyCode.ButtonA, function() self:setState(function(state) return { lowerKnobIsSelected = not state.lowerKnobIsSelected, processingGamepad = false, } end) end), UnselectLowerKnob = knobIsSelected and Gamepad.Input.onBegin(Enum.KeyCode.ButtonB, function() self:setState({ lowerKnobIsSelected = false, processingGamepad = false, }) end) or nil, } or nil, NextSelectionLeft = knobIsSelected and self.lowerKnobRef or nil, NextSelectionRight = (isTwoKnobs and not knobIsSelected and self.props.upperValue ~= self.props.lowerValue) and self.upperKnobRef or nil, NextSelectionUp = knobIsSelected and self.lowerKnobRef or nil, NextSelectionDown = knobIsSelected and self.lowerKnobRef or nil, SelectionImageObject = knobIsSelected and getSelectionCursor(CursorKind.SelectedKnob) or getSelectionCursor(CursorKind.UnselectedKnob), [Roact.Ref] = self.lowerKnobRef, [Roact.Event.InputBegan] = function(rbx, inputObject) if self.props.isDisabled then return end self:onInputBegan(inputObject, true) end, }), LowerKnobShadow = Roact.createElement(ImageSetComponent.Label, { AnchorPoint = Vector2.new(0.5, 0.5), BackgroundTransparency = 1, ImageTransparency = self.props.knobShadowTransparencyLower, Image = self.props.knobShadowImage, Size = UDim2.fromOffset(44, 44), Position = knobPositionLower, ZIndex = 2, }), UpperKnob = isTwoKnobs and Roact.createElement(imageSetComponent, { AnchorPoint = Vector2.new(0.5, 0.5), BackgroundTransparency = 1, ImageColor3 = self.props.knobColorUpper, ImageTransparency = self.props.knobTransparency, Image = self.props.knobImage, Size = UDim2.fromOffset(KNOB_HEIGHT, KNOB_HEIGHT), Position = knobPositionUpper, ZIndex = 3, NextSelectionLeft = (isTwoKnobs and not knobIsSelected and self.props.upperValue ~= self.props.lowerValue) and self.lowerKnobRef or nil, NextSelectionRight = knobIsSelected and self.upperKnobRef or nil, NextSelectionUp = knobIsSelected and self.upperKnobRef or nil, NextSelectionDown = knobIsSelected and self.upperKnobRef or nil, SelectionImageObject = knobIsSelected and getSelectionCursor(CursorKind.SelectedKnob) or getSelectionCursor(CursorKind.UnselectedKnob), [Roact.Ref] = self.upperKnobRef, [Roact.Event.InputBegan] = function(rbx, inputObject) if self.props.isDisabled then return end self:onInputBegan(inputObject, true) end, inputBindings = UIBloxConfig.enableExperimentalGamepadSupport and { OnMoveStep = Gamepad.Input.onMoveStep(function(inputObjects, delta) self:onMoveStep(inputObjects, delta) end), SelectUpperKnob = Gamepad.Input.onBegin(Enum.KeyCode.ButtonA, function() self:setState(function(state) return { upperKnobIsSelected = not state.upperKnobIsSelected, processingGamepad = false, } end) end), UnselectUpperKnob = knobIsSelected and Gamepad.Input.onBegin(Enum.KeyCode.ButtonB, function() self:setState({ upperKnobIsSelected = false, processingGamepad = false, }) end) or nil, } or nil, }), UpperKnobShadow = isTwoKnobs and Roact.createElement(ImageSetComponent.Label, { AnchorPoint = Vector2.new(0.5, 0.5), BackgroundTransparency = 1, ImageTransparency = self.props.knobShadowTransparencyUpper, Image = self.props.knobShadowImage, Size = UDim2.fromOffset(44, 44), Position = knobPositionUpper, ZIndex = 2, }), }) end) end function GenericSlider:didMount() local root = self.rootRef.current -- When didMount is first called we're still orphaned; we need to wait until -- we're in the DataModel before checking whether we can use UserInputService. -- Using a connection on AncestryChanged means we won't yield a frame to -- figure this out. local ancestryChangedConnection ancestryChangedConnection = root.AncestryChanged:Connect(function() if not root:IsDescendantOf(game) then return end ancestryChangedConnection:Disconnect() -- If we're mounted in a PluginGui, we cannot use UserInputService and we -- need to resort to less clean methods to capture mouse movements. self.canUseUserInputService = root:FindFirstAncestorWhichIsA("PluginGui") == nil end) end function GenericSlider:didUpdate() if self.props.disabled then self:stopListeningForDrag() end end function GenericSlider:willUnmount() self:stopListeningForDrag() end function GenericSlider:onInputBegan(inputObject, isKnob) if self.props.disabled then return end -- Old touch inputs can trigger onInputBegan when they first touch a GuiElement -- These are filtered by checking UserInputState if UIBloxConfig.genericSliderFilterOldTouchInputs and inputObject.UserInputState ~= Enum.UserInputState.Begin then return end local inputType = inputObject.UserInputType if inputType ~= Enum.UserInputType.MouseButton1 and inputType ~= Enum.UserInputType.Touch then return end if inputType == Enum.UserInputType.Touch and not isKnob then return end local position = inputObject.Position.X self:processDrag(position) self:startListeningForDrag() end function GenericSlider:startListeningForDrag() local root = self.rootRef.current if root == nil then return end if self.dragging then return end if self.canUseUserInputService then -- This is the nice clean path, where we can just use UserInputService to -- capture the mouse movements. We will use this path in all production -- cases (desktop, mobile, console, etc.) self.moveConnection = UserInputService.InputChanged:Connect(function(inputObject) -- We don't check whether the input was processed by something else -- because we don't care about it: when we move the mouse, we want to -- move the slider to match the movement, regardless of whether the -- mouse movement was processed by something else. if not self.dragging then return end local inputType = inputObject.UserInputType if inputType ~= Enum.UserInputType.MouseMovement and inputType ~= Enum.UserInputType.Touch then return end if inputObject.UserInputState ~= Enum.UserInputState.Change then return end self:processDrag(inputObject.Position.X) end) self.releaseConnection = UserInputService.InputEnded:Connect(function(inputObject) local inputType = inputObject.UserInputType if inputType ~= Enum.UserInputType.MouseButton1 and inputType ~= Enum.UserInputType.Touch then return end -- Stop listening for drag events before processing the input, since -- that involves a callback to the user of the slider. -- Only process one knob slider input because the two knob slider -- should not move if it is not being dragged (since the track is not clickable) -- and, therefore, should not process if the drag is ending self:stopListeningForDrag() self:processOneKnobDrag(inputObject.Position.X) end) -- If the window loses focus the user can release the mouse and we won't -- know about it, so the slider could get "stuck" to the mouse, even -- though the user has let go of the mouse button. To resolve this, we -- stop listening to events when we lose focus. self.focusLostConnection = UserInputService.WindowFocusReleased:Connect(function() self:stopListeningForDrag() end) else -- This is the ugly, scary path, where UserInputService isn't available to -- us and we have to cheat. In a PluginGui, UserInputService doesn't work; -- its events only fire in the main viewport. The only way, currently, to -- capture input like this is by creating a fake button at the top level -- so that it overlays everything, then listening to input events on that. -- This process is of less importance than the UserInputService connection -- above, because it will only be run when the slider is used in a -- Horsecat story or a similar environment. local pluginGui = root:FindFirstAncestorWhichIsA("PluginGui") local inputCapturer = Instance.new("ImageButton") inputCapturer.BackgroundTransparency = 1 inputCapturer.Image = "" inputCapturer.Name = "SliderPluginGuiInputCapturer" inputCapturer.Size = UDim2.new(1, 0, 1, 0) inputCapturer.ZIndex = PLUGINGUI_INPUT_CAPTURER_ZINDEX self.moveConnection = inputCapturer.MouseMoved:Connect(function(x) self:processDrag(x) end) self.releaseConnection = inputCapturer.MouseButton1Up:Connect(function(x) self:stopListeningForDrag() self:processOneKnobDrag(x) end) self.focusLostConnection = inputCapturer.MouseLeave:Connect(function(x) self:stopListeningForDrag() self:processOneKnobDrag(x) end) inputCapturer.Parent = pluginGui self.inputCapturerButton = inputCapturer end self.dragging = true if self.lowerKnobDrag and self.props.onDragStartLower ~= nil then self.props.onDragStartLower() end if self.upperKnobDrag and self.props.onDragStartUpper ~= nil then self.props.onDragStartUpper() end end function GenericSlider:getSteppedValue(x) local root = self.rootRef.current if root == nil then return 0 end local min = self.props.min local max = self.props.max local stepInterval = self.props.stepInterval local absoluteWidth = root.AbsoluteSize.X local relativeX = x - root.AbsolutePosition.X local clampedX = math.clamp(relativeX, 0, absoluteWidth) local fractional = clampedX / absoluteWidth local unsteppedValue = (fractional * (max - min)) + min return math.floor(unsteppedValue / stepInterval + 0.5) * stepInterval end function GenericSlider:processDrag(x) if self:hasTwoKnobs() then self:processTwoKnobDrag(x) else self:processOneKnobDrag(x) end end function GenericSlider:processOneKnobDrag(x) if self:hasTwoKnobs() then return end local steppedValue = self:getSteppedValue(x) self.lowerKnobDrag = true if steppedValue ~= self.props.lowerValue then self.props.onValueChanged(steppedValue) end end function GenericSlider:processTwoKnobDrag(x) local steppedValue = self:getSteppedValue(x) local lowerValue = self.props.lowerValue local upperValue = self.props.upperValue if not self.lowerKnobDrag and not self.upperKnobDrag then --Set which knob is being dragged (both if they are at the same position) if steppedValue == lowerValue then self.lowerKnobDrag = true end if steppedValue == upperValue then self.upperKnobDrag = true end elseif self.lowerKnobDrag and self.upperKnobDrag then --decides which knob to actually drag and change the value of when both are atop one another if steppedValue - self.props.stepInterval >= upperValue then self.upperKnobDrag = true self.lowerKnobDrag = false upperValue = steppedValue elseif steppedValue + self.props.stepInterval <= lowerValue then self.upperKnobDrag = false self.lowerKnobDrag = true lowerValue = steppedValue end elseif self.lowerKnobDrag then --drag the left knob (but not sofar as to surpass the right knob) if steppedValue <= upperValue then lowerValue = steppedValue end elseif self.upperKnobDrag then --drag the right knob (but not sofar as to surpass the left knob) if steppedValue >= lowerValue then upperValue = steppedValue end end if upperValue ~= self.props.upperValue or lowerValue ~= self.props.lowerValue then self.props.onValueChanged(lowerValue, upperValue) end end function GenericSlider:stopListeningForDrag() if self.moveConnection ~= nil then self.moveConnection:Disconnect() self.moveConnection = nil end if self.releaseConnection ~= nil then self.releaseConnection:Disconnect() self.releaseConnection = nil end if self.focusLostConnection ~= nil then self.focusLostConnection:Disconnect() self.focusLostConnection = nil end if self.inputCapturerButton ~= nil then self.inputCapturerButton:Destroy() self.inputCapturerButton = nil end self.dragging = false self.lowerKnobDrag = false self.upperKnobDrag = false if self.props.onDragEnd ~= nil then self.props.onDragEnd() end end function GenericSlider:hasTwoKnobs() return self.props.upperValue ~= nil end return Roact.forwardRef(function(props, ref) return Roact.createElement(GenericSlider, Cryo.Dictionary.join(props, { imageButtonRef = ref })) end)
local Stdin = {} function Stdin.new() return setmetatable({pos = 1, chars = {}, cmds = {}, cmdpos = 1}, {__index = Stdin}) end function Stdin:tostring() return table.concat(self.chars) end function Stdin:reset() self.chars = {} self.pos = 1 end function Stdin:deletechar(dir) local delpos = self.pos if dir < 0 then delpos = delpos - 1 end if delpos < 1 or delpos > #self.chars then return end table.remove(self.chars, delpos) if dir < 0 then self.pos = self.pos - 1 end end function Stdin:gochar(dir) if dir < 0 then self.pos = math.max(self.pos - 1, 1) else self.pos = math.min(self.pos + 1, #self.chars + 1) end end local function nextwordpos(str, pos) local _, _, pos = str:find("[%w_]+()", pos) if pos == nil then pos = str:len() + 1 end return pos end local function prevwordpos(str, pos) local pos = nextwordpos(str:reverse(), str:len() - pos + 2) - 1 return str:len() - pos + 1 end function Stdin:goword(dir) local fn = nextwordpos if dir < 0 then fn = prevwordpos end local pos = fn(self:tostring(), self.pos) self.pos = pos end function Stdin:delword(dir) if dir > 0 then local pos = nextwordpos(self:tostring(), self.pos) pos = pos - 1 for i = self.pos, pos do table.remove(self.chars, self.pos) end else local pos = prevwordpos(self:tostring(), self.pos) for i = pos, self.pos - 1 do table.remove(self.chars, pos) self.pos = self.pos - 1 end end end function Stdin:goline(dir) if dir < 0 then self.pos = 1 else self.pos = #self.chars + 1 end end function Stdin:killtoend() for i = self.pos, #self.chars do self.chars[i] = nil end end function Stdin:insertchar(char) table.insert(self.chars, self.pos, char) self.pos = self.pos + 1 end function Stdin:addcommand(cmd) self.partialcmd = nil -- redundant? table.insert(self.cmds, cmd) self.cmdpos = #self.cmds + 1 end function Stdin:maybesavecommand() if self.cmdpos == #self.cmds + 1 then self.partialcmd = self:tostring() end end function Stdin:usecurrenthistory() local partialcmd if self.cmdpos == #self.cmds + 1 then partialcmd = self.partialcmd else partialcmd = self.cmds[self.cmdpos] end self.chars = {} for i = 1, partialcmd:len() do local c = partialcmd:sub(i,i) table.insert(self.chars, c) end self.pos = #partialcmd + 1 end function Stdin:historynext() self.cmdpos = math.min(self.cmdpos + 1, #self.cmds + 1) self:usecurrenthistory() end function Stdin:historyprev() self:maybesavecommand() self.cmdpos = math.max(self.cmdpos - 1, 1) self:usecurrenthistory() end function Stdin:transposechar() if #self.chars < 2 or self.pos == 1 then return end local pos = self.pos if pos > #self.chars then pos = #self.chars end local tmp = self.chars[pos-1] self.chars[pos-1] = self.chars[pos] self.chars[pos] = tmp end repl = {} doc.repl = {__doc = [[ The REPL (Read-Eval-Print-Loop) is excellent for exploring and experiment with Hydra's API. It has most of the familiar readline-like keybindings, including C-b, C-f, M-b, M-f to navigate your text, C-p and C-n to browse command history, etc. Type `help` in the REPL for info on how to use the documentation system.]]} doc.repl.open = {"repl.open([opts]) -> textgrid", "Opens a new REPL; the `opts` parameter is an optional table with keys: inputcolor, stdoutcolor, resultcolor, backgroundcolor; these are 6-digit CSS-like hex strings."} function repl.open(opts) local win = textgrid.open() win:settitle("Hydra REPL") win:protect() local inputcolor = opts and opts.inputcolor or "00FF00" local backgroundcolor = opts and opts.backgroundcolor or "222222" local stdoutcolor = opts and opts.stdoutcolor or 'FF00FF' local resultcolor = opts and opts.resultcolor or '00FFFF' local scrollpos = 0 local stdout = {} local stdin = Stdin.new() local function printline(win, line, gridwidth, y) if line == nil then return end local chars = utf8.chars(line.str) for x = 1, math.min(#chars, gridwidth) do win:setchar(chars[x], x, y) if line.kind == 'input' then win:setcharfg(inputcolor, x, y) elseif line.kind == 'printed' then win:setcharfg(stdoutcolor, x, y) elseif line.kind == 'result' then win:setcharfg(resultcolor, x, y) end end end local function printscrollback() local size = win:getsize() for y = 1, math.min(#stdout, size.h) do printline(win, stdout[y + scrollpos], size.w, y) end local promptlocation = #stdout - scrollpos + 1 if promptlocation <= size.h then printline(win, {str = "> " .. stdin:tostring(), kind = 'input'}, size.w, promptlocation) win:setcharfg(backgroundcolor, 2 + stdin.pos, promptlocation) win:setcharbg(inputcolor, 2 + stdin.pos, promptlocation) end end local function restrictscrollpos() scrollpos = math.max(scrollpos, 0) scrollpos = math.min(scrollpos, #stdout) end local function redraw() win:setbg(backgroundcolor) win:setfg(inputcolor) win:clear() printscrollback() end local function ensurecursorvisible() local size = win:getsize() scrollpos = math.max(scrollpos, (#stdout+1) - size.h) end win.resized = redraw local function appendstdout(line, kind) line = line:gsub("\t", " ") table.insert(stdout, {str = line, kind = kind}) end local function receivedlog(str) appendstdout(str, 'printed') redraw() end local loghandler = logger.addhandler(receivedlog) function win.closed() logger.removehandler(loghandler) end local function runcommand() local command = stdin:tostring() stdin:reset() stdin:addcommand(command) appendstdout("> " .. command, 'input') local fn, errmsg = load("return " .. command) if not fn then -- parsing failed, try without return fn, errmsg = load(command) end local resultstr if fn then -- parsed okay, execute it local results = table.pack(pcall(fn)) local success = results[1] table.remove(results, 1) if success then for i = 1, results.n - 1 do results[i] = tostring(results[i]) end resultstr = table.concat(results, ", ") else resultstr = "error: " .. results[1] end else -- no fn, pass syntax error on resultstr = "syntax error: " .. errmsg end -- add each line separately for s in string.gmatch(resultstr, "[^\n]+") do appendstdout(s, 'result') end appendstdout("", 'result') end local function runprompt() runcommand() ensurecursorvisible() end local function delcharbackward() stdin:deletechar(-1) ensurecursorvisible() end local function delcharforward() stdin:deletechar(1) ensurecursorvisible() end local function scrollcharup() scrollpos = scrollpos - 1 restrictscrollpos() end local function scrollchardown() scrollpos = scrollpos + 1 restrictscrollpos() end local function gocharforward() stdin:gochar(1) ensurecursorvisible() end local function gocharbackward() stdin:gochar(-1) ensurecursorvisible() end local function gowordforward() stdin:goword(1) ensurecursorvisible() end local function gowordbackward() stdin:goword(-1) ensurecursorvisible() end local function delwordforward() stdin:delword(1) ensurecursorvisible() end local function delwordbackward() stdin:delword(-1) ensurecursorvisible() end local function golinefirst() stdin:goline(-1) ensurecursorvisible() end local function golinelast() stdin:goline(1) ensurecursorvisible() end local function killtoend(t) stdin:killtoend() ensurecursorvisible() end local function insertchar(t) stdin:insertchar(t.key) ensurecursorvisible() end local function historynext() stdin:historynext() ensurecursorvisible() end local function historyprev() stdin:historyprev() ensurecursorvisible() end local function transposechar() stdin:transposechar() ensurecursorvisible() end local mods = { none = 0, ctrl = 1, alt = 2, cmd = 4, shift = 8, } local keytable = { {"return", mods.none, runprompt}, {"tab", mods.none, function(t) end}, {"delete", mods.none, delcharbackward}, {"h", mods.ctrl, delcharbackward}, {"d", mods.ctrl, delcharforward}, {"p", mods.alt, scrollcharup}, {"n", mods.alt, scrollchardown}, {"p", mods.ctrl, historyprev}, {"n", mods.ctrl, historynext}, {"b", mods.ctrl, gocharbackward}, {"f", mods.ctrl, gocharforward}, {"b", mods.alt, gowordbackward}, {"f", mods.alt, gowordforward}, {"delete", mods.alt, delwordbackward}, {"w", mods.ctrl, delwordbackward}, {"d", mods.alt, delwordforward}, {"a", mods.ctrl, golinefirst}, {"e", mods.ctrl, golinelast}, {"k", mods.ctrl, killtoend}, {"t", mods.ctrl, transposechar}, {"left", mods.none, gocharbackward}, {"right", mods.none, gocharforward}, } function win.keydown(t) local mod = mods.none if t.ctrl then mod = bit32.bor(mod, mods.ctrl) end if t.alt then mod = bit32.bor(mod, mods.alt) end if t.cmd then mod = bit32.bor(mod, mods.cmd) end if t.shift then mod = bit32.bor(mod, mods.shift) end local fn for _, maybe in pairs(keytable) do if t.key == maybe[1] and mod == maybe[2] then fn = maybe[3] break end end if fn == nil and mod == mods.none or mod == mods.shift then fn = insertchar end if fn then fn(t) end redraw() end redraw() win:focus() return win end -- I'm sorry. I'm sorry for writing such ugly code. I know it's a mess. I've always known. But it /works/.
local Animation = require 'prefabs/player/playeranimstate' local State = {} local DASH_DISTANCE = 60 local DASH_SPEED = 300 local function get_move_dir() local move_x = Input:keydown('d') - Input:keydown('a') local move_y = Input:keydown('s') - Input:keydown('w') return Vec2(move_x, move_y) end State.MOVING = { init = function(self, player) player:switch_anim(Animation.MOVE) end, update = function(self, player, dt) local movedir = get_move_dir() if movedir.x == 0 and movedir.y == 0 then player:switch_state(State.IDLE) return end local velocity = movedir:with_mag(player.speed * dt) player:move(velocity) end, switch = function(self, player, state) player:set_state(state) end } State.DASHING = { dash_dist = DASH_DISTANCE, init = function(self, player) player.dash_particles:configure({ particle_velocity = player.dash_dir:with_mag(-20), particle_vel_randomness = 1, particle_life = 1, radius = 10 }) end, update = function(self, player, dt) local velocity = player.dash_dir:with_mag(DASH_SPEED * dt) player.dash_particles:emit() player:move(velocity) self.dash_dist = self.dash_dist - DASH_SPEED * dt if self.dash_dist <= 0 then self:switch(player, State.MOVING) end player.weapon:set_pos(player:get_weapon_pivot()) end, switch = function(self, player, state) if self.dash_dist <= 0 then -- player:set_scale(1, 1) self.dash_dist = DASH_DISTANCE player:set_state(state) end end } State.IDLE = { init = function(_ --[[self]] , player) player:switch_anim(Animation.IDLE) end, update = function(_ --[[self]] , player, dt) local movedir = get_move_dir() if movedir.x ~= 0 or movedir.y ~= 0 then player:switch_state(State.MOVING) end end, switch = function(_ --[[self]] , player, state) player:set_state(state) end } return State
local numberAdded = false local secondMissionDone = false local secondMissionStarted = false local secondMissionIntroDone = false --- Event handler for messages sent to the blocked contact (second mission) RegisterNetEvent(eventNamespace .. blockedContact.namespace) AddEventHandler(eventNamespace .. blockedContact.namespace, function(anon, message) if isInSecondMission() then local responseMsg = "" if anon then responseMsg = responseMsg .. _U('intro_msg_text_anon_obv') end if message == Locations.LifeInvader.DevPc.machine.ip.address then completeSecondMission() secondMissionDone = true; else ESX.ShowAdvancedNotification(blockedContact.name, _U('mission_2_msg_subtitle'), -- title, subtitle responseMsg .. _U('mission_2_msg_text_fail'), -- message "CHAR_BLOCKED", 1) -- contact photo, symbol end end end) function _secondMissionLogic() if (not numberAdded and not secondMissionDone) then if not secondMissionStarted then TriggerEvent('esx_phone:addSpecialContact', blockedContact.name, blockedContact.number, blockedContact.base64Icon) numberAdded = true secondMissionStarted = true elseif secondMissionStarted then TriggerEvent('esx_phone:addSpecialContact', blockedContact.name, blockedContact.number, blockedContact.base64Icon) numberAdded = true end end if secondMissionStarted and not secondMissionDone and not secondMissionIntroDone then ESX.ShowAdvancedNotification(blockedContact.name, _U('mission_2_msg_subtitle'), -- title, subtitle _U('mission_2_msg_text_start'), -- message "CHAR_BLOCKED", 1) -- contact photo, symbol secondMissionIntroDone = true end end --- Completes the second mission and advances the job rank function completeSecondMission() ESX.ShowAdvancedNotification(blockedContact.name, _U('mission_2_msg_subtitle'), -- title, subtitle responseMsg .. _U('mission_2_msg_text_final'), -- message "CHAR_BLOCKED", 1) -- contact photo, symbol Citizen.Wait(1500) TriggerServerEvent(eventNamespace .. "advJob", 2) Citizen.Wait(1500) TriggerEvent('esx_phone:removeSpecialContact', blockedContact.number) TriggerEvent(eventNamespace .. "getNextTriggerTime") end --- Checks if player is in second mission. -- @return true if job is hacker and rank is 1 function isInSecondMission() return isHacker() and ESX.GetPlayerData().job.grade_name == 'scriptkid' end
local geometry = require "hs.geometry" function moveToCenterOfWindow(window) -- local window = hs.window.focusedWindow() local frame = window:frame() hs.mouse.setAbsolutePosition(geometry.rectMidPoint(frame)) end
require 'nn' require './SReLU' function ShiftedReLU(val, inplace, constant) val = val or -1 constant = constant or false if inplace == nil then inplace = true end local m = nn.Sequential() if constant then m:add(nn.Threshold(val,val,inplace)) else m:add(nn.SReLU(val, inplace)) end return m end return ShiftedReLU
-- Script by amaurea, andymac and feos for FCEUX 2.2.0 and earlier versions. -- Allows customizable recording of Frame, Lag, Timer and Input display to AVI dump. -- Drag and drop HUD items with mouse, use Numpad 1-6 to switch them on/off. print("Drag and drop HUD items with mouse, use Numpad 1-6 to switch them on/off.") screen = {w=256,h=231} move = {object=nil,offx=0,offy=0} pads = { {num=1,on=true, color="red", x=9, y=220,w=34,h=10,toggle="numpad1"}, {num=2,on=true, color="yellow",x=54, y=220,w=34,h=10,toggle="numpad2"}, {num=3,on=false,color="green", x=99, y=220,w=34,h=10,toggle="numpad3"}, {num=4,on=false,color="orange",x=144,y=220,w=34,h=10,toggle="numpad4"} } buttons = { A = {x=30,y=5,w=3,h=3}, B = {x=24,y=5,w=3,h=3}, select = {x=18,y=7,w=3,h=1}, start = {x=12,y=7,w=3,h=1}, up = {x=4, y=1,w=2,h=2}, down = {x=4, y=7,w=2,h=2}, left = {x=1, y=4,w=2,h=2}, right = {x=7, y=4,w=2,h=2} } text = {on=true,x=1, y=9,w=30,h=16,toggle="numpad5"} timer = {on=true,x=197,y=9,w=58,h= 7,toggle="numpad6"} function drawpad(pad) gui.drawbox( pad.x, pad.y, pad.x+pad.w, pad.y+pad.h, "#3070ffb0" ) gui.drawbox( pad.x+4, pad.y+4, pad.x+6, pad.y+6, "black" ) controller = joypad.read(pad.num) for name, b in pairs(buttons) do gui.drawbox( pad.x + b.x, pad.y + b.y, pad.x + b.x + b.w, pad.y + b.y + b.h, controller[name] and pad.color or "black" ) end end function mouseover(pad, margin) return keys.xmouse >= pad.x-margin and keys.xmouse <= pad.x+pad.w+margin and keys.ymouse >= pad.y-margin and keys.ymouse <= pad.y+pad.h+margin end function inrange(upper, lower, testval) if testval >= upper then return upper elseif testval <= lower then return lower else return testval end end function concat(tables) local res = {} for _, tab in ipairs(tables) do for _, val in ipairs(tab) do table.insert(res, val) end end return res end prev_keys = input.get() objects = concat({pads, {text, timer}}) function everything() keys = input.get() -- Are we moving anything around? if move.object then if keys["leftclick"] then -- Do not go outside screen local safex = inrange(screen.w - move.object.w, 0, keys.xmouse - move.offx) local safey = inrange(screen.h - move.object.h, 8, keys.ymouse - move.offy) move.object.x = safex move.object.y = safey else move.object = nil end -- Try to pick something up elseif keys["leftclick"] then for _,object in ipairs(objects) do if mouseover(object,0) then move.object = object move.offx = keys.xmouse - object.x move.offy = keys.ymouse - object.y end end end -- Toggle displays for _, object in ipairs(objects) do if keys[object.toggle] and not prev_keys[object.toggle] then object.on = not object.on end end -- Actually draw the stuff if timer.on then mins = math.floor(movie.framecount()/3600) secs = movie.framecount()/60-mins*60 gui.text( timer.x, timer.y, string.format("%s:%05.2f",os.date("!%H:%M",mins*60),secs), "white" ) end if text.on then local done = movie.mode() == "finished" or movie.mode() == nil gui.text( text.x, text.y, movie.framecount(), done and "red" or "white" ) gui.text( text.x, text.y + 9, FCEU.lagcount(), FCEU.lagged() and "red" or "green" ) end for _, pad in ipairs(pads) do if pad.on then drawpad(pad) end end prev_keys = keys end gui.register(everything) while (true) do FCEU.frameadvance() end
local K, C, L = unpack(KkthnxUI) local Module = K:GetModule("Infobar") local _G = _G local string_format = _G.string.format local COMBAT_ZONE = _G.COMBAT_ZONE local CONTESTED_TERRITORY = _G.CONTESTED_TERRITORY local C_Map_GetBestMapForUnit = _G.C_Map.GetBestMapForUnit local FACTION_CONTROLLED_TERRITORY = _G.FACTION_CONTROLLED_TERRITORY local FACTION_STANDING_LABEL4 = _G.FACTION_STANDING_LABEL4 local FREE_FOR_ALL_TERRITORY = _G.FREE_FOR_ALL_TERRITORY local GameTooltip = _G.GameTooltip local GetSubZoneText = _G.GetSubZoneText local GetZonePVPInfo = _G.GetZonePVPInfo local GetZoneText = _G.GetZoneText local IsInInstance = _G.IsInInstance local SANCTUARY_TERRITORY = _G.SANCTUARY_TERRITORY local UnitExists = _G.UnitExists local UnitIsPlayer = _G.UnitIsPlayer local UnitName = _G.UnitName local ZONE = _G.ZONE local CoordsDataTextFrame local coordX = 0 local coordY = 0 local faction local pvpType local subzone local zone local zoneInfo = { arena = { FREE_FOR_ALL_TERRITORY, { 0.84, 0.03, 0.03 } }, combat = { COMBAT_ZONE, { 0.84, 0.03, 0.03 } }, contested = { CONTESTED_TERRITORY, { 0.9, 0.85, 0.05 } }, friendly = { FACTION_CONTROLLED_TERRITORY, { 0.05, 0.85, 0.03 } }, hostile = { FACTION_CONTROLLED_TERRITORY, { 0.84, 0.03, 0.03 } }, neutral = { string_format(FACTION_CONTROLLED_TERRITORY, FACTION_STANDING_LABEL4), { 0.9, 0.85, 0.05 } }, sanctuary = { SANCTUARY_TERRITORY, { 0.035, 0.58, 0.84 } }, } local function formatCoords() return string_format("%.1f, %.1f", coordX * 100, coordY * 100) end local function OnUpdate(self, elapsed) self.elapsed = (self.elapsed or 0) + elapsed if self.elapsed > 0.1 then local x, y = K.GetPlayerMapPos(C_Map_GetBestMapForUnit("player")) if x then coordX, coordY = x, y CoordsDataTextFrame.Text:SetText(string_format("%s", formatCoords())) CoordsDataTextFrame:SetScript("OnUpdate", OnUpdate) CoordsDataTextFrame:Show() else coordX, coordY = 0, 0 CoordsDataTextFrame.Text:SetText(string_format("%s", formatCoords())) CoordsDataTextFrame:SetScript("OnUpdate", nil) CoordsDataTextFrame:Hide() end self.elapsed = 0 end end local eventList = { "ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA", "PLAYER_ENTERING_WORLD", } local function OnEvent() subzone = GetSubZoneText() zone = GetZoneText() pvpType, _, faction = GetZonePVPInfo() pvpType = pvpType or "neutral" end local function OnEnter() GameTooltip:SetOwner(CoordsDataTextFrame, "ANCHOR_BOTTOM", 0, -15) GameTooltip:ClearLines() if pvpType and not IsInInstance() then local r, g, b = unpack(zoneInfo[pvpType][2]) if zone and subzone and subzone ~= "" then GameTooltip:AddLine(K.GreyColor .. ZONE .. ":|r " .. zone, r, g, b) GameTooltip:AddLine(K.GreyColor .. "SubZone" .. ":|r " .. subzone, r, g, b) else GameTooltip:AddLine(K.GreyColor .. ZONE .. ":|r " .. zone, r, g, b) end GameTooltip:AddLine(string_format(K.GreyColor .. "PvPType" .. ":|r " .. zoneInfo[pvpType][1], faction or ""), r, g, b) end GameTooltip:AddLine(" ") GameTooltip:AddLine(K.LeftButton .. L["WorldMap"], 0.6, 0.8, 1) GameTooltip:AddLine(K.RightButton .. "Send My Pos", 0.6, 0.8, 1) GameTooltip:Show() end local function OnLeave() GameTooltip:Hide() end local function OnMouseUp(_, btn) if btn == "LeftButton" then ToggleWorldMap() elseif btn == "RightButton" then local hasUnit = UnitExists("target") and not UnitIsPlayer("target") local unitName = nil if hasUnit then unitName = UnitName("target") end ChatFrame_OpenChat(string_format("%s: %s %s (%s) %s", "My Position", zone, subzone or "", formatCoords(), unitName or ""), SELECTED_DOCK_FRAME) end end function Module:CreateCoordsDataText() if not C["DataText"].Coords then return end CoordsDataTextFrame = CoordsDataTextFrame or CreateFrame("Button", nil, UIParent) CoordsDataTextFrame:SetPoint("TOP", UIParent, "TOP", 0, -40) CoordsDataTextFrame:SetSize(20, 20) CoordsDataTextFrame.Texture = CoordsDataTextFrame:CreateTexture(nil, "BACKGROUND") CoordsDataTextFrame.Texture:SetPoint("CENTER", CoordsDataTextFrame, "CENTER", 0, 0) CoordsDataTextFrame.Texture:SetAtlas("Navigation-Tracked-Icon") CoordsDataTextFrame.Texture:SetSize(15, 20) CoordsDataTextFrame.Texture:SetAlpha(0.8) CoordsDataTextFrame.Text = CoordsDataTextFrame:CreateFontString(nil, "ARTWORK") CoordsDataTextFrame.Text:SetFontObject(K.GetFont(C["UIFonts"].DataTextFonts)) CoordsDataTextFrame.Text:SetPoint("CENTER", CoordsDataTextFrame.Texture, "CENTER", 0, -14) for _, event in pairs(eventList) do CoordsDataTextFrame:RegisterEvent(event) end CoordsDataTextFrame:SetScript("OnEvent", OnEvent) CoordsDataTextFrame:SetScript("OnMouseUp", OnMouseUp) CoordsDataTextFrame:SetScript("OnUpdate", OnUpdate) CoordsDataTextFrame:SetScript("OnLeave", OnLeave) CoordsDataTextFrame:SetScript("OnEnter", OnEnter) K.Mover(CoordsDataTextFrame, "CoordsDataText", "CoordsDataText", { "TOP", UIParent, "TOP", 0, -40 }) end
local modpath = minetest.get_modpath("news") local md5 = dofile(modpath .. "/md5.lua") local news = {} local checksum local caracteres_max = 5000 local pages_players = {} local seen_checksum function load_news() local newsfile = io.open(minetest.get_worldpath().."/news.txt","r") local content if newsfile ~= nil then content = newsfile:read("*a") newsfile:close() end if content == nil or string.len(content) == 0 then return end checksum = md5.sumhexa(content) minetest.log("verbose", "[news] checksum is " .. checksum) local nb = 1 news[nb] = "" local commit = string.split(content, "\n\n") for i,line in ipairs(commit) do if string.len(news[nb]) < caracteres_max then news[nb] = news[nb]..minetest.formspec_escape(line.."\n\n") else nb = nb + 1 news[nb] = minetest.formspec_escape(line.."\n\n") end end end load_news() ---- Loading/storage of seen news checksums. Write "return nil" into news.seen ---- to disable the feature. -- Inbefore https://github.com/minetest/minetest/pull/4155 -- Bet this issue won't be fixed before early 2017 do local file = io.open(minetest.get_worldpath().."/news.seen","r") if file == nil then seen_checksum = {} else local content = file:read("*a") file:close() seen_checksum = minetest.deserialize(content) end local type_seen = type(seen_checksum) if type_seen ~= 'table' and type_seen ~= 'nil' then minetest.log("error", "[news] Loading news.seen returned a " .. type_seen .. ", expected table. Disabling \"seen\" feature.") seen_checksum = nil end end minetest.register_on_shutdown(function() if seen_checksum then local file = io.open(minetest.get_worldpath().."/news.seen", "w") file:write(minetest.serialize(seen_checksum)) file:close() end end) local function show_formspec(player, page) local name = player:get_player_name() if not name or (player:get_hp() <= 0) then return end local nb_pages = #news local formspec = "size[12,10;]" formspec = formspec.."background[-0.22,-0.60;13,11.3;news_background.jpg]" if page > nb_pages then page = nb_pages elseif page < 1 then page = 1 end pages_players[name] = page if news[page] ~= nil then formspec = formspec.."textarea[.50,.50;12,10;news;;"..news[page].."]" else formspec = formspec.."label[.50,.50;Pas d'article pour le moment]" end formspec = formspec.."button_exit[2,9.25;2,1;exit;Fermer]".. "button[6,9.25;1,1;page;<<]".. "button[7,9.25;1,1;page;<]".. "button[8,9.25;1,1;none;"..page.."/"..nb_pages.."]".. "button[9,9.25;1,1;page;>]".. "button[10,9.25;1,1;page;>>]" minetest.show_formspec(name,"news:news",formspec) --minetest.log('action','Showing formspec to '..name.."page "..page) end minetest.register_on_player_receive_fields(function(player, formname, fields) if formname == "news:news" then local name = player:get_player_name() if not name then return end local page = (pages_players[name] or 1) if fields["quit"] then pages_players[name] = nil return elseif fields["page"] == "<<" then page = page - 2 elseif fields["page"] == "<" then page = page - 1 elseif fields["page"] == ">" then page = page + 1 elseif fields["page"] == ">>" then page = page + 2 end show_formspec(player,page) end end) minetest.register_chatcommand("news",{ params = "<page>", description="Montre les news du serveur", func = function (name,params) local player = minetest.get_player_by_name(name) local page if tonumber(params) then page = tonumber(params) else page = 1 end show_formspec(player, page) end, }) minetest.register_on_joinplayer(function (player) local name = player:get_player_name() if minetest.get_player_privs(name).interact then if seen_checksum and seen_checksum[name] ~= checksum then seen_checksum[name] = checksum minetest.after(6,show_formspec,player, 1) end end end)
-- Items.Lua -- Item definitions for LoveExtension library -- Copyright (c) 2011 Robert MacGregor local Items = { } Items.imageManager = require("scripts/Image.lua") -- Shield1 -- 1/15 chance from enemies local Shield1 = { Name = "Shield1", EnemyPickup = false, PlayerPickup = true, Animation = { } } local Shield1Animation = { Speed = 500, -- In Milliseconds Frame = { } } Shield1Animation.FrameCount = 3 Shield1Animation.Frame[1] = Items.imageManager.loadImage("media/textures/Shield1_1.png") Shield1Animation.Frame[2] = Items.imageManager.loadImage("media/textures/Shield1_2.png") Shield1Animation.Frame[3] = Items.imageManager.loadImage("media/textures/Shield1_3.png") Shield1.Animation["IdleAnimation"] = Shield1Animation function Shield1.update(dt, Object) Object.setPosition(vector2d(Object.Position.X - (100 * dt), Object.Position.Y)) end function Shield1.onPickup() end function Shield1.draw(Object) end Items["Shield1"] = Shield1 table.insert(Items, Shield1) -- Shield2 -- 1/15 chance from enemies local Shield2 = { Name = "Shield2", EnemyPickup = false, PlayerPickup = true, Animation = { } } local Shield2Animation = { Speed = 500, -- In Milliseconds Frame = { } } Shield2Animation.FrameCount = 3 Shield2Animation.Frame[1] = Items.imageManager.loadImage("media/textures/Shield2_1.png") Shield2Animation.Frame[2] = Items.imageManager.loadImage("media/textures/Shield2_2.png") Shield2Animation.Frame[3] = Items.imageManager.loadImage("media/textures/Shield2_3.png") Shield2.Animation["IdleAnimation"] = Shield2Animation function Shield2.update(dt, Object) Object.setPosition(vector2d(Object.Position.X - (100 * dt), Object.Position.Y)) end function Shield2.onPickup() end function Shield2.draw(Object) end Items["Shield2"] = Shield2 table.insert(Items, Shield2) -- Money -- 1/15 chance from enemies local Money = { Name = "Money", EnemyPickup = false, PlayerPickup = true, Animation = { } } local MoneyAnimation = { Speed = 500, -- In Milliseconds Frame = { } } MoneyAnimation.FrameCount = 2 MoneyAnimation.Frame[1] = Items.imageManager.loadImage("media/textures/Currency_1.png") MoneyAnimation.Frame[2] = Items.imageManager.loadImage("media/textures/Currency_2.png") Money.Animation["Animation"] = MoneyAnimation function Money.update(dt, Object) Object.setPosition(vector2d(Object.Position.X - (100 * dt), Object.Position.Y)) end function Money.onPickup() end function Money.draw(Object) end Items["Money"] = Money table.insert(Items, Money) return Items
nssm:register_mob("nssm:manticore", "Manticore", { type = "monster", hp_max = 55, hp_min = 34, collisionbox = {-0.8, -0.85, -0.8, 0.8, 1.9, 0.8}, visual = "mesh", mesh = "manticore.x", textures = {{"manticore.png"}}, visual_size = {x=4, y=4}, makes_footstep_sound = true, view_range = 35, fear_height = 4, walk_velocity = 2, run_velocity = 4, sounds = { random = "manticore", }, damage = 6, jump = true, drops = { {name = "nssm:life_energy", chance = 1, min = 3, max = 4,}, {name = "nssm:manticore_spine", chance = 3, min = 2, max = 5,}, {name = "nssm:manticore_fur", chance = 3, min = 1, max = 2,}, }, armor = 60, drawtype = "front", water_damage = 2, rotate = 270, lava_damage = 5, light_damage = 0, on_rightclick = nil, attack_type = "dogshoot", dogshoot_switch = true, arrow = "nssm:spine", shoot_interval = 2, group_attack=true, attack_animals=true, knock_back=2, blood_texture="nssm_blood.png", stepheight=1.1, shoot_offset = 1, animation = { speed_normal = 25, speed_run = 25, stand_start = 1, stand_end = 40, walk_start = 240, walk_end = 280, run_start = 91, run_end = 108, punch_start = 110, punch_end = 143, shoot_start =180, shoot_end=230, }, })
local VehicleUI = { rootPath = "plugins.cyber_engine_tweaks.mods.cityhack.", LightStateCurrent = 0, LightStates = {"Off", "Normal", "High Beams"}, ValidVehicleTypes = { "vehicleCarBaseObject", "vehicleBikeBaseObject", "vehicleAVBaseObject" } } local Theme = require(VehicleUI.rootPath.."ui.theme") local Util = require(VehicleUI.rootPath.."hacks.modules.utility") function VehicleUI.Create(CityHack, Style, Observer) if Util.IfArrayHasValue(VehicleUI.ValidVehicleTypes, Observer.LookedObject()) then Theme.TabStart() if ImGui.BeginTabItem("Vehicles") then Theme.TabInner() ImGui.SetWindowSize(280, 630) ---------------- CAR DOORS ---------------- Theme.DisplayLabel("Doors") ImGui.Columns(2, "CarDoors", false) if ImGui.Button("Open All", Style.buttonWidth, Style.buttonHeight) then if CityHack.Vehicle.Doors("open") then CityHack.Util.Response("car doors", "open", true, false) else CityHack.Util.Response("car doors", "open", false, false) end end if ImGui.Button("Close All", Style.buttonWidth, Style.buttonHeight) then if CityHack.Vehicle.Doors("close") then CityHack.Util.Response("car doors", "close", true, false) else CityHack.Util.Response("car doors", "close", false, false) end end ImGui.NextColumn() if ImGui.Button("Lock All", Style.buttonWidth, Style.buttonHeight) then if CityHack.Vehicle.Doors("lock") then CityHack.Util.Response("car doors", "lock", true, false) else CityHack.Util.Response("car doors", "lock", false, false) end end if ImGui.Button("Unlock All", Style.buttonWidth, Style.buttonHeight) then if CityHack.Vehicle.Doors("lock") then CityHack.Util.Response("car doors", "unlock", true, false) else CityHack.Util.Response("car doors", "unlock", false, false) end end ImGui.Columns(1) ImGui.Spacing() ImGui.Separator() ImGui.Spacing() ---------------- CAR WINDOWS ---------------- ImGui.Columns(2, "CarWindows", false) Theme.DisplayLabel("Windows") ImGui.PushID("CarWindowOpenAll") if ImGui.Button("Open All", Style.buttonWidth, Style.buttonHeight) then if CityHack.Vehicle.Windows("open") then CityHack.Util.Response("car windows", "open", true, false) else CityHack.Util.Response("car windows", "open", false, false) end end ImGui.PopID() ImGui.PushID("CarWindowCloseAll") if ImGui.Button("Close All", Style.buttonWidth, Style.buttonHeight) then if CityHack.Vehicle.Windows("close") then CityHack.Util.Response("car windows", "close", true, false) else CityHack.Util.Response("car windows", "close", false, false) end end ImGui.PopID() ImGui.NextColumn() ---------------- CAR LIGHTS ---------------- Theme.PushStyleColor(ImGuiCol.Text, Theme.CustomToggleOn) ImGui.LabelText("##","LIGHTS") ImGui.PopStyleColor() ImGui.Spacing() local lights = table.concat(VehicleUI.LightStates, "\0") ImGui.PushItemWidth(Style.buttonWidth) VehicleUI.LightStateCurrent = ImGui.Combo("##Car Light State", VehicleUI.LightStateCurrent, lights, 3) ImGui.PopItemWidth() if ImGui.Button("Set Lights", Style.buttonWidth, Style.buttonHeight) then if CityHack.Vehicle.Lights(VehicleUI.LightStateCurrent) then CityHack.Util.Response("car lights", "set", true, false) else CityHack.Util.Response("car lights", "set", false, false) end end ImGui.Spacing() ImGui.Spacing() ImGui.Spacing() ImGui.Spacing() ImGui.Separator() ImGui.Spacing() ImGui.Columns(1) ---------------- CAR ENGINE ---------------- ImGui.Columns(2, "CarEngine", false) Theme.DisplayLabel("Engine") if ImGui.Button("Turn On", Style.buttonWidth, Style.buttonHeight) then if CityHack.Vehicle.Engine("on") then CityHack.Util.Response("vehicle engine", "on", true, false) else CityHack.Util.Response("vehicle engine", "on", false, false) end end if ImGui.Button("Turn Off", Style.buttonWidth, Style.buttonHeight) then if CityHack.Vehicle.Engine("off") then CityHack.Util.Response("vehicle engine", "off", true, false) else CityHack.Util.Response("vehicle engine", "off", false, false) end end ImGui.Spacing() ImGui.Spacing() ---------------- CAR MAYHEM ---------------- Theme.DisplayLabel("Mayhem") if ImGui.Button("Detach All Parts", Style.buttonWidth, Style.buttonHeight) then if CityHack.Vehicle.DetachAll() then CityHack.Util.Response("vehicle", "detach all", true, false) else CityHack.Util.Response("vehicle", "detach all", false, false) end end if ImGui.Button("Destroy", Style.buttonWidth, Style.buttonHeight) then if CityHack.Vehicle.Destroy() then CityHack.Util.Response("vehicle", "destroy", true, false) else CityHack.Util.Response("vehicle", "destroy", false, false) end end if ImGui.IsItemHovered() then ImGui.SetTooltip("WARNING: Stand back! The explosion may kill you!") end ImGui.NextColumn() Theme.DisplayLabel("Utility") ---------------- CAR UTILITY ---------------- if ImGui.Button("Repair", Style.buttonWidth, Style.buttonHeight) then if CityHack.Vehicle.Repair() then CityHack.Util.Response("vehicle", "repair", true, false) else CityHack.Util.Response("vehicle", "repair", false, false) end end if ImGui.IsItemHovered() then ImGui.SetTooltip("This will visually repair the vehicle but will\r\nnot re-attach missing parts or fix broken lights.") end if ImGui.Button("Honk & Flash", Style.buttonWidth, Style.buttonHeight) then if CityHack.Vehicle.HonkFlash() then CityHack.Util.Response("vehicle", "honk & flash", true, false) else CityHack.Util.Response("vehicle", "honk & flash", false, false) end end if ImGui.Button("Set Immortal", Style.buttonWidth, Style.buttonHeight) then if CityHack.Vehicle.SetGod() then CityHack.Util.Response("vehicle", "set immortal", true, false) else CityHack.Util.Response("vehicle", "set immortal", false, false) end end if ImGui.IsItemHovered() then ImGui.SetTooltip("Sets vehicle to immortality meaning it can't be fully destroyed.\r\nWill still take visual damage.") end if ImGui.Button("Toggle Summon", Style.buttonWidth, Style.buttonHeight) then if CityHack.Vehicle.ToggleSummonMode() then CityHack.Util.Response("vehicle", "toggle summon mode", true, false) else CityHack.Util.Response("vehicle", "toggle summon mode", false, false) end end if ImGui.IsItemHovered() then ImGui.SetTooltip("Toggles between vehicle driving to you and car instant\r\nspawning in front of you when summoned.") end if ImGui.Button("! Cycle Look", Style.buttonWidth, Style.buttonHeight) then if CityHack.Vehicle.CycleAppearance() then CityHack.Util.Response("vehicle", "cycle appearance", true, false) else CityHack.Util.Response("vehicle", "cycle appearance", false, false) end end if ImGui.IsItemHovered() then ImGui.SetTooltip("! EXPERIMENTAL ! Cycle through vehicle appearances.") end -- if ImGui.Button("Despawn", Style.buttonWidth, Style.buttonHeight) then -- if CityHack.Vehicle.Despawn() then -- CityHack.Util.Response("vehicle", "cycle appearance", true, false) -- else -- CityHack.Util.Response("vehicle", "cycle appearance", false, false) -- end -- end ImGui.Columns(1) ImGui.EndTabItem() end end end return VehicleUI
Hive.kSpecksEffect = PrecacheAsset("cinematics/alien/hive/specks_heavy.cinematic") Hive.kIdleMistEffect = PrecacheAsset("cinematics/alien/hive/idle_mist_far.cinematic")
object_static_structure_military_military_rebel_clone_tent_large = object_static_structure_military_shared_military_rebel_clone_tent_large:new { } ObjectTemplates:addTemplate(object_static_structure_military_military_rebel_clone_tent_large, "object/static/structure/military/military_rebel_clone_tent_large.iff")
function Parse(tokens) local root = {id = nil} for i,t in pairs(tokens) do if t.id == "CMD" then local cmdNode = {bin = "", args = {}, children = {}} cmdNode.id = "CMD" cmdNode.bin = t.value cmdNode.args = t.args if root.id == "AND" or root.id == "OR" or root.id == "PIPE" then root.children[#root.children+1] = cmdNode else root = cmdNode end elseif t.id == "AND" then if root.id == "AND" then -- continue baby else local andNode = {id = "AND", children = {root}} root = andNode end elseif t.id == "OR" then if root.id == "OR" then -- continue baby else local orNode = {id = "OR", children = {root}} root = orNode end elseif t.id == "PIPE" then if root.id == "PIPE" then -- continue baby else local pipeNode = {id = "PIPE", children = {root}} root = pipeNode end end end return root end
function isCoordInPolygon( x, y, boundaryTable, numEdges ) numEdges = numEdges or #boundaryTable + 1 local c, j = 0, numEdges - 1 for i=0, numEdges - 1, 1 do if i ~= 0 then j = i - 1 end if leftIntersect( x, y, boundaryTable[i].x, boundaryTable[i].y, boundaryTable[j].x, boundaryTable[j].y ) then c = c + 1 end end if numEdges == 0 then return true end return ( c % 2 ) == 1 end -- returns 1 if x,y crosses the line on its way to -infinity,y function leftIntersect( x, y, x1, y1, x2, y2 ) if not ((y1 <= y and y <= y2) or ( y2 <= y and y <= y1 )) then return false end -- x co-ord of point on the line, at height y local point = ( y - y1 ) * ( x2 - x1 ) / ( y2 - y1 ) + x1 return x > point end function isPointOutOfBounds( x, y ) return not isCoordInPolygon( x, y, data.boundaryCorners, #data.boundaryCorners + 1 ) end function checkPlayersOutOfBounds() for _, value in ipairs( getElementsByType( "player" ) ) do if value and isElement( value ) and getPlayerClassID( value ) then local x, y, z = getElementPosition( value ) if options.boundariesEnabled and z<1000 and tonumber(getElementInterior(value)) == 0 then if isPointOutOfBounds( x, y ) then sendGameText( value, "You are out of bounds!", 5000, sampTextdrawColours.r, nil, 1.2, nil, nil, 2 ) local lastX = getElementData( value, "ptpm.goodX" ) local lastY = getElementData( value, "ptpm.goodY" ) local lastZ = getElementData( value, "ptpm.goodZ" ) --local lastX = playerInfo[value].goodX --local lastY = playerInfo[value].goodY --local lastZ = playerInfo[value].goodZ local vehicle = getPedOccupiedVehicle( value ) if vehicle and getVehicleController( vehicle ) == value then setElementPosition( vehicle, lastX, lastY, lastZ ) local rx, ry, rz = getVehicleRotation( vehicle ) setVehicleRotation( vehicle, rx, ry, (rz + 180) % 360) x, y, z = getElementVelocity( vehicle ) setElementVelocity( vehicle, x*-0.5, y*-0.5, z*-1 ) else setElementPosition( value, lastX, lastY, lastZ ) setElementVelocity( value, 0, 0, 0 ) end else setElementData( value, "ptpm.goodX", x, false ) setElementData( value, "ptpm.goodY", y, false ) setElementData( value, "ptpm.goodZ", z, false ) --playerInfo[value].goodX = x --playerInfo[value].goodY = y --playerInfo[value].goodZ = z end end if options.vehicleHeightLimit and z > options.vehicleHeightLimit then local vehicle = getPedOccupiedVehicle( value ) if vehicle then sendGameText( value, "You are out of bounds!", 5000, sampTextdrawColours.r, nil, 1.2, nil, nil, 2 ) x, y, z = getElementVelocity( vehicle ) setElementVelocity( vehicle, x, y, -0.25 ) end end end end end
----------------------------------- -- Area: Metalworks -- NPC: Unlucky Rat -- Starts & Finishes Quest: Mean Machine ----------------------------------- require("scripts/globals/quests") require("scripts/globals/settings") local ID = require("scripts/zones/Metalworks/IDs") ----------------------------------- function onTrade(player, npc, trade) local MeanMachine = player:getQuestStatus(BASTOK, tpz.quest.id.bastok.MEAN_MACHINE) if (MeanMachine == QUEST_ACCEPTED) then local FreeSlots = player:getFreeSlotsCount() if (FreeSlots >= 1) then count = trade:getItemCount() SlimeOil = trade:hasItemQty(637, 1) if (SlimeOil == true and count == 1) then player:startEvent(557) end else player:messageSpecial(ID.text.FULL_INVENTORY_AFTER_TRADE, 4731) end end end function onTrigger(player, npc) local MeanMachine = player:getQuestStatus(BASTOK, tpz.quest.id.bastok.MEAN_MACHINE) local Fame = player:getFameLevel(BASTOK) if (MeanMachine == QUEST_AVAILABLE and Fame >= 2) then player:startEvent(556) elseif (MeanMachine == QUEST_ACCEPTED) then player:startEvent(559) else player:startEvent(550) end end function onEventUpdate(player, csid, option) -- printf("CSID2: %u", csid) -- printf("RESULT2: %u", option) end function onEventFinish(player, csid, option) if (csid == 556) then player:addQuest(BASTOK, tpz.quest.id.bastok.MEAN_MACHINE) elseif (csid == 557) then player:completeQuest(BASTOK, tpz.quest.id.bastok.MEAN_MACHINE) player:addFame(BASTOK, 120) player:tradeComplete() player:addItem(4869) player:messageSpecial(ID.text.ITEM_OBTAINED, 4869) end end
--Script Name : jlp_Add track separator --Author : Jean Loup Pecquais --Description : Add track separator --v1.0.0 local libPath = reaper.GetExtState("Reaper Evolution", "libPath") if not libPath or libPath == "" then reaper.MB("Reaper Evolution library is not found. Please refer to user guide", "Library not found", 0) return end loadfile(libPath .. "reaVolutionLib.lua")() ------------------------------------------------------------------------------------------------------------- function main() local frames = 10 reaper.PreventUIRefresh(-1*frames) local pathTheme = reaper.GetLastColorThemeFile() local _, pathTheme, _ = parseFilePath(pathTheme) local track = reaper.GetSelectedTrack2(0, reaper.CountSelectedTracks(0)-1, false) local idx = nil if track then idx = reaper.GetMediaTrackInfo_Value( track, "IP_TRACKNUMBER" ) --or reaper.GetMediaTrackInfo_Value( reaper.GetLastTouchedTrack(), "IP_TRACKNUMBER" ) end if idx == nil then idx = reaper.CountTracks() end reaper.InsertTrackAtIndex( idx, false) local newTrack = reaper.GetTrack(0, idx) local retval, stringNeedBig = reaper.GetSetMediaTrackInfo_String( newTrack, "P_NAME" , "Separator", true ) if pathTheme == "ReaVolutionTheme.ReaperTheme" then local retval = reaper.BR_SetMediaTrackLayouts( newTrack, "Separator Thin", "Separator" ) end reaper.PreventUIRefresh(frames) end main()
-- Copyright 2006-2020 Mitchell. See LICENSE. -- MediaWiki LPeg lexer. -- Contributed by Alexander Misel. local lexer = require('lexer') local token, word_match = lexer.token, lexer.word_match local P, S, B = lpeg.P, lpeg.S, lpeg.B local lex = lexer.new('mediawiki') -- Comments. lex:add_rule('comment', token(lexer.COMMENT, lexer.range('<!--', '-->'))) -- HTML-like tags local tag_start = token('tag_start', '<' * P('/')^-1 * lexer.alnum^1 * lexer.space^0) local tag_attr = token('tag_attr', lexer.alpha^1 * lexer.space^0 * ('=' * lexer.space^0 * ('"' * ((lexer.any - S('>"\\')) + ('\\' * lexer.any))^0 * '"' + (lexer.any - lexer.space - '>')^0)^-1)^0 * lexer.space^0) local tag_end = token('tag_end', P('/')^-1 * '>') lex:add_rule('tag', tag_start * tag_attr^0 * tag_end) lex:add_style('tag_start', lexer.styles.keyword) lex:add_style('tag_attr', lexer.styles.type) lex:add_style('tag_end', lexer.styles.keyword) -- Link lex:add_rule('link', token(lexer.STRING, S('[]'))) lex:add_rule('internal_link', B('[[') * token('link_article', (lexer.any - '|' - ']]')^1)) lex:add_style('link_article', lexer.styles.string .. {underlined = true}) -- Templates and parser functions. lex:add_rule('template', token(lexer.OPERATOR, S('{}'))) lex:add_rule('parser_func', B('{{') * token('parser_func', P('#') * lexer.alpha^1 + lexer.upper^1 * ':')) lex:add_rule('template_name', B('{{') * token('template_name', (lexer.any - S('{}|'))^1)) lex:add_style('parser_func', lexer.styles['function']) lex:add_style('template_name', lexer.styles.operator .. {underlined = true}) -- Operators. lex:add_rule('operator', token(lexer.OPERATOR, S('-=|#~!'))) -- Behavior switches local start_pat = P(function(_, pos) return pos == 1 end) lex:add_rule('behavior_switch', (B(lexer.space) + start_pat) * token('behavior_switch', '__' * (P('TOC') + 'FORCETOC' + 'NOTOC' + 'NOEDITSECTION' + 'NOCC' + 'NOINDEX') * '__') * #lexer.space) lex:add_style('behavior_switch', lexer.styles.keyword) return lex
if nil == cc.XMLHttpRequest then return end -- This is the DeprecatedNetworkClass DeprecatedNetworkClass = {} or DeprecatedNetworkClass --tip local function deprecatedTip(old_name,new_name) print("\n********** \n"..old_name.." was deprecated please use ".. new_name .. " instead.\n**********") end --WebSocket class will be Deprecated,begin function DeprecatedNetworkClass.WebSocket() deprecatedTip("WebSocket","cc.WebSocket") return cc.WebSocket end _G["WebSocket"] = DeprecatedNetworkClass.WebSocket() --WebSocket will be Deprecated,end
fx_version 'adamant' game 'gta5' version '1.0.0' client_scripts { 'config.lua', 'client.lua' } server_scripts { '@mysql-async/lib/MySQL.lua', 'server.lua' } dependencies { 'esx_vehicleshop' }
--[[ --------MASTER/CONTROLLER Prog. Board Setup: Connect/link the databank that is connected to the worker/slave boards, connect the core (don't forget this, or no custom names shall show up!), and displays (connect one display per worker/slave board that you'll use/define; and NAME THEM! or use the default slot names, but remmember who is who ffs, you'll need it later). Edit the lua parameters (right click, advanced>>edit lua parameters; set the refresh/timer/tick rate at what the screens will update; make sure it's >= worker pboard refresh.) Now comes the somewhat "maybe" tricky part. If you have more than one worker/slave board, then you'll need to copy&paste some code, and change a couple lines of code. I'll try my best to lead you on how to do it. Example, if you have 3 worker/slave boards (make sure their IDs are unique! and note them down. you'll need them) connected and feeding to the databank, then you'll need 3 displays. each display is going to show you their respective board (1:1 ratio for now; working on this part). Now, how do you do that, simple. To try and keep it simple for even new players to the game, I tried to keep this realy basic. so, here we go. duplicate as many times, as many displays/worker boards you've got connected, the following line that you have put into the tick/timer section "screens": display.setHTML(renderHTML("PB1")) If you notice the PB1, is the default unique ID for the initial single worker/slave board. and you'll also notice that the display slot is named "display". So, if you have more displays and you've named their respective slots on the controller board, for example, display1, display2, displayMetalWorks... You'd change the code in the tick/timer filter, like so: display1.setHTML(renderHTML("PB1")) it'll show the status of the industries connected to the PB1 worker/slave board on display1. display2.setHTML(renderHTML("PB2")) it'll show the status of the industries connected to PB2 on the display2... and so on. displayMetalWorks.setHTML(renderHTML('MetalWorks')) it'll show the status of indy's connected to worker boards MetalWorks on displayMetalWorks... you catch my drift? |----------------| |----------| display_slot_name . function ( function ('UID you defined on the worker/slave board') ) There you have it. So, just make sure, that you are using unique identifiers on the worker/slave boards (check the worker.lua header for info), and that you know where the connected displays are linked to (which slots on the controller board). Then, put an extra line on the tick/timer filter, with the correct display slot name, and the worker/slave board ID, and you shoul'd be golden. Insert code below onto unit>>start() filter and the timer/tick. ]] --// the "magic" starts here... -- if display1 then display1.activate() display1.setCenteredText("Industry Monitor Starting...") end if display2 then display2.activate() display2.setCenteredText("Industry Monitor Starting...") end if display3 then display3.activate() display3.setCenteredText("Industry Monitor Starting...") end if displayAlerts then displayAlerts.activate() displayAlerts.setCenteredText("Industry Monitor Starting...") end unit.hide() -- --variables _mode = 0 --export: default mode: Industry Monitor (0) alternate mode, Alert Monitor (1), the latter will only exhibit error'd industries. local refresh = 10 --export: refresh info screen every # seconds (keep it higher than the worker boards) local _strON = "ON" --export: string to display when industry is ON local _strOFF = "OFF" --export: string to display when industry is OFF local _strHLD = "HLD" --export: string to display when industry is on hold/maintain mode local _strREZ = "REZ" --export: string to display when industry is in need for resources (input) local _strERR = "ERR" --export: string to display when industry is in fault/error mode local _colorBGHeader = "red" --export: html color code, that you want the header background to have. can be #ffffff values, or simple colour names (red, yellow, green.... check htmlcolorcodes.com ;] ) local _colorFGHeader = "black" --export: html colour code, that you want the header font to have. can be #ffffff values, or simple colour names (red, yellow, green.... check htmlcolorcodes.com ;] ) local _colorTable = "white" --export: industry names and efficiency font colour _dbCounter = 0 -- --functions function tablelenght(input) local count = 0 for _ in pairs(input) do count = count + 1 end return count end -- function getAlerts() local _keys = json.decode(databank.getKeys()) local _datum = {} local strings = {} if _keys then for i=1, #_keys do local _tmp = json.decode(databank.getStringValue(_keys[i])) for x=1, tablelenght(_tmp) do if string.match(_tmp[x].status, "ERR") then table.insert(_datum, core.getElementNameById(_tmp[x].id)) end end end else system.print("MASTER:DB_ERR:NO_KEYS! Empty Keys!") end if #_datum > 0 then local count = 0 for z=1, tablelenght(_datum) do local str = "" count = count + 1 str = str .. [[<th style="text-align: left;">]] .. _datum[z] .. [[</th><th style="color: red; !important;">]] .. _strERR .. "</th>" table.insert(strings, str) if count == 9 then break end end return strings else table.insert(strings, [[<td colspan="2" style="text-align: center; color: green; !important; max-width: 100%; font-size: 12rem;">!ALL CLEAR!</td>]]) return strings end end -- function getWorkerDbData(_PBID) local _data = json.decode(databank.getStringValue(_PBID)) local strings = {} if _data then for k,v in pairs(_data) do local str = "" if string.match(_data[k].status, "OFF") then str = str .. [[<th style="text-align: left;">]] .. core.getElementNameById(_data[k].id) .. "</th><th>" .. _strOFF .. "</th><th>NaN</th>" elseif string.match(_data[k].status, "ON") then str = str .. [[<th style="text-align: left;">]] .. core.getElementNameById(_data[k].id) .. [[</th><th style="color: green;">]] .. _strON .. "</th><th>" .. string.format("%.1f",_data[k].efficiency * 100) .."</th>" elseif string.match(_data[k].status, "HLD") then str = str .. [[<th style="text-align: left;">]] .. core.getElementNameById(_data[k].id) .. [[</th><th style="color: yellow;">]] .. _strHLD .. "</th><th>" .. string.format("%.1f",_data[k].efficiency * 100) .."</th>" elseif string.match(_data[k].status, "REZ") then str = str .. [[<th style="text-align: left;">]] .. core.getElementNameById(_data[k].id) .. [[</th><th style="color: orange; !important;">]] .. _strREZ .. "</th><th>" .. string.format("%.1f",_data[k].efficiency * 100) .."</th>" elseif string.match(_data[k].status, "ERR") then str = str .. [[<th style="text-align: left;">]] .. core.getElementNameById(_data[k].id) .. [[</th><th style="color: red; !important;">]] .. _strERR .. "</th><th>" .. string.format("%.1f",_data[k].efficiency * 100) .."</th>" else str = [[<th colspan="3" style="color: red; !important;">FUBAR</th>]] end table.insert(strings, str) end else system.print("DB_WARN:READ_ERROR!") --you forgot to connect the damned databank, or turn on the worker/slave board :P end -- return strings end -- function renderHTML(_pbID) local htmlout = "" local _status = {} local header = "" local table = "" local div = "" if _mode == 1 or string.match(_pbID, "lert") then _status = getAlerts() header = "<th>ALERT</th><th>CODE</th>" table = [[<table style="width: 100%; font-size: 8rem;">]] div = [[<div class="row" style="justify-content: center;">]] else _status = getWorkerDbData(_pbID) header = "<th>Industry</th><th>Status</th><th>%</th>" table = [[<table style="margin-left: auto; margin-right: auto; width: 98%; font-size: 9rem;">]] div = [[<div class="row" style="justify-content: center;">]] end -- for i=1, #_status do htmlout = htmlout .. [[<tr style="font-size: 7rem; font-family: roboto">]] .. _status[i] .. "</tr>" end -- local html = [[ <style> body { border: 3px solid red; } .container { font-size: 10rem; color:]] .. _colorTable .. [[; } </style> <div class="container">]] .. div .. table .. [[<tr style="background-color:]] .. _colorBGHeader .. "; color: " .. _colorFGHeader .. [[; font-size: 10rem; text-align: center;">]] .. header ..[[</tr>]] .. htmlout .. [[</table></div></div>]] -- return html end -- --runtime if databank then databank.clear() system.print("MASTER: DB_CLEAR!") unit.setTimer("screens", refresh) else system.print("ERROR: DB MISSING!") end --[[ insert into unit>>tick("screens") filter]] -- _dbCounter = _dbCounter + 1 if _dbCounter >= 10 then databank.clear() _dbCounter = 0 --this will clear all keys from the DB every 10 cycles (10 x refresh timer; seconds) --in order to display properly, if you remove/add new industries, during runtime. else display1.setHTML(renderHTML('PB1')) display2.setHTML(renderHTML('PB2')) display3.setHTML(renderHTML('PB3')) displayAlerts.setHTML(renderHTML('Alerts')) --[[insert or remove more above this line, one line per display:pboard combo, example: display2.setHTML(renderHTML('PB2') -- it'll show the status of the industries connected to worker prog.broad with UID "PB2" on the display connected to, the named slot "display2". Notes: 1)if running in Alert Monitor Mode (only), you'll need only one display. so just add/leave a line like this, or leave the default one: display.setHTML(renderHTML('Alerts') -- make sure there's a display connected and that its slot is named "display". if not, change the line accordingly. also ensure that the lua parameter for the mode is set to 1. In this mode, it'll show only industries connected to the worker prog.boards that are in error (failed status; check codex for them.). 2) dual mode (monitor + alerts) then follow the initial instruction (not note #1), and create another line like this: displayAlerts.setHTML(renderHTML('Alerts')) -- where displayAlerts is the name of the slot where you have the dedicated monitor connected. you can have displays to monitor the industry and a added one just for Alerts/Alarms (faulted industries; be advised that it's not yet possible identify industries with Unknown Server Error. since those do not provide any alarm code via the lua API.). ]] end --[[ insert into unit>>stop() filter]] -- if display1 then display1.clear() display1.deactivate() end if display2 then display2.clear() display2.deactivate() end if display3 then display3.clear() display3.deactivate() end if displayAlerts then displayAlerts.clear() displayAlerts.deactivate() end --EOF
--- @ignore local tableCopy = table.Copy local virtualSubmenus = {} CLGAMEMODEMENU.base = "base_gamemodemenu" CLGAMEMODEMENU.icon = Material("vgui/ttt/vskin/helpscreen/changelog") CLGAMEMODEMENU.title = "menu_changelog_title" CLGAMEMODEMENU.description = "menu_changelog_description" CLGAMEMODEMENU.priority = 100 function CLGAMEMODEMENU:Initialize() -- add "virtual" submenus that are treated as real one even without files local changelog = GetSortedChanges() local changelogMenuBase = self:GetSubmenuByName("base_changelog") for i = 1, #changelog do local change = changelog[i] virtualSubmenus[i] = tableCopy(changelogMenuBase) virtualSubmenus[i].title = change.version virtualSubmenus[i].change = change end end -- overwrite the normal submenu function to return our custom virtual submenus function CLGAMEMODEMENU:GetSubmenus() return virtualSubmenus end
local Elona122Map = require("mod.elona_sys.map_loader.Elona122Map") local util = require("mod.elona.data.map_archetype.util") local Item = require("api.Item") local MapEntrance = require("mod.elona_sys.api.MapEntrance") local HomeMap = require("mod.elona.api.HomeMap") local Calc = require("mod.elona.api.Calc") local Enum = require("api.Enum") local Rand = require("api.Rand") local Charagen = require("mod.elona.api.Charagen") local Gui = require("api.Gui") local ElonaBuilding = require("mod.elona.api.ElonaBuilding") local Event = require("api.Event") local Gardening = require("mod.elona.api.Gardening") local Chara = require("api.Chara") local ElonaChara = require("mod.elona.api.ElonaChara") local Rank = require("mod.elona.api.Rank") -- -- Your Home -- local your_home = { _id = "your_home", _type = "base.map_archetype", elona_id = 7, starting_pos = MapEntrance.south, properties = { music = "elona.lonely", types = { "player_owned" }, level = 1, is_indoor = true, has_anchored_npcs = true, default_ai_calm = "base.calm_roam", tileset = "elona.home", is_fixed = true, } } data:add(your_home) data:add { _type = "base.area_archetype", _id = "your_home", types = { "player_owned" }, image = "elona.feat_area_your_dungeon", on_generate_floor = function(area, floor) local home_rank = save.elona.home_rank local map if floor == 1 then map = HomeMap.generate(home_rank) else map = HomeMap.generate(home_rank, { no_callbacks = true }) end map:set_archetype("elona.your_home", { set_properties = true }) map.level_text = HomeMap.map_level_text(floor) return map end, parent_area = { _id = "elona.north_tyris", on_floor = 1, x = 22, y = 21, starting_floor = 1 } } -- -- Buildings from deeds -- do local ranch = { _id = "ranch", _type = "base.map_archetype", elona_id = 31, starting_pos = MapEntrance.south, properties = { music = "elona.lonely", types = { "player_owned" }, is_indoor = false, item_on_floor_limit = 80, } } function ranch.on_generate_map(area, floor) local map = Elona122Map.generate("ranch_1") map:set_archetype("elona.ranch", { set_properties = true }) local item = Item.create("elona.book", 23, 8, nil, map) item.params.book_id = "elona.breeders_guide" Item.create("elona.register", 22, 6, nil, map) return map end function ranch.on_map_renew_minor(map, params) -- >>>>>>>> shade2/map.hsp:2228 if areaId(gArea)=areaRanch : gosub *ranch_update .. ElonaBuilding.update_ranch(map, params.renew_steps) -- <<<<<<<< shade2/map.hsp:2228 if areaId(gArea)=areaRanch : gosub *ranch_update .. end function ranch.on_map_entered(map) -- >>>>>>>> elona122/shade2/map.hsp:2128 if areaId(gArea)=areaRanch{ .. ElonaBuilding.ranch_reset_aggro(map) -- <<<<<<<< elona122/shade2/map.hsp:2132 } .. end data:add(ranch) data:add { _type = "base.area_archetype", _id = "ranch", elona_id = 31, types = { "player_owned" }, image = "elona.feat_area_ranch", floors = { [1] = "elona.ranch" }, } end do local dungeon = { _id = "dungeon", _type = "base.map_archetype", elona_id = 39, starting_pos = MapEntrance.south, properties = { music = "elona.lonely", types = { "player_owned" }, is_indoor = true, item_on_floor_limit = 350, } } function dungeon.on_generate_map(area, floor) local map = Elona122Map.generate("dungeon1") map:set_archetype("elona.dungeon", { set_properties = true }) local item = Item.create("elona.book", 39, 54, nil, map) item.params.book_id = "elona.dungeon_guide" return map end data:add(dungeon) data:add { _type = "base.area_archetype", _id = "dungeon", elona_id = 39, types = { "player_owned" }, image = "elona.feat_area_your_dungeon", floors = { [1] = "elona.dungeon" } } end do local museum = { _id = "museum", _type = "base.map_archetype", elona_id = 101, starting_pos = MapEntrance.south, properties = { music = "elona.town3", types = { "player_owned" }, is_indoor = true, } } function museum.on_generate_map(area, floor) local map = Elona122Map.generate("museum_1") map:set_archetype("elona.museum", { set_properties = true }) local item = Item.create("elona.book", 15, 17, nil, map) item.params.book_id = "elona.museum_guide" return map end function museum.chara_filter(map) local level = Calc.calc_object_level(100, map) local quality = Calc.calc_object_quality(Enum.Quality.Normal) local fltselect if Rand.one_in(1) then fltselect = Enum.FltSelect.Town else fltselect = Enum.FltSelect.Shop end return { level = level, quality = quality, fltselect = fltselect } end function museum.on_map_entered(map) -- >>>>>>>> shade2/map.hsp:2117 if (areaId(gArea)=areaMuseum)or(areaId(gArea)=are .. for _ = 1, 5 do ElonaChara.spawn_mobs(map) end -- <<<<<<<< shade2/map.hsp:2121 } .. -- >>>>>>>> shade2/map_user.hsp:656 *museum_update .. ElonaBuilding.update_museum(map) -- <<<<<<<< shade2/map_user.hsp:684 return .. end museum.events = {} museum.events[#museum.events+1] = { id = "elona.before_spawn_mobs", name = "Spawn more mobs when entering", priority = 90000, callback = function(map, params) -- >>>>>>>> shade2/map.hsp:105 if (areaId(gArea)=areaMuseum)or(areaId(gArea)=are .. local density = map:calc("max_crowd_density") if map.crowd_density < density / 2 and Rand.one_in(4) then local filter = params.chara_filter(map) filter.id = filter.id or params.chara_id Charagen.create(nil, nil, filter, map) end -- <<<<<<<< shade2/map.hsp:107 } .. end } data:add(museum) data:add { _type = "base.area_archetype", _id = "museum", elona_id = 101, types = { "player_owned" }, image = "elona.feat_area_museum", floors = { [1] = "elona.museum" }, } end do local shop = { _id = "shop", _type = "base.map_archetype", elona_id = 102, starting_pos = MapEntrance.south, properties = { music = "elona.town3", types = { "player_owned" }, is_indoor = true, item_on_floor_limit = 10, } } function shop.on_generate_map(area, floor) local map = Elona122Map.generate("shop_1") map:set_archetype("elona.shop", { set_properties = true }) local item = Item.create("elona.book", 17, 14, nil, map) item.params.book_id = "elona.shopkeeper_guide" Item.create("elona.shop_strongbox", 19, 10, nil, map) Item.create("elona.register", 17, 11, nil, map) return map end function shop.chara_filter(map) local level = Calc.calc_object_level(100, map) local quality = Calc.calc_object_quality(Enum.Quality.Normal) local fltselect if Rand.one_in(1) then fltselect = Enum.FltSelect.Town else fltselect = Enum.FltSelect.Shop end return { level = level, quality = quality, fltselect = fltselect } end function shop.on_map_entered(map) -- >>>>>>>> shade2/map.hsp:2117 if (areaId(gArea)=areaMuseum)or(areaId(gArea)=are .. for _ = 1, 5 do ElonaChara.spawn_mobs(map) end -- <<<<<<<< shade2/map.hsp:2121 } .. -- >>>>>>>> shade2/map_user.hsp:620 *shop_update .. map.max_crowd_density = math.floor((100 - Rank.get("elona.shop") / 100) / 4 + 1) for _, item in Item.iter(map) do item:refresh_cell_on_map() end -- <<<<<<<< shade2/map_user.hsp:637 return .. end function shop.on_map_pass_turn(map) if map.crowd_density >= 0 and Rand.one_in(25) then -- BUG: figure out the automatic text coloring. The color differs -- depending on if the text starts with a quote, but the localized text -- is a list with both quoted and non-quoted items... Gui.mes_c("misc.map.shop.chats", "SkyBlue") end end shop.events = {} shop.events[#shop.events+1] = { id = "elona.before_spawn_mobs", name = "Spawn more mobs when entering", priority = 90000, callback = function(map, params) -- >>>>>>>> shade2/map.hsp:105 if (areaId(gArea)=areaMuseum)or(areaId(gArea)=are .. local density = map:calc("max_crowd_density") if map.crowd_density < density / 2 and Rand.one_in(4) then local filter = params.chara_filter(map) filter.id = filter.id or params.chara_id Charagen.create(nil, nil, filter, map) end -- <<<<<<<< shade2/map.hsp:107 } .. end } data:add(shop) data:add { _type = "base.area_archetype", _id = "shop", elona_id = 102, types = { "player_owned" }, image = "elona.feat_area_shop", floors = { [1] = "elona.shop" }, } end do local crop = { _id = "crop", _type = "base.map_archetype", elona_id = 103, starting_pos = MapEntrance.south, properties = { music = "elona.lonely", types = { "player_owned" }, is_indoor = false, item_on_floor_limit = 80, } } function crop.on_generate_map(area, floor) local map = Elona122Map.generate("crop_1") map:set_archetype("elona.crop", { set_properties = true }) local item = Item.create("elona.book", 17, 14, nil, map) item.params.book_id = "elona.easy_gardening" return map end data:add(crop) data:add { _type = "base.area_archetype", _id = "crop", elona_id = 103, types = { "player_owned" }, image = "elona.feat_area_crop", floors = { [1] = "elona.crop" }, } local function grow_plants(map, params) if map.is_not_renewable then return end Gardening.grow_plants(map, Chara.player(), params.renew_steps) end Event.register("base.on_map_renew_minor", "Grow all plants in map", grow_plants) end do local storage_house = { _id = "storage_house", _type = "base.map_archetype", elona_id = 104, on_generate_map = util.generate_122("storage_1"), starting_pos = MapEntrance.south, properties = { music = "elona.lonely", types = { "player_owned" }, is_indoor = true, item_on_floor_limit = 200, } } data:add(storage_house) data:add { _type = "base.area_archetype", _id = "storage_house", elona_id = 104, types = { "player_owned" }, image = "elona.feat_area_storage_house", floors = { [1] = "elona.storage_house" }, } end
--- Performs bone merge on client side EF_BONEMERGE = 1 --- For use with EF_BONEMERGE. If this is set, then it places this ents origin at its parent and uses the parent's bbox + the max extents of the aiment. Otherwise, it sets up the parent's bones every frame to figure out where to place the aiment, which is inefficient because it'll setup the parent's bones even if the parent is not in the PVS. EF_BONEMERGE_FASTCULL = 128 --- DLIGHT centered at entity origin EF_BRIGHTLIGHT = 2 --- Player flashlight EF_DIMLIGHT = 4 --- Don't interpolate the next frame EF_NOINTERP = 8 --- Disables shadow EF_NOSHADOW = 16 --- Prevents the entity from drawing and networking. EF_NODRAW = 32 --- Don't receive shadows EF_NORECEIVESHADOW = 64 --- Makes the entity blink EF_ITEM_BLINK = 256 --- Always assume that the parent entity is animating EF_PARENT_ANIMATES = 512 --- Internal flag that is set by Entity:FollowBone EF_FOLLOWBONE = 1024 --- This is set on bots that are frozen EFL_BOT_FROZEN = 256 --- EFL_CHECK_UNTOUCH = 16777216 --- Some dirty bits with respect to abs computations EFL_DIRTY_ABSANGVELOCITY = 8192 --- EFL_DIRTY_ABSTRANSFORM = 2048 --- EFL_DIRTY_ABSVELOCITY = 4096 --- (Client only) need shadow manager to update the shadow EFL_DIRTY_SHADOWUPDATE = 32 --- EFL_DIRTY_SPATIAL_PARTITION = 32768 --- EFL_DIRTY_SURROUNDING_COLLISION_BOUNDS = 16384 --- Entity shouldn't block NPC line-of-sight EFL_DONTBLOCKLOS = 33554432 --- NPCs should not walk on this entity EFL_DONTWALKON = 67108864 --- Entity is dormant, no updates to client EFL_DORMANT = 2 --- The default behavior in ShouldTransmit is to not send an entity if it doesn't have a model. Certain entities want to be sent anyway because all the drawing logic is in the client DLL. They can set this flag and the engine will transmit them even if they don't have model EFL_FORCE_CHECK_TRANSMIT = 128 --- One of the child entities is a player EFL_HAS_PLAYER_CHILD = 16 --- This is set if the entity detects that it's in the skybox. This forces it to pass the "in PVS" for transmission EFL_IN_SKYBOX = 131072 --- EFL_IS_BEING_LIFTED_BY_BARNACLE = 1048576 --- This is a special entity that should not be deleted when we restart entities only EFL_KEEP_ON_RECREATE_ENTITIES = 16 --- This entity is marked for death -- This allows the game to actually delete ents at a safe time. You should never set this flag manually. EFL_KILLME = 1 --- Lets us know when the noclip command is active EFL_NOCLIP_ACTIVE = 4 --- Another entity is watching events on this entity (used by teleport) EFL_NOTIFY = 64 --- Don't attach the edict EFL_NO_AUTO_EDICT_ATTACH = 1024 --- Doesn't accept forces from physics damage EFL_NO_DAMAGE_FORCES = -2147483648 --- Entitiy shouldn't dissolve EFL_NO_DISSOLVE = 134217728 --- EFL_NO_GAME_PHYSICS_SIMULATION = 8388608 --- Mega physcannon can't ragdoll these guys EFL_NO_MEGAPHYSCANNON_RAGDOLL = 268435456 --- Physcannon can't pick these up or punt them EFL_NO_PHYSCANNON_INTERACTION = 1073741824 --- EFL_NO_ROTORWASH_PUSH = 2097152 --- Avoid executing the entity's Think EFL_NO_THINK_FUNCTION = 4194304 --- Don't adjust this entity's velocity when transitioning into water EFL_NO_WATER_VELOCITY_CHANGE = 536870912 --- Non-networked entity EFL_SERVER_ONLY = 512 --- Set while a model is setting up its bones EFL_SETTING_UP_BONES = 8 --- Used to determine if an entity is floating EFL_TOUCHING_FLUID = 524288 --- Entities with this flag set show up in the partition even when not solid EFL_USE_PARTITION_WHEN_NOT_SOLID = 262144 --- Is the entity on ground or not FL_ONGROUND = 1 --- Is player ducking or not FL_DUCKING = 2 --- Is the player in the process of ducking or standing up FL_ANIMDUCKING = 4 --- The player is jumping out of water FL_WATERJUMP = 8 --- This player is controlling a func_train FL_ONTRAIN = 16 --- Indicates the entity is standing in rain FL_INRAIN = 32 --- Completely freezes the player Bots will still be able to look around. FL_FROZEN = 64 --- This player is controlling something UI related in the world, this prevents his movement, but doesn't freeze mouse movement, jumping, etc. FL_ATCONTROLS = 128 --- Is this entity a player or not FL_CLIENT = 256 --- Bots have this flag FL_FAKECLIENT = 512 --- Is the player in water or not FL_INWATER = 1024 --- This entity can fly FL_FLY = 2048 --- This entity can swim FL_SWIM = 4096 --- This entity is a func_conveyor FL_CONVEYOR = 8192 --- NPCs have this flag (NPC: Ignore player push) FL_NPC = 16384 --- Whether the player has god mode enabled FL_GODMODE = 32768 --- Makes the entity invisible to AI FL_NOTARGET = 65536 --- This entity can be aimed at FL_AIMTARGET = 131072 --- Not all corners are valid FL_PARTIALGROUND = 262144 --- It's a static prop FL_STATICPROP = 524288 --- worldgraph has this ent listed as something that blocks a connection FL_GRAPHED = 1048576 --- This entity is a grenade, unused FL_GRENADE = 2097152 --- Changes the SV_Movestep() behavior to not do any processing FL_STEPMOVEMENT = 4194304 --- Doesn't generate touch functions, calls ENTITY:EndTouch when this flag gets set during a touch callback FL_DONTTOUCH = 8388608 --- Base velocity has been applied this frame (used to convert base velocity into momentum) FL_BASEVELOCITY = 16777216 --- This entity is a brush and part of the world FL_WORLDBRUSH = 33554432 --- This entity can be seen by NPCs FL_OBJECT = 67108864 --- This entity is about to get removed FL_KILLME = 134217728 --- This entity is on fire FL_ONFIRE = 268435456 --- The entity is currently dissolving FL_DISSOLVING = 536870912 --- This entity is about to become a ragdoll FL_TRANSRAGDOLL = 1073741824 --- This moving door can't be blocked by the player FL_UNBLOCKABLE_BY_PLAYER = -2147483648
-- Put your information here as the modlue owner/developer -- print( "Example-Module Updated Last on 12/3/2018") moduleName = "ExampleTest" yourNameHere = "OwnerName"--This can also be a group of people yourContactInfoHere = "OwnerContact" versionNameOrNumber = "ReleaseVersionExample" print("[PZ-API] Module: " .. moduleName .. " has been found!") print("[PZ-API] Owner(s): " .. yourNameHere) print("[PZ-API] Contact: " .. yourContactInfoHere) print("[PZ-API] Version: " .. versionNameOrNumber)
-- boats/documentation.lua -----Load documentation via doc_helper------------------------ local MP = minetest.get_modpath(minetest.get_current_modname()) local docpath = MP .. DIR_DELIM .. "doc" doc.add_category("boats", { name = "_Boats_", description = "Boats Documentation", build_formspec = doc.entry_builders.text_and_square_gallery, }) doc.build_entries(docpath, "boats")
local GUI = LibStub('NetEaseGUI-2.0') local View = GUI:NewEmbed('Refresh', 1) if not View then return end local function Refresh(self) self:SetScript('OnUpdate', nil) self:Update() if type(self.Fire) == 'function' then self:Fire('OnRefresh') end if type(self._Select_OnRefresh) == 'function' then self:_Select_OnRefresh() end end function View:Refresh() if self.notRefreshOnShow and not self:IsVisible() then return end if type(self.Update) == 'function' then self:SetScript('OnUpdate', Refresh) end end function View:EnableRefreshOnShow(flag) self.notRefreshOnShow = not flag or nil self:SetScript('OnUpdate', nil) end
local onAttach = require'lsp/lsp-attach' require'lspconfig'.tsserver.setup{ on_attach = onAttach }