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PLUGIN.name = "Business Block" PLUGIN.desc = "Turns off business for EVERYONE" PLUGIN.license = "MIT not for use on Kaktusownia opensource.org/licenses/MIT" function PLUGIN:CanPlayerUseBusiness() return false end
g = ECP.G() -- get the curve's generator coordinates h = g * 2 -- hashtopoint "h0" h1 = g * 20 -- hashtopoint "h1" order = ECP.order() -- get the curves order in a big rng = RNG.new() H = HASH.new('sha256') local DATA_TABLE = JSON.decode(DATA) local KEYS_TABLE = JSON.decode(KEYS) function readBig(str) return BIG.new(hex(str)) end function readEcp(table) local x = readBig(table['x']) local y = readBig(table['y']) return ECP.new(x, y) end function writeEcp(ecp) ecp = ecp:affine() local x = ecp:x() local y = ecp:y() return { x = tostring(x), y = tostring(y) } end -- Concatenates everything and hashes it function to_challenge(list) local c = "" for i = 1, #list do c = c .. tostring(list[i]) end local hash = H:process(str(c)) return BIG.new(hash) end -- Creates a ZKP that (a,b) encrypts a value of 0 function provezero(a, b) local wx = rng:big() local Aw = a * wx local Bw = g * wx local c = to_challenge({g, h, public, a, b, Aw, Bw}) local rx = (wx - c:modmul(private, order)) % order return c, rx end function generateLookupTable(max) table = {} for i = 0, max do local point = h * BIG.new(i) local s = tostring(point:x()) .. tostring(point:y()) table[s] = i end return table end function lookup(point, lookupTable) if point:isinf() then -- TODO: check NOT 100% sure return 0 end point = point:affine() local s = tostring(point:x()) .. tostring(point:y()) return lookupTable[s] end function decrypt(a, b) x = (a * private):negative() y = b + x return y end lookupTable = generateLookupTable(100) -- Load public data public = readEcp(DATA_TABLE["public"]) private = readBig(KEYS_TABLE["private"]) scores = DATA_TABLE['scores'] scores = LAMBDA.map(scores, function(k,v) a = readEcp(v['a']) b = readEcp(v['b']) return { a = a, b = b} end) -- decrypt the scores, now we have h*num_votes outcome = LAMBDA.map(scores, function(k,v) return decrypt(v['a'], v['b']) end) -- Lookup on the table for the exact num of votes outcome = LAMBDA.map(outcome, function(k,v) return lookup(v, lookupTable) end) proof = LAMBDA.map(outcome, function(i,v) a = scores[i]['a'] b = scores[i]['b'] num_votes = BIG.new(v) b = b + (h * num_votes):negative() c, rx = provezero(a, b) return { c = tostring(c) , rx = tostring(rx) } end) scores = LAMBDA.map(scores, function(k,v) return { a = writeEcp(v['a']), b = writeEcp(v['b'])} end) export = JSON.encode( { outcome = outcome, proof = proof, scores = scores, public = writeEcp(public) } ) print(export)
#include "datascripts/inputList.lua" #include "datascripts/color4.lua" #include "scripts/ui.lua" #include "scripts/textbox.lua" #include "scripts/utils.lua" binds = { New_Thrusters_Forwards_Key = "h", New_Thrusters_Backwards_Key = "n", Delete_All_Thrusters = "p", Delete_Last_Thruster = "z", New_Thruster_Power_Up = "+", New_Thruster_Power_Down = "-", New_Thruster_Toggle = "g", Open_Menu = "m", -- Only one that can't be changed! } local bindBackup = deepcopy(binds) local bindOrder = { "New_Thrusters_Forwards_Key", "New_Thrusters_Backwards_Key", "New_Thruster_Power_Up", "New_Thruster_Power_Down", "New_Thruster_Toggle", "Delete_All_Thrusters", "Delete_Last_Thruster", } local bindNames = { New_Thrusters_Forwards_Key = "New Thrusters Forwards Key", New_Thrusters_Backwards_Key = "New Thrusters Backwards Key", Delete_All_Thrusters = "Delete All Thrusters", Delete_Last_Thruster = "Delete Last Thruster", New_Thruster_Power_Up = "New Thruster Power Up", New_Thruster_Power_Down = "New Thruster Power Down", New_Thruster_Toggle = "New Thruster Toggle", Open_Menu = "Open Menu", } local menuOpened = false local rebinding = nil local erasingBinds = 0 local menuWidth = 0.25 local menuHeight = 0.6 local powerTextBox = nil local changelogText = "Keys can now be rebound.\n" .. "(Currently not saved cross session.)\n\n" .. "Made editing thruster power easier using this menu.\n" .. "Old plus and minus buttons will remain an option too.\n\n".. "Fix textboxes breaking the mod." function menu_init() end function menu_tick(dt) if InputPressed(binds["Open_Menu"]) and GetString("game.player.tool") == "nlthrustertool" then menuOpened = not menuOpened if not menuOpened then rebinding = nil erasingBinds = 0 thrusterClass.power = tonumber(powerTextBox.value) end end if rebinding ~= nil then local lastKeyPressed = getKeyPressed() if lastKeyPressed ~= nil then binds[rebinding] = lastKeyPressed rebinding = nil end end textboxClass_tick() if erasingBinds > 0 then erasingBinds = erasingBinds - dt end end function menu_draw(dt) local textBox01, newBox01 = textboxClass_getTextBox(1) if newBox01 then textBox01.name = "New Thruster Strength" textBox01.value = thrusterClass.power .. "" textBox01.numbersOnly = true textBox01.limitsActive = true textBox01.numberMin = 1 textBox01.numberMax = 10000000 powerTextBox = textBox01 end if powerTextBox == nil and textBox01 ~= nil then powerTextBox = textBox01 end if not isMenuOpen() then return end UiMakeInteractive() if changelogActive then UiPush() UiBlur(0.75) UiAlign("left top") UiTranslate(UiWidth() * 0.01, UiWidth() * 0.01) UiImageBox("ui/hud/infobox.png", UiWidth() * 0.15, UiHeight() * 0.4, 10, 10) UiWordWrap(UiWidth() * 0.15) UiFont("bold.ttf", 30) UiTranslate(0, 10) UiText("Thruster Changelog:") UiFont("regular.ttf", 26) UiTranslate(0, 50) UiText(changelogText) UiPop() end UiPush() if not changelogActive then UiBlur(0.75) end UiAlign("center middle") UiTranslate(UiWidth() * 0.5, UiHeight() * 0.5) UiImageBox("ui/hud/infobox.png", UiWidth() * menuWidth, UiHeight() * menuHeight, 10, 10) UiWordWrap(UiWidth() * menuWidth) UiTranslate(0, -UiHeight() * menuWidth) UiFont("bold.ttf", 48) UiTranslate(0, 10) UiText("Thruster Settings") UiFont("regular.ttf", 26) UiPush() UiTranslate(-UiWidth() * (menuWidth / 2), 50) for i = 1, #bindOrder do local id = bindOrder[i] local key = binds[id] drawRebindable(id, key) UiTranslate(0, 50) end UiPop() UiTranslate(0, 50 * (#bindOrder + 1)) UiPush() UiTranslate(100, 0) textboxClass_render(textBox01) UiPop() UiTranslate(0, 50) UiPush() UiButtonImageBox("ui/common/box-outline-6.png", 6, 6) local statusText = "Disabled" if thrusterClass.toggle then statusText = "Enabled" end if UiTextButton("New Thrusters Toggle: " .. statusText , 400, 40) then thrusterClass.toggle = not thrusterClass.toggle end UiTranslate(0, 50) if erasingBinds > 0 then UiPush() c_UiColor(Color4.Red) if UiTextButton("Are you sure?" , 400, 40) then binds = deepcopy(bindBackup) erasingBinds = 0 end UiPop() else if UiTextButton("Reset binds to defaults" , 400, 40) then erasingBinds = 5 end end UiTranslate(-105, 50) if UiTextButton("Close" , 195, 40) then menuOpened = false rebinding = nil thrusterClass.power = tonumber(powerTextBox.value) end UiTranslate(210, 0) local showText = "Show" if changelogActive then showText = "Hide" end if UiTextButton(showText .. " changelog" , 195, 40) then changelogActive = not changelogActive end UiPop() UiPop() end function drawRebindable(id, key) UiPush() UiButtonImageBox("ui/common/box-outline-6.png", 6, 6) UiTranslate(UiWidth() * menuWidth / 1.5, 0) UiAlign("right middle") UiText(bindNames[id] .. "") UiTranslate(UiWidth() * menuWidth * 0.1, 0) UiAlign("left middle") if rebinding == id then c_UiColor(Color4.Green) else c_UiColor(Color4.Yellow) end if UiTextButton(key, 40, 40) then rebinding = id end UiPop() end function isMenuOpen() return menuOpened end function setMenuOpen(val) menuOpened = val end
local M = { { name = "agpl-3.0", text = [[ Copyright (C) <year> <name of author> This program is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details. You should have received a copy of the GNU Affero General Public License along with this program. If not, see <https://www.gnu.org/licenses/>. ]] }, { name = "fdl-1.1", text = [[ Copyright (c) YEAR YOUR NAME. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.1 or any later version published by the Free Software Foundation; with the Invariant Sections being LIST THEIR TITLES, with the Front-Cover Texts being LIST, and with the Back-Cover Texts being LIST. A copy of the license is included in the section entitled "GNU Free Documentation License". ]] }, { name = "fdl-1.2", text = [[ Copyright (c) YEAR YOUR NAME. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled "GNU Free Documentation License". ]] }, { name = "fdl-1.3", text = [[ Copyright (c) YEAR YOUR NAME. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.3 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled "GNU Free Documentation License". ]] }, { name = "gpl-1.0", text = [[ Copyright (C) 19yy <name of author> This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 1, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301 USA ]] }, { name = "gpl-2.0", text = [[ Copyright (C) <year> <name of author> This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. ]] }, { name = "gpl-3.0", text = [[ Copyright (C) <year> <name of author> This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>. ]] }, { name = "lgpl-2.0", text = [[ Copyright (C) <year> <name of author> This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA ]] }, { name = "lgpl-2.1", text = [[ Copyright (C) <year> <name of author> This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA ]] }, { name = "lgpl-3.0", text = [[ GNU LESSER GENERAL PUBLIC LICENSE Version 3, 29 June 2007 Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/> Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. This version of the GNU Lesser General Public License incorporates the terms and conditions of version 3 of the GNU General Public License, supplemented by the additional permissions listed below. 0. Additional Definitions. As used herein, "this License" refers to version 3 of the GNU Lesser General Public License, and the "GNU GPL" refers to version 3 of the GNU General Public License. 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local class = require "class" local Image = class:derive("Image") local Vec2 = require("Essentials/Vector2") local Color = require("Essentials/Color") function Image:new(path, frames) frames = frames or Vec2(1) self.img = loadImage(path) if not self.img then error("Failed to load image: " .. path) end self.size = Vec2(self.img:getDimensions()) self.frameSize = self.size / frames self.frameCount = frames self.frames = {} for i = 1, frames.x do self.frames[i] = {} for j = 1, frames.y do self.frames[i][j] = love.graphics.newQuad(self.frameSize.x * (i - 1), self.frameSize.y * (j - 1), self.frameSize.x, self.frameSize.y, self.size.x, self.size.y) end end end function Image:getFrame(frame) --print(self.frames[(frame.x - 1) % self.frameCount.x + 1][(frame.y - 1) % self.frameCount.y + 1]) --for k1, v1 in pairs(self.frames) do -- for k2, v2 in pairs(v1) do print(k1, k2, v2) end --end return self.frames[(frame.x - 1) % self.frameCount.x + 1][(frame.y - 1) % self.frameCount.y + 1] end function Image:draw(pos, align, frame, rot, color, alpha) align = align or Vec2() frame = frame or Vec2(1) rot = rot or 0 color = color or Color() alpha = alpha or 1 pos = posOnScreen(pos - (align * self.frameSize):rotate(rot)) if color.r then -- temporary chunk love.graphics.setColor(color.r, color.g, color.b, alpha) else love.graphics.setColor(unpack(color), alpha) end love.graphics.draw(self.img, self:getFrame(frame), pos.x, pos.y, rot, getResolutionScale(), getResolutionScale()) end return Image
count = {} haspoked = {} poketime = {} maxpokes = 2 maxtime = 180 function onClientPokeEvent(serverConnectionHandlerID, pokerID, pokerName, message, ffIgnored) if (pokerID ~= haspoked[pokerID]) then haspoked[pokerID] = pokerID count[pokerID] = 1 poketime[pokerID] = os.time() ts3.requestSendPrivateTextMsg(serverConnectionHandlerID, "I've received your poke. I'll get back to you as time allows.", pokerID) elseif(pokerID == haspoked[pokerID])then if (count[pokerID] >= maxpokes and os.difftime(poketime[pokerID],os.time()) <= maxtime) then ts3.requestClientKickFromServer(serverConnectionHandlerID,pokerID,"Don't abuse the poke functionality please! ") poketime[pokerID] = os.time() else if(os.difftime(poketime[pokerID],os.time()) > maxtime) then poketime[pokerID] = os.time end ts3.requestSendPrivateTextMsg(serverConnectionHandlerID, "I've received your poke. I'll get back to you as time allows.", pokerID) count[pokerID] = count[pokerID]+1 end end end
-- Translation support local S = minetest.get_translator("keyring") local F = minetest.formspec_escape -- context local context = {} local selected = {} local selected_player = {} local selected_player_num = {} local key_list = {} local tab = {} local function reset_context(name) context[name] = nil selected[name] = nil selected_player[name] = nil selected_player_num[name] = nil key_list[name] = nil tab[name] = nil end minetest.register_on_leaveplayer(function(player) local name = player:get_player_name() reset_context(name) end) local form_allowed = {} keyring.form = {} --[[ -- Features: -- - translator: function used for translation -- - virtual_symbol: String or nil (default) -- - title_tab: bool -- - title_tab_management: String or nil (default) -- - title_tab_settings: String or nil (default) -- - msg_not_allowed_edit: String or nil (default) -- - msg_is_public: String or nil (default) -- - msg_you_own: String or nil (default) -- - msg_is_owned_by: Untranslated String or nil (default) -- - msg_is_shared_with: String or nil (default) -- - msg_not_allowed_use: String or nil (default) -- - msg_not_shared: String or nil (default) -- - msg_list_of_keys: String or nil (default) -- - msg_no_key: String or nil (default) -- - remove_key: bool -- - rename_key: bool -- - set_owner: bool -- - share: bool -- - share_management: bool (default: true) -- - msg_manage_keys: String or nil (default) -- - msg_not_manage_keys: String or nil (default) -- - msg_button_allow_manage_keys: String or nil (default) -- - msg_button_deny_manage_keys: String or nil (default) -- --]] keyring.form.register_allowed = function(itemname, features) form_allowed[itemname] = features end --[[ -- Returns a table containing -- - is_use_allowed: bool -- - msg_not_use_allowed: String -- - display_title_tabs: bool -- - title_tab_management: String -- - title_tab_settings: String -- - msg_owner: String -- - display_set_owner_button: bool -- - is_owned: bool -- - display_msg_shared: bool -- - msg_shared: String -- - msg_shared_pos: String containing pos -- - display_shared_list: bool -- - shared_list_start_pos: String containing start pos -- - shared_list_size: String containing size -- - display_share_button: bool -- - display_unshare_button: bool -- - msg_list_keys: String -- - display_keys_list: bool -- - keys_list_size: String containing size -- - key_virtual_symbol: String -- - display_rename_button: bool -- - display_remove_button: bool -- - msg_manage_keys: String -- - msg_manage_keys_pos: String containing start pos -- - display_manage_keys_button: bool -- - msg_manage_keys_button: String -- - manage_keys_button_pos: String containing start pos -- - action_manage_keys_button: String containing name of action button -- --]] local function get_formspec_properties(itemstack, player) local props = {} local item_name = itemstack:get_name() local FA = form_allowed[item_name] local item_meta = itemstack:get_meta() local player_name = player:get_player_name() local keyring_owner = item_meta:get_string("owner") local keyring_allowed = keyring.fields.utils.owner.is_edit_allowed(keyring_owner, player_name) local has_list_priv = minetest.check_player_privs(player_name, { keyring_inspect=true }) local shared = item_meta:get_string(keyring.fields.shared) local is_shared_with = keyring.fields.utils.shared.is_shared_with(player_name, shared) local shared_key_management = item_meta:get_int( keyring.fields.shared_key_management) local key_management_allowed = keyring.fields.utils.owner.is_key_management_allowed( keyring_owner, shared, shared_key_management, player_name) local has_keys = next(minetest.deserialize( item_meta:get_string(keyring.fields.KRS)) or {}) or false props.is_use_allowed = (keyring_allowed or has_list_priv or is_shared_with) and FA and true or false if not props.is_use_allowed then props.msg_not_use_allowed = FA.msg_not_allowed_use or S("You are not allowed to use this keyring.") return props end props.display_title_tabs = FA.title_tab if props.display_title_tabs then props.title_tab_management = FA.title_tab_management or S("Keys management") props.title_tab_settings = FA.title_tab_settings or S("Keyring settings") end if keyring_owner == player_name then props.msg_owner = FA.msg_you_own or S("You own this keyring.") props.display_set_owner_button = FA.set_owner or false props.is_owned = true props.display_share_button = FA.share or false props.display_unshare_button = FA.share and (shared ~= nil) and (shared ~= "") or false props.display_manage_keys_button = FA.share_management and (shared ~= nil) and (shared ~= "") or true elseif keyring_owner ~= "" then props.msg_owner = (FA.translator and FA.msg_is_owned_by) and FA.translator(FA.msg_is_owned_by, keyring_owner) or S("This keyring is owned by @1.", keyring_owner) props.display_set_owner_button = false props.is_owned = true props.display_share_button = false props.display_unshare_button = false props.display_manage_keys_button = false else props.msg_owner = FA.msg_is_public or S("This keyring is public.") props.display_set_owner_button = FA.set_owner or false props.is_owned = false props.display_share_button = false props.display_unshare_button = false props.display_manage_keys_button = false end if props.is_owned then props.display_msg_shared = true props.msg_shared_pos = props.display_set_owner_button and "3" or "2" local slstart = props.display_set_owner_button and 3.75 or 2.75 props.shared_list_start_pos = tostring(slstart) local slsize = 3 + ((not props.display_set_owner_button) and 1 or 0) + ((not props.display_share_button) and 1 or 0) - (props.display_manage_keys_button and 1 or 0) props.shared_list_size = tostring(slsize) if (shared ~= nil) and (shared ~= "") then props.display_shared_list = FA.share or false props.msg_shared = FA.msg_is_shared_with or S("This keyring is shared with:") if shared_key_management == 1 then props.msg_manage_keys = FA.msg_manage_keys or S("They are able to use the keyring and to manage keys.") props.msg_manage_keys_button = FA.msg_button_deny_manage_keys or S("Deny key management") props.action_manage_keys_button = "deny_shared_management" else props.msg_manage_keys = FA.msg_not_manage_keys or S("They are able to use the keyring but not to manage keys.") props.msg_manage_keys_button = FA.msg_button_allow_manage_keys or S("Allow key management") props.action_manage_keys_button = "allow_shared_management" end props.msg_manage_keys_pos = tostring(slstart + slsize + 0.75) props.manage_keys_button_pos = tostring(slstart + slsize + 1.25) else props.display_shared_list = false props.msg_shared = FA.msg_not_shared or S("This keyring is not shared.") end end if has_keys then props.display_keys_list = true props.msg_list_keys = FA.msg_list_of_keys or S("List of keys in the keyring") props.key_virtual_symbol = FA.virtual_symbol or S("[virtual]") props.display_rename_button = FA.rename_key and key_management_allowed or false props.display_remove_button = FA.remove_key and key_management_allowed or false else props.display_keys_list = false props.msg_list_keys = FA.msg_no_key or S("There is no key in the keyring.") props.display_rename_button = false props.display_remove_button = false end props.keys_list_size = props.display_rename_button and "7" or "8" return props end minetest.register_on_player_receive_fields(function(player, formname, fields) -- guard if not (formname == "keyring:edit") then return end local name = player:get_player_name() -- clean context if fields.quit and not fields.key_enter then reset_context(name) return end -- check abuses local item = player:get_wielded_item() local item_name = item:get_name() local meta = item:get_meta() local FA = form_allowed[item_name] -- check item is allowed if FA == nil then keyring.log("action", "Player "..name.. " sent a keyring action but the selected item ("..item_name..") is not allowed.") return end -- check item group if not (minetest.get_item_group(item_name, "key_container") == 1) then keyring.log("action", "Player "..name.. " sent a keyring action but the selected item (" ..item_name..") is not a key container.") return end local krs = meta:get_string(keyring.fields.KRS) if krs ~= context[name] then keyring.log("action", "Player "..name .." sent a keyring action but the selected item is not the right key container.") return end -- edits rights not required for this section if FA.title_tab then -- tabheader selection if fields.header == "2" then tab[name] = true elseif fields.header == "1" then tab[name] = nil end if fields.header then keyring.form.formspec(item, minetest.get_player_by_name(name)) end end -- check for edits local keyring_owner = meta:get_string("owner") local shared = meta:get_string(keyring.fields.shared) local keyring_allowed = keyring.fields.utils.owner.is_edit_allowed(keyring_owner, name) local key_management_allowed = keyring.fields.utils.owner.is_key_management_allowed( keyring_owner, shared, meta:get_int(keyring.fields.shared_key_management), name) if not key_management_allowed then if (not minetest.check_player_privs(name, { keyring_inspect=true })) and not keyring.fields.utils.shared.is_shared_with(name, shared) then keyring.log("action", "Player "..name .." sent command to manage keys of a "..item_name.." owned by " ..(keyring_owner or "unknown player")) end return end if FA.share or FA.set_owner then -- make owner if fields.make_private or fields.make_public and FA.set_owner then if not keyring_allowed then minetest.chat_send_player(name, FA.msg_not_allowed_edit or S("You are not allowed to edit settings of this keyring.")) return end if fields.make_private then meta:set_string("owner", name) meta:set_string("description", minetest.registered_items[item_name].description .." ("..S("owned by @1", name)..")") elseif fields.make_public then meta:set_string("owner", "") meta:set_string("description", minetest.registered_items[item_name].description) end player:set_wielded_item(item) keyring.form.formspec(item, minetest.get_player_by_name(name)) end if (keyring_owner == name) and (FA.share_management ~= false) then if fields.allow_shared_management then meta:set_int(keyring.fields.shared_key_management, 1) player:set_wielded_item(item) keyring.form.formspec(item, minetest.get_player_by_name(name)) elseif fields.deny_shared_management then meta:set_int(keyring.fields.shared_key_management, 0) player:set_wielded_item(item) keyring.form.formspec(item, minetest.get_player_by_name(name)) end end if (keyring_owner == name) and FA.share then if fields.share_player_dropdown and fields.player_dropdown and fields.player_dropdown ~= "" then meta:set_string(keyring.fields.shared, shared.. ((shared ~="") and " " or "")..fields.player_dropdown) player:set_wielded_item(item) keyring.form.formspec(item, minetest.get_player_by_name(name)) end if (fields.share_player_button or (fields.key_enter and fields.key_enter_field and fields.key_enter_field == "share_player")) and fields.share_player and fields.share_player ~= "" then local concat = fields.share_player for _, v in ipairs({"%[", "]", ",", ";", "\\"}) do concat = concat:gsub(v," ") end meta:set_string(keyring.fields.shared, shared.. ((shared ~="") and " " or "")..concat) player:set_wielded_item(item) keyring.form.formspec(item, minetest.get_player_by_name(name)) end if fields.unshare and selected_player[name] and selected_player[name] ~= "" then shared = keyring.fields.utils.shared.remove(selected_player[name], shared) if keyring.fields.utils.shared.get_from_index( selected_player_num[name], shared) == "" then selected_player_num[name] = selected_player_num[name] -1 end selected_player[name] = keyring.fields.utils.shared.get_from_index( selected_player_num[name], shared) meta:set_string(keyring.fields.shared, shared) player:set_wielded_item(item) keyring.form.formspec(item, minetest.get_player_by_name(name)) end -- refresh selected player if fields.selected_player then local event = minetest.explode_textlist_event(fields.selected_player) if event.type ~= "INV" then selected_player[name] = keyring.fields.utils.shared.get_from_index( event.index, shared) if selected_player[name] == "" then keyring.log("action", "Player "..name .." selected a player in "..item_name.." settings interface" .." but this player is not in the list.") else selected_player_num[name] = event.index end end end -- warn player if (fields.share_player_button or (fields.key_enter and fields.key_enter_field and fields.key_enter_field == "share_player")) and ((not fields.share_player) or fields.share_player == "") then minetest.chat_send_player(name, S("You must enter a player name first.")) end if (fields.unshare and ((not selected_player[name]) or selected_player[name] == "")) or (fields.share_player_dropdown and ((not fields.player_dropdown) or fields.player_dropdown == "")) then minetest.chat_send_player(name, S("You must select a player first.")) end end end -- key selection if fields.selected_key ~= nil then local event = minetest.explode_textlist_event(fields.selected_key) if event.type ~= "INV" then if key_list[name] == nil or event.index > #key_list[name] then keyring.log("action", "Player "..name .." selected a key in "..item_name.." interface" .." but this key does not exist.") return end selected[name] = event.index end end if selected[name] then -- no name provided for renaming if (fields.rename or (fields.key_enter and fields.key_enter_field and fields.key_enter_field == "new_name")) and ((not fields.new_name) or fields.new_name == "") then minetest.chat_send_player(name, S("You must enter a name first.")) return end -- add user description if (fields.rename or (fields.key_enter and fields.key_enter_field and fields.key_enter_field == "new_name")) and key_list[name] and selected[name] and selected[name] <= #key_list[name] and fields.new_name and fields.new_name ~= "" and selected[name] and FA.rename_key and key_management_allowed then local u_krs = minetest.deserialize(krs) u_krs[key_list[name][selected[name]]].user_description = fields.new_name meta:set_string(keyring.fields.KRS, minetest.serialize(u_krs)) player:set_wielded_item(item) keyring.form.formspec(item, minetest.get_player_by_name(name)) return end -- put the key out of keyring if fields.remove and selected[name] and key_list[name] and selected[name] and selected[name] <= #key_list[name] and FA.remove_key and key_management_allowed then local key = ItemStack("default:key") local u_krs = minetest.deserialize(krs) local key_meta = key:get_meta() key_meta:set_string("secret", selected[name]) key_meta:set_string(keyring.fields.description, u_krs[key_list[name][selected[name]]].user_description) key_meta:set_string("description", u_krs[key_list[name][selected[name]]].description) local inv = minetest.get_player_by_name(name):get_inventory() local number = u_krs[key_list[name][selected[name]]].number local virtual = u_krs[key_list[name][selected[name]]].virtual if inv:room_for_item("main", key) or ((number == 0) and virtual) then -- remove key from keyring if (number > 1) or (number == 1 and virtual) then -- remove only 1 key u_krs[key_list[name][selected[name]]].number = number -1 elseif (number == 1) or ((number == 0) and virtual) then u_krs[key_list[name][selected[name]]] = nil end -- apply item:get_meta():set_string(keyring.fields.KRS, minetest.serialize(u_krs)) player:set_wielded_item(item) keyring.form.formspec(item, minetest.get_player_by_name(name)) if not (number == 0 and virtual) then -- add key to inventory inv:add_item("main", key) end else minetest.chat_send_player(name, S("There is no room in your inventory for a key.")) end return end end -- no selected key, but removing/renaming asked if (fields.rename or fields.remove or (fields.key_enter and fields.key_enter_field and fields.key_enter_field == "new_name")) and not selected[name] then minetest.chat_send_player(name, S("You must select a key first.")) return end end) --[[ Get key list -- parameter: serialized krs, player name and symbol utilized for virtual keys -- return: key list --]] local function get_key_list(serialized_krs, name, virtual_symbol) local krs = minetest.deserialize(serialized_krs) or {} local list = "" local first = true local index = 1 key_list[name] = {} for k, v in pairs(krs) do key_list[name][index] = k index = index +1 if not first then list = list.."," else first = false end list = list..F(v.user_description or v.description) if (v.number > 1) or (v.virtual and (v.number == 1)) then list = list..F(" (×"..v.number..")") end if v.virtual then list = list..F(v.virtual and (((virtual_symbol ~= "") and " " or "")..(virtual_symbol)) or "") end end return list end --[[ Get player shared list -- parameter: list of players separated by space, player name -- return: return player list separated by comma -- ]] local function get_player_shared_list(player_list, name) if player_list == "" or player_list == nil then return "" end return player_list:gsub("%s+", ",") end --[[ -- Add name to list separated by separator. -- parameters: -- - list: the previous list -- - name: the name to add -- - first: true if this is the first name to add to the list -- - separator: separator to use -- -- returns: -- - the new list --]] local function add_to_list(list, name, first, separator) if not first then list = list..separator end list = list..name return list end --[[ -- Get connected players list + player’s faction (not already in shared) -- parameter: -- - shared_list: list of players/factions shared with (space separated) -- - name: player name --]] local function get_player_list_connected(shared_list, name) local list = minetest.get_connected_players() local res_list = "" local first = true for _, v in pairs(list) do local v_name = v:get_player_name() if (v_name ~= name) and not keyring.fields.utils.shared.is_shared_with_raw(v_name, shared_list) then res_list = add_to_list(res_list, v_name, first, ",") first = false end end if not keyring.settings.playerfactions then return res_list end -- playerfactions support local p_factions = {} if factions.version == nil then -- backward compatibility table.insert(p_factions, factions.get_player_faction(name)) else p_factions = factions.get_player_factions(name) end for _, p_fac in ipairs(p_factions) do if not keyring.fields.utils.shared.is_shared_with_raw("faction:"..p_fac, shared_list) then res_list = add_to_list(res_list, "faction:"..p_fac, first, ",") first = false end end return res_list end --[[ -- itemstack: a keyring:keyring -- player: the player to show formspec --]] keyring.form.formspec = function(itemstack, player) local item_meta = itemstack:get_meta() local name = player:get_player_name() local props = get_formspec_properties(itemstack, player) if not props.is_use_allowed then local item_name = itemstack:get_name() local keyring_owner = item_meta:get_string("owner") keyring.log("action", "Player "..name .." tryed to access key management of a "..item_name.." owned by " ..(keyring_owner or "unknown player")) minetest.chat_send_player(name, props.msg_not_use_allowed) return itemstack end local krs = item_meta:get_string(keyring.fields.KRS) local shared = item_meta:get_string(keyring.fields.shared) -- formspec local formspec = "formspec_version[3]" .."size[10.75,11.25]" if props.display_title_tabs then -- tabheader formspec = formspec.."tabheader[0,0;10.75,1;header;" ..props.title_tab_management ..","..props.title_tab_settings..";" ..(tab[name] and "2" or "1")..";false;true]" end if tab[name] then formspec = formspec.."label[1,1;"..F(props.msg_owner).."]" if props.display_set_owner_button then formspec = formspec.."button[1,1.5;5,1;" ..(props.is_owned and "make_public" or"make_private")..";" ..F(props.is_owned and S("Make public") or S("Make private")) .."]" end if props.display_msg_shared then formspec = formspec.."label[1,"..props.msg_shared_pos..";"..F(props.msg_shared).."]" end if props.display_shared_list then formspec = formspec.."textlist[1," ..props.shared_list_start_pos ..";8.75,"..props.shared_list_size ..";selected_player;" ..get_player_shared_list(shared, name).."]" .."label[1," ..props.msg_manage_keys_pos ..";"..F(props.msg_manage_keys).."]" if props.display_manage_keys_button then formspec = formspec.."button[1,"..props.manage_keys_button_pos ..";8.75,1;" ..props.action_manage_keys_button..";" ..F(props.msg_manage_keys_button) .."]" end end if props.display_share_button then formspec = formspec -- dropdown .."dropdown[1,8;5,1;player_dropdown;" ..get_player_list_connected(shared, name)..";0]" .."button[6.5,8;3.25,1;share_player_dropdown;"..F(S("Share")).."]" -- field .."field[1,9;5,1;share_player;;]" .."field_close_on_enter[share_player;false]" .."button[6.5,9;3.25,1;share_player_button;"..F(S("Share")).."]" end if props.display_unshare_button then formspec = formspec .."button[1,10;5,1;unshare;"..F(S("Unshare")).."]" end else formspec = formspec -- header label .."label[1,1;"..F(props.msg_list_keys).."]" -- list of keys if props.display_keys_list then formspec = formspec.."textlist[1,1.75;8.75," ..props.keys_list_size..";selected_key;" ..get_key_list(krs, name, props.key_virtual_symbol).."]" end if props.display_rename_button then -- rename button formspec = formspec.."button[1,9;5,1;rename;"..F(S("Rename key")).."]" .."field[6.5,9;3.25,1;new_name;;]" .."field_close_on_enter[new_name;false]" end if props.display_remove_button then formspec = formspec.."button[1,10;5,1;remove;"..F(S("Remove key")).."]" end end formspec = formspec.."button_exit[6.5,10;3.25,1;exit;"..F(S("Exit")).."]" -- context context[name] = krs minetest.show_formspec(name, "keyring:edit", formspec) return itemstack end
local _NAME = ... local _PACKAGE = _NAME:sub(1, -15) -- I should probably clean this up... --[[ assertion function - helps check that you pass the right things to various looky functions, to catch errors earlier @param typeTocheck: string; the type of variable that is expected ("string", "number", etc) @param value: any; the variable that will be checked against the typeToCheck @param fieldName: string; the name of the field in the calling function; to build a proper error message on failure @param extra: string; extra information that might be included in the error message, in case the fieldName itself is not clear enough @return nil @errors if value is not of typeToCheck ]] local function assertArg(typeToCheck, value, fieldName, extra) if extra then extra = "(" .. extra .. ") " else extra = "" end assert(type(value) == typeToCheck, extra .. fieldName .. " should be a " .. typeToCheck .. ", got a: " .. type(value)) end --[[ Default signaling implementation for container type views. Will pass the given signal on to all children, while translating coordinates to their local coordinate system @param self: the LayoutCreator @param signal: string; the signal name @param payload: table; the payload passed with the signal @param coords: an array table of coordinates {x = number, y = number}; the coordinates that are relevant for this event, local to the view that sent this event @return nil ]] local signalookyhildren = function(self, signal, payload, coords) for i, c in ipairs(self:getChildren()) do if c.visibility == "visible" then local newCoords = {} if coords then for i, v in ipairs(coords) do local x,y = self:translateCoordsToChild(c, v.x, v.y) table.insert(newCoords, { x = x, y = y }) end end c:receiveOutsideSignal(signal, payload, newCoords) end end end --[[ An image helper to handle some common modifications to images Used to layout both backgrounds and the default image view. Do not call these methods repeatedly. Some of them create a canvas, which makes them fairly expensive. Can be accessed through looky.imageHelper ]] local imageHelper = { --[[ Fit the image. Given a view, will scale the image while retaining the ratio. Ensures that the entire image fits in the view; will leave some room in the view if the view/image ratios differ. @param view: a View; the view that is used to determine the image's size @param image: a Love Drawable; the image that will be drawn @return image: a Love Drawable; the image that will be drawn @return scale, scale: number; the X, Y scale factor to make the image fit (always the same due to ratio preserving) ]] fit = function(view, image) local scaledX = view:grantedWidth() / image:getWidth() local scaledY = view:grantedHeight() / image:getHeight() local scale = math.min(scaledX, scaledY) return image, scale, scale end, --[[ Stretch the image. Given a view, will scale the image to fill up the whole view. Ensures that the entire view is filled up with the image, even if it means changing the ratio. @param view: a View; the view that is used to determine the image's size @param image: a Love Drawable; the image that will be drawn @return image: a Love Drawable; the image that will be drawn @return scale, scale: number; the X, Y scale factor to make the image fill the view ]] stretch = function(view, image) local scaleX = view:grantedWidth() / image:getWidth() local scaleY = view:grantedHeight() / image:getHeight() return image, scaleX, scaleY end, --[[ Crop the image. Given a view, will scale the image to fill up the whole view without changing the ratio. Ensures that the entire view is filled up with the image, even if it means cutting away parts of the image. @param view: a View; the view that is used to determine the image's size @param image: a Love Drawable; the image that will be drawn @return canvas: a Canvas; the image that will be drawn @return scale, scale: number; the X, Y scale factor to make the image fill the view (always the same because of ratio preservation) ]] crop = function(view, image) love.graphics.setColor(255,255,255,255) local scaledX = view:grantedWidth() / image:getWidth() local scaledY = view:grantedHeight() / image:getHeight() local scale = math.max(scaledX, scaledY) local canvas = love.graphics.newCanvas(view:grantedWidth(), view:grantedHeight()) love.graphics.setCanvas(canvas) love.graphics.push() love.graphics.origin() love.graphics.draw(image, 0, 0, 0, scale, scale) love.graphics.pop() love.graphics.setCanvas() return canvas, scale, scale end, --[[ Fill the image. Given a view, will paste copies of the image at its original size until the entire view is filled. Ensures that the entire view is filled up copies of the image, even if it means cutting away parts of some. @param view: a View; the view that is used to determine the image's size @param image: a Love Drawable; the image that will be drawn @return canvas: a Canvas; many copies of the image that can be drawn ]] fill = function(view, image) love.graphics.setColor(255,255,255,255) local canvas = love.graphics.newCanvas(view:grantedWidth(), view:grantedHeight()) love.graphics.setCanvas(canvas) love.graphics.push() love.graphics.origin() local x, y = 0, 0 while x < view:grantedWidth() do while y < view:grantedHeight() do love.graphics.draw(image, x, y) y = y + image:getHeight() end y = 0 x = x + image:getWidth() end love.graphics.pop() love.graphics.setCanvas() return canvas end } --[[ BaseLayout is an empty view that can be used as a scaffold to set up completely new viewtypes. NOTE: For the majority of your custom views, it is better to re-use one of the existing views. @param width: number or "fill" or "wrap"; the desired width of this view @param height: number or "fill" or "wrap"; the desired height of this view ]] local function baseLayout(width, height) return { children = {}, width = width, height = height, listeners = {}, --[[ @PUBLIC Allows adding a new listener to this view; any signals sent OUT by this view will reach the listener. @param listener: table; the table on which a method will be called @param method: string; the name of the function that should be called ]] addListener = function(self, listener, method) table.insert(self.listeners, { target = listener, method = method }) end, --[[ Add a child to this layout. Note that while all views get this method, not all of them do anything with it. Upon adding a child, the parent will automatically start listening to the child, using the default signal-handler. @param child: View; the view to add as a child of this one @param position: the position in which to put the child; defaults to "at the end" @param mute: boolean; pass true if you don't want to listen to this child's signals. @return nil ]] addChild = function(self, child, position, mute) assert(child, "No child was passed to addChild") position = position or #self.children+1 table.insert(self.children, position, child) if not mute then child:addListener(self, "receiveChildSignal") end end, --[[ Return how wide this view WANTS to be. There is no guarantee it will actually get this size. It is allowed to return "fill" if the view just wants as much space as it can get. @return number of "fill"; the size this view would like to have ]] desiredWidth = function(self) if self.visibility == "gone" then return 0 end if self.width == "fill" then return self.width elseif type(self.width) == "number" then return self.width else return self:contentWidthWithPadding() end end, --[[ Return how high this view WANTS to be. There is no guarantee it will actually get this size. It is allowed to return "fill" if the view just wants as much space as it can get. @return number of "fill"; the size this view would like to have ]] desiredHeight = function(self) if self.visibility == "gone" then return 0 end if self.height == "fill" then return self.height elseif type(self.height) == "number" then return self.height else return self:contentHeightWithPadding() end end, --[[ Return how much width this view is actually granted. This is the hard limit to how much space the view is allowed to take up. @return number: the total width of this view ]] grantedWidth = function(self) return self.givenWidth end, --[[ Return how much height this view is actually granted. This is the hard limit to how much space the view is allowed to take up. @return number: the total height of this view ]] grantedHeight = function(self) return self.givenHeight end, --[[ Set the view's dimensions. This is used by the parent during a layoutingpass to set how large the view is allowed to be. It also resets the background to make sure it fits with the new dimensions @return nil ]] setDimensions = function(self, x, y) self.givenWidth = x self.givenHeight = y self:prepareBackground() end, --[[ Returns the view's width minus its padding; this is the amount of room you should draw something useful in. @return number; the number of pixels of width you can draw in. ]] availableWidth = function(self) return self:grantedWidth() - self.padding.left - self.padding.right end, --[[ Returns the view's height minus its padding; this is the amount of room you should draw something useful in. @return number; the number of pixels of height you can draw in. ]] availableHeight = function(self) return self:grantedHeight() - self.padding.top - self.padding.bottom end, --[[ @MUST IMPLEMENT This method is called when the view is requested to re-layout its contents. Before this method is called, the view's dimensions will have been from outside. (ie; by the view's parent) In this method, the view should set the dimensions for its children and call this same method on them @return nil ]] layoutingPass = function(self) end, --[[ The core render function; this will render the view to the screen This method handles visibility, background and border and delegates to renderCustom which must be implemented by each view @return nil ]] render = function(self) if self.visibility == "visible" then self:renderBackground() if self:availableWidth() > 0 and self:availableHeight() > 0 then self:renderCustom() end end end, --[[ @MUST IMPLEMENT This method does all the real work; it must draw the view's content to the screen. Never call this method on a child; call it's render function instead. @return nil ]] renderCustom = function(self) end, --[[ @SHOULD IMPLEMENT This method is called when the view should update itself. Note that if the view contains any children it wants update, it will have to call them here! By default, update does not propagate to children, although all of the core views do this @param dt: number; the number of seconds that passed since the last time this method was called @return nil ]] update = function(self, dt) end, --[[ @MUST IMPLEMENT This method must return the width of the view's content in pixels It is used to determine the available drawing area and to figure out what a desired width of "wrap" should mean @return number; the width of the content that will be shown in this view ]] contentWidth = function(self) return 0 end, --[[ @MUST IMPLEMENT This method must return the height of the view's content in pixels It is used to determine the available drawing area and to figure out what a desired height of "wrap" should mean @return number; the height of the content that will be shown in this view ]] contentHeight = function(self) return 0 end, --[[ This method returns the total width of this view; content + padding @return number; total width of this element ]] contentWidthWithPadding = function(self) local width = self:contentWidth() if type(width) ~= "number" then return width end return width + self.padding.left + self.padding.right end, --[[ This method returns the total height of this view; content + padding @return number; total height of this element ]] contentHeightWithPadding = function(self) local height = self:contentHeight() if type(height) ~= "number" then return height end return height + self.padding.top + self.padding.bottom end, --[[ This method will render the background and border for the View. It is called before the custom render method so that the background/border are in place for all elements. Note that backgrounds are prepareda and redrawn, not recalookyulated on each call @return nil ]] renderBackground = function(self) if self.realBackground then if self.realBackground == "color" then love.graphics.setColor(self.background) local width = self:grantedWidth() local height = self:grantedHeight() love.graphics.rectangle("fill", 0, 0, width , height) else love.graphics.setColor(self.background.colorFilter) love.graphics.draw(self.realBackground, 0, 0, 0, self.scaleX, self.scaleY) end end self:renderBorder() end, --[[ This method overrides the currently set background with a new one. The background is prepared for rendering if it changed. @return nil ]] setBackground = function(self, background) if background ~= self.background then self.background = background self:prepareBackground() end end, --[[ This method will prepare the background for drawing. It is called automatically whenever the background or size of the view change. @return nil ]] prepareBackground = function(self) if self.background then if self.background.file then local helper = imageHelper local image = self.background.file self.realBackground, self.scaleX, self.scaleY = helper[self.background.fill](self, image ) else self.realBackground = "color" end end end, --[[ This method will draw a border around the view if there is one @return nil ]] renderBorder = function(self) if self.border.thickness > 0 then love.graphics.setColor(self.border.color) love.graphics.setLineWidth(self.border.thickness) local width = self:grantedWidth() local height = self:grantedHeight() love.graphics.rectangle("line", self.border.thickness/2, self.border.thickness/2, width - self.border.thickness, height - self.border.thickness) love.graphics.setLineWidth(1) end end, --[[ This method determines where in the view the content should be drawn, based on the set gravity. This is relevant for views that are larger than their content. For example; when rendering some text in a large view, this method calookyulates exactly which x,y you should pass to love.graphics.print() @return x, y: number; the top-left coorindates where you should start drawing to fit the current content based on the gravity ]] startCoordsBasedOnGravity = function(self) local locX, locY if self.gravity[1] == "start" then locX = self.padding.left elseif self.gravity[1] == "end" then locX = self:grantedWidth() - self:contentWidth() - self.padding.left elseif self.gravity[1] == "center" then locX = (self:availableWidth() - self:contentWidth()) / 2 + self.padding.left end if self.gravity[2] == "start" then locY = self.padding.top elseif self.gravity[2] == "end" then locY = self:grantedHeight() - self:contentHeight() - self.padding.bottom elseif self.gravity[2] == "center" then locY = (self:availableHeight() - self:contentHeight()) / 2 + self.padding.top end return locX, locY end, --[[ Get the child with the given order-number @param number: number; the child you want @return View or nil; that child if it exists ]] getChild = function(self, number) return self.children[number] end, --[[ Return all the children of this view @return array of View ]] getChildren = function(self) return self.children end, --[[ Remove a child from the view. @param target: number or View; if a number, the child with that number will be removed. If a View, that View will be removed @return View: the child that was removed ]] removeChild = function(self,target) if type(target) == "number" then local view = self.children[target] table.remove(self.children, target) return view else for k, v in ipairs(self.children) do if v == target then table.remove(self.children, k) return target end end end end, --[[ Remove all children from the view. @return nil ]] removeAllchildren = function(self) self.children = {} end, --[[ docs for signalookyhildren are with the function's definition at the top of this file ]] signalookyhildren = signalookyhildren, --[[ This method is called by "the outside" when the view receives a signal. (Often this is done by the parent; but the view doesn't know it has one, so everything is treated as "the outside") This handler has a bunch of convenience options that allows view-implementers to quickly get the proper behavior. To add a new handler for a signal, it can be put in the externalSignalHandlers table on the view. The key will be the name of the signal. The value can be any of the following: - a function: that function will be called - the string "o": the signal will be propagated to all outside listeners - the string "c": the signal will be propagated to all children - a number: the child with that number will receive the signal - a table: the receiveOutsideSignal method will be called on that table @param signal: string; the name of the signal @param payload: table; the payload sent with the signal @param coords: table of {x = number, y = number}; the coordinates sent with this signal, translated relatively to this view @return nil ]] receiveOutsideSignal = function(self, signal, payload, coords) local handler = self.externalSignalHandlers[signal] if not handler then handler = self.defaultExternalHandler end if handler then if type(handler) == "function" then self.externalSignalHandlers[signal](self, signal, payload, coords) elseif type(handler) == "string" then if handler == "o" then self.messageOut(self, signal, payload, coords) elseif handler == "c" then self.signalookyhildren(self, signal, payload, coords) else error( "Only 'o' and 'c' are accepted as string based handler, but got: " .. handler ) end elseif type(handler) == "number" then self.getChildren()[handler]:receiveOutsideSignal(signal, payload, coords) elseif type(handler) == "table" then handler:receiveOutsideSignal(signal, payload, coords) end end end, --[[ This method is called by one of the view's children that has created a signal This handler has a bunch of convenience options that allows view-implementers to quickly get the proper behavior. To add a new handler for a child signal, it can be put in the childSignalHandlers table on the view. The key will be the name of the signal. The value can be any of the following: - a function: that function will be called - the string "o": the signal will be propagated to all outside listeners - the string "c": the signal will be propagated to all children - a number: the child with that number will receive the signal - a table: the receiveOutsideSignal method will be called on that table @param signal: string; the name of the signal @param payload: table; the payload sent with the signal @param coords: table of {x = number, y = number}; the coordinates sent with this signal, translated relatively to this view @return nil ]] receiveChildSignal = function(self, signal, payload, coords) local handler = self.childSignalHandlers[signal] if not handler then handler = self.defaultChildHandler end if handler then if type(handler) == "function" then self.childSignalHandlers[signal](self, signal, payload, coords) elseif type(handler) == "string" then if handler == "o" then self.messageOut(self, signal, payload) elseif handler == "c" then self.signalookyhildren(self, signal, payload, coords) else error( "Only 'o' and 'c' are accepted as string based handler, but got: " .. handler ) end elseif type(handler) == "number" then self.getChildren()[handler]:receiveOutsideSignal(signal, payload, coords) elseif type(handler) == "table" then handler:receiveOutsideSignal(signal, payload, coords) end end end, --[[ This will hold all the external signals that this view handles. See receiveOutsideSignal, above, for what goes in here. ]] externalSignalHandlers = {}, --[[ This will hold all the child signals that this view handles. See receiveChildSignal, above, for what goes in here. ]] childSignalHandlers = {}, --[[ This is the default handler for any external signal that is not explictly handled above. Can be set to nil if you want to ignore any unhandled signals. Defaults to "pass the external event down to all my children" ]] defaultExternalHandler = "c", --[[ This is the default handler for any child signal that is not explictly handled above. Can be set to nil if you want to ignore any unhandled signals. Defaults to "pass on the child event to anyone listening to me" ]] defaultChildHandler = "o", --[[ This method allows sending a signal to everything listening to the View @param signal: string; the name of this signal @param payload: table; the payload attached to this signal @return nil ]] messageOut = function(self, signal, payload) for i, listener in ipairs(self.listeners) do if not listener.target[listener.method] then print("Could not find method " .. method .. " of listener " ) end listener.target[listener.method](listener.target, signal, payload) end end, --[[ @MUST IMPLEMENT This method translates the given coordinates to the local coordinate system of the given child. Each child's local system has it's own top-left corner at 0,0 and its bottom right corner at width,height @param child: View; the child that these coords should be translated to @param x,y: number; the coordinates in question @return x,y: number; the coordinates in the child-local system ]] translateCoordsToChild = function(self, child, x, y) return x, y end, --[[ @MUST IMPLEMENT This method translates the given child-local coordinates to the local coordinate system of this view param child: View; the child that these coords should be translated from param x,y: number; the coordinates in our local system ]] translateCoordsFromChild = function(self, child, x, y) return x, y end, --[[ This methods determines whether or not a set of coordinates should be considered as "within me" The default implementation assumes that anything within the boundaries of the views counts, but this is not required. (For example, a button might call this method to determine if a click hit it; a round button might then override this function to change its hitbox) Coordinates are local to the view. @param x,y: number; the coordinates that are being checked @return boolean; whether this should be considered "hitting the view" ]] coordsInMe = function(self, x, y) return x > 0 and x < self:grantedWidth() and y > 0 and y < self:grantedHeight() end } end --[[ This function allows a number of shortcuts for defining paddings on views. (It is here because it is self-referential) It can be passed up to 4 arguments, whose meaning and type differs based on how many there are Options supported: - a single table: will copy the fields "left", "top", "right", "bottom" into their respective paddings and sets the rest to 0 EX: paddingHelper({ top = 50, bottom = 20}) -> { top = 50, bottom = 20, left = 0, right = 0 } - a single number: will use that number for all paddings EX: paddingHelper(5) -> { top = 5, bottom = 5, left = 5, right = 5 } - two numbers: will use the first number for left/right and the second for top/bottom EX: paddingHelper(5, 10) -> { top = 10, bottom = 10, left = 5, right = 5 } - four numbers: will assign the numbers in order: left, top, right, bottom EX: paddingHelper(5, 10, 15, 20) -> { left = 5, top = 10, right = 15, bottom = 20 } @return table: { left = number, top = number, right = number, bottom = number } ]] paddingHelper = function(left, top, right, bottom) assert( not (type(left) == "table" and top ~= nil), "Cannot pass both a table and other values to padding/margin. Did you accidentally call it as a method (ie looky:padding(10)) ?" ) if left == nil and top == nil and right == nil and bottom == nil then return paddingHelper(0,0,0,0) elseif top == nil and right == nil and bottom == nil then if type(left) == "table" then return paddingHelper(left.left or 0, left.top or 0, left.right or 0, left.bottom or 0) else return paddingHelper(left,left,left,left) end elseif right == nil and bottom == nil then return paddingHelper(left,top,left,top) else return { left = left, top = top, right = right, bottom = bottom } end end --[[ Factory function to create a new, empty LayoutCreator Will not contain any type of views except for 'base' and no fonts except for 'base' @return LayoutCreator ]] return function() --[[ The main object for this library. You use this to register and build your Views. ]] local looky = { --[[ Kinds holds all the different Views registered to the system. By default, only contains "base" which cannot be built, but can be intantiated using the special *createBaseLayout* function. ]] kinds = { base = { build = function() assert(false, "Base cannot be instantiated") end, schema = { width = { required = true, schemaType = "oneOf", possibilities = { { schemaType = "fromList", list = {"wrap", "fill"} }, { schemaType = "number" } }}, height = { required = true, schemaType = "oneOf", possibilities = { { schemaType = "fromList", list = {"wrap", "fill"} }, { schemaType = "number" } }}, padding = { required = false, schemaType = "table", options = { left = { required = true, schemaType = "number" }, right = { required = true, schemaType = "number" }, bottom = { required = true, schemaType = "number" }, top = { required = true, schemaType = "number" }, }}, background = { required = false, schemaType = "oneOf", possibilities = { { schemaType = "color" }, { schemaType = "table", options = { file = { required = true, schemaType = "oneOf" , possibilities = { { schemaType = "string" }, { schemaType = "image" } }}, fill = { required = true, schemaType = "fromList", list = { "fit", "stretch", "crop", "fill" }}, colorFilter = { required = false, schemaType = "color" } } } }}, gravity = { required = false, schemaType = "table", options = { { schemaType = "fromList", list = { "start", "center", "end" } }, { schemaType = "fromList", list = { "start", "center", "end" } }, }}, border = { required = false, schemaType = "table", options = { color = { required = true, schemaType = "color" }, thickness = { required = true, schemaType = "number" } }}, weight = { required = false, schemaType = "number" }, visibility = { required = false, schemaType = "fromList", list = { "visible", "cloaked", "gone" } }, externalSignalHandlers = { required = false, schemaType = "table", options = {}, allowOther = true }, childSignalHandlers = { required = false, schemaType = "table", options = {}, allowOther = true } } } }, --[[ Fonts contains all the fonts registered to the looky. By default, contains only "base", which is löve's default font ]] fonts = { base = love.graphics.newFont() }, --[[ Initializes a Validator to check schemas. You will not interact with this directly. By default, Validator will contain all the basic validation rules. You can register more through looky's own registerValidator function. ]] validator = require ( _PACKAGE .. "/validation/validator" )(), --[[ Requests looky to build a new view. Will validate the options passed before building. @param kind: string; the name of the view you want built. @param options: table; the options that should be passed to the view. These will be checked against the Schema defined for the view. @return View; the requested view @throws if the kind is unknown or the options do not pass schema validation ]] build = function( self, kind, options ) options = options or {} assert(self.kinds[kind], "Requesting layout " .. kind .. ", but I do not have it") self:validate(kind, options) return self.kinds[kind].build(options) end, --[[ Register a new type of buildable layout. After registering, you can build() it. @param name: string; the name of this kind of view that needs to be passed to build to create it @param layoutTable: table; a table that contains at least a build method (that will build a new instance of the view) and a schema table that defines the View's schema @return nil ]] registerLayout = function( self, name, layoutTable ) assertArg("string", name, "Name" ) assertArg("table", layoutTable, "layoutTable", name ) assertArg("function", layoutTable.build, "layoutTable.build", name ) assertArg("table", layoutTable.schema, "layoutTable.schema", name ) assert(not self.kinds[name], "A layout named " .. name .. " was previously registered") self.kinds[name] = layoutTable end, --[[ Registers a new type of font that can be used by views. @param name: string; the name of this font @param font: Font; a font created by love.graphics.newFont or similar method @return nil ]] registerFont = function( self, name, font ) assertArg("string", name, "Name") assertArg("userdata", font, "Font", name) assert(not self.fonts[name], "A font named " .. name .. " was previously registered") self.fonts[name] = font end, --[[ Recovers a font that was previously registered. @param name: string; the name of the font you want @return Font; the requested Font ]] getFont = function( self, name ) assert(self.fonts[name], "Requesting font " .. name .. ", but I do not have it") return self.fonts[name] end, --[[ see documentation for paddingHelper function, above ]] padding = function(left, top, right, bottom) return paddingHelper(left, top, right, bottom) end, --[[ see documentation for imageHelper function, above ]] imageHelper = imageHelper, --[[ Special function that can be used by views to create an empty stub of a view. This is the starting point for any View that cannot be based on a working, existing view. You probably won't need it. @param options: Table; the default options for this new view. Follows the Base schema. @return View; a View stub ]] makeBaseLayout = function(self, options) local start = baseLayout(options.width, options.height) start.padding = self.padding(options.padding) start.background = options.background start.border = options.border or { color = { 0, 0, 0, 0 }, thickness = 0 } start.gravity = options.gravity or {"start","start"} start.weight = options.weight or 1 start.visibility = options.visibility or "visible" start.signalHandlers = options.signalHandlers or {} -- if background is a filename, load it now if start.background and start.background.file and type(start.background.file) == "string" then start.background.file = love.graphics.newImage(start.background.file) end if start.background and start.background.file and not start.background.colorFilter then start.background.colorFilter = { 255, 255, 255, 255 } end return start end, --[[ Helper function. Merges two sets of options, with the second param taking precedence over the first. @param baseOptions: Table; the first set of options @param options: Table; the second set of options @return Table; the merged options, added to the baseOptions table ]] mergeOptions = function (baseOptions, options) for k, v in pairs(options) do baseOptions[k] = v end return baseOptions end, --[[ Validates the given options against the schema of the given kind. Throws an error if the options do not pass the validation. @param kind: string; the name of the schema to validate against @param options: table; the options you wish to validate @return nil @throws if the options do not fit the required schema ]] validate = function(self, kind, options) self.validator:validate(kind, self.kinds[kind].schema, options) end, --[[ Registers a new validator. If you pass a function, it will register a new validation function that will be called when you use that name. If you pass a table (which is a schema itself), then when you use the name it will as a type, it will replace it with the schema. @param name: string; the name you will reference this by in your schemas @param validator: function or table; what should be checked when you use this schemaType @return nil ]] registerValidator = function(self, name, validator) if type(validator) == "function" then self.validator:addSchemaType(name, validator) else self.validator:addPartialSchema(name, validator) end end, --[[ Extend a schema, by taking all the options of the first and then adding the modification options to them. Does not register the schema; only returns it. SPECIAL: if you pass an option from the base schema with the value FALSE, it will be removed from the baseSchema @param startWith: string; the name of the schema to use as a base @param andModifyWith: table; the entries that need to be modified. Will overwrite any matching keys in base. ]] extendSchema = function( self, startWith, andModifyWith ) assert(self.kinds[startWith] and self.kinds[startWith].schema, "Trying to extend an unregistered schema: " .. startWith ) local initial = self.kinds[startWith].schema local schema = {} for k, v in pairs(initial) do schema[k] = v end for k, v in pairs(andModifyWith) do schema[k] = v end return schema end, --[[ Get a copy of an existing schema @param name: string; the schema you want @return Table; a copy of the requested schema ]] getSchema = function(self, name) assert(self.kinds[name] and self.kinds[name].schema, "Trying to get an unregistered schema: " .. name ) local initial = self.kinds[name].schema local schema = {} for k, v in pairs(initial) do schema[k] = v end return schema end, --[[ @Deprecated Helper method. Removes any keys from the passed t that aren't in the schema. Only operates on top-level; doesn't validate values. @param schema: string; the name of the schema you want to conform to @param t: Table; a table that you want to conform to the schema @return Table; a new table containing only keys from t that exist in the schema ]] conformToSchema = function( self, schema, t ) local schema = self:getSchema(schema) local output = {} for k, v in pairs(schema) do output[k] = t[k] end return output end, } --[[ Register a new layout that is simply an existing layout with some options prefilled. Used to generate your own styles, and to make extending views easier. @param newName: string; the name by which the styled layout will be known @param oldName: string; the old view you're using as a base @param defaultOptions: Table; the options that are passed to the old view to style it ]] looky.registerStyledLayout = function( self, newName, oldName, defaultOptions ) local schema = looky:extendSchema(oldName, {}) for key, value in pairs(schema) do if defaultOptions[key] ~= nil then schema[key].required = false end end local layout = { build = function(options) -- need to merge defaultOptions and options before building. for k, v in pairs(defaultOptions) do if options[k] == nil then options[k] = v end end return looky:build(oldName, options) end, schema = schema } looky:registerLayout(newName, layout) end --[[ Wrap a bunch of views into each other. Useful if you have views that extend a single view with some extra decoration. (For example, when wrapping a content view in a dragbox or filler) @param ..., Tables; a list of views that need to be wrapped. @return the Nth View passed, which will contain the N-1th View as a child, which will contain the N-2th View as a child, etc. ]] looky.wrap = function( self, ... ) args = {...} local prev = nil for _, view in ipairs(args) do if prev then view:addChild(prev) end prev = view end return prev -- view is not in scope anymore end return looky end
slot0 = class("MonopolyGame") slot1 = pg.activity_event_monopoly_map slot2 = pg.activity_event_monopoly_event slot3 = 501041 slot4 = 501041 slot5 = 6 slot6 = 5 slot7 = { stateGold = "dafuweng_gold", stateOil = "dafuweng_oil", stateEvent = "dafuweng_event", stateWalk = "dafuweng_walk", stateStand = "dafuweng_stand", stateJump = "dafuweng_jump", stateRun = "dafuweng_run", stateTouch = "dafuweng_touch" } slot8 = nil function slot8() return { onActionUpdated = function () return end, currState = nil, ChangeState = function (slot0, slot1, slot2) slot2 = slot2 or function () return end if slot0.currState == slot1 then slot2() end slot0.currState = slot1 slot0.onActionUpdated(slot1, slot2) end, IsStandState = function (slot0) return slot0.currState == slot0.stateStand end } end function slot9(slot0) return { onMove = function () return end, onJump = function () return end, onUpdatePos = function () return end, ship = Ship.New({ configId = slot0, skin_id = slot0 }), state = slot1(), Move = function (slot0, slot1, slot2, slot3) slot2 = slot2 or function () return end if #slot1 == 0 then slot2() return end function slot4(slot0) if slot0 then slot0.state:ChangeState(slot1.stateWalk) else slot0.state:ChangeState(slot1.stateRun) end slot0.onMove(slot2, function () if slot0:GetAction(slot1[#slot1]) then slot0.state:ChangeState(slot0, function () slot0.state:ChangeState(slot1.stateStand) slot1.stateStand() end) else slot0.state.ChangeState(slot1, slot2.stateStand) slot2.stateStand() end end) end if #slot1 <= 3 and not slot3 then slot0.Jump(slot0, slot1, slot2) else slot4(slot3) end end, Jump = function (slot0, slot1, slot2) slot2 = slot2 or function () return end if #slot1 == 0 then slot2() return end slot3 = {} for slot7, slot8 in pairs(slot1) do table.insert(slot3, function (slot0) slot0.state:ChangeState(slot1.stateJump) slot0.onJump(slot0.state, function () slot0.state:ChangeState(slot1.stateStand) slot1.stateStand() end) end) end seriesAsync(slot3, function () if slot0:GetAction(slot1[#slot1]) then slot0.state:ChangeState(slot0, function () slot0.state:ChangeState(slot1.stateStand) slot1.stateStand() end) else slot0.state.ChangeState(slot1, slot2.stateStand) slot2.stateStand() end end) end, Touch = function (slot0) if slot0.state:IsStandState() then slot0.state:ChangeState(slot0.stateTouch, function () slot0.state:ChangeState(slot1.stateStand) end) end end, GetAction = function (slot0, slot1) if slot1.config.icon == "icon_1" then return slot0.stateEvent elseif slot2 == "icon_2" then return slot0.stateGold elseif slot2 == "icon_3" then elseif slot2 == "icon_4" then return slot0.stateEvent elseif slot2 == "icon_5" then return slot0.stateOil elseif slot2 == "icon_6" then return slot0.stateEvent end end, InitPos = function (slot0, slot1) slot0:ChangePos(slot1) slot0.state:ChangeState(slot0.stateStand) end, ChangePos = function (slot0, slot1) slot0.onUpdatePos(slot1) end, Dispose = function (slot0) slot0.onMove = nil slot0.onUpdatePos = nil end } end function slot10(slot0) return { id = slot0, config = slot0[slot0], ExistStory = function (slot0) return slot0.config.story and slot0.config.story ~= "0" end, isEmpty = function (slot0) return slot0.config.story == "0" and slot0.config.drop == 0 and #slot0.config.effect == 0 end, Dispose = function (slot0) slot0.config = nil end } end function slot11(slot0) for slot5, slot6 in ipairs(slot1.all) do if not table.contains(slot1.events, slot6) then table.insert(slot1.events, slot2(slot6)) end end slot1.GetEvent = function (slot0, slot1) for slot5, slot6 in ipairs(slot0.events) do if slot6.id == slot1 then return slot6 end end end slot1.SetNext = function (slot0, slot1) slot0.next = slot1 end slot1.Dispose = function (slot0) for slot4, slot5 in ipairs(slot0.events) do slot5:Dispose() end end return slot1 end function slot12(slot0, slot1) return { ROW = slot0, COLUMN = slot1 - 2, cellIds = slot0, path = {}, char = nil, index = slot1, onCreateCell = function (slot0) return end, onCreateChar = function (slot0) return end, Init = function (slot0) slot1 = 0 for slot5 = 0, slot0.ROW - 1, 1 do slot0:CeateCell({ slot1, slot5 }, 0) end slot1 = slot0.ROW - 1 for slot5 = 1, slot0.COLUMN, 1 do slot0:CeateCell({ slot5, slot1 }, #slot0.path) end slot1 = slot0.COLUMN + 1 for slot5 = slot0.ROW - 1, 0, -1 do slot0:CeateCell({ slot1, slot5 }, #slot0.path) end slot1 = 0 slot2 = #slot0.path - 1 for slot6 = slot0.COLUMN, 1, -1 do slot0:CeateCell({ slot6, slot1 }, slot2) end slot0:CreateChar(slot1) end, CreateChar = function (slot0, slot1) slot0.char = slot0(slot1) slot0.onCreateChar(slot0.char) slot0.char:InitPos(slot0:GetCell(slot0.index)) end, CeateCell = function (slot0, slot1, slot2) slot4 = slot0({ pos = slot1, index = #slot0.path + 1, id = slot0.cellIds[#slot0.path + 1], flag = slot2 }) if #slot0.path == 0 then slot4:SetNext(slot4) else slot0.path[slot3].SetNext(slot5, slot4) slot4:SetNext(slot0.path[1]) end table.insert(slot0.path, slot4) slot0.onCreateCell(slot4) end, GetPath = function (slot0) return slot0.path end, GetChar = function (slot0) return slot0.char end, GetPathCell = function (slot0, slot1) return _.map(slot1, function (slot0) return slot0.path[slot0] end) end, UpdateCharPos = function (slot0, slot1, slot2, slot3) slot0.char:Move(slot0:GetPathCell(slot1), slot2, slot3) slot0.index = slot1[#slot1] end, GetCell = function (slot0, slot1) return slot0.path[slot1] end, GetPos = function (slot0) return slot0.index end, Dispose = function (slot0) for slot4, slot5 in ipairs(slot0.path) do slot5:Dispose() end slot0.char:Dispose() slot0.onCreateCell = nil slot0.onCreateChar = nil end } end function slot13(slot0, slot1) setAnchoredPosition(slot0, { _tf = slot0, _img = slot0:GetComponent(typeof(Image)), cell = slot1, interval = Vector2(0, 0), startPos = Vector2(0, 0), offset = Vector2(slot0.rect.width * 0.5 + 2.5, slot0.rect.height * 0.5 - 2), GetGenPos = function (slot0) return Vector3(slot0.startPos.x + slot0.cell.column * slot0.offset.x + slot0.cell.row * slot0.offset.x, slot0.startPos.y + slot0.cell.column * slot0.offset.y + slot0.cell.row * -slot0.offset.y, 0) end, UpdateStyle = function (slot0) slot0._img.sprite = GetSpriteFromAtlas("ui/activityuipage/monopolycar_atlas", slot0.cell.config.icon) slot0._img:SetNativeSize() end, Dispose = function (slot0) return end }:GetGenPos()) ()["_tf"]:SetSiblingIndex(slot1.flag) return end function slot14(slot0, slot1) slot3 = slot0:GetChild(0) tf(slot3).localScale = Vector3(0.5, 0.5, 0.5) slot4 = GameObject("mouseChild") tf(slot4):SetParent(tf(slot3)) tf(slot4).localPosition = Vector3.zero setParent(slot4, slot3) GetOrAddComponent(slot4, "Image").color = Color.New(0, 0, 0, 0) slot6 = slot4:GetComponent(typeof(RectTransform)) slot6.sizeDelta = Vector2(3, 3) slot6.pivot = Vector2(0.5, 0) slot6.anchoredPosition = Vector2(0, 0) onButton(self, slot4, function () slot0.char:Touch() end) return { _tf = slot0, WalkSpeed = 1, RunSpeed = 0.5, jumpSpeed = 0.5, char = slot1, SpineAnimUI = slot3:GetComponent("SpineAnimUI"), Action = function (slot0, slot1, slot2, slot3) slot4 = {} _.each(slot1, function (slot0) table.insert(slot0, function (slot0) slot0:UpdateScale(slot0.UpdateScale) if slot0._tf.localPosition == slot0.UpdateScale:GetGenPos() then slot0() else LeanTween.moveLocal(go(slot0._tf), slot1, LeanTween.moveLocal):setOnComplete(System.Action(function () slot0.preCellTF = slot1 slot2() end)) end end) end) seriesAsync(slot4, function () if slot0 then slot0() end end) end, Move = function (slot0, slot1, slot2) if #slot1 > 3 then slot0:Action(slot1, slot2, slot0.RunSpeed) else slot0:Action(slot1, slot2, slot0.WalkSpeed) end end, Jump = function (slot0, slot1, slot2) slot0:Action({ slot1 }, function () slot0() pg.CriMgr.GetInstance():PlaySoundEffect_V3(SFX_STEP_MONOPOLY) end, slot0.jumpSpeed) end, UpdatePos = function (slot0, slot1) slot0.preCellTF = slot1 slot0._tf.localPosition = slot1:GetGenPos() end, UpdateScale = function (slot0, slot1) slot2 = 1 slot0.preCellTF = slot0.preCellTF or slot1 if slot0.preCellTF.cell.row < slot1.cell.row or slot0.preCellTF.cell.column < slot1.cell.column then slot2 = 1 elseif slot1.cell.row < slot0.preCellTF.cell.row or slot1.cell.column < slot0.preCellTF.cell.column then slot2 = -1 end slot0._tf.localScale = Vector3(slot2, 1, 1) end, ChangeAction = function (slot0, slot1, slot2) slot0.SpineAnimUI:SetActionCallBack(nil) slot0.SpineAnimUI:SetAction(slot1, 0) slot0.SpineAnimUI:SetActionCallBack(function (slot0) if slot0 == "finish" then slot0.SpineAnimUI:SetActionCallBack(nil) slot0.SpineAnimUI.SetActionCallBack() end end) end, Dispose = function (slot0) slot0.SpineAnimUI:SetActionCallBack(nil) slot0.char.onMove = nil if slot0.timer then slot0.timer:Stop() slot0.timer = nil end end } end slot0.SetUp = function (slot0, slot1, slot2) slot0.viewComponent = slot1 pg.DelegateInfo.New(slot0) slot0._tf = slot0.viewComponent._tf slot0._go = go(slot3) slot0.models = {} parallelAsync({ function (slot0) PoolMgr.GetInstance():GetSpineChar(Ship.New({ configId = slot0, skin_id = Ship.New }).getPrefab(slot1), true, function (slot0) slot0.models[slot1.configId] = slot0 slot1.configId() end) end, function (slot0) onNextTick(slot0) end }, function () slot0:setActivity(slot0) slot0.setActivity:init() slot0.setActivity.init:didEnter() end) end slot0.setActivity = function (slot0, slot1) slot0.activity = slot1 slot0.useCount = slot0.activity.data1_list[2] slot0.pos = slot0.activity.data2 slot0.step = slot0.activity.data3 slot0.effectId = slot0.activity.data4 slot0.totalCnt = math.ceil((pg.TimeMgr.GetInstance():GetServerTime() - slot0.activity.data1) / 86400) * slot0.activity:getDataConfig("daily_time") + slot0.activity.data1_list[1] slot0.leftCount = slot0.totalCnt - slot0.useCount slot0.nextredPacketStep = slot1:getDataConfig("reward_time") - slot0.useCount % slot1.getDataConfig("reward_time") slot0.advanceTotalCnt = #slot1:getDataConfig("reward") slot0.isAdvanceRp = slot0.advanceTotalCnt - slot0.activity.data2_list[2] > 0 slot0.leftAwardCnt = slot0.activity.data2_list[1] - slot6 slot0.advanceRpCount = math.max(0, math.min(slot0.activity.data2_list[1], slot0.advanceTotalCnt) - slot6) slot0.commonRpCount = math.max(0, slot0.activity.data2_list[1] - slot0.advanceTotalCnt) - math.max(0, slot6 - slot0.advanceTotalCnt) slot0.leftDropShipCnt = 10 - (slot0.activity.data1_list[3] - 1) end slot0.NetActivity = function (slot0, slot1) slot0:setActivity(slot1) slot0:updateLeftCount() slot0:updateNextRedPacketStep() end slot0.init = function (slot0) slot0:blockAllEvent(false) slot0.bg = slot0:findTF("AD") slot0.mapCellTpl = slot0:getTpl("mapCell", slot0.bg) slot0.mapContainer = slot0:findTF("mapContainer", slot0.bg) slot0.charTpl = slot0:getTpl("char", slot0.bg) slot0.startBtn = slot0:findTF("start", slot0.bg) slot0.valueImg = slot0:findTF("value", slot0.bg):GetComponent(typeof(Image)) slot0.leftcountLabel = slot0:findTF("leftcount", slot0.bg):GetComponent(typeof(Text)) slot0.leftCountTF = slot0:findTF("leftcount/Text", slot0.bg):GetComponent(typeof(Text)) slot0.nextRedPacketStepTF = slot0:findTF("nextRpStep/Text", slot0.bg):GetComponent(typeof(Text)) slot0.commonRp = slot0:findTF("rp", slot0.bg) slot0.commonAnim = slot0.commonRp:GetComponent(typeof(Animator)) slot0.commonRpCnt = slot0:findTF("rp_text/Text", slot0.bg):GetComponent(typeof(Text)) slot0.dropShipTxt = slot0:findTF("AD/drop_ship_text"):GetComponent(typeof(Text)) slot0.helpBtn = slot0:findTF("AD/help") slot0.anim = slot0:findTF("AD/anim") setActive(slot0.anim, false) slot0.leftcountLabel.text = i18n("monopoly_left_count") slot0.advanceTag = slot0:findTF("AD/rp/sp") slot0.advanceLabel = slot0:findTF("AD/rp_text/sp") slot0.advancecLabel = slot0:findTF("AD/rp_text/label") slot0.advanceImage = slot0:findTF("AD/rp_text/sp_img") slot0.advanceTxt = slot0:findTF("AD/rp_text/sp_img/Text"):GetComponent(typeof(Text)) end slot0.updateNextRedPacketStep = function (slot0) slot0.nextRedPacketStepTF.text = slot0.nextredPacketStep end slot0.updateLeftCount = function (slot0) slot0.leftCountTF.text = slot0.leftCount slot0.commonAnim:SetInteger("count", slot0.leftAwardCnt) slot0.commonRpCnt.text = slot0.commonRpCount end slot0.updateValue = function (slot0, slot1) if slot1 ~= 0 then slot0.valueImg.sprite = GetSpriteFromAtlas("ui/activityuipage/monopoly_atlas", slot1) slot0.valueImg:SetNativeSize() end setActive(go(slot0.valueImg), slot1 ~= 0) end slot0.didEnter = function (slot0) setActive(slot0.startBtn, slot0.leftCount > 0) slot0:updateLeftCount() slot0:updateValue(0) slot0:updateNextRedPacketStep() slot0.mapVO = slot0(setActive, slot0.pos) slot0:createMap(slot0.mapVO) slot0.mapVO:Init() slot0:checkState() onButton(slot0, slot0.startBtn, function () if slot0.block then return end if slot0.leftCount <= 0 then pg.TipsMgr.GetInstance():ShowTips(i18n("common_count_noenough")) return end slot0:startAction() end, SFX_PANEL) onButton(slot0, slot0.commonRp, function () if slot0.leftAwardCnt > 0 then slot0:emit(MonopolyPage.ON_AWARD) end end, SFX_PANEL) onButton(slot0, slot0.helpBtn, function () pg.MsgboxMgr.GetInstance():ShowMsgBox({ type = MSGBOX_TYPE_HELP, helps = pg.gametip.help_chunjie_monopoly.tip }) end, SFX_PANEL) end slot0.blockAllEvent = function (slot0, slot1) slot0:emit(ActivityMainScene.LOCK_ACT_MAIN, slot1) slot0.block = slot1 end slot0.triggerEvent = function (slot0, slot1, slot2, slot3) slot5 = slot0.mapVO:GetCell(slot1).GetEvent(slot4, slot2) function slot6(slot0, slot1) if slot0 and slot0:ExistStory() then pg.NewStoryMgr.GetInstance():Play(slot0.config.story, slot1, true, true) else slot1() end end slot7 = { function (slot0) slot0(slot0, slot0) end, function (slot0) slot1 = nil function slot1() if not slot0 or slot0:isEmpty() then slot1() return end slot2:emit(MonopolyPage.ON_TRIGGER, slot2.activity.id, function (slot0, slot1) if not slot0 or #slot0 == 0 then slot0() return end slot1.mapVO:UpdateCharPos(slot0, function () slot2 = #slot0.mapVO:GetCell(slot0).GetEvent(slot1, ) slot1(slot1, slot5) end, true) end) end slot1() end } seriesAsync(slot7, slot3) end slot0.checkState = function (slot0) slot1 = {} slot0:blockAllEvent(true) if slot0:getStrory() then table.insert(slot1, function (slot0) pg.NewStoryMgr.GetInstance():Play(slot0, slot0) end) end if slot0.effectId ~= 0 then table.insert(slot1, function (slot0) slot0:triggerEvent(slot0.mapVO:GetPos(), slot0.effectId, slot0) end) end if slot0.step ~= 0 then table.insert(slot1, function (slot0) slot0:emit(MonopolyPage.ON_MOVE, slot0.activity.id, function (slot0, slot1, slot2) if not slot1 or #slot1 == 0 then slot0() return end slot1.mapVO:UpdateCharPos(slot1, function () #slot0:triggerEvent(slot0[#slot0], #slot0, ) end) end) end) end seriesAsync(slot1, function () slot0:blockAllEvent(false) end) end slot0.startAction = function (slot0) slot1 = slot0.activity.id slot2 = 0 function slot3(slot0) if slot0 == 0 then slot0() return end slot1:emit(MonopolyPage.ON_MOVE, slot1, function (slot0, slot1, slot2) if not slot1 or #slot1 == 0 then slot0() return end slot2.mapVO:UpdateCharPos(slot0, function () #slot0:triggerEvent(slot0[#slot0], #slot0, ) end) end) end seriesAsync({ function (slot0) setActive(slot0.startBtn, false) slot0:blockAllEvent(true) slot0:playerAnim(slot0) end, function (slot0) slot0:emit(MonopolyPage.ON_START, slot0.emit, function (slot0) slot1:updateValue(slot0) slot1() end) end, function (slot0) slot0(slot0) end, function (slot0) slot0(slot0) end, function (slot0) if not slot0:getStrory() then slot0() return end pg.NewStoryMgr.GetInstance():Play(slot1, slot0) end }, function () slot0:updateValue(0) slot0.updateValue:blockAllEvent(false) slot0(slot0.startBtn, slot0.leftCount > 0) end) end slot0.getStrory = function (slot0) slot1 = slot0.useCount if _.detect(slot0.activity:getDataConfig("story") or {}, function (slot0) return slot0[1] == slot0 end) then return slot4[2] end return nil end slot0.createMap = function (slot0, slot1) slot0.charCard = nil slot0.cellTFs = {} slot1.onCreateCell = function (slot0) slot2 = slot1(slot1, slot0) slot2:UpdateStyle() slot0.cellTFs[slot0.index] = slot2 end slot1.onCreateChar = function (slot0) slot1 = cloneTplTo(slot0.charTpl, slot0.mapContainer) setParent(slot2, slot1) slot0.charCard = slot1(slot1, slot0) slot0.onMove = function (slot0, slot1) slot0.charCard.Move(slot3, _.map(slot0, function (slot0) return slot0.cellTFs[slot0.index] end), slot1) end slot0.onUpdatePos = function (slot0) slot0.charCard:UpdatePos(slot0.cellTFs[slot0.index]) end slot0.state.onActionUpdated = function (slot0, slot1) slot0.charCard:ChangeAction(slot0, slot1) end slot0.onJump = function (slot0, slot1) slot0.charCard:Jump(slot0.cellTFs[slot0.index], slot1) end end end slot0.playerAnim = function (slot0, slot1) setActive(slot0.anim, true) if slot0.timer then slot0.timer:Stop() end slot0.timer = Timer.New(function () slot0() setActive(slot1.anim, false) end, 1.5, 1) slot0.timer.Start(slot2) end slot0.findTF = function (slot0, slot1, slot2) return findTF(slot2 or slot0._tf, slot1) end slot0.getTpl = function (slot0, slot1, slot2) slot3 = slot0:findTF(slot1, slot2) slot3:SetParent(slot0._tf, false) SetActive(slot3, false) return slot3 end slot0.Destroy = function (slot0) for slot4, slot5 in pairs(slot0.cellTFs) do slot5:Dispose() end slot0.charCard:Dispose() slot0.mapVO:Dispose() slot0.cellTFs = nil slot0.charCard = nil slot0.mapVO = nil if slot0.timer then slot0.timer:Stop() slot0.timer = nil end pg.DelegateInfo.Dispose(slot0) end slot0.emit = function (slot0, slot1, slot2, slot3) slot0.viewComponent:emit(slot1, slot2, slot3) end return slot0
local spawn = nil local spawnTrans = script.parent:GetWorldTransform() local splash = script:GetCustomProperty("splash") local effect = script:GetCustomProperty("effect") local trigger = script.parent local spawnEffect = nil local worldpos = nil local spawnWake = script:GetCustomProperty("SpawnWake") trigger.beginOverlapEvent:Connect(function(thisTrigger, other) if (not other:IsA("Player")) then return end if (effect) then --Get player world position. worldpos = other:GetWorldPosition() --Spawn Splash effect spawnSplashEffect = World.SpawnAsset(splash, {position = worldpos}) --Spawn and set wake effect to follow player if (not spawnWake) then return end spawn = World.SpawnAsset(effect, {position = worldpos}) spawnEffect = spawn:FindChildByType("VFX") spawn:Follow(other) Task.Wait() spawnEffect:Play() end end) trigger.endOverlapEvent:Connect(function(thisTrigger, other) if(not other:IsA("Player")) then return end if(not spawnWake) then return end --Stop wake effect and let it die out before being removed. spawn:StopMove() spawn.lifeSpan = 4 end)
local server = require 'lspservers/server' return server.new { name = 'tsserver', cmd = { './node_modules/.bin/typescript-language-server', '--stdio' }, installer = [[ set -e npm install typescript typescript-language-server ]], }
object_building_player_musty_house = object_building_player_shared_musty_house:new { lotSize = 5, baseMaintenanceRate = 80, allowedZones = {"chandrila", "corellia", "coruscant", "dantooine", "dathomir", "endor", "geonosis", "hoth", "hutta", "jakku", "kaas", "kashyyyk", "korriban", "lok", "mandalore", "mustafar", "naboo", "rori", "taanab", "talus", "tatooine", "yavin4"}, constructionMarker = "object/building/player/construction/construction_player_house_corellia_small_style_01.iff", length = 1, width = 1, publicStructure = 0, skillMods = { {"private_buff_mind", 125}, {"private_medical_rating", 125}, {"private_med_battle_fatigue", 125}, {"private_safe_logout", 1}, }, childObjects = { {templateFile = "object/tangible/terminal/terminal_bank.iff", x = -2.83054, z = 0.469543, y = 9.45055, ow = -4.37114e-08, ox = 0, oz = 0, oy = -1, cellid = 1, containmentType = -1}, --{templateFile = "object/tangible/terminal/terminal_mission.iff", x = -4.05691, z = 0.469543, y = 8.82943, ow = -0.382683, ox = 0, oz = 0, oy = -0.923879, cellid = 1, containmentType = -1}, --{templateFile = "object/tangible/beta/beta_terminal_wound.iff", x = 4.54366, z = 0.469543, y = 9.46938, ow = -0.34202, ox = 0, oz = 0, oy = 0.939693, cellid = 1, containmentType = -1}, {templateFile = "object/tangible/terminal/terminal_guild.iff", x = -0.0201342, z = -32.9999, y = 14.85, ow = -4.37114e-08, ox = 0, oz = 0, oy = -1, cellid = 8, containmentType = -1}, {templateFile = "object/tangible/terminal/terminal_elevator_up.iff", x = 0, z = -33, y = -1.29, ow = 0, ox = 0, oy = 0, oz = 0, cellid = 10, containmentType = -1}, --Floor 3 {templateFile = "object/tangible/terminal/terminal_elevator.iff", x = 0, z = -26.0005, y = -1.29, ow = 0, ox = 0, oy = 0, oz = 0, cellid = 10, containmentType = -1}, --Floor 2 {templateFile = "object/tangible/terminal/terminal_elevator_down.iff", x = 0, z = 0.469522, y = -1.29, ow = 0, ox = 0, oy = 0, oz = 0, cellid = 10, containmentType = -1}, --floor 1 {templateFile = "object/tangible/terminal/terminal_player_structure.iff", x = 2.85101, z = 0.469541, y = 9.34914, ow = -4.37114e-08, ox = 0, oz = 0, oy = 1, cellid = 1, containmentType = -1}, {templateFile = "object/tangible/sign/player/house_address.iff", x = -2.73606, z = 2.46955, y = 11.9769, ow = 0, ox = 0, oz = 0, oy = 1, cellid = -1, containmentType = -1} }, shopSigns = { {templateFile = "object/tangible/sign/player/house_address.iff", x = -3.17249, z = 1.96954, y = 11.8851, ow = 1.31134e-07, ox = 0, oz = -0, oy = -1, cellid = -1, containmentType = -1, requiredSkill = "", suiItem = "@player_structure:house_address"}, {templateFile = "object/tangible/sign/player/shop_sign_s01.iff", x = -2.93747, z = 2.16974, y = 11.4647, ow = 0.5, ox = 0.5, oz = 0.5, oy = 0.5, cellid = -1, containmentType = -1, requiredSkill = "crafting_merchant_management_01", suiItem = "@player_structure:shop_sign1"}, {templateFile = "object/tangible/sign/player/shop_sign_s02.iff", x = -2.93747, z = 2.16974, y = 11.4647, ow = 0.5, ox = 0.5, oz = 0.5, oy = 0.5, cellid = -1, containmentType = -1, requiredSkill = "crafting_merchant_management_02", suiItem = "@player_structure:shop_sign2"}, {templateFile = "object/tangible/sign/player/shop_sign_s03.iff", x = -2.93747, z = 2.16974, y = 11.4647, ow = 0.5, ox = 0.5, oz = 0.5, oy = 0.5, cellid = -1, containmentType = -1, requiredSkill = "crafting_merchant_management_03", suiItem = "@player_structure:shop_sign3"}, {templateFile = "object/tangible/sign/player/shop_sign_s04.iff", x = -2.93747, z = 2.16974, y = 11.4647, ow = 0.5, ox = 0.5, oz = 0.5, oy = 0.5, cellid = -1, containmentType = -1, requiredSkill = "crafting_merchant_management_04", suiItem = "@player_structure:shop_sign4"}, --Custom Signs --Standing {templateFile = "object/tangible/tcg/series5/house_sign_tcg_standing.iff", x = -2.93747, z = 2.16974, y = 11.4647, ow = 0.5, ox = 0.5, oz = 0.5, oy = 0.5, cellid = -1, containmentType = -1, requiredSkill = "", suiItem = "TCG - Diner Sign Standing"}, {templateFile = "object/tangible/tcg/series3/house_sign_tcg_s02.iff", x = -2.93747, z = 2.16974, y = 11.4647, ow = 0.5, ox = 0.5, oz = 0.5, oy = 0.5, cellid = -1, containmentType = -1, requiredSkill = "", suiItem = "TCG - Oval Standing"}, {templateFile = "object/tangible/sign/player/wod_sm_banner_sign_02.iff", x = -2.93747, z = 2.16974, y = 11.4647, ow = 0.5, ox = 0.5, oz = 0.5, oy = 0.5, cellid = -1, containmentType = -1, requiredSkill = "", suiItem = "Nightsister Banner Sign 1"}, {templateFile = "object/tangible/sign/player/wod_sm_banner_sign_03.iff", x = -2.93747, z = 2.16974, y = 11.4647, ow = 0.5, ox = 0.5, oz = 0.5, oy = 0.5, cellid = -1, containmentType = -1, requiredSkill = "", suiItem = "Nightsister Banner Sign 2"}, {templateFile = "object/tangible/sign/player/wod_sm_banner_sign_01.iff", x = -2.93747, z = 2.16974, y = 11.4647, ow = 0.5, ox = 0.5, oz = 0.5, oy = 0.5, cellid = -1, containmentType = -1, requiredSkill = "", suiItem = "Nightsister Banner Sign 3"}, {templateFile = "object/tangible/sign/player/wod_sm_standing_sign_01.iff", x = -2.93747, z = 2.16974, y = 11.4647, ow = 0.5, ox = 0.5, oz = 0.5, oy = 0.5, cellid = -1, containmentType = -1, requiredSkill = "", suiItem = "Nightsister Stone Sign Standing"}, {templateFile = "object/tangible/sign/player/imperial_empire_day_2009_sign_standing.iff", x = -2.93747, z = 2.16974, y = 11.4647, ow = 0.5, ox = 0.5, oz = 0.5, oy = 0.5, cellid = -1, containmentType = -1, requiredSkill = "", suiItem = "Imperial Emblem Sign Standing"}, {templateFile = "object/tangible/sign/player/rebel_remembrance_day_2009_sign_standing.iff", x = -2.93747, z = 2.16974, y = 11.4647, ow = 0.5, ox = 0.5, oz = 0.5, oy = 0.5, cellid = -1, containmentType = -1, requiredSkill = "", suiItem = "Rebel Sign Standing"}, {templateFile = "object/tangible/sign/player/pgc_sign_standing.iff", x = -2.93747, z = 2.16974, y = 11.4647, ow = 0.5, ox = 0.5, oz = 0.5, oy = 0.5, cellid = -1, containmentType = -1, requiredSkill = "", suiItem = "Hologram Sign Standing"}, {templateFile = "object/tangible/sign/player/efol_standing_sign_01.iff", x = -2.93747, z = 2.16974, y = 11.4647, ow = 0.5, ox = 0.5, oz = 0.5, oy = 0.5, cellid = -1, containmentType = -1, requiredSkill = "", suiItem = "Heart Sign Standing"}, --Hanging {templateFile = "object/tangible/tcg/series5/house_sign_tcg_hanging.iff", x = -3.17249, z = 1.96954, y = 11.8851, ow = 1.31134e-07, ox = 0, oz = -0, oy = -1, cellid = -1, containmentType = -1, requiredSkill = "", suiItem = "TCG - Diner Sign Hanging"}, {templateFile = "object/tangible/tcg/series3/house_sign_tcg_s01.iff", x = -3.17249, z = 1.96954, y = 11.8851, ow = 1.31134e-07, ox = 0, oz = -0, oy = -1, cellid = -1, containmentType = -1, requiredSkill = "", suiItem = "TCG - Oval Hanging"}, {templateFile = "object/tangible/sign/player/wod_sm_hanging_sign_01.iff", x = -3.17249, z = 1.96954, y = 11.8851, ow = 1.31134e-07, ox = 0, oz = -0, oy = -1, cellid = -1, containmentType = -1, requiredSkill = "", suiItem = "Nightsister Stone Sign Hanging"}, {templateFile = "object/tangible/sign/player/efol_hanging_sign_01.iff", x = -3.17249, z = 1.96954, y = 11.8851, ow = 1.31134e-07, ox = 0, oz = -0, oy = -1, cellid = -1, containmentType = -1, requiredSkill = "", suiItem = "Heart Sign Hanging"}, {templateFile = "object/tangible/sign/player/house_address_halloween_sign.iff", x = -3.17249, z = 1.96954, y = 11.8851, ow = 1.31134e-07, ox = 0, oz = -0, oy = -1, cellid = -1, containmentType = -1, requiredSkill = "", suiItem = "Halloween Sign Hanging"}, {templateFile = "object/tangible/sign/player/imperial_empire_day_2009_sign_hanging.iff", x = -3.17249, z = 1.96954, y = 11.8851, ow = 1.31134e-07, ox = 0, oz = -0, oy = -1, cellid = -1, containmentType = -1, requiredSkill = "", suiItem = "Imperial Emblem Sign Hanging"}, {templateFile = "object/tangible/sign/player/rebel_remembrance_day_2009_sign_hanging.iff", x = -3.17249, z = 1.96954, y = 11.8851, ow = 1.31134e-07, ox = 0, oz = -0, oy = -1, cellid = -1, containmentType = -1, requiredSkill = "", suiItem = "Rebel Emblem Sign Hanging"}, }, } ObjectTemplates:addTemplate(object_building_player_musty_house, "object/building/player/musty_house.iff")
local Player = require 'src.player' local bump = require 'libs.bump.bump' function love.load() player = Player({ x_position = 100, y_position = 50, image = love.graphics.newImage('assets/character.png'), x_velocity = 0, y_velocity = 0, acceleration = 100, gravity = 80 }) world = bump.newWorld(32) level_0 = {} world:add( player, player.get_position().x, player.get_position().y, player.get_image():getWidth(), player.get_image():getHeight() ) world:add(level_0, 0, 448, 840, 32) end function love.update(dt) local player_x = player.get_position().x + player.get_velocity().x local player_y = player.get_position().y + player.get_velocity().y player.set_velocity({ x = player.get_velocity().x * (1 - math.min(dt * 20, 1)), y = player.get_velocity().y * (1 - math.min(dt * 20, 1)) }) player.set_velocity({ x = player.get_velocity().x, y = player.get_velocity().y + player.gravity * dt }) if love.keyboard.isDown('right') then player.move_forward(dt) elseif love.keyboard.isDown('left') then player.move_back(dt) elseif love.keyboard.isDown('up') then y = y - 250 * dt elseif love.keyboard.isDown('down') then y = y + 250 * dt end player_x, player_y, collisions = world:move(player, player_x, player_y) player.set_position({ x = player_x, y = player_y }) end function love.draw() local x = player.get_position().x local y = player.get_position().y love.graphics.draw(player.get_image(), x, y) love.graphics.rectangle('fill', world:getRect(level_0)) end
----------------------------------------------------------------------------------------------------------------------------------------- -- VRP ----------------------------------------------------------------------------------------------------------------------------------------- local Tunnel = module("vrp","lib/Tunnel") local Proxy = module("vrp","lib/Proxy") local Tools = module("vrp","lib/Tools") vRP = Proxy.getInterface("vRP") ----------------------------------------------------------------------------------------------------------------------------------------- -- CONEXAO ----------------------------------------------------------------------------------------------------------------------------------------- vRPclient = Tunnel.getInterface("vRP") vCLIENT = Tunnel.getInterface("vrp_policia") ----------------------------------------------------------------------------------------------------------------------------------------- -- VARIABLES ----------------------------------------------------------------------------------------------------------------------------------------- local idgens = Tools.newIDGenerator() ----------------------------------------------------------------------------------------------------------------------------------------- -- WEBHOOK ----------------------------------------------------------------------------------------------------------------------------------------- local webhookprender = "https://discordapp.com/api/webhooks/590476415061852160/7DEwYk7ReQ_RfGwVEaOko6pPwVg7CKOnUhYoEjruDzn0rv-3AIvYaZIR2QpRFGBz80_z" local webhookmultas = "https://discordapp.com/api/webhooks/624102579105955860/daGhq-dhXz3B9iWF1CDgPBoDBZKzeRxI_ONdkHPOkSjxaDAL8Iwwtw9zzyn7UCaEF1-j" local webhookocorrencias = "https://discordapp.com/api/webhooks/616146265646039040/fz1LziwY2A5uoneQN5efBOmlt2uWlaviIihIuf_Ui3PlLzaR8sjI7xtUU4Z2SBNF1Hzn" local webhookdetido = "https://discordapp.com/api/webhooks/612084569180471296/5-bxlD9bEDqH7ri8YR_IxAHM16OvhgmTV1UtS3za0JAp4HpoN4NkCpEGhGYSQZxDl_rb" local webhookpolicia = "https://discordapp.com/api/webhooks/624333914143457300/WHmIZeCcHy0m666zp2ednPaKfbbkjDCDMalb_-cIVMbkXeix94v6eD2JvMzkuqeuY44l" local webhookparamedico = "https://discordapp.com/api/webhooks/624334236933029900/G3WuTyWoXktdG8xvbV5YZSlGcKob4QIGiCAfbqv4RDW1EA7YdpWXDMfEOLUl_OZLZNW2" local webhookmecanico = "https://discordapp.com/api/webhooks/615738661924765725/jKOys6iSBFWSmt2nafrF2A1_OxAig6rZUkQFb6OT-9YMpmK96myAiLCZupNTrg88i2Yn" local webhookjuiz = "https://discordapp.com/api/webhooks/629674264466948116/MjZaCqRolmZiH3ykzt_tLGD1BhLLeWKGGzTt6BurTL_dMlr6fOCsocXvkW5wy7wcD4-Q" local webhookadvogado = "https://discordapp.com/api/webhooks/629674340539170836/9dfmg7ffkQ7TEHou4iP9dq1UHpFRdmPa9s3GYXMPlb-sEAdNLoxiy7Qi8VXyi1o7MSZh" function SendWebhookMessage(webhook,message) if webhook ~= nil and webhook ~= "" then PerformHttpRequest(webhook, function(err, text, headers) end, 'POST', json.encode({content = message}), { ['Content-Type'] = 'application/json' }) end end ----------------------------------------------------------------------------------------------------------------------------------------- -- /promotion ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('promotion',function(source,args,rawCommand) local source = source local user_id = vRP.getUserId(source) local nuser_id = args[1] if vRP.hasPermission(user_id,"policia.permissao") or vRP.hasPermission(user_id,"paramedico.permissao") then if args[1] and args[2] then if user_id == 21 or user_id == 200 then vRP.setUData(parseInt(nuser_id),"vRP:PolicePromotion",json.encode(parseInt(args[2]))) TriggerClientEvent("Notify",source,"sucesso","Você promoveu o passaporte: <b>"..nuser_id.."</b> no cargo <b>"..args[2].."</b>.") elseif user_id == 12 or user_id == 13 then vRP.setUData(parseInt(nuser_id),"vRP:ParamedicPromotion",json.encode(parseInt(args[2]))) TriggerClientEvent("Notify",source,"sucesso","Você promoveu o passaporte: <b>"..nuser_id.."</b> no cargo <b>"..args[2].."</b>.") end elseif args[1] then if user_id == 21 or user_id == 200 then local rankPolice = vRP.getUData(parseInt(nuser_id),"vRP:PolicePromotion",json.encode(parseInt(nuser_id))) TriggerClientEvent("Notify",source,"importante","Você olhou o passaporte: <b>"..nuser_id.."</b>: Cargo <b>"..rankPolice.."</b>.") elseif user_id == 12 or user_id == 13 then local rankParamedic = vRP.getUData(parseInt(nuser_id),"vRP:ParamedicPromotion",json.encode(parseInt(nuser_id))) TriggerClientEvent("Notify",source,"importante","Você olhou o passaporte: <b>"..nuser_id.."</b>: Cargo <b>"..rankParamedic.."</b>.") end end else TriggerClientEvent("Notify",source,"negado","Você não tem permissão para promover um cargo.") end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- WORKINGTIMER ----------------------------------------------------------------------------------------------------------------------------------------- local policework = {} local paramedicwork = {} Citizen.CreateThread(function() while true do Citizen.Wait(1000) for k,v in pairs(policework) do if v > 0 then policework[k] = v - 1 else local workingtime = vRP.getUData(parseInt(k),"vRP:PoliceWorkTime",json.encode(parseInt(k))) if workingtime ~= "" then workingtime = workingtime + 1 vRP.setUData(parseInt(k),"vRP:PoliceWorkTime",json.encode(parseInt(workingtime))) else vRP.setUData(parseInt(k),"vRP:PoliceWorkTime",json.encode(parseInt(1))) end policework[k] = 3600 end end end end) Citizen.CreateThread(function() while true do Citizen.Wait(1000) for k,v in pairs(paramedicwork) do if v > 0 then paramedicwork[k] = v - 1 else local workingtime = vRP.getUData(parseInt(k),"vRP:ParamedicWorkTime",json.encode(parseInt(k))) if workingtime ~= "" then workingtime = workingtime + 1 vRP.setUData(parseInt(k),"vRP:ParamedicWorkTime",json.encode(parseInt(workingtime))) else vRP.setUData(parseInt(k),"vRP:ParamedicWorkTime",json.encode(parseInt(1))) end paramedicwork[k] = 3600 end end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- WORKING LEAVE ----------------------------------------------------------------------------------------------------------------------------------------- AddEventHandler("vRP:playerLeave",function(user_id,source) local source = source local user_id = vRP.getUserId(source) if user_id then if vRP.hasPermission(user_id,"policia.permissao") then policework[user_id] = nil elseif vRP.hasPermission(user_id,"paramedico.permissao") then paramedicwork[user_id] = nil end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /workingtime ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('workingtime',function(source,args,rawCommand) local user_id = vRP.getUserId(source) if args[1] then local identity = vRP.getUserIdentity(args[1]) if user_id == 21 or user_id == 200 then local workingtime = vRP.getUData(parseInt(args[1]),"vRP:PoliceWorkTime",json.encode(parseInt(args[1]))) TriggerClientEvent("Notify",source,"importante","<b>"..identity.name.." "..identity.firstname.."</b> has <b>"..workingtime.."</b> hours worked as a <b>Police Officer</b>.") elseif user_id == 12 or user_id == 13 then local workingtime = vRP.getUData(parseInt(args[1]),"vRP:ParamedicWorkTime",json.encode(parseInt(args[1]))) TriggerClientEvent("Notify",source,"importante"," <b>"..identity.name.." "..identity.firstname.."</b> has <b>"..workingtime.."</b> hours worked as a <b>Paramedic</b>.") end else if vRP.hasPermission(user_id,"policia.permissao") then local workingtime = vRP.getUData(parseInt(user_id),"vRP:PoliceWorkTime",json.encode(parseInt(user_id))) TriggerClientEvent("Notify",source,"importante","You have <b>"..workingtime.."</b> hours worked as a <b>Police Officer</b>.") elseif vRP.hasPermission(user_id,"paramedico.permissao") then local workingtime = vRP.getUData(parseInt(user_id),"vRP:ParamedicWorkTime",json.encode(parseInt(user_id))) TriggerClientEvent("Notify",source,"importante","You have <b>"..workingtime.."</b> hours worked as a <b>Paramedic</b>.") end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /placa ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('placa',function(source,args,rawCommand) local user_id = vRP.getUserId(source) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if vRP.hasPermission(user_id,"admin.permissao") or vRP.hasPermission(user_id,"policia.permissao") then if args[1] then local user_id = vRP.getUserByRegistration(args[1]) if user_id then local identity = vRP.getUserIdentity(user_id) local x,y,z = vRPclient.getPosition(source) if identity then TriggerClientEvent("NotifyPush",source,{ code = 28, title = "Verificando veículo", x = x, y = y, z = z, badge = identity.user_id.." "..identity.name.." "..identity.firstname.." - "..identity.age.." ("..identity.phone..")", veh = identity.registration }) end else TriggerClientEvent("Notify",source,"importante","Placa inválida ou veículo de americano.") end else local vehicle,vnetid,placa,vname,lock,banned = vRPclient.vehList(source,7) local placa_user = vRP.getUserByRegistration(placa) if placa then if placa_user then local identity = vRP.getUserIdentity(placa_user) local x,y,z = vRPclient.getPosition(source) if identity then TriggerClientEvent("NotifyPush",source,{ code = 28, title = "Verificando veículo", x = x, y = y, z = z, badge = identity.user_id.." "..identity.name.." "..identity.firstname.." - "..identity.age.." ("..identity.phone..")", veh = identity.registration }) end else TriggerClientEvent("Notify",source,"importante","Placa inválida ou veículo de americano.") end end end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /ptr ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand("ptr",function(source,args,rawCommand) local user_id = vRP.getUserId(source) local policiais = vRP.getUsersByPermission("policia.permissao") local policiais_nomes = "" local acaopoliciais = vRP.getUsersByPermission("acaopolicia.permissao") local acaopoliciais_nomes = "" local paramedicos = vRP.getUsersByPermission("paramedico.permissao") local paramedicos_nomes = "" if vRP.hasPermission(user_id,"admin.permissao") or vRP.hasPermission(user_id,"policia.permissao") or vRP.hasPermission(user_id,"acaopolicia.permissao") then for k,v in ipairs(policiais) do local identity = vRP.getUserIdentity(parseInt(v)) policiais_nomes = policiais_nomes.." "..v..": <b>"..identity.name.." "..identity.firstname.."</b><br>" end TriggerClientEvent("Notify",source,"importante","Atualmente <b>"..#policiais.." Policiais</b> em serviço.<br> "..policiais_nomes) end if vRP.hasPermission(user_id,"admin.permissao") or vRP.hasPermission(user_id,"policia.permissao") or vRP.hasPermission(user_id,"acaopolicia.permissao") then for k,v in ipairs(acaopoliciais) do local identity = vRP.getUserIdentity(parseInt(v)) acaopoliciais_nomes = acaopoliciais_nomes.." "..v..": <b>"..identity.name.." "..identity.firstname.."</b><br>" end TriggerClientEvent("Notify",source,"importante","Atualmente <b>"..#acaopoliciais.." Policiais</b> em ação.<br> "..acaopoliciais_nomes) end if vRP.hasPermission(user_id,"admin.permissao") or vRP.hasPermission(user_id,"paramedico.permissao") then for k,v in ipairs(paramedicos) do local identity = vRP.getUserIdentity(parseInt(v)) paramedicos_nomes = paramedicos_nomes.." "..v..": <b>"..identity.name.." "..identity.firstname.."</b><br>" end TriggerClientEvent("Notify",source,"importante","Atualmente <b>"..#paramedicos.." Paramédicos</b> em serviço.<br> "..paramedicos_nomes) end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /p ----------------------------------------------------------------------------------------------------------------------------------------- local policia = {} local acaopolicia = {} local paramedico = {} RegisterServerEvent('DLGames:1020Police') AddEventHandler('DLGames:1020Police',function() local source = source local user_id = vRP.getUserId(source) local uplayer = vRP.getUserSource(user_id) local identity = vRP.getUserIdentity(user_id) local x,y,z = vRPclient.getPosition(source) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if vRP.hasPermission(user_id,"policia.permissao") then local policia = vRP.getUsersByPermission("policia.permissao") for l,w in pairs(policia) do local npolicia = vRP.getUserSource(parseInt(w)) if npolicia and npolicia ~= uplayer then async(function() local id = idgens:gen() policia[id] = vRPclient.addBlip(npolicia,x,y,z,153,84,"Localização de "..identity.name.." "..identity.firstname,0.5,false) TriggerClientEvent("Notify",npolicia,"importante","Localização recebida de <b>"..identity.name.." "..identity.firstname.."</b>.") vRPclient._playSound(npolicia,"Out_Of_Bounds_Timer","DLC_HEISTS_GENERAL_FRONTEND_SOUNDS") SetTimeout(60000,function() vRPclient.removeBlip(npolicia,policia[id]) idgens:free(id) end) end) end end TriggerClientEvent("Notify",source,"sucesso","Localização enviada com sucesso.") vRPclient.playSound(source,"Event_Message_Purple","GTAO_FM_Events_Soundset") end if vRP.hasPermission(user_id,"acaopolicia.permissao") then local acaopolicia = vRP.getUsersByPermission("acaopolicia.permissao") for k,v in pairs(acaopolicia) do local nacaopolicia = vRP.getUserSource(parseInt(v)) if nacaopolicia and nacaopolicia ~= uplayer then async(function() local id = idgens:gen() acaopolicia[id] = vRPclient.addBlip(nacaopolicia,x,y,z,153,84,"Localização de "..identity.name.." "..identity.firstname,0.5,false) TriggerClientEvent("Notify",nacaopolicia,"importante","Localização recebida de <b>"..identity.name.." "..identity.firstname.."</b>.") vRPclient._playSound(nacaopolicia,"Out_Of_Bounds_Timer","DLC_HEISTS_GENERAL_FRONTEND_SOUNDS") SetTimeout(60000,function() vRPclient.removeBlip(nacaopolicia,acaopolicia[id]) idgens:free(id) end) end) end end TriggerClientEvent("Notify",source,"sucesso","Localização enviada com sucesso.") vRPclient.playSound(source,"Event_Message_Purple","GTAO_FM_Events_Soundset") end if vRP.hasPermission(user_id,"paramedico.permissao") then local paramedico = vRP.getUsersByPermission("paramedico.permissao") for l,w in pairs(paramedico) do local nparamedico = vRP.getUserSource(parseInt(w)) if nparamedico and nparamedico ~= uplayer then async(function() local id = idgens:gen() paramedico[id] = vRPclient.addBlip(nparamedico,x,y,z,153,61,"Localização de "..identity.name.." "..identity.firstname,0.5,false) TriggerClientEvent("Notify",nparamedico,"importante","Localização recebida de <b>"..identity.name.." "..identity.firstname.."</b>.") vRPclient._playSound(nparamedico,"Out_Of_Bounds_Timer","DLC_HEISTS_GENERAL_FRONTEND_SOUNDS") SetTimeout(60000,function() vRPclient.removeBlip(nparamedico,paramedico[id]) idgens:free(id) end) end) end end TriggerClientEvent("Notify",source,"sucesso","Localização enviada com sucesso.") vRPclient.playSound(source,"Event_Message_Purple","GTAO_FM_Events_Soundset") end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /911 ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('911',function(source,args,rawCommand) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if args[1] then local user_id = vRP.getUserId(source) local identity = vRP.getUserIdentity(user_id) if vRP.hasPermission(user_id,"policia.permissao") or vRP.hasPermission(user_id,"juiz.permissao") or vRP.hasPermission(user_id,"advogado.permissao") then if user_id then TriggerClientEvent('chatMessage',-1,"PDL - ^1"..identity.name.." "..identity.firstname,{64,64,255},rawCommand:sub(4)) end end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /pd ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('pd',function(source,args,rawCommand) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if args[1] then local user_id = vRP.getUserId(source) local identity = vRP.getUserIdentity(user_id) if vRP.hasPermission(user_id,"policia.permissao") then local policiais = vRP.getUsersByPermission("policia.permissao") for l,w in pairs(policiais) do local npoliciais = vRP.getUserSource(parseInt(w)) if npoliciais then async(function() TriggerClientEvent('chatMessage',npoliciais,identity.name.." "..identity.firstname,{64,179,255},rawCommand:sub(3)) end) end end end --[[if vRP.hasPermission(user_id,"acaopolicia.permissao") then local acaopoliciais = vRP.getUsersByPermission("acaopolicia.permissao") for k,v in pairs(acaopoliciais) do local nacaopoliciais = vRP.getUserSource(parseInt(v)) if nacaopoliciais then async(function() TriggerClientEvent('chatMessage',nacaopoliciais,identity.name.." "..identity.firstname,{255,191,128},rawCommand:sub(3)) end) end end end]] end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /112 ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('112',function(source,args,rawCommand) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if args[1] then local user_id = vRP.getUserId(source) local identity = vRP.getUserIdentity(user_id) if vRP.hasPermission(user_id,"paramedico.permissao") then if user_id then TriggerClientEvent('chatMessage',-1,"CMDL - ^1"..identity.name.." "..identity.firstname,{255,70,135},rawCommand:sub(4)) end end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /pr ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('pr',function(source,args,rawCommand) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if args[1] then local user_id = vRP.getUserId(source) local identity = vRP.getUserIdentity(user_id) if vRP.hasPermission(user_id,"paramedico.permissao") then local paramedico = vRP.getUsersByPermission("paramedico.permissao") for l,w in pairs(paramedico) do local player = vRP.getUserSource(parseInt(w)) if player then async(function() TriggerClientEvent('chatMessage',player,identity.name.." "..identity.firstname,{255,175,175},rawCommand:sub(3)) end) end end end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- PAYTOW ----------------------------------------------------------------------------------------------------------------------------------------- --[[RegisterCommand('paytow',function(source,args,rawCommand) local user_id = vRP.getUserId(source) if vRP.hasPermission(user_id,"policia.permissao") then local nplayer = vRPclient.getNearestPlayer(source,2) if nplayer then local nuser_id = vRP.getUserId(nplayer) if nuser_id then vRP.giveMoney(nuser_id,200) vRPclient._playAnim(source,true,{"mp_common","givetake1_a"},false) vRPclient._playAnim(nplayer,true,{"mp_common","givetake1_a"},false) TriggerClientEvent("Notify",source,"sucesso","Efetuou o pagamento pelo serviço do mecânico.") TriggerClientEvent("Notify",nplayer,"sucesso","Recebeu <b>$200 dólares</b> pelo serviço de mecânico.") end end end end)]] ----------------------------------------------------------------------------------------------------------------------------------------- -- /toggle ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('toggle1',function(source,args,rawCommand) local user_id = vRP.getUserId(source) local identity = vRP.getUserIdentity(user_id) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if vRP.hasPermission(user_id,"policia.permissao") then TriggerEvent("vrp_sysblips:ExitService",source) vRP.addUserGroup(user_id,"PaisanaPolicia") vRPclient.giveWeapons(source,{},true) vRPclient.setArmour(source,0) TriggerClientEvent("Notify",source,"aviso","Você saiu de serviço.") SendWebhookMessage(webhookpolicia,"```prolog\n[POLICIAL]: "..user_id.." "..identity.name.." "..identity.firstname.." \n[===========SAIU DE SERVICO==========] "..os.date("\n[Data]: %d/%m/%Y [Hora]: %H:%M:%S").." \r```") policework[user_id] = nil elseif vRP.hasPermission(user_id,"paisanapolicia.permissao") then TriggerClientEvent("vrp_sysblips:ToggleService",source,"Policial em Serviço",47) vRP.addUserGroup(user_id,"Policia") TriggerClientEvent("Notify",source,"sucesso","Você entrou em serviço.") SendWebhookMessage(webhookpolicia,"```prolog\n[POLICIAL]: "..user_id.." "..identity.name.." "..identity.firstname.." \n[==========ENTROU EM SERVICO=========] "..os.date("\n[Data]: %d/%m/%Y [Hora]: %H:%M:%S").." \r```") policework[user_id] = 3600 elseif vRP.hasPermission(user_id,"paramedico.permissao") then TriggerEvent("vrp_sysblips:ExitService",source) vRP.addUserGroup(user_id,"PaisanaParamedico") vRPclient.giveWeapons(source,{},true) TriggerClientEvent("Notify",source,"aviso","Você saiu de serviço.") SendWebhookMessage(webhookparamedico,"```prolog\n[PARAMEDICO]: "..user_id.." "..identity.name.." "..identity.firstname.." \n[===========SAIU DE SERVICO==========] "..os.date("\n[Data]: %d/%m/%Y [Hora]: %H:%M:%S").." \r```") paramedicwork[user_id] = nil elseif vRP.hasPermission(user_id,"paisanaparamedico.permissao") and (vRPclient.checkDistance(source,312.67,-593.25,43.3,10) or vRPclient.checkDistance(source,-253.41,6333.33,32.43,10)) then TriggerClientEvent("vrp_sysblips:ToggleService",source,"Paramédico",61) vRP.addUserGroup(user_id,"Paramedico") TriggerClientEvent("Notify",source,"sucesso","Você entrou em serviço.") SendWebhookMessage(webhookparamedico,"```prolog\n[PARAMEDICO]: "..user_id.." "..identity.name.." "..identity.firstname.." \n[==========ENTROU EM SERVICO=========] "..os.date("\n[Data]: %d/%m/%Y [Hora]: %H:%M:%S").." \r```") paramedicwork[user_id] = 3600 elseif vRP.hasPermission(user_id,"mecanico.permissao") then vRP.addUserGroup(user_id,"PaisanaMecanico") TriggerClientEvent("Notify",source,"aviso","Você saiu de serviço.") SendWebhookMessage(webhookmecanico,"```prolog\n[MECANICO]: "..user_id.." "..identity.name.." "..identity.firstname.." \n[===========SAIU DE SERVICO==========] "..os.date("\n[Data]: %d/%m/%Y [Hora]: %H:%M:%S").." \r```") elseif vRP.hasPermission(user_id,"paisanamecanico.permissao") and (vRPclient.checkDistance(source,953.37,-967.59,39.77,5) or vRPclient.checkDistance(source,100.99,6619.02,32.44,5)) then vRP.addUserGroup(user_id,"Mecanico") TriggerClientEvent("Notify",source,"sucesso","Você entrou em serviço.") SendWebhookMessage(webhookmecanico,"```prolog\n[MECANICO]: "..user_id.." "..identity.name.." "..identity.firstname.." \n[==========ENTROU EM SERVICO=========] "..os.date("\n[Data]: %d/%m/%Y [Hora]: %H:%M:%S").." \r```") elseif vRP.hasPermission(user_id,"juiz.permissao") then vRP.addUserGroup(user_id,"PaisanaJuiz") TriggerClientEvent("Notify",source,"aviso","Você saiu de serviço.") SendWebhookMessage(webhookjuiz,"```prolog\n[JUIZ]: "..user_id.." "..identity.name.." "..identity.firstname.." \n[===========SAIU DE SERVICO==========] "..os.date("\n[Data]: %d/%m/%Y [Hora]: %H:%M:%S").." \r```") elseif vRP.hasPermission(user_id,"paisanajuiz.permissao") then vRP.addUserGroup(user_id,"Juiz") TriggerClientEvent("Notify",source,"sucesso","Você entrou em serviço.") SendWebhookMessage(webhookjuiz,"```prolog\n[JUIZ]: "..user_id.." "..identity.name.." "..identity.firstname.." \n[==========ENTROU EM SERVICO=========] "..os.date("\n[Data]: %d/%m/%Y [Hora]: %H:%M:%S").." \r```") elseif vRP.hasPermission(user_id,"advogado.permissao") then vRP.addUserGroup(user_id,"PaisanaAdvogado") TriggerClientEvent("Notify",source,"aviso","Você saiu de serviço.") SendWebhookMessage(webhookadvogado,"```prolog\n[ADVOGADO]: "..user_id.." "..identity.name.." "..identity.firstname.." \n[===========SAIU DE SERVICO==========] "..os.date("\n[Data]: %d/%m/%Y [Hora]: %H:%M:%S").." \r```") elseif vRP.hasPermission(user_id,"paisanaadvogado.permissao") then vRP.addUserGroup(user_id,"Advogado") TriggerClientEvent("Notify",source,"sucesso","Você entrou em serviço.") SendWebhookMessage(webhookadvogado,"```prolog\n[ADVOGADO]: "..user_id.." "..identity.name.." "..identity.firstname.." \n[==========ENTROU EM SERVICO=========] "..os.date("\n[Data]: %d/%m/%Y [Hora]: %H:%M:%S").." \r```") --[[elseif vRP.hasPermission(user_id,"taxista.permissao") then vRP.addUserGroup(user_id,"PaisanaTaxista") TriggerClientEvent("Notify",source,"aviso","Você saiu de serviço.") elseif vRP.hasPermission(user_id,"paisanataxista.permissao") then vRP.addUserGroup(user_id,"Taxista") TriggerClientEvent("Notify",source,"sucesso","Você entrou em serviço.")]] end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /toggle2 ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('toggle2',function(source,args,rawCommand) local user_id = vRP.getUserId(source) local identity = vRP.getUserIdentity(user_id) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if vRP.hasPermission(user_id,"policia.permissao") then TriggerEvent("vrp_sysblips:ExitService",source) TriggerClientEvent("Notify",source,"aviso","Você saiu de serviço.") Citizen.Wait(1000) TriggerClientEvent("vrp_sysblips:ToggleService",source,"Policial em Ação",3) vRP.addUserGroup(user_id,"AcaoPolicia") TriggerClientEvent("Notify",source,"importante","Você entrou em <b>Ação</b>.") SendWebhookMessage(webhookpolicia,"```prolog\n[POLICIAL]: "..user_id.." "..identity.name.." "..identity.firstname.." \n[===========SAIU DE SERVICO==========] \n[===========ENTROU EM ACAO===========] "..os.date("\n[Data]: %d/%m/%Y [Hora]: %H:%M:%S").." \r```") else if vRP.hasPermission(user_id,"acaopolicia.permissao") then TriggerEvent("vrp_sysblips:ExitService",source) TriggerClientEvent("Notify",source,"aviso","Você saiu da <b>Ação</b>.") Citizen.Wait(1000) TriggerClientEvent("vrp_sysblips:ToggleService",source,"Policial em Serviço",47) vRP.addUserGroup(user_id,"Policia") TriggerClientEvent("Notify",source,"sucesso","Você entrou em serviço.") SendWebhookMessage(webhookpolicia,"```prolog\n[POLICIAL]: "..user_id.." "..identity.name.." "..identity.firstname.." \n[============SAIU DA ACAO============] \n[==========ENTROU EM SERVICO=========] "..os.date("\n[Data]: %d/%m/%Y [Hora]: %H:%M:%S").." \r```") end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /reanimar ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('reanimar',function(source,args,rawCommand) local user_id = vRP.getUserId(source) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if vRP.hasPermission(user_id,"admin.permissao") or vRP.hasPermission(user_id,"paramedico.permissao") then TriggerClientEvent('reanimar',source) end end) RegisterServerEvent("reanimar:pagamento1") AddEventHandler("reanimar:pagamento1",function() local user_id = vRP.getUserId(source) if user_id then --pagamento = math.random(50,80) --vRP.giveMoney(user_id,pagamento) TriggerClientEvent("Notify",source,"sucesso","Você reanimou o americano.") end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /multar ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('multar',function(source,args,rawCommand) local user_id = vRP.getUserId(source) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if vRP.hasPermission(user_id,"policia.permissao") or vRP.hasPermission(user_id,"acaopolicia.permissao") then vRPclient._CarregarObjeto(source,"amb@code_human_in_bus_passenger_idles@female@tablet@idle_a","idle_b","prop_cs_tablet",49,60309) local id = vRP.prompt(source,"Passaporte:","") local valor = vRP.prompt(source,"Valor:","") local motivo = vRP.prompt(source,"Motivo:","") if id == "" or valor == "" or motivo == "" then vRPclient._DeletarObjeto(source) return end local value = vRP.getUData(parseInt(id),"vRP:multas") local multas = json.decode(value) or 0 vRP.setUData(parseInt(id),"vRP:multas",json.encode(parseInt(multas)+parseInt(valor))) local oficialid = vRP.getUserIdentity(user_id) local identity = vRP.getUserIdentity(parseInt(id)) local nplayer = vRP.getUserSource(parseInt(id)) if vRP.request(source,"Deseja multar o Passaporte: <b>"..id.." "..identity.name.." "..identity.firstname.."</b> em <b>$"..vRP.format(parseInt(valor)).."</b> dólares ?",30) then SendWebhookMessage(webhookmultas,"```prolog\n[OFICIAL]: "..user_id.." "..oficialid.name.." "..oficialid.firstname.." \n[==============MULTOU==============] \n[PASSAPORTE]: "..id.." "..identity.name.." "..identity.firstname.." \n[VALOR]: $"..vRP.format(parseInt(valor)).." \n[MOTIVO]: "..motivo.." "..os.date("\n[Data]: %d/%m/%Y [Hora]: %H:%M:%S").." \r```") randmoney = math.random(250,300) vRP.giveMoney(user_id,parseInt(randmoney)) TriggerClientEvent("Notify",source,"sucesso","Multa aplicada com sucesso.") TriggerClientEvent("Notify",source,"importante","Você recebeu <b>$"..vRP.format(parseInt(randmoney)).." dólares</b> de bonificação.") vRPclient.playSound(source,"Hack_Success","DLC_HEIST_BIOLAB_PREP_HACKING_SOUNDS") if nplayer ~= nil then TriggerClientEvent("Notify",nplayer,"importante","Você foi multado em <b>$"..vRP.format(parseInt(valor)).." dólares</b>.<br><b>Motivo:</b> "..motivo..".") end end vRPclient._DeletarObjeto(source) end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /ocorrencia ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('ocorrencia',function(source,args,rawCommand) local user_id = vRP.getUserId(source) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if vRP.hasPermission(user_id,"policia.permissao") then vRPclient._CarregarObjeto(source,"amb@code_human_in_bus_passenger_idles@female@tablet@idle_a","idle_b","prop_cs_tablet",49,60309) local id = vRP.prompt(source,"Passaporte:","") local ocorrencia = vRP.prompt(source,"Ocorrência:","") if id == "" or ocorrencia == "" then vRPclient._DeletarObjeto(source) return end local oficialid = vRP.getUserIdentity(user_id) local identity = vRP.getUserIdentity(parseInt(id)) local nplayer = vRP.getUserSource(parseInt(id)) if vRP.request(source,"Deseja registrar a ocorrência do Passaporte <b>"..id.." "..identity.name.." "..identity.firstname.."</b> ?",30) then SendWebhookMessage(webhookocorrencias,"```prolog\n[OFICIAL]: "..user_id.." "..oficialid.name.." "..oficialid.firstname.." \n[==============OCORRENCIA==============] \n[PASSAPORTE]: "..id.." "..identity.name.." "..identity.firstname.." \n[IDENTIDADE]: "..identity.registration.." \n[TELEFONE]: "..identity.phone.." \n[OCORRENCIA]: "..ocorrencia.." "..os.date("\n[Data]: %d/%m/%Y [Hora]: %H:%M:%S").." \r```") randmoney = math.random(650,750) vRP.giveMoney(user_id,parseInt(randmoney)) TriggerClientEvent("Notify",source,"sucesso","Ocorrência registrada com sucesso.") TriggerClientEvent("Notify",source,"importante","Você recebeu <b>$"..vRP.format(parseInt(randmoney)).." dólares</b> de bonificação.") vRPclient.playSound(source,"Hack_Success","DLC_HEIST_BIOLAB_PREP_HACKING_SOUNDS") if nplayer ~= nil then TriggerClientEvent("Notify",nplayer,"importante","Sua <b>Ocorrência</b> foi registrada com sucesso.") vRPclient.playSound(nplayer,"Hack_Success","DLC_HEIST_BIOLAB_PREP_HACKING_SOUNDS") end end vRPclient._DeletarObjeto(source) end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /detido ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('detido',function(source,args,rawCommand) local user_id = vRP.getUserId(source) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if vRP.hasPermission(user_id,"policia.permissao") then vRPclient._CarregarObjeto(source,"amb@code_human_in_bus_passenger_idles@female@tablet@idle_a","idle_b","prop_cs_tablet",49,60309) local vehicle,vnetid,placa,vname,lock,banned = vRPclient.vehList(source,5) local motivo = vRP.prompt(source,"Motivo:","") if motivo == "" then vRPclient._DeletarObjeto(source) return end local oficialid = vRP.getUserIdentity(user_id) if vehicle then local puser_id = vRP.getUserByRegistration(placa) local rows = vRP.query("creative/get_vehicles",{ user_id = parseInt(puser_id), vehicle = vname }) if rows[1] then if parseInt(rows[1].detido) == 1 then TriggerClientEvent("Notify",source,"importante","Este veículo já se encontra detido.",8000) else local identity = vRP.getUserIdentity(puser_id) local nplayer = vRP.getUserSource(parseInt(puser_id)) if vRP.request(source,"Deseja apreender o veículo <b>"..vRP.vehicleName(vname).."</b> do Passaporte: <b>"..puser_id.." "..identity.name.." "..identity.firstname.."</b> ?",30) then SendWebhookMessage(webhookdetido,"```prolog\n[OFICIAL]: "..user_id.." "..oficialid.name.." "..oficialid.firstname.." \n[==============PRENDEU==============] \n[CARRO]: "..vRP.vehicleName(vname).." \n[PASSAPORTE]: "..puser_id.." "..identity.name.." "..identity.firstname.." \n[MOTIVO]: "..motivo.." "..os.date("\n[Data]: %d/%m/%Y [Hora]: %H:%M:%S").." \r```") vRP.execute("creative/set_detido",{ user_id = parseInt(puser_id), vehicle = vname, detido = 1, time = parseInt(os.time()) }) randmoney = math.random(250,300) vRP.giveMoney(user_id,parseInt(randmoney)) TriggerClientEvent("Notify",source,"sucesso","Carro apreendido com sucesso.") TriggerClientEvent("Notify",source,"importante","Você recebeu <b>$"..vRP.format(parseInt(randmoney)).." dólares</b> de bonificação.") vRPclient.playSound(source,"Hack_Success","DLC_HEIST_BIOLAB_PREP_HACKING_SOUNDS") if nplayer ~= nil then TriggerClientEvent("Notify",nplayer,"importante","Seu Veículo foi <b>Detido</b>.<br><b>Motivo:</b> "..motivo..".") vRPclient.playSound(nplayer,"Hack_Success","DLC_HEIST_BIOLAB_PREP_HACKING_SOUNDS") end end end vRPclient._DeletarObjeto(source) end end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /prender ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('prender',function(source,args,rawCommand) local user_id = vRP.getUserId(source) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if vRP.hasPermission(user_id,"admin.permissao") or vRP.hasPermission(user_id,"policia.permissao") or vRP.hasPermission(user_id,"acaopolicia.permissao") then vRPclient._CarregarObjeto(source,"amb@code_human_in_bus_passenger_idles@female@tablet@idle_a","idle_b","prop_cs_tablet",49,60309) local id = vRP.prompt(source,"Passaporte:","") local tempo = vRP.prompt(source,"Tempo:","") local crimes = vRP.prompt(source,"Crimes:","") if id == "" or tempo == "" or crimes == "" then vRPclient._DeletarObjeto(source) return end local oficialid = vRP.getUserIdentity(user_id) local identity = vRP.getUserIdentity(parseInt(id)) local nplayer = vRP.getUserSource(parseInt(id)) if vRP.request(source,"Deseja prender o Passaporte: <b>"..id.." "..identity.name.." "..identity.firstname.."</b> por <b>"..vRP.format(parseInt(tempo)).." meses</b> ?",30) then SendWebhookMessage(webhookprender,"```prolog\n[OFICIAL]: "..user_id.." "..oficialid.name.." "..oficialid.firstname.." \n[==============PRENDEU==============] \n[PASSAPORTE]: "..id.." "..identity.name.." "..identity.firstname.." \n[TEMPO]: "..vRP.format(parseInt(tempo)).." Meses \n[CRIMES]: "..crimes.." "..os.date("\n[Data]: %d/%m/%Y [Hora]: %H:%M:%S").." \r```") vRP.setUData(parseInt(id),"vRP:prisao",json.encode(parseInt(tempo))) prison_lock(parseInt(id)) TriggerClientEvent("vrp_sound:source",source,'jaildoor',0.7) randmoney = math.random(650,750) vRP.giveMoney(user_id,parseInt(randmoney)) TriggerClientEvent("Notify",source,"sucesso","Prisão efetuada com sucesso.") TriggerClientEvent("Notify",source,"importante","Você recebeu <b>$"..vRP.format(parseInt(randmoney)).." dólares</b> de bonificação.") vRPclient.playSound(source,"Hack_Success","DLC_HEIST_BIOLAB_PREP_HACKING_SOUNDS") if nplayer ~= nil then vRPclient.setHandcuffed(nplayer,false) TriggerClientEvent('prisioneiro',nplayer,true) vRPclient.teleport(nplayer,1680.1,2513.0,45.5) TriggerClientEvent('removealgemas',nplayer) TriggerClientEvent("vrp_sound:source",nplayer,'jaildoor',0.7) TriggerClientEvent("Notify",nplayer,"importante","Você foi preso por <b>"..vRP.format(parseInt(tempo)).." meses</b>.<br><b>Motivo:</b> "..crimes..".") vRPclient.playSound(nplayer,"Hack_Success","DLC_HEIST_BIOLAB_PREP_HACKING_SOUNDS") SetTimeout(1000,function() local model = vRPclient.getModelPlayer(nplayer) if model == "mp_m_freemode_01" then TriggerClientEvent("updateRoupas",nplayer,{ -1,0,-1,0,0,0,15,0,64,6,15,0,1,0,238,0,-1,0,0,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 }) elseif model == "mp_f_freemode_01" then TriggerClientEvent("updateRoupas",nplayer,{ -1,0,0,0,0,0,4,0,66,6,7,0,1,1,247,0,0,0,0,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 }) end end) end end vRPclient._DeletarObjeto(source) end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /rg ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('rg',function(source,args,rawCommand) local user_id = vRP.getUserId(source) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if vRP.hasPermission(user_id,"admin.permissao") or vRP.hasPermission(user_id,"polpar.permissao") or vRP.hasPermission(user_id,"acaopolicia.permissao") or vRP.hasPermission(user_id,"conce.permissao") or vRP.hasPermission(user_id,"juiz.permissao") then if args[1] then local nplayer = vRP.getUserSource(parseInt(args[1])) if nplayer == nil then TriggerClientEvent("Notify",source,"aviso","Passaporte <b>"..vRP.format(parseInt(args[1])).."</b> indisponível no momento.") return end nuser_id = vRP.getUserId(nplayer) if nuser_id then local value = vRP.getUData(nuser_id,"vRP:multas") local valormultas = json.decode(value) or 0 local identity = vRP.getUserIdentity(nuser_id) local carteira = vRP.getMoney(nuser_id) local banco = vRP.getBankMoney(nuser_id) vRPclient.setDiv(source,"completerg",".div_completerg { background-color: rgba(0,0,0,0.60); font-size: 13px; font-family: arial; color: #fff; width: 420px; padding: 20px 20px 5px; bottom: 8%; right: 2.5%; position: absolute; border: 1px solid rgba(255,255,255,0.2); letter-spacing: 0.5px; } .local { width: 220px; padding-bottom: 15px; float: left; } .local2 { width: 200px; padding-bottom: 15px; float: left; } .local b, .local2 b { color: #d1257d; }","<div class=\"local\"><b>Nome:</b> "..identity.name.." "..identity.firstname.." ( "..vRP.format(identity.user_id).." )</div><div class=\"local2\"><b>Identidade:</b> "..identity.registration.."</div><div class=\"local\"><b>Idade:</b> "..identity.age.." Anos</div><div class=\"local2\"><b>Telefone:</b> "..identity.phone.."</div><div class=\"local\"><b>Multas pendentes:</b> "..vRP.format(parseInt(valormultas)).."</div><div class=\"local2\"><b>Carteira:</b> "..vRP.format(parseInt(carteira)).."</div>") vRP.request(source,"Você deseja fechar o registro geral ?",1000) vRPclient.removeDiv(source,"completerg") end else local nplayer = vRPclient.getNearestPlayer(source,2) local nuser_id = vRP.getUserId(nplayer) if nuser_id then local value = vRP.getUData(nuser_id,"vRP:multas") local valormultas = json.decode(value) or 0 local identityv = vRP.getUserIdentity(user_id) local identity = vRP.getUserIdentity(nuser_id) local carteira = vRP.getMoney(nuser_id) local banco = vRP.getBankMoney(nuser_id) TriggerClientEvent("Notify",nplayer,"importante","Seu documento está sendo verificado por <b>"..identityv.name.." "..identityv.firstname.."</b>.") vRPclient.setDiv(source,"completerg",".div_completerg { background-color: rgba(0,0,0,0.60); font-size: 13px; font-family: arial; color: #fff; width: 420px; padding: 20px 20px 5px; bottom: 8%; right: 2.5%; position: absolute; border: 1px solid rgba(255,255,255,0.2); letter-spacing: 0.5px; } .local { width: 220px; padding-bottom: 15px; float: left; } .local2 { width: 200px; padding-bottom: 15px; float: left; } .local b, .local2 b { color: #d1257d; }","<div class=\"local\"><b>Nome:</b> "..identity.name.." "..identity.firstname.." ( "..vRP.format(identity.user_id).." )</div><div class=\"local2\"><b>Identidade:</b> "..identity.registration.."</div><div class=\"local\"><b>Idade:</b> "..identity.age.." Anos</div><div class=\"local2\"><b>Telefone:</b> "..identity.phone.."</div><div class=\"local\"><b>Multas pendentes:</b> "..vRP.format(parseInt(valormultas)).."</div><div class=\"local2\"><b>Carteira:</b> "..vRP.format(parseInt(carteira)).."</div>") vRP.request(source,"Você deseja fechar o registro geral ?",1000) vRPclient.removeDiv(source,"completerg") end end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- ALGEMAR ----------------------------------------------------------------------------------------------------------------------------------------- RegisterServerEvent("vrp_policia:algemar") AddEventHandler("vrp_policia:algemar",function() local source = source local user_id = vRP.getUserId(source) local nplayer = vRPclient.getNearestPlayer(source,2) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if nplayer then if exports["pd-inventory"]:getItemAmount(user_id,"algemas") >= 1 then if vRPclient.isHandcuffed(nplayer) then TriggerClientEvent('carregar',nplayer,source) vRPclient._playAnim(source,false,{"mp_arresting","a_uncuff"},false) SetTimeout(5000,function() vRPclient.toggleHandcuff(nplayer) TriggerClientEvent('carregar',nplayer,source) TriggerClientEvent("vrp_sound:source",source,'uncuff',0.1) TriggerClientEvent("vrp_sound:source",nplayer,'uncuff',0.1) TriggerClientEvent('removealgemas',nplayer) end) else if vCLIENT.checkSurrendered(nplayer) then TriggerClientEvent('cancelando',source,true,true) TriggerClientEvent('cancelando',nplayer,true,true) TriggerClientEvent('carregar',nplayer,source) vRPclient._playAnim(source,false,{"mp_arrest_paired","cop_p2_back_left"},false) vRPclient._playAnim(nplayer,false,{"mp_arrest_paired","crook_p2_back_left"},false) SetTimeout(3500,function() vRPclient._stopAnim(source,false) vRPclient.toggleHandcuff(nplayer) TriggerClientEvent('carregar',nplayer,source) TriggerClientEvent('cancelando',source,false,false) TriggerClientEvent('cancelando',nplayer,false,false) TriggerClientEvent("vrp_sound:source",source,'cuff',0.1) TriggerClientEvent("vrp_sound:source",nplayer,'cuff',0.1) TriggerClientEvent('setalgemas',nplayer) end) else TriggerClientEvent("Notify",source,"negado","O inidividuo precisa estar <b>rendido</b>.",source) end end else if vRP.hasPermission(user_id,"admin.permissao") or vRP.hasPermission(user_id,"policia.permissao") or vRP.hasPermission(user_id,"acaopolicia.permissao") then if vRPclient.isHandcuffed(nplayer) then TriggerClientEvent('carregar',nplayer,source) vRPclient._playAnim(source,false,{"mp_arresting","a_uncuff"},false) SetTimeout(5000,function() vRPclient.toggleHandcuff(nplayer) TriggerClientEvent('carregar',nplayer,source) TriggerClientEvent("vrp_sound:source",source,'uncuff',0.1) TriggerClientEvent("vrp_sound:source",nplayer,'uncuff',0.1) TriggerClientEvent('removealgemas',nplayer) end) else if vCLIENT.checkSurrendered(nplayer) then TriggerClientEvent('cancelando',source,true,true) TriggerClientEvent('cancelando',nplayer,true,true) TriggerClientEvent('carregar',nplayer,source) vRPclient._playAnim(source,false,{"mp_arrest_paired","cop_p2_back_left"},false) vRPclient._playAnim(nplayer,false,{"mp_arrest_paired","crook_p2_back_left"},false) SetTimeout(3500,function() vRPclient._stopAnim(source,false) vRPclient.toggleHandcuff(nplayer) TriggerClientEvent('carregar',nplayer,source) TriggerClientEvent('cancelando',source,false,false) TriggerClientEvent('cancelando',nplayer,false,false) TriggerClientEvent("vrp_sound:source",source,'cuff',0.1) TriggerClientEvent("vrp_sound:source",nplayer,'cuff',0.1) TriggerClientEvent('setalgemas',nplayer) end) else TriggerClientEvent("Notify",source,"negado","O inidividuo precisa estar <b>rendido</b>.") end end end end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- CARREGAR ----------------------------------------------------------------------------------------------------------------------------------------- RegisterServerEvent("vrp_policia:carregar") AddEventHandler("vrp_policia:carregar",function() local source = source local user_id = vRP.getUserId(source) local nplayer = vRPclient.getNearestPlayer(source,2) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if nplayer then if vRP.hasPermission(user_id,"admin.permissao") or vRP.hasPermission(user_id,"polpar.permissao") or vRP.hasPermission(user_id,"acaopolicia.permissao") then TriggerClientEvent('carregar',nplayer,source) else if exports["pd-inventory"]:getItemAmount(user_id,"cordas") >= 1 then if vRPclient.isHandcuffed(nplayer) or vRPclient.getHealth(nplayer) <= 101 then TriggerClientEvent('carregar',nplayer,source) else TriggerClientEvent("Notify",source,"aviso","A pessoa precisa estar <b>Algemada</b> ou <b>Inconsciente</b>.") end end end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /rmascara ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('rmascara',function(source,args,rawCommand) local user_id = vRP.getUserId(source) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if vRP.hasPermission(user_id,"policia.permissao") or vRP.hasPermission(user_id,"acaopolicia.permissao") then local nplayer = vRPclient.getNearestPlayer(source,2) if nplayer then TriggerClientEvent('rmascara',nplayer) end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /rchapeu ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('rchapeu',function(source,args,rawCommand) local user_id = vRP.getUserId(source) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if vRP.hasPermission(user_id,"policia.permissao") or vRP.hasPermission(user_id,"acaopolicia.permissao") then local nplayer = vRPclient.getNearestPlayer(source,2) if nplayer then TriggerClientEvent('rchapeu',nplayer) end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /rcolete ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('rcolete',function(source,args,rawCommand) local user_id = vRP.getUserId(source) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if vRP.hasPermission(user_id,"policia.permissao") or vRP.hasPermission(user_id,"acaopolicia.permissao") then local nplayer = vRPclient.getNearestPlayer(source,2) if nplayer then vRPclient.setArmour(nplayer,0) TriggerClientEvent("removeColeteUser",nplayer) end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /rcapuz ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('rcapuz',function(source,args,rawCommand) local user_id = vRP.getUserId(source) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if vRP.hasPermission(user_id,"policia.permissao") or vRP.hasPermission(user_id,"acaopolicia.permissao") then local nplayer = vRPclient.getNearestPlayer(source,2) if nplayer then if vRPclient.isCapuz(nplayer) then vRPclient.setCapuz(nplayer) TriggerClientEvent("Notify",source,"sucesso","Capuz colocado com sucesso.") else TriggerClientEvent("Notify",source,"importante","A pessoa não está com o capuz na cabeça.") end end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /cv ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('cv',function(source,args,rawCommand) local user_id = vRP.getUserId(source) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if vRP.hasPermission(user_id,"admin.permissao") or vRP.hasPermission(user_id,"polpar.permissao") or vRP.hasPermission(user_id,"acaopolicia.permissao") then local nplayer = vRPclient.getNearestPlayer(source,10) if nplayer then vRPclient.putInNearestVehicleAsPassenger(nplayer,7) end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /rv ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('rv',function(source,args,rawCommand) local user_id = vRP.getUserId(source) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if vRP.hasPermission(user_id,"admin.permissao") or vRP.hasPermission(user_id,"polpar.permissao") or vRP.hasPermission(user_id,"acaopolicia.permissao") then local nplayer = vRPclient.getNearestPlayer(source,10) if nplayer then vRPclient.ejectVehicle(nplayer) end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /apreender ----------------------------------------------------------------------------------------------------------------------------------------- local itemlist = { "dinheirosujo", "algemas", "cordas", "capuz", "lockpick", "masterpick", "orgao", "etiqueta", "pendrive", "relogioroubado", "pulseiraroubada", "anelroubado", "colarroubado", "brincoroubado", "carteiraroubada", "tabletroubado", "sapatosroubado", "carregadorroubado", "vibradorroubado", "perfumeroubado", "maquiagemroubada", "armacaodearma", "pecadearma", "maconha", "metanfetamina", "cocaina", "lsd", "logsinvasao", "acessodeepweb", "keysinvasao", "pendriveinformacoes", "radio", "placa", "keycard", "capsula", "polvora", "turtlemeat", "dagger", "bat", "bottle", "crowbar", "flashlight", "golfclub", "hammer", "hatchet", "knuckle", "knife", "machete", "switchblade", "nightstick", "wrench", "battleaxe", "poolcue", "stone_hatchet", "pistol", "combatpistol", "carbinerifle", "smg", "pumpshotgun_mk2", "stungun", "nightstick", "snspistol", "microsmg", "assaultrifle", "fireextinguisher", "flare", "revolver", "pistol_mk2", "vintagepistol", "musket", "gusenberg", "assaultsmg", "combatpdw", "compactrifle", "carbinerifle_mk2", "machinepistol", "ammo_dagger", "ammo_bat", "ammo_bottle", "ammo_crowbar", "ammo_flashlight", "ammo_golfclub", "ammo_hammer", "ammo_hatchet", "ammo_knuckle", "ammo_knife", "ammo_machete", "ammo_switchblade", "ammo_nightstick", "ammo_wrench", "ammo_battleaxe", "ammo_poolcue", "ammo_stone_hatchet", "ammo_pistol", "ammo_combatpistol", "ammo_carbinerifle", "ammo_smg", "ammo_pumpshotgun", "ammo_pumpshotgun_mk2", "ammo_stungun", "ammo_nightstick", "ammo_snspistol", "ammo_microsmg", "ammo_assaultrifle", "ammo_fireextinguisher", "ammo_flare", "ammo_revolver", "ammo_pistol_mk2", "ammo_vintagepistol", "ammo_musket", "ammo_gusenberg", "ammo_assaultsmg", "ammo_combatpdw", "ammo_machinepistol", "ammo_carbinerifle_mk2", "ammo_compactrifle" } RegisterCommand('apreender',function(source,args,rawCommand) local user_id = vRP.getUserId(source) if vRPclient.getHealth(source) <= 101 or vRPclient.isInVehicle(source) or vRPclient.isHandcuffed(source) then return end if vRP.hasPermission(user_id,"policia.permissao") or vRP.hasPermission(user_id,"acaopolicia.permissao") then local nplayer = vRPclient.getNearestPlayer(source,2) if nplayer then local nuser_id = vRP.getUserId(nplayer) if nuser_id then TriggerClientEvent('cancelando',source,true,true) TriggerClientEvent('cancelando',nplayer,true,true) TriggerClientEvent('carregar',nplayer,source) vRPclient._playAnim(source,false,{"misscarsteal4@director_grip","end_loop_grip"},true) vRPclient._playAnim(nplayer,true,{"random@arrests@busted","idle_a"},true) TriggerClientEvent("progress",source,5000,"apreendendo") SetTimeout(5000,function() local weapons = vRPclient.replaceWeapons(nplayer,{}) for k,v in pairs(weapons) do exports["pd-inventory"]:giveItem(nuser_id, string.sub(string.lower(k),8), 1, true) if v.ammo > 0 then string.lower("ammo_"..string.lower(k)) exports["pd-inventory"]:giveItem(nuser_id, "ammo_"..string.sub(string.lower(k),8), v.ammo, true) end end for k,v in pairs(itemlist) do local amount = exports["pd-inventory"]:getItemAmount(nuser_id, v) if amount > 0 then exports["pd-inventory"]:consumeItem(nuser_id, v, parseInt(amount), true) exports["pd-inventory"]:giveItem(user_id,v,amount, true,"Recebeu",true) end end vRPclient._stopAnim(source,false) vRPclient._stopAnim(nplayer,false) TriggerClientEvent('cancelando',source,false,false) TriggerClientEvent('cancelando',nplayer,false,false) TriggerClientEvent('carregar',nplayer,source) TriggerClientEvent("Notify",nplayer,"importante","Todos os seus pertences foram apreendidos.") TriggerClientEvent("Notify",source,"importante","Apreendeu todos os pertences da pessoa.") end) end end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /arsenal ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('arsenal',function(source,args,rawCommand) local user_id = vRP.getUserId(source) if vRP.hasPermission(user_id,"policia.permissao") then TriggerClientEvent('arsenal',source) end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /extras ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('extras',function(source,args,rawCommand) local user_id = vRP.getUserId(source) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if vRP.hasPermission(user_id,"admin.permissao") or vRP.hasPermission(user_id,"policia.permissao") then if vRPclient.isInVehicle(source) then TriggerClientEvent('extras',source) end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- TRYEXTRAS ----------------------------------------------------------------------------------------------------------------------------------------- RegisterServerEvent("tryextras") AddEventHandler("tryextras",function(index,extra) TriggerClientEvent("syncextras",-1,index,parseInt(extra)) end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /cone ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('cone',function(source,args,rawCommand) local user_id = vRP.getUserId(source) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if vRP.hasPermission(user_id,"polpar.permissao") or vRP.hasPermission(user_id,"conce.permissao") or vRP.hasPermission(user_id,"mecanico.permissao") then TriggerClientEvent('cone',source,args[1]) end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /barreira ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('barreira',function(source,args,rawCommand) local user_id = vRP.getUserId(source) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if vRP.hasPermission(user_id,"polpar.permissao") or vRP.hasPermission(user_id,"conce.permissao") or vRP.hasPermission(user_id,"mecanico.permissao") then TriggerClientEvent('barreira',source,args[1]) end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /spike ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('spike',function(source,args,rawCommand) local user_id = vRP.getUserId(source) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if vRP.hasPermission(user_id,"policia.permissao") then TriggerClientEvent('spike',source,args[1]) end end) -------------------------------------------------------------------------------------------------------------------------------------------------- -- DISPAROS -------------------------------------------------------------------------------------------------------------------------------------------------- RegisterServerEvent('atirando') AddEventHandler('atirando',function(x,y,z) local user_id = vRP.getUserId(source) if user_id then if vRP.hasPermission(user_id,"policia.permissao") or vRP.hasPermission(user_id,"acaopolicia.permissao") then return end local policia = vRP.getUsersByPermission("policia.permissao") for l,w in pairs(policia) do local player = vRP.getUserSource(w) if player then async(function() TriggerClientEvent('notificacao',player,x,y,z,user_id) --TriggerClientEvent("NotifyPush",player,{ code = 10, title = "Ocorrência em andamento", x = x, y = y, z = z, badge = "Disparos de arma de fogo" }) end) end end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /anuncio ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand('anuncio',function(source,args,rawCommand) local user_id = vRP.getUserId(source) if vRPclient.getHealth(source) <= 101 or vRPclient.isHandcuffed(source) then return end if vRP.hasPermission(user_id,"admin.permissao") or vRP.hasPermission(user_id,"policia.permissao") or vRP.hasPermission(user_id,"conce.permissao") then local identity = vRP.getUserIdentity(user_id) local mensagem = vRP.prompt(source,"Mensagem:","") if mensagem == "" then return end vRPclient.setDiv(-1,"anuncio",".div_anuncio { background: rgba(0,128,192,0.8); font-size: 11px; font-family: arial; color: #fff; padding: 20px; bottom: 20%; right: 5%; max-width: 500px; position: absolute; -webkit-border-radius: 5px; } bold { font-size: 16px; }","<bold>"..mensagem.."</bold><br><br>Mensagem enviada por: "..identity.name.." "..identity.firstname) SetTimeout(30000,function() vRPclient.removeDiv(-1,"anuncio") end) end end) -------------------------------------------------------------------------------------------------------------------------------------------------- -- PRISÃO -------------------------------------------------------------------------------------------------------------------------------------------------- AddEventHandler("vRP:playerSpawn",function(user_id,source,first_spawn) local player = vRP.getUserSource(parseInt(user_id)) if player then SetTimeout(30000,function() local value = vRP.getUData(parseInt(user_id),"vRP:prisao") local tempo = json.decode(value) or -1 if tempo == -1 then return end if tempo > 0 then TriggerClientEvent('prisioneiro',player,true) vRPclient.teleport(player,1680.1,2513.0,46.5) prison_lock(parseInt(user_id)) end end) end end) function prison_lock(target_id) local player = vRP.getUserSource(parseInt(target_id)) if player then SetTimeout(60000,function() local value = vRP.getUData(parseInt(target_id),"vRP:prisao") local tempo = json.decode(value) or 0 if parseInt(tempo) >= 1 then TriggerClientEvent("Notify",player,"importante","Ainda vai passar <b>"..parseInt(tempo).." meses</b> preso.") vRP.setUData(parseInt(target_id),"vRP:prisao",json.encode(parseInt(tempo)-1)) prison_lock(parseInt(target_id)) elseif parseInt(tempo) == 0 then TriggerClientEvent('prisioneiro',player,false) vRPclient.teleport(player,1850.5,2604.0,45.5) vRP.setUData(parseInt(target_id),"vRP:prisao",json.encode(-1)) TriggerClientEvent("Notify",player,"importante","Sua sentença terminou, esperamos não ve-lo novamente.") end vRPclient.PrisionGod(player) end) end end ----------------------------------------------------------------------------------------------------------------------------------------- -- DIMINUIR PENA ----------------------------------------------------------------------------------------------------------------------------------------- RegisterServerEvent("diminuirpena1") AddEventHandler("diminuirpena1",function() local source = source local user_id = vRP.getUserId(source) local value = vRP.getUData(parseInt(user_id),"vRP:prisao") local tempo = json.decode(value) or 0 if tempo >= 10 then vRP.setUData(parseInt(user_id),"vRP:prisao",json.encode(parseInt(tempo)-4)) TriggerClientEvent("Notify",source,"importante","Sua pena foi reduzida em <b>4 meses</b>, continue o trabalho.") else TriggerClientEvent("Notify",source,"importante","Atingiu o limite da redução de pena, não precisa mais trabalhar.") end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /preset ----------------------------------------------------------------------------------------------------------------------------------------- local presets = { ["1"] = { ["male"] = { 121,0,-1,0,-1,0,4,0,25,0,58,0,21,0,26,0,13,0,-1,0,13,0,5,5,-1,-1,-1,-1,-1,-1 }, ["female"] = { 121,0,-1,0,-1,0,14,0,41,0,35,0,59,1,25,0,14,0,-1,0,13,0,11,0,-1,-1,-1,-1,-1,-1 } }, ["2"] = { ["male"] = { 121,0,-1,0,1,0,0,0,47,0,57,0,25,0,93,0,-1,0,-1,0,10,0,5,0,-1,-1,-1,-1,-1,-1 }, ["female"] = { 121,0,-1,0,1,0,14,0,49,0,34,0,25,0,84,0,-1,0,-1,0,10,0,11,0,-1,-1,-1,-1,-1,-1 } }, ["3"] = { ["male"] = { 121,0,-1,0,1,0,19,0,31,0,38,1,25,0,118,0,0,0,-1,0,10,0,5,0,-1,-1,-1,-1,-1,-1 }, ["female"] = { 121,0,-1,0,1,0,20,0,30,0,34,0,25,0,25,0,0,0,-1,0,10,2,11,0,-1,-1,-1,-1,-1,-1 } }, ["4"] = { ["male"] = { 121,0,-1,0,-1,0,4,0,25,1,58,0,21,0,26,1,13,0,-1,0,13,1,5,5,-1,-1,-1,-1,-1,-1 }, ["female"] = { 121,0,-1,0,-1,0,14,0,41,1,35,0,59,1,25,1,14,0,-1,0,13,1,11,0,-1,-1,-1,-1,-1,-1 } }, ["5"] = { ["male"] = { 121,1,-1,0,1,0,0,0,47,1,57,0,25,0,93,1,-1,0,-1,0,10,1,5,0,-1,-1,-1,-1,-1,-1 }, ["female"] = { 121,0,-1,0,1,0,14,0,49,1,34,0,25,0,84,1,-1,0,-1,0,10,1,11,0,-1,-1,-1,-1,-1,-1 } }, ["6"] = { ["male"] = { -1,0,-1,0,126,0,81,0,10,0,38,0,51,0,118,2,-1,0,-1,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 }, ["female"] = { 0,0,0,0,14,3,93,0,6,0,27,0,0,0,25,2,0,0,0,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 } }, ["7"] = { ["male"] = { -1,0,-1,0,126,0,81,0,10,0,38,0,51,0,118,3,-1,0,-1,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 }, ["female"] = { 0,0,0,0,14,3,93,0,6,0,27,0,0,0,25,3,0,0,0,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 } }, ["8"] = { ["male"] = { -1,0,-1,0,126,0,81,0,10,0,38,0,51,0,118,4,-1,0,-1,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 }, ["female"] = { 0,0,0,0,14,3,93,0,6,0,27,0,0,0,25,4,0,0,0,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 } }, ["9"] = { ["male"] = { -1,0,-1,0,126,0,81,0,20,0,38,0,7,0,118,5,-1,0,-1,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 }, ["female"] = { 0,0,0,0,14,3,93,0,23,0,27,0,0,2,25,5,0,0,0,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 } }, ["10"] = { ["male"] = { -1,0,-1,0,126,0,4,0,4,4,96,0,1,1,142,2,-1,0,-1,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 }, ["female"] = { 0,0,0,0,14,3,7,0,73,1,64,2,0,0,139,2,0,0,0,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 } }, ["11"] = { ["male"] = { 0,0,21,10,30,0,74,0,97,19,38,0,24,0,146,2,0,0,0,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 }, ["female"] = { 0,0,21,10,14,0,85,0,100,19,27,0,66,3,141,4,-1,0,0,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 } }, ["12"] = { ["male"] = { -1,0,-1,0,126,0,74,0,3,3,15,0,7,0,16,1,-1,0,-1,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 }, ["female"] = { -1,0,-1,0,14,3,96,0,50,2,15,0,10,1,141,1,-1,0,-1,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 } }, ["13"] = { ["male"] = { -1,0,46,0,29,2,4,0,24,0,31,0,10,0,30,0,-1,0,-1,0,-1,-1,7,0,-1,-1,-1,-1,-1,-1 }, ["female"] = { -1,0,-1,0,-1,3,26,0,6,0,23,1,42,0,90,0,-1,0,-1,0,-1,-1,2,5,-1,-1,-1,-1,-1,-1 } } } RegisterCommand("preset",function(source,args,rawCommand) local user_id = vRP.getUserId(source) if vRPclient.getHealth(source) <= 101 or vRPclient.getArmour(source) >= 1 or vRPclient.isInVehicle(source) or vRPclient.isHandcuffed(source) then return end if vRP.hasPermission(user_id,"polpar.permissao") or vRP.hasPermission(user_id,"juiz.permissao") then if args[1] then if args[1] == "save" then local custom = vRPclient.getCustomPlayer(source) if custom then vRP.setUData(parseInt(user_id),"vRP:defaultVisual",json.encode(custom)) TriggerClientEvent("Notify",source,"sucesso","Preset salvo com sucesso.",8000) end elseif presets[tostring(args[1])] then local model = vRPclient.getModelPlayer(source) if model == "mp_m_freemode_01" then TriggerClientEvent("updateRoupas",source,presets[tostring(args[1])]["male"]) elseif model == "mp_f_freemode_01" then TriggerClientEvent("updateRoupas",source,presets[tostring(args[1])]["female"]) end end else local consulta = vRP.getUData(parseInt(user_id),"vRP:defaultVisual") local resultado = json.decode(consulta) or {} if resultado then TriggerClientEvent("updateRoupas",source,resultado) end end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- /a ----------------------------------------------------------------------------------------------------------------------------------------- RegisterCommand("a",function(source,args,rawCommand) local source = source local user_id = vRP.getUserId(source) if vRP.hasPermission(user_id,"admin.permissao") then if args[1] == "rayp" then vRPclient.giveWeapons(source,{["WEAPON_RAYPISTOL"] = { ammo = 0 }}) elseif args[1] == "fire" then vRPclient.giveWeapons(source,{["WEAPON_FIREWORK"] = { ammo = 250 }}) elseif args[1] == "sniper" then vRPclient.giveWeapons(source,{["WEAPON_HEAVYSNIPER_MK2"] = { ammo = 250 }}) elseif args[1] == "appistol" then vRPclient.giveWeapons(source,{["WEAPON_APPISTOL"] = { ammo = 250 }}) elseif args[1] == "gas" then vRPclient.giveWeapons(source,{["WEAPON_BZGAS"] = { ammo = 1 }}) end end end)
function onLoad(save_state) self.setColorTint(Global.getVar("battlefieldTint")) end
--- -- @module BTMustReload -- -- ------------------------------------------------ -- Required Modules -- ------------------------------------------------ local Log = require( 'src.util.Log' ) local BTLeaf = require( 'src.characters.ai.behaviortree.leafs.BTLeaf' ) -- ------------------------------------------------ -- Module -- ------------------------------------------------ local BTMustReload = BTLeaf:subclass( 'BTMustReload' ) -- ------------------------------------------------ -- Public Methods -- ------------------------------------------------ function BTMustReload:traverse( ... ) local _, character = ... local result = character:getWeapon():isEmpty() Log.debug( result, 'BTMustReload' ) return result end return BTMustReload
function TeapotGenerator(property) local size = property.size return { MeshData = function () local gen = PrimitiveGenerator() return gen:Teapot(size) end } end
--[[ Copyright © 2022 Marlon de Oliveira Gomes. MIT License Project: Pong-Lua A remake of the classic Atari game Pong in Lua. File: main.lua The Main Program Contact: 72144990+Marlon-Gomes@users.noreply.github.com ]] --[[ Low-res appearance: push (https://github.com/Ulydev/push) is a library that allows us to draw the game at a virtual resolution. ]] -- External libraries local push = require 'external/push' -- Importing source local constants = require 'src/constants' local Ball = require 'src/Ball' local Paddle = require 'src/Paddle' local Player = require 'src/Player' local Scoreboard = require 'src/Scoreboard' -- Initializer function love.load() -- use nearest-neighbor filtering on upscaling and downscaling love.graphics.setDefaultFilter('nearest','nearest') -- set the title of our application window love.window.setTitle('Pong') -- set a random seed based on UNIX timestamp math.randomseed(os.time()) -- Declare fonts -- Set font for the welcome screen love.graphics.setFont(constants.SMALLFONT) -- initialize virtualization push:setupScreen( constants.VIRTUAL_WIDTH, constants.VIRTUAL_HEIGHT, constants.WINDOW_WIDTH, constants.WINDOW_HEIGHT, { fullscreen = false, resizable = true, vsync = true } ) -- Initialize the game's assets -- Ball ball = Ball() -- Players (each with their own paddle and score). player1 = Player(1) player2 = Player(2) -- Scoreboard scoreboard = Scoreboard() --[[ Initialize the game state into 'start' mode ]] gameState = 'start' end -- Enable resizing via push function love.resize(w, h) push:resize(w,h) end function love.update(dt) if gameState == 'serve' then ball:reset(servingPlayer) elseif gameState == 'play' then --[[ Check if ball has collided with either the top or bottom edges or one of the paddles. If so, handle the collision. ]] ball:handleCollisions(player1.paddle, player2.paddle) --[[ Check if the ball has gone out of bounds. If so, increment score and reset the ball. ]] if ball.x < 0 then player2.score = player2.score + 1 servingPlayer = 2 if player2.score == 11 then winningPlayer = 2 constants.VICTORY:play() gameState = 'done' else constants.SCORE:play() gameState = 'serve' end elseif ball.x > constants.VIRTUAL_WIDTH then player1.score = player1.score + 1 servingPlayer = 1 if player1.score == 11 then winningPlayer = 1 constants.VICTORY:play() gameState = 'done' else constants.SCORE:play() gameState = 'serve' end end -- Player 1 movement player1.paddle:update(dt) -- Player 2 movement player2.paddle:update(dt) -- Ball movement ball:update(dt) end end --[[ Game state handling ]] function love.keypressed(key) if key == 'escape' then -- Terminate the application love.event.quit() elseif key == 'enter' or key == 'return' then if gameState == 'start' then -- Initialize game gameState = 'play' elseif gameState == 'serve' then gameState = 'play' elseif gameState == 'done' then -- Return to start screen gameState = 'start' -- Reset game assets -- Player scores player1:reset() player2:reset() -- Ball positions ball:reset() servingPlayer = nil winningPlayer = nil else -- Return to start screen gameState = 'start' -- Reset game assets -- Player scores player1:reset() player2:reset() -- Ball positions ball:reset() servingPlayer = nil winningPlayer = nil end end end --[[ Draw to the screen. ]] function love.draw() -- begin rendering at virtual resolution push:apply('start') --[[ clear the screen; since LÖVE2D 11.0, color components are measured between 0 and 1 --]] love.graphics.clear(40/255, 45/255, 52/255, 1) -- using virtual width and virtual height love.graphics.setFont(constants.SMALLFONT) -- Draw regardless of game game state --[[ Add rectangles for paddles and ball ]] -- left side player1.paddle:render() -- right side player2.paddle:render() -- Draw "Hello, Pong!" if game is in start mode if gameState == 'start' then love.graphics.printf( 'Hello, Pong!', -- Welcome text 0, -- Starting X constants.VIRTUAL_HEIGHT / 2 - 6, -- Starting Y constants.VIRTUAL_WIDTH, -- # of pixels to center within 'center' -- alignment mode ) elseif gameState == 'serve' then love.graphics.setFont(constants.SMALLFONT) love.graphics.printf( 'Player ' .. tostring(servingPlayer) .. "'s serve!", 0, 10, constants.VIRTUAL_WIDTH, 'center' ) love.graphics.printf( 'Press Enter to serve!', 0, 20, constants.VIRTUAL_WIDTH, 'center' ) -- Draw game score board and ball only if game is in play mode elseif gameState == 'play' then -- Draw scoreboard scoreboard:render(player1.score, player2.score) -- Draw ball ball:render() elseif gameState == 'done' then love.graphics.setFont(constants.LARGEFONT) love.graphics.printf( "Player " .. tostring(winningPlayer) .. " wins!", 0, 10, constants.VIRTUAL_WIDTH, 'center' ) love.graphics.setFont(constants.SMALLFONT) love.graphics.printf( 'Press enter to restart!', 0, 30, constants.VIRTUAL_WIDTH, 'center' ) end -- new function just to demonstrate how to see FPS in LÖVE2D displayFPS() -- end rendering at virtual resolution push:apply('end') end -- Renders the current FPS. function displayFPS() -- simple FPS display across all states love.graphics.setFont(constants.SMALLFONT) love.graphics.setColor(0, 255, 0, 255) love.graphics.print('FPS: ' .. tostring(love.timer.getFPS()), 10, 10) end
if (SERVER) then SWEP.Weight = 10 SWEP.AutoSwitchTo = false SWEP.AutoSwitchFrom = false end if ( CLIENT ) then SWEP.PrintName = "9mm MP5 Kurz" SWEP.Author = "Black Tea" SWEP.Instructions = "Left Click to Swing." SWEP.ShowWorldModel = true end SWEP.Category = "Black Tea Firearms" SWEP.Base = "hl2_base" SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.UseHands = false -- temp SWEP.Slot = 1 // Slot in the weapon selection menu SWEP.SlotPos = 1 // Position in the slot SWEP.HoldType = "smg" SWEP.WorldModel = "models/weapons/w_mp5k.mdl" SWEP.ViewModel = "models/weapons/v_mp5k.mdl" SWEP.Primary.Sound = Sound( "Weapon_C_Pistol.Single" ) SWEP.Primary.ReloadSound = Sound( "Weapon_MP5k.Reload" ) SWEP.Primary.Automatic = true SWEP.Primary.ClipSize = 25 // Size of a clip SWEP.Primary.DefaultClip = 0 SWEP.Primary.Ammo = "pistol" SWEP.Primary.Delay = .09 SWEP.Primary.Damage = 40 SWEP.Primary.Spread = .05 SWEP.MuzScale = .25 SWEP.SprintPos = Vector(-5, -4, 0) SWEP.SprintAng = Vector(-15.7, 20.799, -40) --SWEP.ReOriginPos = Vector(1.1, -2, 1.5 ) SWEP.CustomRecoil = Vector( 0, -7, -1 ) SWEP.ReOriginPos = Vector( 0, 0, 1 ) SWEP.ReOriginAng = Vector(0, 0, 0 )
require('Navigator').setup({auto_save = 'nil', disable_on_zoom = false}) vim.api.nvim_set_keymap('n', "<M-H>", "<CMD>lua require('Navigator').left()<CR>", {noremap = true, silent = true}) vim.api.nvim_set_keymap('n', "<M-K>", "<CMD>lua require('Navigator').up()<CR>", {noremap = true, silent = true}) vim.api.nvim_set_keymap('n', "<M-L>", "<CMD>lua require('Navigator').right()<CR>", {noremap = true, silent = true}) vim.api.nvim_set_keymap('n', "<M-J>", "<CMD>lua require('Navigator').down()<CR>", {noremap = true, silent = true})
--無尽機関アルギロ・システム -- --Script by JustFish function c101108054.initial_effect(c) --Activate local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(101108054,0)) e1:SetCategory(CATEGORY_TOGRAVE) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) e1:SetCountLimit(1,101108054) e1:SetTarget(c101108054.target) e1:SetOperation(c101108054.activate) c:RegisterEffect(e1) --to hand local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(101108054,1)) e2:SetCategory(CATEGORY_TODECK+CATEGORY_TOHAND) e2:SetType(EFFECT_TYPE_IGNITION) e2:SetRange(LOCATION_GRAVE) e2:SetProperty(EFFECT_FLAG_CARD_TARGET) e2:SetCountLimit(1,101108054) e2:SetTarget(c101108054.tg) e2:SetOperation(c101108054.op) c:RegisterEffect(e2) end function c101108054.tgfilter(c) return c:IsSetCard(0x27a) and c:IsAbleToGrave() end function c101108054.target(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.IsExistingMatchingCard(c101108054.tgfilter,tp,LOCATION_DECK,0,1,nil) end Duel.SetOperationInfo(0,CATEGORY_TOGRAVE,nil,1,tp,LOCATION_DECK) end function c101108054.activate(e,tp,eg,ep,ev,re,r,rp) Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TOGRAVE) local g=Duel.SelectMatchingCard(tp,c101108054.tgfilter,tp,LOCATION_DECK,0,1,1,nil) if g:GetCount()>0 then Duel.SendtoGrave(g,REASON_EFFECT) end end function c101108054.filter(c,b1,b2) return c:IsSetCard(0x27a) and ((b1 and c:IsAbleToHand()) or (b2 and c:IsAbleToDeck())) end function c101108054.tg(e,tp,eg,ep,ev,re,r,rp,chk,chkc) local c=e:GetHandler() local b1,b2=c:IsAbleToDeck(),c:IsAbleToHand() if chkc then return chkc:IsLocation(LOCATION_GRAVE) and chkc:IsControler(tp) and c101108054.filter(chkc,b1,b2) end if chk==0 then return Duel.IsExistingTarget(c101108054.filter,tp,LOCATION_GRAVE,0,1,nil,b1,b2) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TARGET) local g=Duel.SelectTarget(tp,c101108054.filter,tp,LOCATION_GRAVE,0,1,1,nil,b1,b2) Duel.SetOperationInfo(0,CATEGORY_TOHAND,nil,1,tp,LOCATION_GRAVE) Duel.SetOperationInfo(0,CATEGORY_TODECK,nil,1,tp,LOCATION_GRAVE) end function c101108054.op(e,tp,eg,ep,ev,re,r,rp) local tc=Duel.GetFirstTarget() local c=e:GetHandler() if c:IsRelateToEffect(e) and tc:IsRelateToEffect(e) then local g=Group.FromCards(tc,c) Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND) local tg=g:FilterSelect(tp,Card.IsAbleToHand,1,1,nil) g:Sub(tg) Duel.SendtoHand(tg,nil,REASON_EFFECT) Duel.ConfirmCards(1-tp,tg:GetFirst()) Duel.SendtoDeck(g,nil,SEQ_DECKBOTTOM,REASON_EFFECT) end end
local playsession = { {"kjh2663", {776122}}, {"hinr", {634621}}, {"Yadon_poi", {3483}}, {"Stinson_5", {179711}}, {"zipell135", {2499}}, {"cabb99", {298017}}, {"MasterMatz", {171584}}, {"ColonelWill", {24138}}, {"yottahawk", {2984}} } return playsession
-- Copyright 2017 Dirk Brenken (dev@brenken.org) -- This is free software, licensed under the Apache License, Version 2.0 local fs = require("nixio.fs") local uci = require("uci") local sys = require("luci.sys") local json = require("luci.jsonc") local adbinput = uci.get("adblock", "global", "adb_rtfile") or "/tmp/adb_runtime.json" local parse = json.parse(fs.readfile(adbinput) or "") local dnsFile1 = sys.exec("find '/tmp/dnsmasq.d/.adb_hidden' -maxdepth 1 -type f -name 'adb_list*' -print 2>/dev/null") local dnsFile2 = sys.exec("find '/var/lib/unbound/.adb_hidden' -maxdepth 1 -type f -name 'adb_list*' -print 2>/dev/null") m = Map("adblock", translate("Adblock"), translate("Configuration of the adblock package to block ad/abuse domains by using DNS. ") .. translatef("For further information " .. "<a href=\"%s\" target=\"_blank\">" .. "see online documentation</a>", "https://github.com/openwrt/packages/blob/master/net/adblock/files/README.md")) function m.on_after_commit(self) function e3.validate(self, value) if value == "0" then luci.sys.call("/etc/init.d/adblock reload >/dev/null 2>&1") else luci.sys.call("/etc/init.d/adblock start >/dev/null 2>&1") end end luci.http.redirect(luci.dispatcher.build_url("admin", "services", "adblock")) end -- Main adblock options s = m:section(NamedSection, "global", "adblock") o1 = s:option(Flag, "adb_enabled", translate("Enable adblock")) o1.default = o1.enabled o1.rmempty = false btn = s:option(Button, "", translate("Suspend / Resume adblock")) if dnsFile1 ~= "" or dnsFile2 ~= "" then btn.inputtitle = translate("Resume adblock") btn.inputstyle = "apply" btn.disabled = false function btn.write() luci.sys.call("/etc/init.d/adblock resume >/dev/null 2>&1") luci.http.redirect(luci.dispatcher.build_url("admin", "services", "adblock")) end else btn.inputtitle = translate("Suspend adblock") btn.inputstyle = "reset" btn.disabled = false function btn.write() luci.sys.call("/etc/init.d/adblock suspend >/dev/null 2>&1") luci.http.redirect(luci.dispatcher.build_url("admin", "services", "adblock")) end end o2 = s:option(Value, "adb_iface", translate("Restrict interface trigger to certain interface(s)"), translate("Space separated list of interfaces that trigger adblock processing. ".. "To disable event driven (re-)starts remove all entries.")) o2.rmempty = true o3 = s:option(Value, "adb_triggerdelay", translate("Trigger delay"), translate("Additional trigger delay in seconds before adblock processing begins.")) o3.default = 2 o3.datatype = "range(1,90)" o3.rmempty = false o4 = s:option(Flag, "adb_debug", translate("Enable verbose debug logging")) o4.default = o4.disabled o4.rmempty = false -- Runtime information ds = s:option(DummyValue, "_dummy", translate("Runtime information")) ds.template = "cbi/nullsection" dv1 = s:option(DummyValue, "status", translate("Status")) dv1.template = "adblock/runtime" if parse == nil then dv1.value = translate("n/a") elseif parse.data.blocked_domains == "0" then dv1.value = translate("no domains blocked") elseif dnsFile1 ~= "" or dnsFile2 ~= "" then dv1.value = translate("suspended") else dv1.value = translate("active") end dv2 = s:option(DummyValue, "adblock_version", translate("Adblock version")) dv2.template = "adblock/runtime" if parse ~= nil then dv2.value = parse.data.adblock_version or translate("n/a") else dv2.value = translate("n/a") end dv3 = s:option(DummyValue, "fetch_info", translate("Download Utility (SSL Library)"), translate("For SSL protected blocklist sources you need a suitable SSL library, e.g. 'libustream-ssl' or the wget 'built-in'.")) dv3.template = "adblock/runtime" if parse ~= nil then dv3.value = parse.data.fetch_info or translate("n/a") else dv3.value = translate("n/a") end dv4 = s:option(DummyValue, "dns_backend", translate("DNS backend")) dv4.template = "adblock/runtime" if parse ~= nil then dv4.value = parse.data.dns_backend or translate("n/a") else dv4.value = translate("n/a") end dv5 = s:option(DummyValue, "blocked_domains", translate("Blocked domains (overall)")) dv5.template = "adblock/runtime" if parse ~= nil then dv5.value = parse.data.blocked_domains or translate("n/a") else dv5.value = translate("n/a") end dv6 = s:option(DummyValue, "last_rundate", translate("Last rundate")) dv6.template = "adblock/runtime" if parse ~= nil then dv6.value = parse.data.last_rundate or translate("n/a") else dv6.value = translate("n/a") end -- Blocklist table bl = m:section(TypedSection, "source", translate("Blocklist sources"), translate("Available blocklist sources. ") .. translate("Note that list URLs and Shallalist category selections are configurable in the 'Advanced' section.")) bl.template = "cbi/tblsection" name = bl:option(Flag, "enabled", translate("Enabled")) name.rmempty = false ssl = bl:option(DummyValue, "adb_src", translate("SSL req.")) function ssl.cfgvalue(self, section) local source = self.map:get(section, "adb_src") if source and source:match("https://") then return translate("Yes") else return translate("No") end end des = bl:option(DummyValue, "adb_src_desc", translate("Description")) -- Extra options e = m:section(NamedSection, "global", "adblock", translate("Extra options"), translate("Options for further tweaking in case the defaults are not suitable for you.")) e1 = e:option(Flag, "adb_forcedns", translate("Force local DNS"), translate("Redirect all DNS queries to the local resolver.")) e1.default = e1.disabled e1.rmempty = false e2 = e:option(Flag, "adb_forcesrt", translate("Force Overall Sort"), translate("Enable memory intense overall sort / duplicate removal on low memory devices (&lt; 64 MB RAM)")) e2.default = e2.disabled e2.rmempty = false e3 = e:option(Flag, "adb_manmode", translate("Manual mode"), translate("Do not automatically update blocklists during startup, use blocklist backups instead.")) e3.default = e3.disabled e3.rmempty = false e4 = e:option(Flag, "adb_backup", translate("Enable blocklist backup"), translate("Create compressed blocklist backups, they will be used in case of download errors or during startup in manual mode.")) e4.default = e4.disabled e4.rmempty = false e5 = e:option(Value, "adb_backupdir", translate("Backup directory")) e5.datatype = "directory" e5.rmempty = false return m
-- heartbeat.lua -- Created by wugd -- 心跳相关函数 -- 定义公共接口,按照字母顺序排序 local heartbeat_funcs = {}; -- 调用心跳回调函数 function post_heartbeat(ob_class, ob) local func_list = heartbeat_funcs[ob_class]; if not func_list then return; end -- 依次调用回调 for _, f in ipairs(func_list) do if type(f) == "function" then f(ob); end end end -- 注册心跳回调函数 function register_heartbeat(ob_class, f) if not is_table(heartbeat_funcs[ob_class]) then heartbeat_funcs[ob_class] = {}; end table.insert(heartbeat_funcs[ob_class], f); end
fx_version 'bodacious' games { 'gta5' } author 'luckybulgur' description 'Original code by jamessc0tt - Recoded by luckybulgur' version '0.0.0' client_scripts { '@sc0tt_utils/cl_utils.lua', 'config.lua', 'client.lua', }
--[[ Copyright (c) David-John Miller AKA Anoyomouse 2016 * Part of the warehousing mod * * See LICENCE in the project directory for licence information --]] data:extend({ { -- Basic Warehouse type = "recipe", name = "warehouse-basic", enabled = "false", ingredients = { {"steel-plate",60}, {"iron-plate",100}, {"stone-brick",25}, {"wooden-chest",10}, }, result = "warehouse-basic" }, { -- Passive Provider Warehouse type = "recipe", name = "warehouse-passive-provider", enabled = "false", ingredients = { {"warehouse-basic",1}, {"logistic-chest-passive-provider",1}, {"iron-plate",20}, {"advanced-circuit", 5}, }, result = "warehouse-passive-provider" }, { -- Storage Warehouse type = "recipe", name = "warehouse-storage", enabled = "false", ingredients = { {"warehouse-basic",1}, {"logistic-chest-storage",1}, {"iron-plate",20}, {"advanced-circuit", 5}, {"steel-chest",15}, }, result = "warehouse-storage" }, { -- Active Provider Warehouse type = "recipe", name = "warehouse-active-provider", enabled = "false", ingredients = { {"warehouse-basic",1}, {"logistic-chest-active-provider",1}, {"iron-plate",20}, {"advanced-circuit", 5}, }, result = "warehouse-active-provider" }, { -- Requestor Warehouse type = "recipe", name = "warehouse-requester", enabled = "false", ingredients = { {"warehouse-basic",1}, {"logistic-chest-requester",1}, {"iron-plate",20}, {"advanced-circuit", 5}, }, result = "warehouse-requester" }, { -- Basic Storehouse type = "recipe", name = "storehouse-basic", enabled = "false", ingredients = { {"steel-plate",20}, {"iron-plate",40}, {"stone-brick",10}, {"wooden-chest",5}, }, result = "storehouse-basic" }, { -- Passive Provider Storehouse type = "recipe", name = "storehouse-passive-provider", enabled = "false", ingredients = { {"storehouse-basic",1}, {"logistic-chest-passive-provider",1}, {"iron-plate",5}, {"advanced-circuit", 2}, }, result = "storehouse-passive-provider" }, { -- Storage Storehouse type = "recipe", name = "storehouse-storage", enabled = "false", ingredients = { {"storehouse-basic",1}, {"logistic-chest-storage",1}, {"iron-plate",5}, {"advanced-circuit", 2}, {"steel-chest",5}, }, result = "storehouse-storage" }, { -- Active Provider Storehouse type = "recipe", name = "storehouse-active-provider", enabled = "false", ingredients = { {"storehouse-basic",1}, {"logistic-chest-active-provider",1}, {"iron-plate",5}, {"advanced-circuit", 2}, }, result = "storehouse-active-provider" }, { -- Requestor Storehouse type = "recipe", name = "storehouse-requester", enabled = "false", ingredients = { {"storehouse-basic",1}, {"logistic-chest-requester",1}, {"iron-plate",5}, {"advanced-circuit", 2}, }, result = "storehouse-requester" }, })
--[[-------------------------------------------------------------------------- Improved Anti-NoClip Module Author: Mista-Tea ([IJWTB] Thomas) License: The MIT License (MIT) Copyright (c) 2015-2017 Mista-Tea Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. Changelog: ----------------------------------------------------------------------------]] --[[-------------------------------------------------------------------------- -- Namespace Tables --------------------------------------------------------------------------]]-- module( "improvedanc", package.seeall ) --[[-------------------------------------------------------------------------- -- Localized Functions & Variables --------------------------------------------------------------------------]]-- --[[-------------------------------------------------------------------------- -- Namespace Functions --------------------------------------------------------------------------]]-- if ( SERVER ) then m_Handlers = m_Handlers or {} --[[-------------------------------------------------------------------------- -- AddHandler( entity ) --]]-- function AddHandler( ply, ent, data ) local handler = GetHandler( ent ) if ( not IsValid( handler ) ) then undo.Create( "antinoclip_improved" ) handler = CreateHandler( ent ) handler:SetOwner( ply ) undo.AddEntity( handler ) undo.SetPlayer( ply ) undo.Finish() end handler:SetNoClipAffects( data.affects ) handler:SetNoClipEffects( data.effects ) duplicator.StoreEntityModifier( ent, "antinoclip_improved", data ) m_Handlers[ ent ] = handler end duplicator.RegisterEntityModifier( "antinoclip_improved", AddHandler ) --[[-------------------------------------------------------------------------- -- CreateHandler( entity ) --]]-- function CreateHandler( ent ) local handler = ents.Create( "noclip_handler" ) handler:SetHandledEntity( ent ) handler:Spawn() ent:CallOnRemove( "AntiNoClipImproved", function( ent ) RemoveHandler( ent ) end ) handler:CallOnRemove( "AntiNoClipImproved", function( handler, ent ) if ( not IsValid( ent ) ) then return end ent:SetNWString( "AntiNoClipAffect", "" ) end, ent ) return handler end --[[-------------------------------------------------------------------------- -- RemoveHandler( entity ) -- --]]-- function RemoveHandler( ent ) local handler = m_Handlers[ ent ] m_Handlers[ ent ] = nil if ( IsValid( handler ) ) then handler:Remove() end ent:SetNWString( "AntiNoClipAffect", "" ) end --[[-------------------------------------------------------------------------- -- GetHandlers() --]]-- function GetHandlers() return m_Handlers end --[[-------------------------------------------------------------------------- -- GetHandler( entity ) --]]-- function GetHandler( ent ) return m_Handlers[ ent ] end elseif ( CLIENT ) then end if ( CLIENT or SERVER ) then m_Effects = m_Effects or {} m_Affects = m_Affects or {} m_DEFAULT_EFFECT = m_DEFAULT_EFFECT or nil m_DEFAULT_AFFECT = m_DEFAULT_AFFECT or nil --[[-------------------------------------------------------------------------- -- RegisterEffect( string, function ) --]]-- function RegisterEffect( name, func ) m_Effects[ name:lower() ] = func end --[[-------------------------------------------------------------------------- -- SetDefaultEffect( string ) --]]-- function SetDefaultEffect( name ) m_DEFAULT_EFFECT = name end --[[-------------------------------------------------------------------------- -- GetDefaultEffect() --]]-- function GetDefaultEffect() return m_DEFAULT_EFFECT end --[[-------------------------------------------------------------------------- -- GetEffects() --]]-- function GetEffects() return m_Effects end --[[-------------------------------------------------------------------------- -- GetEffect( string ) --]]-- function GetEffect( name ) return m_Effects[ name:lower() ] end RegisterEffect( "bounce", function( ply ) ply:SetMoveType( MOVETYPE_WALK ) ply:SetPos( ply:GetPos() + ( ply:GetVelocity():GetNormal() * -50 ) ) ply:SetVelocity( ply:GetVelocity():GetNormal() * -2000 ) --[[TODO: Variable stength]] end ) RegisterEffect( "ignite", function( ply ) ply:Ignite( 60 ) --[[TODO: Variable duration]] end ) RegisterEffect( "kill", function( ply ) ply:Kill() end ) RegisterEffect( "respawn", function( ply ) ply:Spawn() end ) RegisterEffect( "stripweapons", function( ply ) ply:StripWeapons() end ) RegisterEffect( "teleport", function( ply ) local spawnpoint = gamemode.Call( "PlayerSelectSpawn", ply ) if ( IsValid( spawnpoint ) ) then ply:SetPos( spawnpoint:GetPos() ) end end ) RegisterEffect( "walk", function( ply ) ply:SetMoveType( MOVETYPE_WALK ) ply:SetPos( ply:GetPos() + ( ply:GetVelocity():GetNormal() * -50 ) ) end ) --[[-------------------------------------------------------------------------- -- RegisterAffect( string, function ) --]]-- function RegisterAffect( name, func ) m_Affects[ name:lower() ] = func end --[[-------------------------------------------------------------------------- -- SetDefaultEffect( string ) --]]-- function SetDefaultAffect( name ) m_DEFAULT_AFFECT = name end --[[-------------------------------------------------------------------------- -- GetDefaultEffect() --]]-- function GetDefaultAffect() return m_DEFAULT_AFFECT end --[[-------------------------------------------------------------------------- -- GetAffects() --]]-- function GetAffects() return m_Affects end --[[-------------------------------------------------------------------------- -- GetAffect( string ) --]]-- function GetAffect( name ) return m_Affects[ name:lower() ] end RegisterAffect( "ignore_self", function( owner, ply, ent ) return ply ~= owner end ) RegisterAffect( "ignore_admins", function( owner, ply, ent ) return not ply:IsAdmin() end ) RegisterAffect( "ignore_team", function( owner, ply, ent ) return ply:Team() ~= owner:Team() end ) RegisterAffect( "ignore_buddies", function( owner, ply, ent ) return gamemode.Call( "PlayerUse", ply, ent ) == false end ) RegisterAffect( "affect_self", function( owner, ply, ent ) return ply == owner end ) RegisterAffect( "affect_team", function( owner, ply, ent ) return ply:Team() == owner():Team() end ) RegisterAffect( "affect_buddies", function( owner, ply, ent ) return gamemode.Call( "PlayerUse", ply, ent ) ~= false end ) RegisterAffect( "affect_everyone", function( owner, ply, ent ) return true end ) end
--Created by SupremeGggggg --Have fun! --BIG UPDATE! --BIG UPDATE! --BIG UPDATE! --BIG UPDATE! --BIG UPDATE! local plr = game.Players.LocalPlayer -- This will send the script to your self! --[[ /////////// // // // //// // // // /////////// // // // // // // // /////////// // // // // // // // // /////////// // // // // // // // // // // /////////// // // // //// // ///////// /////////// --]] ------------------------------------------------------------------------------------------------------------------------- --Do not touch the rest below this line! --Starting Point wait(2) local newscreenui = Instance.new("ScreenGui") newscreenui.Parent = plr.PlayerGui newscreenui.Name = "Silidius" --MainFrame local mainframe = Instance.new("Frame") mainframe.Parent = newscreenui mainframe.Name = "Main" mainframe.Active = true mainframe.Draggable = true mainframe.BackgroundColor3 = Color3.new(109/255, 109/255, 109/255) mainframe.BorderColor3 = Color3.new(0/255, 0/255, 0/255) mainframe.BorderSizePixel = 1 mainframe.Position = UDim2.new(.296, 0, .192, 0) mainframe.Size = UDim2.new(.409, 0, .66, 0) mainframe.Draggable = true --NavBar local CommandBar = Instance.new("TextButton") CommandBar.Parent = mainframe CommandBar.Name = "Commands" CommandBar.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) CommandBar.Position = UDim2.new(0, 0, .144, 0) CommandBar.Size = UDim2.new(.24, 0, .099, 0) CommandBar.Font = "ArialBold" CommandBar.Text = "Commands" CommandBar.TextColor3 = Color3.new(249/255, 74/255, 255/255) CommandBar.TextScaled = true local FE = Instance.new("TextButton") FE.Parent = mainframe FE.Name = "FE" FE.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) FE.Position = UDim2.new(.254, 0, .144, 0) FE.Size = UDim2.new(.24, 0, .099, 0) FE.Font = "ArialBold" FE.Text = "FE Commands" FE.TextColor3 = Color3.new(255/255, 255/255, 255/255) FE.TextScaled = true local LC = Instance.new("TextButton") LC.Parent = mainframe LC.Name = "LargeCommands" LC.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) LC.Position = UDim2.new(.51, 0, .144, 0) LC.Size = UDim2.new(.24, 0, .099, 0) LC.Font = "ArialBold" LC.Text = "Large Commands" LC.TextColor3 = Color3.new(255/255, 255/255, 255/255) LC.TextScaled = true local PC = Instance.new("TextButton") PC.Parent = mainframe PC.Name = "ParticleCommands" PC.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) PC.Position = UDim2.new(.766, 0, .144, 0) PC.Size = UDim2.new(.234, 0, .099, 0) PC.Font = "ArialBold" PC.Text = "Particle Commands" PC.TextColor3 = Color3.new(255/255, 255/255, 255/255) PC.TextScaled = true --TopBar local TopBar = Instance.new("Frame") TopBar.Parent = mainframe TopBar.Name = "TopBar" TopBar.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) TopBar.BorderSizePixel = 0 TopBar.Position = UDim2.new(0, 0, 0, 0) TopBar.Size = UDim2.new(1, 0, .138, 0) local Exit = Instance.new("TextButton") Exit.Parent = TopBar Exit.Name = "Exit" Exit.BackgroundColor3 = Color3.new(47/255, 58/255, 49/255) Exit.BackgroundTransparency = 1 Exit.BorderSizePixel = 0 Exit.Size = UDim2.new(.076, 0, 1, 0) Exit.Position = UDim2.new(.924, 0, 0, 0) Exit.Font = "ArialBold" Exit.Text = "X" Exit.TextColor3 = Color3.new(255/255, 0/255, 0/255) Exit.TextScaled = true Exit.MouseButton1Click:connect(function() newscreenui:Destroy() end) local FEStats = Instance.new("TextLabel") FEStats.Parent = TopBar FEStats.Name = "FEStats" FEStats.TextXAlignment = "Left" FEStats.Position = UDim2.new(.467, 0, .221, 0) FEStats.Size = UDim2.new(.252, 0, .558, 0) FEStats.Text = "- FE Status: Disabled!" FEStats.BackgroundTransparency = 1 FEStats.TextColor3 = Color3.new(255/255, 255/255, 255/255) local Title = Instance.new("TextLabel") Title.Parent = TopBar Title.Name = "Title" Title.BackgroundColor3 = Color3.new(255/255, 255/255, 255/255) Title.BackgroundTransparency = 1 Title.BorderSizePixel = 1 Title.Position = UDim2.new(.022, 0, 0, 0) Title.Size = UDim2.new(.445, 0, 1, 0) Title.Font = "ArialBold" Title.TextScaled = true Title.Text = "Silidius Commands" Title.TextColor3 = Color3.new(255/255, 255/255, 255/255) --CommandsFrame local commandsframe = Instance.new("Frame") commandsframe.Parent = mainframe commandsframe.Name = "CommandsFrame" commandsframe.BackgroundTransparency = 1 commandsframe.Size = UDim2.new(1, 0, .756, 0) commandsframe.Position = UDim2.new(0, 0, .244, 0) local PlayerNameText = Instance.new("TextLabel") PlayerNameText.Parent = commandsframe PlayerNameText.Name = "PlayerNameText" PlayerNameText.BackgroundTransparency = 1 PlayerNameText.Position = UDim2.new(.787, 0, .059, 0) PlayerNameText.Size = UDim2.new(.193, 0, .055, 0) PlayerNameText.Text = "Player Name:" PlayerNameText.Font = "ArialBold" PlayerNameText.TextColor3 = Color3.new(255/255, 255/255, 255/255) PlayerNameText.TextScaled = true local PlayerName = Instance.new("TextBox") PlayerName.Parent = commandsframe PlayerName.Name = "PlayerName" PlayerName.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) PlayerName.Position = UDim2.new(.786, 0, .158, 0) PlayerName.Size = UDim2.new(.193, 0, .138, 0) PlayerName.Font = "ArialBold" PlayerName.Text = "Put player name here..." PlayerName.TextColor3 = Color3.new(255/255, 255/255, 255/255) PlayerName.TextScaled = true PlayerName.TextXAlignment = "Left" local IntValText = Instance.new("TextLabel") IntValText.Parent = commandsframe IntValText.Name = "IntValText" IntValText.BackgroundTransparency = 1 IntValText.Position = UDim2.new(.308, 0, .727, 0) IntValText.Size = UDim2.new(.425, 0, .055, 0) IntValText.Text = "Number Value:" IntValText.Font = "ArialBold" IntValText.TextColor3 = Color3.new(255/255, 255/255, 255/255) IntValText.TextScaled = true local IntVal = Instance.new("TextBox") IntVal.Parent = commandsframe IntVal.Name = "IntVal" IntVal.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) IntVal.Position = UDim2.new(.308, 0, .802, 0) IntVal.Size = UDim2.new(.425, 0, .162, 0) IntVal.Font = "ArialBold" IntVal.Text = "This will work with all Numbers needed including skybox and music..." IntVal.TextColor3 = Color3.new(255/255, 255/255, 255/255) IntVal.TextScaled = true IntVal.TextXAlignment = "Left" local StringText = Instance.new("TextLabel") StringText.Parent = commandsframe StringText.Name = "StringValText" StringText.BackgroundTransparency = 1 StringText.Position = UDim2.new(.786, 0, .372, 0) StringText.Size = UDim2.new(.193, 0, .055, 0) StringText.Text = "String Value:" StringText.Font = "ArialBold" StringText.TextColor3 = Color3.new(255/255, 255/255, 255/255) StringText.TextScaled = true local StringVal = Instance.new("TextBox") StringVal.Parent = commandsframe StringVal.Name = "StringVal" StringVal.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) StringVal.Position = UDim2.new(.787, 0, .458, 0) StringVal.Size = UDim2.new(.193, 0, .344, 0) StringVal.Font = "ArialBold" StringVal.Text = "This will work with messages and anything that needs a string attached!" StringVal.TextColor3 = Color3.new(255/255, 255/255, 255/255) StringVal.TextScaled = true StringVal.TextXAlignment = "Left" local kill = Instance.new("TextButton") kill.Parent = commandsframe kill.Name = "Kill" kill.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) kill.Font = "ArialBold" kill.Text = "Kill" kill.TextColor3 = Color3.new(255/255, 255/255, 255/255) kill.TextScaled = true kill.Size = UDim2.new(.232, 0, .075, 0) kill.Position = UDim2.new(.022, 0, .083, 0) kill.MouseButton1Click:connect(function() local victim = PlayerName.Text game.Players:FindFirstChild(victim).Character:BreakJoints() end) local loopkill = Instance.new("TextButton") loopkill.Parent = commandsframe loopkill.Name = "LoopKill" loopkill.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) loopkill.Font = "ArialBold" loopkill.Text = "Loop Kill" loopkill.TextColor3 = Color3.new(255/255, 255/255, 255/255) loopkill.TextScaled = true loopkill.Size = UDim2.new(.232, 0, .075, 0) loopkill.Position = UDim2.new(.277, 0, .083, 0) loopkill.MouseButton1Click:connect(function() while true do wait(1) local victim = PlayerName.Text end end) local respawn = Instance.new("TextButton") respawn.Parent = commandsframe respawn.Name = "Respawn" respawn.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) respawn.Font = "ArialBold" respawn.Text = "Respawn" respawn.TextColor3 = Color3.new(255/255, 255/255, 255/255) respawn.TextScaled = true respawn.Size = UDim2.new(.232, 0, .075, 0) respawn.Position = UDim2.new(.533, 0, .083, 0) respawn.MouseButton1Click:connect(function() local victim = PlayerName.Text game.Players:FindFirstChild(victim):LoadCharacter() end) local destroyc = Instance.new("TextButton") destroyc.Parent = commandsframe destroyc.Name = "DestroyChar" destroyc.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) destroyc.Font = "ArialBold" destroyc.Text = "Destroy Char" destroyc.TextColor3 = Color3.new(255/255, 255/255, 255/255) destroyc.TextScaled = true destroyc.Size = UDim2.new(.232, 0, .075, 0) destroyc.Position = UDim2.new(.022, 0, .19, 0) destroyc.MouseButton1Click:connect(function() local victim = PlayerName.Text game.Players:FindFirstChild(victim).Character:Destroy() end) local poison = Instance.new("TextButton") poison.Parent = commandsframe poison.Name = "Poison" poison.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) poison.Font = "ArialBold" poison.Text = "Poison" poison.TextColor3 = Color3.new(255/255, 255/255, 255/255) poison.TextScaled = true poison.Size = UDim2.new(.232, 0, .075, 0) poison.Position = UDim2.new(.277, 0, .19, 0) poison.MouseButton1Click:connect(function() local victim = PlayerName.Text local smoke = Instance.new("Smoke") smoke.Parent = game.Players:FindFirstChild(victim).Character.HumanoidRootPart smoke.Name = "Poison" smoke.Color = Color3.new(51/255, 181/255, 11/255) while game.Players:FindFirstChild(victim).Character.Humanoid.Health > 0 do wait(.5) game.Players:FindFirstChild(victim).Character.Humanoid.Health = game.Players:FindFirstChild(victim).Character.Humanoid.Health - game.Players:FindFirstChild(victim).Character.Humanoid.MaxHealth/25 end end) local fire = Instance.new("TextButton") fire.Parent = commandsframe fire.Name = "Fire" fire.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) fire.Font = "ArialBold" fire.Text = "Fire" fire.TextColor3 = Color3.new(255/255, 255/255, 255/255) fire.TextScaled = true fire.Size = UDim2.new(.232, 0, .075, 0) fire.Position = UDim2.new(.533, 0, .19, 0) fire.MouseButton1Click:connect(function() local victim = PlayerName.Text local fire1 = Instance.new("Fire") fire1.Parent = game.Players:FindFirstChild(victim).Character.HumanoidRootPart end) local sparkles = Instance.new("TextButton") sparkles.Parent = commandsframe sparkles.Name = "Sparkles" sparkles.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) sparkles.Font = "ArialBold" sparkles.Text = "Sparkles" sparkles.TextColor3 = Color3.new(255/255, 255/255, 255/255) sparkles.TextScaled = true sparkles.Size = UDim2.new(.232, 0, .075, 0) sparkles.Position = UDim2.new(.022, 0, .296, 0) sparkles.MouseButton1Click:connect(function() local victim = PlayerName.Text local fire1 = Instance.new("Sparkles") fire1.Parent = game.Players:FindFirstChild(victim).Character.HumanoidRootPart end) local WalkSpeed = Instance.new("TextButton") WalkSpeed.Parent = commandsframe WalkSpeed.Name = "WalkSpeed" WalkSpeed.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) WalkSpeed.Font = "ArialBold" WalkSpeed.Text = "WalkSpeed" WalkSpeed.TextColor3 = Color3.new(255/255, 255/255, 255/255) WalkSpeed.TextScaled = true WalkSpeed.Size = UDim2.new(.232, 0, .075, 0) WalkSpeed.Position = UDim2.new(.277, 0, .296, 0) WalkSpeed.MouseButton1Click:connect(function() local victim = PlayerName.Text local value = IntVal.Text game.Players:FindFirstChild(victim).Character.Humanoid.WalkSpeed = value end) local eatserver = Instance.new("TextButton") eatserver.Parent = commandsframe eatserver.Name = "SlowlyEatServer" eatserver.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) eatserver.Font = "ArialBold" eatserver.Text = "Slowly Eat Server" eatserver.TextColor3 = Color3.new(255/255, 255/255, 255/255) eatserver.TextScaled = true eatserver.Size = UDim2.new(.232, 0, .075, 0) eatserver.Position = UDim2.new(.533, 0, .296, 0) eatserver.MouseButton1Click:connect(function() while true do wait(1) local category = workspace:GetChildren() for i,v in pairs(category) do if v:IsA("Part") then s = i end end local chosen = category[math.random(1, s)] chosen:Destroy() end end) local blackdeath = Instance.new("TextButton") blackdeath.Parent = commandsframe blackdeath.Name = "BlackDeath" blackdeath.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) blackdeath.Font = "ArialBold" blackdeath.Text = "Black Death" blackdeath.TextColor3 = Color3.new(255/255, 255/255, 255/255) blackdeath.TextScaled = true blackdeath.Size = UDim2.new(.232, 0, .075, 0) blackdeath.Position = UDim2.new(.022, 0, .403, 0) blackdeath.MouseButton1Click:connect(function() for i,v in pairs(game.Players:GetChildren()) do for i, parts in pairs(v.Character:GetChildren()) do if parts:IsA("Part") or parts:IsA("MeshPart") then local fire = Instance.new("Fire") fire.Parent = parts fire.Heat = 0 fire.Color = Color3.new(0, 0, 0) fire.SecondaryColor = Color3.new(0, 0, 0) v.Character:BreakJoints() end end end end) local sonic = Instance.new("TextButton") sonic.Parent = commandsframe sonic.Name = "SonicSpeed" sonic.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) sonic.Font = "ArialBold" sonic.Text = "Sonic Speed" sonic.TextColor3 = Color3.new(255/255, 255/255, 255/255) sonic.TextScaled = true sonic.Size = UDim2.new(.232, 0, .075, 0) sonic.Position = UDim2.new(.277, 0, .403, 0) sonic.MouseButton1Click:connect(function() local victim = game.Players:FindFirstChild(PlayerName.Text) local newtrail = Instance.new("Trail") newtrail.Parent = victim.Character.Head local attachment0 = Instance.new("Attachment", victim.Character.Head) attachment0.Name = "TrailAttachment0" local attachment1 = Instance.new("Attachment", victim.Character.HumanoidRootPart) attachment1.Name = "TrailAttachment1" newtrail.Attachment0 = attachment0 newtrail.Attachment1 = attachment1 local startcolor = Color3.new(255/255, 255/255, 255/255) local endcolor = Color3.new(0/255, 0/255, 255/255) local colorsequence = ColorSequence.new(startcolor, endcolor) newtrail.Color = colorsequence victim.Character.Humanoid.WalkSpeed = 50 end) local smoke = Instance.new("TextButton") smoke.Parent = commandsframe smoke.Name = "Smoke" smoke.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) smoke.Font = "ArialBold" smoke.Text = "Smoke" smoke.TextColor3 = Color3.new(255/255, 255/255, 255/255) smoke.TextScaled = true smoke.Size = UDim2.new(.232, 0, .075, 0) smoke.Position = UDim2.new(.533, 0, .403, 0) smoke.MouseButton1Click:connect(function() local victim = game.Players:FindFirstChild(PlayerName.Text) local smoke = Instance.new("Smoke") smoke.Parent = victim.Character.HumanoidRootPart end) local skybox = Instance.new("TextButton") skybox.Parent = commandsframe skybox.Name = "SkyBox" skybox.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) skybox.Font = "ArialBold" skybox.Text = "Skybox" skybox.TextColor3 = Color3.new(255/255, 255/255, 255/255) skybox.TextScaled = true skybox.Size = UDim2.new(.232, 0, .075, 0) skybox.Position = UDim2.new(.022, 0, .514, 0) skybox.MouseButton1Click:connect(function() local newsky = Instance.new("Sky") newsky.Parent = game.Lighting newsky.MoonTextureId = " " newsky.SkyboxBk = "rbxassetid://"..IntVal.Text newsky.SkyboxDn = "rbxassetid://"..IntVal.Text newsky.SkyboxFt = "rbxassetid://"..IntVal.Text newsky.SkyboxLf = "rbxassetid://"..IntVal.Text newsky.SkyboxRt = "rbxassetid://"..IntVal.Text newsky.SkyboxUp = "rbxassetid://"..IntVal.Text newsky.StarCount = 0 newsky.SunangularSize = 0 newsky.SunTextureId = " " end) local jump = Instance.new("TextButton") jump.Parent = commandsframe jump.Name = "JumpPower" jump.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) jump.Font = "ArialBold" jump.Text = "JumpPower" jump.TextColor3 = Color3.new(255/255, 255/255, 255/255) jump.TextScaled = true jump.Size = UDim2.new(.232, 0, .075, 0) jump.Position = UDim2.new(.277, 0, .514, 0) jump.MouseButton1Click:connect(function() local victim = game.Players:FindFirstChild(PlayerName.Text) local num = IntVal.Text victim.Character.Humanoid.JumpPower = tonumber(num) end) local height = Instance.new("TextButton") height.Parent = commandsframe height.Name = "HipHeight" height.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) height.Font = "ArialBold" height.Text = "HipHeight" height.TextColor3 = Color3.new(255/255, 255/255, 255/255) height.TextScaled = true height.Size = UDim2.new(.232, 0, .075, 0) height.Position = UDim2.new(.533, 0, .514, 0) height.MouseButton1Click:connect(function() local victim = game.Players:FindFirstChild(PlayerName.Text) local num = IntVal.Text victim.Character.Humanoid.HipHeight = tonumber(num) end) local rbase = Instance.new("TextButton") rbase.Parent = commandsframe rbase.Name = "Remove Baseplate" rbase.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) rbase.Font = "ArialBold" rbase.Text = "Remove Baseplate" rbase.TextColor3 = Color3.new(255/255, 255/255, 255/255) rbase.TextScaled = true rbase.Size = UDim2.new(.232, 0, .075, 0) rbase.Position = UDim2.new(.022, 0, .621, 0) rbase.MouseButton1Click:connect(function() game.Workspace:FindFirstChild("Baseplate"):Destroy() end) local see = Instance.new("TextButton") see.Parent = commandsframe see.Name = "SeeThrough" see.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) see.Font = "ArialBold" see.Text = "See Through" see.TextColor3 = Color3.new(255/255, 255/255, 255/255) see.TextScaled = true see.Size = UDim2.new(.232, 0, .075, 0) see.Position = UDim2.new(.277, 0, .621, 0) see.MouseButton1Click:connect(function() local victim = game.Players:FindFirstChild(PlayerName.Text) for i,v in pairs(victim.Character:GetChildren()) do if v:IsA("Part") or v:IsA("MeshPart") then v.Transparency = .5 end end end) local Freeze = Instance.new("TextButton") Freeze.Parent = commandsframe Freeze.Name = "Freeze" Freeze.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) Freeze.Font = "ArialBold" Freeze.Text = "Freeze" Freeze.TextColor3 = Color3.new(255/255, 255/255, 255/255) Freeze.TextScaled = true Freeze.Size = UDim2.new(.232, 0, .075, 0) Freeze.Position = UDim2.new(.533, 0, .621, 0) Freeze.MouseButton1Click:connect(function() local victim = game.Players:FindFirstChild(PlayerName.Text) for i,v in pairs(victim.Character:GetChildren()) do if v:IsA("MeshPart") or v:IsA("Part") then v.Anchored = true end end end) local Thaw = Instance.new("TextButton") Thaw.Parent = commandsframe Thaw.Name = "Thaw" Thaw.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) Thaw.Font = "ArialBold" Thaw.Text = "Thaw" Thaw.TextColor3 = Color3.new(255/255, 255/255, 255/255) Thaw.TextScaled = true Thaw.Size = UDim2.new(.232, 0, .075, 0) Thaw.Position = UDim2.new(.022, 0, .727, 0) Thaw.MouseButton1Click:connect(function() local victim = game.Players:FindFirstChild(PlayerName.Text) for i,v in pairs(victim.Character:GetChildren()) do if v:IsA("MeshPart") or v:IsA("Part") then v.Anchored = false end end end) local set = Instance.new("TextButton") set.Parent = commandsframe set.Name = "" set.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) set.Font = "ArialBold" set.Text = "Thaw" set.TextColor3 = Color3.new(255/255, 255/255, 255/255) set.TextScaled = true set.Size = UDim2.new(.232, 0, .075, 0) set.Position = UDim2.new(.022, 0, .727, 0) set.MouseButton1Click:connect(function() local victim = game.Players:FindFirstChild(PlayerName.Text) for i,v in pairs(victim.Character:GetChildren()) do if v:IsA("MeshPart") or v:IsA("Part") then v.Anchored = false end end end) --FE Commands Frame local FEcommandsframe = Instance.new("Frame") FEcommandsframe.Parent = mainframe FEcommandsframe.Name = "FECommandsFrame" FEcommandsframe.Visible = false FEcommandsframe.BackgroundTransparency = 1 FEcommandsframe.Position = UDim2.new(0, 0, .244, 0) FEcommandsframe.Size = UDim2.new(1, 0, .756, 0) local nav = Instance.new("ScrollingFrame") nav.Parent = FEcommandsframe nav.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) nav.Name = "NavBar" nav.Position = UDim2.new(.022, 0, .028, 0) nav.Size = UDim2.new(.249, 0, .937, 0) nav.ScrollBarThickness = 6 local all = Instance.new("TextButton") all.Parent = nav all.Name = "All" all.BackgroundColor3 = Color3.new(163/255, 0/255, 0/255) all.Position = UDim2.new(0, 0, 0, 0) all.Size = UDim2.new(.94, 0, .063, 0) all.Text = "All" all.TextColor3 = Color3.new(255/255, 255/255, 255/255) all.Font = "ArialBold" all.TextScaled = true local main = Instance.new("ScrollingFrame") main.Parent = FEcommandsframe main.Name = "MainFrame" main.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) main.Position = UDim2.new(.286, 0, .032, 0) main.Size = UDim2.new(.695, 0, .818, 0) main.ScrollBarThickness = 6 local feflybutton = Instance.new("TextButton") feflybutton.Parent = main feflybutton.Name = "FlyMode" feflybutton.Position = UDim2.new(0, 0, 0, 0) feflybutton.Size = UDim2.new(.966, 0, .054, 0) feflybutton.Text = "Fly Mode" feflybutton.TextColor3 = Color3.new(255/255, 255/255, 255/255) feflybutton.BackgroundColor3 = Color3.new(204/255, 31/255, 31/255) feflybutton.TextScaled = true feflybutton.MouseButton1Click:connect(function() repeat wait() until game.Players.LocalPlayer and game.Players.LocalPlayer.Character and game.Players.LocalPlayer.Character:findFirstChild("Torso") and game.Players.LocalPlayer.Character:findFirstChild("Humanoid") local mouse = game.Players.LocalPlayer:GetMouse() repeat wait() until mouse local plr = game.Players.LocalPlayer local torso = plr.Character.Torso local flying = true local firsttimeflying = true local deb = true local ctrl = {f = 0, b = 0, l = 0, r = 0} local lastctrl = {f = 0, b = 0, l = 0, r = 0} local maxspeed = 50 local speed = 0 function Fly() local bg = Instance.new("BodyGyro", torso) bg.P = 9e4 bg.maxTorque = Vector3.new(9e9, 9e9, 9e9) bg.cframe = torso.CFrame local bv = Instance.new("BodyVelocity", torso) bv.velocity = Vector3.new(0,0.1,0) bv.maxForce = Vector3.new(9e9, 9e9, 9e9) repeat wait() plr.Character.Humanoid.PlatformStand = true if ctrl.l + ctrl.r ~= 0 or ctrl.f + ctrl.b ~= 0 then speed = speed+.5+(speed/maxspeed) if speed > maxspeed then speed = maxspeed end elseif not (ctrl.l + ctrl.r ~= 0 or ctrl.f + ctrl.b ~= 0) and speed ~= 0 then speed = speed-1 if speed < 0 then speed = 0 end end if (ctrl.l + ctrl.r) ~= 0 or (ctrl.f + ctrl.b) ~= 0 then bv.velocity = ((game.Workspace.CurrentCamera.CoordinateFrame.lookVector * (ctrl.f+ctrl.b)) + ((game.Workspace.CurrentCamera.CoordinateFrame * CFrame.new(ctrl.l+ctrl.r,(ctrl.f+ctrl.b)*.2,0).p) - game.Workspace.CurrentCamera.CoordinateFrame.p))*speed lastctrl = {f = ctrl.f, b = ctrl.b, l = ctrl.l, r = ctrl.r} elseif (ctrl.l + ctrl.r) == 0 and (ctrl.f + ctrl.b) == 0 and speed ~= 0 then bv.velocity = ((game.Workspace.CurrentCamera.CoordinateFrame.lookVector * (lastctrl.f+lastctrl.b)) + ((game.Workspace.CurrentCamera.CoordinateFrame * CFrame.new(lastctrl.l+lastctrl.r,(lastctrl.f+lastctrl.b)*.2,0).p) - game.Workspace.CurrentCamera.CoordinateFrame.p))*speed else bv.velocity = Vector3.new(0,0.1,0) end bg.cframe = game.Workspace.CurrentCamera.CoordinateFrame * CFrame.Angles(-math.rad((ctrl.f+ctrl.b)*50*speed/maxspeed),0,0) until not flying ctrl = {f = 0, b = 0, l = 0, r = 0} lastctrl = {f = 0, b = 0, l = 0, r = 0} speed = 0 bg:Destroy() bv:Destroy() plr.Character.Humanoid.PlatformStand = false end feflybutton.MouseButton1Click:connect(function() if flying and not firsttimeflying then feflybutton.Text = "Fly Mode" flying = false else firsttimeflying = false feflybutton.Text = "Fly Mode" flying = true Fly() end end) mouse.KeyDown:connect(function(key) if key:lower() == "w" then ctrl.f = 1 elseif key:lower() == "s" then ctrl.b = -1 elseif key:lower() == "a" then ctrl.l = -1 elseif key:lower() == "d" then ctrl.r = 1 end end) mouse.KeyUp:connect(function(key) if key:lower() == "w" then ctrl.f = 0 elseif key:lower() == "s" then ctrl.b = 0 elseif key:lower() == "a" then ctrl.l = 0 elseif key:lower() == "d" then ctrl.r = 0 end end) Fly() end) local hatspin = Instance.new("TextButton") hatspin.Parent = main hatspin.Name = "HatSpin" hatspin.Position = UDim2.new(0, 0, 0.06, 0) hatspin.Size = UDim2.new(.966, 0, .054, 0) hatspin.Text = "HatSpin" hatspin.TextColor3 = Color3.new(255/255, 255/255, 255/255) hatspin.BackgroundColor3 = Color3.new(204/255, 31/255, 31/255) hatspin.TextScaled = true hatspin.MouseButton1Click:connect(function() local obese = game:GetService('Players') for i,v in pairs(obese.LocalPlayer.Character:GetChildren()) do if v.ClassName == "Accessory" then local stg = v.Handle:FindFirstChildOfClass("BodyForce") if stg == nil then local a = Instance.new("BodyPosition") local b = Instance.new("BodyAngularVelocity") a.Parent = v.Handle b.Parent = v.Handle v.Handle.AccessoryWeld:Destroy() b.AngularVelocity = Vector3.new(0,100,0) b.MaxTorque = Vector3.new(0,200,0) a.P = 30000 a.D = 50 game:GetService('RunService').Stepped:connect(function() a.Position = obese.LocalPlayer.Character.Head.Position end) end end end end) local god = Instance.new("TextButton") god.Parent = main god.Name = "God" god.Position = UDim2.new(0, 0, 0.12, 0) god.Size = UDim2.new(.966, 0, .054, 0) god.Text = "God" god.TextColor3 = Color3.new(255/255, 255/255, 255/255) god.BackgroundColor3 = Color3.new(204/255, 31/255, 31/255) god.TextScaled = true god.MouseButton1Click:connect(function() game.Players.LocalPlayer.Character.Humanoid.Name = 1 local l = game.Players.LocalPlayer.Character["1"]:Clone() l.Parent = game.Players.LocalPlayer.Character l.Name = "Humanoid" wait(0.1) game.Players.LocalPlayer.Character["1"]:Destroy() game.Workspace.CurrentCamera.CameraSubject = game.Players.LocalPlayer.Character game.Players.LocalPlayer.Character.Animate.Disabled = true wait(0.1) game.Players.LocalPlayer.Character.Animate.Disabled = false game.Players.LocalPlayer.Character.Humanoid.DisplayDistanceType = "None" end) local spasm = Instance.new("TextButton") spasm.Parent = main spasm.Name = "Spasm" spasm.Position = UDim2.new(0, 0, 0.18, 0) spasm.Size = UDim2.new(.966, 0, .054, 0) spasm.Text = "Spasm" spasm.TextColor3 = Color3.new(255/255, 255/255, 255/255) spasm.BackgroundColor3 = Color3.new(204/255, 31/255, 31/255) spasm.TextScaled = true spasm.MouseButton1Click:connect(function() while wait(1) do for i,v in pairs(game:GetService('Players'):GetChildren()) do local Player = v.Name local AnimationId = "33796059" local Anim = Instance.new("Animation") Anim.AnimationId = "rbxassetid://"..AnimationId local k = game.Players[Player].Character.Humanoid:LoadAnimation(Anim) k:Play() --Play the animation k:AdjustSpeed(99) end end end) --Large Extra Commands Frame local lEcommandsframe = Instance.new("Frame") lEcommandsframe.Parent = mainframe lEcommandsframe.Name = "LargeExtraCommandsFrame" lEcommandsframe.Visible = false lEcommandsframe.BackgroundTransparency = 1 lEcommandsframe.Position = UDim2.new(0, 0, .244, 0) lEcommandsframe.Size = UDim2.new(1, 0, .756, 0) local IntValText3 = Instance.new("TextLabel") IntValText3.Parent = lEcommandsframe IntValText3.Name = "IntValText" IntValText3.BackgroundTransparency = 1 IntValText3.Position = UDim2.new(.308, 0, .727, 0) IntValText3.Size = UDim2.new(.425, 0, .055, 0) IntValText3.Text = "Number Value:" IntValText3.Font = "ArialBold" IntValText3.TextColor3 = Color3.new(255/255, 255/255, 255/255) IntValText3.TextScaled = true local IntVal3 = Instance.new("TextBox") IntVal3.Parent = lEcommandsframe IntVal3.Name = "IntVal" IntVal3.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) IntVal3.Position = UDim2.new(.308, 0, .802, 0) IntVal3.Size = UDim2.new(.425, 0, .162, 0) IntVal3.Font = "ArialBold" IntVal3.Text = "This will work with all Numbers needed including skybox and music..." IntVal3.TextColor3 = Color3.new(255/255, 255/255, 255/255) IntVal3.TextScaled = true IntVal3.TextXAlignment = "Left" local StringText3 = Instance.new("TextLabel") StringText3.Parent = lEcommandsframe StringText3.Name = "StringValText" StringText3.BackgroundTransparency = 1 StringText3.Position = UDim2.new(.786, 0, .372, 0) StringText3.Size = UDim2.new(.193, 0, .055, 0) StringText3.Text = "String Value:" StringText3.Font = "ArialBold" StringText3.TextColor3 = Color3.new(255/255, 255/255, 255/255) StringText3.TextScaled = true local StringVal3 = Instance.new("TextBox") StringVal3.Parent = lEcommandsframe StringVal3.Name = "StringVal" StringVal3.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) StringVal3.Position = UDim2.new(.787, 0, .458, 0) StringVal3.Size = UDim2.new(.193, 0, .344, 0) StringVal3.Font = "ArialBold" StringVal3.Text = "This will work with messages and anything that needs a string attached!" StringVal3.TextColor3 = Color3.new(255/255, 255/255, 255/255) StringVal3.TextScaled = true StringVal3.TextXAlignment = "Left" local PlayerNameText3 = Instance.new("TextLabel") PlayerNameText3.Parent = lEcommandsframe PlayerNameText3.Name = "PlayerNameText" PlayerNameText3.BackgroundTransparency = 1 PlayerNameText3.Position = UDim2.new(.787, 0, .059, 0) PlayerNameText3.Size = UDim2.new(.193, 0, .055, 0) PlayerNameText3.Text = "Player Name:" PlayerNameText3.Font = "ArialBold" PlayerNameText3.TextColor3 = Color3.new(255/255, 255/255, 255/255) PlayerNameText3.TextScaled = true local PlayerName3 = Instance.new("TextBox") PlayerName3.Parent = lEcommandsframe PlayerName3.Name = "PlayerName" PlayerName3.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) PlayerName3.Position = UDim2.new(.786, 0, .158, 0) PlayerName3.Size = UDim2.new(.193, 0, .138, 0) PlayerName3.Font = "ArialBold" PlayerName3.Text = "Put player name here..." PlayerName3.TextColor3 = Color3.new(255/255, 255/255, 255/255) PlayerName3.TextScaled = true PlayerName3.TextXAlignment = "Left" local newnotice2 = Instance.new("TextLabel") newnotice2.Parent = lEcommandsframe newnotice2.Name = "Notice" newnotice2.BackgroundTransparency = 1 newnotice2.Position = UDim2.new(.043, 0, .059, 0) newnotice2.Size = UDim2.new(.634, 0, .538, 0) newnotice2.Text = "Notice: There are currently no Large Commands Added!" newnotice2.TextColor3 = Color3.new(64/255, 64/255, 64/255) newnotice2.TextStrokeColor3 = Color3.new(255/255, 255/255, 255/255) newnotice2.TextStrokeTransparency = 0 newnotice2.TextScaled = true newnotice2.TextStrokeColor3 = Color3.new(255/255, 255/255, 255/255) --Cool Particle Commands local PCcommandsframe = Instance.new("Frame") PCcommandsframe.Parent = mainframe PCcommandsframe.Name = "CoolParticleCommands" PCcommandsframe.Visible = false PCcommandsframe.BackgroundTransparency = 1 PCcommandsframe.Position = UDim2.new(0, 0, .244, 0) PCcommandsframe.Size = UDim2.new(1, 0, .756, 0) local PlayerNameText4 = Instance.new("TextLabel") PlayerNameText4.Parent = PCcommandsframe PlayerNameText4.Name = "PlayerNameText" PlayerNameText4.BackgroundTransparency = 1 PlayerNameText4.Position = UDim2.new(.787, 0, .059, 0) PlayerNameText4.Size = UDim2.new(.193, 0, .055, 0) PlayerNameText4.Text = "Player Name:" PlayerNameText4.Font = "ArialBold" PlayerNameText4.TextColor3 = Color3.new(255/255, 255/255, 255/255) PlayerNameText4.TextScaled = true local PlayerName4 = Instance.new("TextBox") PlayerName4.Parent = PCcommandsframe PlayerName4.Name = "PlayerName" PlayerName4.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) PlayerName4.Position = UDim2.new(.786, 0, .158, 0) PlayerName4.Size = UDim2.new(.193, 0, .138, 0) PlayerName4.Font = "ArialBold" PlayerName4.Text = "Put player name here..." PlayerName4.TextColor3 = Color3.new(255/255, 255/255, 255/255) PlayerName4.TextScaled = true PlayerName4.TextXAlignment = "Left" local Dark = Instance.new("TextButton") Dark.Parent = PCcommandsframe Dark.Name = "DarkMatter" Dark.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) Dark.Font = "ArialBold" Dark.Text = "Dark Matter" Dark.TextColor3 = Color3.new(255/255, 255/255, 255/255) Dark.TextScaled = true Dark.Size = UDim2.new(.232, 0, .075, 0) Dark.Position = UDim2.new(.022, 0, .083, 0) Dark.MouseButton1Click:connect(function() local victim = game.Players:FindFirstChild(PlayerName4.Text) local newparticle2 = Instance.new("ParticleEmitter") newparticle2.Parent = victim.Character.HumanoidRootPart newparticle2.Color = ColorSequence.new(Color3.new(255/255, 0/255, 0/255), Color3.new(77/255, 1/255, 165/255)) newparticle2.Size = NumberSequence.new({ NumberSequenceKeypoint.new(0, 0, 0), NumberSequenceKeypoint.new(.0977, .15, 0), NumberSequenceKeypoint.new(1, .05, 0), }) newparticle2.Texture = "http://www.roblox.com/asset/?id=118322059" newparticle2.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 0, 0), NumberSequenceKeypoint.new(.8, 0, 0), NumberSequenceKeypoint.new(1, 1, 0), }) newparticle2.ZOffset = 0 newparticle2.Acceleration = Vector3.new(0, .2, 0) newparticle2.Lifetime = NumberRange.new(5) newparticle2.Rate = 20 newparticle2.EmissionDirection = "Top" newparticle2.Rotation = NumberRange.new(0) newparticle2.RotSpeed = NumberRange.new(20, 40) newparticle2.Speed = NumberRange.new(2, 4) newparticle2.SpreadAngle = Vector2.new(100, 100) local newparticle = Instance.new("ParticleEmitter") newparticle.Parent = plr.Character.HumanoidRootPart newparticle.Color = ColorSequence.new(Color3.new(255/255, 0/255, 0/255), Color3.new(77/255, 1/255, 165/255)) newparticle.Size = NumberSequence.new({ NumberSequenceKeypoint.new(0, 1, 0), NumberSequenceKeypoint.new(.218, .625, 0), NumberSequenceKeypoint.new(.468, 1.38, 0), NumberSequenceKeypoint.new(.747, 3.06, 0), NumberSequenceKeypoint.new(1, 3.31, 0), }) newparticle.Texture = "http://www.roblox.com/asset/?id=243664672" newparticle.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 1, 0), NumberSequenceKeypoint.new(.509, .725, 0), NumberSequenceKeypoint.new(.762, .85, .15), NumberSequenceKeypoint.new(1, 1, 0), }) newparticle.ZOffset = 2 newparticle.LightEmission = .4 newparticle.EmissionDirection = "Top" newparticle.Lifetime = NumberRange.new(1, 2) newparticle.Rate = 500 newparticle.Rotation = NumberRange.new(-360, 360) newparticle.RotSpeed = NumberRange.new(-200, 200) newparticle.Speed = NumberRange.new(.5) newparticle.SpreadAngle = NumberRange.new(100, 100) local newparticle2 = Instance.new("ParticleEmitter") newparticle2.Parent = plr.Character.HumanoidRootPart newparticle2.Color = ColorSequence.new(Color3.new(255/255, 0/255, 0/255), Color3.new(77/255, 1/255, 165/255)) newparticle2.Size = NumberSequence.new({ NumberSequenceKeypoint.new(0, 0, 0), NumberSequenceKeypoint.new(.0977, .15, 0), NumberSequenceKeypoint.new(1, .05, 0), }) newparticle2.Texture = "http://www.roblox.com/asset/?id=118322059" newparticle2.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 0, 0), NumberSequenceKeypoint.new(.8, 0, 0), NumberSequenceKeypoint.new(1, 1, 0), }) newparticle2.ZOffset = 0 newparticle2.Acceleration = Vector3.new(0, .2, 0) newparticle2.Lifetime = NumberRange.new(5) newparticle2.Rate = 20 newparticle2.EmissionDirection = "Top" newparticle2.Rotation = NumberRange.new(0) newparticle2.RotSpeed = NumberRange.new(20, 40) newparticle2.Speed = NumberRange.new(2, 4) newparticle2.SpreadAngle = Vector2.new(100, 100) end) local rain = Instance.new("TextButton") rain.Parent = PCcommandsframe rain.Name = "Rain" rain.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) rain.Font = "ArialBold" rain.Text = "Rain" rain.TextColor3 = Color3.new(255/255, 255/255, 255/255) rain.TextScaled = true rain.Size = UDim2.new(.232, 0, .075, 0) rain.Position = UDim2.new(.277, 0, .083, 0) rain.MouseButton1Click:connect(function() local victim = game.Players:FindFirstChild(PlayerName4.Text) local particle1 = Instance.new("ParticleEmitter") local particle2 = Instance.new("ParticleEmitter") particle1.Parent = victim.Character.HumanoidRootPart particle2.Parent = victim.Character.HumanoidRootPart local colorsequence1 = ColorSequence.new(Color3.new(46/255, 158/255, 255/255)) particle1.Color = colorsequence1 local colorsequence2 = ColorSequence.new(Color3.new(13/255, 46/255, 74/255)) particle2.Color = colorsequence2 particle1.LightEmission = .1 particle1.LightInfluence = 0 particle1.Size = NumberSequence.new(.05) particle1.Texture = "http://www.roblox.com/asset/?id=118322059" particle1.ZOffset = 0 particle1.Name = "Rain" particle1.Acceleration = Vector3.new(0, -20, 0) particle1.Drag = 0 particle1.LockedToPart = true particle1.VelocityInheritance = 0 particle1.EmissionDirection = "Top" particle1.Enabled = true particle1.Lifetime = NumberRange.new(2.49) particle1.Rate = 50 particle1.Rotation = NumberRange.new(0) particle1.RotSpeed = NumberRange.new(0) particle1.Speed = NumberRange.new(25) particle1.SpreadAngle = Vector2.new(0, 0) particle1.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 1, 0), NumberSequenceKeypoint.new(.743,1,0), NumberSequenceKeypoint.new(.756,0,0), NumberSequenceKeypoint.new(1,0,0), }) particle2.Name = "Smoke" particle2.Color = ColorSequence.new(Color3.new(13/255, 46/255, 74/255)) particle2.LightEmission = .1 particle2.LightInfluence = 0 particle2.Size = NumberSequence.new({ NumberSequenceKeypoint.new(0,0,0), NumberSequenceKeypoint.new(.499,0,0), NumberSequenceKeypoint.new(.516,1.42,0), NumberSequenceKeypoint.new(.6,1.4,0), NumberSequenceKeypoint.new(.601,0,0), NumberSequenceKeypoint.new(1,0,0), }) particle2.Texture = "http://www.roblox.com/asset/?id=290833005" particle2.ZOffset = 2 particle2.Acceleration = Vector3.new(0, 0, 0) particle2.EmissionDirection = "Top" particle2.Enabled = true particle2.Lifetime = NumberRange.new(20) particle2.Rate = 50 particle2.LockedToPart = true particle2.Rotation = NumberRange.new(0, 360) particle2.Speed = NumberRange.new(1) particle2.RotSpeed = NumberRange.new(0) particle2.SpreadAngle = Vector2.new(0, 0) particle2.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 1, 0), NumberSequenceKeypoint.new(.5,1,0), NumberSequenceKeypoint.new(.535,0,0), NumberSequenceKeypoint.new(.567,0,0), NumberSequenceKeypoint.new(.6,1,0), NumberSequenceKeypoint.new(1,1,0), }) end) FE.MouseButton1Click:connect(function() FE.TextColor3 = Color3.new(249/255, 74/255, 255/255) CommandBar.TextColor3 = Color3.new(255/255, 255/255, 255/255) LC.TextColor3 = Color3.new(255/255, 255/255, 255/255) PC.TextColor3 = Color3.new(255/255, 255/255, 255/255) FEcommandsframe.Visible = true commandsframe.Visible = false lEcommandsframe.Visible = false PCcommandsframe.Visible = false end) CommandBar.MouseButton1Click:connect(function() FE.TextColor3 = Color3.new(255/255, 255/255, 255/255) CommandBar.TextColor3 = Color3.new(249/255, 74/255, 255/255) LC.TextColor3 = Color3.new(255/255, 255/255, 255/255) PC.TextColor3 = Color3.new(255/255, 255/255, 255/255) FEcommandsframe.Visible = false commandsframe.Visible = true lEcommandsframe.Visible = false PCcommandsframe.Visible = false end) LC.MouseButton1Click:connect(function() FE.TextColor3 = Color3.new(255/255, 255/255, 255/255) CommandBar.TextColor3 = Color3.new(255/255, 255/255, 255/255) LC.TextColor3 = Color3.new(249/255, 74/255, 255/255) PC.TextColor3 = Color3.new(255/255, 255/255, 255/255) FEcommandsframe.Visible = false commandsframe.Visible = false lEcommandsframe.Visible = true PCcommandsframe.Visible = false end) PC.MouseButton1Click:connect(function() FE.TextColor3 = Color3.new(255/255, 255/255, 255/255) CommandBar.TextColor3 = Color3.new(255/255, 255/255, 255/255) LC.TextColor3 = Color3.new(255/255, 255/255, 255/255) PC.TextColor3 = Color3.new(249/255, 74/255, 255/255) FEcommandsframe.Visible = false commandsframe.Visible = false lEcommandsframe.Visible = false PCcommandsframe.Visible = true end) --FilteringCheckLoop while true do wait() if workspace.FilteringEnabled == true then FEStats.Text = "- FE Status: Enabled!" elseif workspace.FilteringEnabled == false then FEStats.Text = "- FE Status: Disabled!" end end
object_mobile_dressed_imperial_inquisitor_human_male_03_undead = object_mobile_shared_dressed_imperial_inquisitor_human_male_03_undead:new { } ObjectTemplates:addTemplate(object_mobile_dressed_imperial_inquisitor_human_male_03_undead, "object/mobile/dressed_imperial_inquisitor_human_male_03_undead.iff")
local quad = love.graphics.newQuad local drawq = love.graphics.drawq local ceil = math.ceil local path = (...):match('^.+[%.\\/]') or '' local grid = require (path..'grid') -- ########################## -- 0.9.0 COMPATIBILITY if not drawq then drawq = love.graphics.draw end -- ########################## local indexToCoord = function(atlas,index) if type(index) == 'table' then return index[1],index[2] end local c = atlas.columns local gy = ceil(index/c) local gx = index-(gy-1)*c return gx,gy end local getq = function(self,index) local cell = grid.get(self,indexToCoord(self,index)) if cell then return cell.quad else local gx,gy = indexToCoord(self,index) index = (gy - 1) * self:getColumns() + gx error('Atlas index is out of range: '..string.format('%s (%s,%s)',index,gx,gy)) end end ------------------- -- MODULE ------------------- local atlas = setmetatable({},{__call = function(self,...) return self.new(...) end}) atlas.__index= atlas atlas.__call = function(self,index) return atlas.getqViewport(self,index) end function atlas.new(imageWidth,imageHeight, quadWidth,quadHeight, atlasWidth,atlasHeight, ox,oy, xspacing,yspacing) local iw,ih,qw,qh,aw,ah,xs,ys = imageWidth,imageHeight,quadWidth,quadHeight,atlasWidth,atlasHeight,xspacing,yspacing local self = grid.new() qh = qh or qw ox,oy = ox or 0,oy or 0 xs,ys = xs or 0,ys or 0 aw = aw or iw ah = ah or ih local tw,th = qw+xs,qh+ys local dx,dy = (aw+xs)/tw,(ah+ys)/th assert(dx % 1 == 0 and dy % 1 == 0,'Dimensions of atlas must be multiples of dimensions of quads + spacings!') self.rows = dy self.columns = dx self.qWidth = qw self.qHeight = qh self.aWidth = aw self.aHeight = ah self.ox,self.oy= ox,oy self.xs,self.ys= xs,ys self.iWidth = imageWidth self.iHeight = imageHeight self.atlasname = nil self.tileoffset= {} self.properties= {} for gx = 1,dx do for gy = 1,dy do local tile = { quad = quad((gx-1)*tw+ox,(gy-1)*th+oy,qw,qh,iw,ih), property = nil, } grid.set(self,gx,gy,tile) end end return setmetatable(self,atlas) end function atlas:getRows() return self.rows end function atlas:getColumns() return self.columns end function atlas:getImageSize() return self.iWidth,self.iHeight end function atlas:getViewport() return self.ox,self.oy,self.aWidth,self.aHeight end function atlas:getSpacings() return self.xs,self.ys end function atlas:getqSize() return self.qWidth,self.qHeight end function atlas:getqViewport(index) local quad = getq(self,index) local x,y = quad:getViewport() return x,y,atlas.getqSize(self) end function atlas:setqProperty(index,value) grid.get(self,indexToCoord(self,index)).property = value end function atlas:getqProperty(index) return grid.get(self,indexToCoord(self,index)).property end function atlas:setName(atlasname) self.atlasname = atlasname end function atlas:getName() return self.atlasname end function atlas:draw(image,index,...) drawq(image,getq(self,index),...) end -- #################################### -- TMX RELATED FUNCTIONS -- #################################### function atlas:getTileOffsets() local to = self.tileoffset return to.x,to.y end function atlas:setTileOffsets(x,y) local to = self.tileoffset to.x,to.y= x or 0,y or 0 end function atlas:getLayerProperties() return self.properties end return atlas
group "Common" project "Foundation" kind "StaticLib" filter 'files:**.lua' buildmessage 'Processing %{file.name} with bin2c' buildcommands '%{bin2c} -o "%{cfg.objdir}%{file.basename}".lua.h -n %{file.basename}_lua "%{file.relpath}"' buildoutputs '%{cfg.objdir}%{file.basename}.lua.h' SetPCH { hdr = "pch.h", src = "pch.cpp", } forceincludes { "pch.h", } defines { "BT_EULER_DEFAULT_ZYX", "_FEATURE_EXTENDED_PERF_COUNTERS_", } files { "**", } excludes { "./**Test.*" } includedirs { ".", "%{cfg.objdir}", } filter "configurations:Debug" defines{ } filter "configurations:Release" defines { }
object = {} object.t = {} object.t.__index = object.t function object.t:new( ... ) local obj = {} obj.super = nil setmetatable( obj, object.t ) obj.__index = obj return obj end function object.t:derive( ... ) local newobj = {} newobj.super = self setmetatable( newobj, self ) newobj.__index = newobj return newobj:init( ... ) end function object.t:init( ... ) return self end module( "object" )
local ITEM = Clockwork.item:New("weapon_base"); ITEM.name = "Remington Model 1858"; ITEM.cost = 0; ITEM.model = "models/weapons/w_remington_1858.mdl"; ITEM.weight = 1.27; ITEM.uniqueID = "m9k_remington1858"; ITEM.business = false; ITEM.description = "A very, very, very old and rusty revolver, good luck trying to fix it, chambers (If you could call it that) Powder and ball with conical bullets."; ITEM.isAttachment = false; ITEM.hasFlashlight = true; ITEM.loweredOrigin = Vector(3, 0, -4); ITEM.loweredAngles = Angle(0, 45, 0); ITEM.attachmentBone = "ValveBiped.Bip01_Pelvis"; ITEM.attachmentOffsetAngles = Angle(90, 0, 0); ITEM.attachmentOffsetVector = Vector(0, 6.55, 8.72); ITEM:Register();
--[[ LAVRA --]] resource_manifest_version '44febabe-d386-4d18-afbe-5e627f4af937' server_script "server.js" client_script "client.js"
-- Juste pour tester le port série, envoie une suite "UUUUU" 100x par seconde -- On envoie 5x le caractère U -- U en binaire c'est 1010101 -- on peut ainsi bien 'voir' avec un oscilloscope le port série print("\n a_tst1_serial.lua zf190506.1402 \n") test_1=tmr.create() tmr.alarm(test_1, 0.01*1000, tmr.ALARM_AUTO, function() --tmr.alarm(test_1, 2.5*1000, tmr.ALARM_SINGLE, function() -- print(" ### ") -- uart.write(0, string.char(0)..string.char(0)..string.char(1)..string.char(3)..string.char(0).."U") uart.write(0, "UUUUU") end) --[[ tmr.stop(test_1) tmr.start(test_1) ]]
local https = require "ssl.https" local ltn12 = require "ltn12" local json = require 'lunajson' local redis = require "resty.redis" local incr = 0 if os.getenv("KUBERNETES_SERVICE_HOST") then k8s_url = "https://" .. os.getenv("KUBERNETES_SERVICE_HOST") .. ":" .. os.getenv("KUBERNETES_SERVICE_PORT_HTTPS") else k8s_url = os.getenv("ENDPOINT") end local token = os.getenv("TOKEN") local arg = ngx.req.get_uri_args() local namespace = arg['namespace'] local decoded = nil local action = arg['action'] local url = '' local pods = {} local method = 'GET' local pods_not_found = true; ngx.header['Access-Control-Allow-Origin'] = '*' ngx.header['Access-Control-Allow-Methods'] = 'GET, POST, OPTIONS' ngx.header['Access-Control-Allow-Headers'] = 'DNT,User-Agent,X-Requested-With,If-Modified-Since,Cache-Control,Content-Type,Range' ngx.header['Access-Control-Expose-Headers'] = 'Content-Length,Content-Range'; if action == "delete" then local red = redis:new() local okredis, errredis = red:connect("unix:/tmp/redis.sock") if okredis then ngx.log(ngx.ERR, "Connection to Redis is ok") else ngx.log(ngx.ERR, "Connection to Redis is not ok") ngx.log(ngx.ERR, errredis) end -- Count the total of deleted pods local res, err = red:get("deleted_pods_total") if res == ngx.null then ngx.say(err) red:set("deleted_pods_total", 1) else incr = res + 1 red:set("deleted_pods_total", incr) end -- Count the total of deleted pods for namespace local res, err = red:get("deleted_pods_total_on_" .. namespace) if res == ngx.null then red:set("deleted_pods_total_on_" .. namespace, 1) else incr = res + 1 red:set("deleted_pods_total_on_" .. namespace, incr) end end if action == "list" then url = k8s_url.. "/api/v1/namespaces/" .. namespace .. "/pods" elseif action == "delete" then local pod_name = arg['pod_name'] url = k8s_url.. "/api/v1/namespaces/" .. namespace .. "/pods/" .. pod_name method = "DELETE" else ngx.say("Please set the parameter 'action'") ngx.exit(ngx.OK) end --ngx.log(ngx.ERR, "token: " .. token) ngx.log(ngx.ERR, "url: " .. url) ngx.log(ngx.ERR, "namespace: " .. namespace) local headers = { ["Accept"] = "application/json", ["Content-Type"] = "application/json", ["Authorization"] = "Bearer " .. token, } local resp = {} local ok, statusCode, headers, statusText = https.request{ url = url, headers = headers, method = method, sink = ltn12.sink.table(resp) } ngx.log(ngx.ERR, "REQUEST LOGS...") ngx.log(ngx.ERR, ok) ngx.log(ngx.ERR, statusCode) ngx.log(ngx.ERR, statusText) if action == "list" then local i = 1 pods["items"] = {} for k,v in ipairs(resp) do decoded = json.decode(v) if decoded["kind"] == "PodList" then for k2,v2 in ipairs(decoded["items"]) do if v2["status"]["phase"] == "Running" and v2["metadata"]["labels"]["approle"] ~= "chaosnode" then ngx.log(ngx.ERR, "found pod " .. v2["metadata"]["name"]) pods["items"][i] = v2["metadata"]["name"] i = i + 1 pods_not_found = false; end end end end if pods_not_found then ngx.log(ngx.ERR, "No pods found into the namespace " .. namespace) ngx.say("{\"items\": []}") else ngx.say(json.encode(pods)) end elseif action == "delete" then ngx.say(table.concat(resp)) end
ENT.Type = "anim" ENT.Base = "base_rd3_entity" ENT.PrintName = "Water Heater" list.Set("LSEntOverlayText", "generator_gas_steam", { HasOOO = true, resnames = {"energy", "water"}, genresnames = {"water"} })
--[[ TheNexusAvenger Implementation of a command. --]] local BaseCommand = require(script.Parent.Parent:WaitForChild("BaseCommand")) local PrivateChatWindow = require(script.Parent.Parent:WaitForChild("Resources"):WaitForChild("PrivateChatWindow")) local Command = BaseCommand:Extend() --[[ Creates the command. --]] function Command:__new() self:InitializeSuper({"pchat","pc"},"BasicCommands","Starts a private chat between a set of players.") self.Arguments = { { Type = "nexusAdminPlayers", Name = "Players", Description = "Players to run the vote for.", }, { Type = "string", Name = "Question", Description = "Message to send.", }, } --Connect the remote objects. self.API.EventContainer:WaitForChild("SendPrivateMessage").OnClientEvent:Connect(function(Player,Message) local PrivateChatWindow = PrivateChatWindow.new(Player,Message) function PrivateChatWindow.OnMessage(_,Message) self.API.EventContainer:WaitForChild("SendPrivateMessage"):FireServer(Player,Message) PrivateChatWindow:OnClose() end PrivateChatWindow:Show() end) end --[[ Runs the command. --]] function Command:Run(CommandContext,Players,Message) self.super:Run(CommandContext) --Invoke the server to send messages. for _,Player in pairs(Players) do self.API.EventContainer:WaitForChild("SendPrivateMessage"):FireServer(Player,Message) end end return Command
--[[ Copyright (c) 2010 Manuel "Roujin" Wolf, "Fabiomsouto" Copyright (c) 2011 Sérgio "Get_It" Ribeiro Copyright (c) 2012 <Filipe "Aka" Carvalho> Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. --]] Language(utf8 "Português", "Portuguese", "pt", "pt") Inherit("english") ------------------------------- OVERRIDE ---------------------------------- adviser.warnings.money_low = "Estás a ficar sem dinheiro!" -- Funny. Exists in German translation, but not existent in english? -- TODO: tooltip.graphs.reputation -- this tooltip talks about hospital value. Actually it should say reputation. -- TODO: tooltip.status.close -- it's called status window, not overview window. -- The originals of these two contain one space too much fax.emergency.cure_not_possible_build = "Vais precisar de construir %s" fax.emergency.cure_not_possible_build_and_employ = "Vais precisar de construir um %s e empregar um %s" -- Improve tooltips in staff window to mention hidden features tooltip.staff_window.face = "A cara desta pessoa - clique para abrir o ecrã de gestão de pessoal" tooltip.staff_window.center_view = "Clique esquerdo para ir para onde está a pessoa, clique direito para navegador através dos funcionários" -- These strings are missing in some versions of TH (unpatched?) confirmation.restart_level = "Tem a certeza que deseja reiniciar este nível?" ------------------------------- NEW STRINGS ------------------------------- confirmation.maximum_screen_size = "A resolução de ecrã que escolheu é maior que 3000 x 2000. Resoluções mais altas são possíveis, mas requerem melhor hardware de forma a manter uma taxa de fotogramas (FPS) jogável. De certeza que deseja continuar?" confirmation.music_warning = "Antes de escolher usar mp3 para a música dentro do jogo, necessita de ter o smpeg.dll ou equivalente para o seu sistema operativo, caso contrário, não terá música no jogo. Deseja continuar?" menu_options_wage_increase.deny = " NEGAR " menu_options_wage_increase.grant = " PERMITIR " tooltip.options_window.audio_button = "Ligar ou desligar todo o som do jogo" tooltip.options_window.audio_toggle = "Ligar ou desligar" tooltip.options_window.folder_button = "Opções de pastas" tooltip.options_window.customise_button = "Mais opões que pode alterar para personalizar a sua experiência de jogo." tooltip.update_window.download = "Vá para a página de transferências para a última versão de CorsixTH" tooltip.update_window.ignore = "Ignorar esta actualização agora. Será notificado de novo na próxima vez que inicializar CorsixTH" tooltip.folders_window.browse_font = "Procurar outro tipo de letra (localização actual: %1% )" tooltip.folders_window.screenshots_location = "Por defeito, as capturas de ecrã são armazenadas numa pasta junto do ficheiro de configuração. Caso isto não seja apropriado, pode escolher a sua própria, simplesmente indique qual a pasta que deseja utilizar." tooltip.folders_window.reset_to_default = "Reinicializar a directoria para a localização por defeito" tooltip.folders_window.back = "Fechar este menu e voltar às definições." tooltip.folders_window.music_location = "Escolha a localização dos seus ficheiros mp3. A pasta já deve ter sido criada, e agora escolha o directório que acabou de criar." tooltip.folders_window.font_location = "Localização de um tipo de letra capaz de mostrar caracteres Unicode requeridos pela sua língua. Se isto não for especificado, não será capaz de escolher línguas que necessitam de mais caracteres que o jogo original consegue fornecer. Exemplo: Russo e Chinês." tooltip.folders_window.savegames_location = "Por defeito, os jogos gravados são armazenados numa pasta junto do ficheiro de configuração. Caso isto não seja apropriado, pode escolher a sua própria, simplesmente indique qual a pasta que deseja utilizar." tooltip.folders_window.browse_data = "Escolha outra localização da instalação do Theme Hospital (localização actual: %1% )" tooltip.folders_window.browse = "Escolha a localização da pasta" tooltip.folders_window.browse_screenshots = "Escolha outra localização para a pasta das capturas de ecrã (Localização actual: %1%) " tooltip.folders_window.browse_music = "Escolha outra localização para a pasta da música (Localização actual: %1%) " tooltip.folders_window.no_font_specified = "Nenhum tipo de letra especificado!" tooltip.folders_window.not_specified = "Nenhuma pasta especificada!" tooltip.folders_window.browse_saves = "Escolha outra localização para a pasta dos jogos gravados (Localização actual: %1%) " tooltip.folders_window.default = "Localização por defeito" tooltip.folders_window.data_location = "O directório da instalação do Theme Hospital original, que é necessário para correr o CorsixTH" tooltip.customise_window.aliens = "Devido à falta de animações apropriadas, colocamos por defeito que pacientes com ADN Extraterrestre só possam surgir numa emergência. Para permitir que estes pacientes possam visitar o hospital de outra forma, desligue esta opção." tooltip.customise_window.average_contents = "Se quer que o jogo lhe lembre que objectos adicionais costuma adicionar quando cria uma sala, ligue esta opção." tooltip.customise_window.back = "Fechar este menu e voltar às definições." tooltip.customise_window.movies = "Controle geral de vídeos, isto irá permitir desligar todos os vídeos" tooltip.customise_window.fractured_bones = "Devido a uma má animação colocamos por defeito que não existem pacientes femininas com Ossos Partidos. De forma a permitir que pacientes femininas com Ossos Partidos visitem o hospital, desligue esta opção." tooltip.customise_window.volume = "Se o botão para baixar o volume está a abrir também o livro médico, ligue esta opção para mudar o atalho para o livro médico para Shift + C" tooltip.customise_window.intro = "Ligar ou desligar o vídeo de introdução, o controle geral de vídeos tem que estar ligado se quer ver a introdução cada vez que começa o CorsixTH" tooltip.customise_window.paused = "No Theme Hospital o jogador apenas podia utilizar o menu de topo se o jogo estivesse pausado. Esta é também a opção por defeito no CorsixTH, mas ao activar esta opção, tudo é permitido com o jogo pausado." update_window.caption = "Actualização Disponível!" update_window.new_version = "Nova Versão:" update_window.current_version = "Versão Actual:" update_window.download = "Ir à página de transferências" update_window.ignore = "Saltar e ir para o menu principal" errors.fractured_bones = "AVISO: A animação para pacientes femininas com Ossos Partidos não é perfeita." errors.alien_dna = "AVISO: Não existem animação para pacientes Extraterrestres a sentarem-se, abrir ou bater em portas, etc. Então, como no Theme Hospital, para executarem estas animações eles ficam com um aspecto normal, e depois voltam ao aspecto original. Pacientes com ADN Extraterrestre só irão aparecer se estiver previsto no nível." errors.load_quick_save = "Erro, não foi possível carregar o quick save já que não existe. Nada de preocupações, já que criamos agora um para si!" folders_window.data_label = "Dados TH" folders_window.music_location = "Escolha a directoria que usar para a sua música" folders_window.music_label = "MP3's" folders_window.new_th_location = "Aqui pode especificar uma nova pasta de instalação do Theme Hospital. Assim que escolher a nova directoria, o jogo irá reiniciar." folders_window.caption = "Localizações de pastas" folders_window.screenshots_label = "Capturas de ecrã" folders_window.font_label = "Tipos de letra" folders_window.savegames_label = "Jogos gravados" folders_window.back = "Retroceder" folders_window.savegames_location = "Escolha a directoria que usar para jogos gravados" folders_window.screenshots_location = "Escolha a directoria que usar para capturas de ecrã" customise_window.average_contents = "Itens comuns" customise_window.option_on = "Ligado" customise_window.paused = "Construir com o jogo pausado" customise_window.option_off = "Desligado" customise_window.intro = "Reproduzir vídeo de introdução" customise_window.caption = "Definições Personalizadas" customise_window.back = "Retroceder" customise_window.movies = "Controle Geral de Vídeos" customise_window.volume = "Atalho para baixar o volume" customise_window.aliens = "Pacientes Extraterrestres" customise_window.fractured_bones = "Ossos Partidos" options_window.folder = "Pastas" options_window.customise = "Personalizar" options_window.audio = "Som Geral" menu_options.twentyfour_hour_clock = " RELÓGIO DE 24 HORAS " menu_options.wage_increase = " EXIGÊNCIAS SALARIAIS" install.ok = "OK" install.cancel = "Cancelar" adviser.research.drug_improved_1 = "A droga para %s foi melhorada pelo Departamento de Pesquisa" adviser.warnings.no_desk_7 = "Já construiu o balcão de atendimento, então que tal contratar uma recepcionista? Não irá atender clientes até que resolva isto!" adviser.warnings.researcher_needs_desk_1 = "Um Investigador precisa de ter uma secretária onde trabalhar." adviser.warnings.no_desk_6 = "Já tem a recepcionista, então que tal construir uma balcão de atendimento para ela trabalhar?" adviser.warnings.nurse_needs_desk_1 = "Cada Enfermeira necessita de uma secretária onde trabalhar." adviser.warnings.researcher_needs_desk_2 = "O seu Investigador está satisfeito que o tenha deixado descansar um pouco. Se quer ter mais pessoal a fazer pesquisa, então precisa de dar uma secretária a cada um deles." adviser.warnings.no_desk_5 = "Está na hora, devem estar a chegar pacientes a qualquer momento!" adviser.warnings.no_desk_4 = "Uma recepcionista precisa de ter o seu posto de trabalho para atender os pacientes assim que chegam." adviser.warnings.researcher_needs_desk_3 = "Cada Investigador necessita de uma secretária onde trabalhar." adviser.warnings.cannot_afford_2 = "Não tem dinheiro suficiente no banco para fazer essa compra!" adviser.warnings.nurse_needs_desk_2 = "A sua Enfermeira está satisfeita que a tenha deixado descansar um pouco. Se quer ter mais que uma a trabalhar na enfermaria, então precisa de dar uma secretária a cada uma delas." object.litter = "Lixo" tooltip.objects.litter = "Lixo: Deitado fora por um paciente porque não encontrou um caixote do lixo onde o colocar." menu_options.lock_windows = " BLOQUEAR JANELAS " menu_options_game_speed.pause = " PAUSA " menu_debug = { transparent_walls = " PAREDES TRANSPARENTES ", limit_camera = " LIMITAR CAMARA ", disable_salary_raise = " DESACTIVAR AUMENTO DOS SALÁRIOS ", make_debug_patient = " MAKE DEBUG PATIENT ", spawn_patient = " GERAR PACIENTE ", make_adviser_talk = " MAKE ADVISER TALK ", show_watch = " MOSTRAR RELÓGIO ", create_emergency = " CRIAR EMERGENCIA ", place_objects = " COLOCAR OBJECTOS ", dump_strings = " DUMP DAS STRINGS ", map_overlay = " OVERLAY DO MAPA ", sprite_viewer = " VISUALIZAR SPRITES ", } menu_debug_overlay = { none = " NENHUM ", flags = " FLAGS ", positions = " POSIÇOES ", byte_0_1 = " BYTE 0 & 1 ", byte_floor = " BYTE FLOOR ", byte_n_wall = " BYTE N WALL ", byte_w_wall = " BYTE W WALL ", byte_5 = " BYTE 5 ", byte_6 = " BYTE 6 ", byte_7 = " BYTE 7 ", parcel = " PARCEL ", } adviser.room_forbidden_non_reachable_parts = "Colocar o espaço neste sítio bloquearia o acesso a zonas do hospital." dynamic_info.patient.actions.no_gp_available = "À espera que seja construidos um consultório de CG." dynamic_info.staff.actions.heading_for = "Indo para %s" misc.not_yet_implemented = "(not yet implemented)" misc.no_heliport = "Hm... Ou não foram desocbertas novas doenças ou não existe um heliporto neste mapa." main_menu = { new_game = "Novo jogo", custom_level = "Nível Personalizado", load_game = "Carregar Jogo", options = "Opçoes", exit = "Sair", } tooltip.main_menu = { new_game = "Começar um jogo de raíz", custom_level = "Construir o meu hospital", load_game = "Carregar um jogo", options = "Ajustar preferencias", exit = "Nao, por favor, nao saias!", } load_game_window = { back = "Voltar", } tooltip.load_game_window = { load_game_number = "Carregar o jogo %d", load_autosave = "Carregar o jogo gravado automaticamente", back = "Fechar a janela de carregamento", } errors = { dialog_missing_graphics = "Desculpa, mas a versão de demonstração não tem este diálogo!", save_prefix = "Erro durante a gravação do jogo: ", load_prefix = "Erro durante o carregamento do jogos: ", } totd_window = { tips = { "Todos os hospitais precisam de uma recepção e de um consultório de CG para começar. Depois disso, depende do tipo de pacientes que recebes. Uma farmácia é sempre uma boa escolha, no entanto.", "Máquinas como a Bomba de Encher Cabeças precisam de manutenção. Contrata um ou dois funcionários para reparar as tuas máquinas, ou arriscas-te a que o pessoal ou os pacientes se aleijem quando elas avariarem.", "Após algum tempo, o teu pessoal vai ficar cansado. Constrói um Quarto do Pessoal, para que eles possam relaxar.", "Coloca radiadores em quantidade suficiente para que o teu pessoal e pacientes estejam quentinhos... caso contrário irao ficar aborrecidos!", "O nível de perícia de um médico influencia a qualidade e velocidade do seu diagnóstico. Coloca um médico com perícia nas salas de CGs, e não precisarás de tantas salas de diagnóstico.", "Médicos júniores e regulares podem aumentar a sua perícia se aprenderem com um consultante numa Sala de Treino. Se o consultante for especialista (cirurgiao, psiquiatra ou investigador), também ensinará a sua especialização aos seus pupilos.", "Já tentaste escrever o número de emergência (112) no fax? Não te esqueças de ligar as colunas!", "O menu de opçoes ainda não está implementado, mas podes ajustar algumas preferencias tais como resoluçao e língua no ficheiro config.txt na pasta do jogo.", "Seleccionaste outra linguagem além do Ingles, mas ves Ingles em todo o lado? Ajuda-nos a traduzir esse texto!", "A equipa do CorsixTH está à procura de reforços! Estás interessado em programar, traduzir ou criar arte gráfica para o CorsixTH? Contacta-nos no fórum, IRC (corsix-th no freenode) ou via Mailing List.", "Se encontrares um bug, diz-nos em: th-issues.corsix.org", "Tens que cumprir certos requisitos para poder avançar de nível. Consulta a tua janela de status para veres o progresso em relaçao aos objectivos do nível.", -- dicas juntas "Se quiseres alterar ou remover alguma sala existente,utiliza o botao editar na barra de ferramentas em baixo no teu ecra.", "Se tiveres muitos pacientes na fila de espera, podes saber rapidamente quais estao à espera de uma determinada sala passando com o cursor por cima desta.", "Clica numa porta para ver a lista de espera.Podes alterar a ordem dos pacientes ou mandá-los para outra sala.", "Staffs descontentes irao pedir aumentos de salário frequentemente , assegura que tens um bom ambiente de trabalho para isto não acontecer!", "Os pacientes ficarao com sede enquanto esperam no hospital,ainda mais se os radiadores estiverem muito quentes.Coloca máquinas de bebidas em locais estratégicos para ganhares mais uns trocos.", "Podes abortar o processo de diagnóstico para um paciente e tentar adivinhar a cura caso já tenhas descoberto a doença. Cuidado que este processo pode aumentar o risco de uma cura errada levando à morte do paciente.", "Emergencias sao uma boa forma de ganhar algum dinheiro extra,garante que o teu hospital tem condiçoes para as completar.", }, previous = "Dica anterior", next = "Próxima dica", } tooltip.totd_window = { previous = "Mostrar dica anterior", next = "Mostrar a próxima dica", } debug_patient_window.caption = "Debug Paciente" totd_window = { tips = { "Tens que cumprir certos requisitos para poder avançar de nível. Consulta a tua janela de status para veres o progresso em relaçao aos objectivos do nível.", "Se quiseres alterar ou remover alguma sala existente,utiliza o botao editar na barra de ferramentas em baixo no teu ecra.", "Se tiveres muitos pacientes na fila de espera, podes saber rapidamente quais estao à espera de uma determinada sala passando com o cursor por cima desta.", "Clica numa porta para ver a lista de espera.Podes alterar a ordem dos pacientes ou mandá-los para outra sala.", "Staffs descontentes irao pedir aumentos de salário frequentemente , assegura que tens um bom ambiente de trabalho para isto não acontecer!", "Os pacientes ficarao com sede enquanto esperam no hospital,ainda mais se os radiadores estiverem muito quentes.Coloca máquinas de bebidas em locais estratégicos para ganhares mais uns trocos.", "Podes abortar o processo de diagnóstico para um paciente e tentar adivinhar a cura caso já tenhas descoberto a doença. Cuidado que este processo pode aumentar o risco de uma cura errada levando à morte do paciente.", "Emergencias sao uma boa forma de ganhar algum dinheiro extra,garante que o teu hospital tem condiçoes para as completar.", }, } tooltip.casebook.cure_requirement.hire_staff = "Precisas de contratar alguém para fazer este tratamento." tooltip.casebook.cure_type.unknown = "Ainda não sabes tratar esta doença." tooltip.information.close = "Fecha o diálogo de informação" tooltip.load_game_window.load_game = "Ler jogo: %s" tooltip = { message = { button = "Clica com o botão esquerdo para abrir a mensagem.", button_dismiss = "Click esquerdo para abrir a mensagem,click direito para apagar", }, custom_game_window = { start_game_with_name = "Ir para o nível %s", }, cheats_window = { close = "Fecha a janela dos truques", cheats = { end_month = "Salta para o final do mês.", create_patient = "Cria um paciente no mapa.", money = "Adiciona 10000 à tua conta bancária", emergency = "Cria uma emergência", win_level = "Vence o nível.", lose_level = "Perde o nível.", vip = "Cria um VIP.", all_research = "Completa toda a pesquisa.", end_year = "Salta para o final do ano.", }, }, menu_list_window = { save_date = "Coloca a lista por data de modificação.", name = "Coloca a lista por nome.", back = "Fecha esta janela.", }, new_game_window = { hard = "Se estás habituado a este tipo de jogos e procuras um desafio escolhe esta opçao.", cancel = "Oh mas eu não queria começar um jogo de novo!", tutorial = "Se precisas de umas dicas para começar a jogar,marca esta caixa.", easy = "Se és novo em jogos de simulaçoes,esta é a opçao para ti.", medium = "Se já te sentes à vontade tenta a opção média!", }, save_game_window = { new_save_game = "Nome para salvar o jogo.", save_game = "Gravar por cima da gravação? %s", }, calls_dispatcher = { assigned = "Esta caixa estrá marcada, se alguém esttiver a tratar da tarefa correspondente.", task = "Lista de tarefas - Clica em tarefas para abrir as tarefas atribuídas ao staff e encontrares a localização de determinada tarefa.", close = "Fecha a janela de diálogo do expedidor de chamadas.", }, research_policy = { research_progress = "Progresso em relação à próxima descoberta: %1%/%2%", no_research = "Não está a ser feita nenhuma pesquisa de momento.", }, lua_console = { textbox = "Coloca aqui o código Lua para executar", execute_code = "Executa o código colocado.", close = "Fecha a consola.", }, fax = { close = "Fecha esta janela sem apagar a mensagem.", }, options_window = { fullscreen_button = "Clica para modo de tela cheia", original_path = "A directoria da instalaçao original de Theme Hospital", browse = "Procura outra localizaçao da instalaçao original. %1%", change_resolution = "Altera a resoluçao da janela para as dimensoes colocadas à esquerda", height = "Coloca a altura desejada.", width = "Coloca a largura desejada.", language = "Escolhe %s como a tua linguagem.", back = "Fecha a janela de opçoes.", }, } custom_game_window.caption = "Jogo Customizado" cheats_window = { cheats = { end_month = "Fim do Mês", create_patient = "Criar Paciente", money = "Truque para Dinheiro", emergency = "Criar emergência", win_level = "Vencer nível", lose_level = "Perder nível", vip = "Criar VIP", all_research = "Pesquisa Completa", end_year = "Fim do Ano", }, close = "Fechar", caption = "Truques", cheated = { no = "Truques usados?: Nao", yes = "Truques usados?: Sim", }, warning = "Aviso:Se utilizares truques não irás ganhar pontos de reputação no final do nível!", } errors = { unavailable_screen_size = "Esta resolução não está disponível no modo de tela cheia.", maximum_screen_size = "Resolução máxima de 3000x2000.", map_file_missing = "Não foi encontrado o ficheiro do mapa %s para este nível!", minimum_screen_size = "Resolução mínima de 640x480.", } date_format.daymonth = "%1% - %2% -" menu_debug = { lua_console = " (F12) CONSOLA LUA", make_debug_fax = " DEBUG FAX", calls_dispatcher = " CHAMAR EXPEDIDOR", cheats = " (F11) TRUQUES", dump_gamelog = " (CTRL+D) CRIAR LOG DO JOGO", jump_to_level = " SALTAR PARA OUTRO NIVEL", } menu_options = { edge_scrolling = " EDGE SCROLLING ", settings = " PREFERENCIAS ", } lua_console = { execute_code = "Executar", close = "Fechar", } install= { exit = "Sair", th_directory = "CorsixTH precisa dos ficheiros de dados da instalação original de Theme Hospital(ou demo) para funcionar. Localize a sua instalação atráves da caixa em baixo.", title = "--------------------------------- Instalação CorsixTH ---------------------------------", } load_game_window.caption = "Ler Jogo" adviser = { cheats = { th_cheat = "Parabéns batoteiro! Acabaste de desbloquear os truques!", hairyitis_cheat = "Activado cheat da doença Olfatis", roujin_on_cheat = "Activado o desafio Roujin! Boa sorte...", crazy_on_cheat = "Oh não! Os teus médicos estão malucos!", bloaty_off_cheat = "Desactivado truque das Cabeças Gigantes!", bloaty_cheat = "Activado truque das Cabeças Gigantes!", crazy_off_cheat = "Ufa... os teus médicos voltaram ao normal.", roujin_off_cheat = "Desafio Roujin desactivado.", hairyitis_off_cheat = "Desactivado truque da doença Olfatis", }, warnings = { no_desk_2 = "Bom trabalho! Deve ser um recorde mundial: quase um ano completo e não há pacientes! Se desejas continuar a gerir este hospital tens que contratar uma recepcionista e construir uma recepção para receberes os pacientes!", no_desk = "Constrói uma recepçao e uma recepcionista para começar!", no_desk_1 = "Se queres que os pacientes venham ao teu hospital vais precisar de uma recepçao e uma recepcionista!", }, } calls_dispatcher = { repair = "Reparar %s", summary = "%d Chamadas; %d atribuídas", close = "Fechar", watering = "Regar @ %d,%d", staff = "%s - %s ", } information = { level_lost = { "Que chatice! Perdeste. Mais sorte para a próxima!", "Razões da derrota:", reputation = "A tua reputação ficou abaixo de %d.", balance = "A tua conta bancària ficou abaixo de %d.", percentage_killed = "Mataste mais do que %d por cento dos pacientes.", }, cannot_restart = "Infelizmente este jogo customizado foi gravado antes da implementação da função de reinício.", custom_game = "Bem-vindo ao CorsixTH. Diverte-te neste mapa customizado!", } new_game_window = { hard = "Consultor (Difícil)", cancel = "Cancelar", tutorial = "Tutorial ", easy = "Junior (Fácil)", medium = "Doutor (Médio)", } options_window = { fullscreen = "Tela cheia", cancel = "Cancelar", browse = "Procurar...", width = "Largura", height = "Altura", new_th_directory = "Aqui podes escolher uma nova localizaçao da instalaçao de Theme Hospital,assim que o fizeres o jogo será reiniciado.", change_resolution = "Alterar resoluçao", back = "Voltar", } menu_list_window = { save_date = "Modificado", name = "Nome", back = "Voltar", } save_game_window = { caption = "Gravar jogo", new_save_game = "Nova gravaçao", } fax.emergency.num_disease_singular = "Existe uma pessoa com %s e necessita de atenção imediata!" fax.choices = { decline_new_level = "Continuar a jogar", accept_new_level = "Avançar para o nível seguinte", return_to_main_menu = "Voltar para o menu principal", } menu_debug_overlay.heat = " TEMPERATURA " confirmation.abort_edit_room = "Estás a construir ou a editar uma sala. Se todos os objectos necessários estiverem colocados a sala estará terminada, caso contrário será eliminada. Continuar?" confirmation.needs_restart = "Estas alterações requerem que reinicies o jogo,O progresso não gravado será perdido. Desejas continuar?" dynamic_info.staff.actions.fired = "Despedido" introduction_texts.demo = "Bem-vindo ao hospital do demo!//" .. "Infelizmente este demo só tem este nível.Contudo existe aqui muito trabalho para te manter ocupado! " .. "Encontrarás várias doenças que requerem salas diferentes para os seus tratamentos.Ao longo do tempo " .. "irão ocorrer algumas emergências e precisarás de descobrir novos tratamentos atráves da sala de pesquisa. " .. "O teu objectivo é ganhar 100,000$,ter um hospital avaliado em 70,000$,uma reputação de 700 e uma cura de 75% dos pacientes. " .. "Garante que a tua reputação não cai abaixo de 300 e que não mates 40% dos teus pacientes senão perderás o nível.//" .. "Boa sorte!" letter = { custom_level_completed = "Bom trabalho!Completaste todos os objectivos deste nível!", dear_player = "Caro %s", return_to_main_menu = "Desejas regressar ao menu principal ou continuar a jogar?", } staff_class = { nurse = "Enfermeira", doctor = "Doutor", handyman = "Contínuo", receptionist = "Recepcionista", surgeon = "Cirurgião", } -- Staff titles -- these are titles used e.g. in the dynamic info bar staff_title = { receptionist = "Recepcionista", general = "General", -- unused? nurse = "Enfermeira", junior = "Junior", doctor = "Doutor", surgeon = "Cirurgião", psychiatrist = "Psiquiatra", consultant = "Consultor", researcher = "Pesquisador", } staff_list = { morale = "MORAL", tiredness = "CANSAÇO", skill = "QUALIFICAÇOES", total_wages = "SALÁRIO", } -- Objects object = { desk = "Secretária", cabinet = "Arquivador", door = "Porta", bench = "Banco", table1 = "Mesa", -- unused object chair = "Cadeira", drinks_machine = "Máquina de Bebidas", bed = "Cama", inflator = "Inflador", pool_table = "Mesa de Bilhar", reception_desk = "Recepçao", table2 = "Mesa", -- unused object & duplicate cardio = "Cardio", scanner = "Scanner", console = "Consola", screen = "Ecra", litter_bomb = "Bomba de lixo", couch = "Sofá", sofa = "Sofá", crash_trolley = "Trolley", tv = "TV", ultrascanner = "Ultrascanner", dna_fixer = "Fixador de DNA", cast_remover = "Removedor de Gesso", hair_restorer = "Recuperador de Cabelo", slicer = "Fatiador", x_ray = "Raio-X", radiation_shield = "Escudo de Radiaçao", x_ray_viewer = "Visualizador de Radiação", operating_table = "Mesa de Operação", lamp = "Lampâda", -- unused object toilet_sink = "Pia", op_sink1 = "Pia", op_sink2 = "Pia", surgeon_screen = "Ecra de Operaçao", lecture_chair = "Cadeira de aluno", projector = "Projector", bed2 = "Cama", -- unused duplicate pharmacy_cabinet = "Gabinete de Farmácia", computer = "Computador", atom_analyser = "Analisador de Átomos", blood_machine = "Máquina de Análise Sanguínea", fire_extinguisher = "Extintor", radiator = "Radiador", plant = "Planta", electrolyser = "Electrolisador", jelly_moulder = "Moldador gelatinoso", gates_of_hell = "Portões do Inferno", bed3 = "Cama", -- unused duplicate bin = "Balde do lixo", toilet = "WC", swing_door1 = "Porta", swing_door2 = "Porta", shower = "Chuveiro", auto_autopsy = "Auto-Autópsia", bookcase = "Estante", video_game = "Máquina de Arcade", entrance_left = "Entrada esquerda", entrance_right = "Entrada direita", skeleton = "Esqueleto", comfortable_chair = "Cadeira de conforto", } -- Months months = { "Jan", "Fev", "Mar", "Abr", "Mai", "Jun", "Jul", "Ago", "Set", "Out", "Nov", "Dez", } -- Rooms short -- NB: includes some special "rooms" -- reception, destroyed room and "corridor objects" rooms_short = { reception = "Recepçao", destroyed = "Destruído", corridor_objects = "Objectos de Corredor", gps_office = "Consultório Geral", psychiatric = "Psiquiatria", ward = "Enfermaria", operating_theatre = "Sala de Operações", pharmacy = "Farmácia", cardiogram = "Cardio", scanner = "Scanner", ultrascan = "Ultrascanner", blood_machine = "Sala de Análises Sanguíneas", x_ray = "Raio-X", inflation = "Inflador", dna_fixer = "Fixador de DNA", hair_restoration = "Recuperador de Cabelo", tongue_clinic = "Fatiador", fracture_clinic = "Clínica de Fracturas", training_room = "Sala de Aprendizagem", electrolysis = "Sala de Electrolisador", jelly_vat = "Moldador Gelatinoso", staffroom = "Sala do Pessoal", -- rehabilitation = "Reabilitação", -- unused general_diag = "Diagnóstico Geral", research_room = "Sala de Pesquisa", toilets = "Casas de Banho", decontamination = "Descontaminação", } -- Menu Options Game Speed menu_options_game_speed = { slowest = " MUITO LENTO ", slower = " LENTO ", normal = " NORMAL ", max_speed = " RAPIDO ", and_then_some_more = " AINDA MAIS RAPIDO ", } -- Menu Display menu_display = { high_res = " ALTA RESOLUÇAO ", mcga_lo_res = " BAIXA RESOLUCAO ", shadows = " SOMBRAS ", } -- Menu Charts menu_charts = { statement = " INDICACOES ", casebook = " PONTUARIO DE DOENÇAS ", policy = " POLITICAS DO HOSPITAL ", research = " PESQUISA ", graphs = " GRAFICOS ", staff_listing = " LISTA DO STAFF ", bank_manager = " CONTA BANCARIA ", status = " STATUS ", briefing = " BRIEFING ", } menu = { file = " FICHEIRO ", options = " OPÇOES ", display = " DISPLAY", charts = " TABELAS ", debug = " DEBUG ", } -- Menu File menu_file = { load = " LER JOGO ", save = " SALVAR JOGO ", restart = " REINICIAR ", quit = " SAIR ", } -- Menu Options menu_options = { sound = " SOM ", announcements = " ANUNCIOS ", music = " MUSICA ", sound_vol = " VOLUME DOS SONS ", announcements_vol = " SOM DOS ANUNCIOS ", music_vol = " VOLUME DA MUSICA ", autosave = " AUTOSAVE ", game_speed = " VELOCIDADE DO JOGO ", jukebox = " JUKEBOX ", } -- Menu Options Volume menu_options_volume = { [10] = " 10% ", [20] = " 20% ", [30] = " 30% ", [40] = " 40% ", [50] = " 50% ", [60] = " 60% ", [70] = " 70% ", [80] = " 80% ", [90] = " 90% ", [100] = " 100% ", } confirmation = { abort_edit_room = "Estás a construir ou a editar uma sala. Se todos os objectos necessários estiverem colocados a sala estará terminada, caso contrário será eliminada. Continuar?", return_to_blueprint = "Tens a certeza que desejas voltar ao modo de desenho?", restart_level = "Tens a certeza que queres reiniciar o nível?", delete_room = "Desejas apagar esta sala?", quit = "Queres mesmo sair do jogo?", needs_restart = "Estas alterações requerem que reinicies o jogo,O progresso não gravado será perdido. Desejas continuar?", overwrite_save = "Já existe uma gravação nesta slot.Desejas gravar por cima?", sack_staff = "Queres mesmo despedir este membro do staff?", replace_machine = "Queres mesmo repor %s por $%d?", } vip_names = { [1] = "Presidente da Cruz Vermelha", [2] = "Ricardo Araújo Pereira", [3] = "D. Duarte Pio de Bragança", [4] = "Joe Berardo", [5] = "José Mourinho", [6] = "Alberto João Jardim", [7] = "Marcelo Rebelo de Sousa", [8] = "Cavaco Silva", [9] = "Cristiano Ronaldo", [10] = "Tradutor Filipe Carvalho", health_minister = "Ministro da Saúde", } -- Rooms room_classes = { -- S[19][2] -- "corridors" - unused for now diagnosis = "Diagnóstico", treatment = "Tratamento", clinics = "Clínicas", facilities = "Acomodaçoes", }
object_tangible_loot_beast_beast_steroid_bat_bull = object_tangible_loot_beast_shared_beast_steroid_bat_bull:new { } ObjectTemplates:addTemplate(object_tangible_loot_beast_beast_steroid_bat_bull, "object/tangible/loot/beast/beast_steroid_bat_bull.iff")
require "controls/button" require "controls/colour-picker-hue-slider" require "controls/colour-picker-square" require "controls/control-group" require "controls/dialog" ColourPickerDialog = {} ColourPickerDialog.__index = ColourPickerDialog --- Opens a colour picker dialog function ColourPickerDialog:open(initialValue, okHandler) local colourPickerSquare = ColourPickerSquare:create({ initialValue = initialValue }) local colourPickerSlider = ColourPickerHueSlider:create(colourPickerSquare) local squareX, _ = colourPickerSquare:getPosition() local squareWidth, _ = colourPickerSquare:getSize() colourPickerSlider:setPosition(squareX + squareWidth + 10, 0) local dialog local okButton = Button:create("OK", "solid", function() if okHandler then okHandler(colourPickerSquare.value) end viewStack:popView(dialog) end) local cancelButton = Button:create("Cancel", nil, function() viewStack:popView(dialog) end) dialog = Dialog:create("Pick a colour", nil, { ControlGroup:create({ colourPickerSquare, colourPickerSlider }) }, { cancelButton, okButton }) end
Carry = Carry or {} --[[ Functions ]]-- function Carry:Activate(source, target, value, ...) local sourceState = (Player(source) or {}).state local targetState = (Player(target) or {}).state if not sourceState or not targetState or (value and (sourceState.carrying or sourceState.carrier)) or (value and (targetState.carrying or targetState.carrier)) then return false end sourceState.carrying = value and target or nil targetState.carrier = value and source or nil TriggerClientEvent("players:carry", target, "Target", source, value, ...) TriggerClientEvent("players:carry", source, "Source", target, value) return true end --[[ Events: Net ]]-- RegisterNetEvent("players:carryBegin", function(target, value) local source = source -- Check type. if type(target) ~= "number" or (value ~= nil and not Carry.modes[value]) then return end -- Check cooldown. if not PlayerUtil:CheckCooldown(source, 1.0) then return end PlayerUtil:UpdateCooldown(source) -- Activate carry. if Carry:Activate(source, target, value) then exports.log:Add({ source = source, target = target, verb = "started", noun = "carrying", extra = value, }) end end) RegisterNetEvent("players:carryEnd", function() local source = source -- Check cooldown. if not PlayerUtil:CheckCooldown(source, 1.0) then return end PlayerUtil:UpdateCooldown(source) -- Get state. local state = (Player(source) or {}).state if not state then return end local carrying = state.carrying local carrier = state.carrier -- Stop carrying. if (carrying and Carry:Activate(source, carrying)) or (carrier and Carry:Activate(carrier, source)) then exports.log:Add({ source = source, target = carrying or carrier, verb = carrying and "stopped" or "left", noun = "carry", }) end end) RegisterNetEvent("players:force", function(netId, seatIndex) local source = source if type(netId) ~= "number" and type(seatIndex) ~= "number" then return end -- Check cooldown. if not PlayerUtil:CheckCooldown(source, 1.0) then return end PlayerUtil:UpdateCooldown(source) -- Get state. local state = Player(source).state if not state then return end -- Get target. local target = state.carrying if not target then return end -- Check vehicle. local vehicle = NetworkGetEntityFromNetworkId(netId) if not vehicle or not DoesEntityExist(vehicle) then return end -- Uncarry with parameters. if Carry:Activate(source, target, false, netId, seatIndex) then exports.log:Add({ source = source, target = target, verb = "forced", noun = "into vehicle", extra = ("net id: %s"):format(netId), }) end end)
return { "vvadd", "vvsub", "vvmul", "vvdiv", "vvrem", "vvgeq", "vvleq", "vvgt", "vvlt", "vveq", "vvneq", "vvand", "vvor", "vvxor", "vvandnot", }
--Copyright (C) 2010 <SWGEmu> --This File is part of Core3. --This program is free software; you can redistribute --it and/or modify it under the terms of the GNU Lesser --General Public License as published by the Free Software --Foundation; either version 2 of the License, --or (at your option) any later version. --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. --See the GNU Lesser General Public License for --more details. --You should have received a copy of the GNU Lesser General --Public License along with this program; if not, write to --the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA --Linking Engine3 statically or dynamically with other modules --is making a combined work based on Engine3. --Thus, the terms and conditions of the GNU Lesser General Public License --cover the whole combination. --In addition, as a special exception, the copyright holders of Engine3 --give you permission to combine Engine3 program with free software --programs or libraries that are released under the GNU LGPL and with --code included in the standard release of Core3 under the GNU LGPL --license (or modified versions of such code, with unchanged license). --You may copy and distribute such a system following the terms of the --GNU LGPL for Engine3 and the licenses of the other code concerned, --provided that you include the source code of that other code when --and as the GNU LGPL requires distribution of source code. --Note that people who make modified versions of Engine3 are not obligated --to grant this special exception for their modified versions; --it is their choice whether to do so. The GNU Lesser General Public License --gives permission to release a modified version without this exception; --this exception also makes it possible to release a modified version object_tangible_loot_quest_rifle_quest_tusken = object_tangible_loot_quest_shared_rifle_quest_tusken:new { playerRaces = { "object/creature/player/bothan_male.iff", "object/creature/player/bothan_female.iff", "object/creature/player/human_male.iff", "object/creature/player/human_female.iff", "object/creature/player/ithorian_male.iff", "object/creature/player/ithorian_female.iff", "object/creature/player/moncal_male.iff", "object/creature/player/moncal_female.iff", "object/creature/player/rodian_male.iff", "object/creature/player/rodian_female.iff", "object/creature/player/sullustan_male.iff", "object/creature/player/sullustan_female.iff", "object/creature/player/trandoshan_male.iff", "object/creature/player/trandoshan_female.iff", "object/creature/player/twilek_male.iff", "object/creature/player/twilek_female.iff", "object/creature/player/wookiee_male.iff", "object/creature/player/wookiee_female.iff", "object/creature/player/zabrak_male.iff", "object/creature/player/zabrak_female.iff" }, -- RANGEDATTACK, MELEEATTACK, FORCEATTACK, TRAPATTACK, GRENADEATTACK, HEAVYACIDBEAMATTACK, -- HEAVYLIGHTNINGBEAMATTACK, HEAVYPARTICLEBEAMATTACK, HEAVYROCKETLAUNCHERATTACK, HEAVYLAUNCHERATTACK attackType = RANGEDATTACK, -- ENERGY, KINETIC, ELECTRICITY, STUN, BLAST, HEAT, COLD, ACID, LIGHTSABER damageType = ENERGY, -- NONE, LIGHT, MEDIUM, HEAVY armorPiercing = NONE, -- combat_rangedspecialize_bactarifle, combat_rangedspecialize_rifle, combat_rangedspecialize_pistol, combat_rangedspecialize_heavy, combat_rangedspecialize_carbine -- combat_meleespecialize_unarmed, combat_meleespecialize_twohand, combat_meleespecialize_polearm, combat_meleespecialize_onehand, combat_general, -- combat_meleespecialize_twohandlightsaber, combat_meleespecialize_polearmlightsaber, combat_meleespecialize_onehandlightsaber xpType = "combat_rangedspecialize_rifle", certificationsRequired = { "cert_rifle_tusken" }, creatureAccuracyModifiers = { "rifle_accuracy" }, creatureAimModifiers = { "rifle_aim", "aim" }, defenderDefenseModifiers = { "ranged_defense" }, defenderSecondaryDefenseModifiers = { "block" }, speedModifiers = { "rifle_speed" }, damageModifiers = { }, -- The values below are the default values. To be used for blue frog objects primarily healthAttackCost = 25, actionAttackCost = 35, mindAttackCost = 75, forceCost = 0, pointBlankRange = 0, pointBlankAccuracy = -60, idealRange = 60, idealAccuracy = 20, maxRange = 64, maxRangeAccuracy = -50, minDamage = 50, maxDamage = 100, attackSpeed = 10, woundsRatio = 3, numberExperimentalProperties = {1, 1, 2, 2, 2, 2, 2, 2, 1, 1, 1, 2, 2, 2, 2}, experimentalProperties = {"XX", "XX", "CD", "OQ", "CD", "OQ", "CD", "OQ", "CD", "OQ", "CD", "OQ", "CD", "OQ", "XX", "XX", "XX", "CD", "OQ", "CD", "OQ", "CD", "OQ", "CD", "OQ"}, experimentalWeights = {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, experimentalGroupTitles = {"null", "null", "expDamage", "expDamage", "expDamage", "expDamage", "expEffeciency", "exp_durability", "null", "null", "null", "expRange", "expEffeciency", "expEffeciency", "expEffeciency"}, experimentalSubGroupTitles = {"null", "null", "mindamage", "maxdamage", "attackspeed", "woundchance", "roundsused", "hitpoints", "zerorangemod", "maxrangemod", "midrange", "midrangemod", "attackhealthcost", "attackactioncost", "attackmindcost"}, experimentalMin = {0, 0, 50, 100, 10, 3, 30, 750, -60, -50, 60, 0, 25, 35, 75}, experimentalMax = {0, 0, 100, 150, 7, 8, 65, 1500, -60, -50, 60, 20, 15, 20, 45}, experimentalPrecision = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, experimentalCombineType = {0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, } ObjectTemplates:addTemplate(object_tangible_loot_quest_rifle_quest_tusken, "object/tangible/loot/quest/rifle_quest_tusken.iff")
local event = require("event") local gpu = require("component").gpu ------------------------------------------------------------------------------------------------------------ local maximumLines = 60 local minimumLineLength = 5 local maximumLineLength = 55 local chars = { "ァ", "ア", "ィ", "イ", "ゥ", "ウ", "ェ", "エ", "ォ", "オ", "カ", "ガ", "キ", "ギ", "ク", "グ", "ケ", "ゲ", "コ", "ゴ", "サ", "ザ", "シ", "ジ", "ス", "ズ", "セ", "ゼ", "ソ", "ゾ", "タ", "ダ", "チ", "ヂ", "ッ", "ツ", "ヅ", "テ", "デ", "ト", "ド", "ナ", "ニ", "ヌ", "ネ", "ノ", "ハ", "バ", "パ", "ヒ", "ビ", "ピ", "フ", "ブ", "プ", "ヘ", "ベ", "ペ", "ホ", "ボ", "ポ", "マ", "ミ", "ム", "メ", "モ", "ャ", "ヤ", "ュ", "ユ", "ョ", "ヨ", "ラ", "リ", "ル", "レ", "ロ", "ヮ", "ワ", "ヰ", "ヱ", "ヲ", "ン", "ヴ", "ヵ", "ヶ", "・", "ー", "ヽ", "ヾ" } local lineColorsForeground = { 0xFFFFFF, 0xBBFFBB, 0x88FF88, 0x33FF33, 0x00FF00, 0x00EE00, 0x00DD00, 0x00CC00, 0x00BB00, 0x00AA00, 0x009900, 0x008800, 0x007700, 0x006600, 0x005500, 0x004400, 0x003300, 0x002200, 0x001100 } local lineColorsBackground = { 0x004400, 0x004400, 0x003300, 0x003300, 0x002200, 0x001100 } local charsSize = #chars local lineColorsForegroundSize = #lineColorsForeground ------------------------------------------------------------------------------------------------------------ local screenWidth, screenHeight = gpu.getResolution() local lines = {} local currentBackground, currentForeground ------------------------------------------------------------------------------------------------------------ local function setBackground(color) if currentBackground ~= color then gpu.setBackground(color) currentBackground = color end end local function setForeground(color) if currentForeground ~= color then gpu.setForeground(color) currentForeground = color end end local function clearScreen() setBackground(0x000000) setForeground(0xFFFFFF) gpu.fill(1, 1, screenWidth, screenHeight, " ") end ------------------------------------------------------------------------------------------------------------ clearScreen() local i, eventType, keyCode, part while true do while #lines < maximumLines do table.insert(lines, { x = math.random(1, screenWidth), y = 1, length = math.random(minimumLineLength, maximumLineLength) }) end gpu.copy(1, 1, screenWidth, screenHeight, 0, 1) setBackground(0x000000) gpu.fill(1, 1, screenWidth, 1, " ") i = 1 while i <= #lines do if lines[i].y - lines[i].length <= 0 then part = math.ceil(lineColorsForegroundSize * lines[i].y / lines[i].length) setForeground(lineColorsForeground[part] or 0x000000) setBackground(lineColorsBackground[part] or 0x000000) gpu.set(lines[i].x, 1, chars[math.random(1, charsSize)]) i, lines[i].y = i + 1, lines[i].y + 1 else table.remove(lines, i) end end eventType, _, _, keyCode = event.pull(0) if eventType == "touch" or eventType == "key_down" and keyCode == 28 then clearScreen() break end end
local images = { lsmap = "165ddeefd5d.png", map_display = "165ddec178d.png", maps = { ["@560778"] = "165dde71cd7.png", ["@565330"] = "165dde7d970.png", ["@574683"] = "165dde7ff14.png" } } table.sort(images.maps, function(m1, m2) return tonumber(m1:sub(2)) < tonumber(m2:sub(2)) end) local info = { } eventNewPlayer = function(playerName, skip) info[playerName] = { display = -1, map = -1 } if not skip then for k, v in next, images do if type(v) == "table" then for i, j in next, v do tfm.exec.addImage(j, "?0", -2000, -2000, playerName) end else tfm.exec.addImage(v, "?0", -2000, -2000, playerName) end end tfm.exec.addImage(images.lsmap, "!1", 55, 24, playerName) tfm.exec.chatMessage("<ROSE>Support <B>https://atelier801.com/topic?f=6&t=876691</B></ROSE>", playerName) end ui.addTextArea(0, "<font size='12'><V>" .. playerName .. "<N>'s maps: <BV>3", playerName, 65, 60, nil, nil, 1, 1, 0, true) local nick = playerName:gsub("#0000", "") local maps, counter = { }, 0 for map in next, images.maps do counter = counter + 1 maps[counter] = nick .. " - " .. map .. " - 0 - 100% - P" .. math.random(0, 1) .. " <BV><a href='event:display_" .. map .. "'>[Display map]</a>" end ui.addTextArea(1, "<font size='12'>" .. table.concat(maps, "\n<N>"), playerName, 65, 88, nil, nil, 1, 1, 0, true) ui.addTextArea(2, "<p align='center'><a href='event:close_lsmap'>Close\n", playerName, 55, 369, 684, nil, 1, 1, 0, true) end eventTextAreaCallback = function(id, playerName, callback) local cbk, counter = { }, 0 string.gsub(callback, "[^_]+", function(w) counter = counter + 1 cbk[counter] = w end) if cbk[1] == "display" then for i = 0, 2 do ui.removeTextArea(i, playerName) end info[playerName].display = tfm.exec.addImage(images.map_display, "!200", 190, 38, playerName) ui.addTextArea(0, "<p align='center'><font size='15'><B>" .. cbk[2], playerName, 200, 55, 400, nil, 1, 1, 0, true) info[playerName].map = tfm.exec.addImage(images.maps[cbk[2]], "!300", 200, 80, playerName) ui.addTextArea(1, "<p align='center'><a href='event:save_image_" .. cbk[2] .. "'>Save map image\n", playerName, 55, 304, 684, nil, 1, 1, 0, true) ui.addTextArea(2, "<p align='center'><a href='event:save_thumbnail_" .. cbk[2] .. "'>Save map thumbnail\n", playerName, 55, 328, 684, nil, 1, 1, 0, true) ui.addTextArea(3, "<p align='center'><a href='event:close_display'>Close\n", playerName, 55, 353, 684, nil, 1, 1, 0, true) elseif cbk[1] == "close" and cbk[2] == "display" then ui.removeTextArea(3, playerName) tfm.exec.removeImage(info[playerName].map, playerName) tfm.exec.removeImage(info[playerName].display, playerName) eventNewPlayer(playerName, true) end end eventNewGame = function() for playerName in next, tfm.get.room.playerList do eventNewPlayer(playerName) end end tfm.exec.disableAutoNewGame() tfm.exec.disableAutoShaman() tfm.exec.newGame('<C><P /><Z><S><S L="3000" H="72" X="401" Y="408" T="12" P="0,0,0.3,0.2,0,0,0,0" /><S L="918" H="590" X="414" Y="93" T="12" P="0,0,9999,0.2,0,0,0,0" /></S><D><DS Y="373" X="410" /></D><O /></Z></C>')
function gameB_load() gamestate = "gameB" love.audio.stop(portal1open) love.audio.play(portal1open) love.audio.stop(portal2open) love.audio.play(portal2open) pause = false difficulty_speed = 100 scorescore = 0 levelscore = 0 linesscore = 0 nextpiecerot = 0 hm = true --PHYSICS-- meter = 30 world = love.physics.newWorld(0, -720, 960, 1050, 0, 500, true ) tetrikind = {} wallshapes = {} tetrishapes = {} tetribodies = {} offsetshapes = {} wallbodies = love.physics.newBody(world, 32, -64, 0, 0) --WALLS wallshapes[0] = love.physics.newPolygonShape( wallbodies,0, -64, 0,672, 32,672, 32,-64) wallshapes[0]:setData("left") wallshapes[0]:setFriction(0.00001) wallshapes[1] = love.physics.newPolygonShape( wallbodies,352,-64, 352,672, 384,672, 384,-64) wallshapes[1]:setData("right") wallshapes[1]:setFriction(0.00001) --[[wallshapes[2] = love.physics.newPolygonShape( wallbodies,24,640, 24,672, 352,672, 352,640) wallshapes[2]:setData("ground") wallshapes[3] = love.physics.newPolygonShape( wallbodies,-8,-96, 384,-96, 384,-64, -8,-64) wallshapes[3]:setData("ceiling")]] world:setCallbacks(collideB) ----------- --FIRST "nextpiece"- nextpiece = math.random(7) game_addTetriB() ---------------- end function game_addTetriB() --NEW BLOCK-- randomblock = nextpiece createtetriB(randomblock, 1, 224, blockstartY) tetribodies[1]:setLinearVelocity(0, difficulty_speed) --RANDOMIZE nextpiece = math.random(7) end function createtetriB(i, uniqueid, x, y) tetriimages[uniqueid] = newPaddedImage( "graphics/pieces/"..i..".png", scale ) tetrikind[uniqueid] = i tetrishapes[uniqueid] = {} if i == 1 then --I tetribodies[uniqueid] = love.physics.newBody(world, x, y, 0, blockrot) tetrishapes[uniqueid][1] = love.physics.newRectangleShape( tetribodies[uniqueid], -48,0, 32, 32) tetrishapes[uniqueid][2] = love.physics.newRectangleShape( tetribodies[uniqueid], -16,0, 32, 32) tetrishapes[uniqueid][3] = love.physics.newRectangleShape( tetribodies[uniqueid], 16,0, 32, 32) tetrishapes[uniqueid][4] = love.physics.newRectangleShape( tetribodies[uniqueid], 48,0, 32, 32) elseif i == 2 then --J tetribodies[uniqueid] = love.physics.newBody(world, x, y, 0, blockrot) tetrishapes[uniqueid][1] = love.physics.newRectangleShape( tetribodies[uniqueid], -32,-16, 32, 32) tetrishapes[uniqueid][2] = love.physics.newRectangleShape( tetribodies[uniqueid], 0,-16, 32, 32) tetrishapes[uniqueid][3] = love.physics.newRectangleShape( tetribodies[uniqueid], 32,-16, 32, 32) tetrishapes[uniqueid][4] = love.physics.newRectangleShape( tetribodies[uniqueid], 32,16, 32, 32) elseif i == 3 then --L tetribodies[uniqueid] = love.physics.newBody(world, x, y, 0, blockrot) tetrishapes[uniqueid][1] = love.physics.newRectangleShape( tetribodies[uniqueid], -32,-16, 32, 32) tetrishapes[uniqueid][2] = love.physics.newRectangleShape( tetribodies[uniqueid], 0,-16, 32, 32) tetrishapes[uniqueid][3] = love.physics.newRectangleShape( tetribodies[uniqueid], 32,-16, 32, 32) tetrishapes[uniqueid][4] = love.physics.newRectangleShape( tetribodies[uniqueid], -32,16, 32, 32) elseif i == 4 then --O tetribodies[uniqueid] = love.physics.newBody(world, x, y, 0, blockrot) tetrishapes[uniqueid][1] = love.physics.newRectangleShape( tetribodies[uniqueid], -16,-16, 32, 32) tetrishapes[uniqueid][2] = love.physics.newRectangleShape( tetribodies[uniqueid], -16,16, 32, 32) tetrishapes[uniqueid][3] = love.physics.newRectangleShape( tetribodies[uniqueid], 16,16, 32, 32) tetrishapes[uniqueid][4] = love.physics.newRectangleShape( tetribodies[uniqueid], 16,-16, 32, 32) elseif i == 5 then --S tetribodies[uniqueid] = love.physics.newBody(world, x, y, 0, blockrot) tetrishapes[uniqueid][1] = love.physics.newRectangleShape( tetribodies[uniqueid], -32,16, 32, 32) tetrishapes[uniqueid][2] = love.physics.newRectangleShape( tetribodies[uniqueid], 0,-16, 32, 32) tetrishapes[uniqueid][3] = love.physics.newRectangleShape( tetribodies[uniqueid], 32,-16, 32, 32) tetrishapes[uniqueid][4] = love.physics.newRectangleShape( tetribodies[uniqueid], 0,16, 32, 32) elseif i == 6 then --T tetribodies[uniqueid] = love.physics.newBody(world, x, y, 0, blockrot) tetrishapes[uniqueid][1] = love.physics.newRectangleShape( tetribodies[uniqueid], -32,-16, 32, 32) tetrishapes[uniqueid][2] = love.physics.newRectangleShape( tetribodies[uniqueid], 0,-16, 32, 32) tetrishapes[uniqueid][3] = love.physics.newRectangleShape( tetribodies[uniqueid], 32,-16, 32, 32) tetrishapes[uniqueid][4] = love.physics.newRectangleShape( tetribodies[uniqueid], 0,16, 32, 32) elseif i == 7 then --Z tetribodies[uniqueid] = love.physics.newBody(world, x, y, 0, blockrot) tetrishapes[uniqueid][1] = love.physics.newRectangleShape( tetribodies[uniqueid], 0,16, 32, 32) tetrishapes[uniqueid][2] = love.physics.newRectangleShape( tetribodies[uniqueid], 0,-16, 32, 32) tetrishapes[uniqueid][3] = love.physics.newRectangleShape( tetribodies[uniqueid], 32,16, 32, 32) tetrishapes[uniqueid][4] = love.physics.newRectangleShape( tetribodies[uniqueid], -32,-16, 32, 32) end tetribodies[uniqueid]:setLinearDamping(0.5) tetribodies[uniqueid]:setMassFromShapes() tetribodies[uniqueid]:setBullet(true) for i, v in pairs(tetrishapes[uniqueid]) do v:setData(uniqueid) end end function gameB_draw() --FULLSCREEN OFFSET if fullscreen then love.graphics.translate(fullscreenoffsetX, fullscreenoffsetY) --scissor love.graphics.setScissor(fullscreenoffsetX, fullscreenoffsetY, 160*scale, 144*scale) end --background-- if pause or gamestate == "failingB" or not hm then love.graphics.draw(gamebackgroundportalless, 0, 0, 0, scale) else love.graphics.draw(gamebackground, 0, 0, 0, scale) end --------------- --tetrishapes-- if pause == false then for i,v in pairs(tetribodies) do love.graphics.draw( tetriimages[i], v:getX()*physicsscale, v:getY()*physicsscale, v:getAngle(), 1, 1, piececenter[tetrikind[i]][1]*scale, piececenter[tetrikind[i]][2]*scale) if hm then love.graphics.draw( tetriimages[i], v:getX()*physicsscale, (v:getY()*physicsscale)+(128*scale), v:getAngle(), 1, 1, piececenter[tetrikind[i]][1]*scale, piececenter[tetrikind[i]][2]*scale) love.graphics.draw( tetriimages[i], v:getX()*physicsscale, (v:getY()*physicsscale)-(128*scale), v:getAngle(), 1, 1, piececenter[tetrikind[i]][1]*scale, piececenter[tetrikind[i]][2]*scale) end end --Next piece love.graphics.draw(nextpieceimg[nextpiece], 136*scale, 120*scale, nextpiecerot, 1, 1, piececenterpreview[nextpiece][1]*scale, piececenterpreview[nextpiece][2]*scale) else ---------------- --start-- love.graphics.draw(pausegraphic, 16*scale, 0, 0, scale) end --------- --SCORES--------------------------------------- --"score"-- offsetX = 0 scorestring = tostring(scorescore) for i = 1, scorestring:len() - 1 do offsetX = offsetX - 8*scale end love.graphics.print( scorescore, 144*scale + offsetX, 24*scale, 0, scale) --"level"-- offsetX = 0 scorestring = tostring(levelscore) for i = 1, scorestring:len() - 1 do offsetX = offsetX - 8*scale end love.graphics.print( levelscore, 136*scale + offsetX, 56*scale, 0, scale) --"tiles"-- offsetX = 0 scorestring = tostring(linesscore) for i = 1, scorestring:len() - 1 do offsetX = offsetX - 8*scale end love.graphics.print( linesscore, 136*scale + offsetX, 80*scale, 0, scale) ----------------------------------------------- --FULLSCREEN OFFSET if fullscreen then love.graphics.translate(-fullscreenoffsetX, -fullscreenoffsetY) --scissor love.graphics.setScissor() end end function gameB_update(dt) --PORTAL TELEPORTATION if gamestate ~= "failingB" and hm then for i, v in pairs(tetribodies) do if v:getY() > 512 then v:setY(v:getY() - 512) love.audio.stop(portalenter) love.audio.play(portalenter) elseif v:getY() < 0 then v:setY(v:getY() + 512) love.audio.stop(portalenter) love.audio.play(portalenter) end end end --NEXTPIECE ROTATION (rotating allday erryday) nextpiecerot = nextpiecerot + nextpiecerotspeed*dt while nextpiecerot > math.pi*2 do nextpiecerot = nextpiecerot - math.pi*2 end if gamestate == "gameB" then if love.keyboard.isDown( "x" ) then if tetribodies[1]:getAngularVelocity() < 3 then tetribodies[1]:applyTorque( 70 ) end end if love.keyboard.isDown( "y" ) or love.keyboard.isDown( "z" ) or love.keyboard.isDown( "w" ) then if tetribodies[1]:getAngularVelocity() > -3 then tetribodies[1]:applyTorque( -70 ) end end if love.keyboard.isDown( "left" ) then local x, y = tetribodies[1]:getWorldCenter() tetribodies[1]:applyForce( -70, 0, x, y ) end if love.keyboard.isDown( "right" ) then local x, y = tetribodies[1]:getWorldCenter() tetribodies[1]:applyForce( 70, 0, x, y ) end local x, y = tetribodies[1]:getLinearVelocity( ) if love.keyboard.isDown( "down" ) then --commented part limits the blackfallspeed if y > difficulty_speed*5 then tetribodies[1]:setLinearVelocity(x, difficulty_speed*5) else local cx, cy = tetribodies[1]:getWorldCenter() tetribodies[1]:applyForce( 0, 20, cx, cy ) end else if y > difficulty_speed then tetribodies[1]:setLinearVelocity(x, y-2000*dt) end end end world:update(dt) if gamestate == "failingB" then clearcheck = true for i,v in pairs(tetribodies) do if v:getY() < 648 then clearcheck = false end end if clearcheck then failed_load() end end end function collideB(a, b) if a == 1 or b == 1 then if a ~= "left" and a ~= "right" and b ~= "left" and b ~= "right" then if gamestate == "gameB" then endblockB() end end end end function endblockB() if tetribodies[1]:getY() < losingY then --LOSE-- gamestate = "failingB" if musicno < 4 then love.audio.stop(music[musicno]) end love.audio.stop(gameover1) love.audio.play(gameover1) if hm then love.audio.stop(portalfizzle) love.audio.play(portalfizzle) end wallshapes[2]:destroy() wallshapes[2] = nil else --Transfer block from 1 to end of tetribodies tetrikind[highestbody()+1] = tetrikind[1] tetriimages[highestbody()+1] = tetriimages[1] tetribodies[highestbody()+1] = tetribodies[1] tetrishapes[highestbody()] = {} for i, v in pairs(tetrishapes[1]) do tetrishapes[highestbody()][i] = tetrishapes[1][i] tetrishapes[highestbody()][i]:setData({highestbody()}) tetrishapes[1][i] = nil end tetribodies[1] = nil --------------------------- linesscore = linesscore + 1 scorescore = linesscore * 100 love.audio.stop(blockfall) love.audio.play(blockfall) game_addTetriB() end end
-- Copyright 2012 by Till Tantau -- -- This file may be distributed an/or modified -- -- 1. under the LaTeX Project Public License and/or -- 2. under the GNU Public License -- -- See the file doc/generic/pgf/licenses/LICENSE for more information -- @release $Header: /cvsroot/pgf/pgf/generic/pgf/graphdrawing/lua/pgf.lua,v 1.3 2013/04/04 20:43:44 tantau Exp $ --- -- The |pgf| namespace lies in the global namespace. It is the only -- global table defined by \pgfname. The whole graph drawing system, -- in turn, lies in the table |pgf.gd|. pgf = {} -- Forward local tostring_table --- -- Writes debug info on the \TeX\ output, separating the parameters -- by spaces. The debug information will include a complete traceback -- of the stack, allowing you to see ``where you are'' inside the Lua -- program. -- -- Note that this function resides directly in the |pgf| table. The -- reason for this is that you can ``always use it'' since |pgf| is -- always available in the global name space. -- -- @param ... List of parameters to write to the \TeX\ output. function pgf.debug(...) local stacktrace = debug.traceback("",2) texio.write_nl(" ") texio.write_nl("Debug called for: ") -- this is to even print out nil arguments in between local args = {...} for i = 1, #args do if i ~= 1 then texio.write(", ") end texio.write(tostring_table(args[i], "", 5)) end texio.write_nl('') for w in string.gmatch(stacktrace, "/.-:.-:.-%c") do texio.write('by ', string.match(w,".*/(.*)")) end end -- Helper function function tostring_table(t, prefix, depth) if type(t) ~= "table" or (getmetatable(t) and getmetatable(t).__tostring) or depth <= 0 then return type(t) == "string" and ('"' .. t .. '"') or tostring(t) else local r = "{\n" for k,v in pairs(t) do r = r .. prefix .. " " .. tostring(k) .. "=" .. (v==t and "self" or tostring_table(v, prefix .. " ", depth-1)) .. ",\n" end return r .. prefix .. "}" end end return pgf
--[[ Write a function that receives an array and prints all elements in that array. Consider the pros and cons of using table.unpack in this fuunction. ]]-- -- Ans: Unpack will return all elements at once. a = {} a[1]="hello" a[2]=2 a[3]=5 a[4]=nil a[5]="dog" a[6]="cat" function printelementsUnpack( x ) print(table.unpack(x)) end function printelements( x ) for item = 1, #x do print( x[item] ) end end print("--> Using table.unpack") printelementsUnpack(a) print("--> Using the # operator") printelements(a)
-- check if vulkan was loaded local hasVulkan = package.loaded.vulkan1 ~= nil local ffi = require( "ffi" ) local def = ([[ // glfw3 | GLFW3 window manager // newtext = text:gsub("#define ([%w_]+)%s+([%w-_]+)",function(a,b) return a.." = "..b.."," end) enum { /************************************************************************* * GLFW API tokens *************************************************************************/ /*! @name GLFW version macros * @{ */ /*! @brief The major version number of the GLFW library. * * This is incremented when the API is changed in non-compatible ways. * @ingroup init */ GLFW_VERSION_MAJOR = 3, /*! @brief The minor version number of the GLFW library. * * This is incremented when features are added to the API but it remains * backward-compatible. * @ingroup init */ GLFW_VERSION_MINOR = 2, /*! @brief The revision number of the GLFW library. * * This is incremented when a bug fix release is made that does not contain any * API changes. * @ingroup init */ GLFW_VERSION_REVISION = 1, /*! @} */ /*! @name Boolean values * @{ */ /*! @brief One. * * One. Seriously. You don't _need_ to use this symbol in your code. It's * just semantic sugar for the number 1. You can use `1` or `true` or `_True` * or `GL_TRUE` or whatever you want. */ GLFW_TRUE = 1, /*! @brief Zero. * * Zero. Seriously. You don't _need_ to use this symbol in your code. It's * just just semantic sugar for the number 0. You can use `0` or `false` or * `_False` or `GL_FALSE` or whatever you want. */ GLFW_FALSE = 0, /*! @} */ /*! @name Key and button actions * @{ */ /*! @brief The key or mouse button was released. * * The key or mouse button was released. * * @ingroup input */ GLFW_RELEASE = 0, /*! @brief The key or mouse button was pressed. * * The key or mouse button was pressed. * * @ingroup input */ GLFW_PRESS = 1, /*! @brief The key was held down until it repeated. * * The key was held down until it repeated. * * @ingroup input */ GLFW_REPEAT = 2, /*! @} */ /*! @defgroup keys Keyboard keys * * See [key input](@ref input_key) for how these are used. * * These key codes are inspired by the _USB HID Usage Tables v1.12_ (p. 53-60), * but re-arranged to map to 7-bit ASCII for printable keys (function keys are * put in the 256+ range). * * The naming of the key codes follow these rules: * - The US keyboard layout is used * - Names of printable alpha-numeric characters are used (e.g. "A", "R", * "3", etc.) * - For non-alphanumeric characters, Unicode:ish names are used (e.g. * "COMMA", "LEFT_SQUARE_BRACKET", etc.). Note that some names do not * correspond to the Unicode standard (usually for brevity) * - Keys that lack a clear US mapping are named "WORLD_x" * - For non-printable keys, custom names are used (e.g. "F4", * "BACKSPACE", etc.) * * @ingroup input * @{ */ /* The unknown key */ GLFW_KEY_UNKNOWN = -1, /* Printable keys */ GLFW_KEY_SPACE = 32, GLFW_KEY_APOSTROPHE = 39, /* ' */ GLFW_KEY_COMMA = 44, /* , */ GLFW_KEY_MINUS = 45, /* - */ GLFW_KEY_PERIOD = 46, /* . */ GLFW_KEY_SLASH = 47, /* / */ GLFW_KEY_0 = 48, GLFW_KEY_1 = 49, GLFW_KEY_2 = 50, GLFW_KEY_3 = 51, GLFW_KEY_4 = 52, GLFW_KEY_5 = 53, GLFW_KEY_6 = 54, GLFW_KEY_7 = 55, GLFW_KEY_8 = 56, GLFW_KEY_9 = 57, GLFW_KEY_SEMICOLON = 59, /* ; */ GLFW_KEY_EQUAL = 61, /* = */ GLFW_KEY_A = 65, GLFW_KEY_B = 66, GLFW_KEY_C = 67, GLFW_KEY_D = 68, GLFW_KEY_E = 69, GLFW_KEY_F = 70, GLFW_KEY_G = 71, GLFW_KEY_H = 72, GLFW_KEY_I = 73, GLFW_KEY_J = 74, GLFW_KEY_K = 75, GLFW_KEY_L = 76, GLFW_KEY_M = 77, GLFW_KEY_N = 78, GLFW_KEY_O = 79, GLFW_KEY_P = 80, GLFW_KEY_Q = 81, GLFW_KEY_R = 82, GLFW_KEY_S = 83, GLFW_KEY_T = 84, GLFW_KEY_U = 85, GLFW_KEY_V = 86, GLFW_KEY_W = 87, GLFW_KEY_X = 88, GLFW_KEY_Y = 89, GLFW_KEY_Z = 90, GLFW_KEY_LEFT_BRACKET = 91, /* [ */ GLFW_KEY_BACKSLASH = 92, /* \ */ GLFW_KEY_RIGHT_BRACKET = 93, /* ] */ GLFW_KEY_GRAVE_ACCENT = 96, /* ` */ GLFW_KEY_WORLD_1 = 161, /* non-US #1 */ GLFW_KEY_WORLD_2 = 162, /* non-US #2 */ /* Function keys */ GLFW_KEY_ESCAPE = 256, GLFW_KEY_ENTER = 257, GLFW_KEY_TAB = 258, GLFW_KEY_BACKSPACE = 259, GLFW_KEY_INSERT = 260, GLFW_KEY_DELETE = 261, GLFW_KEY_RIGHT = 262, GLFW_KEY_LEFT = 263, GLFW_KEY_DOWN = 264, GLFW_KEY_UP = 265, GLFW_KEY_PAGE_UP = 266, GLFW_KEY_PAGE_DOWN = 267, GLFW_KEY_HOME = 268, GLFW_KEY_END = 269, GLFW_KEY_CAPS_LOCK = 280, GLFW_KEY_SCROLL_LOCK = 281, GLFW_KEY_NUM_LOCK = 282, GLFW_KEY_PRINT_SCREEN = 283, GLFW_KEY_PAUSE = 284, GLFW_KEY_F1 = 290, GLFW_KEY_F2 = 291, GLFW_KEY_F3 = 292, GLFW_KEY_F4 = 293, GLFW_KEY_F5 = 294, GLFW_KEY_F6 = 295, GLFW_KEY_F7 = 296, GLFW_KEY_F8 = 297, GLFW_KEY_F9 = 298, GLFW_KEY_F10 = 299, GLFW_KEY_F11 = 300, GLFW_KEY_F12 = 301, GLFW_KEY_F13 = 302, GLFW_KEY_F14 = 303, GLFW_KEY_F15 = 304, GLFW_KEY_F16 = 305, GLFW_KEY_F17 = 306, GLFW_KEY_F18 = 307, GLFW_KEY_F19 = 308, GLFW_KEY_F20 = 309, GLFW_KEY_F21 = 310, GLFW_KEY_F22 = 311, GLFW_KEY_F23 = 312, GLFW_KEY_F24 = 313, GLFW_KEY_F25 = 314, GLFW_KEY_KP_0 = 320, GLFW_KEY_KP_1 = 321, GLFW_KEY_KP_2 = 322, GLFW_KEY_KP_3 = 323, GLFW_KEY_KP_4 = 324, GLFW_KEY_KP_5 = 325, GLFW_KEY_KP_6 = 326, GLFW_KEY_KP_7 = 327, GLFW_KEY_KP_8 = 328, GLFW_KEY_KP_9 = 329, GLFW_KEY_KP_DECIMAL = 330, GLFW_KEY_KP_DIVIDE = 331, GLFW_KEY_KP_MULTIPLY = 332, GLFW_KEY_KP_SUBTRACT = 333, GLFW_KEY_KP_ADD = 334, GLFW_KEY_KP_ENTER = 335, GLFW_KEY_KP_EQUAL = 336, GLFW_KEY_LEFT_SHIFT = 340, GLFW_KEY_LEFT_CONTROL = 341, GLFW_KEY_LEFT_ALT = 342, GLFW_KEY_LEFT_SUPER = 343, GLFW_KEY_RIGHT_SHIFT = 344, GLFW_KEY_RIGHT_CONTROL = 345, GLFW_KEY_RIGHT_ALT = 346, GLFW_KEY_RIGHT_SUPER = 347, GLFW_KEY_MENU = 348, GLFW_KEY_LAST = GLFW_KEY_MENU, /*! @} */ /*! @defgroup mods Modifier key flags * * See [key input](@ref input_key) for how these are used. * * @ingroup input * @{ */ /*! @brief If this bit is set one or more Shift keys were held down. */ GLFW_MOD_SHIFT = 0x0001, /*! @brief If this bit is set one or more Control keys were held down. */ GLFW_MOD_CONTROL = 0x0002, /*! @brief If this bit is set one or more Alt keys were held down. */ GLFW_MOD_ALT = 0x0004, /*! @brief If this bit is set one or more Super keys were held down. */ GLFW_MOD_SUPER = 0x0008, /*! @} */ /*! @defgroup buttons Mouse buttons * * See [mouse button input](@ref input_mouse_button) for how these are used. * * @ingroup input * @{ */ GLFW_MOUSE_BUTTON_1 = 0, GLFW_MOUSE_BUTTON_2 = 1, GLFW_MOUSE_BUTTON_3 = 2, GLFW_MOUSE_BUTTON_4 = 3, GLFW_MOUSE_BUTTON_5 = 4, GLFW_MOUSE_BUTTON_6 = 5, GLFW_MOUSE_BUTTON_7 = 6, GLFW_MOUSE_BUTTON_8 = 7, GLFW_MOUSE_BUTTON_LAST = GLFW_MOUSE_BUTTON_8, GLFW_MOUSE_BUTTON_LEFT = GLFW_MOUSE_BUTTON_1, GLFW_MOUSE_BUTTON_RIGHT = GLFW_MOUSE_BUTTON_2, GLFW_MOUSE_BUTTON_MIDDLE = GLFW_MOUSE_BUTTON_3, /*! @} */ /*! @defgroup joysticks Joysticks * * See [joystick input](@ref joystick) for how these are used. * * @ingroup input * @{ */ GLFW_JOYSTICK_1 = 0, GLFW_JOYSTICK_2 = 1, GLFW_JOYSTICK_3 = 2, GLFW_JOYSTICK_4 = 3, GLFW_JOYSTICK_5 = 4, GLFW_JOYSTICK_6 = 5, GLFW_JOYSTICK_7 = 6, GLFW_JOYSTICK_8 = 7, GLFW_JOYSTICK_9 = 8, GLFW_JOYSTICK_10 = 9, GLFW_JOYSTICK_11 = 10, GLFW_JOYSTICK_12 = 11, GLFW_JOYSTICK_13 = 12, GLFW_JOYSTICK_14 = 13, GLFW_JOYSTICK_15 = 14, GLFW_JOYSTICK_16 = 15, GLFW_JOYSTICK_LAST = GLFW_JOYSTICK_16, /*! @} */ /*! @defgroup errors Error codes * * See [error handling](@ref error_handling) for how these are used. * * @ingroup init * @{ */ /*! @brief GLFW has not been initialized. * * This occurs if a GLFW function was called that must not be called unless the * library is [initialized](@ref intro_init). * * @analysis Application programmer error. Initialize GLFW before calling any * function that requires initialization. */ GLFW_NOT_INITIALIZED = 0x00010001, /*! @brief No context is current for this thread. * * This occurs if a GLFW function was called that needs and operates on the * current OpenGL or OpenGL ES context but no context is current on the calling * thread. One such function is @ref glfwSwapInterval. * * @analysis Application programmer error. Ensure a context is current before * calling functions that require a current context. */ GLFW_NO_CURRENT_CONTEXT = 0x00010002, /*! @brief One of the arguments to the function was an invalid enum value. * * One of the arguments to the function was an invalid enum value, for example * requesting [GLFW_RED_BITS](@ref window_hints_fb) with @ref * glfwGetWindowAttrib. * * @analysis Application programmer error. Fix the offending call. */ GLFW_INVALID_ENUM = 0x00010003, /*! @brief One of the arguments to the function was an invalid value. * * One of the arguments to the function was an invalid value, for example * requesting a non-existent OpenGL or OpenGL ES version like 2.7. * * Requesting a valid but unavailable OpenGL or OpenGL ES version will instead * result in a @ref GLFW_VERSION_UNAVAILABLE error. * * @analysis Application programmer error. Fix the offending call. */ GLFW_INVALID_VALUE = 0x00010004, /*! @brief A memory allocation failed. * * A memory allocation failed. * * @analysis A bug in GLFW or the underlying operating system. Report the bug * to our [issue tracker](https://github.com/glfw/glfw/issues). */ GLFW_OUT_OF_MEMORY = 0x00010005, /*! @brief GLFW could not find support for the requested API on the system. * * GLFW could not find support for the requested API on the system. * * @analysis The installed graphics driver does not support the requested * API, or does not support it via the chosen context creation backend. * Below are a few examples. * * @par * Some pre-installed Windows graphics drivers do not support OpenGL. AMD only * supports OpenGL ES via EGL, while Nvidia and Intel only support it via * a WGL or GLX extension. OS X does not provide OpenGL ES at all. The Mesa * EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary * driver. Older graphics drivers do not support Vulkan. */ GLFW_API_UNAVAILABLE = 0x00010006, /*! @brief The requested OpenGL or OpenGL ES version is not available. * * The requested OpenGL or OpenGL ES version (including any requested context * or framebuffer hints) is not available on this machine. * * @analysis The machine does not support your requirements. If your * application is sufficiently flexible, downgrade your requirements and try * again. Otherwise, inform the user that their machine does not match your * requirements. * * @par * Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 * comes out before the 4.x series gets that far, also fail with this error and * not @ref GLFW_INVALID_VALUE, because GLFW cannot know what future versions * will exist. */ GLFW_VERSION_UNAVAILABLE = 0x00010007, /*! @brief A platform-specific error occurred that does not match any of the * more specific categories. * * A platform-specific error occurred that does not match any of the more * specific categories. * * @analysis A bug or configuration error in GLFW, the underlying operating * system or its drivers, or a lack of required resources. Report the issue to * our [issue tracker](https://github.com/glfw/glfw/issues). */ GLFW_PLATFORM_ERROR = 0x00010008, /*! @brief The requested format is not supported or available. * * If emitted during window creation, the requested pixel format is not * supported. * * If emitted when querying the clipboard, the contents of the clipboard could * not be converted to the requested format. * * @analysis If emitted during window creation, one or more * [hard constraints](@ref window_hints_hard) did not match any of the * available pixel formats. If your application is sufficiently flexible, * downgrade your requirements and try again. Otherwise, inform the user that * their machine does not match your requirements. * * @par * If emitted when querying the clipboard, ignore the error or report it to * the user, as appropriate. */ GLFW_FORMAT_UNAVAILABLE = 0x00010009, /*! @brief The specified window does not have an OpenGL or OpenGL ES context. * * A window that does not have an OpenGL or OpenGL ES context was passed to * a function that requires it to have one. * * @analysis Application programmer error. Fix the offending call. */ GLFW_NO_WINDOW_CONTEXT = 0x0001000A, /*! @} */ GLFW_FOCUSED = 0x00020001, GLFW_ICONIFIED = 0x00020002, GLFW_RESIZABLE = 0x00020003, GLFW_VISIBLE = 0x00020004, GLFW_DECORATED = 0x00020005, GLFW_AUTO_ICONIFY = 0x00020006, GLFW_FLOATING = 0x00020007, GLFW_RED_BITS = 0x00021001, GLFW_GREEN_BITS = 0x00021002, GLFW_BLUE_BITS = 0x00021003, GLFW_ALPHA_BITS = 0x00021004, GLFW_DEPTH_BITS = 0x00021005, GLFW_STENCIL_BITS = 0x00021006, GLFW_ACCUM_RED_BITS = 0x00021007, GLFW_ACCUM_GREEN_BITS = 0x00021008, GLFW_ACCUM_BLUE_BITS = 0x00021009, GLFW_ACCUM_ALPHA_BITS = 0x0002100A, GLFW_AUX_BUFFERS = 0x0002100B, GLFW_STEREO = 0x0002100C, GLFW_SAMPLES = 0x0002100D, GLFW_SRGB_CAPABLE = 0x0002100E, GLFW_REFRESH_RATE = 0x0002100F, GLFW_DOUBLEBUFFER = 0x00021010, GLFW_CLIENT_API = 0x00022001, GLFW_CONTEXT_VERSION_MAJOR = 0x00022002, GLFW_CONTEXT_VERSION_MINOR = 0x00022003, GLFW_CONTEXT_REVISION = 0x00022004, GLFW_CONTEXT_ROBUSTNESS = 0x00022005, GLFW_OPENGL_FORWARD_COMPAT = 0x00022006, GLFW_OPENGL_DEBUG_CONTEXT = 0x00022007, GLFW_OPENGL_PROFILE = 0x00022008, GLFW_CONTEXT_RELEASE_BEHAVIOR = 0x00022009, GLFW_CONTEXT_NO_ERROR = 0x0002200A, GLFW_NO_API = 0, GLFW_OPENGL_API = 0x00030001, GLFW_OPENGL_ES_API = 0x00030002, GLFW_NO_ROBUSTNESS = 0, GLFW_NO_RESET_NOTIFICATION = 0x00031001, GLFW_LOSE_CONTEXT_ON_RESET = 0x00031002, GLFW_OPENGL_ANY_PROFILE = 0, GLFW_OPENGL_CORE_PROFILE = 0x00032001, GLFW_OPENGL_COMPAT_PROFILE = 0x00032002, GLFW_CURSOR = 0x00033001, GLFW_STICKY_KEYS = 0x00033002, GLFW_STICKY_MOUSE_BUTTONS = 0x00033003, GLFW_CURSOR_NORMAL = 0x00034001, GLFW_CURSOR_HIDDEN = 0x00034002, GLFW_CURSOR_DISABLED = 0x00034003, GLFW_ANY_RELEASE_BEHAVIOR = 0, GLFW_RELEASE_BEHAVIOR_FLUSH = 0x00035001, GLFW_RELEASE_BEHAVIOR_NONE = 0x00035002, /*! @defgroup shapes Standard cursor shapes * * See [standard cursor creation](@ref cursor_standard) for how these are used. * * @ingroup input * @{ */ /*! @brief The regular arrow cursor shape. * * The regular arrow cursor. */ GLFW_ARROW_CURSOR = 0x00036001, /*! @brief The text input I-beam cursor shape. * * The text input I-beam cursor shape. */ GLFW_IBEAM_CURSOR = 0x00036002, /*! @brief The crosshair shape. * * The crosshair shape. */ GLFW_CROSSHAIR_CURSOR = 0x00036003, /*! @brief The hand shape. * * The hand shape. */ GLFW_HAND_CURSOR = 0x00036004, /*! @brief The horizontal resize arrow shape. * * The horizontal resize arrow shape. */ GLFW_HRESIZE_CURSOR = 0x00036005, /*! @brief The vertical resize arrow shape. * * The vertical resize arrow shape. */ GLFW_VRESIZE_CURSOR = 0x00036006, /*! @} */ GLFW_CONNECTED = 0x00040001, GLFW_DISCONNECTED = 0x00040002, GLFW_DONT_CARE = -1, }; /************************************************************************* * GLFW API types *************************************************************************/ /*! @brief Client API function pointer type. * * Generic function pointer used for returning client API function pointers * without forcing a cast from a regular pointer. * * @sa @ref context_glext * @sa glfwGetProcAddress * * @since Added in version 3.0. * @ingroup context */ typedef void (*GLFWglproc)(void); /*! @brief Vulkan API function pointer type. * * Generic function pointer used for returning Vulkan API function pointers * without forcing a cast from a regular pointer. * * @sa @ref vulkan_proc * @sa glfwGetInstanceProcAddress * * @since Added in version 3.2. * * @ingroup vulkan */ typedef void (*GLFWvkproc)(void); /*! @brief Opaque monitor object. * * Opaque monitor object. * * @see @ref monitor_object * * @since Added in version 3.0. * * @ingroup monitor */ typedef struct GLFWmonitor GLFWmonitor; /*! @brief Opaque window object. * * Opaque window object. * * @see @ref window_object * * @since Added in version 3.0. * * @ingroup window */ typedef struct GLFWwindow GLFWwindow; /*! @brief Opaque cursor object. * * Opaque cursor object. * * @see @ref cursor_object * * @since Added in version 3.1. * * @ingroup cursor */ typedef struct GLFWcursor GLFWcursor; /*! @brief The function signature for error callbacks. * * This is the function signature for error callback functions. * * @param[in] error An [error code](@ref errors). * @param[in] description A UTF-8 encoded string describing the error. * * @sa @ref error_handling * @sa glfwSetErrorCallback * * @since Added in version 3.0. * * @ingroup init */ typedef void (* GLFWerrorfun)(int,const char*); /*! @brief The function signature for window position callbacks. * * This is the function signature for window position callback functions. * * @param[in] window The window that was moved. * @param[in] xpos The new x-coordinate, in screen coordinates, of the * upper-left corner of the client area of the window. * @param[in] ypos The new y-coordinate, in screen coordinates, of the * upper-left corner of the client area of the window. * * @sa @ref window_pos * @sa glfwSetWindowPosCallback * * @since Added in version 3.0. * * @ingroup window */ typedef void (* GLFWwindowposfun)(GLFWwindow*,int,int); /*! @brief The function signature for window resize callbacks. * * This is the function signature for window size callback functions. * * @param[in] window The window that was resized. * @param[in] width The new width, in screen coordinates, of the window. * @param[in] height The new height, in screen coordinates, of the window. * * @sa @ref window_size * @sa glfwSetWindowSizeCallback * * @since Added in version 1.0. * @glfw3 Added window handle parameter. * * @ingroup window */ typedef void (* GLFWwindowsizefun)(GLFWwindow*,int,int); /*! @brief The function signature for window close callbacks. * * This is the function signature for window close callback functions. * * @param[in] window The window that the user attempted to close. * * @sa @ref window_close * @sa glfwSetWindowCloseCallback * * @since Added in version 2.5. * @glfw3 Added window handle parameter. * * @ingroup window */ typedef void (* GLFWwindowclosefun)(GLFWwindow*); /*! @brief The function signature for window content refresh callbacks. * * This is the function signature for window refresh callback functions. * * @param[in] window The window whose content needs to be refreshed. * * @sa @ref window_refresh * @sa glfwSetWindowRefreshCallback * * @since Added in version 2.5. * @glfw3 Added window handle parameter. * * @ingroup window */ typedef void (* GLFWwindowrefreshfun)(GLFWwindow*); /*! @brief The function signature for window focus/defocus callbacks. * * This is the function signature for window focus callback functions. * * @param[in] window The window that gained or lost input focus. * @param[in] focused `GLFW_TRUE` if the window was given input focus, or * `GLFW_FALSE` if it lost it. * * @sa @ref window_focus * @sa glfwSetWindowFocusCallback * * @since Added in version 3.0. * * @ingroup window */ typedef void (* GLFWwindowfocusfun)(GLFWwindow*,int); /*! @brief The function signature for window iconify/restore callbacks. * * This is the function signature for window iconify/restore callback * functions. * * @param[in] window The window that was iconified or restored. * @param[in] iconified `GLFW_TRUE` if the window was iconified, or * `GLFW_FALSE` if it was restored. * * @sa @ref window_iconify * @sa glfwSetWindowIconifyCallback * * @since Added in version 3.0. * * @ingroup window */ typedef void (* GLFWwindowiconifyfun)(GLFWwindow*,int); /*! @brief The function signature for framebuffer resize callbacks. * * This is the function signature for framebuffer resize callback * functions. * * @param[in] window The window whose framebuffer was resized. * @param[in] width The new width, in pixels, of the framebuffer. * @param[in] height The new height, in pixels, of the framebuffer. * * @sa @ref window_fbsize * @sa glfwSetFramebufferSizeCallback * * @since Added in version 3.0. * * @ingroup window */ typedef void (* GLFWframebuffersizefun)(GLFWwindow*,int,int); /*! @brief The function signature for mouse button callbacks. * * This is the function signature for mouse button callback functions. * * @param[in] window The window that received the event. * @param[in] button The [mouse button](@ref buttons) that was pressed or * released. * @param[in] action One of `GLFW_PRESS` or `GLFW_RELEASE`. * @param[in] mods Bit field describing which [modifier keys](@ref mods) were * held down. * * @sa @ref input_mouse_button * @sa glfwSetMouseButtonCallback * * @since Added in version 1.0. * @glfw3 Added window handle and modifier mask parameters. * * @ingroup input */ typedef void (* GLFWmousebuttonfun)(GLFWwindow*,int,int,int); /*! @brief The function signature for cursor position callbacks. * * This is the function signature for cursor position callback functions. * * @param[in] window The window that received the event. * @param[in] xpos The new cursor x-coordinate, relative to the left edge of * the client area. * @param[in] ypos The new cursor y-coordinate, relative to the top edge of the * client area. * * @sa @ref cursor_pos * @sa glfwSetCursorPosCallback * * @since Added in version 3.0. Replaces `GLFWmouseposfun`. * * @ingroup input */ typedef void (* GLFWcursorposfun)(GLFWwindow*,double,double); /*! @brief The function signature for cursor enter/leave callbacks. * * This is the function signature for cursor enter/leave callback functions. * * @param[in] window The window that received the event. * @param[in] entered `GLFW_TRUE` if the cursor entered the window's client * area, or `GLFW_FALSE` if it left it. * * @sa @ref cursor_enter * @sa glfwSetCursorEnterCallback * * @since Added in version 3.0. * * @ingroup input */ typedef void (* GLFWcursorenterfun)(GLFWwindow*,int); /*! @brief The function signature for scroll callbacks. * * This is the function signature for scroll callback functions. * * @param[in] window The window that received the event. * @param[in] xoffset The scroll offset along the x-axis. * @param[in] yoffset The scroll offset along the y-axis. * * @sa @ref scrolling * @sa glfwSetScrollCallback * * @since Added in version 3.0. Replaces `GLFWmousewheelfun`. * * @ingroup input */ typedef void (* GLFWscrollfun)(GLFWwindow*,double,double); /*! @brief The function signature for keyboard key callbacks. * * This is the function signature for keyboard key callback functions. * * @param[in] window The window that received the event. * @param[in] key The [keyboard key](@ref keys) that was pressed or released. * @param[in] scancode The system-specific scancode of the key. * @param[in] action `GLFW_PRESS`, `GLFW_RELEASE` or `GLFW_REPEAT`. * @param[in] mods Bit field describing which [modifier keys](@ref mods) were * held down. * * @sa @ref input_key * @sa glfwSetKeyCallback * * @since Added in version 1.0. * @glfw3 Added window handle, scancode and modifier mask parameters. * * @ingroup input */ typedef void (* GLFWkeyfun)(GLFWwindow*,int,int,int,int); /*! @brief The function signature for Unicode character callbacks. * * This is the function signature for Unicode character callback functions. * * @param[in] window The window that received the event. * @param[in] codepoint The Unicode code point of the character. * * @sa @ref input_char * @sa glfwSetCharCallback * * @since Added in version 2.4. * @glfw3 Added window handle parameter. * * @ingroup input */ typedef void (* GLFWcharfun)(GLFWwindow*,unsigned int); /*! @brief The function signature for Unicode character with modifiers * callbacks. * * This is the function signature for Unicode character with modifiers callback * functions. It is called for each input character, regardless of what * modifier keys are held down. * * @param[in] window The window that received the event. * @param[in] codepoint The Unicode code point of the character. * @param[in] mods Bit field describing which [modifier keys](@ref mods) were * held down. * * @sa @ref input_char * @sa glfwSetCharModsCallback * * @since Added in version 3.1. * * @ingroup input */ typedef void (* GLFWcharmodsfun)(GLFWwindow*,unsigned int,int); /*! @brief The function signature for file drop callbacks. * * This is the function signature for file drop callbacks. * * @param[in] window The window that received the event. * @param[in] count The number of dropped files. * @param[in] paths The UTF-8 encoded file and/or directory path names. * * @sa @ref path_drop * @sa glfwSetDropCallback * * @since Added in version 3.1. * * @ingroup input */ typedef void (* GLFWdropfun)(GLFWwindow*,int,const char**); /*! @brief The function signature for monitor configuration callbacks. * * This is the function signature for monitor configuration callback functions. * * @param[in] monitor The monitor that was connected or disconnected. * @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`. * * @sa @ref monitor_event * @sa glfwSetMonitorCallback * * @since Added in version 3.0. * * @ingroup monitor */ typedef void (* GLFWmonitorfun)(GLFWmonitor*,int); /*! @brief The function signature for joystick configuration callbacks. * * This is the function signature for joystick configuration callback * functions. * * @param[in] joy The joystick that was connected or disconnected. * @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`. * * @sa @ref joystick_event * @sa glfwSetJoystickCallback * * @since Added in version 3.2. * * @ingroup input */ typedef void (* GLFWjoystickfun)(int,int); /*! @brief Video mode type. * * This describes a single video mode. * * @sa @ref monitor_modes * @sa glfwGetVideoMode glfwGetVideoModes * * @since Added in version 1.0. * @glfw3 Added refresh rate member. * * @ingroup monitor */ typedef struct GLFWvidmode { /*! The width, in screen coordinates, of the video mode. */ int width; /*! The height, in screen coordinates, of the video mode. */ int height; /*! The bit depth of the red channel of the video mode. */ int redBits; /*! The bit depth of the green channel of the video mode. */ int greenBits; /*! The bit depth of the blue channel of the video mode. */ int blueBits; /*! The refresh rate, in Hz, of the video mode. */ int refreshRate; } GLFWvidmode; /*! @brief Gamma ramp. * * This describes the gamma ramp for a monitor. * * @sa @ref monitor_gamma * @sa glfwGetGammaRamp glfwSetGammaRamp * * @since Added in version 3.0. * * @ingroup monitor */ typedef struct GLFWgammaramp { /*! An array of value describing the response of the red channel. */ unsigned short* red; /*! An array of value describing the response of the green channel. */ unsigned short* green; /*! An array of value describing the response of the blue channel. */ unsigned short* blue; /*! The number of elements in each array. */ unsigned int size; } GLFWgammaramp; /*! @brief Image data. * * @sa @ref cursor_custom * @sa @ref window_icon * * @since Added in version 2.1. * @glfw3 Removed format and bytes-per-pixel members. */ typedef struct GLFWimage { /*! The width, in pixels, of this image. */ int width; /*! The height, in pixels, of this image. */ int height; /*! The pixel data of this image, arranged left-to-right, top-to-bottom. */ unsigned char* pixels; } GLFWimage; /************************************************************************* * GLFW API functions *************************************************************************/ /*! @brief Initializes the GLFW library. * * This function initializes the GLFW library. Before most GLFW functions can * be used, GLFW must be initialized, and before an application terminates GLFW * should be terminated in order to free any resources allocated during or * after initialization. * * If this function fails, it calls @ref glfwTerminate before returning. If it * succeeds, you should call @ref glfwTerminate before the application exits. * * Additional calls to this function after successful initialization but before * termination will return `GLFW_TRUE` immediately. * * @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an * [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_PLATFORM_ERROR. * * @remark @osx This function will change the current directory of the * application to the `Contents/Resources` subdirectory of the application's * bundle, if present. This can be disabled with a * [compile-time option](@ref compile_options_osx). * * @thread_safety This function must only be called from the main thread. * * @sa @ref intro_init * @sa glfwTerminate * * @since Added in version 1.0. * * @ingroup init */ GLFWAPI int glfwInit(void); /*! @brief Terminates the GLFW library. * * This function destroys all remaining windows and cursors, restores any * modified gamma ramps and frees any other allocated resources. Once this * function is called, you must again call @ref glfwInit successfully before * you will be able to use most GLFW functions. * * If GLFW has been successfully initialized, this function should be called * before the application exits. If initialization fails, there is no need to * call this function, as it is called by @ref glfwInit before it returns * failure. * * @errors Possible errors include @ref GLFW_PLATFORM_ERROR. * * @remark This function may be called before @ref glfwInit. * * @warning The contexts of any remaining windows must not be current on any * other thread when this function is called. * * @reentrancy This function must not be called from a callback. * * @thread_safety This function must only be called from the main thread. * * @sa @ref intro_init * @sa glfwInit * * @since Added in version 1.0. * * @ingroup init */ GLFWAPI void glfwTerminate(void); /*! @brief Retrieves the version of the GLFW library. * * This function retrieves the major, minor and revision numbers of the GLFW * library. It is intended for when you are using GLFW as a shared library and * want to ensure that you are using the minimum required version. * * Any or all of the version arguments may be `NULL`. * * @param[out] major Where to store the major version number, or `NULL`. * @param[out] minor Where to store the minor version number, or `NULL`. * @param[out] rev Where to store the revision number, or `NULL`. * * @errors None. * * @remark This function may be called before @ref glfwInit. * * @thread_safety This function may be called from any thread. * * @sa @ref intro_version * @sa glfwGetVersionString * * @since Added in version 1.0. * * @ingroup init */ GLFWAPI void glfwGetVersion(int* major, int* minor, int* rev); /*! @brief Returns a string describing the compile-time configuration. * * This function returns the compile-time generated * [version string](@ref intro_version_string) of the GLFW library binary. It * describes the version, platform, compiler and any platform-specific * compile-time options. It should not be confused with the OpenGL or OpenGL * ES version string, queried with `glGetString`. * * __Do not use the version string__ to parse the GLFW library version. The * @ref glfwGetVersion function provides the version of the running library * binary in numerical format. * * @return The ASCII encoded GLFW version string. * * @errors None. * * @remark This function may be called before @ref glfwInit. * * @pointer_lifetime The returned string is static and compile-time generated. * * @thread_safety This function may be called from any thread. * * @sa @ref intro_version * @sa glfwGetVersion * * @since Added in version 3.0. * * @ingroup init */ GLFWAPI const char* glfwGetVersionString(void); /*! @brief Sets the error callback. * * This function sets the error callback, which is called with an error code * and a human-readable description each time a GLFW error occurs. * * The error callback is called on the thread where the error occurred. If you * are using GLFW from multiple threads, your error callback needs to be * written accordingly. * * Because the description string may have been generated specifically for that * error, it is not guaranteed to be valid after the callback has returned. If * you wish to use it after the callback returns, you need to make a copy. * * Once set, the error callback remains set even after the library has been * terminated. * * @param[in] cbfun The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set. * * @errors None. * * @remark This function may be called before @ref glfwInit. * * @thread_safety This function must only be called from the main thread. * * @sa @ref error_handling * * @since Added in version 3.0. * * @ingroup init */ GLFWAPI GLFWerrorfun glfwSetErrorCallback(GLFWerrorfun cbfun); /*! @brief Returns the currently connected monitors. * * This function returns an array of handles for all currently connected * monitors. The primary monitor is always first in the returned array. If no * monitors were found, this function returns `NULL`. * * @param[out] count Where to store the number of monitors in the returned * array. This is set to zero if an error occurred. * @return An array of monitor handles, or `NULL` if no monitors were found or * if an [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @pointer_lifetime The returned array is allocated and freed by GLFW. You * should not free it yourself. It is guaranteed to be valid only until the * monitor configuration changes or the library is terminated. * * @thread_safety This function must only be called from the main thread. * * @sa @ref monitor_monitors * @sa @ref monitor_event * @sa glfwGetPrimaryMonitor * * @since Added in version 3.0. * * @ingroup monitor */ GLFWAPI GLFWmonitor** glfwGetMonitors(int* count); /*! @brief Returns the primary monitor. * * This function returns the primary monitor. This is usually the monitor * where elements like the task bar or global menu bar are located. * * @return The primary monitor, or `NULL` if no monitors were found or if an * [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. * * @remark The primary monitor is always first in the array returned by @ref * glfwGetMonitors. * * @sa @ref monitor_monitors * @sa glfwGetMonitors * * @since Added in version 3.0. * * @ingroup monitor */ GLFWAPI GLFWmonitor* glfwGetPrimaryMonitor(void); /*! @brief Returns the position of the monitor's viewport on the virtual screen. * * This function returns the position, in screen coordinates, of the upper-left * corner of the specified monitor. * * Any or all of the position arguments may be `NULL`. If an error occurs, all * non-`NULL` position arguments will be set to zero. * * @param[in] monitor The monitor to query. * @param[out] xpos Where to store the monitor x-coordinate, or `NULL`. * @param[out] ypos Where to store the monitor y-coordinate, or `NULL`. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @thread_safety This function must only be called from the main thread. * * @sa @ref monitor_properties * * @since Added in version 3.0. * * @ingroup monitor */ GLFWAPI void glfwGetMonitorPos(GLFWmonitor* monitor, int* xpos, int* ypos); /*! @brief Returns the physical size of the monitor. * * This function returns the size, in millimetres, of the display area of the * specified monitor. * * Some systems do not provide accurate monitor size information, either * because the monitor * [EDID](https://en.wikipedia.org/wiki/Extended_display_identification_data) * data is incorrect or because the driver does not report it accurately. * * Any or all of the size arguments may be `NULL`. If an error occurs, all * non-`NULL` size arguments will be set to zero. * * @param[in] monitor The monitor to query. * @param[out] widthMM Where to store the width, in millimetres, of the * monitor's display area, or `NULL`. * @param[out] heightMM Where to store the height, in millimetres, of the * monitor's display area, or `NULL`. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @remark @win32 calculates the returned physical size from the * current resolution and system DPI instead of querying the monitor EDID data. * * @thread_safety This function must only be called from the main thread. * * @sa @ref monitor_properties * * @since Added in version 3.0. * * @ingroup monitor */ GLFWAPI void glfwGetMonitorPhysicalSize(GLFWmonitor* monitor, int* widthMM, int* heightMM); /*! @brief Returns the name of the specified monitor. * * This function returns a human-readable name, encoded as UTF-8, of the * specified monitor. The name typically reflects the make and model of the * monitor and is not guaranteed to be unique among the connected monitors. * * @param[in] monitor The monitor to query. * @return The UTF-8 encoded name of the monitor, or `NULL` if an * [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @pointer_lifetime The returned string is allocated and freed by GLFW. You * should not free it yourself. It is valid until the specified monitor is * disconnected or the library is terminated. * * @thread_safety This function must only be called from the main thread. * * @sa @ref monitor_properties * * @since Added in version 3.0. * * @ingroup monitor */ GLFWAPI const char* glfwGetMonitorName(GLFWmonitor* monitor); /*! @brief Sets the monitor configuration callback. * * This function sets the monitor configuration callback, or removes the * currently set callback. This is called when a monitor is connected to or * disconnected from the system. * * @param[in] cbfun The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. * * @sa @ref monitor_event * * @since Added in version 3.0. * * @ingroup monitor */ GLFWAPI GLFWmonitorfun glfwSetMonitorCallback(GLFWmonitorfun cbfun); /*! @brief Returns the available video modes for the specified monitor. * * This function returns an array of all video modes supported by the specified * monitor. The returned array is sorted in ascending order, first by color * bit depth (the sum of all channel depths) and then by resolution area (the * product of width and height). * * @param[in] monitor The monitor to query. * @param[out] count Where to store the number of video modes in the returned * array. This is set to zero if an error occurred. * @return An array of video modes, or `NULL` if an * [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @pointer_lifetime The returned array is allocated and freed by GLFW. You * should not free it yourself. It is valid until the specified monitor is * disconnected, this function is called again for that monitor or the library * is terminated. * * @thread_safety This function must only be called from the main thread. * * @sa @ref monitor_modes * @sa glfwGetVideoMode * * @since Added in version 1.0. * @glfw3 Changed to return an array of modes for a specific monitor. * * @ingroup monitor */ GLFWAPI const GLFWvidmode* glfwGetVideoModes(GLFWmonitor* monitor, int* count); /*! @brief Returns the current mode of the specified monitor. * * This function returns the current video mode of the specified monitor. If * you have created a full screen window for that monitor, the return value * will depend on whether that window is iconified. * * @param[in] monitor The monitor to query. * @return The current mode of the monitor, or `NULL` if an * [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @pointer_lifetime The returned array is allocated and freed by GLFW. You * should not free it yourself. It is valid until the specified monitor is * disconnected or the library is terminated. * * @thread_safety This function must only be called from the main thread. * * @sa @ref monitor_modes * @sa glfwGetVideoModes * * @since Added in version 3.0. Replaces `glfwGetDesktopMode`. * * @ingroup monitor */ GLFWAPI const GLFWvidmode* glfwGetVideoMode(GLFWmonitor* monitor); /*! @brief Generates a gamma ramp and sets it for the specified monitor. * * This function generates a 256-element gamma ramp from the specified exponent * and then calls @ref glfwSetGammaRamp with it. The value must be a finite * number greater than zero. * * @param[in] monitor The monitor whose gamma ramp to set. * @param[in] gamma The desired exponent. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref * GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR. * * @thread_safety This function must only be called from the main thread. * * @sa @ref monitor_gamma * * @since Added in version 3.0. * * @ingroup monitor */ GLFWAPI void glfwSetGamma(GLFWmonitor* monitor, float gamma); /*! @brief Returns the current gamma ramp for the specified monitor. * * This function returns the current gamma ramp of the specified monitor. * * @param[in] monitor The monitor to query. * @return The current gamma ramp, or `NULL` if an * [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @pointer_lifetime The returned structure and its arrays are allocated and * freed by GLFW. You should not free them yourself. They are valid until the * specified monitor is disconnected, this function is called again for that * monitor or the library is terminated. * * @thread_safety This function must only be called from the main thread. * * @sa @ref monitor_gamma * * @since Added in version 3.0. * * @ingroup monitor */ GLFWAPI const GLFWgammaramp* glfwGetGammaRamp(GLFWmonitor* monitor); /*! @brief Sets the current gamma ramp for the specified monitor. * * This function sets the current gamma ramp for the specified monitor. The * original gamma ramp for that monitor is saved by GLFW the first time this * function is called and is restored by @ref glfwTerminate. * * @param[in] monitor The monitor whose gamma ramp to set. * @param[in] ramp The gamma ramp to use. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @remark Gamma ramp sizes other than 256 are not supported by all platforms * or graphics hardware. * * @remark @win32 The gamma ramp size must be 256. * * @pointer_lifetime The specified gamma ramp is copied before this function * returns. * * @thread_safety This function must only be called from the main thread. * * @sa @ref monitor_gamma * * @since Added in version 3.0. * * @ingroup monitor */ GLFWAPI void glfwSetGammaRamp(GLFWmonitor* monitor, const GLFWgammaramp* ramp); /*! @brief Resets all window hints to their default values. * * This function resets all window hints to their * [default values](@ref window_hints_values). * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_hints * @sa glfwWindowHint * * @since Added in version 3.0. * * @ingroup window */ GLFWAPI void glfwDefaultWindowHints(void); /*! @brief Sets the specified window hint to the desired value. * * This function sets hints for the next call to @ref glfwCreateWindow. The * hints, once set, retain their values until changed by a call to @ref * glfwWindowHint or @ref glfwDefaultWindowHints, or until the library is * terminated. * * This function does not check whether the specified hint values are valid. * If you set hints to invalid values this will instead be reported by the next * call to @ref glfwCreateWindow. * * @param[in] hint The [window hint](@ref window_hints) to set. * @param[in] value The new value of the window hint. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_INVALID_ENUM. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_hints * @sa glfwDefaultWindowHints * * @since Added in version 3.0. Replaces `glfwOpenWindowHint`. * * @ingroup window */ GLFWAPI void glfwWindowHint(int hint, int value); /*! @brief Creates a window and its associated context. * * This function creates a window and its associated OpenGL or OpenGL ES * context. Most of the options controlling how the window and its context * should be created are specified with [window hints](@ref window_hints). * * Successful creation does not change which context is current. Before you * can use the newly created context, you need to * [make it current](@ref context_current). For information about the `share` * parameter, see @ref context_sharing. * * The created window, framebuffer and context may differ from what you * requested, as not all parameters and hints are * [hard constraints](@ref window_hints_hard). This includes the size of the * window, especially for full screen windows. To query the actual attributes * of the created window, framebuffer and context, see @ref * glfwGetWindowAttrib, @ref glfwGetWindowSize and @ref glfwGetFramebufferSize. * * To create a full screen window, you need to specify the monitor the window * will cover. If no monitor is specified, the window will be windowed mode. * Unless you have a way for the user to choose a specific monitor, it is * recommended that you pick the primary monitor. For more information on how * to query connected monitors, see @ref monitor_monitors. * * For full screen windows, the specified size becomes the resolution of the * window's _desired video mode_. As long as a full screen window is not * iconified, the supported video mode most closely matching the desired video * mode is set for the specified monitor. For more information about full * screen windows, including the creation of so called _windowed full screen_ * or _borderless full screen_ windows, see @ref window_windowed_full_screen. * * Once you have created the window, you can switch it between windowed and * full screen mode with @ref glfwSetWindowMonitor. If the window has an * OpenGL or OpenGL ES context, it will be unaffected. * * By default, newly created windows use the placement recommended by the * window system. To create the window at a specific position, make it * initially invisible using the [GLFW_VISIBLE](@ref window_hints_wnd) window * hint, set its [position](@ref window_pos) and then [show](@ref window_hide) * it. * * As long as at least one full screen window is not iconified, the screensaver * is prohibited from starting. * * Window systems put limits on window sizes. Very large or very small window * dimensions may be overridden by the window system on creation. Check the * actual [size](@ref window_size) after creation. * * The [swap interval](@ref buffer_swap) is not set during window creation and * the initial value may vary depending on driver settings and defaults. * * @param[in] width The desired width, in screen coordinates, of the window. * This must be greater than zero. * @param[in] height The desired height, in screen coordinates, of the window. * This must be greater than zero. * @param[in] title The initial, UTF-8 encoded window title. * @param[in] monitor The monitor to use for full screen mode, or `NULL` for * windowed mode. * @param[in] share The window whose context to share resources with, or `NULL` * to not share resources. * @return The handle of the created window, or `NULL` if an * [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref * GLFW_INVALID_ENUM, @ref GLFW_INVALID_VALUE, @ref GLFW_API_UNAVAILABLE, @ref * GLFW_VERSION_UNAVAILABLE, @ref GLFW_FORMAT_UNAVAILABLE and @ref * GLFW_PLATFORM_ERROR. * * @remark @win32 Window creation will fail if the Microsoft GDI software * OpenGL implementation is the only one available. * * @remark @win32 If the executable has an icon resource named `GLFW_ICON,` it * will be set as the initial icon for the window. If no such icon is present, * the `IDI_WINLOGO` icon will be used instead. To set a different icon, see * @ref glfwSetWindowIcon. * * @remark @win32 The context to share resources with must not be current on * any other thread. * * @remark @osx The GLFW window has no icon, as it is not a document * window, but the dock icon will be the same as the application bundle's icon. * For more information on bundles, see the * [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/) * in the Mac Developer Library. * * @remark @osx The first time a window is created the menu bar is populated * with common commands like Hide, Quit and About. The About entry opens * a minimal about dialog with information from the application's bundle. The * menu bar can be disabled with a * [compile-time option](@ref compile_options_osx). * * @remark @osx On OS X 10.10 and later the window frame will not be rendered * at full resolution on Retina displays unless the `NSHighResolutionCapable` * key is enabled in the application bundle's `Info.plist`. For more * information, see * [High Resolution Guidelines for OS X](https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Explained/Explained.html) * in the Mac Developer Library. The GLFW test and example programs use * a custom `Info.plist` template for this, which can be found as * `CMake/MacOSXBundleInfo.plist.in` in the source tree. * * @remark @x11 Some window managers will not respect the placement of * initially hidden windows. * * @remark @x11 Due to the asynchronous nature of X11, it may take a moment for * a window to reach its requested state. This means you may not be able to * query the final size, position or other attributes directly after window * creation. * * @reentrancy This function must not be called from a callback. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_creation * @sa glfwDestroyWindow * * @since Added in version 3.0. Replaces `glfwOpenWindow`. * * @ingroup window */ GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height, const char* title, GLFWmonitor* monitor, GLFWwindow* share); /*! @brief Destroys the specified window and its context. * * This function destroys the specified window and its context. On calling * this function, no further callbacks will be called for that window. * * If the context of the specified window is current on the main thread, it is * detached before being destroyed. * * @param[in] window The window to destroy. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @note The context of the specified window must not be current on any other * thread when this function is called. * * @reentrancy This function must not be called from a callback. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_creation * @sa glfwCreateWindow * * @since Added in version 3.0. Replaces `glfwCloseWindow`. * * @ingroup window */ GLFWAPI void glfwDestroyWindow(GLFWwindow* window); /*! @brief Checks the close flag of the specified window. * * This function returns the value of the close flag of the specified window. * * @param[in] window The window to query. * @return The value of the close flag. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function may be called from any thread. Access is not * synchronized. * * @sa @ref window_close * * @since Added in version 3.0. * * @ingroup window */ GLFWAPI int glfwWindowShouldClose(GLFWwindow* window); /*! @brief Sets the close flag of the specified window. * * This function sets the value of the close flag of the specified window. * This can be used to override the user's attempt to close the window, or * to signal that it should be closed. * * @param[in] window The window whose flag to change. * @param[in] value The new value. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function may be called from any thread. Access is not * synchronized. * * @sa @ref window_close * * @since Added in version 3.0. * * @ingroup window */ GLFWAPI void glfwSetWindowShouldClose(GLFWwindow* window, int value); /*! @brief Sets the title of the specified window. * * This function sets the window title, encoded as UTF-8, of the specified * window. * * @param[in] window The window whose title to change. * @param[in] title The UTF-8 encoded window title. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @remark @osx The window title will not be updated until the next time you * process events. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_title * * @since Added in version 1.0. * @glfw3 Added window handle parameter. * * @ingroup window */ GLFWAPI void glfwSetWindowTitle(GLFWwindow* window, const char* title); /*! @brief Sets the icon for the specified window. * * This function sets the icon of the specified window. If passed an array of * candidate images, those of or closest to the sizes desired by the system are * selected. If no images are specified, the window reverts to its default * icon. * * The desired image sizes varies depending on platform and system settings. * The selected images will be rescaled as needed. Good sizes include 16x16, * 32x32 and 48x48. * * @param[in] window The window whose icon to set. * @param[in] count The number of images in the specified array, or zero to * revert to the default window icon. * @param[in] images The images to create the icon from. This is ignored if * count is zero. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @pointer_lifetime The specified image data is copied before this function * returns. * * @remark @osx The GLFW window has no icon, as it is not a document * window, so this function does nothing. The dock icon will be the same as * the application bundle's icon. For more information on bundles, see the * [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/) * in the Mac Developer Library. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_icon * * @since Added in version 3.2. * * @ingroup window */ GLFWAPI void glfwSetWindowIcon(GLFWwindow* window, int count, const GLFWimage* images); /*! @brief Retrieves the position of the client area of the specified window. * * This function retrieves the position, in screen coordinates, of the * upper-left corner of the client area of the specified window. * * Any or all of the position arguments may be `NULL`. If an error occurs, all * non-`NULL` position arguments will be set to zero. * * @param[in] window The window to query. * @param[out] xpos Where to store the x-coordinate of the upper-left corner of * the client area, or `NULL`. * @param[out] ypos Where to store the y-coordinate of the upper-left corner of * the client area, or `NULL`. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_pos * @sa glfwSetWindowPos * * @since Added in version 3.0. * * @ingroup window */ GLFWAPI void glfwGetWindowPos(GLFWwindow* window, int* xpos, int* ypos); /*! @brief Sets the position of the client area of the specified window. * * This function sets the position, in screen coordinates, of the upper-left * corner of the client area of the specified windowed mode window. If the * window is a full screen window, this function does nothing. * * __Do not use this function__ to move an already visible window unless you * have very good reasons for doing so, as it will confuse and annoy the user. * * The window manager may put limits on what positions are allowed. GLFW * cannot and should not override these limits. * * @param[in] window The window to query. * @param[in] xpos The x-coordinate of the upper-left corner of the client area. * @param[in] ypos The y-coordinate of the upper-left corner of the client area. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_pos * @sa glfwGetWindowPos * * @since Added in version 1.0. * @glfw3 Added window handle parameter. * * @ingroup window */ GLFWAPI void glfwSetWindowPos(GLFWwindow* window, int xpos, int ypos); /*! @brief Retrieves the size of the client area of the specified window. * * This function retrieves the size, in screen coordinates, of the client area * of the specified window. If you wish to retrieve the size of the * framebuffer of the window in pixels, see @ref glfwGetFramebufferSize. * * Any or all of the size arguments may be `NULL`. If an error occurs, all * non-`NULL` size arguments will be set to zero. * * @param[in] window The window whose size to retrieve. * @param[out] width Where to store the width, in screen coordinates, of the * client area, or `NULL`. * @param[out] height Where to store the height, in screen coordinates, of the * client area, or `NULL`. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_size * @sa glfwSetWindowSize * * @since Added in version 1.0. * @glfw3 Added window handle parameter. * * @ingroup window */ GLFWAPI void glfwGetWindowSize(GLFWwindow* window, int* width, int* height); /*! @brief Sets the size limits of the specified window. * * This function sets the size limits of the client area of the specified * window. If the window is full screen, the size limits only take effect * once it is made windowed. If the window is not resizable, this function * does nothing. * * The size limits are applied immediately to a windowed mode window and may * cause it to be resized. * * The maximum dimensions must be greater than or equal to the minimum * dimensions and all must be greater than or equal to zero. * * @param[in] window The window to set limits for. * @param[in] minwidth The minimum width, in screen coordinates, of the client * area, or `GLFW_DONT_CARE`. * @param[in] minheight The minimum height, in screen coordinates, of the * client area, or `GLFW_DONT_CARE`. * @param[in] maxwidth The maximum width, in screen coordinates, of the client * area, or `GLFW_DONT_CARE`. * @param[in] maxheight The maximum height, in screen coordinates, of the * client area, or `GLFW_DONT_CARE`. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref * GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR. * * @remark If you set size limits and an aspect ratio that conflict, the * results are undefined. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_sizelimits * @sa glfwSetWindowAspectRatio * * @since Added in version 3.2. * * @ingroup window */ GLFWAPI void glfwSetWindowSizeLimits(GLFWwindow* window, int minwidth, int minheight, int maxwidth, int maxheight); /*! @brief Sets the aspect ratio of the specified window. * * This function sets the required aspect ratio of the client area of the * specified window. If the window is full screen, the aspect ratio only takes * effect once it is made windowed. If the window is not resizable, this * function does nothing. * * The aspect ratio is specified as a numerator and a denominator and both * values must be greater than zero. For example, the common 16:9 aspect ratio * is specified as 16 and 9, respectively. * * If the numerator and denominator is set to `GLFW_DONT_CARE` then the aspect * ratio limit is disabled. * * The aspect ratio is applied immediately to a windowed mode window and may * cause it to be resized. * * @param[in] window The window to set limits for. * @param[in] numer The numerator of the desired aspect ratio, or * `GLFW_DONT_CARE`. * @param[in] denom The denominator of the desired aspect ratio, or * `GLFW_DONT_CARE`. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref * GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR. * * @remark If you set size limits and an aspect ratio that conflict, the * results are undefined. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_sizelimits * @sa glfwSetWindowSizeLimits * * @since Added in version 3.2. * * @ingroup window */ GLFWAPI void glfwSetWindowAspectRatio(GLFWwindow* window, int numer, int denom); /*! @brief Sets the size of the client area of the specified window. * * This function sets the size, in screen coordinates, of the client area of * the specified window. * * For full screen windows, this function updates the resolution of its desired * video mode and switches to the video mode closest to it, without affecting * the window's context. As the context is unaffected, the bit depths of the * framebuffer remain unchanged. * * If you wish to update the refresh rate of the desired video mode in addition * to its resolution, see @ref glfwSetWindowMonitor. * * The window manager may put limits on what sizes are allowed. GLFW cannot * and should not override these limits. * * @param[in] window The window to resize. * @param[in] width The desired width, in screen coordinates, of the window * client area. * @param[in] height The desired height, in screen coordinates, of the window * client area. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_size * @sa glfwGetWindowSize * @sa glfwSetWindowMonitor * * @since Added in version 1.0. * @glfw3 Added window handle parameter. * * @ingroup window */ GLFWAPI void glfwSetWindowSize(GLFWwindow* window, int width, int height); /*! @brief Retrieves the size of the framebuffer of the specified window. * * This function retrieves the size, in pixels, of the framebuffer of the * specified window. If you wish to retrieve the size of the window in screen * coordinates, see @ref glfwGetWindowSize. * * Any or all of the size arguments may be `NULL`. If an error occurs, all * non-`NULL` size arguments will be set to zero. * * @param[in] window The window whose framebuffer to query. * @param[out] width Where to store the width, in pixels, of the framebuffer, * or `NULL`. * @param[out] height Where to store the height, in pixels, of the framebuffer, * or `NULL`. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_fbsize * @sa glfwSetFramebufferSizeCallback * * @since Added in version 3.0. * * @ingroup window */ GLFWAPI void glfwGetFramebufferSize(GLFWwindow* window, int* width, int* height); /*! @brief Retrieves the size of the frame of the window. * * This function retrieves the size, in screen coordinates, of each edge of the * frame of the specified window. This size includes the title bar, if the * window has one. The size of the frame may vary depending on the * [window-related hints](@ref window_hints_wnd) used to create it. * * Because this function retrieves the size of each window frame edge and not * the offset along a particular coordinate axis, the retrieved values will * always be zero or positive. * * Any or all of the size arguments may be `NULL`. If an error occurs, all * non-`NULL` size arguments will be set to zero. * * @param[in] window The window whose frame size to query. * @param[out] left Where to store the size, in screen coordinates, of the left * edge of the window frame, or `NULL`. * @param[out] top Where to store the size, in screen coordinates, of the top * edge of the window frame, or `NULL`. * @param[out] right Where to store the size, in screen coordinates, of the * right edge of the window frame, or `NULL`. * @param[out] bottom Where to store the size, in screen coordinates, of the * bottom edge of the window frame, or `NULL`. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_size * * @since Added in version 3.1. * * @ingroup window */ GLFWAPI void glfwGetWindowFrameSize(GLFWwindow* window, int* left, int* top, int* right, int* bottom); /*! @brief Iconifies the specified window. * * This function iconifies (minimizes) the specified window if it was * previously restored. If the window is already iconified, this function does * nothing. * * If the specified window is a full screen window, the original monitor * resolution is restored until the window is restored. * * @param[in] window The window to iconify. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_iconify * @sa glfwRestoreWindow * @sa glfwMaximizeWindow * * @since Added in version 2.1. * @glfw3 Added window handle parameter. * * @ingroup window */ GLFWAPI void glfwIconifyWindow(GLFWwindow* window); /*! @brief Restores the specified window. * * This function restores the specified window if it was previously iconified * (minimized) or maximized. If the window is already restored, this function * does nothing. * * If the specified window is a full screen window, the resolution chosen for * the window is restored on the selected monitor. * * @param[in] window The window to restore. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_iconify * @sa glfwIconifyWindow * @sa glfwMaximizeWindow * * @since Added in version 2.1. * @glfw3 Added window handle parameter. * * @ingroup window */ GLFWAPI void glfwRestoreWindow(GLFWwindow* window); /*! @brief Maximizes the specified window. * * This function maximizes the specified window if it was previously not * maximized. If the window is already maximized, this function does nothing. * * If the specified window is a full screen window, this function does nothing. * * @param[in] window The window to maximize. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @par Thread Safety * This function may only be called from the main thread. * * @sa @ref window_iconify * @sa glfwIconifyWindow * @sa glfwRestoreWindow * * @since Added in GLFW 3.2. * * @ingroup window */ GLFWAPI void glfwMaximizeWindow(GLFWwindow* window); /*! @brief Makes the specified window visible. * * This function makes the specified window visible if it was previously * hidden. If the window is already visible or is in full screen mode, this * function does nothing. * * @param[in] window The window to make visible. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_hide * @sa glfwHideWindow * * @since Added in version 3.0. * * @ingroup window */ GLFWAPI void glfwShowWindow(GLFWwindow* window); /*! @brief Hides the specified window. * * This function hides the specified window if it was previously visible. If * the window is already hidden or is in full screen mode, this function does * nothing. * * @param[in] window The window to hide. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_hide * @sa glfwShowWindow * * @since Added in version 3.0. * * @ingroup window */ GLFWAPI void glfwHideWindow(GLFWwindow* window); /*! @brief Brings the specified window to front and sets input focus. * * This function brings the specified window to front and sets input focus. * The window should already be visible and not iconified. * * By default, both windowed and full screen mode windows are focused when * initially created. Set the [GLFW_FOCUSED](@ref window_hints_wnd) to disable * this behavior. * * __Do not use this function__ to steal focus from other applications unless * you are certain that is what the user wants. Focus stealing can be * extremely disruptive. * * @param[in] window The window to give input focus. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_focus * * @since Added in version 3.2. * * @ingroup window */ GLFWAPI void glfwFocusWindow(GLFWwindow* window); /*! @brief Returns the monitor that the window uses for full screen mode. * * This function returns the handle of the monitor that the specified window is * in full screen on. * * @param[in] window The window to query. * @return The monitor, or `NULL` if the window is in windowed mode or an * [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_monitor * @sa glfwSetWindowMonitor * * @since Added in version 3.0. * * @ingroup window */ GLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* window); /*! @brief Sets the mode, monitor, video mode and placement of a window. * * This function sets the monitor that the window uses for full screen mode or, * if the monitor is `NULL`, makes it windowed mode. * * When setting a monitor, this function updates the width, height and refresh * rate of the desired video mode and switches to the video mode closest to it. * The window position is ignored when setting a monitor. * * When the monitor is `NULL`, the position, width and height are used to * place the window client area. The refresh rate is ignored when no monitor * is specified. * * If you only wish to update the resolution of a full screen window or the * size of a windowed mode window, see @ref glfwSetWindowSize. * * When a window transitions from full screen to windowed mode, this function * restores any previous window settings such as whether it is decorated, * floating, resizable, has size or aspect ratio limits, etc.. * * @param[in] window The window whose monitor, size or video mode to set. * @param[in] monitor The desired monitor, or `NULL` to set windowed mode. * @param[in] xpos The desired x-coordinate of the upper-left corner of the * client area. * @param[in] ypos The desired y-coordinate of the upper-left corner of the * client area. * @param[in] width The desired with, in screen coordinates, of the client area * or video mode. * @param[in] height The desired height, in screen coordinates, of the client * area or video mode. * @param[in] refreshRate The desired refresh rate, in Hz, of the video mode, * or `GLFW_DONT_CARE`. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_monitor * @sa @ref window_full_screen * @sa glfwGetWindowMonitor * @sa glfwSetWindowSize * * @since Added in version 3.2. * * @ingroup window */ GLFWAPI void glfwSetWindowMonitor(GLFWwindow* window, GLFWmonitor* monitor, int xpos, int ypos, int width, int height, int refreshRate); /*! @brief Returns an attribute of the specified window. * * This function returns the value of an attribute of the specified window or * its OpenGL or OpenGL ES context. * * @param[in] window The window to query. * @param[in] attrib The [window attribute](@ref window_attribs) whose value to * return. * @return The value of the attribute, or zero if an * [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. * * @remark Framebuffer related hints are not window attributes. See @ref * window_attribs_fb for more information. * * @remark Zero is a valid value for many window and context related * attributes so you cannot use a return value of zero as an indication of * errors. However, this function should not fail as long as it is passed * valid arguments and the library has been [initialized](@ref intro_init). * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_attribs * * @since Added in version 3.0. Replaces `glfwGetWindowParam` and * `glfwGetGLVersion`. * * @ingroup window */ GLFWAPI int glfwGetWindowAttrib(GLFWwindow* window, int attrib); /*! @brief Sets the user pointer of the specified window. * * This function sets the user-defined pointer of the specified window. The * current value is retained until the window is destroyed. The initial value * is `NULL`. * * @param[in] window The window whose pointer to set. * @param[in] pointer The new value. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function may be called from any thread. Access is not * synchronized. * * @sa @ref window_userptr * @sa glfwGetWindowUserPointer * * @since Added in version 3.0. * * @ingroup window */ GLFWAPI void glfwSetWindowUserPointer(GLFWwindow* window, void* pointer); /*! @brief Returns the user pointer of the specified window. * * This function returns the current value of the user-defined pointer of the * specified window. The initial value is `NULL`. * * @param[in] window The window whose pointer to return. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function may be called from any thread. Access is not * synchronized. * * @sa @ref window_userptr * @sa glfwSetWindowUserPointer * * @since Added in version 3.0. * * @ingroup window */ GLFWAPI void* glfwGetWindowUserPointer(GLFWwindow* window); /*! @brief Sets the position callback for the specified window. * * This function sets the position callback of the specified window, which is * called when the window is moved. The callback is provided with the screen * position of the upper-left corner of the client area of the window. * * @param[in] window The window whose callback to set. * @param[in] cbfun The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_pos * * @since Added in version 3.0. * * @ingroup window */ GLFWAPI GLFWwindowposfun glfwSetWindowPosCallback(GLFWwindow* window, GLFWwindowposfun cbfun); /*! @brief Sets the size callback for the specified window. * * This function sets the size callback of the specified window, which is * called when the window is resized. The callback is provided with the size, * in screen coordinates, of the client area of the window. * * @param[in] window The window whose callback to set. * @param[in] cbfun The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_size * * @since Added in version 1.0. * @glfw3 Added window handle parameter and return value. * * @ingroup window */ GLFWAPI GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow* window, GLFWwindowsizefun cbfun); /*! @brief Sets the close callback for the specified window. * * This function sets the close callback of the specified window, which is * called when the user attempts to close the window, for example by clicking * the close widget in the title bar. * * The close flag is set before this callback is called, but you can modify it * at any time with @ref glfwSetWindowShouldClose. * * The close callback is not triggered by @ref glfwDestroyWindow. * * @param[in] window The window whose callback to set. * @param[in] cbfun The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @remark @osx Selecting Quit from the application menu will trigger the close * callback for all windows. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_close * * @since Added in version 2.5. * @glfw3 Added window handle parameter and return value. * * @ingroup window */ GLFWAPI GLFWwindowclosefun glfwSetWindowCloseCallback(GLFWwindow* window, GLFWwindowclosefun cbfun); /*! @brief Sets the refresh callback for the specified window. * * This function sets the refresh callback of the specified window, which is * called when the client area of the window needs to be redrawn, for example * if the window has been exposed after having been covered by another window. * * On compositing window systems such as Aero, Compiz or Aqua, where the window * contents are saved off-screen, this callback may be called only very * infrequently or never at all. * * @param[in] window The window whose callback to set. * @param[in] cbfun The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_refresh * * @since Added in version 2.5. * @glfw3 Added window handle parameter and return value. * * @ingroup window */ GLFWAPI GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow* window, GLFWwindowrefreshfun cbfun); /*! @brief Sets the focus callback for the specified window. * * This function sets the focus callback of the specified window, which is * called when the window gains or loses input focus. * * After the focus callback is called for a window that lost input focus, * synthetic key and mouse button release events will be generated for all such * that had been pressed. For more information, see @ref glfwSetKeyCallback * and @ref glfwSetMouseButtonCallback. * * @param[in] window The window whose callback to set. * @param[in] cbfun The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_focus * * @since Added in version 3.0. * * @ingroup window */ GLFWAPI GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow* window, GLFWwindowfocusfun cbfun); /*! @brief Sets the iconify callback for the specified window. * * This function sets the iconification callback of the specified window, which * is called when the window is iconified or restored. * * @param[in] window The window whose callback to set. * @param[in] cbfun The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_iconify * * @since Added in version 3.0. * * @ingroup window */ GLFWAPI GLFWwindowiconifyfun glfwSetWindowIconifyCallback(GLFWwindow* window, GLFWwindowiconifyfun cbfun); /*! @brief Sets the framebuffer resize callback for the specified window. * * This function sets the framebuffer resize callback of the specified window, * which is called when the framebuffer of the specified window is resized. * * @param[in] window The window whose callback to set. * @param[in] cbfun The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. * * @sa @ref window_fbsize * * @since Added in version 3.0. * * @ingroup window */ GLFWAPI GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow* window, GLFWframebuffersizefun cbfun); /*! @brief Processes all pending events. * * This function processes only those events that are already in the event * queue and then returns immediately. Processing events will cause the window * and input callbacks associated with those events to be called. * * On some platforms, a window move, resize or menu operation will cause event * processing to block. This is due to how event processing is designed on * those platforms. You can use the * [window refresh callback](@ref window_refresh) to redraw the contents of * your window when necessary during such operations. * * On some platforms, certain events are sent directly to the application * without going through the event queue, causing callbacks to be called * outside of a call to one of the event processing functions. * * Event processing is not required for joystick input to work. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @reentrancy This function must not be called from a callback. * * @thread_safety This function must only be called from the main thread. * * @sa @ref events * @sa glfwWaitEvents * @sa glfwWaitEventsTimeout * * @since Added in version 1.0. * * @ingroup window */ GLFWAPI void glfwPollEvents(void); /*! @brief Waits until events are queued and processes them. * * This function puts the calling thread to sleep until at least one event is * available in the event queue. Once one or more events are available, * it behaves exactly like @ref glfwPollEvents, i.e. the events in the queue * are processed and the function then returns immediately. Processing events * will cause the window and input callbacks associated with those events to be * called. * * Since not all events are associated with callbacks, this function may return * without a callback having been called even if you are monitoring all * callbacks. * * On some platforms, a window move, resize or menu operation will cause event * processing to block. This is due to how event processing is designed on * those platforms. You can use the * [window refresh callback](@ref window_refresh) to redraw the contents of * your window when necessary during such operations. * * On some platforms, certain callbacks may be called outside of a call to one * of the event processing functions. * * If no windows exist, this function returns immediately. For synchronization * of threads in applications that do not create windows, use your threading * library of choice. * * Event processing is not required for joystick input to work. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @reentrancy This function must not be called from a callback. * * @thread_safety This function must only be called from the main thread. * * @sa @ref events * @sa glfwPollEvents * @sa glfwWaitEventsTimeout * * @since Added in version 2.5. * * @ingroup window */ GLFWAPI void glfwWaitEvents(void); /*! @brief Waits with timeout until events are queued and processes them. * * This function puts the calling thread to sleep until at least one event is * available in the event queue, or until the specified timeout is reached. If * one or more events are available, it behaves exactly like @ref * glfwPollEvents, i.e. the events in the queue are processed and the function * then returns immediately. Processing events will cause the window and input * callbacks associated with those events to be called. * * The timeout value must be a positive finite number. * * Since not all events are associated with callbacks, this function may return * without a callback having been called even if you are monitoring all * callbacks. * * On some platforms, a window move, resize or menu operation will cause event * processing to block. This is due to how event processing is designed on * those platforms. You can use the * [window refresh callback](@ref window_refresh) to redraw the contents of * your window when necessary during such operations. * * On some platforms, certain callbacks may be called outside of a call to one * of the event processing functions. * * If no windows exist, this function returns immediately. For synchronization * of threads in applications that do not create windows, use your threading * library of choice. * * Event processing is not required for joystick input to work. * * @param[in] timeout The maximum amount of time, in seconds, to wait. * * @reentrancy This function must not be called from a callback. * * @thread_safety This function must only be called from the main thread. * * @sa @ref events * @sa glfwPollEvents * @sa glfwWaitEvents * * @since Added in version 3.2. * * @ingroup window */ GLFWAPI void glfwWaitEventsTimeout(double timeout); /*! @brief Posts an empty event to the event queue. * * This function posts an empty event from the current thread to the event * queue, causing @ref glfwWaitEvents or @ref glfwWaitEventsTimeout to return. * * If no windows exist, this function returns immediately. For synchronization * of threads in applications that do not create windows, use your threading * library of choice. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @thread_safety This function may be called from any thread. * * @sa @ref events * @sa glfwWaitEvents * @sa glfwWaitEventsTimeout * * @since Added in version 3.1. * * @ingroup window */ GLFWAPI void glfwPostEmptyEvent(void); /*! @brief Returns the value of an input option for the specified window. * * This function returns the value of an input option for the specified window. * The mode must be one of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or * `GLFW_STICKY_MOUSE_BUTTONS`. * * @param[in] window The window to query. * @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or * `GLFW_STICKY_MOUSE_BUTTONS`. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_INVALID_ENUM. * * @thread_safety This function must only be called from the main thread. * * @sa glfwSetInputMode * * @since Added in version 3.0. * * @ingroup input */ GLFWAPI int glfwGetInputMode(GLFWwindow* window, int mode); /*! @brief Sets an input option for the specified window. * * This function sets an input mode option for the specified window. The mode * must be one of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or * `GLFW_STICKY_MOUSE_BUTTONS`. * * If the mode is `GLFW_CURSOR`, the value must be one of the following cursor * modes: * - `GLFW_CURSOR_NORMAL` makes the cursor visible and behaving normally. * - `GLFW_CURSOR_HIDDEN` makes the cursor invisible when it is over the client * area of the window but does not restrict the cursor from leaving. * - `GLFW_CURSOR_DISABLED` hides and grabs the cursor, providing virtual * and unlimited cursor movement. This is useful for implementing for * example 3D camera controls. * * If the mode is `GLFW_STICKY_KEYS`, the value must be either `GLFW_TRUE` to * enable sticky keys, or `GLFW_FALSE` to disable it. If sticky keys are * enabled, a key press will ensure that @ref glfwGetKey returns `GLFW_PRESS` * the next time it is called even if the key had been released before the * call. This is useful when you are only interested in whether keys have been * pressed but not when or in which order. * * If the mode is `GLFW_STICKY_MOUSE_BUTTONS`, the value must be either * `GLFW_TRUE` to enable sticky mouse buttons, or `GLFW_FALSE` to disable it. * If sticky mouse buttons are enabled, a mouse button press will ensure that * @ref glfwGetMouseButton returns `GLFW_PRESS` the next time it is called even * if the mouse button had been released before the call. This is useful when * you are only interested in whether mouse buttons have been pressed but not * when or in which order. * * @param[in] window The window whose input mode to set. * @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or * `GLFW_STICKY_MOUSE_BUTTONS`. * @param[in] value The new value of the specified input mode. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. * * @thread_safety This function must only be called from the main thread. * * @sa glfwGetInputMode * * @since Added in version 3.0. Replaces `glfwEnable` and `glfwDisable`. * * @ingroup input */ GLFWAPI void glfwSetInputMode(GLFWwindow* window, int mode, int value); /*! @brief Returns the localized name of the specified printable key. * * This function returns the localized name of the specified printable key. * This is intended for displaying key bindings to the user. * * If the key is `GLFW_KEY_UNKNOWN`, the scancode is used instead, otherwise * the scancode is ignored. If a non-printable key or (if the key is * `GLFW_KEY_UNKNOWN`) a scancode that maps to a non-printable key is * specified, this function returns `NULL`. * * This behavior allows you to pass in the arguments passed to the * [key callback](@ref input_key) without modification. * * The printable keys are: * - `GLFW_KEY_APOSTROPHE` * - `GLFW_KEY_COMMA` * - `GLFW_KEY_MINUS` * - `GLFW_KEY_PERIOD` * - `GLFW_KEY_SLASH` * - `GLFW_KEY_SEMICOLON` * - `GLFW_KEY_EQUAL` * - `GLFW_KEY_LEFT_BRACKET` * - `GLFW_KEY_RIGHT_BRACKET` * - `GLFW_KEY_BACKSLASH` * - `GLFW_KEY_WORLD_1` * - `GLFW_KEY_WORLD_2` * - `GLFW_KEY_0` to `GLFW_KEY_9` * - `GLFW_KEY_A` to `GLFW_KEY_Z` * - `GLFW_KEY_KP_0` to `GLFW_KEY_KP_9` * - `GLFW_KEY_KP_DECIMAL` * - `GLFW_KEY_KP_DIVIDE` * - `GLFW_KEY_KP_MULTIPLY` * - `GLFW_KEY_KP_SUBTRACT` * - `GLFW_KEY_KP_ADD` * - `GLFW_KEY_KP_EQUAL` * * @param[in] key The key to query, or `GLFW_KEY_UNKNOWN`. * @param[in] scancode The scancode of the key to query. * @return The localized name of the key, or `NULL`. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @pointer_lifetime The returned string is allocated and freed by GLFW. You * should not free it yourself. It is valid until the next call to @ref * glfwGetKeyName, or until the library is terminated. * * @thread_safety This function must only be called from the main thread. * * @sa @ref input_key_name * * @since Added in version 3.2. * * @ingroup input */ GLFWAPI const char* glfwGetKeyName(int key, int scancode); /*! @brief Returns the last reported state of a keyboard key for the specified * window. * * This function returns the last state reported for the specified key to the * specified window. The returned state is one of `GLFW_PRESS` or * `GLFW_RELEASE`. The higher-level action `GLFW_REPEAT` is only reported to * the key callback. * * If the `GLFW_STICKY_KEYS` input mode is enabled, this function returns * `GLFW_PRESS` the first time you call it for a key that was pressed, even if * that key has already been released. * * The key functions deal with physical keys, with [key tokens](@ref keys) * named after their use on the standard US keyboard layout. If you want to * input text, use the Unicode character callback instead. * * The [modifier key bit masks](@ref mods) are not key tokens and cannot be * used with this function. * * __Do not use this function__ to implement [text input](@ref input_char). * * @param[in] window The desired window. * @param[in] key The desired [keyboard key](@ref keys). `GLFW_KEY_UNKNOWN` is * not a valid key for this function. * @return One of `GLFW_PRESS` or `GLFW_RELEASE`. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_INVALID_ENUM. * * @thread_safety This function must only be called from the main thread. * * @sa @ref input_key * * @since Added in version 1.0. * @glfw3 Added window handle parameter. * * @ingroup input */ GLFWAPI int glfwGetKey(GLFWwindow* window, int key); /*! @brief Returns the last reported state of a mouse button for the specified * window. * * This function returns the last state reported for the specified mouse button * to the specified window. The returned state is one of `GLFW_PRESS` or * `GLFW_RELEASE`. * * If the `GLFW_STICKY_MOUSE_BUTTONS` input mode is enabled, this function * `GLFW_PRESS` the first time you call it for a mouse button that was pressed, * even if that mouse button has already been released. * * @param[in] window The desired window. * @param[in] button The desired [mouse button](@ref buttons). * @return One of `GLFW_PRESS` or `GLFW_RELEASE`. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_INVALID_ENUM. * * @thread_safety This function must only be called from the main thread. * * @sa @ref input_mouse_button * * @since Added in version 1.0. * @glfw3 Added window handle parameter. * * @ingroup input */ GLFWAPI int glfwGetMouseButton(GLFWwindow* window, int button); /*! @brief Retrieves the position of the cursor relative to the client area of * the window. * * This function returns the position of the cursor, in screen coordinates, * relative to the upper-left corner of the client area of the specified * window. * * If the cursor is disabled (with `GLFW_CURSOR_DISABLED`) then the cursor * position is unbounded and limited only by the minimum and maximum values of * a `double`. * * The coordinate can be converted to their integer equivalents with the * `floor` function. Casting directly to an integer type works for positive * coordinates, but fails for negative ones. * * Any or all of the position arguments may be `NULL`. If an error occurs, all * non-`NULL` position arguments will be set to zero. * * @param[in] window The desired window. * @param[out] xpos Where to store the cursor x-coordinate, relative to the * left edge of the client area, or `NULL`. * @param[out] ypos Where to store the cursor y-coordinate, relative to the to * top edge of the client area, or `NULL`. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @thread_safety This function must only be called from the main thread. * * @sa @ref cursor_pos * @sa glfwSetCursorPos * * @since Added in version 3.0. Replaces `glfwGetMousePos`. * * @ingroup input */ GLFWAPI void glfwGetCursorPos(GLFWwindow* window, double* xpos, double* ypos); /*! @brief Sets the position of the cursor, relative to the client area of the * window. * * This function sets the position, in screen coordinates, of the cursor * relative to the upper-left corner of the client area of the specified * window. The window must have input focus. If the window does not have * input focus when this function is called, it fails silently. * * __Do not use this function__ to implement things like camera controls. GLFW * already provides the `GLFW_CURSOR_DISABLED` cursor mode that hides the * cursor, transparently re-centers it and provides unconstrained cursor * motion. See @ref glfwSetInputMode for more information. * * If the cursor mode is `GLFW_CURSOR_DISABLED` then the cursor position is * unconstrained and limited only by the minimum and maximum values of * a `double`. * * @param[in] window The desired window. * @param[in] xpos The desired x-coordinate, relative to the left edge of the * client area. * @param[in] ypos The desired y-coordinate, relative to the top edge of the * client area. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @thread_safety This function must only be called from the main thread. * * @sa @ref cursor_pos * @sa glfwGetCursorPos * * @since Added in version 3.0. Replaces `glfwSetMousePos`. * * @ingroup input */ GLFWAPI void glfwSetCursorPos(GLFWwindow* window, double xpos, double ypos); /*! @brief Creates a custom cursor. * * Creates a new custom cursor image that can be set for a window with @ref * glfwSetCursor. The cursor can be destroyed with @ref glfwDestroyCursor. * Any remaining cursors are destroyed by @ref glfwTerminate. * * The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight * bits per channel. They are arranged canonically as packed sequential rows, * starting from the top-left corner. * * The cursor hotspot is specified in pixels, relative to the upper-left corner * of the cursor image. Like all other coordinate systems in GLFW, the X-axis * points to the right and the Y-axis points down. * * @param[in] image The desired cursor image. * @param[in] xhot The desired x-coordinate, in pixels, of the cursor hotspot. * @param[in] yhot The desired y-coordinate, in pixels, of the cursor hotspot. * @return The handle of the created cursor, or `NULL` if an * [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @pointer_lifetime The specified image data is copied before this function * returns. * * @reentrancy This function must not be called from a callback. * * @thread_safety This function must only be called from the main thread. * * @sa @ref cursor_object * @sa glfwDestroyCursor * @sa glfwCreateStandardCursor * * @since Added in version 3.1. * * @ingroup input */ GLFWAPI GLFWcursor* glfwCreateCursor(const GLFWimage* image, int xhot, int yhot); /*! @brief Creates a cursor with a standard shape. * * Returns a cursor with a [standard shape](@ref shapes), that can be set for * a window with @ref glfwSetCursor. * * @param[in] shape One of the [standard shapes](@ref shapes). * @return A new cursor ready to use or `NULL` if an * [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. * * @reentrancy This function must not be called from a callback. * * @thread_safety This function must only be called from the main thread. * * @sa @ref cursor_object * @sa glfwCreateCursor * * @since Added in version 3.1. * * @ingroup input */ GLFWAPI GLFWcursor* glfwCreateStandardCursor(int shape); /*! @brief Destroys a cursor. * * This function destroys a cursor previously created with @ref * glfwCreateCursor. Any remaining cursors will be destroyed by @ref * glfwTerminate. * * @param[in] cursor The cursor object to destroy. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @reentrancy This function must not be called from a callback. * * @thread_safety This function must only be called from the main thread. * * @sa @ref cursor_object * @sa glfwCreateCursor * * @since Added in version 3.1. * * @ingroup input */ GLFWAPI void glfwDestroyCursor(GLFWcursor* cursor); /*! @brief Sets the cursor for the window. * * This function sets the cursor image to be used when the cursor is over the * client area of the specified window. The set cursor will only be visible * when the [cursor mode](@ref cursor_mode) of the window is * `GLFW_CURSOR_NORMAL`. * * On some platforms, the set cursor may not be visible unless the window also * has input focus. * * @param[in] window The window to set the cursor for. * @param[in] cursor The cursor to set, or `NULL` to switch back to the default * arrow cursor. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @thread_safety This function must only be called from the main thread. * * @sa @ref cursor_object * * @since Added in version 3.1. * * @ingroup input */ GLFWAPI void glfwSetCursor(GLFWwindow* window, GLFWcursor* cursor); /*! @brief Sets the key callback. * * This function sets the key callback of the specified window, which is called * when a key is pressed, repeated or released. * * The key functions deal with physical keys, with layout independent * [key tokens](@ref keys) named after their values in the standard US keyboard * layout. If you want to input text, use the * [character callback](@ref glfwSetCharCallback) instead. * * When a window loses input focus, it will generate synthetic key release * events for all pressed keys. You can tell these events from user-generated * events by the fact that the synthetic ones are generated after the focus * loss event has been processed, i.e. after the * [window focus callback](@ref glfwSetWindowFocusCallback) has been called. * * The scancode of a key is specific to that platform or sometimes even to that * machine. Scancodes are intended to allow users to bind keys that don't have * a GLFW key token. Such keys have `key` set to `GLFW_KEY_UNKNOWN`, their * state is not saved and so it cannot be queried with @ref glfwGetKey. * * Sometimes GLFW needs to generate synthetic key events, in which case the * scancode may be zero. * * @param[in] window The window whose callback to set. * @param[in] cbfun The new key callback, or `NULL` to remove the currently * set callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. * * @sa @ref input_key * * @since Added in version 1.0. * @glfw3 Added window handle parameter and return value. * * @ingroup input */ GLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* window, GLFWkeyfun cbfun); /*! @brief Sets the Unicode character callback. * * This function sets the character callback of the specified window, which is * called when a Unicode character is input. * * The character callback is intended for Unicode text input. As it deals with * characters, it is keyboard layout dependent, whereas the * [key callback](@ref glfwSetKeyCallback) is not. Characters do not map 1:1 * to physical keys, as a key may produce zero, one or more characters. If you * want to know whether a specific physical key was pressed or released, see * the key callback instead. * * The character callback behaves as system text input normally does and will * not be called if modifier keys are held down that would prevent normal text * input on that platform, for example a Super (Command) key on OS X or Alt key * on Windows. There is a * [character with modifiers callback](@ref glfwSetCharModsCallback) that * receives these events. * * @param[in] window The window whose callback to set. * @param[in] cbfun The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. * * @sa @ref input_char * * @since Added in version 2.4. * @glfw3 Added window handle parameter and return value. * * @ingroup input */ GLFWAPI GLFWcharfun glfwSetCharCallback(GLFWwindow* window, GLFWcharfun cbfun); /*! @brief Sets the Unicode character with modifiers callback. * * This function sets the character with modifiers callback of the specified * window, which is called when a Unicode character is input regardless of what * modifier keys are used. * * The character with modifiers callback is intended for implementing custom * Unicode character input. For regular Unicode text input, see the * [character callback](@ref glfwSetCharCallback). Like the character * callback, the character with modifiers callback deals with characters and is * keyboard layout dependent. Characters do not map 1:1 to physical keys, as * a key may produce zero, one or more characters. If you want to know whether * a specific physical key was pressed or released, see the * [key callback](@ref glfwSetKeyCallback) instead. * * @param[in] window The window whose callback to set. * @param[in] cbfun The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or an * [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. * * @sa @ref input_char * * @since Added in version 3.1. * * @ingroup input */ GLFWAPI GLFWcharmodsfun glfwSetCharModsCallback(GLFWwindow* window, GLFWcharmodsfun cbfun); /*! @brief Sets the mouse button callback. * * This function sets the mouse button callback of the specified window, which * is called when a mouse button is pressed or released. * * When a window loses input focus, it will generate synthetic mouse button * release events for all pressed mouse buttons. You can tell these events * from user-generated events by the fact that the synthetic ones are generated * after the focus loss event has been processed, i.e. after the * [window focus callback](@ref glfwSetWindowFocusCallback) has been called. * * @param[in] window The window whose callback to set. * @param[in] cbfun The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. * * @sa @ref input_mouse_button * * @since Added in version 1.0. * @glfw3 Added window handle parameter and return value. * * @ingroup input */ GLFWAPI GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* window, GLFWmousebuttonfun cbfun); /*! @brief Sets the cursor position callback. * * This function sets the cursor position callback of the specified window, * which is called when the cursor is moved. The callback is provided with the * position, in screen coordinates, relative to the upper-left corner of the * client area of the window. * * @param[in] window The window whose callback to set. * @param[in] cbfun The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. * * @sa @ref cursor_pos * * @since Added in version 3.0. Replaces `glfwSetMousePosCallback`. * * @ingroup input */ GLFWAPI GLFWcursorposfun glfwSetCursorPosCallback(GLFWwindow* window, GLFWcursorposfun cbfun); /*! @brief Sets the cursor enter/exit callback. * * This function sets the cursor boundary crossing callback of the specified * window, which is called when the cursor enters or leaves the client area of * the window. * * @param[in] window The window whose callback to set. * @param[in] cbfun The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. * * @sa @ref cursor_enter * * @since Added in version 3.0. * * @ingroup input */ GLFWAPI GLFWcursorenterfun glfwSetCursorEnterCallback(GLFWwindow* window, GLFWcursorenterfun cbfun); /*! @brief Sets the scroll callback. * * This function sets the scroll callback of the specified window, which is * called when a scrolling device is used, such as a mouse wheel or scrolling * area of a touchpad. * * The scroll callback receives all scrolling input, like that from a mouse * wheel or a touchpad scrolling area. * * @param[in] window The window whose callback to set. * @param[in] cbfun The new scroll callback, or `NULL` to remove the currently * set callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. * * @sa @ref scrolling * * @since Added in version 3.0. Replaces `glfwSetMouseWheelCallback`. * * @ingroup input */ GLFWAPI GLFWscrollfun glfwSetScrollCallback(GLFWwindow* window, GLFWscrollfun cbfun); /*! @brief Sets the file drop callback. * * This function sets the file drop callback of the specified window, which is * called when one or more dragged files are dropped on the window. * * Because the path array and its strings may have been generated specifically * for that event, they are not guaranteed to be valid after the callback has * returned. If you wish to use them after the callback returns, you need to * make a deep copy. * * @param[in] window The window whose callback to set. * @param[in] cbfun The new file drop callback, or `NULL` to remove the * currently set callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. * * @sa @ref path_drop * * @since Added in version 3.1. * * @ingroup input */ GLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* window, GLFWdropfun cbfun); /*! @brief Returns whether the specified joystick is present. * * This function returns whether the specified joystick is present. * * @param[in] joy The [joystick](@ref joysticks) to query. * @return `GLFW_TRUE` if the joystick is present, or `GLFW_FALSE` otherwise. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. * * @thread_safety This function must only be called from the main thread. * * @sa @ref joystick * * @since Added in version 3.0. Replaces `glfwGetJoystickParam`. * * @ingroup input */ GLFWAPI int glfwJoystickPresent(int joy); /*! @brief Returns the values of all axes of the specified joystick. * * This function returns the values of all axes of the specified joystick. * Each element in the array is a value between -1.0 and 1.0. * * Querying a joystick slot with no device present is not an error, but will * cause this function to return `NULL`. Call @ref glfwJoystickPresent to * check device presence. * * @param[in] joy The [joystick](@ref joysticks) to query. * @param[out] count Where to store the number of axis values in the returned * array. This is set to zero if the joystick is not present or an error * occurred. * @return An array of axis values, or `NULL` if the joystick is not present or * an [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. * * @pointer_lifetime The returned array is allocated and freed by GLFW. You * should not free it yourself. It is valid until the specified joystick is * disconnected, this function is called again for that joystick or the library * is terminated. * * @thread_safety This function must only be called from the main thread. * * @sa @ref joystick_axis * * @since Added in version 3.0. Replaces `glfwGetJoystickPos`. * * @ingroup input */ GLFWAPI const float* glfwGetJoystickAxes(int joy, int* count); /*! @brief Returns the state of all buttons of the specified joystick. * * This function returns the state of all buttons of the specified joystick. * Each element in the array is either `GLFW_PRESS` or `GLFW_RELEASE`. * * Querying a joystick slot with no device present is not an error, but will * cause this function to return `NULL`. Call @ref glfwJoystickPresent to * check device presence. * * @param[in] joy The [joystick](@ref joysticks) to query. * @param[out] count Where to store the number of button states in the returned * array. This is set to zero if the joystick is not present or an error * occurred. * @return An array of button states, or `NULL` if the joystick is not present * or an [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. * * @pointer_lifetime The returned array is allocated and freed by GLFW. You * should not free it yourself. It is valid until the specified joystick is * disconnected, this function is called again for that joystick or the library * is terminated. * * @thread_safety This function must only be called from the main thread. * * @sa @ref joystick_button * * @since Added in version 2.2. * @glfw3 Changed to return a dynamic array. * * @ingroup input */ GLFWAPI const unsigned char* glfwGetJoystickButtons(int joy, int* count); /*! @brief Returns the name of the specified joystick. * * This function returns the name, encoded as UTF-8, of the specified joystick. * The returned string is allocated and freed by GLFW. You should not free it * yourself. * * Querying a joystick slot with no device present is not an error, but will * cause this function to return `NULL`. Call @ref glfwJoystickPresent to * check device presence. * * @param[in] joy The [joystick](@ref joysticks) to query. * @return The UTF-8 encoded name of the joystick, or `NULL` if the joystick * is not present or an [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. * * @pointer_lifetime The returned string is allocated and freed by GLFW. You * should not free it yourself. It is valid until the specified joystick is * disconnected, this function is called again for that joystick or the library * is terminated. * * @thread_safety This function must only be called from the main thread. * * @sa @ref joystick_name * * @since Added in version 3.0. * * @ingroup input */ GLFWAPI const char* glfwGetJoystickName(int joy); /*! @brief Sets the joystick configuration callback. * * This function sets the joystick configuration callback, or removes the * currently set callback. This is called when a joystick is connected to or * disconnected from the system. * * @param[in] cbfun The new callback, or `NULL` to remove the currently set * callback. * @return The previously set callback, or `NULL` if no callback was set or the * library had not been [initialized](@ref intro_init). * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function must only be called from the main thread. * * @sa @ref joystick_event * * @since Added in version 3.2. * * @ingroup input */ GLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun cbfun); /*! @brief Sets the clipboard to the specified string. * * This function sets the system clipboard to the specified, UTF-8 encoded * string. * * @param[in] window The window that will own the clipboard contents. * @param[in] string A UTF-8 encoded string. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @pointer_lifetime The specified string is copied before this function * returns. * * @thread_safety This function must only be called from the main thread. * * @sa @ref clipboard * @sa glfwGetClipboardString * * @since Added in version 3.0. * * @ingroup input */ GLFWAPI void glfwSetClipboardString(GLFWwindow* window, const char* string); /*! @brief Returns the contents of the clipboard as a string. * * This function returns the contents of the system clipboard, if it contains * or is convertible to a UTF-8 encoded string. If the clipboard is empty or * if its contents cannot be converted, `NULL` is returned and a @ref * GLFW_FORMAT_UNAVAILABLE error is generated. * * @param[in] window The window that will request the clipboard contents. * @return The contents of the clipboard as a UTF-8 encoded string, or `NULL` * if an [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_PLATFORM_ERROR. * * @pointer_lifetime The returned string is allocated and freed by GLFW. You * should not free it yourself. It is valid until the next call to @ref * glfwGetClipboardString or @ref glfwSetClipboardString, or until the library * is terminated. * * @thread_safety This function must only be called from the main thread. * * @sa @ref clipboard * @sa glfwSetClipboardString * * @since Added in version 3.0. * * @ingroup input */ GLFWAPI const char* glfwGetClipboardString(GLFWwindow* window); /*! @brief Returns the value of the GLFW timer. * * This function returns the value of the GLFW timer. Unless the timer has * been set using @ref glfwSetTime, the timer measures time elapsed since GLFW * was initialized. * * The resolution of the timer is system dependent, but is usually on the order * of a few micro- or nanoseconds. It uses the highest-resolution monotonic * time source on each supported platform. * * @return The current value, in seconds, or zero if an * [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function may be called from any thread. Reading and * writing of the internal timer offset is not atomic, so it needs to be * externally synchronized with calls to @ref glfwSetTime. * * @sa @ref time * * @since Added in version 1.0. * * @ingroup input */ GLFWAPI double glfwGetTime(void); /*! @brief Sets the GLFW timer. * * This function sets the value of the GLFW timer. It then continues to count * up from that value. The value must be a positive finite number less than * or equal to 18446744073.0, which is approximately 584.5 years. * * @param[in] time The new value, in seconds. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_INVALID_VALUE. * * @remark The upper limit of the timer is calculated as * floor((2<sup>64</sup> - 1) / 10<sup>9</sup>) and is due to implementations * storing nanoseconds in 64 bits. The limit may be increased in the future. * * @thread_safety This function may be called from any thread. Reading and * writing of the internal timer offset is not atomic, so it needs to be * externally synchronized with calls to @ref glfwGetTime. * * @sa @ref time * * @since Added in version 2.2. * * @ingroup input */ GLFWAPI void glfwSetTime(double time); /*! @brief Returns the current value of the raw timer. * * This function returns the current value of the raw timer, measured in * 1&nbsp;/&nbsp;frequency seconds. To get the frequency, call @ref * glfwGetTimerFrequency. * * @return The value of the timer, or zero if an * [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function may be called from any thread. * * @sa @ref time * @sa glfwGetTimerFrequency * * @since Added in version 3.2. * * @ingroup input */ GLFWAPI uint64_t glfwGetTimerValue(void); /*! @brief Returns the frequency, in Hz, of the raw timer. * * This function returns the frequency, in Hz, of the raw timer. * * @return The frequency of the timer, in Hz, or zero if an * [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function may be called from any thread. * * @sa @ref time * @sa glfwGetTimerValue * * @since Added in version 3.2. * * @ingroup input */ GLFWAPI uint64_t glfwGetTimerFrequency(void); /*! @brief Makes the context of the specified window current for the calling * thread. * * This function makes the OpenGL or OpenGL ES context of the specified window * current on the calling thread. A context can only be made current on * a single thread at a time and each thread can have only a single current * context at a time. * * By default, making a context non-current implicitly forces a pipeline flush. * On machines that support `GL_KHR_context_flush_control`, you can control * whether a context performs this flush by setting the * [GLFW_CONTEXT_RELEASE_BEHAVIOR](@ref window_hints_ctx) window hint. * * The specified window must have an OpenGL or OpenGL ES context. Specifying * a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT * error. * * @param[in] window The window whose context to make current, or `NULL` to * detach the current context. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref * GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR. * * @thread_safety This function may be called from any thread. * * @sa @ref context_current * @sa glfwGetCurrentContext * * @since Added in version 3.0. * * @ingroup context */ GLFWAPI void glfwMakeContextCurrent(GLFWwindow* window); /*! @brief Returns the window whose context is current on the calling thread. * * This function returns the window whose OpenGL or OpenGL ES context is * current on the calling thread. * * @return The window whose context is current, or `NULL` if no window's * context is current. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function may be called from any thread. * * @sa @ref context_current * @sa glfwMakeContextCurrent * * @since Added in version 3.0. * * @ingroup context */ GLFWAPI GLFWwindow* glfwGetCurrentContext(void); /*! @brief Swaps the front and back buffers of the specified window. * * This function swaps the front and back buffers of the specified window when * rendering with OpenGL or OpenGL ES. If the swap interval is greater than * zero, the GPU driver waits the specified number of screen updates before * swapping the buffers. * * The specified window must have an OpenGL or OpenGL ES context. Specifying * a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT * error. * * This function does not apply to Vulkan. If you are rendering with Vulkan, * see `vkQueuePresentKHR` instead. * * @param[in] window The window whose buffers to swap. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref * GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR. * * @remark __EGL:__ The context of the specified window must be current on the * calling thread. * * @thread_safety This function may be called from any thread. * * @sa @ref buffer_swap * @sa glfwSwapInterval * * @since Added in version 1.0. * @glfw3 Added window handle parameter. * * @ingroup window */ GLFWAPI void glfwSwapBuffers(GLFWwindow* window); /*! @brief Sets the swap interval for the current context. * * This function sets the swap interval for the current OpenGL or OpenGL ES * context, i.e. the number of screen updates to wait from the time @ref * glfwSwapBuffers was called before swapping the buffers and returning. This * is sometimes called _vertical synchronization_, _vertical retrace * synchronization_ or just _vsync_. * * Contexts that support either of the `WGL_EXT_swap_control_tear` and * `GLX_EXT_swap_control_tear` extensions also accept negative swap intervals, * which allow the driver to swap even if a frame arrives a little bit late. * You can check for the presence of these extensions using @ref * glfwExtensionSupported. For more information about swap tearing, see the * extension specifications. * * A context must be current on the calling thread. Calling this function * without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error. * * This function does not apply to Vulkan. If you are rendering with Vulkan, * see the present mode of your swapchain instead. * * @param[in] interval The minimum number of screen updates to wait for * until the buffers are swapped by @ref glfwSwapBuffers. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref * GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR. * * @remark This function is not called during context creation, leaving the * swap interval set to whatever is the default on that platform. This is done * because some swap interval extensions used by GLFW do not allow the swap * interval to be reset to zero once it has been set to a non-zero value. * * @remark Some GPU drivers do not honor the requested swap interval, either * because of a user setting that overrides the application's request or due to * bugs in the driver. * * @thread_safety This function may be called from any thread. * * @sa @ref buffer_swap * @sa glfwSwapBuffers * * @since Added in version 1.0. * * @ingroup context */ GLFWAPI void glfwSwapInterval(int interval); /*! @brief Returns whether the specified extension is available. * * This function returns whether the specified * [API extension](@ref context_glext) is supported by the current OpenGL or * OpenGL ES context. It searches both for client API extension and context * creation API extensions. * * A context must be current on the calling thread. Calling this function * without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error. * * As this functions retrieves and searches one or more extension strings each * call, it is recommended that you cache its results if it is going to be used * frequently. The extension strings will not change during the lifetime of * a context, so there is no danger in doing this. * * This function does not apply to Vulkan. If you are using Vulkan, see @ref * glfwGetRequiredInstanceExtensions, `vkEnumerateInstanceExtensionProperties` * and `vkEnumerateDeviceExtensionProperties` instead. * * @param[in] extension The ASCII encoded name of the extension. * @return `GLFW_TRUE` if the extension is available, or `GLFW_FALSE` * otherwise. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref * GLFW_NO_CURRENT_CONTEXT, @ref GLFW_INVALID_VALUE and @ref * GLFW_PLATFORM_ERROR. * * @thread_safety This function may be called from any thread. * * @sa @ref context_glext * @sa glfwGetProcAddress * * @since Added in version 1.0. * * @ingroup context */ GLFWAPI int glfwExtensionSupported(const char* extension); /*! @brief Returns the address of the specified function for the current * context. * * This function returns the address of the specified OpenGL or OpenGL ES * [core or extension function](@ref context_glext), if it is supported * by the current context. * * A context must be current on the calling thread. Calling this function * without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error. * * This function does not apply to Vulkan. If you are rendering with Vulkan, * see @ref glfwGetInstanceProcAddress, `vkGetInstanceProcAddr` and * `vkGetDeviceProcAddr` instead. * * @param[in] procname The ASCII encoded name of the function. * @return The address of the function, or `NULL` if an * [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref * GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR. * * @remark The address of a given function is not guaranteed to be the same * between contexts. * * @remark This function may return a non-`NULL` address despite the * associated version or extension not being available. Always check the * context version or extension string first. * * @pointer_lifetime The returned function pointer is valid until the context * is destroyed or the library is terminated. * * @thread_safety This function may be called from any thread. * * @sa @ref context_glext * @sa glfwExtensionSupported * * @since Added in version 1.0. * * @ingroup context */ GLFWAPI GLFWglproc glfwGetProcAddress(const char* procname); /*! @brief Returns whether the Vulkan loader has been found. * * This function returns whether the Vulkan loader has been found. This check * is performed by @ref glfwInit. * * The availability of a Vulkan loader does not by itself guarantee that window * surface creation or even device creation is possible. Call @ref * glfwGetRequiredInstanceExtensions to check whether the extensions necessary * for Vulkan surface creation are available and @ref * glfwGetPhysicalDevicePresentationSupport to check whether a queue family of * a physical device supports image presentation. * * @return `GLFW_TRUE` if Vulkan is available, or `GLFW_FALSE` otherwise. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. * * @thread_safety This function may be called from any thread. * * @sa @ref vulkan_support * * @since Added in version 3.2. * * @ingroup vulkan */ GLFWAPI int glfwVulkanSupported(void); /*! @brief Returns the Vulkan instance extensions required by GLFW. * * This function returns an array of names of Vulkan instance extensions required * by GLFW for creating Vulkan surfaces for GLFW windows. If successful, the * list will always contains `VK_KHR_surface`, so if you don't require any * additional extensions you can pass this list directly to the * `VkInstanceCreateInfo` struct. * * If Vulkan is not available on the machine, this function returns `NULL` and * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported * to check whether Vulkan is available. * * If Vulkan is available but no set of extensions allowing window surface * creation was found, this function returns `NULL`. You may still use Vulkan * for off-screen rendering and compute work. * * @param[out] count Where to store the number of extensions in the returned * array. This is set to zero if an error occurred. * @return An array of ASCII encoded extension names, or `NULL` if an * [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_API_UNAVAILABLE. * * @remarks Additional extensions may be required by future versions of GLFW. * You should check if any extensions you wish to enable are already in the * returned array, as it is an error to specify an extension more than once in * the `VkInstanceCreateInfo` struct. * * @pointer_lifetime The returned array is allocated and freed by GLFW. You * should not free it yourself. It is guaranteed to be valid only until the * library is terminated. * * @thread_safety This function may be called from any thread. * * @sa @ref vulkan_ext * @sa glfwCreateWindowSurface * * @since Added in version 3.2. * * @ingroup vulkan */ GLFWAPI const char** glfwGetRequiredInstanceExtensions(int* count); ]]..(hasVulkan and [[ /*! @brief Returns the address of the specified Vulkan instance function. * * This function returns the address of the specified Vulkan core or extension * function for the specified instance. If instance is set to `NULL` it can * return any function exported from the Vulkan loader, including at least the * following functions: * * - `vkEnumerateInstanceExtensionProperties` * - `vkEnumerateInstanceLayerProperties` * - `vkCreateInstance` * - `vkGetInstanceProcAddr` * * If Vulkan is not available on the machine, this function returns `NULL` and * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported * to check whether Vulkan is available. * * This function is equivalent to calling `vkGetInstanceProcAddr` with * a platform-specific query of the Vulkan loader as a fallback. * * @param[in] instance The Vulkan instance to query, or `NULL` to retrieve * functions related to instance creation. * @param[in] procname The ASCII encoded name of the function. * @return The address of the function, or `NULL` if an * [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref * GLFW_API_UNAVAILABLE. * * @pointer_lifetime The returned function pointer is valid until the library * is terminated. * * @thread_safety This function may be called from any thread. * * @sa @ref vulkan_proc * * @since Added in version 3.2. * * @ingroup vulkan */ GLFWAPI GLFWvkproc glfwGetInstanceProcAddress(VkInstance instance, const char* procname); /*! @brief Returns whether the specified queue family can present images. * * This function returns whether the specified queue family of the specified * physical device supports presentation to the platform GLFW was built for. * * If Vulkan or the required window surface creation instance extensions are * not available on the machine, or if the specified instance was not created * with the required extensions, this function returns `GLFW_FALSE` and * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported * to check whether Vulkan is available and @ref * glfwGetRequiredInstanceExtensions to check what instance extensions are * required. * * @param[in] instance The instance that the physical device belongs to. * @param[in] device The physical device that the queue family belongs to. * @param[in] queuefamily The index of the queue family to query. * @return `GLFW_TRUE` if the queue family supports presentation, or * `GLFW_FALSE` otherwise. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref * GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR. * * @thread_safety This function may be called from any thread. For * synchronization details of Vulkan objects, see the Vulkan specification. * * @sa @ref vulkan_present * * @since Added in version 3.2. * * @ingroup vulkan */ GLFWAPI int glfwGetPhysicalDevicePresentationSupport(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily); /*! @brief Creates a Vulkan surface for the specified window. * * This function creates a Vulkan surface for the specified window. * * If the Vulkan loader was not found at initialization, this function returns * `VK_ERROR_INITIALIZATION_FAILED` and generates a @ref GLFW_API_UNAVAILABLE * error. Call @ref glfwVulkanSupported to check whether the Vulkan loader was * found. * * If the required window surface creation instance extensions are not * available or if the specified instance was not created with these extensions * enabled, this function returns `VK_ERROR_EXTENSION_NOT_PRESENT` and * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref * glfwGetRequiredInstanceExtensions to check what instance extensions are * required. * * The window surface must be destroyed before the specified Vulkan instance. * It is the responsibility of the caller to destroy the window surface. GLFW * does not destroy it for you. Call `vkDestroySurfaceKHR` to destroy the * surface. * * @param[in] instance The Vulkan instance to create the surface in. * @param[in] window The window to create the surface for. * @param[in] allocator The allocator to use, or `NULL` to use the default * allocator. * @param[out] surface Where to store the handle of the surface. This is set * to `VK_NULL_HANDLE` if an error occurred. * @return `VK_SUCCESS` if successful, or a Vulkan error code if an * [error](@ref error_handling) occurred. * * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref * GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR. * * @remarks If an error occurs before the creation call is made, GLFW returns * the Vulkan error code most appropriate for the error. Appropriate use of * @ref glfwVulkanSupported and @ref glfwGetRequiredInstanceExtensions should * eliminate almost all occurrences of these errors. * * @thread_safety This function may be called from any thread. For * synchronization details of Vulkan objects, see the Vulkan specification. * * @sa @ref vulkan_surface * @sa glfwGetRequiredInstanceExtensions * * @since Added in version 3.2. * * @ingroup vulkan */ GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); ]] or "") ):gsub("GLFWCALL",ffi.os == "Windows" and "__stdcall" or ""):gsub("GLFWAPI", "") ffi.cdef(def) return ffi.load( "glfw3" )
ep3_chiss_poacher_backpack = { minimumLevel = 0, maximumLevel = -1, customObjectName = "Chiss Poacher Backpack", directObjectTemplate = "object/tangible/wearables/backpack/ep3_chiss_poacher_backpack.iff", craftingValues = { }, customizationStringNames = {}, customizationValues = {} } addLootItemTemplate("ep3_chiss_poacher_backpack", ep3_chiss_poacher_backpack)
local snownet = require "snownet" local sprotoloader = require "sprotoloader" local max_client = 64 snownet.start(function() snownet.error("Server start") snownet.uniqueservice("protoloader") if not snownet.getenv "daemon" then local console = snownet.newservice("console") end snownet.newservice("debug_console",8000) snownet.newservice("simpledb") local watchdog = snownet.newservice("watchdog") snownet.call(watchdog, "lua", "start", { port = 8888, maxclient = max_client, nodelay = true, }) snownet.error("Watchdog listen on", 8888) snownet.exit() end)
local http = require("http") http.createServer(function (req, res) local body = "Hello world\n" res:writeHead(200, { ["Content-Type"] = "text/plain", ["Content-Length"] = #body }) res:finish(body) end):listen(8080) print("Server listening at http://localhost:8080/")
local log = require('log') local work_dir = arg[1] or '.' box.cfg({ memtx_dir = work_dir, wal_dir = work_dir }) local test_list = { 'test_scd_type_1', 'test_scd_type_2', 'test_scd_type_3', 'test_scd_type_4' } local success = true for _, t in ipairs(test_list) do local test = require('tests.' .. t) local ok, res = xpcall(test.run, debug.traceback) if not ok or res ~= true then success = false log.error('%s: FAILED', t) if type(res) ~= 'boolean' then log.error(' %s', res) end end log.info("%s: done", t) end if success then os.exit(0) else os.exit(1) end
local Component = require "class.Component" local mirror = class("animation.mirror", Component) mirror.argList = { {"time", "number", 0.2}, } function mirror:initialize(actor, args) Component.initialize(self, actor, args) self.mirrorTimer = 0 end function mirror:update(dt) self.mirrorTimer = self.mirrorTimer + dt while self.mirrorTimer > self.time do self.mirrorTimer = self.mirrorTimer - self.time self.actor.animationDirection = -self.actor.animationDirection end end return mirror
local ChaserEnemy, super = Class(Character, "enemy") function ChaserEnemy:init(actor, x, y, properties) super:init(self, actor, x, y) properties = properties or {} if properties["sprite"] then self.sprite:setSprite(properties["sprite"]) elseif properties["animation"] then self.sprite:setAnimation(properties["animation"]) end if properties["facing"] then self:setFacing(properties["facing"]) end self.encounter = properties["encounter"] self.enemy = properties["enemy"] self.group = properties["group"] self.path = properties["path"] self.speed = properties["speed"] or 6 self.progress = (properties["progress"] or 0) % 1 self.reverse_progress = false self.can_chase = properties["chase"] self.chase_speed = properties["chasespeed"] or 9 self.chase_dist = properties["chasedist"] or 200 self.chasing = properties["chasing"] or false self.alert_timer = 0 self.alert_icon = nil self.noclip = true self.enemy_collision = true self.remove_on_encounter = true self.encountered = false if properties["aura"] == nil then self.sprite.aura = Game:getConfig("enemyAuras") else self.sprite.aura = properties["aura"] end end function ChaserEnemy:getDebugInfo() local info = super:getDebugInfo(self) if self.path then table.insert(info, "Path: " .. self.path) end if self.progress then table.insert(info, "Progress: " .. self.progress) end table.insert(info, "Can chase: " .. (self.can_chase and "True" or "False")) if self.can_chase then table.insert(info, "Chase speed: " .. self.chase_speed) table.insert(info, "Chase distance: " .. self.chase_dist) table.insert(info, "Chasing: " .. (self.chasing and "True" or "False")) end table.insert(info, "Remove on encounter: " .. (self.remove_on_encounter and "True" or "False")) table.insert(info, "Encountered: " .. (self.encountered and "True" or "False")) return info end function ChaserEnemy:onCollide(player) if self:isActive() and player:includes(Player) then self.encountered = true local encounter = self.encounter if not encounter and Registry.getEnemy(self.enemy or self.actor.id) then encounter = Encounter() encounter:addEnemy(self.actor.id) end if encounter then self.world.encountering_enemy = true self.sprite:setAnimation("hurt") self.sprite.aura = false Game.lock_movement = true self.world.timer:script(function(wait) Assets.playSound("tensionhorn") wait(8/30) local src = Assets.playSound("tensionhorn") src:setPitch(1.1) wait(12/30) self.world.encountering_enemy = false Game.lock_movement = false local enemy_target = self if self.enemy then enemy_target = {{self.enemy, self}} end Game:encounter(encounter, true, enemy_target) for _,enemy in ipairs(self.stage:getObjects(ChaserEnemy)) do if enemy ~= self and self.group and enemy.group == self.group then if enemy.remove_on_encounter then enemy:remove() end end end if self.remove_on_encounter then self:remove() end end) end end end function ChaserEnemy:onAdd(parent) super:onAdd(self, parent) self:snapToPath() end function ChaserEnemy:snapToPath() if self.path and self.world.map.paths[self.path] then local path = self.world.map.paths[self.path] local progress = self.progress if not path.closed then progress = Ease.inOutSine(progress, 0, 1, 1) end if path.shape == "line" then local dist = progress * path.length local current_dist = 0 for i = 1, #path.points-1 do local next_dist = Utils.dist(path.points[i].x, path.points[i].y, path.points[i+1].x, path.points[i+1].y) if current_dist + next_dist > dist then local x = Utils.lerp(path.points[i].x, path.points[i+1].x, (dist - current_dist) / next_dist) local y = Utils.lerp(path.points[i].y, path.points[i+1].y, (dist - current_dist) / next_dist) if self.debug_x and self.debug_y and Kristal.DebugSystem.last_object == self then x = Utils.ease(self.debug_x, x, Kristal.DebugSystem.release_timer, "outCubic") y = Utils.ease(self.debug_y, y, Kristal.DebugSystem.release_timer, "outCubic") if Kristal.DebugSystem.release_timer >= 1 then self.debug_x = nil self.debug_y = nil end end self:moveTo(x, y) break else current_dist = current_dist + next_dist end end elseif path.shape == "ellipse" then local angle = progress * (math.pi*2) local x = path.x + math.cos(angle) * path.rx local y = path.y + math.sin(angle) * path.ry if self.debug_x and self.debug_y and Kristal.DebugSystem.last_object == self then x = Utils.ease(self.debug_x, x, Kristal.DebugSystem.release_timer, "outCubic") y = Utils.ease(self.debug_y, y, Kristal.DebugSystem.release_timer, "outCubic") if Kristal.DebugSystem.release_timer >= 1 then self.debug_x = nil self.debug_y = nil end end self:moveTo(x, y) end end end function ChaserEnemy:isActive() return not self.encountered and not self.world.encountering_enemy and not self.world:hasCutscene() and self.world.state ~= "MENU" and Game.state == "OVERWORLD" end function ChaserEnemy:update() if self:isActive() then if self.path and self.world.map.paths[self.path] then local path = self.world.map.paths[self.path] if self.reverse_progress then self.progress = self.progress - (self.speed / path.length) * DTMULT else self.progress = self.progress + (self.speed / path.length) * DTMULT end if path.closed then self.progress = self.progress % 1 elseif self.progress > 1 or self.progress < 0 then self.progress = Utils.clamp(self.progress, 0, 1) self.reverse_progress = not self.reverse_progress end self:snapToPath() end if self.alert_timer > 0 then self.alert_timer = Utils.approach(self.alert_timer, 0, DTMULT) if self.alert_timer == 0 then self.alert_icon:remove() self.alert_icon = nil self.chasing = true self.noclip = false self:setAnimation("chasing") end elseif self.can_chase and not self.chasing then if self.world.player then Object.startCache() local in_radius = self.world.player:collidesWith(CircleCollider(self.world, self.x, self.y, self.chase_dist)) if in_radius then local sight = LineCollider(self.world, self.x, self.y, self.world.player.x, self.world.player.y) if not self.world:checkCollision(sight, true) and not self.world:checkCollision(self.collider, true) then Assets.stopAndPlaySound("alert") self.path = nil self.alert_timer = 20 self.alert_icon = Sprite("effects/alert", self.width/2) self.alert_icon:setOrigin(0.5, 1) self.alert_icon.layer = 100 self:addChild(self.alert_icon) self:setAnimation("alerted") end end Object.endCache() end elseif self.chasing then if self.world.player then local angle = Utils.angle(self.x, self.y, self.world.player.x, self.world.player.y) self:move(math.cos(angle), math.sin(angle), self.chase_speed * DTMULT) end end end super:update(self) end return ChaserEnemy
local Events = class() function Events:__constructor () self._handlers = {} end function Events:once (a, b) self:on(a, b, true) end function Events:on (events, callback, once) if type(events) ~= 'table' then events = {events} end for _,name in ipairs(events) do table.insert( self._handlers, { once = once, name = tonumber(name) or name:lower(), callback = callback, } ) end end function Events:emit (name, ...) name = tonumber(name) or name:lower() for i = 1, #self._handlers do local handler = self._handlers[i] if handler.name == name then if handler.once then table.remove( self._handlers, i ) i = i - 1 end handler.callback(...) end end end return Events
Config = {} Config.DrawDistance = 100.0 Config.MaxInService = -1 Config.EnablePlayerManagement = true Config.EnableSocietyOwnedVehicles = false Config.Locale = 'fr' Config.Zones = { WoolFarm = { Pos = {x = 2310.320, y = 4884.947, z = 40.90}, Size = {x = 4.0, y = 4.0, z = 1.0}, Color = {r = 136, g = 243, b = 216}, Name = "Récolte de Laine", Type = 27 }, TraitementTissu = { Pos = {x = 716.123, y = -962.466, z = 29.50}, Size = {x = 1.5, y = 1.5, z = 1.0}, Color = {r = 136, g = 243, b = 216}, Name = "Traitement du Tissu", Type = 27 }, TraitementClothe = { Pos = {x = 711.476, y = -969.388, z = 29.59}, Size = {x = 1.5, y = 1.5, z = 1.0}, Color = {r = 136, g = 243, b = 216}, Name = "Couture du Vêtement", Type = 27 }, SellFarm = { Pos = {x =-1193.830, y = -766.917, z = 16.59}, Size = {x = 1.5, y = 1.5, z = 1.0}, Color = {r = 136, g = 243, b = 216}, Name = "Vente des vêtements", Type = 27 }, TailerActions = { Pos = {x = 706.73, y = -960.90, z = 29.59}, Size = {x = 2.0, y = 2.0, z = 1.0}, Color = {r = 136, g = 243, b = 216}, Name = "Point d'action", Type = 27 }, VehicleSpawner = { Pos = {x = 722.875, y = -978.963, z = 23.50}, Size = {x = 2.0, y = 2.0, z = 1.0}, Color = {r = 136, g = 243, b = 216}, Name = "Garage véhicule", Type = 27 }, VehicleSpawnPoint = { Pos = {x = 703.42, y = -980.50, z = 23.8}, Size = {x = 2.0, y = 2.0, z = 1.0}, Color = {r = 136, g = 243, b = 216}, Name = "Spawn point", Type = 27 }, VehicleDeleter = { Pos = {x = 742.084, y = -970.754, z = 23.80}, Size = {x = 2.0, y = 2.0, z = 1.0}, Color = {r = 255, g = 0, b = 0}, Name = "Ranger son véhicule", Type = 27 } }
local function setup() led = 4 trigger = 0 -- D0 echo = 2 -- D2 gpio.mode(trigger, gpio.OUTPUT) gpio.write(trigger, gpio.LOW) gpio.mode(echo, gpio.INT) -- LED off gpio.mode(led, gpio.OUTPUT) gpio.write(led, gpio.HIGH) end local function startup() if file.open("init.lua") == nil then print("init.lua deleted or renamed") else local appFile = "szambosensor.lua" print("Running " .. appFile) file.close("init.lua") -- the actual application is stored in 'application.lua' dofile(appFile) end end print("Booting..") setup() tmr.create():alarm(3000, tmr.ALARM_SINGLE, setup) startup()
return {'itu'}
local M = {} M.dbPath = system.pathForFile("gamedata.db3", system.DocumentsDirectory) -------------------------------------------- -- Game balancing -------------------------------------------- M.ticksBetweenLaserFire = 12 -- how fast should autofire be M.scrollRate = 3 -- background scrolling M.shipAcceleration = 0.3 -- keyboard and tap use this to determine how fast to ramp up horizontal travel M.maxShipVelocity = 20 -- the fastest the ship can travel left or right M.energyLossPerTick = 5 -- how fast the ship consumes energy just from flying M.laserEnergyConsume = 0 -- does firing consume any ship energy M.maxEnergy = 12000 -- the most energy the ship can hold M.energyGainPerGem = 1300 -- how much energy is gained by picking up an energy crystal M.ticksBetweenAsteroidSpawn = 34 -- how many game ticks between asteroids M.ticksBetweenEnemySpawn = 250 -- the initial enemy spawn rate (it gets faster over time) M.pointsPerEnemy = 250 -- how many points to score for killing an enemy ship M.pointsPerAsteroid = 100 -- how many points to score for blowing up an asteroid M.numBackgroundTracks = 3 -- how many background tracks are in the sounds/background/ folder -------------------------------------------- -- Other globals -------------------------------------------- M.finalScore = 0 M.selected = nil M.keyDown = {} M.keyDown["left"] = false M.keyDown["right"] = false M.keyDown["space"] = false M.autoFire = false -- autofire mode will be turned on with most control schemes M.settings = {} M.settings["debug"] = false M.settings["games_this_session"] = 1 M.settings["background_track"] = math.random(1, M.numBackgroundTracks) M.settings["background_autoskip"] = false M.settings["tiltAngleLeft"] = -4.0 M.settings["tiltAngleRight"] = 4.0 M.logger = function(msg) if M.settings["debug"] then print(msg) end end M.logger("system.getinfo platform = " .. system.getInfo("platform") ) M.logger("system.getinfo model = " .. system.getInfo("model") ) local model = system.getInfo("model") if system.getInfo("environment") == "simulator" then M.settings["platform"] = "simulator" M.settings["showotherapps"] = true M.settings["otherappsurl"] = "http://www.prairiewest.net/applications.php" else if string.sub(model,1,2) == "iP" or system.getInfo("targetAppStore") == "apple" or system.getInfo("platform") == "ios" then -- iPhone, iPod or iPad M.settings["platform"] = "apple" M.settings["showotherapps"] = true M.settings["otherappsurl"] = "itms-apps://itunes.com/apps/prairiewestsoftwareconsulting" M.settings["iOSAppId"] = "" elseif model == "WFJWI" or string.sub(model,1,2) == "KF" or string.sub(model,1,6) == "Kindle" or system.getInfo("targetAppStore") == "amazon" then -- Amazon M.settings["platform"] = "amazon" M.settings["showotherapps"] = true M.settings["otherappsurl"] = "http://www.amazon.com/s/ref=bl_sr_mobile-apps?_encoding=UTF8&field-brandtextbin=Prairie%20West%20Software%20Consulting&node=2350149011" elseif system.getInfo("platform") == "android" or system.getInfo("targetAppStore") == "google" then -- Android M.settings["platform"] = "android" M.settings["showotherapps"] = true M.settings["otherappsurl"] = "https://play.google.com/store/apps/developer?id=Prairie+West+Software" else M.settings["platform"] = "unknown" M.settings["showotherapps"] = true M.settings["otherappsurl"] = "http://www.prairiewest.net/applications.php" end end M.sounds = {} M.sounds["gameover"] = audio.loadSound("sounds/gameover.mp3") M.sounds["laser"] = audio.loadSound("sounds/laser.mp3") M.sounds["explode"] = audio.loadSound("sounds/explode.mp3") M.sounds["select"] = audio.loadSound("sounds/select.mp3") M.sounds["collect"] = audio.loadSound("sounds/collect.mp3") M.sounds["outofenergy"] = audio.loadSound("sounds/outofenergy.mp3") M.sounds["enemy1"] = audio.loadSound("sounds/enemy1.mp3") M.sounds["enemy2"] = audio.loadSound("sounds/enemy2.mp3") M.sounds["enemy3"] = audio.loadSound("sounds/enemy3.mp3") M.sounds["enemy4"] = audio.loadSound("sounds/enemy4.mp3") M.sounds["enemylaser"] = audio.loadSound("sounds/enemylaser.mp3") M.backgroundSound = nil -- the currently playing background audio audio.reserveChannels(1) --Reserve first channel for sound effects M.stopAllSounds = function() local c for c=2, 32 do local isChannelActive = audio.isChannelActive( c ) if isChannelActive then audio.stop( c ) end end end M.setChannelVolumes = function() if (M.settings["fxvolume"] == nil) then return; end local c for c=2, 32 do audio.setVolume( M.settings["fxvolume"], { channel=c } ) end audio.setVolume( M.settings["bgvolume"], { channel=1 } ) end M.playSound = function(soundName) if M.sounds[soundName .. ""] ~= nil then timer.performWithDelay(90, function() audio.play( M.sounds[soundName] ) end) else M.logger("No sound found for: " .. soundName) end end M.disposeSounds = function() for i = 1, 10 do if audio.isChannelActive( i ) then audio.stop( i ) end end for i, s in pairs(M.sounds) do audio.dispose( M.sounds[i] ); M.sounds[i] = nil; end end M.playBackgroundTrack = function() if M.settings["bgvolume"] ~= nil then M.logger("Starting background track") if M.backgroundSound == nil then -- Skip to next track local c = (M.settings["background_track"] % M.numBackgroundTracks) + 1 M.settings["background_track"] = c M.backgroundSound = audio.loadStream("sounds/background/" .. c .. ".mp3") audio.setVolume( M.settings["bgvolume"], { channel=1 } ) if audio.isChannelActive( 1 ) then audio.stop( 1 ) end audio.play( M.backgroundSound, { channel=1, loops=0, fadein=2000, onComplete=M.doneBackgroundTrack } ) M.settings["background_autoskip"] = true end end end M.stopBackgroundTrack = function() if audio.isChannelActive( 1 ) then audio.stop( 1 ) end end M.doneBackgroundTrack = function(e) if (M.settings["background_autoskip"]) then if (e.completed) then M.backgroundSound = nil M.playBackgroundTrack() end end end M.nextBackgroundTrack = function() M.settings["background_autoskip"] = false if audio.isChannelActive( 1 ) then audio.stop( 1 ) end M.backgroundSound = nil M.playBackgroundTrack() end return M
AddCSLuaFile() properties.Add( "keepupright", { MenuLabel = "#keepupright", Order = 900, MenuIcon = "icon16/arrow_up.png", Filter = function( self, ent, ply ) if ( !IsValid( ent ) ) then return false end if ( ent:GetClass() != "prop_physics" ) then return false end if ( ent:GetNWBool( "IsUpright" ) ) then return false end if ( !gamemode.Call( "CanProperty", ply, "keepupright", ent ) ) then return false end return true end, Action = function( self, ent ) self:MsgStart() net.WriteEntity( ent ) self:MsgEnd() end, Receive = function( self, length, ply ) local ent = net.ReadEntity() if ( !IsValid( ent ) ) then return end if ( !IsValid( ply ) ) then return end if ( !properties.CanBeTargeted( ent, ply ) ) then return end if ( ent:GetClass() != "prop_physics" ) then return end if ( ent:GetNWBool( "IsUpright" ) ) then return end if ( !self:Filter( ent, ply ) ) then return end local Phys = ent:GetPhysicsObjectNum( 0 ) if ( !IsValid( Phys ) ) then return end local constraint = constraint.Keepupright( ent, Phys:GetAngles(), 0, 999999 ) -- I feel like this is not stable enough -- This cannot be implemented without a custom constraint.Keepupright function or modification for proper duplicator support. --print( constraint:GetSaveTable().m_worldGoalAxis ) --constraint:SetSaveValue( "m_localTestAxis", constraint:GetSaveTable().m_worldGoalAxis ) --ent:GetAngles():Up() ) --constraint:SetSaveValue( "m_worldGoalAxis", Vector( 0, 0, 1 ) ) --constraint:SetSaveValue( "m_bDampAllRotation", true ) if ( constraint ) then ply:AddCleanup( "constraints", constraint ) ent:SetNWBool( "IsUpright", true ) end end } ) properties.Add( "keepupright_stop", { MenuLabel = "#keepupright_stop", Order = 900, MenuIcon = "icon16/arrow_rotate_clockwise.png", Filter = function( self, ent ) if ( !IsValid( ent ) ) then return false end if ( ent:GetClass() != "prop_physics" ) then return false end if ( !ent:GetNWBool( "IsUpright" ) ) then return false end return true end, Action = function( self, ent ) self:MsgStart() net.WriteEntity( ent ) self:MsgEnd() end, Receive = function( self, length, ply ) local ent = net.ReadEntity() if ( !IsValid( ent ) ) then return end if ( !IsValid( ply ) ) then return end if ( !properties.CanBeTargeted( ent, ply ) ) then return end if ( ent:GetClass() != "prop_physics" ) then return end if ( !ent:GetNWBool( "IsUpright" ) ) then return end constraint.RemoveConstraints( ent, "Keepupright" ) ent:SetNWBool( "IsUpright", false ) end } )
--------------------------------------------------------------------------------------------------- -- Proposal: -- https://github.com/smartdevicelink/sdl_evolution/blob/master/proposals/0173-Read-Generic-Network-Signal-data.md -- -- Description: GetPolicyConfigurationData processing with incorrect parameters -- Precondition: -- 1. SDL and HMI started -- Sequence: -- 1. HMI requests valid SDL.GetPolicyConfigurationData with undefined value in policyType or property -- a. SDL responds to SDL.GetPolicyConfigurationData with resultCode DATA_NOT_AVAILABLE -- 2. HMI requests invalid SDL.GetPolicyConfigurationData with incorrect value in policyType or property -- a. SDL responds to SDL.GetPolicyConfigurationData with resultCode INVALID_DATA --------------------------------------------------------------------------------------------------- --[[ Required Shared libraries ]] local runner = require('user_modules/script_runner') local common = require('/test_scripts/API/GetPolicyConfigurationData/commonGetPolicyConfigurationData') --[[ Test Configuration ]] runner.testSettings.isSelfIncluded = false --[[ Local Variables ]] local dataReqRes = { undefinedPolicyType = { request = { policyType = "undefinedKey", property = "endpoints" }, response = { error = { code = 9 } } -- DATA_NOT_AVAILABLE }, undefinedProperty = { request = { policyType = "module_config", property = "undefinedKey" }, response = { error = { code = 9 } } -- DATA_NOT_AVAILABLE }, incorrectTypePolicyType = { request = { policyType = true, property = "endpoints" }, response = { error = { code = 11 } } -- INVALID_DATA }, incorrectTypeProperty = { request = { policyType = "module_config", property = 5 }, response = { error = { code = 11 } } -- INVALID_DATA } } -- [[ Scenario ]] runner.Title("Preconditions") runner.Step("Clean environment", common.preconditions) runner.Step("Start SDL, HMI, connect Mobile, start Session", common.start) runner.Title("Test") for caseName, testData in pairs(dataReqRes) do runner.Step("GetPolicyConfigurationData " .. caseName, common.GetPolicyConfigurationData, { testData }) end runner.Title("Postconditions") runner.Step("Stop SDL", common.postconditions)
package.path = package.path..'../src' local port = os.getenv('LUAWS_WSTEST_PORT') or 8081 local url = 'ws://localhost:'..port local client = require'websocket.client' describe( 'The client module', function() local wsc it( 'exposes the correct interface', function() assert.is_same(type(client),'table') assert.is_same(type(client.new),'function') assert.is_equal(client.new,client.sync) end) it( 'can be constructed', function() wsc = client.new() end) it( 'can connect (requires external websocket server)', function() assert.is_same(type(wsc.connect),'function') wsc:connect(url,'echo-protocol') end) it( 'returns error on non-ws protocol', function() local c = client.new() local ok,err = c:connect('wsc://localhost:'..port,'echo-protocol') assert.is_falsy(ok) assert.is_equal(err,'bad protocol') end) it( 'forwards socket errors', function() local c = client.new() local ok,err = c:connect('ws://localhost:8189','echo-protocol') assert.is_falsy(ok) assert.is_equal(err,'connection refused') local ok,err = c:connect('ws://notexisting:8089','echo-protocol') assert.is_falsy(ok) assert.is_equal(err,'host not found') end) it( 'returns error when sending in non-open state (requires external websocket server @port 8081)', function() local c = client.new() local ok,err = c:send('test') assert.is_falsy(ok) assert.is_equal(err,'wrong state') c:connect(url,'echo-protocol') c:close() local ok,err = c:send('test') assert.is_falsy(ok) assert.is_equal(err,'wrong state') end) it( 'returns error when connecting twice (requires external websocket server @port 8081)', function() local c = client.new() local ok,err = c:connect(url,'echo-protocol') assert.is_truthy(ok) assert.is_nil(err) local ok,err = c:connect(url,'echo-protocol') assert.is_falsy(ok) assert.is_equal(err,'wrong state') end) it( 'can send (requires external websocket server @port 8081)', function() assert.is_same(type(wsc.send),'function') wsc:send('Hello again') end) it( 'can receive (requires external websocket server @port 8081)', function() assert.is_same(type(wsc.receive),'function') local echoed = wsc:receive() assert.is_same(echoed,'Hello again') end) local random_text = function(len) local chars = {} for i=1,len do chars[i] = string.char(math.random(33,126)) end return table.concat(chars) end it( 'can send with payload 127 (requires external websocket server @port 8081)', function() local text = random_text(127) wsc:send(text) local echoed = wsc:receive() assert.is_same(text,echoed) end) it( 'can send with payload 0xffff-1 (requires external websocket server @port 8081)', function() local text = random_text(0xffff-1) assert.is_same(#text,0xffff-1) wsc:send(text) local echoed = wsc:receive() assert.is_same(#text,#echoed) assert.is_same(text,echoed) end) it( 'can send with payload 0xffff+1 (requires external websocket server @port 8081)', function() local text = random_text(0xffff+1) assert.is_same(#text,0xffff+1) wsc:send(text) local echoed = wsc:receive() assert.is_same(#text,#echoed) assert.is_same(text,echoed) end) it( 'can close cleanly (requires external websocket server @port 8081)', function() local was_clean,code,reason = wsc:close() assert.is_true(was_clean) assert.is_true(code >= 1000) assert.is_string(reason) end) end)
return {'edna','ednas'}
--Created by the QnEditor,do not modify.If not,you will die very nankan! local MAP = { var = { ImageBack = 1, closeBtn = 2, useBtn = 3, Text_type_des = 4, describeText = 5, Button_sub = 6, Button_add = 7, Text_num = 8, Text_money = 9, Image_money = 10, iconFrame = 11, icon = 12, name = 13, }, ui = { [1] = {"ImageBack"}, [2] = {"ImageBack","closeBtn"}, [3] = {"ImageBack","Image_bg2","useBtn"}, [4] = {"ImageBack","Image_bg2","describeFrame","Text_type_des"}, [5] = {"ImageBack","Image_bg2","describeFrame","describeText"}, [6] = {"ImageBack","Image_bg2","Image19","Button_sub"}, [7] = {"ImageBack","Image_bg2","Image19","Button_add"}, [8] = {"ImageBack","Image_bg2","Image19","Text_num"}, [9] = {"ImageBack","Image_bg2","Image23","Text_money"}, [10] = {"ImageBack","Image_bg2","Image23","Image_money"}, [11] = {"ImageBack","Image_bg2","View24","iconFrame"}, [12] = {"ImageBack","Image_bg2","View24","iconFrame","icon"}, [13] = {"ImageBack","Image_bg2","View24","iconFrame","name"}, }, func = { [1] = "onBindBlankFunc", [2] = "onCloseBtnClick", [3] = "onBuyBtnClick", [6] = "onBindSub", [7] = "onBindAdd", }, } return MAP;
return {'zolang','zolder','zolderbalk','zolderbetimmering','zolderdeur','zolderen','zolderetage','zoldergat','zoldering','zolderkamer','zolderkamertje','zolderluik','zolderraam','zolderruimte','zolderschuit','zoldertje','zoldertrap','zoldervenster','zolderverdieping','zoldervloer','zolen','zolderberging','zolderopruiming','zolendraai','zola','zolder','zolderdeuren','zolderetages','zolderingen','zolderkamers','zolderkamertjes','zolderluiken','zolderramen','zolders','zolderschuiten','zoldert','zoldertjes','zoldertrappen','zoldervensters','zolderverdiepingen','zolderbalken','zolderde','zoldergaten','zolderruimtes','zolderruimten','zolas','zolderraampje','zoldervloeren','zoldervenstertje'}
AddCSLuaFile() ENT.WeaponTypes.Mortar = { Name = "mechassault.weapon.mortar", Type = "Missile", Function = "FireMortar", Cooldown = {1.8, 1.75, 1.58}, Class = { "ma2_proj_mortar_lvl1", "ma2_proj_mortar_lvl2", "ma2_proj_mortar_lvl3" }, DrawHUD = "DrawMortarHUD", MaxLevel = 3 } -- From: https://github.com/TankNut/TankLib/blob/master/lua/tanklib/shared/ballistics.lua local function solve(origin, target, vel, gravity) local diff = target - origin local diff2 = Vector(diff.x, diff.y, 0) local dist = diff2:Length() local vel2 = vel * vel local vel4 = vel * vel * vel * vel local gx = gravity * dist local root = vel4 - gravity * (gravity * dist * dist + 2 * diff.z * vel2) if root < 0 then return 0 end root = math.sqrt(root) local low = math.atan2(vel2 - root, gx) local high = math.atan2(vel2 + root, gx) local solutions = (low != high) and 2 or 1 local dir = diff2:GetNormalized() low = dir * math.cos(low) * vel + Vector(0, 0, 1) * math.sin(low) * vel high = dir * math.cos(high) * vel + Vector(0, 0, 1) * math.sin(high) * vel return solutions, low, high end function ENT:FireMortar(tbl, level, attachments) local target = self:GetAimPos() for _, v in ipairs(attachments) do local attachment = self:GetAttachment(v) if SERVER then local ent = ents.Create(tbl.Class[level]) local solutions, low = solve(attachment.Pos, target, ent.Velocity, -physenv.GetGravity().z * ent.GravityMultiplier) if solutions != 2 then return end ent:SetPos(attachment.Pos) ent:SetAngles(low:Angle()) ent:SetOwner(self) ent.Player = self:GetPlayer() ent:Spawn() ent:Activate() end end self:TakeAmmo() self:SetNextAttack(CurTime() + tbl.Cooldown[level]) if SERVER then self:AddGestureSequence(self:LookupSequence("fire_mortar")) end end function ENT:DrawMortarHUD(tbl, level, attachments, screen) local target = self:GetAimPos() local attachment = self:GetAttachment(attachments[1]) local vel = scripted_ents.GetMember(tbl.Class[level], "Velocity") local gravity = scripted_ents.GetMember(tbl.Class[level], "GravityMultiplier") local solutions = solve(attachment.Pos, target, vel, -physenv.GetGravity().z * gravity) local _, h = surface.GetTextSize(self:GetWeaponString()) surface.SetTextPos(screen.x + 10, screen.y + 10 + h) if solutions == 2 then surface.DrawText(language.GetPhrase("mechassault.ui.weapon.range.ok")) else surface.DrawText(language.GetPhrase("mechassault.ui.weapon.range.err")) end end
quest kill_effect begin state start begin when kill with npc.is_pc() begin cmdchat("mattius") end end end
local combat = Combat() combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA) combat:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY) function onGetFormulaValues(player, level, magicLevel) return -3, -7 end combat:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues") function onCastSpell(creature, variant, isHotkey) return combat:execute(creature, variant) end
require('Utilities'); require('Client'); function Client_PresentMenuUI(rootParent, setMaxSize, setScrollable, game, close) Game = game; --make it globally accessible local vert = UI.CreateVerticalLayoutGroup(rootParent); --List pending proposals. This isn't absolutely necessary since we also alert the player of new proposals, but it's nice to list them here anyway. for _,proposal in pairs(Mod.PlayerGameData.PendingProposals or {}) do local otherPlayer = game.Game.Players[proposal.PlayerOne].DisplayName(nil, false); local row = UI.CreateHorizontalLayoutGroup(vert); UI.CreateLabel(row).SetText('Proposal from ' .. otherPlayer); UI.CreateButton(row).SetText('Respond').SetOnClick(function() DoProposalPrompt(game, proposal); close(); end); end local alliances = Mod.PublicGameData.Alliances or {}; if (#alliances == 0) then UI.CreateLabel(vert).SetText("No alliances are currently in effect"); else --Render all alliances that involve us first local ourAlliances = filter(alliances, function(alliance) return game.Us ~= nil and (alliance.PlayerOne == game.Us.ID or alliance.PlayerTwo == game.Us.ID) end); for _,alliance in pairs(ourAlliances) do local otherPlayerID if alliance.PlayerOne == game.Us.ID then otherPlayerID = alliance.PlayerTwo else otherPlayerID = alliance.PlayerOne end local otherPlayerName = game.Game.Players[otherPlayerID].DisplayName(nil, false); UI.CreateLabel(vert).SetText('You are allied with ' .. otherPlayerName .. ' until turn ' .. (alliance.ExpiresOnTurn+1)); end --Render all alliances that don't involve us for _,alliance in pairs(filter(alliances, function(alliance) return game.Us == nil or (alliance.PlayerOne ~= game.Us.ID and alliance.PlayerTwo ~= game.Us.ID) end)) do local playerOne = game.Game.Players[alliance.PlayerOne].DisplayName(nil, false); local playerTwo = game.Game.Players[alliance.PlayerTwo].DisplayName(nil, false); UI.CreateLabel(vert).SetText(playerOne .. ' and ' .. playerTwo .. ' are allied until turn ' .. (alliance.ExpiresOnTurn+1)); end end if (game.Us ~= nil) then --don't show propose button to spectators UI.CreateButton(vert).SetText("Propose Alliance").SetOnClick(function() game.CreateDialog(CreateProposeDialog); end); end end function CreateProposeDialog(rootParent, setMaxSize, setScrollable, game, close) setMaxSize(390, 300); TargetPlayerID = nil; local vert = UI.CreateVerticalLayoutGroup(rootParent); local row1 = UI.CreateHorizontalLayoutGroup(vert); UI.CreateLabel(row1).SetText("Propose an alliance with this player: "); TargetPlayerBtn = UI.CreateButton(row1).SetText("Select player...").SetOnClick(TargetPlayerClicked); local row2 = UI.CreateHorizontalLayoutGroup(vert); UI.CreateLabel(row2).SetText("Alliance will last this many turns: "); local numTurnsSlider = UI.CreateNumberInputField(row2) .SetSliderMinValue(1) .SetSliderMaxValue(10) .SetValue(5); UI.CreateButton(vert).SetText("Propose Alliance").SetOnClick(function() if (TargetPlayerID == nil) then UI.Alert("Please choose a player first"); return; end local numTurns = numTurnsSlider.GetValue(); if (numTurns <= 0) then UI.Alert("Numer of turns must be a positive number"); return; end local payload = {}; payload.Message = "Propose"; payload.TargetPlayerID = TargetPlayerID; payload.NumTurns = numTurns; Game.SendGameCustomMessage("Proposing alliance...", payload, function(returnValue) UI.Alert("Proposal sent!"); close(); --Close the propose dialog since we're done with it end); end); end function TargetPlayerClicked() local options = map(filter(Game.Game.Players, IsPotentialTarget), PlayerButton); UI.PromptFromList("Select the player you'd like to propose an alliance with", options); end --Determines if the player is one we can propose an alliance to. function IsPotentialTarget(player) if (Game.Us.ID == player.ID) then return false end; -- we can never propose an alliance with ourselves. if (player.State ~= WL.GamePlayerState.Playing) then return false end; --skip players not alive anymore, or that declined the game. if (Game.Settings.SinglePlayer) then return true end; --in single player, allow proposing with everyone return not player.IsAI; --In multi-player, never allow proposing with an AI. end function PlayerButton(player) local name = player.DisplayName(nil, false); local ret = {}; ret["text"] = name; ret["selected"] = function() TargetPlayerBtn.SetText(name); TargetPlayerID = player.ID; end return ret; end
---@diagnostic disable: undefined-global local palette = require 'nord-palette' local base = require 'base' -- Vimwiki -- > vimwiki/vimwiki local clrs = palette.clrs local spec = palette.spec local pkg = function() return { -- TODO: Add missing VimwikiLink {fg = clrs.nord8, gui = spec.underline}, VimwikiHeaderChar {base.Keyword}, VimwikiHR {base.Keyword}, VimwikiList {base.Keyword}, } end return pkg -- vi:nowrap
if not debug then config.set("debug_enable", true) os.reboot() end config.add("http_blacklist", "$private") if ... == "debugger" then periphemu.create("left", "debugger") peripheral.call("left", "break") end for _,v in ipairs(fs.list("/")) do if not fs.isReadOnly(v) then fs.delete(v) end end _G._CCPC_FIRST_RUN = nil _G._CCPC_UPDATED_VERSION = nil local logfile = io.open("test-log.txt", "w") io.output(logfile) shell.run("/test-rom/mcfly /test-rom/spec") logfile:close() os.shutdown(_G.failed_tests)
local tcp = require "tcp" local redis = { protocol = { } } redis.protocol[43] = function(data) -- '+' local a, b = data:find("%+%a+\r\n", 1, false) if a and a == 1 then return true, data:sub(a+1, b-2), data:sub(b+1) else return false, nil, data end end redis.protocol[45] = function(data) -- '-' local a, b = data:find("%-.+\r\n", 1, false) if a and a == 1 then return true, data:sub(a+1, b-2), data:sub(b+1) else return false, nil, data end end redis.protocol[58] = function(data) -- ':' local a, b = data:find(":%d+\r\n", 1, false) if a and a == 1 then return true, tonumber(data:sub(a+1, b-2)), data:sub(b+1) else return false, nil, data end end redis.protocol[36] = function(data) -- '$' local a1, b1 = data:find("%$0\r\n\r\n", 1, false) if a1 and a1 == 1 then return true, "", data:sub(b1+1) end local a2, b2 = data:find("%$%-1\r\n", 1, false) if a2 and a2 == 1 then return true, nil, data:sub(b2+1) end local len = data:match("%$(%d+)\r\n", 1, false) if not len then return false, nil, data end local n = tonumber(len) if string.len(data) < 1 + string.len(len) + 2 + n + 2 then return false, nil, data end local resp = data:sub(1+string.len(len)+2+1, 1+string.len(len)+2+n) local remain = data:sub(1+string.len(len)+2+n+3) return true, resp, remain end redis.protocol[42] = function(data) -- '*' local a1, b1 = data:find("%*0\r\n", 1, false) if a1 and a1 == 1 then return true, {}, data:sub(b1+1) end local a2, b2 = data:find("%*%-1\r\n", 1, false) if a2 and a2 == 1 then return true, nil, data:sub(b2+1) end local a3, b3 = data:find("%*%d+\r\n", 1, false) if not a3 then return false, nil, data end local m = data:sub(a3,b3) local u = m:match("%*(%d+)\r\n") local n = tonumber(u) local bulk = {} local noerr = true local ok, resp, remain remain = data:sub(b3+1) for i=1, n do if string.len(remain) <= 0 then noerr = false break end local firstchar = string.byte(remain) ok, resp, remain = redis.protocol[firstchar](remain) if ok then bulk[i] = resp else noerr = false break end end if noerr then return true, bulk, remain else return false, nil, data end end function redis.pack(...) local param = {...} local cmd = "*" .. tostring(#param) .. "\r\n" for i, value in ipairs(param) do local s = tostring(value) cmd = cmd .. "$" .. string.len(s) .. "\r\n" .. s .. "\r\n" end return cmd end function redis.unpack(cache) assert(string.len(cache) > 0) local firstchar = string.byte(cache) local ok, resp, remain = redis.protocol[firstchar](cache) if ok then return true, resp, remain else return false, nil, cache end end local _M = setmetatable({ _VERSION = '5.34' }, { __index = function(t, k) local cmd = string.upper(k) local f = function(self, ...) assert(not self.pubsub, "unable to use this command reason: in subscribe") local req = redis.pack(cmd, ...) tcp.write(self.conn, req) while true do local msg = tcp.read(self.conn) --print("msg\n", msg) if #msg == 0 then return nil, "redis connection reset by peer" end self.cache = self.cache .. msg local ok, resp, remain = redis.unpack(self.cache) if ok then self.cache = remain return resp end end end t[k] = f return f end}) function redis.connect(opts) local self = setmetatable({}, { __index = _M }) local ip = opts.ip or opts.host local port = opts.port or 6379 local conn, addr = tcp.connect({ip=ip, port=port}) assert(conn>0) tcp.start(conn, {active=false, keepalive=true, nodelay=true}) self.topic = { } self.conn = conn self.addr = addr self.cache = "" self.pubsub = false self.active = false return self end function _M.id(self) return self.conn end function _M.opts(self, tab) if tab.active ~= nil then assert(type(tab.active) == "boolean") tcp.setopts(self.conn, {active=tab.active}) self.active = tab.active end end function _M.pack(...) return redis.pack(...) end function _M.unpack(self, msg) self.cache = self.cache .. msg local ok, resp, remain = redis.unpack(self.cache) if ok then self.cache = remain return table.unpack(resp) else return nil end end function _M.close(self) tcp.close(self.conn) self.topic = nil self.conn = nil self.addr = nil self.cache = nil self.pubsub = nil setmetatable(self, nil) end function _M.pipeline(self, ...) assert(not self.pubsub, "unable to use this command reason: in subscribe") local cmds = "" local nums = 0 for i, v in pairs({...}) do assert(type(v) == "table") cmds = cmds .. redis.pack(table.unpack(v)) nums = nums + 1 end tcp.write(self.conn, cmds) local result = { } local i = 0 while i < nums do local msg = tcp.read(self.conn) if #msg == 0 then return nil, "redis connection reset by peer" end self.cache = self.cache .. msg while true do local ok, resp, remain = redis.unpack(self.cache) if ok then self.cache = remain table.insert(result, resp) i = i + 1 end if not ok or #remain == 0 then break end end end return result end function _M.subscribe(self, topic) assert(type(topic) == "string") self.topic[topic] = true self.pubsub = false tcp.setopts(self.conn, {active=false}) local sub = "" if topic:match("([%?%*]+)") then sub = "psubscribe" else sub = "subscribe" end local meta = getmetatable(_M) local func = meta.__index({}, sub) local resp = func(self, topic) self.pubsub = true tcp.setopts(self.conn, {active=self.active}) return resp end function _M.unsubscribe(self, topic) assert(type(topic) == "string") assert(self.pubsub, "it's no in subscribe") self.pubsub = false tcp.setopts(self.conn, {active=false}) local sub = "" if topic:match("([%?%*]+)") then sub = "punsubscribe" else sub = "unsubscribe" end local meta = getmetatable(_M) local func = meta.__index({}, sub) local resp = func(self, topic) self.topic[topic] = nil if next(self.topic) then self.pubsub = true else self.pubsub = false end tcp.setopts(self.conn, {active=self.active}) return resp end return redis
---- -- Utility - Utility functions for xlsxwriter.lua. -- -- Copyright 2014-2015, John McNamara, jmcnamara@cpan.org -- require "xlsxwriter.strict" local Utility = {} local char_A = string.byte("A") local col_names = {} local named_colors = { ["black"] = "#000000", ["blue"] = "#0000FF", ["brown"] = "#800000", ["cyan"] = "#00FFFF", ["gray"] = "#808080", ["green"] = "#008000", ["lime"] = "#00FF00", ["magenta"] = "#FF00FF", ["navy"] = "#000080", ["orange"] = "#FF6600", ["pink"] = "#FF00FF", ["purple"] = "#800080", ["red"] = "#FF0000", ["silver"] = "#C0C0C0", ["white"] = "#FFFFFF", ["yellow"] = "#FFFF00", } ---- -- Convert a zero indexed column cell reference to an Excel column string. -- function Utility.col_to_name_abs(col_num, col_abs) local col_str = col_names[col_num] local col_num_orig = col_num if not col_str then col_str = "" col_num = col_num + 1 while col_num > 0 do -- Set remainder from 1 .. 26 local remainder = col_num % 26 if remainder == 0 then remainder = 26 end -- Convert the remainder to a character. local col_letter = string.char(char_A + remainder - 1) -- Accumulate the column letters, right to left. col_str = col_letter .. col_str -- Get the next order of magnitude. col_num = math.floor((col_num - 1) / 26) end col_names[col_num_orig] = col_str end if col_abs then col_str = '$' .. col_str end return col_str end ---- -- Convert a zero indexed row and column cell reference to a A1 style string. -- function Utility.rowcol_to_cell(row, col) row = math.modf(row + 1) col = math.modf(col) local col_str = Utility.col_to_name_abs(col, false) return col_str .. row end ---- -- Convert a zero indexed row and column cell reference to a A1 style string -- with Excel absolute indexing. -- function Utility.rowcol_to_cell_abs(row, col, row_abs, col_abs) row = math.modf(row + 1) col = math.modf(col) row_abs = row_abs and "$" or "" local col_str = Utility.col_to_name_abs(col, col_abs) return col_str .. row_abs .. row end ---- -- Convert a cell reference in A1 notation to a zero indexed row, column. -- function Utility.cell_to_rowcol(cell) local col_str, row = cell:match("$?(%u+)$?(%d+)") -- Convert base26 column string to number. local expn = 0 local col = 0 for i = #col_str, 1, -1 do local char = col_str:sub(i, i) col = col + (string.byte(char) - char_A + 1) * (26 ^ expn) expn = expn + 1 end -- Convert 1-index to zero-index row = math.modf(row - 1) col = math.modf(col - 1) return row, col end ---- -- Convert zero indexed row and col cell refs to a A1:B1 style range string. -- function Utility.range(first_row, first_col, last_row, last_col) local range1 = Utility.rowcol_to_cell(first_row, first_col) local range2 = Utility.rowcol_to_cell(last_row, last_col ) return range1 .. ":" .. range2 end ---- -- Convert zero indexed row and col cell refs to absolute A1:B1 range string. -- function Utility.range_abs(first_row, first_col, last_row, last_col) local range1 = Utility.rowcol_to_cell_abs(first_row, first_col, true, true) local range2 = Utility.rowcol_to_cell_abs(last_row, last_col, true, true) return range1 .. ":" .. range2 end ---- -- Generator for returning table items in sorted order. From PIL 3rd Ed. -- function Utility.sorted_pairs(sort_table, sort_function) local array = {} for n in pairs(sort_table) do array[#array + 1] = n end table.sort(array, sort_function) local i = 0 return function () i = i + 1 return array[i], sort_table[array[i]] end end ---- -- Generator for returning table keys in sorted order. -- function Utility.sorted_keys(sort_table, sort_function) local array = {} for n in pairs(sort_table) do array[#array + 1] = n end table.sort(array, sort_function) local i = 0 return function () i = i + 1 return array[i] end end ---- -- Print a non-fatal warning at the highest/calling program stack level. -- function Utility.warn(...) local level = 0 local info -- Find the last highest stack level. for i = 1, math.huge do info = debug.getinfo(i, "Sl") if not info then break end level = level + 1 end -- Print warning to stderr at the calling program stack level. info = debug.getinfo(level -1, "Sl") io.stderr:write(string.format("Warning:\n\t%s:%d: ", info.short_src, info.currentline)) io.stderr:write(string.format(...)) end ---- -- Convert a Html #RGB or named colour into an Excel ARGB formatted -- color. Used in conjunction with various xxx_color() methods. -- function Utility.excel_color(color) local rgb = color -- Convert named colours. if named_colors[color] then rgb = named_colors[color] end -- Extract the RBG part of the color. rgb = rgb:match("^#(%x%x%x%x%x%x)$") if rgb then -- Convert the RGB colour to the Excel ARGB format. return "FF" .. rgb:upper() else Utility.warn("Color '%s' is not a valid Excel color.\n", color) return "FF000000" -- Return Black as a default on error. end end ---- -- The function takes an os.time style date table and converts it to a decimal -- number representing a valid Excel date. -- -- Dates and times in Excel are represented by real numbers. The integer part of -- the number stores the number of days since the epoch and the fractional part -- stores the percentage of the day in seconds. The epoch can be either 1900 or -- 1904. -- function Utility.convert_date_time(date_time, date_1904) local year = date_time["year"] local month = date_time["month"] local day = date_time["day"] local hour = date_time["hour"] or 0 local min = date_time["min"] or 0 local sec = date_time["sec"] or 0 -- For times without dates set the default date for the epoch if not year then if not date_1904 then year = 1899; month = 12; day = 31 else year = 1904; month = 1; day = 1 end end -- Converte the Excel seconds to a fraction of the seconds in 24 hours. local seconds = (hour * 60 * 60 + min * 60 + sec) / (24 * 60 * 60) -- Special cases for Excel dates. if not date_1904 then -- Excel 1900 epoch. if year == 1899 and month == 12 and day == 31 then return seconds end if year == 1900 and month == 1 and day == 0 then return seconds end -- Excel false leapday if year == 1900 and month == 2 and day == 29 then return 60 + seconds end end -- We calculate the date by calculating the number of days since the epoch -- and adjust for the number of leap days. We calculate the number of leap -- days by normalising the year in relation to the epoch. Thus the year 2000 -- becomes 100 for 4-year and 100-year leapdays and 400 for 400-year leapdays. -- local epoch = date_1904 and 1904 or 1900 local offset = date_1904 and 4 or 0 local norm = 300 local range = year - epoch -- Set month days and check for leap year. local mdays = {31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31} local leap = 0 if year % 4 == 0 and year % 100 > 0 or year % 400 == 0 then leap = 1 mdays[2] = 29 end -- Some boundary checks if year < epoch or year > 9999 then return nil end if month < 1 or month > 12 then return nil end if day < 1 or day > mdays[month] then return nil end -- Accumulate the number of days since the epoch. local days = day -- Add days for current month for i = 1, month -1 do -- Add days for past months. days = days + mdays[i] end days = days + range * 365 -- Past year days. days = days + math.floor((range ) / 4) -- 4 yr leapdays. days = days - math.floor((range + offset ) / 100) -- 100 yr leapdays. days = days + math.floor((range + offset + norm) / 400) -- 400 yr leapdays. days = days - leap -- Already counted. -- Adjust for Excel erroneously treating 1900 as a leap year. if not date_1904 and days > 59 then days = days + 1 end return days + seconds end ---- -- The function takes a date and time in ISO8601 "yyyy-mm-ddThh:mm:ss.ss" format -- and converts it to a decimal number representing a valid Excel date. -- -- See convert_date_time() funciton above. -- function Utility.convert_date_string(date_str, date_1904) local date_time = {} -- Check for invalid date char. if string.match(date_str, "[^0-9T:%-%.Z]") then return nil end -- Strip trailing Z in ISO8601 date. date_str = date_str:gsub("Z", "") -- Get the date and time parts of the date string. local date = "" local time = "" if string.match(date_str, "T") then date, time = string.match(date_str, "(.*)T(.*)") elseif string.match(date_str, "^%d%d%d%d%-%d%d%-%d%d$") then date = date_str elseif string.match(date_str, "^%d%d:%d%d:%d%d") then time = date_str else return nil end if time ~= '' then -- Match times like hh:mm:ss.sss. local hour, min, sec = string.match(time, "^(%d%d):(%d%d):(.*)$") date_time["hour"] = tonumber(hour) date_time["min"] = tonumber(min) date_time["sec"] = tonumber(sec) end if date ~= '' then -- Match date as yyyy-mm-dd. local year, month, day = string.match(date, "^(%d%d%d%d)-(%d%d)-(%d%d)$") date_time["year"] = tonumber(year) date_time["month"] = tonumber(month) date_time["day"] = tonumber(day) end return Utility.convert_date_time(date_time, date_1904) end return Utility
--[[ Write a function reduce(max, init, f) that calls a function f() over the integers from 1 to max like so: function add(previous, next) return previous + next end reduce(5, 0, add) -- add the numbers from 1 to 5 -- We want reduce() to call add() 5 times with each intermediate -- result, and return the final value of 15: -- add( 0, 1) --> returns 1; feed this into the next call add( 1, 2) --> returns 3 add( 3, 3) --> returns 6 add( 6, 2) --> returns 10 add(10, 2) --> returns 15 ]] local function reduce(max, value, f) for i = 1, max do value = f(value, i) end return value end local function add(previous, next) return previous + next end print(reduce(5, 0, add)) --[[ Implement factorial() in terms of reduce(). ]] local function factorial(n) return reduce(n, 1, function(acc, i) return acc * i end) end print(factorial(5))
function onInit() Debug.console("manager_character: onInit") Core.classRegister('character..[^.]+', objectCast) Core.dragInfoRegister('character..[^.]+', dragInfoGet) Core.windowRegister('editor', 'character..[^.]+', 'character_sheet') end function dragInfoGet(db_ref, button, x, y, drag_info) --Debug.console('elementDrag', button, x, y, drag_info) name = DB.getValue(db_ref .. '.name') drag_info.setShortcutData(Core.windowFind('editor', db_ref), db_ref) drag_info.setDescription('Character: ' .. name) drag_info.setType('shortcut') return true end function objectCast(db_node, cast_to) if Combat.k_interface_combat_actor then return { db_node = db_node, nameGet = nameGet, initiativeGet = initiativeGet, initiativeUsedGet = initiativeUsedGet, initiativeUsedSet = initiativeUsedSet, staminaGet = staminaGet, staminaUsedGet = staminaUsedGet, staminaUsedSet = staminaUsedSet, } end end --k_interface_combat_actor = 'CombatActor' -- :nameGet() function nameGet(self) return DB.getValue(self.db_node,'name') end -- :initiativeGet() function initiativeGet(self) return 2 end -- :initiativeUsedGet() function initiativeUsedGet(self) used = DB.getValue(self.db_node,'initiative_used') if used then return used else return 0 end end -- :initiativeUsedSet() function initiativeUsedSet(self, v) return DB.setValue(self.db_node, 'initiative_used', 'number', v) end -- :staminaGet() function staminaGet(self) return DB.getValue(self.db_node,'stamina') end -- :staminaUsedGet() function staminaUsedGet(self) used = DB.getValue(self.db_node,'stamina_used') if used then return used else return 0 end end -- :staminaUsedSet() function staminaUsedSet(self, v) return DB.setValue(self.db_node, 'stamina_used', 'number', v) end
--- A module demonstrating deprecated terms. -- @module deprecation -- @deprecated Don't use this return { a = 1, --- @deprecated b = 2, --- @deprecated Please don't use this! }
local get_hex = require("cokeline.utils").get_hex local is_picking_focus = require("cokeline.mappings").is_picking_focus local is_picking_close = require("cokeline.mappings").is_picking_close local buffer_ignore_types = { "terminal", "quickfix" } local colors = require("themer.modules.core.api").get_cp(SCHEME) local active_fg = colors.blue local active_bg = get_hex("Normal", "bg") local inactive_fg = get_hex("DevIconSh", "fg") local inactive_bg = get_hex("TabLineFill", "bg") local modified_fg = colors.red local switch_fg = colors.green --- Create a padding component --- @param n string amount of padding (default 1) --- @return table component local function padding(n) return { text = string.rep(" ", n or 1) } end -- Poor man's superscript converter local function superscript(n) local superscripts = { "¹", "²", "³", "⁴", "⁵", "⁶", "⁷", "⁸", "⁹", "⁰" } return superscripts[(n % 10)] end require("cokeline").setup({ show_if_buffers_are_at_least = 1, buffers = { filter_visible = function(buffer) return not vim.tbl_contains(buffer_ignore_types, buffer.type) end, new_buffers_position = "next", }, mappings = { cycle_prev_next = true, }, rendering = { max_buffer_width = 24, }, sidebar = { filetype = "neo-tree", components = { { text = "  Neo-Tree", hl = { fg = active_fg, bg = active_bg, style = "bold", }, }, }, }, default_hl = { fg = function(buffer) return buffer.is_focused and active_fg or inactive_fg end, bg = function(buffer) return buffer.is_focused and active_bg or inactive_bg end, style = function(buffer) return buffer.is_focused and "bold" or nil end, }, components = { padding(2), { text = function(buffer) return buffer.unique_prefix end, }, { text = function(buffer) return buffer.filename end, truncation = { priority = 10, direcion = "left", }, }, padding(), { text = function(buffer) return (is_picking_focus() or is_picking_close()) and (buffer.pick_letter .. ":") or (superscript( buffer.index )) end, fg = function() return is_picking_close() and modified_fg or (is_picking_focus() and switch_fg or nil) end, }, padding(), { text = function(buffer) return buffer.is_modified and "" or "" end, delete_buffer_on_left_click = true, fg = function(buffer) return buffer.is_modified and modified_fg or nil end, }, padding(2), }, }) local map = vim.keymap.set local opts = { silent = true } map("n", "<Tab>", "<Plug>(cokeline-focus-next)", opts) map("n", "<S-Tab>", "<Plug>(cokeline-focus-prev)", opts) map("n", "<M-Left>", "<Plug>(cokeline-switch-prev)", opts) map("n", "<M-Right>", "<Plug>(cokeline-switch-next)", opts) map("n", "<Leader>bf", "<Plug>(cokeline-pick-focus)", opts) map("n", "<Leader>bc", "<Plug>(cokeline-pick-close)", opts)
-- // Variables local PromiseLibary = { Name = "Promise" } local PromiseObject = { Name = "Promise" } PromiseObject.__index = PromiseObject PromiseLibary.Rejected = newproxy() PromiseLibary.Resolved = newproxy() -- // Promise Methods function PromiseObject:GetResult() return (self.HasResult and table.unpack(self.Result)) or self.Result end function PromiseObject:Finally(Method) if self.Status and self.Status == PromiseLibary.Resolved then task.spawn(Method, self:GetResult()) end self.Internal.Finally = Method return self end function PromiseObject:Catch(Method) if self.Status and self.Status == PromiseLibary.Rejected then task.spawn(Method, self, self:GetResult()) end self.Internal.Catch = Method return self end function PromiseObject:Then(Method) if self.Status and self.Status == PromiseLibary.Resolved then task.spawn(Method, self:GetResult()) end self.Internal.Then[#self.Internal.Then + 1] = Method return self end function PromiseObject:Retry() self.Status = nil self.Internal.Thread = coroutine.create(self.Internal.Routine) self.Success, self.Internal.Result = coroutine.resume(self.Internal.Thread, self, table.unpack(self.Internal.Args)) if not self.HasResult then PromiseLibary.Result = self.Internal.Result self.Internal.Result = nil end if not self.Success then error(("Promise Thread Failed: %s\n%s"):format(debug.info(self.Internal.__, "n"), debug.info(self.Internal.Thread)), math.huge) end end function PromiseObject:Cancel() self.Cancelled = true end function PromiseObject:Await() if self.Status then return self.Status == PromiseLibary.Resolved, self:GetResult() else self.Internal.Await[#self.Internal.Await + 1] = coroutine.running() return coroutine.yield() end end function PromiseObject:AwaitSuccess() if self.Status == PromiseLibary.Resolved then return self:GetResult() else self.Internal.Await[#self.Internal.Await + 1] = coroutine.running() local Success, Result = coroutine.yield() if Success then return Result else task.wait(.5) return self:AwaitSuccess() end end end function PromiseObject:Resolve(...) if self.Status then return end self.Status = PromiseLibary.Resolved if select("#", ...) > 0 then self.HasResult = true self.Result = { ... } end for _, Method in ipairs(self.Internal.Then) do task.spawn(Method, ...) if self.Cancelled then self.Cancelled = nil break end end for _, Routine in ipairs(self.Internal.Await) do local Success, Result = coroutine.resume(Routine, true, ...) if not Success then return error(Result, math.huge) end end if self.Internal.Finally then task.spawn(self.Internal.Finally, ...) end self.Internal.Await = { } end function PromiseObject:Reject(...) if self.Status then return end self.Status = PromiseLibary.Rejected if select("#", ...) > 0 then self.HasResult = true self.Result = { ... } end for _, Routine in ipairs(self.Internal.Await) do local Success, Result = coroutine.resume(Routine, false, ...) if not Success then return error(Result, math.huge) end end self.Internal.Await = { } if self.Internal.Catch then task.spawn(self.Internal.Catch, self, ...) else warn(("Unhandled Promise Rejection: %s\n%s"):format(self:GetResult() or "???", debug.traceback(self.Internal.Thread))) end end -- // Libary Methods function PromiseLibary.new(Routine, ...) local PromiseObject = setmetatable({ }, PromiseObject) PromiseObject.Internal = { Thread = coroutine.create(Routine); Routine = Routine; Await = { }; Then = { }; Args = { ... } } PromiseObject.Success, PromiseObject.Internal.Result = coroutine.resume(PromiseObject.Internal.Thread, PromiseObject, ...) if not PromiseObject.Success then error(("Promise Thread Failed: %s"):format(PromiseObject.Internal.Result), math.huge) end if not PromiseObject.HasResult then PromiseLibary.Result = PromiseObject.Internal.Result PromiseObject.Internal.Result = nil end return PromiseLibary.Infinity.Proxy:FromTable(PromiseObject) end function PromiseLibary:Wrap(Method, ...) return self.new(function(Promise, ...) local Results = table.pack(pcall(Method, ...)) local Success = table.remove(Results, 1) return Success and Promise:Resolve(table.unpack(Results)) or Promise:Reject(table.unpack(Results)) end, ...) end function PromiseLibary:IsPromise(Object) return getmetatable(Object) == PromiseObject end function PromiseLibary:UntilSettled(Objects) for _, Value in ipairs(Objects) do Value:Await() end end function PromiseLibary:Any(Objects) while true do for _, Promise in ipairs(Objects) do if Promise.Status then return Promise end end task.wait() end end function PromiseLibary:Race(Objects) while true do for _, Promise in ipairs(Objects) do if Promise.Status == PromiseLibary.Resolved then return Promise end end task.wait() end end -- // Initialization return function(Infinity) PromiseLibary.Infinity = Infinity return PromiseLibary end
--[[ Variables ]] Races = {} PendingRaces = {} ActiveRaces = {} FinishedRaces = {} --[[ Functions ]] function formatRace(race) local id = tostring(race.id) local checkpoints = race.checkpoints if type(checkpoints) == "string" then checkpoints = json.decode(checkpoints) end local index = 0 local start = {} if race.type == "Lap" then index = #checkpoints start = checkpoints[index] else index = 1 start = checkpoints[index] end Races[id] = { id = id, name = race.name, creator = race.creator, distance = race.distance, type = race.type, thumbnail = race.thumbnail, start = start, checkpoints = checkpoints, fastest_time = race.fastest_time, fastest_name = race.fastest_name, races = race.races, } end --[[ RPCs ]] RPC.register("caue-racing:getAllRaces", function(src) local allRaces = { races = Races, pendingRaces = PendingRaces, activeRaces = ActiveRaces, finishedRaces = FinishedRaces, } return allRaces end) --[[ Threads ]] Citizen.CreateThread(function() local races = MySQL.query.await([[ SELECT * FROM racing_races ]]) for i, v in ipairs(races) do formatRace(v) end end)
package.path='../src/?.lua;'.. package.path local l=require "lib" math.randomseed(1) assert(20 == l.any({10,20,30}),"any") assert("cc" == l.split("aa, bb,cc")[3],"split") local x={1,{3,{4,5}}} local y=l.copy(x) x[2][2][2]=10 assert(10 ~= y[2][2][2],"copy") for k,v in l.order({cc=1,bb=2,aa=3}) do assert("aa"==k,"sort keys") break end l.rogues()
return { id = "WorldG012", events = { { alpha = 0, code = { "playStory1" }, stories = { "WG005B" } } } }
_5OQEm1BlOJgJlXtl, Protected_by_MoonSecV2, Discord = 'discord.gg/gQEH2uZxUk' ,nil,nil;(function() _msec=(function(_,__,_l)local _ll__l=__["ڪڝ؃ټټآټئقؠآ؃حنس"];local __l__l=_l[_[(1380-0x2c8)]][_["ڝڪزئټضجددآ"]];local ____l=(129-0x7d)/((2163/(228+(-0x6a+-19)))+-#'Jeff Bezos approved')local _ll_l=((0xa0-(17248/0x9a))-46)-(0x63+-98)local ___lll=_l[_[(-#"im a nigger"+((30438/0x59)-184))]][_["د؃زض؃ز؃ؠټحؠؠحڪقټئ"]];local _lll_=((-#"Jeff Bezos approved"+(0x1722/(147-(-0x11+117))))+-106)+(-0x2e+48)local _llll=_l[_[(-#[[give access to functions for boosters]]+(91020/0x94))]][_["ڝجټضټئؠنټس"]]local _ll=(99+-0x61)-(0x56-(13600/((0x1d5-263)+-#[[This is my kingdom cum, this is my kingdom cum]])))local _l_ll=(8+-#{(function()return{','}end)();(function()return{','}end)(),14,(function()return('B1ACHi'):find("\65")end)();(function()return{','}end)();kernel32dII,kernel32dII})local ____=((0x1f74/(((50552+-0x2f)/91)-311))+-#[[heres a hint: repeat until nil]])local _l__l=(((-#[[i know what sex is, but i wont tell you]]+((476+-#{1;'}',nil;(function()return('RiMI88'):find("\10")end)()})-0xfd))-0x73)+-64)local __lll=(-#{(function()return('A1oM0N'):find("\111")end)();(function()return{','}end)();(function()return('A1oM0N'):find("\111")end)();{};kernel32dII}+7)local _ll_=(-#"deobfuscation in progress"+(((((0x6544918/68)+-#"int 21h on top")/0xe7)-0xd48)/120))local __ll=(((-#{(function()return{','}end)(),1,nil,(function(_)return _ end)(),nil;(function()return('oOBIAM'):find("\15")end)()}+114)+-99)+-#'child porn')local __l_=(-0x24+(115-(((18669-0x24b5)+-#'perth vs memcorrupt boxing match')/120)))local _l__=(-0x59+((42063-(-23+0x5249))/0xe7))local ___ll=((138+-#{'}';(function()return('Ei1IER'):find("\49")end)(),(function()return('O8iMBE'):find("\12")end)(),(function(_)return _ end)()})/0x44)local _l_l=(5+-#{85,(function()return('0oo81A'):find("\111")end)(),4;nil,nil;kernel32dII})local _lll=((0x48-(0xee-(-#'Perths Scripting Shit'+(((0x47e0-9262)+-#"heres a hint: repeat until nil")/46))))+-#"Fake news")local __l_l=(4+-#{(function()return{','}end)();'nil',kernel32dII;kernel32dII})local _l_l_=(-#{126,126;126;{};kernel32dII}+8)local __ll_=(-#"PSU Deobfuscation Speedrun AnyPrecent WR"+((-#{76,(function()return{','}end)(),(function(_)return _ end)();(function(_)return _ end)()}+9330)/212))local ___l_=(-#[[deobfuscation in progress]]+((((-89+(-36+0x26c))-0x121)+-#[[federal is an asshole]])-0x9c))local __l__=((0x6158/(-#'How did adam and eve populate?'+((-#{'}','}';kernel32dII;kernel32dII}+19554)/0x5e)))/35)local _ll__=((74+-#{(function()return('ROCI0M'):find("\67")end)(),(function()return{','}end)();(function()return{','}end)();'nil';(function(_)return _ end)(),(function()return('0RBRBi'):find("\3")end)();(function(_)return _ end)()})-66)local _l___=(0x1e-(0x1296/((0x23e-((0x5980/64)+-#'while true do end'))+-#"im giving 50k to the one who solves this challenge")))local _lll_l=_[(2831-0x5b8)];local _l_l_l=_l[_[(0x102+-111)]][_["زڪحزټئحؠحدؠض"]];local ___l_l=_l[(function(_)return type(_):sub(1,1)..'\101\116'end)('ڝجقټؠنضد')..'\109\101'..('\116\97'or'ضټقزضقټض').._[(78608/0x88)]];local __l_ll=_l[_[(-#[[real]]+(0x4ad-(1350-0x2df)))]][_["ڪئسسنآسڪټجقئدئ"]];local __llll=((-0x6f+120)+-#[[im gay?]])-((((-0x640ac/134)+-#'Wocky Slush')/0x63)+0x21)local _lllll=(0x1c+(-17+(63-0x48)))-((107-0x59)+-#[[bite this onions]])local ____ll=_l[_[(19551/0x85)]][_["آئئحڝڪؠسآنؠڪكز؃ټآ؃ئ"]];local __l=function(_l,_)return _l.._ end local _l_lll=(-#"sussy fortnite balls"+(4704/0xc4))*(102-(-#[[Yeah this is getting cringe-]]+((-#[[im giving 50k to the one who solves this challenge]]+(0x3a6-(-48+0x22d)))-249)))local __ll_l=_l[_["ڪنززڪڝزئضسؠق"]];local ___=(-#'certified hood classif'+(-76+0x64))*(2048/(0x92-(17160/0x84)))local _ll_ll=(1146+-0x7a)*((-0x5c+((0x17f-(0xce80/236))+-#"free moonsec anywhere you go!"))+-#"did you solve the lua challenge yet?")local _l___l=(0x28a0/(0x1e3-(-#[[happy birdday wally]]+(641-0x153))))local _____=(-24+((120-((0x4fc/11)+-#'One day ill make the onions cry'))+-#[[deez nuts]]))*(0x65-99)local ___l=_l[_["ؠڝدجحققڪحنڪ"]]or _l[_[(-0x16+600)]][_["ؠڝدجحققڪحنڪ"]];local _l_=(((-#"stOP READING MY CODE!"+(0x1f-62))+-0x9)+317)local _=_l[_["؃ك؃ڪضئڪجنحقنټحق"]];local _l__ll=(function(_l_)local ___,__=2,0x10 local _l={j={},v={}}local __l=-_ll local _=__+_ll_l while true do _l[_l_:sub(_,(function()_=___+_ return _-_ll_l end)())]=(function()__l=__l+_ll return __l end)()if __l==(_l_lll-_ll)then __l=""__=__llll break end end local __l=#_l_ while _<__l+_ll_l do _l.v[__]=_l_:sub(_,(function()_=___+_ return _-_ll_l end)())__=__+_ll if __%____l==__llll then __=_lllll __l_ll(_l.j,(____ll((_l[_l.v[_lllll]]*_l_lll)+_l[_l.v[_ll]])))end end return _llll(_l.j)end)("..:::MoonSec::..؃دحجئضسزقكنؠآټڪڝټضزټڝكقؠدټنڝئحټجسضڝزقكدؠنټجڝټدزكڝضقزدكق؃ئضآڝسدڝجڝضقڪڪنقآئدؠقجسڪسقدؠ؃جكآؠضټجحڪكزئدزكقحآآڝضحڝدضننټجضآزضكجحڪحقجڝئكقجزآټضحټڪزحكضجدآجضضڪززكقؠټڪسڝؠكضقڪضزز؃كڪڪززڪقضزآدحز؃ټككحؠؠټن؃جننؠج؃نزججڪدضجټڝزد؃ج؃زض؃زڝؠكدڪزضئنكڝحضؠزئكحئټؠزض؃؃قڪدنكنجڪټټزجڝئكجڝنئضټزسكڝؠقټدڝڪققجننسټڝكقؠدټؠحڪكڝضس؃ؠټئجآټؠججڝټدسجآ؃آسنكڪڪد؃قؠڝ؃ڝققضدزنكقڪحئنحدڪكض؃ټنآجكآؠضټئحآآجڪنڪدكآدسدڪټزڝدد؃قزجز؃ؠزڝؠجق؃ضندججآضضزڪكزؠئڝټڝزنآڪضضڪززكضح؃حنج؃ئؠؠئڪڪجسټ؃ټكححټكقڪجزض؃زككحؠؠټقئحدؠآ؃ؠكزحكؠؠؠسئڝټحسآ؃زكنؠدضجټټسڝ؃دڪجكئحنؠحئڝټسسڪڝڝقڝؠآئزټكسؠئټڝؠقححآننئكټآنټكؠدڝؠدئجدؠټ؃سزڪڝسجدقؠجئسټكجنڝدقئدكنجڝزسزڝضقزدكدحكڪجآآسحآقضدزنكئټدټضڝڝدقجحزنزجكآؠسڝڪڝقددئنضئټآكضؠڪټكڝددنججسآزضنڪؠق؃؃ڝؠجججآضضنڪكقڝ؃ټكڝجدآجضضڪززن؃ؠن؃حڝآجضج؃ضزز؃ككآحټآ؃ضدڝجزض؃زككحؠؠڪئڝڪجزج؃ضكزحكؠؠئټټڝزد؃جكضحكؠكئڝټټسڝ؃دكجضؠؠزئنټؠقټئدكدحقؠضئؠټكسټڝټكضنؠؠجئنټزكڝڝؠقڪدڝؠدئجټككجڝكقؠدټڪضئدټئسضدزآؠدؠؠحجڝټضسجڝزقزجكحنجټټئسدڝققضحآنكئټآټضڝڝققجدسنزجكآؠسڝڪڝقددؠنضجآآكضؠڪټكدددنججڪآزسئڪؠزټ؃ڝؠجججآضسدڪكقن؃ټكڝجدآجضضڪزق؃؃ؠنزحڝآجضجڪضزز؃كن؃حټآسضدڪضزض؃ټككحؠآحئڝدززج؃سكزحكؠؠضد؃ؠزد؃جكضضټؠكئآټټقڝئجكجحنؠزئټټؠسڝڝڝؠدئسؠضئآټكز؃ڝټنئحدآضئضټزز؃ڝؠقڪدڝؠدئجڪزسزڝككجدټؠآئدټجسض؃كقكدؠؠسجڝټڝسجڝضقزحؠنؠجټټكسدڝزقضدزنكجؠآټضڝڝققجدڝنزجؠآؠضټڪڝقددقنضجڪآكضټڪټكڝددنججنآزضڪڪؠك؃؃ڝنزججآضضآڪككټ؃ټن؃جدآجضضڪؠنض؃ؠكټحڝڪجضجڪسزز؃ټآزحټؠڝضد؃سزض؃قككحڝڪكئڝڪدزججؠكزحنؠؠئټجدزد؃قكضحزؠكئؠټټقڝ؃جكجحنؠزئڪټؠزضڝڝنجحجؠضئڪټكسآڝټقڝحدآضئضټززدڝؠكجدڝؠدئجڪزسزڝككئدټؠكئدټجسض؃كقكدؠؠزجڝڪحسجڝضقزدكنؠجټټسسدڝټقضدكنكجؠآټضڝڝكقجدټنزجكآؠزټڪڝقددآنضجؠآكضټڪټكڝددنججڪآزسحڪؠكح؃ڝؠجججآضسحڪكزآ؃ټكڝجدټضضضڪزقض؃ؠنكحڝآدضجڝززز؃كنقحټآسضدڪجزضدكككحؠآؠئڝڪنزج؃ضكزحكؠؠئټڪنزدددكضحكؠكئؠټټسڝ؃نكجج؃ؠزئؠټؠقټڝڝكدحآؠضض؃ټكزڪڝټقڝحدؠجئڝټززجڝؠقټدڝؠدئجټضسآڝككضدټؠ؃ئدټكټكڝزقكدؠؠسجڝټحسجڝزقزدټټزجټآڝسدڝآقضدقنكجؠڪآضڝڝدقجدسنزجكآؠسدڪڝقددججحجزآكضؠڪټزڝددآجزضجدضكڪؠزټ؃ڝندججؠضكسكؠقق؃ټكڝجددضؠنضضټټز؃؃ڝقحجضؠقضضڪزسڪڝڝضجآسضدڪجزضئن؃قككحؠؠئئئڪزددكزحكؠؠضڝڝ؃زد؃جكضحكؠكئؠټټقددحكجحسؠزئنټؠسټڝڝنججئؠضئكټكسټڝټقڝحدؠزكڪټزسكڝؠكقدڝؠحئجټضؠكڝكقڝدټنڝئدټجسضدزآؠدؠؠدجڝټضسجڝققزجكآضجټټجسدڝزقضدؠنكئدحؠضڝڝزقجدضنزجنآؠضڪڪڝقدكجنضجزآكضآڪټزڝددنجزنآزضټڪؠقج؃ڝنحججآكضڪڪكزؠ؃ټنججدآئضضڪزكق؃ؠكټحڝآحضجڪضزز؃ككؠحټؠڝضدڪټزض؃زككزئآزئڝڪدزجئآڝآكټ؃ڪؠحضدڪزسآڝققآؠدئڝټټسڝ؃د؃؃قسحؠؠدقټزڪڝڝكدحج؃زنآئكټزسسڝحقححزننجؠؠآسڝڝآكددحننجنجآڝڝقؠدټنڝؠججئټجضؠڝققققحض؃ټدسجڝضټنزنحئقنجئټئسسڪسزڪ؃ڪقټجحټ؃سسڪقققدؠڪؠآڝضټڪڝقدزن؃سنئحڪ؃ټڝززڝددنجزؠج؃آؠض؃ټ؃زئدجنكحنآكؠڪكس؃ټكڝجد؃زؠنئټټنق؃؃كنج؃ئؠؠئسڪؠضآدئن؃ججؠسض؃ؠقسڝڝنكڝ؃حآضئسڪدزك؃نكضآجئټټڝزدزز؃ئكنحټؠټئسټټسققؠحقؠزئكټؠنڪسؠڝټجسؠضئزټكزټجزقڝحدؠجئؠټزسكڝؠنټدڝؠدئجټضسزڝكقآدټآدئدټجسزڝزقآدؠنټجڝټدسجڝضقزدكنټجټټدسددجقضدزنكجؠآټضڝڝكقججضنزجكآؠضټڪڝقددقنضضزآكضؠڪټزڝددنججآآزسؠڪؠزټددندجآآضضزڪكزؠ؃ټكڝجئآجضضڪززك؃ؠنڝحڝآدضزڪضزك؃ككؠحټټڝضدڪجزك؃زكټحؠآدئڝڪدزج؃ضكآحكؠؠئټټڝزد؃جكضحزؠڪئؠڪحسڝ؃دكجحضؠزئكټڝسټ؃دكدحضؠضئزټكسؠ؃؃قڝحئؠجئكټزسكڝؠقټحدؠدئضټضسكڝككټدټنڝئئټجسڝڝزقكدؠنټجڝټدسجڝضقندكنآجټآڝسدڝجقضدزننجؠآټضڝڝدقجدضنزجكټؠضټڪڝقددسؠدجزآكضؠجسڪټقزدحن؃حآنآض؃ڪڝقض؃سنضآقضټڪكزؠ؃ټسححڝدڝئزڝكڪضضحكټحڝآدضجڪضؠزضؠټؠج؃آقضدڪجزضضڪ؃قكټحقآحضدټئسقڝآڝڪآجئټټڝزدئئآنئجكآڪڪسسټڪئزئضحكؠزئكټؠټئس؃ڝڪقققنضدټكسؠڝټټسقسحزكقجآټؠزدڝسقحدسټحټؠسزڝكقؠكضقټحددئټئآسقآحدنټجڝټدآآسضڪققحدټؠ؃دقسكڝجقضدزدكؠح؃ڪؠ؃سضټآضن؃نآقټدضټڪڝقدسئآن؃زضقكؠڝجآسددنججضآزضكسؠآحئڝج؃جؠآضضزڪكآؠزآدحكنجزؠڪضسڪزڪ؃ن؃حڝآدضجحڪڪنئنآدجؠؠڝضدڪجؠآسآ؃ټسڝححآحئئټقزجڝؠقنحكآدضحټټ؃زكضحزؠكؠكضحټؠسټؠضحضؠزئكڪټؠټڝڝكدحجؠڪئزټكسؠ؃ڝقڝحدؠئئضټټسكڝؠقټجڝؠدئجټسسزڝنقؠحئنڝضجټجسضڝنقكدڝنټجڝټدسجڝضقزدننؠئ؃آڝسجڝجنضدزنكجآآټس؃ڝدكحدضنزجكآؠضڪڪڝقجدجنضجزآكضؠڪټزڝددنججضآكضكڪڝزټ؃ڝندججڪئضزڪنزؠحټؠكجدآقضضڪؠزكدككټئدڝئضجڪآززدجكؠحټؠڝسجڪجزض؃ڝككج؃ؠټئڝڪدقض؃ضكزجحؠؠضضټڝزد؃جنزحزؠكضضټټزؠ؃دكجحضؠزئكټؠزئڝڝكؠحجؠزئزټكسؠڝټكئحدؠنئضټكسك؃دقټدڝؠسئجڪقسزڝنقؠدټنڝئضڝڝسضڝزقكحڪنټئ؃ټدسزحدقزدكنؠضدآڝسحڝجقكئجنكجؠآټزڪڝدقئدضنزقؠآؠسحڪڝقددجنضجزڪكزآڪټقئددنقجضآقضكڝټزټ؃ڝنقججآڝضزڪكزؠدڝكڝجدآؠضضڝحزك؃ؠكټئدآدضجڪڪزز؃ؠكؠحټؠڝسجڪجزضددككحڪؠټئڝڪدزج؃ضكزج؃ؠؠضزټڝزج؃جكضحزؠكضجټټزز؃دكجحضټزئكټؠزسڝڝكضحجآحئزڪؠسؠڝټككحدآجئضټزسكڝؠقټدڝؠسئجټڝسزڝنقؠحجحجئدټجسض؃؃قكدآنټئدټدسزحدقزدكنؠئسآڝسحڝجقضجسنكجؠآټس؃ڝدقجدضنزجكآؠضټڪڝكزدجنضجزدحسدڪټزڝددؠؠؠجكآ؃نآقنټآدنسججآضضزجآنڪ؃قس؃ؠجؠؠضآڪززك؃ؠڪټكؠححآآئنڪكزآحنجكؠڝضدڪجؠڪزض؃ڝكنحقؠئجئټقزز؃ټقڪحټئضڪضزد؃جكضټك؃كضضڪئئآددقؠحنؠزئكټؠآ؃ضؠټڪضڝټؠقڪټكسؠڝټقڝحدؠجززدزجڪ؃دقټدڝؠدنآئضآقسحڝټك؃دكئدټجسضڝزقكټؠ؃دزڝدقسجڝضقزدكنؠؠټدآندقحك؃دزنكجؠدئآئسضآسزټد؃نضحڝآڝضئڪڝزټنضجزآكضؠڪټزڝسئڪجحټآڝضكڪؠزټضڝد؃نسحڪآؠضحڪنزؠكزجكآجضضڪزڪكقحټڪق؃جضنآحنټنټڪكڝحټؠڝضدئنټسزئڝڪضدآجئڝڪدزجضددكنسقڝحسټسټټ؃ككضحزؠكض؃كحقحڪح؃ڪضزنڝضزټؠسټڝڝټزقآحجنؠدڝټئسڝ؃حكضڝسنټئ؃ټضضڝټسحقؠدئجټضننسدڪآقڝد؃نئئزآنسكټححضنټجڝټدننضنڝؠسآد؃نڝئضآنضسڪن؃ڝنڪجؠآټضڝئئكڪڪ؃ح؃ضؠآجسجڪڝقددجڝسضككجڪدحدزسئؠنججضآزسؠجؠزټ؃ڝندجؠآضضزڪكقټ؃ټكڝجحآجسئڪززك؃ؠؠټحڝآدضئڪضزق؃كنڝحټټدضدڪجزق؃زكآحؠؠټئڝڪدزج؃ضكقحكؠڪئټڪدزدحجكضحزؠنئؠټڪسڝ؃آكجحضؠزئكټآسټ؃دكدحجؠضئزټكسؠڝټقڝحدؠجئزټزسټڝؠقټدڝؠدزنټضسقڝكنؠضڝنڝئسټجسكڝزكآدؠؠجآسټدسقڝضكئدكنآجټټ؃سدڝزؠددزنكجؠټنضڝڝحقجدكټججكآؠضټحسقددئنضضز؃ؠضؠڝحزڝدضنجئقآززكدجزټدئندجقآضسكڪكقټ؃ټكڝجقآجسجڪززك؃ؠنڝحڝآدضؠڪضزك؃ككؠحټټدضدڪجزڪ؃زنكحؠؠټئڝڝجزج؃ضندحكآضئټټڝزد؃جكضحزآ؃ئؠڪزسڝ؃جكجحضؠزئكڪ؃سټ؃سكدحضؠضئټټكسؠ؃حقڝجكؠجئسټزسنڝؠكدئؠؠدئجټضزڝڝكقآدټؠجسټټجسضڝزآ؃دؠنڪجڝڝدنضڝضقآدكنڝجټڪحسددجنزدزنڪجؠټحضڝ؃جقجحزنزجكټحضټڝټقددجنضئكآكضؠڝضزڝدزنججضآزسؠڪؠزټدقندجقآضضزڪكقټ؃ټكڝجؠآجضآڪززك؃ؠكټحڝآدضنڪضقد؃ككټحټؠڝضدڪجزن؃زن؃حؠؠڝئڝ؃دزج؃ضكآحكآ؃ئټڪآزد؃ككضحزؠڪئؠ؃دسڝ؃حكجحسؠزئټ؃زسټڝڝكدئزؠضئقټكسڝحكقڝحدؠجزآټزسنڝؠقټزدؠدئقټضسزڝكقؠدټآڝئجټجسنڝزقڪدؠؠدجڝڪجسجڝضقڪدكؠكجټآڝسد؃ضقضدزؠدجؠڪجضڝڝدقجحزنزجكټئضټ؃؃قددجنضئكآكضؠڝززڝدټنججضآزضكڪؠزټدسندجټآضضكڪكزؠ؃ټكڝجكآجضټڪززك؃ؠؠټحڝآدضآڪضزؠ؃كنڪحټټڝضدڪجزڪ؃زنححؠآڝئڝڝجزج؃ضنححكآكئټټڝزددضكضحزآضئؠڝحسڝ؃دكججزؠزئكڪقسټ؃؃كدحجؠضضكټكسؠ؃ؠقڝحنؠجئضټزسكڝؠقټحنؠدضدټضسكڝكقؠدټنڝئنټجز؃ڝزقؠدؠآټجڝټدسآڝضك؃دكؠقجټآڝسدڝجقڝدزؠججؠآټضڝڝدقجدضنآجكټضضټڝ؃قددكدكجزآكضؠڝسزڝدحنججزآزضټدززټ؃ڝندجآآضضقڪكزؠحآكڝجدآجضسڪززك؃ؠكټحڝآدضجڪضزز؃ككؠحټآحضدڪجزض؃زڪؠحؠؠټئڝڪدزج؃ضكزحكحآئټټڝزد؃ئكضحقؠكئؠڝآسڝ؃دكجحسؠزئكټؠسټڝڝكدحجؠضئقټكسؠڝټدڪحكؠجئضټزؠټسنڝئقسدټنقحنؠ؃ڝټقؠدټنڝئدحضسضڝزقكدؠنټجڝټدقج؃ڝقزدكنؠجټآڝسحڝجقضسئنكجؠآټسدڝدقئدضنزضقآؠضټڪڝقحدجنضجزآكضؠڪټزڝددنججضآزضكڪڪزټ؃ڝندججدزضزڪكزؠ؃ټكڝجدآجضضضقزك؃ؠكټج؃آدضئڪضززحقكؠحټؠڝضحڪجزض؃زككحؠؠټئڝڪدقڝ؃ضكزحكؠجضضټڝزد؃ج؃ضكڪڝنكآضدآقئسڝسسڪؠټئكټؠسټ؃ڝټسكڝڪسدجڪحسڪ؃؃قڝحدؠجنټئ؃ټټئئكجدڝؠدئجئنټضسكڪآق؃دننؠټجسضڝزقكدؠحټقجدددضڝكقزدكنؠننج؃ټضضؠزټدؠنكجؠآټآسضحڝ؃زنڪڪجكآؠضټڪڝقددجنضززآ؃؃ټحكزڝددنجزسحڪكڝسجڪدضڝڝكزټج؃ؠآضڪټئسزدسقندآنڝض؃ټآضكڪآزحد؃كڝئئؠكضټڪدزجدئكڝحسآكض؃ڪقزكجحكآئكټئئټ؃ضكن؃ؠآدضجټقض؃؃دزححڝكححجټزئس؃كسكححقنجئؠئڝڝكدحجؠضئزټكزڝجټڝكحدؠجئضټزسكڝؠنضضڝنكئټټضسزڝكټحقححجكئجقټزسټڝحزڪدحدح؃كسجڝضنزسټ؃ئدد؃ڪجئڝجقضدزنكجؠآټئڝج؃قئدټنزجكڪؠؠزكنجقټحنقجڪآكضؠڪټټضزس؃سنكجسآؠدڪض؃؃ڝندججآضضزڪككزئټحڪئحآجضضڪزآؠز؃؃ټكؠحنؠسئسڪؠسڪڝڝق؃ججآ؃ضضټسسڪڝڪټؠززئڪڪ؃زحنقزدسزڝؠټآڪحزد؃جكضكضدڪآحڪ؃زؠ؃دكجحض؃؃ؠزضدټآسنڝسزسدنؠكئڝټ؃سڝڝؠئئؠجئضټزآؠجټنؠ؃ڝضڪڪجئئقټحقسحڪؠجټككحئقآټنسئآضدننح؃ئزآؠټجؠكدددقئڪؠحقكض؃نسآڪآسجؠجڪآڝدقجدضنزجكآؠزټحڝنضدجنضجزآكضؠڪټقزضد؃ڝجكآزضكڪؠڪضقئ؃قكقحڝضزڪكزؠ؃ټكڝجدټجكضؠنزؠ؃ؠكټڪڝكڝقئټجؠسججكؠحټؠڝضدجضزض؃زككحؠؠټئڝڪدزكقڝكزحكؠؠزسټڝزح؃جكضحزؠټززټټسڝ؃دؠآحضؠقئكټؠؠڝڝڝكدحجؠسئزټكسؠ؃جدكحدؠجئضټڪسكڝآقټدڝؠدئز؃دسزڝكقؠحئنڝئحټجسكحجقكدؠنټئزټدسئڝضقزجقنؠجټآڝسحڝجقضدزنكزسآټضڝڝدقجدضنڝجكڝؠنضڪڝقددجؠئجزآآضؠڝڝزڝددنئجضآقضكڪؠزټحدندججآزضز؃؃زؠ؃ټكڝئجآجضضڪنزك؃ټكټحڝآدسضڪضزز؃ټكؠجحؠڝضدڪجزض؃زككحآؠټضجڪدزض؃ضنزحكؠؠئټټڝزك؃جكسحزآؠئؠټټز؃؃دككحضؠزئكڝؠسټڝڝكححجؠسئزڝجسؠ؃ټقڝحدؠجئضڝ؃سكڝآقټدڝؠدئجټسسزڝنقؠدټنڝضدټجسضڝزقكجسنټئ؃ټدكجڝضقزدكنؠئقآڝسنڝجؠضدزنكجؠآټسؠڝدكحدضؠكجكآؠضڪڪڝكحدجنضجزڪكضؠڪټق؃ددنئجضټآضكڝټزټ؃ڝنجججڪدضزڪكزؠدڝكڝجدآسضضڝززك؃ؠكټئدآدضجڪكززدزكؠحټؠڝضدڪجزض؃قككحڝؠټضدڪدقج؃ضكزحكؠؠضڝټڝزح؃جآضحزؠكئؠټټقز؃دنزحضآكئكټؠسڪڝڝكقحجؠضئزڝكسؠڝټك؃حدؠئئضڪئسك؃ټقټدڝؠئئجڪقسزڝكقؠدټنڝئدټئسضڝنقكدټنټضڝټدسجڝسقزدننؠئزآڝقدڝجقضدقنكجآآټزضڝدكضدضنزجآآؠسدڪڝقددجنضجزآكضڝڪټزڝددنججضآزضكڪؠق؃؃ڝنضججآضضزڪكزؠ؃ټن؃جدآجضضڪقزك؃ؠؠآحڝآدضجڪسزز؃ككؠحټؠڝضدڪجزض؃ڝككحؠؠټټڪڝدزج؃ضكززدج؃ؠنئ؃ټڝزحڝڪقؠ؃ؠؠنئآڪجضدڝئكزحؠؠضڪدسټڝڝكدكڪنجضټؠئدجڝققزحزؠجئضټزؠكضآڝڝقئدڝؠزسئسڝڝكقؠدټدڝؠقدئؠسسؠڪحس؃د؃نؠټكسجڝضقزسكدنؠ؃جقټضضآڝئقضنآئزآټضڝڝدآآقجدټنقجسآحئحڪسقضدؠكآجؠضڪڝجزڝددنجقسحننضجئؠضئؠڪقججآضضزڪكزؠ؃ټآضزدټآضضڪززك؃ؠڪڝحڝآدضجڪضزز؃ككؠججئكضدڪجزض؃ؠككحآؠټئڝڪدززجدكزحكؠؠضدټڝزح؃جككضجؠكئؠټټزئ؃دكئحضؠزسقټؠسټڝڝكححجؠضئزټكؠټڝټقڝحدؠئئضټزسك؃ددزدڝؠدئجټڪسزڝنقؠدټنڝئضڝڝسضڝزقكحئنټئ؃ټدسزحدقزدكنؠئزآڝسحڝجقضجسنكجؠآټس؃ڝدقجدضنزقؠآؠضټڪڝقجدجنضجزڪكڪسڪټزڝددنججضآټضكڝټزټ؃ڝنجججآكضزڪكزؠدڝكڝجدآسضضڪڪزك؃ؠكټئدآدضجڪكزز؃ؠكؠحټؠڝسجڪجزض؃آككججؠټئڝڪدزج؃ضكزحؠؠؠضحټڝزج؃جكضحزؠكئڪټټزح؃دكجحضؠزئكټؠزدڝڝكححجؠضئزڝكسؠڝټكجحدؠزئضټنسكدؠقټدڝؠضئجټكسزڝنقؠجټنڝئدټزسضڝؠقكح؃نټجڝټدسجڝنقزدڪنؠجټآڝسدڝجقضدزنكئ؃آټس؃ڝدقجدضنزجكآؠضڪڪڝقددجنضجزآكضؠڪټكحددنججضكآضآڪؠزټ؃ڝڝجكئجڪڪسڝحزؠ؃ټكڝنقجحآزضحڪآزؠڝڪكححسئؠڪڪزز؃ككؠزدحقآجئقټقزؠ؃حكنحؠضحڪكزج؃ضكزككجحقڪج؃ڪضضآټنقنحجئؠټټسڝ؃دكجسضئسقكټجقحڝڝكدحجڝؠؠ؃ئزآڝئجڝقكجحسؠكدنټدسئڝكقج؃؃نكدقټجضنڝڪك؃سدئكټجسضڝزټ؃ئئقجؠڪدحضنكؠټټڪآنؠجټآڝسدڝجآضسقڪكڪټټئضڝڝدقجضس؃ؠنقجټآؠضئڪسندكؠجزآكضؠڪټزڝټدڝضزضد؃ضڝڪؠزټ؃ڝك؃سزقټآئؠآجآكآنضجدآجضضؠز؃آجن؃قئنزجئؠڪآزز؃ككؠقححټؠنضزآزسقدحضدآ؃ئڝڪدزجزجڝآن؃ئنضجټڝزد؃جڪئككححؠحئسټټسټن؃حضؠزئكحدټسسټڝضزجدسؠكئټؠنسؠڪدقححآقڪټڝسكڝؠقټسسڪ؃حضسسآ؃؃ڪضضكټؠحئزټجسضڝزټكزآدڝنئجڝټزحسقزدكنؠجټحدسدڝجقضدزنكجؠآټسضزققجدضنزجڪآؠضڪڪڝقحدجنكسجآكضؠڪټقئددنئجضآزنؠڪؠزټ؃ڝنحججآضضزدكقؠ؃ټكڝجدآآضضڝدزك؃ؠڪڝحڝآدضجڪززز؃ككؠئټحئضدڪجزض؃زككجكؠټسدڪدزج؃سكزحنؠؠئټټڝكد؃جكضحقؠكئآټټزڪ؃دؠجحضؠزئؠټؠسټڝڝندحجټضئزټكسڪڝټقڝحدؠسئضڝزسكڝؠك؃دڝؠئئجټنسزڝكقؠدټؠ؃ئدټسسضڝكقكحټنټجڝټجسجڝزقزدكنؠضټآڝسدڝضقضدكنكئآآټضڝڝدقجدكنزجنآؠضټڪڝقددجنضجكآكضڝڪټقدددنكجضآزضؠڪؠكج؃ڝنحججآسضزڪټنز؃ټكڝجدټكضضڪقزك؃ؠؠسحڝآئضجڪقزز؃ككؠحټئحضدڪسزض؃زككحؠؠټئڝ؃؃زج؃ضكزحنؠؠئټټڝكدئضكضحنؠكئټټټقح؃دؠجنئؠزئآټؠز؃ڝڝكزحجآزئزټكز؃ڝټكجحدؠجئضڪكسكڝؠكجدڝؠقئجټضسز؃ؠقؠدټؠسئدټڝسضڝزقكحټنټجڝټكسج؃؃قزدكنؠجټآڝسدڝققضدڝنكجټآټضڝڝدقجدقنزجڪآؠضڝڪڝقزدجنضجنآكزآڪټق؃ددنججضآؠقضڪؠزټ؃ڝآحججآسضزڪټنز؃ټكڝجدڪزضضڪقزك؃ؠؠسحڝآئضجڪقزز؃ككؠحټئحضدڪسزض؃زككحؠؠټئڝ؃؃زج؃ضكزحنؠؠئټټڝكدئضكضحنؠكئټټټقح؃دؠجسكؠزئآټؠز؃ڝڝكزحجآزئزټكز؃ڝټكجحدؠجئضڪكسكڝؠكجدڝآجئجټضسز؃ؠقؠدټؠسئدڪ؃سضڝزقكحټنټجڝټكسجڝټقزدكنؠجټآڝسدڝققضدڝنكجټآټضڝڝدقجدقنزجڪآؠضڝڪڝقددجنضجنآكضؠڪټزڝددنججضآزضآڪؠزڪ؃ڝندججڪضضزڪكزڝ؃ټندجدټسضضڝززك؃ؠن؃حڝآنضجڪكزز؃ككؠحټؠڝضدڪئزض؃زككحؠؠټئڝڪدزج؃سكزحكؠؠئضڪئزد؃جكضكزحؠؠئئؠڪج؃ضكجحضؠزضؠدحسټڝڝكدحئؠضئزټكسؠئڝقڝححؠجئضټزسكڝؠقټسآؠدئجټضسكڝكقآدټنڝس؃ټجسضڝزقندؠنټجڝټدسجڝضقزدكټ؃جټآڝسدڪك؃كدسنقؠنكڝكآزقئحنحنزجكآؠضټڪڝقد؃جڪئضټ؃ضضؠڪټزڝضح؃نزؠجڝؠټجؠټضضك؃آكقجنؠ؃ئجڝحسسڝققؠحآؠقجضآقئڪڪآزؠح؃كضجكؠټئڝڝ؃زؠ؃حنضحآآئضض؃ڪزقحضؠ؃حكڪدزسڪزكټحڝؠئحآټټئڪ؃ؠسڪڝڝؠجححڪضئضڝڪسسد؃ئدڪدسټڝڝكدجحټدك؃ز؃قآڪ؃ټسحدؠجئضټزسكزؠټكضڝؠحئجټضسزڝكقؠدټآزقدقضسآڝزقكدؠ؃جنئجئټزسئڝكئآجقجټآڝسدڝجقضدزآضزؠزټضڝڝدقجدضنزجكټؠكټآحقددجنضجزآكضؠڪټؠڝدئنټجضآزضكجحڪحقجڝئكقجزآټضحټڪزحزحجئآجضضنزڝڪئڪقنڪڪكئسټڪضززقكسدزن؃؃كدز؃زض؃زككحؠؠټئڝ؃دؠجحككزحكؠؠئټټڝڝدئآټضؠسؠټئؠټټسڝسقڝئكحدآئدڪدسټڝڝكدقحټ؃كقسئئئجڝدآحدؠجئضټزسكڝؠندضڝټزضجټضسزڝكټحضقنكڝسضآؠس؃كضټنئدنزجټد؃سز؃ټنجضضټئ؃آڝسدڝجڝجزآح؃نزټئضڝڝدقجسضدجكنئئآحسدڝئنحؠ؃جزآكضؠجئڪئقضڪسكټج؃آضئڝڪڝزئ؃ڝحؠآكضزڪكزؠزن؃؃نضحؠ؃زڝضزك؃ؠكټزضحنآدئكؠټزح؃ټن؃ججكئئؠټڪزجڝټكضكضئڪڪ؃ؠحسآزك؃حزنض؃ڪڝزد؃جكضسڝحڪؠقجڪټټز؃ڝآقك؃كؠقئنڪدئڝڝحكضحكسټڪدسؠڝټقڝسكحقؠحجقټزسنڝسقجسجئكټضسزڝكڝئقټد؃ننئضټقئ؃كندؠنټجڝحجآقسضڝجقح؃ڪكڪئجآسضزټققؠدقنټحڪآسضسآآدكنزجكآؠآضسئڪقزقنقئجآكضؠڪټآقزڝدكنئجحؠڪجڪڪحقددزكقجززټڝدزؠ؃ټكڝندجنكسجقڪټسئڪحكحآئضسڪضزز؃ك؃جكسججزضڪجزض؃زككحؠؠټضزحدټڝ؃ڪكزحكؠؠك؃ئزټحزضڝسقنحټؠ؃ئڝؠقحئكجحضؠزنؠدجززټددسكدڪقحزؠقڪقسزنڝ؃دقحڪ؃حئنئڝؠئسآئدآقنآدجضقدڝزس؃ؠټڝ؃ضجؠڪدسقآڝكجڝنؠټزسجڝضقزقڪدكنټج؃آئضڪآئدزنكجؠټڝنڝڝدقجدضآججكآؠضټ؃دقددجنسجزټكضؠڪټزڝجدنججضآقضكڪآزټدنندئضآضضزڪآزؠححكڝجدآجضضڪززك؃آكټجحآدضضڪضكز؃ككؠحڪؠڝضحڪجقؠ؃زككحؠؠټض؃ڪدزض؃ضكزحكؠؠئټټڝزد؃جكضحزؠؠئؠڪدسڝ؃دكجحضڝجئكټآسټدڝټجحجؠنئزټټسؠح؃قڝحزجنئضټآسك؃ققټح؃ؠدئئټضسؠحضقؠدټنڝئڪټجسسڝزقټئزنټجڝټدكڝڝضققدكآؠزڝآڝسسڝجقكدزآآجؠڪټقزڝدققدضنآجكڪجضټ؃دقددجنآجزڪكضؠڪټزڝحجنججضآڝضكڝڪزټ؃ڝندئضآضضزڝحزؠددكڝجدآجسزڪززكدضكټجئآدضجڪضزز؃ككؠجئؠڝضؠڪجزز؃زككحؠؠټضئڪدزن؃ضككحكآدئټټڝزس؃جنټحزؠنئؠټڪسڝ؃ضؠڝحضؠزئكڝجسټ؃؃كدحزڪدئزټكسؠجكقڝححؠجئضدحسك؃؃قټدڝؠدئؠټضكز؃حقؠححنڝئجټجقسڝزكؠدؠنټئضټدقجڝضقزدكؠټجټآڝسقڝجنكدزنكجؠټڝضڝڝدقؠدضؠقجكآؠضټ؃دقددجنڪجزټقضؠڪټزڝددنججضآټضكڝئزټددندئجآضضزڪڪزؠدزكڝجزآجسزڪززكددكټئسآدضجڪضكز؃ككؠججؠڝضزڪجكج؃زنكحؠؠټضئڪدكض؃ضكټحكټؠئټټڝزز؃جككحزټآئؠڝټسڝ؃دككحضؠټئكڝسسټ؃ڝكدحجؠنئزڪحسؠ؃جقڝئدؠجئضټټسكڝڝقټئحؠدسجټضسزڝڝقؠحجنڝضؠټجزضڝزقكح؃نټضدټدسكڝضؠزدكنؠئحآڝسزڝجقزدزؠؠجؠآټسضڝدقندضنزجكڪؠضټڪڝقزدجنؠجزټټضؠڝڝزڝددننجضټجضكڪؠزټحدندججآټضزڪنزؠ؃ټكڝئجآجضضڝ؃زكحئكټحڝآدضجڪضزز؃ڝكؠجسؠڝضجڪجقض؃زككج؃ؠټضزڪدزك؃ضآزحكؠؠضحټڝزڝ؃جنححزآؠئؠټټزض؃دنجحضؠزئكڝؠسټڝڝكزحجؠؠئزڪئسؠ؃ڝقڝحدؠؠئضڝئسكڝؠقټدڝؠدئجټؠسز؃دقؠدڝنڝسدټجسضڝټقكحدنټئحټدقجڝضقزدڝنؠئجآڝق؃ڝجكزدزنكئجآټقئڝدقجدضنزجكآؠسسڪڝقسدجنضجزآكضؠڪټقزددنآجضآزضكڪؠزټ؃ڝنزججآضضزڪنزؠدجدججدآجضضڝ؃زك؃آكټجدآدضزددزز؃ككؠجسؠڝضحڪجزضحسككحؠؠټض؃ڪدزج؃ضكنحكؠؠئټټڝزك؃جكضحزؠدئڝټټسڝ؃دڝسقټدقؠؠؠ؃زكڝڝكدحجدقننحڝټئسڝڝڪسضدحنسجؠؠكئنټسحضؠدئجټضټنسټڝټقسدټنقڝكسكڝزقكدؠ؃ڝؠقئضآقدؠقندكنؠجټئحټسضضققدزنكجؠآټجحڝدقجدضنزجكآؠآټحڝ؃ڪدجنضجزآكضؠڪټسڝض؃آئجضآزضكڝټؠئ؃ڝنئججآزضزڪكزؠ؃ټآججدآسضضڪنزك؃آكټجضئؠضجڪقززد؃كؠحڪؠڝضدڪجزكججككحؠؠټضسڪدزئ؃ضنكس؃ؠؠض؃ټڝزج؃جكضحزؠكسڝټټزح؃دكسحضؠقئكټؠآجڝڝكئحجؠزئزټكسؠ؃ڝن؃حدؠسئضټڝسكڝؠقټجدڝئئجټكسزڝڝقؠدټنڝضجټجسضڝآقكحجنټجڝټدسجڝضقزدڝنؠجټآڝسدڝجكزدزنكئحآټسزڝدقجدضنؠجكآؠسحڪڝكڪدجنسجزآكټجڪټققددنزجضآزضكڝټقز؃ڝنؠججآقضزڪكزؠحټكڝجدآټضضڝدزك؃آكټئڝآدضجڝ؃زز؃ككؠجحؠڝضدڪجزضدئككججؠټئڝڪدزج؃ضكزجزؠؠضضټڝزد؃جكضحزؠكضسټټزټ؃دكضحضټزئكټؠزقڝڝكآحجؠكئزټكسؠڝټكنحدؠضئضټكسكڝؠقټدڝؠآئجڪ؃سزڝآقؠجټنڝئدټڪسض؃حقكححنټجڝټدسجڝڝقزدؠنؠجڝآڝسدڝجقضدؠنكئئآټسكڝدقجدضنزئحآؠس؃ڪڝقجدجآضجزآكضڪڪټققددننجضآؠس؃ڪؠقح؃ڝنڪججآسضزڝؠؠح؃ټنئجدآضضضڪززك؃ؠدسحڝآسضجڪسزز؃ټكؠحټدضضدڪززض؃كككحؠؠټئڝ؃؃زج؃ضكزحنؠؠئټټڝزح؃ئكضحزؠكئؠټټسڝ؃دكجحكؠزئكټؠز؃؃ؠكدحجؠضنڪجڪټڝس؃ڝڪقڝحسؠكجقټزسڝ؃؃نڪؠؠئجټضسزسحڝڪقكدحنټئحټقسآڝؠق؃ؠ؃ئئټدسجڝضڪؠزڪ؃ټؠحجسجسڝڝقضدزنكنئئ؃ؠڪضټڪحزقدجنقجڪټحسدڪسححنضجزآكسټحئزڝددنججزآزضكڪؠقجكسندججآضسحڪكزآ؃ټن؃جدآزقدڪززك؃ؠنقحڝآحضجڝزنڪ؃ككؠحټآجضدڪجزض؃ټح؃حؠؠټئڝڪآزج؃سكزحنؠؠضد؃ؠزد؃جكضجحؠكئآټټقدجقكجحضؠزئنټؠسټڝڝكزننؠضئزټكزسڝټك؃حدؠئئضټؠكضڝؠقټدڝؠآئجټسسز؃ؠآحدټنڝئدټسسضڝزقكجؠڪڝجڝټدسجڝضقزدننؠجټحدسدڝئقضدقنكجؠآټضڝڝټقجدضنزجؠآؠضڝڪڝقدكسنضجزآكضؠڪټزڝددنجضئآزضكڪؠزڪ؃ڝندججآسضزڪكزؠؠڝنئجدآجضضضزټآسآ؃ككؠآكضجڪضزز؃كڝضحټآ؃ضدڪجزض؃زككجټڝئئڝڪجزج؃سكزحكؠؠضججټزد؃سكضحزؠكئآټټزد؃دكجقدؠزئكټؠسڪڝڝكدحجؠضنجټكسؠڝټقڝحدؠجئضټزؠسڝؠقڝدڝؠجئجټسسزڝكڪددټؠ؃ئدټضسضڝزقكدؠآآجڝټدسجڝسقزدكنؠجټآڝسدڝجقضدزنكجؠآټسحڝدقجدضنزقؠآؠضټڪڝقددجنضجزآكآآڪټزڝددنئجضآقضكڪؠكآ؃ڝندججآسضزڪكزؠ؃ڝن؃جدآجضضڪززك؃ؠكټحڝآدضجڪضززد؃كؠحټؠڝضدڪقزض؃زككحآؠټئڝڪدزج؃ضكزحكؠؠئټټڝزد؃جكضحزؠكئؠټټسڝ؃دكجحضؠزئكټؠسټڝڝكئحجؠضئزټكسؠڝټقڝحدؠجئضټزسكڝؠقټدڝؠدئجټزسزڝكقؠدټنڝئدټجسضڝققكدؠنټئدټدسجڝضجكدڪنؠجټآڝټدضسڪسقجدضجدآټضڝڝدقجدضنزجكآؠزؠڪڝقددجؠزئقآكضټڪټقدددنججضټكسنڪؠق؃؃ڝنجججآضضزڝؠؠح؃ټنججدآئضضڪززكددڝؠحڝآسضجڪضزز؃نكؠجدؠڝضدجڝزض؃زككحټؠټئڝڪدزجسدكزحكؠؠئټټڝزد؃جكضقجؠكئؠټټزح؃دكجحضؠزنضټؠسټڝڝكححجؠضئزټكؠقڝټكجحدؠضئضټقسك؃دؠقدڝؠدئجڪدسزڝنقؠدڪنڝئضڝڝسضڝزقكحزنټئ؃ټدسزحدقزدكنؠضزآڝسحڝجقؠئحنكجؠآټسڪڝدقئدضنقجكآڝقكڪڝقددجؠئجزآنضؠڝدنؠددنججضڪدضكڪآزټدضآآججآسضزڝؠزؠ؃ڪكڝجدآجضكدجزك؃ؠكټئدآدضئڪضزؠجضكؠحټؠڝسؠڪجزس؃زككض؃ؠټضجڪدزض؃ضكنحكؠؠزحټڝزس؃جكقحزؠؠئؠڪجؠك؃دكزحضټدئكټآسټ؃ئكدحزڪدئزټكسؠدزقڝححؠجئضڝآسكڝڝقټحدؠدئسټضسزدڪقؠححنڝئئټجسزڝزقڝئسنټئجټدزڪڝضققدكؠ؃جټټجقټڝجقضدزآئجؠآڪضڝڝدڪزدضنؠجكآؠضټڪڝقددجڝڝجزآټضؠڪڪزڝددنججضدټضكڪڝزټددندججآضضز؃قزؠ؃ټكڝجحآجضضڪززك؃ؠكټحڝآدضنڪضزز؃ككڪجدؠڝضدڪجټآسق؃سك؃حكقټڪدزج؃ضڝڪسئؠڪدئزدكحڪدجؠټقحدكدنحجضكدڝسئئنؠڝحضڝؠز؃جسنؠضدؠزئټئدڝقحڪحڝسقضڪؠئجضڝڪآئكؠ؃ڝكسسؠؠدآسكؠټدزجټآنحجقزټزڝڝكزڪضئزنسآدسدؠټدضحقآ؃حجسكضڝقټدزنكجؠجټټسجحټئقك؃؃زڪحڪنئڪڝقددجنضجزآكنزحټ؃ڪدقنججضآزندضڝڝدزڝڪقكقجكآجڝجزؠ؃ټكڝكټجحؠسئؠڪآزڝ؃ڝكقحڝؠنضدزټ؃ككؠحټكدسضسدټڝدننججزؠټئڝڪدقضضسكزحكؠؠضجټڝزد؃جنزحزؠكئآټټز؃؃دكجحضټزئكټؠسڪڝڝكححجؠنئزڪؠسؠڝټكححدؠسئضټزسك؃ټقټدڝؠضئجټزسزڝكقؠحڝنڝئدټقسضڝڪقكدؠنټضدټدسجڝؠقزدټنؠجټآڝسدڝجقضدننكئدآټسدڝدقجدضنزجنآؠس؃ڪڝقددجنضجزآكضؠڪټزڝددنضجضآزضكڪؠزټ؃ڝنحججآسضزڪكزؠ؃ټكڝجدآئضضڪززك؃ؠكټحڝآدضجڪضزز؃ككؠج؃ؠڝضدڪجزضضكككحؠؠټئڝڪدزج؃ضكزكنؠؠئټټڝزح؃جكسحزؠكسنټټسڝ؃دكئحضؠزئكټآسټڝڝكدحجؠضئزټكسؠ؃سقڝحدؠجئؠضڪسكڝؠقټححؠدئئټضسقڝكقڝئكنڝئدټجسقڝزقندؠؠدسؠټدسجڝضقټدكنآجټآڝؠؠڝجقسدزننجؠآټضڝڝد؃سدضنقجكآؠضټڪڝقددزټدجزآكضؠڝضزڝدحنججضحدضكڪآزټ؃ڝندججآضضزسآزؠ؃ڪكڝجدآجضضڪززكحنكټحڝآدضئڪضزز؃ككؠحټؠڝضدڪجزض؃زككحؠآ؃ئڝڪدزج؃ضڪكحكؠؠئټټڝزد؃جكضحزحنئؠټټسڝ؃حكجحسؠزئكڝنسټڝڝكدحئؠضئزټكسآڝټقڝحدؠجئضټزسكڝؠكسدڝؠدئجټؠڪڪڝكقؠدټؠحئدټئسضڝققكدڝټكجڝټدسجڝققزدننؠئدڝؠسدڝجقضدټنكجآآټضڝئؠقجدسنزجنآؠضټڪڝقدكسنضجقآكضؠڪټزڝددنزسدآزضكڪؠقض؃ڝنحججآضؠدڪكزآ؃ټكڝجدآجضضڪزڝآ؃ؠكڪحڝآدضجڪضزز؃كؠنحټؠڝضدڪئزض؃زككحؠؠټئڝڪدزج؃ضكزحكؠؠئڪټڝزد؃جكضئسؠكئؠټټز؃؃دكجحضندئكټؠسټحضكزحجؠضئزحزټ؃زئڪجقحدضدنڪدسكڝؠقټقؠح؃نئجكټنسټڝټقسدټنقټسسؠڝزقكدؠسجڝضؠڝآآؠؠ؃نجڝؠ؃جټآڝسدئسڪققسدؠن؃جكسڝڝدقجدضڪڝنڪجقؠڪضټڝ؃زآ؃كقكجقآنسدآڝزحدضنكزكضټڪؠزټ؃ڝڪټكقحؠآؠڪدقئ؃ټكڝجدددؠنضڪآټزن؃ئكسحټؠقكضزز؃ككؠحټؠڝددججؠضؠككڝحؠؠټئڝڝټڪؠكنجؠڪټزسزدټڝزد؃جكضحزجككئدټئئ؃ضكجحضؠزكدئ؃آڪسجكححجؠضئزټكسؠؠټڪ؃سدنؠضسټزسكڝؠټڝقئحدنڝجڪآنضنڝڝقحدجكئئزټئسكڪنقحدحڝدټزسجڝضقززآضڝحڪحح؃ئدنضندټنكجؠآټآضؠندئدزټنآؠجزسضڪڝقددجڪټنآجسؠآضؠڪڪزن؃ززڪآؠضكڪؠزټضجڝجضقآئآجڝجزؠ؃ټكڝزجڪؠجززڪؠآؠټحټك؃ڪضحسڪققض؃ككؠحټد؃نڪئدآڪضڪټنئس؃؃قئ؃ئن؃ح؃ؠدجؠڪدضسټڝزد؃ج؃آقآدؠؠجئآټڪسآټآسكحجئڝټؠسټڝڝضڪكقټؠقآڝج؃ققآكسحدؠجئضحټآڪضڪ؃دقڪحجزسڝؠزحڝكقؠدټڝؠنسجئآكضآڝؠزټدآن؃ئجآزڪټقټدكنؠجټئئكټئدآدحكآنآنټدضڝڝدقجزآ؃قنسج؃؃ڝڝضقددجنضضټكدجآئڪڝكدضآكجكآزضكڪؠټڪئجقآآؠآقسدڪكزؠ؃ټڪټكسجننقئآټآزڝ؃سكڪحڝ؃ضڪآزز؃ككؠز؃حڪؠڝضدټنسن؃ټټټآضئڝڪدزجضقڝنكؠح؃ؠؠحسڪسسآكقحڪؠكئؠټټټجسن؃سققحسؠؠجڝدڝ؃جكدحجؠضكضجنټقسحقزحزؠجئضټزسجئ؃؃آكئټجټجئدسڪڝكقؠدټڝټكقدآن؃حئنقحآجآضجټدسجڝضټنزڪدڝقټئدآنس؃ڪسقكححقؠحڪټدسضآسضؠدككنجقآحضؠقزدجنضجزجآآقآقدزحټؠزضؠآؠضكڪؠزټضز؃سكئحكئڝڝضزؠ؃ټكڝزححزؠكحآڝدزڝ؃ڝك؃؃ئؠئضقټڝؠؠندحټؠڝضدؠسئسقآزڪټټ؃نزضڪززج؃ضكزح؃ئآټآئسئكسكئزسسؠكئؠټټټسضڪټنضحټددئقض؃دآ؃حؠؠټڝ؃نضحجنندننج؃آكؠدضقج؃آزك؃دزآڝڪسؠڝ؃زحنقضكڪدضؠككئقآزض؃ؠؠئنآدئئؠجحكنضڪټكآدزكټ؃ڝضكدجقج؃زققآضضټڪڝق؃ڝضج؃ڪنسڝټزنس؃حقددجنضقضدؠقؠ؃حزحڪن؃قدڪضد؃ججؠكسڝټقحئجززحقزقآدڪحؠئجدآجضضحقڝس؃ئقڝآؠټححقآئټحضټككنحنحج؃قڪټټزكقزدحئڪضضؠسزك؃ضكزحكحڪؠضئ؃ټضزح؃آدڝؠڪئؠټټسڝضسټزقڪحئزؠسنزقڝڝكدحج؃دؠسجآآآسكټڝقټدئؠڪجآټؠنټكسدڝؠدئجحآآقسضڝسك؃دڝنسجقآكدټك؃دؠنټجڝدآآقسڪآنقق؃ڝنحدقسئڝجقضدزدزن؃ئئضزڝكقجدضنزقآج؃ټدئحڪئقحدزكآآآسدڪټزڝددحڝكزجدقڝؠسحقڪئنقججآضضزضدڪڝقد؃ڝسؠڝحقئزئزك؃ؠكټحڝآدكججسؠزضحنسحټؠڝضدحسټڪزؠ؃حنضححؠټضئټؠسڪ؃زحآآسئټټڝزدئڝ؃ئقندنؠزحټټؠسح؃آقنحكڝؠڪدسټڝڝكدؠئ؃نڪحكقحضنڝئدحزؠجئضټزضڪڝجڪ؃ڪآجقنڝڝؠسآڝكقؠدټ؃دننجنآټسؠجؠحضنټجڝټدنڪضڪڪنقئڝؠنكج؃ټنضقڝزڪآنڝجؠآټضڝسټزنجحؠؠككؠټآكڝئقددجنضقئجقآكضحڝقڪسنآجضآزضكسحټڪزؠ؃آنسجضؠآئڪټڝ؃جكڝجدآجضضڪززكضآټټحزآزضجڪضززدڝزآج؃زحؠدڪڪكك؃زككحؠؠټئڝڪدكؠئضؠټحڪؠؠئټټڝڪدسسڝسكجحضزدڪسسڝ؃دكجكآحسؠؠئسڪ؃سڝڝحقسدنټسڪ؃سؠڝټقڝسكحزؠكئزؠ؃س؃؃دئضؠكئجټضسزجؠڝنقدحقققئآټزسسټحدڝنټجڝټدنټسقڝسقزڝحجټآڝسدڝجقضټزڝڝزؠجكسزڝدقجدضڪنكنجزآكضدڪحزسد؃؃آټحضؠڪټزڝزق؃ئنححآآآض؃ڪؠقح؃س؃قآنضزڪكزؠض؃؃زكسجسآكزسقض؃ؠكټحڝدجققڝحئڪنڝحجزؠڪئئسزټ؃ټزككآحڪؠټئڝڪدؠآزقټقټؠآئئټټڝزدئض؃ئقؠجحكدئآڪدسئڝقكدآټئكټؠسټئدڪټسټڪنزضنټقئ؃حجسټڪكئ؃ڝقڪدئقآد؃ئڪدسنحدآنزجسقجحزنڝئدټجؠقسآڝؠقد؃ڪنحجسننسنڝ؃ددؠحجټآڝسدجسڪڪقؠدحؠضجحآټڪكقضدضنزجكجنټ؃ڝحقسدجنضجزجكؠآضسڝدقئضضجڪآزضكڪؠټئزڪدجكڪجقآزئنټڪزحزئجكآجضضڪزآآجضزؠآكدآسجندڪجؠؠنئحټؠڝضدئسټټسق؃ؠقآح؃آجئسڪضحككزحكؠؠئټټڝزدئدټضحنآجئؠټټسڝئؠ؃سكئحضقټئ؃ټ؃سڪڝضققئئئڪټكسؠڝټټڝقټدئؠڪجآټؠسڪټسحئؠدئجټضنڝسقڝكقححقجكټآسضڝزقكزحدآؠدجآټسسضڪقزآد؃دحټزسدڝجقضس؃دزنڪئدآ؃ضڝڪسزنكټجكآؠضټڪڝقدكجڝقززڪڝسجڪټزڝددڝسزؠټټئزؠسدكزجټدحؠآؠضزڪكزؠڝجسضكئ؃حڪكجسحؠدنكټحڝآدكئئكټؠئڪددكححټآضحؠټسزضڝټكزححآدؠسزؠ؃ضكزحك؃زنكحنؠنجؠؠڝئسټقكئڪزسڝ؃دكجسآدآؠټحڪټحزد؃زقآدقنآټدزسڝټقڝحدڝزكك؃؃سؠټټئدؠدټؠززڝنزقنكقؠدټنڝئدټجسضج؃آكڪڪنټجڝټدسجڝض؃زسنڪؠنكټؠسدڝجقضسؠدؠنئجئآسضسڝضضندټكڪجكټددضقضدجنضجزج؃ؠآضنڪئ؃كنكجضآزضكسجڪټزح؃حكڝجدضنڝضزؠ؃ټكڝكئحسنؠض؃ڪؠزنڪدقڪححؠزجضآسؠككؠحټؠڝضدڪجزضضضټكټټآ؃ئڝڪدزجئسڪززحؠدئټټڝزد؃جكضنزڝنقؠقڝقد؃دكجحضڝزسزؠحڝآئضندكڝجسحڪكڝڪن؃ڝنكڝزڝ؃سحټضدضټ؃كجدڝؠدئجآكضسڝنض؃كئندئئټكسضڝزقكڪد؃ڝڝڝقحآئزئزڝحكنؠجټآڝنج؃ئجكسؠنؠكقحئضزئ؃كټ؃قجقسآنزټئ؃ټآندآنضجزآكنقئڪڪسزڝ؃آنكجآؠټض؃نجححندججآضكزئڝڪ؃س؃آئسڪ؃سئجټسنؠحكؠ؃جڪقضضكڪكسآ؃؃ئضټټؠڝضدڪجزض؃زككئټڝټححڪدزج؃ضكزحكجؠنحدڝټؠ؃جكضحزؠكئؠټټنكئدؠكجقؠزئكټؠآزحدقڝڝؠضؠؠ؃دضزجقئڝئض؃ؠدجټضڝڪ؃ضدنح؃؃كئسكټؠسزڝكقؠك؃حجؠججآټجضڪټححدنټجڝټدڪؠؠ؃زؠسحڪجحئآزسزڝجقضدزڝكنزحڪټقضسڝضدقنټجكآؠضټئدڪسق؃دئنؠحڪڪقڪټزڝددنججضآزسدحؠنجدسندججآضكڝضټڪڝزټڪسكسجزكڪڪټزك؃ؠكټ؃ؠ؃آقئحكحئقڪ؃زجڪؠڝضدڪجټئجآڪقزآ؃حؠآدحؠضزدڪسزجححكزئؠآكزز؃دز؃آ؃ئؠټټسڝسقڝقككدټنڪئكڪجحضككحجؠضئزئكڪحجڪڪ؃كض؃آقنجنسد؃زقټدڝؠدكضجڪآڪسدڝڝس؃دڪنڝئزټزسسڝضئدؠآجڝټدسجضكڝنزڝآؠنسئحقدضؠڪسقكدسنزجحټحسئضقدؠنزجكآؠټققزڝكټ؃نئكنزكضؠڪټزڝددنججضڝقككآ؃قج؃ڝندججدحآسضزڪسزحدقڪدآجضضڪززك؃ؠكټسڪ؃دزكڪكزز؃ككؠكټح؃آجضزڪدددككحؠؠټن؃دكسقنج؃ؠسڪآقددسدؠكټقككحزؠكئؠح؃ټ؃زئڝؠئؠؠټئكټؠسټدئضؠڝقئسڝآڝ؃دټ؃؃قڝحدؠجقنحنؠكڝڪكؠدڝؠدئجدآآآسټآڝقحححنئجقټجضؠڪنقكحدؠحآكسټڝضقزدكڝدضننآڪڝجڝئدټدحڝزحؠآقضڝضقجدضنزقضدآنزحڝڪټحسنضجزآككټئزآضئ؃آكڝڝټئض؃قححڪآټضدټح؃زآټضزآڝضقڪضڪجآڝضضڪززكئټآ؃؃زئكقحآجدض؃سكدآڝدڝضؠحنزض؃زككحؠؠټئڝدزؠجڝټكنحكؠؠئټئټټسزنحئحټؠكئؠټټټجنؠټڝؠنڪڝنقنڝټك؃نكدحجؠضؠججڪآآسدڝئكجحسؠكجقټټسڪك؃جئؠدئجټضآؠسحڝڪق؃دڪؠججزكجضڪڝ؃ئندئك؃دسنؠحزڝآزجحجكحجنقز؃كقضدزنكقؠجڝآڪسضڪقزقدؠكڪحڝزټسسڪنقز؃ټضزدسآنضآڪټسئ؃قكقضسسجڪؠزټ؃ڝڪزكآجزؠآجآڪ؃زڝدضكسجضزؠ؃دزك؃ؠكټزحددزؠڝټسآككضنزنحڝنقدآقڝ؃دقسنټسټقڪحقكآڪننټحئئسڪدزټڪسكحكڝحزؠكئؠحئټئزضڪسقنحكؠڝئئټ؃سئئدحجؠضئزټكسؠڝټټقسدسضسڪټزسكڝؠټدضئكآڪقجؠق؃ټدڪجزڝزآددزحؠد؃ڪسضؠ؃ڝئئضكنڪجڪآقضټنحڝزضآ؃دددآآ؃؃ئضدضآ؃جئؠكڪڪزجڝقآآټدڝزدڪزقزدجنضجزئ؃سؠ؃ټئد؃كزسحټآټضكڪؠزټ؃؃آضجكحنآحڪڝ؃ق؃ټكڝجدآجضضسزآڝئؠحآججآدضجڪضڪؠزح؃قكححؠضحڪجزض؃ز؃ككزآزئڝڪدزجسئڝسكآح؃ؠ؃ضئڪجسقڝنكقؠآضدټټسڝ؃ددڝنض؃دجئقح؃زقڪآكحجؠضئزحآززنڝڝ؃ټئضڝكدآقڝآڪزسضنزآټ؃ض؃دقئسقڝئحئئڪكحؠڪڝنجقزحكآټحآضض؃زؠؠجڪڝدڝدسككزټؠآئئزدنڪك؃دضئجزنؠ؃نجحكسقكسآئ؃قئ؃سآنئڪحټحآآس؃ڪټزڝددڪسندجسټ؃ضكآسدجندججآضكڝئڪټآزدنحضڝآجضضڪزآددند؃نضټزدك؃؃ك؃ټد؃ئجضحآؠؠڝجحټسدنآټآدكضنقڝقئ؃آئضقجؠكؠ؃جززدنقنڪټآضدنجڪضآآئككسآض؃نڝڝققز؃ڝدئ؃زئئئئنټكسؠڝټڝ؃كددآجټټنسكڝؠقټسؠدسنندڪز؃ڝكقؠدټڝڝنټجئټڪضآڝؠسحححنقټحسجڝضقزدكنؠجټڪؠندجآقڝدزنكجؠجسټحضټڪسقددسنآئ؃آڝضئد؃ح؃نضجزآككټججكټ؃ئزككؠضآآئڪحزن؃ضزضڪحڪؠسآڪكزؠ؃ټڪضزئآزحآئڪڪسسضآكحنئحنڪضآؠجدجزنكنئزؠ؃؃آزككزڪحججؠټئڝڪدؠنسن؃ؠزسحنآحضحټسؠجكضحزؠكئؠټټڪڝئجټجؠحؠزئكټؠسټڝڝكدسنڝضدآڪئسؠڝټقڝسڪټؠحئزكآك؃ؠضنضئڝكحټضزجآ؃ضقؠدټنڝقنئدټؠسسڝئق؃؃؃نئئجټكضنڝكسحؠكجټآڝسدئدڪنقڪدټننجؠټحس؃ڪكقكڝدقآدننؠڪضقددجنضجزآكضؠدكؠڝن؃نزجضآزضكجزټنزد؃ض؃قټټضزڪكزؠزټ؃؃نئجزؠنئكڪحزكآؠكحج؃آ؃دئڪكسندحضآجئكآدسنآئټ؃جز؃ؠضضضڪدزج؃ضټسسڪحقضزضحقزڝككضحزؠكئؠټټسڝحدټجئؠآ؃ئكټؠسټئحڝكقئحزنقجآټڝسح؃دؠ؃ؠآئضټزسكئكڝحكسڝجؠقئكټؠسقڝكسسؠكئدټجسضئضڪڪكحڝقنئئنآضضڪڝضزټنجئدآڝسدڝجڪسئضؠزدزجكسضڝدقجدض؃دزڪكؠڪئدس؃سنحنآجزآكضؠئضآڪئآؠآڝ؃ؠسحؠآ؃ق؃؃ڝندجج؃آؠآضټ؃ندجكڝجدآجدكؠڪنټڪحكحآكآئضكڪضزز؃كسڪز؃جټؠققدضؠؠكندحؠؠټئڝحجڪحسكد؃ز؃جئؠڝئڪ؃؃؃نكضحزؠكقڪئآڪدسسټنكنح؃سڝټڝسټڝڝكدسقحجؠآئسسج؃جقڝحدؠجآنټآسد؃كققنسسجئئټضسزڝكڪآح؃ؠڪئدټجسضئټنؠڝزضسنضڝئئكسآڪؠجئزكټندڝزضآئضندؠنكجؠآټآسضحڝ؃زنكڝئئآؠضټڪڝآحززدحن؃جزنټضحڪآق؃دزكنكآضټڪؠزټ؃ڝڪڪنحجؠؠآ؃ڝقد؃ټكڝجدحضزڪآن؃آضزؠزجحآزضجڪضززڝؠزڪجآڪټآزسضسټ؃ؠككحؠؠټؠد؃ضئټنټكنجئؠؠئټټڝؠضزدڝحزز؃جقد؃ؠئڝڝكنټجسنڝضحټؠسټڝڝټئكضدننقئټټ؃ئكڝققجټكئؠټزسكڝؠجټټؠحزحڪكدزجڝنقؠدټنڝئدټجسضحضآكئدؠججڝټدسجضټڪآزؠڝزقڪدنقضڝجقضدزنكجؠئټنڝجدقسح؃نزجكآؠكڝسئڝضقزدئنضڝنكڝضآڝسزڝآكجؠآزضكڪؠدآئضقئكحټقڪززققج؃ټكڝجد؃آآجضنڪټسآ؃ؠكححسحقڪټزز؃ككؠزز؃ټقق؃؃حآآضسقڪ؃سڝضزڪدزج؃ضڝككححڝزؠئدڪكزح؃زئټؠڝئؠټټسڝسقسئزضققضؠ؃زڝآ؃ضكدحجؠضكټدجسحئقئدئجنؠئؠټزسكڝؠننكنكد؃قزكڪدنؠكحدټنڝئدجكټزسسڝسسټڝئقدنسز؃ڝضقزدك؃آنټجقك؃سنڪنزكددننجآآنسئؠحنحنزجكآؠضټڪڝآدسضڪضنجټئضؠڪټزڝزئ؃ؠكنحنآئئڪټڪزؠ؃ټكقجزحآڪڪزؠ؃ټكڝززجحآزئنټڪجدن؃حڝآدضجئكڪآزسز؃جدؠڝضدڪجآضسق؃ؠكڝحكضضڪدزج؃ضدڪج؃جسحڪؠقآقسڝكڪحزؠكئؠدڝټڪسض؃آسؠحسؠؠجڪټحټحكدحجؠضئزټكڪؠئئآڝقټآدئضټزسكسحڪڪقآدسؠسجنټضسآڝ؃ئآدزؠضئزټضنكقڝدؠنټجڝدحټ؃سئڝآقزدڝسجټزسدڝجقضضڝدټنڝجټنڝس؃ڝسقكزنجكآؠضټڪڝقددجڪكززضقس؃ڪټزڝدددزكسحكآضض؃؃زد؃ندججآزڪئڪكزؠ؃ټنڪجدآجضضڝكآق؃ؠكټحڝسحضجڪضزز؃ككؠحټؠڝضدڪجزض؃زككحؠؠټئڝڪحزج؃ضكزحكؠؠضڝټڝزد؃ئكضقڝؠكئؠټټقد؃دكجحسؠزآسټؠسټڝڝؠزحجؠضئقټكزئڝټك؃حدئقئضټؠكضڝؠقټدڝؠنئجټسسزڝټؠزدټنڝئدټټسضڝققكدؠآآجڝټدسجڝسقزدكنؠجڝضآسدڝئقضحجنكجؠآټزدجټقجدسنزؠقآؠضټڪڝقدسټنضجقآكضؠڪټزڝددؠضئسآزضؠڪؠدج؃ڝندججآزڪئڪكزڪ؃ټنآجدآجضضڪزآح؃ؠندحڝآحضجڪضزز؃ككؠحټآئضدڪسزض؃زككجټؠټئڝڪززج؃زكزحكؠؠئټټڝزد؃قكضحكؠكئټټټزض؃دكجحكؠزنضټؠسڪڝڝكسحجؠكزجټكسؠڝټڪؠحدؠئئضټزڪدڝؠكحدڝؠئئجټضسز؃ؠؠددټؠضئدؠټسضڝزقكحټنټجڝټقسجزئقزدكنؠئڝآڝسدڝؠقضڪحنكجؠآټزدڝدقجدڪنزڝنآؠضټڪڝكجدجنضئدآكك؃ڪټزڝددنججضآزس؃ڪؠقز؃ڝنجججآضضزڪكقد؃ټنضجدآنضضڪززك؃ؠنححڝآجضجڪززز؃ڝكؠحټآجضدجڝزض؃قككج؃ؠټضج؃ټزج؃ضكزقضؠؠئڪټڝزدزؠكضحآؠكئڪټټسڝ؃دنضئؠؠزئڝټؠضزڝڝكدحجآزئزټكزحڝټ؃ڪحدؠجئضڪكسكڝؠكضدڝقجئجټضسز؃ؠقؠدټؠقئدسڝسضڝزقكحټنټجڝټؠسجنټقزدكنؠجټآڝسدڝنقضحدنكجټآټضڝڝدقجدؠنزجڝآؠسئڪڝقددجنضجآآكضټڪټقدددنكجضآزضټڪؠټك؃ڝنحججآنضزڪټنز؃ټكڝجددڝضضڪقزك؃ؠدضحڝآسضجڪقزز؃ككؠحڝئآضدڪكزضدآككحؠؠټئڝڪټزج؃نكزحؠؠؠئڝټڝززقټكضحآؠكنسټټز؃؃دكجحضؠؠزضټؠسټڝڝڪآحجؠسئزټكڪجڝټكئحدؠسئضټزسك؃ټڝئدڝؠزئجئؠسزڝكقؠحڝنڝئدټنسضټققكدؠنټضدټدسجڝټقزؠكنؠجټآڝسدڝجقضدڪنكئحآټسزڝدقكدضنزئ؃آؠكضڪڝقحدجنضجزآټقزڪټزڝددټؠجضآقضكڪڝنك؃ڝندجج؃حضزڪنزؠدڝټسجدآنضضسسزك؃ؠكټئدټحضجڪټززآضكؠحټؠڝسجڝئزضد؃ككجنؠټئڝڪدقضدسكزججؠؠڪزټڝزد؃جكضضآؠكضحټټزك؃دكضحضؠزسټټؠزجڝڝكزحجؠآئزټڝڝحڝټكضحدڝئئضټقسكڝآقټحجټټئجټضسزجنقؠدڪنڝضج؃نسضڝټقكككنټجڝټدسج؃دقزدڪنؠجڝآڝسجڝجقؠئضنكجڝآټؠؠڝدقئدضنآجكآڝقكڪڝقددج؃دجزآنضؠڪټڝزددنقجضآنضكڪؠزټحدآزججآؠضزضڝزؠ؃ټكڝئجآجضضڪڪزكقنكټحڝآدسضڪضززددكؠڝنؠڝضدڪجقز؃زككجئؠټدڝڪدزج؃ضنكحكؠؠضزټڝزك؃جكضحزؠكئؠټټزس؃دكټحضؠكئكټؠسټڝڝكزحجؠؠئزڪ؃سؠڝټقڝحدؠقئضټكسكڝټقټحضؠدئجټكسزضضقؠدڪنڝئسټجسكحجقكدؠنټكؠټدسئڝضقزكدنؠئحآڝسئڝجقضدزؠؠقكآټسضڝدڝكدضنزجكټټضټڪڝققدجحئجزآكضؠڝڝزڝددنؠجضڪحضكڪؠزټحدندججآڪضز؃دزؠ؃ټكڝئجآجضضڝدزكئنكټحڝآدضجڪضززد؃كؠجزؠڝضجڪجزض؃زككجدؠټضضڪدزن؃ضكزحكؠؠضحټڝزج؃جكزحزؠكئؠټټزج؃دكقحضؠزئكټڝسټڝڝكدحجددئزټنسؠڝټڝجحدؠزئضټزسكڝؠقټدڝ؃ؠئجټكسزڝنقؠدټنڝئزضنسضڝؠقكزننټئ؃ټدسئڝضقؠئضنؠجټآڝآ؃ڝجقسدزنټسزآټضڝڝدڪندضنقجكڝؠزنڪڝقسدجدڝجزضآضؠڝڝآؠددنقجضقټضكڪؠزټ؃ڝآ؃ججآضضزڪنزؠ؃ټكڝئجڝنضضڪآزكئټكټحڝآدضكئجزز؃ڝكؠجزؠڝضحڪجزس؃زككقزؠټئڝڪدزض؃ضكزحكؠؠكنټڝزس؃جكزحزؠنئؠڪدكؠ؃دكجحضدكئكټآسټددآقحجؠنئزټؠسؠڝټقڝججحقئضټټسكآجقټدڝؠدسجټضسزڝڝقؠحجنڝقضټجززڝزقكحجنټؠڪټدسجڝضككدكنؠئسآڝقنڝجقضدزؠؠجؠآټسكڝدڝددضنزجكټټضټڪڝقآدججضجزآكضؠڪټزڝددنؠجضټحضكڪټزټ؃ڝندججآؠضزڝدزؠ؃ټكڝجدآجضضڪآزك؃ؠكټجدآدضجڪضزز؃ڪكؠحڪؠڝضجڪجكض؃زككجدؠټضئڪدئح؃ضنكحكؠؠضئټڝڝ؃؃جكضحزآؠئؠټټزز؃د؃قحضؠزئكڪټسټڝڝكنحجححئزټكسؠ؃ڝقڝحدؠټئضڪدسكڝؠقټدڝؠدئجټآسز؃جقؠدڝنڝضجټجسضڝڝقككننټجڝټدزضڝضقزححنؠكټآڝسدڝجكزدزنكئضآټزكڝدقجدضؠكجكآؠسقڪڝآحدجنضجزآكضؠڪټقزددنڪجضآكضكڪؠزټ؃ڝنزججآټضزڪؠزؠحټكڝجدآنضضڪټزك؃آكټئدآدضجڪڪززققكؠحټؠڝسجڪجزضددككؠقؠټئڝڪدقض؃ضكزجئؠؠج؃ټڝزد؃جنزحزؠكضزټټئ؃؃دكجحضؠزئكټؠزسڝڝكټحجؠزئزټكسؠڝټكسحدؠآئضټكسكدؠقټدڝؠكئجټآسزدضقؠحڝنڝئدټټسضزسقكدؠنټضدټدسج؃؃قزآڪنؠجټآڝزجڝجقضحجنكسحآټضڝڝدكضدضنزئسآؠټزڪڝقددجنضجزآكسضڪټقآددنضجضآزضكڪؠقض؃ڝنؠججآزضزڝؠزؠ؃ټنقجدقؠضضڪززكحؠكټحڝآنضجڪڪززسدكؠئټؠڝضدڪآزضد؃ككضكؠټسڝڪدزج؃ڝكزجحؠؠڝؠټڝزد؃جكضجدؠكئټټټزد؃دنضحضؠزضئټؠجضڝڝكدحجټضئزټكزسڝټكنحدئآئضڪكسكڝؠكندڝج؃ئجټضسز؃ؠقؠدټؠټئدضنسضڝزقكحټنټجڝڪ؃سجآڪقزدكنؠئڝآڝسد؃جقضق؃نكجؠآټضڝڝدقجححنزئكآؠضڝڪڝقددجنضئحآكسقڪټقدددنججضآزسضڪؠقئ؃ڝندججټزضزڪكقق؃ټدڪجدآجضضڝكزك؃ؠنؠحڝزحضجڪضززدؠكؠحټآڪضدڝقزض؃زككجټؠټئڝڝدزجسككزحكؠؠئټټڝزدد؃كضجزؠكئټټټقد؃دكجججؠزآقټؠسټڝڝنجحجؠضضسټككضڝټقڝحدآضئضټززكڝؠؠددڝؠدئجڪزسزڝككآدټجئئدټجسضڝزقكدؠؠؠجڝڪحسجڝزقزحؠنؠجټټڪسدزحقضدزنكئټآټضڝ؃دقجټجنزجكآؠسڝڪڝقدحئنضڝئآكضؠڪټكدددنجئزآزؠآڪؠزټ؃ڝندججآضسسڪكقټ؃ټندجدټضضضڪزقك؃ؠدآحڝآدضجڝززز؃كنآحټڪدضدڪجزضدكككحؠآڝئڝؠآزج؃ضكزجؠؠؠئټڝحزدؠزكضحزؠكئؠټټسڝددكججقؠزئؠټؠزڝڝڝكدجئؠضآسټكسؠڝټندحدؠجضزټزڝضڝؠقټدڝآجئجټضزنڝكؠجدټنڝئدڪضسضڝزكټدؠؠكجڝټدسجڝضقزدكؠآجټڪجسدڝضقضحكنكجؠټڝضڝز؃قجدضنزئؠآؠضټ؃حقدجڪنضجزآكسټڪټزڝحضنجسټآزضكڪؠقڝ؃ڝندئقآضقآڪكزؠ؃ټكڝجدآجسزڪزقڪ؃ؠكڝحڝټجؠئڪضقن؃كدنحټؠڝضدڝضزض؃زنټحؠآڪئڝڪدزجدزكزحكټ؃ئټزدزد؃جكضجكؠكئؠڝجسڝؠ؃كجحضؠزئكټؠسټدحكدجكؠضئكټكسؠڝټقڝحټؠجضقټزسنڝؠقټجقؠدض؃ټضزئڝكقؠدټآدكدټجزجڝزټؠدؠنټجڝڪجسجڝضكسدكزججټآڝسددجقضدزؠقجؠټآضڝقنقجحزنزجكټآضټئكقددجنضجزآكضؠڝآزڝححنججزآززكڪؠزټدڪندئحآضڪحڪكزؠ؃ټكڝئ؃آجسضڪززك؃ؠكټحڝآدسدڪضزز؃كنؠحټآجضدڪجزض؃زززحؠؠڪئڝ؃دقټ؃ضننحكآټئټحؠزددضآڪحزآڪئؠضآسڝ؃دكججزؠزئكڝدسټدحكدحجؠضضكټكسؠدئقڝآجؠجئضټززؠڝؠقټجزؠدڪټټضسزڝكقؠدټنڝضسټجزټڝزقؠدؠنټجڝټدزسڝضكآدكنټجټټضسدڝجكقدززؠجؠآڪضڝڝحقجدكټججكآؠضټآدقددئنضجؠڝضضؠڪټزڝڪڝنججسآززكحټزټححندئضآضززڪكقټقؠكڝئضآجټئڪززك؃ؠنڝحڝآدسقڪضجڪ؃ككؠحټټدضدڪجقؠ؃زؠنحؠؠټئڝڝجزج؃ضنڪحكقڪئټټڝزد؃جكضحزآټئؠڝئسڝ؃جكجحؠؠزئكڪڪسټټنكدحئؠضضؠټكسڝحكقڝحدؠجح؃ټزسنڝؠكدئؠؠدئجټضئجڝكقآدټؠجسټټجسضڝزسزدؠنڪجڝټدټؠڝضكئدكؠټجټآڝسدڝزؠددزنكجؠنؠضڝڝحقجدؠدؠجكټكضټؠزقددئنضجكآكضڝدكزڝددنجڝټآزضنڪؠزټسكندئدآضضزڪكزؠ؃ټكڝنئآجسئڪززك؃ؠكټحڝټجضجڪضقز؃كزدحټؠڝضد؃جزض؃زنكحؠآټئڝزحزجدزكزحكآآئټضڪزد؃جكضجكؠكئؠڪڝسڝئآكجحضؠزضؠټؠسټدحكدكڝؠضئزټكزټڝټقڝجضؠجحنټزسكڝؠقټدڝؠدضئټضزؠڝكقټدټنڝئدټجزضڝزقؠدؠنڝجڝټدسجڝضكقدكؠآجټآڝسددجآزدزؠؠجؠټزضڝؠؠقججضآدجكټټضټ؃دقدج؃نضجټحزضؠ؃دزڝدننججسآزضآڪؠزټسؠندججآضسقڪكزؠ؃ټكڝقټآجضضڪزقك؃ؠكټحڝآدنڝڪضزز؃كنضحټؠڝضدڪجؠن؃زنؠحؠټدئڝڪحزجحضټكحكآټئټڪكزدټزكضئزټجئؠڪڝسڝدجكجئحؠزئڝجكسټدجكدحنؠضئقټكسټڝټقڝزټؠجئضټزززڝؠقټدڝؠدكڝټضسزڝككآدټنڝئدټجننڝزكؠدؠآدجڝټحسجڝؠڪضدكؠټجټټ؃سدڝئقضدقنكجؠحكضڝڝدقجحدنزجكآؠضڝزآقدحسنضئحآكضؠڪټقضسڝنجئكآزضآڪؠزڪ؃ڝنحججآضؠجڪكزؠ؃ټنآجدآجضضڪټټز؃ؠؠححڝآجضجڪسزز؃نكؠحټدؠضدڪجزضدئككحؠؠټضضجڝزجدؠكزحكؠؠئڪټڝزج؃جكضقجؠكئؠټټزن؃دكجحضؠزنضټؠسټڝڝكڪحجؠضئزڝكؠدڝټنسحدؠؠئضكدسك؃ټقټدڝآنئجضئسزڝكقؠحڝنڝئدڪټسضآڪقكدؠنټضدټدسجد؃قزدآنؠجټآڝزجڝجقضججنكنڝآټضڝڝدقجدضنزضحآؠزكڪڝقجدجؠزجزآكزضڪټڝڪددنججضټكضكڪؠكق؃ڝجكججآضضزڝؠزؠ؃ټؠؠجدزنضضڪززكدټكټحڝټڪضججؠزز؃ككؠحټڝئضدڝټزضحئككحټؠټضضجڝزجح؃كزجزؠؠئڪټڝزح؃جكضقجؠكئؠټټقح؃دكجحضؠزسكټؠقئڝڝنآحجؠسئزڝكسؠڝټنسحدؠؠئضكدسك؃ټقټدڝآنئجضئسزڝكقؠحڝنڝئدڪټسضآضقكدؠنټضدټدسجد؃قزڪڪنؠجټآڝزجڝجقضججنكنټآټضڝڝدقجدضنزضحآؠزكڪڝقجدجؠزجزآكزضڪټڝڪددنججضټكضكڪؠكق؃ڝ؃ټججآضضزڝؠزؠ؃ټؠؠجدكټضضڪززكدټنڪحڝټڪضجڝدزز؃ككؠحټڝئضدڝټزضحئككحټؠټضضجڝزجح؃كزحټؠؠئڪټڝزح؃جكضقجؠكئؠټټقج؃دكجحضؠزسكټؠقئڝڝنآحجؠسئزڝكسؠڝټنسحدؠؠئضكدسك؃ټقټدڝآنئجضئسزڝكقؠحڝنڝئدڪټسضضكقكدؠنټضدټدسجد؃قزنحنؠجټآڝزجڝجقضججنكنسآټضڝڝدقجدضنزضحآؠزكڪڝقجدجؠزجزآكزضڪټڝڪددنججضټكضكڪؠكق؃ڝجآججآضضزڝؠزؠ؃ټؠؠجدجنضضڪززكدټنڪحڝټڪضجؠقزز؃ككؠحټڝئضدڝټزضحئككحټؠټضضجڝزجح؃كزجنؠؠئڪټڝزح؃جكضقجؠكئؠټټقئ؃دكجحضؠزسكټؠقئڝڝنآحجؠسئزڝكسؠڝټنسحدؠؠئضكدسك؃ټقټدڝآنئجضئسزڝكقؠحڝنڝئدڪټسض؃كقكدؠنټضدټدسجد؃قزحزنؠجټآڝزجڝجقضججنكدكآټضڝڝدقجدضنزضحآؠزكڪڝقجدجؠزجزآكزضڪټڝڪددنججضټكضكڪؠكق؃ڝج؃ججآضضزڝؠزؠ؃ټؠؠجدقڝضضڪززكدټنڪحڝټڪضجئدزز؃ككؠحټڝئضدڝټزضحئككحټؠټضضجڝزجح؃كزجآؠؠئڪټڝزح؃جكضقجؠكئؠټټقض؃دكجحضؠزسكټؠقئڝڝنآحجؠسئزڝكسؠڝټنسحدؠؠئضټڪسك؃ټقټدڝآنئجضئسزڝكقؠحڝنڝئدڪټسضنجقكدؠنټضدټدسجد؃قزضضنؠجټآڝزجڝجقضججنكڪنآټضڝڝدقجدضنزضحآؠزكڪڝقجدجؠزجزآكزضڪټڝڪددنججضټكضكڪؠكق؃ڝحڝججآضضزڝؠزؠ؃ټؠؠجدئضضضڪززكدټنڪحڝټڪضجسقزز؃ككؠحټڝئضدڝټزضحئككحټؠټضضجڝزجح؃كزجؠؠؠئڪټڝزح؃جكضقجؠكئؠټټزټ؃دكجحضؠزقڪټؠقئڝڝنآحجؠسئزڝكنټڝټنسحدؠټئضنؠسكدؠنزدڝآقئجڪآسزدسقؠحج؃ټئدڪآسضڝڝقكدآنټئحټدسجضدقزدكنؠئآآڝسدڝجقضزجنكجؠآټز؃ڝدقجدضنزكضآؠضټڪڝقڪدجنضجزآكزؠڪټكسددؠآجضآقضك؃ؠزټ؃ڝؠقججآټضزڝ؃زؠدڝكڝجدټآضضسسزك؃ؠكټئدآدضجڝڝزززقكؠحټؠڝسجڪجزضححككڝ؃ؠټئڝڪدقض؃ضكزئضؠؠڪؠټڝزد؃جكضحزؠكسئټټقؠ؃دكضحضآكئكټؠقزڝڝد؃حجؠضئزڪؠسؠڝټننحد؃دئضټزسك؃ټقټدڝآټئجججسزڝكقؠحڝآ؃ئدڝ؃سضآققكدؠنټجڝ؃سسج؃ڝقزجسنؠجڝآڝسزضدقضجحنكئڝآټس؃ڝدقئدضنزكضآؠضټڪڝك؃دجنضجزآكزؠڪټكسددؠڪجضآقضك؃ؠزټ؃ڝؠقججآټضزنجزؠدڝكڝجدټآضضسسزك؃ؠكټئدآدضجڝڝزززنكؠحټؠڝسجڪجزضححككڪؠؠټئڝڪدقض؃ضكزئضؠؠڝزټڝزد؃جكضحزؠكسئټټقؠ؃دكضحضآكئكټؠقزڝڝد؃حجؠضئزڪؠسؠڝټننحدضكئضټزسك؃ټقټدڝآټئجټڪسزڝكقؠحڝآ؃ئدڝ؃سضسنقكدؠنټجڝ؃سسج؃ڝقزجسنؠجڝآڝسزضدقضجحنكئدآټس؃ڝدقئدضنزكضآؠضټڪڝكجدجنضجزآكزؠڪټكسددؠڪجضآقضك؃ؠزټ؃ڝؠقججآټضزنجزؠدڝكڝجدټآضضسسزك؃ؠكټئدآدضجڝڝززؠسكؠحټؠڝسجڪجزضححككسئؠټئڝڪدقض؃ضكزئضؠؠڝټټڝزد؃جكضحزؠكسئټټقؠ؃دكضحضآكئكټؠقزڝڝد؃حجؠضئزڪؠسؠڝټننحدضسئضټزسك؃ټقټدڝآټئجزحسزڝكقؠحڝآ؃ئدڝ؃سضجڪقكدؠنټجڝ؃سسج؃ڝقزجسنؠجڝآڝسجق؃قضجحنكئؠآټضڝڝدقججضنزض؃آؠزقڪڝقحدجآضجزآكزحڪټقزددضڪجضټكضكڪؠكس؃ڝح؃ججآضضزڝؠزؠ؃ټؠكجددزضضڪززكدټكټحڝټآضجحضزز؃ككؠجڝؠڝضدڝڝزضئسككحؠؠټئڝڪدزجدڪكزئضؠؠئڝټڝقج؃جكضئدؠكآنټټسڝ؃دنضحضؠزسئټؠآنڝڝكدحجآزئزټكقزڝټآححدؠجئضڪكزنڝؠنندڝكنئجټضسزڝكآ؃دټآكئدڝ؃سضڝكقكحټڪئجڝڪآسجؠكقزدكنؠضټددسد؃ڪقضجحنكسؠآټزڝججقجج؃نزضئآؠټټڪڝقززدنضضجآكس؃ڪټق؃ددنئجضآزؠضڪؠزټ؃ڝنسججآضضزڪكآ؃؃ټؠسجدټڝضضڪقزك؃ؠؠآحڝآدضجڪسزز؃ككؠ");local _llll=(11220/(-#{'nil',(function(_)return _ end)();nil,kernel32dII}+103))local _l=43 local __=_ll;local _={}_={[(206/0xce)]=function()local _lll,_ll,__l,_=___lll(_l__ll,__,__+_lll_);__=__+_____;_l=(_l+(_llll*_____))%_l_;return(((_+_l-(_llll)+___*(_____*____l))%___)*((____l*_ll_ll)^____l))+(((__l+_l-(_llll*____l)+___*(____l^_lll_))%_l_)*(___*_l_))+(((_ll+_l-(_llll*_lll_)+_ll_ll)%_l_)*___)+((_lll+_l-(_llll*_____)+_ll_ll)%_l_);end,[(-0x1c+(0x9a-124))]=function(_,_,_)local _=___lll(_l__ll,__,__);__=__+_ll_l;_l=(_l+(_llll))%_l_;return((_+_l-(_llll)+_ll_ll)%___);end,[(((0x9f+-46)+-#"perth vs memcorrupt boxing match")+-0x4e)]=function()local _ll,_=___lll(_l__ll,__,__+____l);_l=(_l+(_llll*____l))%_l_;__=__+____l;return(((_+_l-(_llll)+___*(____l*_____))%___)*_l_)+((_ll+_l-(_llll*____l)+_l_*(____l^_lll_))%___);end,[(0x70+-108)]=function(__,_,_l)if _l then local _=(__/____l^(_-_ll))%____l^((_l-_ll_l)-(_-_ll)+_ll_l);return _-_%_ll;else local _=____l^(_-_ll_l);return(__%(_+_)>=_)and _ll or _lllll;end;end,[(0x1ae/86)]=function()local _l=_[(-#'1 plus 1 doesnt equal 111'+(0xaf-149))]();local __l=_[(70-0x45)]();local _lll=_ll;local __=(_[((0x59+(-#[[Rogue Lineage]]+(-0x1484/202)))+-#[[go ahead. replace loadstring with dump. do it.]])](__l,_ll_l,_l_lll+_____)*(____l^(_l_lll*____l)))+_l;local _l=_[(-#[[I kissed wally irl]]+(76+-0x36))](__l,21,31);local _=((-_ll)^_[(0x4c-72)](__l,32));if(_l==_lllll)then if(__==__llll)then return _*_lllll;else _l=_ll_l;_lll=__llll;end;elseif(_l==(___*(____l^_lll_))-_ll_l)then return(__==_lllll)and(_*(_ll_l/__llll))or(_*(_lllll/__llll));end;return __l__l(_,_l-((_l_*(_____))-_ll))*(_lll+(__/(____l^_l___l)));end,[(-86+0x5c)]=function(__l,_lll,_lll)local _lll;if(not __l)then __l=_[(30-0x1d)]();if(__l==_lllll)then return'';end;end;_lll=_l_l_l(_l__ll,__,__+__l-_ll);__=__+__l;local _=''for __=_ll_l,#_lll do _=_lll_l(_,____ll((___lll(_l_l_l(_lll,__,__))+_l)%_l_))_l=(_l+_llll)%___ end return _;end}local function _lllll(...)return{...},__ll_l('#',...)end local function _ll_ll()local _lll={};local __l={};local _l={};local __ll={_lll,__l,nil,_l};local __={}local _l_l=(-0x1d+82)local _l={[(50+-0x32)]=(function(_l)return not(#_l==_[(0xfc/126)]())end),[(126/0x7e)]=(function(_l)return _[(28-0x17)]()end),[(-82+0x55)]=(function(_l)return _[(-0x50+86)]()end),[(988/0xf7)]=(function(_l)local __=_[(1086/(0xe9+-52))]()local _=''local _l=1 for _ll=1,#__ do _l=(_l+_l_l)%_l_ _=_lll_l(_,____ll((___lll(__:sub(_ll,_ll))+_l)%___))end return _ end)};__ll[3]=_[(-60+0x3e)]();for _=_ll_l,_[(83-0x52)]()do __l[_-_ll_l]=_ll_ll();end;local __l=_[((169-0x89)+-#'One day ill make the onions cry')]()for _ll=1,__l do local _=_[(0x44+-66)]();local __l;local _=_l[_%(-#[[LOL ur gonna fail probs]]+((45878/0x71)/0x7))];__[_ll]=_ and _({});end;for __ll=1,_[(0x67/103)]()do local _l=_[(0x16-(0x69-85))]();if(_[(-0x74+120)](_l,_ll,_ll_l)==__llll)then local ___=_[(928/0xe8)](_l,____l,_lll_);local __l=_[(118-0x72)](_l,_____,____l+_____);local _l={_[((3416/0x7a)+-#'Federla is good at coding')](),_[(-#"Searching for the wrapper function"+(0x75-80))](),nil,nil};local _l_={[(-#'happy birdday wally'+(68-0x31))]=function()_l[_l__l]=_[(-0x26+41)]();_l[_l_l_]=_[(62+-0x3b)]();end,[(30-0x1d)]=function()_l[_ll_]=_[(0x3a-57)]();end,[(40/0x14)]=function()_l[____]=_[(91/0x5b)]()-(____l^_l_lll)end,[((0xb0-141)+-#"perth vs memcorrupt boxing match")]=function()_l[____]=_[((-0x71+179)+-#'guys i am epic hackerman i just converted a script to string.byte')]()-(____l^_l_lll)_l[_l_l_]=_[(-#"Fun and games until a = (function() a() end) a()"+(209-0x9e))]();end};_l_[___]();if(_[(0x138/78)](__l,_ll_l,_ll)==_ll_l)then _l[_l__]=__[_l[_l__]]end if(_[(106+-0x66)](__l,____l,____l)==_ll)then _l[__lll]=__[_l[__lll]]end if(_[(0x3b+-55)](__l,_lll_,_lll_)==_ll_l)then _l[___l_]=__[_l[_l_l_]]end _lll[__ll]=_l;end end;return __ll;end;local function __llll(_,_____,_llll)local _l=_[____l];local __=_[_lll_];local _=_[_ll];return(function(...)local ___=__;local _l_=_;local _lllll=_lllll local ____ll={};local _ll_ll=__ll_l('#',...)-_ll_l;local ___lll={};local _l__ll={...};local __={};local _l_lll=_l;local _l=_ll;local _=_ll _*=-1 local _lll_=_;for _=0,_ll_ll do if(_>=___)then ____ll[_-___]=_l__ll[_+_ll_l];else __[_]=_l__ll[_+_ll];end;end;local _=_ll_ll-___+_ll local _;local ___;while true do _=_l_[_l];___=_[(-#"Fun and games until a = (function() a() end) a()"+((0x3fd0-8202)/166))];__l=(710806)while(-#[[nice executor bro. 2 HttpGets crash it..]]+(0x130-194))>=___ do __l-= __l __l=(6282240)while ___<=(-#"You know math? sqrt(-2) * sqrt(-32) = ??"+(166-0x5c))do __l-= __l __l=(798651)while ___<=(132-0x74)do __l-= __l __l=(4519620)while ___<=(0x126/42)do __l-= __l __l=(10312200)while(0x54-81)>=___ do __l-= __l __l=(8013040)while ___<=(55-(186-0x84))do __l-= __l __l=(1005195)while ___>(-#[[Logue Rineage]]+(1677/(-#'protected by Federal Scripting Utilities'+(232+-0x3f))))do __l-= __l __[_[__l_l]]=__[_[__ll]]-__[_[_l___]];break end while(__l)/(((0x12c4a/238)+-#"load = dump (sukssesful deobfuskation)"))==3527 do local _=_[__l_]__[_]=__[_]()break end;break;end while(__l)/((4663-0x93f))==3490 do __l=(875165)while ___>(-#[[im a nigger]]+(0xa5c/204))do __l-= __l local ___;local __l;__l=_[__l_l];___=__[_[_ll_]];__[__l+1]=___;__[__l]=___[_[___l_]];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_llll[_[__lll]];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[__lll];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[____];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l]=__[__l](___l(__,__l+_ll,_[_l_ll]))_l=_l+_ll;_=_l_[_l];__l=_[__l_]__[__l]=__[__l](___l(__,__l+_ll,_[_ll_]))_l=_l+_ll;_=_l_[_l];if __[_[_l__]]then _l=_l+_ll;else _l=_[_ll_];end;break end while(__l)/(((1148-0x24a)+-#"Oh so you know C++? What does sizeof(int) equal to? (gcc)"))==1733 do local ___;local __l;__l=_[_l_l];___=__[_[__lll]];__[__l+1]=___;__[__l]=___[_[___l_]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_llll[_[_l_ll]];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[__lll];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[____];_l=_l+_ll;_=_l_[_l];__l=_[__l_l]__[__l]=__[__l](___l(__,__l+_ll,_[_ll_]))_l=_l+_ll;_=_l_[_l];for _=_[_lll],_[__ll]do __[_]=nil;end;_l=_l+_ll;_=_l_[_l];__[_[_lll]]=__[_[__lll]][_[__ll_]];_l=_l+_ll;_=_l_[_l];__l=_[__l_l];___=__[_[____]];__[__l+1]=___;__[__l]=___[_[_l___]];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_llll[_[____]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[__lll];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[____];_l=_l+_ll;_=_l_[_l];__l=_[_lll]__[__l]=__[__l](___l(__,__l+_ll,_[_l_ll]))_l=_l+_ll;_=_l_[_l];__l=_[_lll]__[__l]=__[__l](___l(__,__l+_ll,_[__lll]))_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=__[_[__ll]][_[_ll__]];_l=_l+_ll;_=_l_[_l];for _=_[__l_],_[__lll]do __[_]=nil;end;_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l](___l(__,__l+_ll_l,_[____]))break end;break;end break;end while(__l)/((-#[[give access to functions for boosters]]+(-0x7c+(0x227b8/40))))==3060 do __l=(54309)while ___<=(-0x12+23)do __l-= __l __l=(36484)while ___>(0x62-94)do __l-= __l __[_[_l_l]]=_____[_[____]];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=#__[_[_l__l]];_l=_l+_ll;_=_l_[_l];_____[_[_ll_]]=__[_[___ll]];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_____[_[_l__l]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=#__[_[_ll_]];_l=_l+_ll;_=_l_[_l];_____[_[_l_ll]]=__[_[__l_]];_l=_l+_ll;_=_l_[_l];do return end;break end while 1303==(__l)/((4872/0xae))do local _=_[__l_]__[_](___l(__,_+_ll_l,_lll_))break end;break;end while(__l)/((-#[[psu more like psshit hahahaha laugh at my joke everyone]]+(0x10d-171)))==1263 do __l=(2739040)while(0x35-47)<___ do __l-= __l local _ll=_[___ll];local _l_=__[_ll+2];local __l=__[_ll]+_l_;__[_ll]=__l;if(_l_>0)then if(__l<=__[_ll+1])then _l=_[__lll];__[_ll+3]=__l;end elseif(__l>=__[_ll+1])then _l=_[____];__[_ll+3]=__l;end break end while(__l)/(((0x8bb-1175)+-#'Cannnn Iiiiiiiii put my ballzzzzzz in your jawwwwwww?'))==2720 do local ___;local __l;__l=_[_lll];___=__[_[__ll]];__[__l+1]=___;__[__l]=___[_[_l_l_]];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_llll[_[_l__l]];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[__lll];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[__ll];_l=_l+_ll;_=_l_[_l];__l=_[__l_l]__[__l]=__[__l](___l(__,__l+_ll,_[__lll]))_l=_l+_ll;_=_l_[_l];__l=_[___ll]__[__l]=__[__l](___l(__,__l+_ll,_[_ll_]))_l=_l+_ll;_=_l_[_l];if not __[_[__l_l]]then _l=_l+_ll_l;else _l=_[_l_ll];end;break end;break;end break;end break;end while 3060==(__l)/((-0x34+1529))do __l=(3263565)while(0x3c-49)>=___ do __l-= __l __l=(3538152)while(58-0x31)>=___ do __l-= __l __l=(1749840)while(1144/0x8f)<___ do __l-= __l local ____l;local _____,_l_l_;local ___;local __l;__[_[_l_l]][_[_l_ll]]=_[___l_];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_llll[_[_ll_]];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__l=_[_lll]__[__l]=__[__l](___l(__,__l+_ll,_[_ll_]))_l=_l+_ll;_=_l_[_l];__[_[_l__]][_[_ll_]]=__[_[___l_]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_llll[_[_l_ll]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=__[_[__lll]][_[___l_]];_l=_l+_ll;_=_l_[_l];__[_[_lll]][_[____]]=__[_[_ll__]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=__[_[_ll_]][_[__ll_]];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=__[_[__lll]][_[_ll__]];_l=_l+_ll;_=_l_[_l];__[_[_l_l]][_[_ll_]]=__[_[_ll__]];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=__[_[_l__l]][_[__l__]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=__[_[_ll_]][_[_ll__]];_l=_l+_ll;_=_l_[_l];__[_[__l_]][_[_ll_]]=__[_[___l_]];_l=_l+_ll;_=_l_[_l];__[_[_l__]][_[__lll]]=_[__ll_];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_llll[_[_l_ll]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=__[_[_ll_]][_[__ll_]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[__ll];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__l=_[_lll]__[__l]=__[__l](___l(__,__l+_ll,_[__lll]))_l=_l+_ll;_=_l_[_l];__[_[__l_l]][_[_l__l]]=__[_[_l___]];_l=_l+_ll;_=_l_[_l];__[_[___ll]][_[____]]=_[__ll_];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_llll[_[__lll]];_l=_l+_ll;_=_l_[_l];__l=_[__l_l];___=__[_[__lll]];__[__l+1]=___;__[__l]=___[_[_ll__]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__l=_[___ll]__[__l]=__[__l](___l(__,__l+_ll,_[_l_ll]))_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=__[_[____]][_[_l___]];_l=_l+_ll;_=_l_[_l];__l=_[__l_l];___=__[_[____]];__[__l+1]=___;__[__l]=___[_[__l__]];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_llll[_[____]];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=__[_[__ll]];_l=_l+_ll;_=_l_[_l];__l=_[_lll]_____,_l_l_=_lllll(__[__l](__[__l+_ll_l]))_lll_=_l_l_+__l-_ll ____l=0;for _=__l,_lll_ do ____l=____l+_ll;__[_]=_____[____l];end;_l=_l+_ll;_=_l_[_l];__l=_[__l_l]__[__l](___l(__,__l+_ll_l,_lll_))break end while 552==(__l)/((0x1911-(6561-0xcf2)))do local _ll=__[_[__ll_]];if not _ll then _l=_l+_ll_l;else __[_[_lll]]=_ll;_l=_[_l_ll];end;break end;break;end while 3768==(__l)/((20658/0x16))do __l=(6917155)while ___>(2120/0xd4)do __l-= __l local ___;local __l;__l=_[_lll]__[__l](___l(__,__l+_ll_l,_[__ll]))_l=_l+_ll;_=_l_[_l];__l=_[_l__];___=__[_[_l__l]];__[__l+1]=___;__[__l]=___[_[__ll_]];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_llll[_[__ll]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[__lll];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[____];_l=_l+_ll;_=_l_[_l];__l=_[__l_l]__[__l]=__[__l](___l(__,__l+_ll,_[_l__l]))_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_llll[_[_l_ll]];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[__lll];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[__ll];break end while(__l)/((1858+-0x3b))==3845 do local _l___;local ___;local _lll_;local __l;__[_[__l_l]]=_llll[_[_ll_]];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=__[_[_ll_]][_[__ll_]];_l=_l+_ll;_=_l_[_l];__l=_[__l_l];_lll_=__[_[_l__l]];__[__l+1]=_lll_;__[__l]=_lll_[_[_l_l_]];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=__[_[____]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=__[_[_ll_]];_l=_l+_ll;_=_l_[_l];__l=_[___ll]__[__l]=__[__l](___l(__,__l+_ll,_[__lll]))_l=_l+_ll;_=_l_[_l];__l=_[_l_l];_lll_=__[_[_l_ll]];__[__l+1]=_lll_;__[__l]=_lll_[_[__l__]];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l]=__[__l](__[__l+_ll_l])_l=_l+_ll;_=_l_[_l];___={__,_};___[_ll_l][___[____l][_l_l]]=___[_ll][___[____l][_l_l_]]+___[_ll_l][___[____l][__ll]];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=__[_[____]]%_[_l_l_];_l=_l+_ll;_=_l_[_l];__l=_[__l_]__[__l]=__[__l](__[__l+_ll_l])_l=_l+_ll;_=_l_[_l];_lll_=_[____];_l___=__[_lll_]for _=_lll_+1,_[_ll__]do _l___=_l___..__[_];end;__[_[_lll]]=_l___;_l=_l+_ll;_=_l_[_l];___={__,_};___[_ll_l][___[____l][_l_l]]=___[_ll][___[____l][___l_]]+___[_ll_l][___[____l][____]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=__[_[_l__l]]%_[_l_l_];break end;break;end break;end while 1455==(__l)/((2329+-0x56))do __l=(8507128)while ___<=(0x7a-109)do __l-= __l __l=(3066633)while(((17280/0x6c)+-#[[i still hate noobmaster]])-0x7d)<___ do __l-= __l __[_[__l_]]={};break end while 1431==(__l)/((4357-0x8a6))do local _=_[_lll]__[_]=__[_](__[_+_ll_l])break end;break;end while 2081==(__l)/((609112/0x95))do __l=(617012)while ___<=((11400/(0x9538/191))+-#'you have failed the script logging speedrun')do __l-= __l local __l;local ___;local _ll_,_l__;local _lll;local __l;__[_[__l_]]=_llll[_[_l__l]];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_llll[_[____]];_l=_l+_ll;_=_l_[_l];__l=_[_l_l];_lll=__[_[_l__l]];__[__l+1]=_lll;__[__l]=_lll[_[__ll_]];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[__ll];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l]=__[__l](___l(__,__l+_ll,_[__ll]))_l=_l+_ll;_=_l_[_l];__l=_[_l_l];_lll=__[_[____]];__[__l+1]=_lll;__[__l]=_lll[_[_l_l_]];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]_ll_,_l__=_lllll(__[__l](__[__l+_ll_l]))_lll_=_l__+__l-_ll ___=0;for _=__l,_lll_ do ___=___+_ll;__[_]=_ll_[___];end;_l=_l+_ll;_=_l_[_l];__l=_[_l_l]_ll_={__[__l](___l(__,__l+1,_lll_))};___=0;for _=__l,_[__ll_]do ___=___+_ll;__[_]=_ll_[___];end _l=_l+_ll;_=_l_[_l];_l=_[____];break;end while 407==(__l)/(((0xc5b-1624)+-#[[i still hate noobmaster]]))do __l=(9233672)while(-#[[Y does my pp grow when i play woth it]]+(-47+0x63))<___ do __l-= __l __[_[_lll]][_[__ll]]=_[___l_];break end while(__l)/((0xc34+-42))==2996 do local _ll=_[_l_l];local __l=__[_ll]local _l_=__[_ll+2];if(_l_>0)then if(__l>__[_ll+1])then _l=_[__lll];else __[_ll+3]=__l;end elseif(__l<__[_ll+1])then _l=_[__ll];else __[_ll+3]=__l;end break end;break;end break;end break;end break;end break;end while 441==(__l)/(((3777-(46704/0x18))+-#'sussy fortnite balls'))do __l=(3743695)while(0x15e0/224)>=___ do __l-= __l __l=(10620005)while(4380/0xdb)>=___ do __l-= __l __l=(9036500)while((174-0x73)+-#[[oh oh i will hack you =opens dev console=]])>=___ do __l-= __l __l=(1283570)while ___>((-#"can someone send me the psu source code it got deletedd"+(0x187-207))+-0x70)do __l-= __l local __l;local ___;local ____,__l_l;local _l__;local __l;__[_[___ll]]=_llll[_[_l__l]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_llll[_[_l_ll]];_l=_l+_ll;_=_l_[_l];__l=_[__l_];_l__=__[_[_ll_]];__[__l+1]=_l__;__[__l]=_l__[_[__l__]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[__lll];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l]=__[__l](___l(__,__l+_ll,_[__ll]))_l=_l+_ll;_=_l_[_l];__l=_[_l_l];_l__=__[_[_l__l]];__[__l+1]=_l__;__[__l]=_l__[_[__l__]];_l=_l+_ll;_=_l_[_l];__l=_[_lll]____,__l_l=_lllll(__[__l](__[__l+_ll_l]))_lll_=__l_l+__l-_ll ___=0;for _=__l,_lll_ do ___=___+_ll;__[_]=____[___];end;_l=_l+_ll;_=_l_[_l];__l=_[_lll]____={__[__l](___l(__,__l+1,_lll_))};___=0;for _=__l,_[___l_]do ___=___+_ll;__[_]=____[___];end _l=_l+_ll;_=_l_[_l];_l=_[_l_ll];break end while(__l)/((182977/0x43))==470 do __[_[_l_l]]=_[__ll];break end;break;end while 3286==(__l)/(((0xeb034-481362)/175))do __l=(7939512)while ___>(855/(-0x5d+138))do __l-= __l local _ll=_[_ll_];local _l=__[_ll]for _=_ll+1,_[__ll_]do _l=_l..__[_];end;__[_[_l_l]]=_l;break end while 3304==(__l)/(((4884-0x9a1)+-#[[balls in ur jawz]]))do local __l;local ___;local ___ll,____l;local __ll;local __l;__[_[__l_l]]=_llll[_[__lll]];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_llll[_[_ll_]];_l=_l+_ll;_=_l_[_l];__l=_[_l_l];__ll=__[_[_l__l]];__[__l+1]=__ll;__[__l]=__ll[_[__ll_]];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[____];_l=_l+_ll;_=_l_[_l];__l=_[__l_]__[__l]=__[__l](___l(__,__l+_ll,_[__lll]))_l=_l+_ll;_=_l_[_l];__l=_[__l_l];__ll=__[_[_l__l]];__[__l+1]=__ll;__[__l]=__ll[_[__ll_]];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]___ll,____l=_lllll(__[__l](__[__l+_ll_l]))_lll_=____l+__l-_ll ___=0;for _=__l,_lll_ do ___=___+_ll;__[_]=___ll[___];end;_l=_l+_ll;_=_l_[_l];__l=_[_l__]___ll={__[__l](___l(__,__l+1,_lll_))};___=0;for _=__l,_[__ll_]do ___=___+_ll;__[_]=___ll[___];end _l=_l+_ll;_=_l_[_l];_l=_[_l_ll];break end;break;end break;end while 2735==(__l)/(((0x14439b-664034)/171))do __l=(4660988)while ___<=(0x9f8/116)do __l-= __l __l=(701610)while(0xb13/135)<___ do __l-= __l local _=_[_l__]local __l,_l=_lllll(__[_](__[_+_ll_l]))_lll_=_l+_-_ll local _l=0;for _=_,_lll_ do _l=_l+_ll;__[_]=__l[_l];end;break end while(__l)/(((0x24d-358)+-#"sussy amogus balls in ya mouth kiddo"))==3598 do local __ll=_l_lll[_[_ll_]];local ___;local _ll={};___=___l_l({},{__index=function(_l,_)local _=_ll[_];return _[1][_[2]];end,__newindex=function(__,_,_l)local _=_ll[_]_[1][_[2]]=_l;end;});for __l=1,_[__l__]do _l=_l+_ll_l;local _=_l_[_l];if _[(128-0x7f)]==92 then _ll[__l-1]={__,_[_l__l]};else _ll[__l-1]={_____,_[_l_ll]};end;___lll[#___lll+1]=_ll;end;__[_[_lll]]=__llll(__ll,___,_llll);break end;break;end while 1801==(__l)/(((0x5c1ca/145)+-#"Bye bye :wave:"))do __l=(13684857)while(-82+0x69)>=___ do __l-= __l local ___;local __l;__l=_[___ll]__[__l](___l(__,__l+_ll_l,_[_l_ll]))_l=_l+_ll;_=_l_[_l];__l=_[__l_l];___=__[_[__lll]];__[__l+1]=___;__[__l]=___[_[_l___]];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_llll[_[____]];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[____];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[____];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__l=_[__l_]__[__l]=__[__l](___l(__,__l+_ll,_[__lll]))_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_llll[_[_ll_]];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[_ll_];break;end while(__l)/(((0xdad45/255)+-#'Oh, so you know what banging is? Bang every single woman in your location.'))==3977 do __l=(9469586)while ___>(100-0x4c)do __l-= __l for _=_[___ll],_[__ll]do __[_]=nil;end;break end while(__l)/((2964+(-0x22-27)))==3262 do if(__[_[_lll]]~=__[_[__l__]])then _l=_l+_ll_l;else _l=_[_ll_];end;break end;break;end break;end break;end break;end while(__l)/((-#"moonsec top"+(0xa18+-28)))==1471 do __l=(2744775)while(-#[[hey psst you the wrapper function is right there]]+(0xc6+-121))>=___ do __l-= __l __l=(7891680)while ___<=((-118+0xa2)+-#"i hate noobmaster")do __l-= __l __l=(90802)while(-#[[localplayer not working on server scripts pls help]]+(251-0xaf))<___ do __l-= __l local _l_=_[_l__];local ___=_[_l_l_];local __l=_l_+2 local _l_={__[_l_](__[_l_+1],__[__l])};for _=1,___ do __[__l+_]=_l_[_];end;local _l_=_l_[1]if _l_ then __[__l]=_l_ _l=_[__ll];else _l=_l+_ll;end;break end while(__l)/(((0x541-721)+-0x4d))==166 do local _ll=_[__l_l];local _l=__[_[____]];__[_ll+1]=_l;__[_ll]=_l[_[__ll_]];break end;break;end while(__l)/(((2447+-0x15)+-#'sussy fortnite balls'))==3280 do __l=(2450511)while ___>(-#"v3 has it"+(-102+(-0x58+227)))do __l-= __l local _={__,_};_[_ll][_[____l][_l__]]=_[____l][_ll__]+_[____l][_ll_];break end while 2037==(__l)/((1237+-0x22))do local ___;local __l;__l=_[_l__]__[__l](___l(__,__l+_ll_l,_[_l_ll]))_l=_l+_ll;_=_l_[_l];__l=_[___ll];___=__[_[_l_ll]];__[__l+1]=___;__[__l]=___[_[___l_]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_llll[_[_l_ll]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[____];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[__ll];_l=_l+_ll;_=_l_[_l];__l=_[_l__]__[__l]=__[__l](___l(__,__l+_ll,_[__ll]))_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_llll[_[__ll]];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[__ll];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[__ll];break end;break;end break;end while(__l)/((-#"perth vs memcorrupt boxing match"+(155434/0x3e)))==1109 do __l=(650403)while ___<=(0xab-140)do __l-= __l __l=(2495050)while(0x9b-125)<___ do __l-= __l do return end;break end while 718==(__l)/(((732480/0xd2)+-#"mer trolled u"))do if not __[_[_l__]]then _l=_l+_ll_l;else _l=_[_ll_];end;break end;break;end while 1989==(__l)/((((891-0x1d5)+-#[[int 21h on top]])+-0x51))do __l=(6399900)while(0xcc0/102)>=___ do __l-= __l local ___;local __l;__l=_[_lll]__[__l](___l(__,__l+_ll_l,_[_l_ll]))_l=_l+_ll;_=_l_[_l];__l=_[_l_l];___=__[_[_l_ll]];__[__l+1]=___;__[__l]=___[_[__ll_]];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_llll[_[__ll]];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[____];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l]=__[__l](___l(__,__l+_ll,_[__lll]))_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_llll[_[____]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[__ll];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[_l__l];break;end while 1641==(__l)/((0x1ec7-3979))do __l=(7649055)while(0x84-(18513/0xbb))<___ do __l-= __l local ___;local __l;__l=_[_l_l];___=__[_[____]];__[__l+1]=___;__[__l]=___[_[__ll_]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_llll[_[_l_ll]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[__ll];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[____];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l]=__[__l](___l(__,__l+_ll,_[_l__l]))_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l]=__[__l](___l(__,__l+_ll,_[_l_ll]))_l=_l+_ll;_=_l_[_l];__[_[___ll]]=__[_[_ll_]][_[__l__]];_l=_l+_ll;_=_l_[_l];if not __[_[_l_l]]then _l=_l+_ll_l;else _l=_[____];end;break end while(__l)/((-#"I have 0x in my nickname and I am cool."+(449680/((434-0xea)+-#[[This is my kingdom cum, this is my kingdom cum]]))))==2655 do local ___;local __l;__l=_[_lll];___=__[_[__lll]];__[__l+1]=___;__[__l]=___[_[_l_l_]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_llll[_[__ll]];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__l=_[___ll]__[__l]=__[__l](___l(__,__l+_ll,_[_ll_]))_l=_l+_ll;_=_l_[_l];for _=_[__l_l],_[__ll]do __[_]=nil;end;_l=_l+_ll;_=_l_[_l];__[_[___ll]]=__[_[_l__l]][_[__ll_]];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_llll[_[_ll_]];_l=_l+_ll;_=_l_[_l];__l=_[_l__]__[__l](___l(__,__l+_ll_l,_[_ll_]))break end;break;end break;end break;end break;end break;end break;end while(__l)/((4908/0x2))==2560 do __l=(12187371)while((42+-0x49)+0x53)>=___ do __l-= __l __l=(4512376)while ___<=((0x1b5e/113)+-#'federal is watching')do __l-= __l __l=(729005)while ___<=(-#[[I kissed wally irl]]+(0x49+(51-0x44)))do __l-= __l __l=(7575552)while ___<=((352-0xc8)-0x74)do __l-= __l __l=(184785)while((0xd9-163)+-#'Federal was here...')<___ do __l-= __l __[_[__l_l]]=__[_[____]][__[_[__ll_]]];break end while(__l)/((-#"You know math? sqrt(-2) * sqrt(-32) = ??"+(-89+0x7f2)))==97 do local ___;local __l;__l=_[___ll];___=__[_[_l_ll]];__[__l+1]=___;__[__l]=___[_[___l_]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_llll[_[_l__l]];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[__ll];_l=_l+_ll;_=_l_[_l];__l=_[___ll]__[__l]=__[__l](___l(__,__l+_ll,_[_ll_]))_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l]=__[__l](___l(__,__l+_ll,_[__lll]))_l=_l+_ll;_=_l_[_l];__[_[__l_]]=__[_[__ll]][_[__ll_]];_l=_l+_ll;_=_l_[_l];if __[_[_lll]]then _l=_l+_ll;else _l=_[_l__l];end;break end;break;end while 3288==(__l)/((0x917+-23))do __l=(3557190)while ___>(0x13f2/138)do __l-= __l local ___;local __l;__[_[__l_]]=_llll[_[____]];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_llll[_[_ll_]];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[__lll];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__l=_[_lll]__[__l]=__[__l](___l(__,__l+_ll,_[__ll]))_l=_l+_ll;_=_l_[_l];__[_[_l__]]=__[_[_l_ll]][__[_[_ll__]]];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l]=__[__l](__[__l+_ll_l])_l=_l+_ll;_=_l_[_l];___=__[_[_l_l_]];if not ___ then _l=_l+_ll_l;else __[_[_l__]]=___;_l=_[____];end;break end while(__l)/((-#'I dont mean to brag but I put together a puzzle in 1 day and the box said 2 to 4 years'+(0x1b21/5)))==2730 do __[_[__l_]]=__[_[_ll_]]-__[_[_l___]];break end;break;end break;end while(__l)/((0x38af/21))==1055 do __l=(5254442)while ___<=(0x190/10)do __l-= __l __l=(2924000)while((0xb6-113)+-#'totally obfuscated with luraph')<___ do __l-= __l local ___;local __l;__l=_[__l_];___=__[_[_l_ll]];__[__l+1]=___;__[__l]=___[_[_l___]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_llll[_[_l_ll]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[__ll];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[__ll];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l]=__[__l](___l(__,__l+_ll,_[__ll]))_l=_l+_ll;_=_l_[_l];__l=_[__l_l]__[__l]=__[__l](___l(__,__l+_ll,_[_l_ll]))_l=_l+_ll;_=_l_[_l];if not __[_[_lll]]then _l=_l+_ll_l;else _l=_[_ll_];end;break end while(__l)/(((111040/0x50)+-#"moonsec pls add fivem choice"))==2150 do local _l=_[_l_l]__[_l](___l(__,_l+_ll_l,_[__lll]))break end;break;end while 2218==(__l)/((0x12fc-2491))do __l=(2509604)while ___<=(169-0x80)do __l-= __l __[_[_l__]][_[_ll_]]=_[_l___];break;end while(__l)/((-70+(189399/0xcb)))==2908 do __l=(5817600)while ___>(4956/0x76)do __l-= __l if(__[_[_lll]]~=__[_[__ll_]])then _l=_l+_ll_l;else _l=_[_l__l];end;break end while 1818==(__l)/(((-0x9d+62)+3295))do __[_[__l_l]]=_llll[_[_ll_]];break end;break;end break;end break;end break;end while 2068==(__l)/((456038/0xd1))do __l=(3251016)while(0x21f7/185)>=___ do __l-= __l __l=(4527056)while(-0x1e+75)>=___ do __l-= __l __l=(6256251)while ___>(0x1bac/161)do __l-= __l local _={__,_};_[_ll][_[____l][___ll]]=_[____l][__l__]+_[____l][__lll];break end while 1667==(__l)/((7528-0xebf))do _l=_[__ll];break end;break;end while 1648==(__l)/((0x2ef22/70))do __l=(3133908)while(((0x56f4/159)+-#'deez nuts')+-0x55)<___ do __l-= __l local _=_[__l_]__[_](__[_+_ll_l])break end while 1324==(__l)/((-96+0x99f))do local _ll=__[_[___l_]];if not _ll then _l=_l+_ll_l;else __[_[_l_l]]=_ll;_l=_[__lll];end;break end;break;end break;end while(__l)/((0x28e8a/107))==2076 do __l=(1050644)while((-97+0xd3)-65)>=___ do __l-= __l __l=(469333)while(4032/0x54)<___ do __l-= __l local ___;local __l;__l=_[___ll]__[__l](___l(__,__l+_ll_l,_[____]))_l=_l+_ll;_=_l_[_l];__l=_[_lll];___=__[_[____]];__[__l+1]=___;__[__l]=___[_[__ll_]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_llll[_[__ll]];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[____];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[__ll];_l=_l+_ll;_=_l_[_l];__l=_[___ll]__[__l]=__[__l](___l(__,__l+_ll,_[_ll_]))_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_llll[_[__ll]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[_l_ll];break end while 2593==(__l)/((-0x1d+210))do __[_[___ll]]=__[_[____]]%_[___l_];break end;break;end while 628==(__l)/((0x5281a/202))do __l=(1187375)while(0x5c+-42)>=___ do __l-= __l do return __[_[_l_l]]end break;end while 4025==(__l)/((-#'mer is white'+(0xb2af/149)))do __l=(158800)while((0x2e68/216)+-#"real")<___ do __l-= __l __[_[_l_l]]=__[_[____]]%_[_l_l_];break end while 80==(__l)/((-0x7d+2110))do local __l;__[_[__l_]]=_llll[_[__lll]];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[____];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l]=__[__l](___l(__,__l+_ll,_[__ll]))_l=_l+_ll;_=_l_[_l];__l=_[_l__]__[__l]=__[__l](___l(__,__l+_ll,_[__lll]))_l=_l+_ll;_=_l_[_l];if __[_[_l__]]then _l=_l+_ll;else _l=_[__lll];end;break end;break;end break;end break;end break;end break;end while 3007==(__l)/((0x1041+-108))do __l=(3191940)while((0x6c+-19)+-#'no icepool fans allowed kthx')>=___ do __l-= __l __l=(4083752)while(0x268/11)>=___ do __l-= __l __l=(10994882)while ___<=(-35+(-#"Protected by wallysecure"+(327-0xd6)))do __l-= __l __l=(2320962)while(199-0x92)<___ do __l-= __l __[_[_lll]][_[____]]=__[_[_ll__]];break end while 2271==(__l)/((((-#'daddy chill'+(102747/0x57))+-0x57)+-#'finally, the most perfect ship in history... teefus x sirhurt'))do local _l=_[__l_]__[_l]=__[_l](___l(__,_l+_ll,_[__lll]))break end;break;end while 3382==(__l)/((0x199f-3308))do __l=(5045072)while(-23+0x4e)<___ do __l-= __l local ___;local __l;__l=_[__l_]__[__l](___l(__,__l+_ll_l,_[_ll_]))_l=_l+_ll;_=_l_[_l];__l=_[_l__];___=__[_[__ll]];__[__l+1]=___;__[__l]=___[_[__ll_]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_llll[_[_l_ll]];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[__ll];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__l=_[_l__]__[__l]=__[__l](___l(__,__l+_ll,_[__ll]))_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_llll[_[____]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[__lll];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[__ll];break end while(__l)/((801589/0xd3))==1328 do __[_[__l_l]]=_llll[_[_ll_]];break end;break;end break;end while(__l)/((((0x2430-4675)+-#[[hi skid]])-0x92c))==1828 do __l=(9245586)while ___<=(10672/0xb8)do __l-= __l __l=(5812114)while ___>(0xc0-135)do __l-= __l local ___;local __l;__[_[_lll]]=_llll[_[____]];_l=_l+_ll;_=_l_[_l];__l=_[___ll];___=__[_[_l_ll]];__[__l+1]=___;__[__l]=___[_[__l__]];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l]=__[__l](___l(__,__l+_ll,_[_l_ll]))_l=_l+_ll;_=_l_[_l];__[_[_lll]]=__[_[_l__l]][_[_l_l_]];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=__[_[_ll_]][_[___l_]];_l=_l+_ll;_=_l_[_l];__l=_[__l_l];___=__[_[____]];__[__l+1]=___;__[__l]=___[_[__l__]];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_llll[_[__lll]];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_____[_[_l_ll]];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_llll[_[__ll]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=__[_[_ll_]][_[_ll__]];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_____[_[__lll]];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=#__[_[__ll]];_l=_l+_ll;_=_l_[_l];__l=_[__l_l]__[__l]=__[__l](__[__l+_ll_l])_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=__[_[__ll]][__[_[_ll__]]];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l]=__[__l](__[__l+_ll_l])_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__l=_[__l_l]__[__l](___l(__,__l+_ll_l,_[_l__l]))_l=_l+_ll;_=_l_[_l];do return end;break end while 3431==(__l)/((103334/0x3d))do local __l;__[_[_lll]]=_llll[_[__ll]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[__lll];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l]=__[__l](___l(__,__l+_ll,_[__lll]))_l=_l+_ll;_=_l_[_l];__l=_[__l_]__[__l]=__[__l](___l(__,__l+_ll,_[__ll]))_l=_l+_ll;_=_l_[_l];if not __[_[_l_l]]then _l=_l+_ll_l;else _l=_[_ll_];end;break end;break;end while 2737==(__l)/(((821760/(522-0x11a))+-#[[This is my kingdom cum, this is my kingdom cum]]))do __l=(9083452)while(((-#"Oh, so you know what banging is? Bang every single woman in your location."+(51-0x35))+0xbc)+-#[[turn around and dont you think about coming back here]])>=___ do __l-= __l __[_[_lll]]={};break;end while 2807==(__l)/((-#"Broo u/thatHEXdude slapped this server"+(6610-0xd08)))do __l=(4260128)while(0xb7-123)<___ do __l-= __l local _l=_[_l_l]local __l,_=_lllll(__[_l](___l(__,_l+1,_[__ll])))_lll_=_+_l-1 local _=0;for _l=_l,_lll_ do _=_+_ll;__[_l]=__l[_];end;break end while(__l)/((-103+0x82a))==2144 do if(__[_[__l_l]]==__[_[_l___]])then _l=_l+_ll_l;else _l=_[_ll_];end;break end;break;end break;end break;end break;end while(__l)/(((169065/0xc3)+-#[[fivem when they block the PSU watermark]]))==3855 do __l=(748572)while ___<=(8710/0x86)do __l-= __l __l=(727155)while((0x8a+-58)+-#"free nitro real?!")>=___ do __l-= __l __l=(8526744)while ___>((0x11fa/59)+-#"troll the teibal")do __l-= __l local ___;local __l;__l=_[_lll]__[__l](___l(__,__l+_ll_l,_[_ll_]))_l=_l+_ll;_=_l_[_l];__l=_[___ll];___=__[_[_ll_]];__[__l+1]=___;__[__l]=___[_[__l__]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_llll[_[_l__l]];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[__lll];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[__ll];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__l=_[__l_]__[__l]=__[__l](___l(__,__l+_ll,_[_ll_]))_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_llll[_[_l_ll]];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[____];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[_ll_];break end while(__l)/((738204/0xe3))==2622 do local ___;local __l;__l=_[_lll];___=__[_[_l__l]];__[__l+1]=___;__[__l]=___[_[_l___]];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_llll[_[__ll]];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[__ll];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[__lll];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l]=__[__l](___l(__,__l+_ll,_[_ll_]))_l=_l+_ll;_=_l_[_l];for _=_[_lll],_[__lll]do __[_]=nil;end;_l=_l+_ll;_=_l_[_l];__[_[__l_]]=__[_[_l_ll]][_[__ll_]];_l=_l+_ll;_=_l_[_l];__l=_[__l_l];___=__[_[_l_ll]];__[__l+1]=___;__[__l]=___[_[__l__]];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_llll[_[__lll]];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[__ll];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[__lll];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__l=_[___ll]__[__l]=__[__l](___l(__,__l+_ll,_[__ll]))_l=_l+_ll;_=_l_[_l];__l=_[_lll]__[__l]=__[__l](___l(__,__l+_ll,_[__ll]))_l=_l+_ll;_=_l_[_l];__[_[_lll]]=__[_[____]][_[_l_l_]];_l=_l+_ll;_=_l_[_l];for _=_[__l_],_[__lll]do __[_]=nil;end;_l=_l+_ll;_=_l_[_l];__l=_[_lll]__[__l](___l(__,__l+_ll_l,_[__ll]))break end;break;end while(__l)/(((-#'protected by Federal Scripting Utilities'+(0x9dc-1321))-598))==1287 do __l=(7390752)while(90+-0x1a)<___ do __l-= __l local _=_[_l__]__[_]=__[_](__[_+_ll_l])break end while 2004==(__l)/(((-0x58+3837)+-#"finally, the most perfect ship in history... teefus x sirhurt"))do local _l=_[_l_l]__[_l]=__[_l](___l(__,_l+_ll,_[____]))break end;break;end break;end while 318==(__l)/((-0x7d+2479))do __l=(2587494)while ___<=(0xee-171)do __l-= __l __l=(12577332)while(0xac-106)<___ do __l-= __l local __ll;local ___;local __l;__[_[_l_l]]=_[__lll];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=#__[_[__lll]];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__l=_[_lll];___=__[__l]__ll=__[__l+2];if(__ll>0)then if(___>__[__l+1])then _l=_[_l_ll];else __[__l+3]=___;end elseif(___<__[__l+1])then _l=_[____];else __[__l+3]=___;end break end while 3669==(__l)/((((1059900/0x96)-0xdfd)+-#[[somebody play minecraft with lerebox please hes so lonely]]))do __[_[__l_l]]=__[_[__ll]][_[__ll_]];break end;break;end while(__l)/(((232947/0xb5)+-#'constant dumB'))==2031 do __l=(3195737)while(216-0x94)>=___ do __l-= __l local ___;local __l;__l=_[__l_];___=__[_[_l_ll]];__[__l+1]=___;__[__l]=___[_[_ll__]];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_llll[_[__ll]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[__lll];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[____];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__l=_[_l__]__[__l]=__[__l](___l(__,__l+_ll,_[__lll]))_l=_l+_ll;_=_l_[_l];__l=_[_l__]__[__l]=__[__l](___l(__,__l+_ll,_[____]))_l=_l+_ll;_=_l_[_l];_____[_[__lll]]=__[_[__l_]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_____[_[_ll_]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=__[_[__ll]][_[_l_l_]];_l=_l+_ll;_=_l_[_l];__[_[_l_l]][_[_l__l]]=__[_[___l_]];_l=_l+_ll;_=_l_[_l];do return end;break;end while 1117==(__l)/(((2941+-0x47)+-#"Fake news"))do __l=(4897752)while ___>((0xd0+-53)+-#"I dont mean to brag but I put together a puzzle in 1 day and the box said 2 to 4 years")do __l-= __l local ___;local __l;__l=_[__l_];___=__[_[____]];__[__l+1]=___;__[__l]=___[_[_ll__]];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_llll[_[_l__l]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[____];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__l=_[___ll]__[__l]=__[__l](___l(__,__l+_ll,_[_l_ll]))_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_llll[_[__ll]];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[__lll];break end while(__l)/(((-50+0xb08)+-#'im giving 50k to the one who solves this challenge'))==1798 do local _l=_[___ll]__[_l](___l(__,_l+_ll_l,_[____]))break end;break;end break;end break;end break;end break;end break;end break;end while 262==(__l)/((0x1567-2766))do __l=(5776480)while(-#[[Cannnn Iiiiiiiii put my ballzzzzzz in your jawwwwwww?]]+(35775/0xe1))>=___ do __l-= __l __l=(6906420)while(297-0xd1)>=___ do __l-= __l __l=(7521063)while(-0x30+127)>=___ do __l-= __l __l=(4894802)while(0x107-189)>=___ do __l-= __l __l=(1884225)while((334-0xd4)+-#'im giving 50k to the one who solves this challenge')>=___ do __l-= __l __l=(2276477)while ___>(0xbe-119)do __l-= __l local ____l;local _l_lll,__llll;local ___;local __l;__[_[_l__]][_[_ll_]]=_[_l_l_];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_llll[_[____]];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[__lll];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[____];_l=_l+_ll;_=_l_[_l];__l=_[___ll]__[__l]=__[__l](___l(__,__l+_ll,_[_ll_]))_l=_l+_ll;_=_l_[_l];__[_[___ll]][_[__lll]]=__[_[_ll__]];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_llll[_[_ll_]];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=__[_[_l__l]][_[_l___]];_l=_l+_ll;_=_l_[_l];__[_[___ll]][_[_ll_]]=__[_[__ll_]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_____[_[_l_ll]];_l=_l+_ll;_=_l_[_l];__[_[__l_]][_[____]]=__[_[_ll__]];_l=_l+_ll;_=_l_[_l];__[_[_lll]][_[_ll_]]=_[___l_];_l=_l+_ll;_=_l_[_l];__[_[_l__]][_[__lll]]=_[_ll__];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_llll[_[__ll]];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=__[_[_ll_]][_[__ll_]];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[__lll];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[____];_l=_l+_ll;_=_l_[_l];__l=_[_lll]__[__l]=__[__l](___l(__,__l+_ll,_[_ll_]))_l=_l+_ll;_=_l_[_l];__[_[_lll]][_[____]]=__[_[_l___]];_l=_l+_ll;_=_l_[_l];__[_[_lll]][_[__ll]]=_[__l__];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_llll[_[_l_ll]];_l=_l+_ll;_=_l_[_l];__l=_[_l__];___=__[_[_ll_]];__[__l+1]=___;__[__l]=___[_[_ll__]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__l=_[_lll]__[__l]=__[__l](___l(__,__l+_ll,_[__lll]))_l=_l+_ll;_=_l_[_l];__[_[_lll]]=__[_[_l__l]][_[__ll_]];_l=_l+_ll;_=_l_[_l];__l=_[_lll];___=__[_[__ll]];__[__l+1]=___;__[__l]=___[_[_l_l_]];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_llll[_[_l_ll]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=__[_[____]];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]_l_lll,__llll=_lllll(__[__l](__[__l+_ll_l]))_lll_=__llll+__l-_ll ____l=0;for _=__l,_lll_ do ____l=____l+_ll;__[_]=_l_lll[____l];end;_l=_l+_ll;_=_l_[_l];__l=_[__l_l]__[__l](___l(__,__l+_ll_l,_lll_))break end while(__l)/((-#"steancommunityru.ru/scamlinkhere"+(0xb2c+-21)))==811 do local _ll=_[__l_];local _l=__[_[____]];__[_ll+1]=_l;__[_ll]=_l[_[_l_l_]];break end;break;end while(__l)/((-18+0x98b))==777 do __l=(2329800)while ___>(194-0x79)do __l-= __l if(__[_[_lll]]==__[_[__ll_]])then _l=_l+_ll_l;else _l=_[____];end;break end while 1650==(__l)/((-0x7d+1537))do local ___;local __l;__[_[__l_]]=(_[__lll]~=0);_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=__[_[____]];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_llll[_[_l__l]];_l=_l+_ll;_=_l_[_l];__l=_[__l_]__[__l]=__[__l](__[__l+_ll_l])_l=_l+_ll;_=_l_[_l];___=__[_[_l___]];if not ___ then _l=_l+_ll_l;else __[_[_l_l]]=___;_l=_[__ll];end;break end;break;end break;end while(__l)/((-0x75+3098))==1642 do __l=(4188275)while ___<=(-0x26+114)do __l-= __l __l=(2873906)while ___>(0xef1/51)do __l-= __l _llll[_[____]]=__[_[__l_l]];break end while(__l)/((2976-0x5fe))==1993 do __[_[___ll]]=_[____];break end;break;end while(__l)/(((644800/0xc8)+-#"I have 0x in my nickname and I am cool."))==1315 do __l=(7127586)while ___<=(-#[[sussy amogus]]+(216+-0x7f))do __l-= __l local _=_[___ll]__[_](__[_+_ll_l])break;end while 2206==(__l)/((-35+(0x19ee-3372)))do __l=(1211148)while((0x9925-19627)/0xfb)<___ do __l-= __l _llll[_[_ll_]]=__[_[_l_l]];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]={};_l=_l+_ll;_=_l_[_l];__[_[_lll]]={};_l=_l+_ll;_=_l_[_l];_llll[_[__lll]]=__[_[__l_l]];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_llll[_[_l_ll]];_l=_l+_ll;_=_l_[_l];if(__[_[_l_l]]==_[_l_l_])then _l=_l+_ll_l;else _l=_[_ll_];end;break end while 3958==(__l)/((0x17d+-75))do local __l;__[_[_l__]]=_llll[_[__lll]];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_llll[_[_l__l]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[__lll];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[____];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l]=__[__l](___l(__,__l+_ll,_[_l__l]))_l=_l+_ll;_=_l_[_l];__[_[_l__]]=__[_[_l_ll]][__[_[_l___]]];_l=_l+_ll;_=_l_[_l];__l=_[__l_l]__[__l]=__[__l](__[__l+_ll_l])_l=_l+_ll;_=_l_[_l];__[_[_l__]]=__[_[_l_ll]];_l=_l+_ll;_=_l_[_l];_l=_[__ll];break end;break;end break;end break;end break;end while(__l)/((-0x70+3093))==2523 do __l=(48438)while(0xc8-117)>=___ do __l-= __l __l=(1291290)while(0xc7-118)>=___ do __l-= __l __l=(14695632)while ___>((286-0xb7)+-#"Spoiler: You will fail.")do __l-= __l local ___;local _ll_l,_l__;local _ll_;local __l;__[_[__l_l]]=_llll[_[__lll]];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_llll[_[__lll]];_l=_l+_ll;_=_l_[_l];__l=_[__l_];_ll_=__[_[_l_ll]];__[__l+1]=_ll_;__[__l]=_ll_[_[___l_]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_llll[_[__lll]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[__ll];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l]=__[__l](___l(__,__l+_ll,_[_l__l]))_l=_l+_ll;_=_l_[_l];__l=_[__l_l]_ll_l,_l__=_lllll(__[__l](___l(__,__l+1,_[____])))_lll_=_l__+__l-1 ___=0;for _=__l,_lll_ do ___=___+_ll;__[_]=_ll_l[___];end;_l=_l+_ll;_=_l_[_l];__l=_[_lll]__[__l]=__[__l](___l(__,__l+_ll,_lll_))_l=_l+_ll;_=_l_[_l];__[_[_lll]]();_l=_l+_ll;_=_l_[_l];do return end;break end while 3824==(__l)/((-#"troll"+(0x11d98/19)))do local __l;local ___;local __lll,__l_l;local _ll_;local __l;__[_[_l__]]=_llll[_[__ll]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_llll[_[_l_ll]];_l=_l+_ll;_=_l_[_l];__l=_[_l__];_ll_=__[_[_l__l]];__[__l+1]=_ll_;__[__l]=_ll_[_[___l_]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[__ll];_l=_l+_ll;_=_l_[_l];__l=_[_l__]__[__l]=__[__l](___l(__,__l+_ll,_[_l__l]))_l=_l+_ll;_=_l_[_l];__l=_[_lll];_ll_=__[_[__ll]];__[__l+1]=_ll_;__[__l]=_ll_[_[_l_l_]];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__lll,__l_l=_lllll(__[__l](__[__l+_ll_l]))_lll_=__l_l+__l-_ll ___=0;for _=__l,_lll_ do ___=___+_ll;__[_]=__lll[___];end;_l=_l+_ll;_=_l_[_l];__l=_[___ll]__lll={__[__l](___l(__,__l+1,_lll_))};___=0;for _=__l,_[_l_l_]do ___=___+_ll;__[_]=__lll[___];end _l=_l+_ll;_=_l_[_l];_l=_[____];break end;break;end while(__l)/((0x3ce-512))==2795 do __l=(1456533)while(7380/0x5a)<___ do __l-= __l __[_[___ll]]=#__[_[_l__l]];break end while(__l)/((0xf33-1992))==767 do __[_[_l_l]]=_____[_[_ll_]];break end;break;end break;end while(__l)/((0x890-1139))==46 do __l=(2471553)while ___<=(204+-0x77)do __l-= __l __l=(6527187)while(0x76+-34)<___ do __l-= __l local _ll=_[__ll];local _l=__[_ll]for _=_ll+1,_[___l_]do _l=_l..__[_];end;__[_[___ll]]=_l;break end while 2061==(__l)/((-#[[Federal was here...]]+(0x7bace/159)))do local ___;local __l;__[_[__l_l]]=_llll[_[_ll_]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_llll[_[__lll]];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[__ll];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l]=__[__l](___l(__,__l+_ll,_[_l_ll]))_l=_l+_ll;_=_l_[_l];__[_[__l_]]=__[_[_l__l]][__[_[__ll_]]];_l=_l+_ll;_=_l_[_l];__l=_[_lll]__[__l]=__[__l](__[__l+_ll_l])_l=_l+_ll;_=_l_[_l];___=__[_[__l__]];if not ___ then _l=_l+_ll_l;else __[_[__l_]]=___;_l=_[_l_ll];end;break end;break;end while 1701==(__l)/((2992-0x603))do __l=(4424097)while ___<=(-42+0x80)do __l-= __l do return __[_[_lll]]end break;end while(__l)/(((0x1e91-3939)+-#'Before you marry someone make them use a computer with slow internet to see who they really are'))==1167 do __l=(265556)while((229+-0x70)+-#[[How did adam and eve populate?]])<___ do __l-= __l __[_[_l__]]=#__[_[__lll]];break end while 674==(__l)/((0x1b4+-42))do local _l=_[__l_];local _ll=__[_l];for _=_l+1,_[____]do __l_ll(_ll,__[_])end;break end;break;end break;end break;end break;end break;end while(__l)/((2116+-0x2a))==3330 do __l=(5954793)while(10864/0x70)>=___ do __l-= __l __l=(3929220)while ___<=(0x49ac/205)do __l-= __l __l=(5089158)while(-0x11+107)>=___ do __l-= __l __l=(150822)while ___>(1780/0x14)do __l-= __l __[_[___ll]]=(_[_l_ll]~=0);break end while 3591==(__l)/((0x7f-85))do local _ll=_[__l_l];local __l=__[_ll]local _l_=__[_ll+2];if(_l_>0)then if(__l>__[_ll+1])then _l=_[____];else __[_ll+3]=__l;end elseif(__l<__[_ll+1])then _l=_[__ll];else __[_ll+3]=__l;end break end;break;end while(__l)/(((-#"moonsec pls add fivem choice"+(0x1b5b-3519))+-0x46))==1503 do __l=(33872)while(((0x5a43-11586)+-#[[psu more like psshit hahahaha laugh at my joke everyone]])/126)<___ do __l-= __l __[_[__l_]]=__[_[__ll]];break end while(__l)/((4872/0x2a))==292 do _____[_[_ll_]]=__[_[_l__]];break end;break;end break;end while(__l)/((749550/0xbe))==996 do __l=(4733852)while ___<=(23500/0xfa)do __l-= __l __l=(9079728)while ___>(0x93+((-8262/0xf3)+-#"control c, control v"))do __l-= __l local ___=_l_lll[_[_l__l]];local __l;local _ll={};__l=___l_l({},{__index=function(_l,_)local _=_ll[_];return _[1][_[2]];end,__newindex=function(__,_,_l)local _=_ll[_]_[1][_[2]]=_l;end;});for __l=1,_[_l_l_]do _l=_l+_ll_l;local _=_l_[_l];if _[(0xa2/162)]==92 then _ll[__l-1]={__,_[____]};else _ll[__l-1]={_____,_[_l_ll]};end;___lll[#___lll+1]=_ll;end;__[_[_l__]]=__llll(___,__l,_llll);break end while 3101==(__l)/((-0x45+2997))do _l=_[_ll_];break end;break;end while 3062==(__l)/((287556/0xba))do __l=(346910)while ___<=(14060/0x94)do __l-= __l local _={__,_};_[_ll_l][_[____l][_l__]]=_[_ll][_[____l][__ll_]]+_[_ll_l][_[____l][__lll]];break;end while 226==(__l)/(((1146645/0x3)/0xf9))do __l=(13441559)while(-0x7a+218)<___ do __l-= __l local ___;local __l;__[_[__l_]]=_llll[_[__ll]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[__ll];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[__lll];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__l=_[__l_]__[__l]=__[__l](___l(__,__l+_ll,_[__lll]))_l=_l+_ll;_=_l_[_l];__l=_[__l_];___=__[__l];for _=__l+1,_[_l_ll]do __l_ll(___,__[_])end;break end while(__l)/(((-0x7e+4047)+-#[[when is federal going to meet memcorrupt irl]]))==3467 do local _=_[_l__]__[_]=__[_]()break end;break;end break;end break;end break;end while 2559==(__l)/(((0x94e+-16)+-#'You have deobuscated the code well done'))do __l=(1085922)while(-104+0xcd)>=___ do __l-= __l __l=(1712265)while ___<=(276-0xb1)do __l-= __l __l=(52432)while(0x3782/145)<___ do __l-= __l local ___;local __l;__l=_[__l_l]__[__l](___l(__,__l+_ll_l,_[__ll]))_l=_l+_ll;_=_l_[_l];__l=_[_l__];___=__[_[__lll]];__[__l+1]=___;__[__l]=___[_[__l__]];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_llll[_[__lll]];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[__lll];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__l=_[_l__]__[__l]=__[__l](___l(__,__l+_ll,_[__ll]))_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_llll[_[__ll]];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[_l__l];break end while(__l)/(((212898/0xde)+-#'psu more like psshit hahahaha laugh at my joke everyone'))==58 do local _l=_[_lll]local __l,_=_lllll(__[_l](___l(__,_l+1,_[_ll_])))_lll_=_+_l-1 local _=0;for _l=_l,_lll_ do _=_+_ll;__[_l]=__l[_];end;break end;break;end while(__l)/(((205082/0x7a)+-#'gay person has currently attempted cracking of the century'))==1055 do __l=(2322992)while ___>(((-0x7d+535)-0xe3)+-#[[guys im from the future v6 will completely hide your script by returning empty file]])do __l-= __l local ___;local __l;__[_[_lll]]=__[_[____]][_[_ll__]];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_llll[_[__lll]];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=__[_[____]][_[__ll_]];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=__[_[____]][_[_l___]];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=__[_[__ll]][_[_l___]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=__[_[__ll]]*_[_l___];_l=_l+_ll;_=_l_[_l];__l=_[__l_l]__[__l]=__[__l](___l(__,__l+_ll,_[__ll]))_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_llll[_[__lll]];_l=_l+_ll;_=_l_[_l];__l=_[___ll];___=__[_[_l__l]];__[__l+1]=___;__[__l]=___[_[_l___]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=__[_[____]];_l=_l+_ll;_=_l_[_l];__l=_[_lll]__[__l]=__[__l](___l(__,__l+_ll,_[_ll_]))_l=_l+_ll;_=_l_[_l];if not __[_[__l_l]]then _l=_l+_ll_l;else _l=_[__lll];end;break end while 2963==(__l)/((139552/0xb2))do __[_[__l_]]=(_[_ll_]~=0);_l=_l+_ll_l;break end;break;end break;end while 549==(__l)/((0xfa2-2024))do __l=(13205280)while ___<=(0x138-(5852/0x1c))do __l-= __l __l=(1319488)while(161+(-0x17f8/104))<___ do __l-= __l local __l;local ___;__[_[_lll]]=_llll[_[__ll]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[_ll_];_l=_l+_ll;_=_l_[_l];___=_[__ll];__l=__[___]for _=___+1,_[_l_l_]do __l=__l..__[_];end;__[_[_l__]]=__l;_l=_l+_ll;_=_l_[_l];if __[_[_l__]]then _l=_l+_ll;else _l=_[_l_ll];end;break end while 778==(__l)/(((((3559+-0x23)+-#'hank hub is skidded wtf!1!1!')-0x704)+-#"sexy"))do local _=_[__l_]__[_](___l(__,_+_ll_l,_lll_))break end;break;end while(__l)/((0x1ca7-3727))==3660 do __l=(8873553)while(-16+0x78)>=___ do __l-= __l local _l=_[__l_l]local _l_={__[_l](___l(__,_l+1,_lll_))};local __l=0;for _=_l,_[_ll__]do __l=__l+_ll;__[_]=_l_[__l];end break;end while 4017==(__l)/((0x11a7-2310))do __l=(1917556)while ___>(244-0x8b)do __l-= __l __[_[__l_l]]=__llll(_l_lll[_[____]],nil,_llll);break end while(__l)/(((204304/0xe2)+-#"heres a hint: repeat until nil"))==2194 do __[_[_lll]][_[_ll_]]=__[_[_l___]];break end;break;end break;end break;end break;end break;end break;end while(__l)/((-#[[You know lua? name every metamethod - skids of v3rm]]+(3830+-0x7b)))==1580 do __l=(8926134)while ___<=(-#[[troll the teibal]]+(0x167-219))do __l-= __l __l=(10870395)while ___<=(-#[[somebody play minecraft with lerebox please hes so lonely]]+(427-0xff))do __l-= __l __l=(2750465)while((0x96+-23)+-#"free nitro real?!")>=___ do __l-= __l __l=(1408052)while ___<=((0x29f-395)-0xa8)do __l-= __l __l=(6335024)while ___>(-#'nice executor bro. 2 HttpGets crash it..'+((-#'Federla is good at coding'+(-20564/0xd4))+269))do __l-= __l local _=_[_l_l]__[_]=__[_](___l(__,_+_ll,_lll_))break end while(__l)/((-0x27+2435))==2644 do if(__[_[_l__]]==_[__l__])then _l=_l+_ll_l;else _l=_[__ll];end;break end;break;end while(__l)/(((0x38d-505)+-#"bite this onions"))==3629 do __l=(816939)while(0x14b-222)<___ do __l-= __l if(__[_[_l_l]]==_[__l__])then _l=_l+_ll_l;else _l=_[__lll];end;break end while(__l)/((0x932-1205))==711 do local __l=_[_l_l]local _l_={__[__l](___l(__,__l+1,_lll_))};local _l=0;for _=__l,_[_ll__]do _l=_l+_ll;__[_]=_l_[_l];end break end;break;end break;end while(__l)/((826961/0xe3))==755 do __l=(2008570)while(-#"constant dumB"+(-0x22+159))>=___ do __l-= __l __l=(4649442)while(1443/0xd)<___ do __l-= __l local ___;local __l;__[_[_lll]]=_llll[_[_l_ll]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_llll[_[__lll]];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[__ll];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[__ll];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[____];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l]=__[__l](___l(__,__l+_ll,_[__lll]))_l=_l+_ll;_=_l_[_l];__[_[___ll]]=__[_[_l__l]][__[_[_ll__]]];_l=_l+_ll;_=_l_[_l];__l=_[_l__]__[__l]=__[__l](__[__l+_ll_l])_l=_l+_ll;_=_l_[_l];___=__[_[_l___]];if not ___ then _l=_l+_ll_l;else __[_[_l__]]=___;_l=_[__ll];end;break end while(__l)/((((1514238-0xb8da4)+-#"heres a hint: repeat until nil")/212))==1302 do local _=_[_l_l]__[_]=__[_](___l(__,_+_ll,_lll_))break end;break;end while 569==(__l)/(((-0x66+35)+0xe0d))do __l=(1063855)while(-#"I dont mean to brag but I put together a puzzle in 1 day and the box said 2 to 4 years"+(-19+0xda))>=___ do __l-= __l __[_[_l_l]]();break;end while(__l)/(((0x1487-2672)-0x52c))==845 do __l=(3657450)while ___>(-#"troll the teibal"+(0x127-165))do __l-= __l local __l;__[_[__l_]]=(_[_l__l]~=0);_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_llll[_[_l_ll]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=__[_[__ll]][_[__ll_]];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_llll[_[__ll]];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[__ll];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l]=__[__l](___l(__,__l+_ll,_[_ll_]))_l=_l+_ll;_=_l_[_l];__l=_[___ll]__[__l]=__[__l](__[__l+_ll_l])_l=_l+_ll;_=_l_[_l];for _=_[_l__],_[__ll]do __[_]=nil;end;break end while(__l)/(((0xaeb-1439)+-#"load = dump (sukssesful deobfuskation)"))==2775 do do return end;break end;break;end break;end break;end break;end while 3995==(__l)/(((0xb1d+-36)+-0x58))do __l=(130214)while ___<=(0xc1+-74)do __l-= __l __l=(955152)while ___<=((((0x2598/24)+-#"you have failed the script logging speedrun")-190)+-#'You know lua? name every metamethod - skids of v3rm')do __l-= __l __l=(1771818)while ___>(0x166-242)do __l-= __l local ____l;local _ll__,_____;local ___;local __l;__[_[__l_]]=_llll[_[____]];_l=_l+_ll;_=_l_[_l];__l=_[_lll];___=__[_[__ll]];__[__l+1]=___;__[__l]=___[_[__ll_]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_llll[_[_l__l]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[__lll];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[__ll];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[__ll];_l=_l+_ll;_=_l_[_l];__l=_[_lll]__[__l]=__[__l](___l(__,__l+_ll,_[__lll]))_l=_l+_ll;_=_l_[_l];__l=_[_lll]_ll__,_____=_lllll(__[__l](___l(__,__l+1,_[_l_ll])))_lll_=_____+__l-1 ____l=0;for _=__l,_lll_ do ____l=____l+_ll;__[_]=_ll__[____l];end;_l=_l+_ll;_=_l_[_l];__l=_[___ll]__[__l]=__[__l](___l(__,__l+_ll,_lll_))_l=_l+_ll;_=_l_[_l];__l=_[__l_]__[__l]=__[__l]()_l=_l+_ll;_=_l_[_l];__[_[_lll]]=__[_[_l__l]][_[___l_]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_llll[_[__ll]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[__ll];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[__ll];_l=_l+_ll;_=_l_[_l];__l=_[___ll]__[__l]=__[__l](___l(__,__l+_ll,_[____]))_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_llll[_[__ll]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[__lll];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__l=_[_lll]__[__l]=__[__l](___l(__,__l+_ll,_[__ll]))_l=_l+_ll;_=_l_[_l];__l=_[_lll]__[__l]=__[__l](___l(__,__l+_ll,_[____]))_l=_l+_ll;_=_l_[_l];__l=_[_l_l];___=__[_[__lll]];__[__l+1]=___;__[__l]=___[_[_l___]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_llll[_[_ll_]];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[____];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__l=_[_lll]__[__l]=__[__l](___l(__,__l+_ll,_[____]))_l=_l+_ll;_=_l_[_l];__l=_[_lll]__[__l]=__[__l](___l(__,__l+_ll,_[_l__l]))_l=_l+_ll;_=_l_[_l];__l=_[_lll];___=__[_[_l_ll]];__[__l+1]=___;__[__l]=___[_[_l___]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_llll[_[_l_ll]];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[__ll];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[__ll];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l]=__[__l](___l(__,__l+_ll,_[_l_ll]))_l=_l+_ll;_=_l_[_l];__l=_[_lll]__[__l]=__[__l](___l(__,__l+_ll,_[_l__l]))_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_llll[_[_l_ll]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=__[_[_l__l]][_[__l__]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=__[_[_ll_]][_[_l_l_]];_l=_l+_ll;_=_l_[_l];__l=_[_l__];___=__[_[__lll]];__[__l+1]=___;__[__l]=___[_[__l__]];_l=_l+_ll;_=_l_[_l];__l=_[__l_]__[__l]=__[__l](__[__l+_ll_l])_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_llll[_[__ll]];_l=_l+_ll;_=_l_[_l];__l=_[__l_];___=__[_[__ll]];__[__l+1]=___;__[__l]=___[_[__l__]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_llll[_[____]];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[____];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l]=__[__l](___l(__,__l+_ll,_[_l__l]))_l=_l+_ll;_=_l_[_l];__l=_[_l__]__[__l]=__[__l](___l(__,__l+_ll,_[__lll]))_l=_l+_ll;_=_l_[_l];__[_[_l_l]]={};_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_llll[_[__ll]];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[__ll];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[____];_l=_l+_ll;_=_l_[_l];__l=_[_l__]__[__l]=__[__l](___l(__,__l+_ll,_[_l_ll]))_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_llll[_[__ll]];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[__lll];_l=_l+_ll;_=_l_[_l];__l=_[_lll]__[__l]=__[__l](___l(__,__l+_ll,_[____]))_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_llll[_[_ll_]];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[____];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[____];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[__ll];_l=_l+_ll;_=_l_[_l];__l=_[__l_]__[__l]=__[__l](___l(__,__l+_ll,_[_l__l]))_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_llll[_[_l__l]];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__l=_[__l_l]__[__l]=__[__l](___l(__,__l+_ll,_[_l_ll]))_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_llll[_[__ll]];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[__ll];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_[__ll];_l=_l+_ll;_=_l_[_l];__l=_[__l_]__[__l]=__[__l](___l(__,__l+_ll,_[_l_ll]))_l=_l+_ll;_=_l_[_l];__[_[_lll]]=_llll[_[__lll]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[____];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[____];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__l=_[_lll]__[__l]=__[__l](___l(__,__l+_ll,_[__ll]))break end while(__l)/((0x11508/60))==1499 do local _l_=_[_lll];local ___=_[__ll_];local __l=_l_+2 local _l_={__[_l_](__[_l_+1],__[__l])};for _=1,___ do __[__l+_]=_l_[_];end;local _l_=_l_[1]if _l_ then __[__l]=_l_ _l=_[_l__l];else _l=_l+_ll;end;break end;break;end while 1584==(__l)/((671+-0x44))do __l=(10757900)while ___>(0x3152/107)do __l-= __l __[_[_l__]][__[_[__ll]]]=__[_[__l__]];break end while(__l)/(((437858/0x7a)+-#'Fake news'))==3005 do __[_[_lll]]=__[_[__ll]][_[_ll__]];break end;break;end break;end while 71==(__l)/((((707750/0xbe)+-#'give access to functions for boosters')-0x73e))do __l=(1916000)while ___<=(10043/((0x179-239)+-#"can someone send me the psu source code it got deletedd"))do __l-= __l __l=(6185088)while((405+-0x53)-0xca)<___ do __l-= __l __[_[___ll]][__[_[_ll_]]]=__[_[__l__]];break end while 2301==(__l)/((-#'Protected by wallysecure'+(512568/0xbd)))do __[_[__l_l]]=__[_[_ll_]];break end;break;end while(__l)/(((0x6e4-914)+-#[[localplayer not working on server scripts pls help]]))==2395 do __l=(2170125)while(-0x13+(-#[[Yes bro I am way more intelligent because I know what __index is.]]+(0x41fc/82)))>=___ do __l-= __l __[_[_l_l]]=__[_[____]]*_[___l_];break;end while(__l)/((0x1e9c9/195))==3375 do __l=(1172834)while((393-0xf2)+-#[[Yeah this is getting cringe-]])<___ do __l-= __l __[_[_lll]]();break end while(__l)/(((-#'1 plus 1 doesnt equal 111'+(-0x2328/125))+0x4d7))==1027 do _llll[_[__ll]]=__[_[__l_l]];break end;break;end break;end break;end break;end break;end while 2191==(__l)/((-#'protected by Federal Scripting Utilities'+(8247-0x1025)))do __l=(717066)while(375-0xf2)>=___ do __l-= __l __l=(1341164)while(252+-0x7c)>=___ do __l-= __l __l=(6234785)while ___<=(-64+0xbe)do __l-= __l __l=(5116290)while(-122+0xf7)<___ do __l-= __l local __l;__[_[__l_l]]=_llll[_[__lll]];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[__lll];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[____];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[__lll];_l=_l+_ll;_=_l_[_l];__l=_[__l_l]__[__l]=__[__l](___l(__,__l+_ll,_[__lll]))_l=_l+_ll;_=_l_[_l];if(__[_[__l_]]==__[_[___l_]])then _l=_l+_ll_l;else _l=_[_l_ll];end;break end while 2985==(__l)/(((0xd93-1749)+-#[[mer is white]]))do __[_[__l_l]]=(_[__lll]~=0);_l=_l+_ll_l;break end;break;end while(__l)/((0x100f-2090))==3085 do __l=(810900)while((0xbd2/17)+-#[[someone play kogama with perth please hes so lonely]])<___ do __l-= __l __[_[_l__]]=_____[_[_l__l]];break end while(__l)/(((-#[[powered by ROBLOX Corporation]]+(0x1d77-3805))-0x773))==450 do local ___;local __l;__l=_[___ll];___=__[_[_l_ll]];__[__l+1]=___;__[__l]=___[_[___l_]];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_llll[_[____]];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=_[____];_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_[_l__l];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l]=__[__l](___l(__,__l+_ll,_[_l__l]))_l=_l+_ll;_=_l_[_l];__l=_[_lll]__[__l]=__[__l](___l(__,__l+_ll,_[____]))_l=_l+_ll;_=_l_[_l];if __[_[_lll]]then _l=_l+_ll;else _l=_[_l__l];end;break end;break;end break;end while(__l)/((444664/(0x93+-23)))==374 do __l=(2512724)while(353-0xdf)>=___ do __l-= __l __l=(7634120)while(0x150-207)<___ do __l-= __l local _=_[_lll]local __l,_l=_lllll(__[_](__[_+_ll_l]))_lll_=_l+_-_ll local _l=0;for _=_,_lll_ do _l=_l+_ll;__[_]=__l[_l];end;break end while(__l)/((0x1ca1-3728))==2120 do __[_[_l__]]=__[_[__lll]][__[_[___l_]]];break end;break;end while 857==(__l)/(((-0x61+3047)+-#[[paster haha paster]]))do __l=(2789120)while((0x15a-190)+-#[[1 plus 1 doesnt equal 111]])>=___ do __l-= __l _____[_[_ll_]]=__[_[___ll]];break;end while 2179==(__l)/((-#'while true do end'+(-0x10+1313)))do __l=(7991292)while ___>(235+-0x67)do __l-= __l for _=_[_l__],_[____]do __[_]=nil;end;break end while 2924==(__l)/((0x157a-2765))do local _ll=_[_l__];local _l_=__[_ll+2];local __l=__[_ll]+_l_;__[_ll]=__l;if(_l_>0)then if(__l<=__[_ll+1])then _l=_[____];__[_ll+3]=__l;end elseif(__l>=__[_ll+1])then _l=_[_l_ll];__[_ll+3]=__l;end break end;break;end break;end break;end break;end while 271==(__l)/((-0x50+2726))do __l=(669732)while ___<=(0x128-159)do __l-= __l __l=(4147552)while((-0x3e+300)+-0x67)>=___ do __l-= __l __l=(3606784)while((0x184-231)+-#'LOL ur gonna fail probs')<___ do __l-= __l if not __[_[__l_l]]then _l=_l+_ll_l;else _l=_[_ll_];end;break end while(__l)/((3180+-0x5c))==1168 do local _l=_[__l_];local _ll=__[_l];for _=_l+1,_[_l__l]do __l_ll(_ll,__[_])end;break end;break;end while 3503==(__l)/((0x3ddc0/214))do __l=(4742595)while ___>((-73+0xd8)+-#"sup v 2")do __l-= __l __[_[___ll]]=__[_[_l__l]]*_[_l_l_];break end while(__l)/((-50+0xbf9))==1573 do local _={__,_};_[_ll_l][_[____l][__l_l]]=_[_ll][_[____l][_l___]]+_[_ll_l][_[____l][__ll]];break end;break;end break;end while(__l)/((0x23d-335))==2814 do __l=(3868050)while((-5031/0x2b)+0x100)>=___ do __l-= __l __l=(6361260)while(-#[[i still hate noobmaster]]+((61591-0x7878)/191))<___ do __l-= __l local ___;local __l;__l=_[_l__];___=__[_[____]];__[__l+1]=___;__[__l]=___[_[_l_l_]];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=_llll[_[_ll_]];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[__lll];_l=_l+_ll;_=_l_[_l];__[_[__l_l]]=_[_ll_];_l=_l+_ll;_=_l_[_l];__[_[___ll]]=_[_l_ll];_l=_l+_ll;_=_l_[_l];__l=_[_l_l]__[__l]=__[__l](___l(__,__l+_ll,_[____]))_l=_l+_ll;_=_l_[_l];for _=_[__l_l],_[_ll_]do __[_]=nil;end;_l=_l+_ll;_=_l_[_l];__[_[__l_]]=_____[_[_ll_]];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=__[_[_ll_]][_[_l_l_]];_l=_l+_ll;_=_l_[_l];__[_[_l__]]=__[_[_l__l]][_[_ll__]];_l=_l+_ll;_=_l_[_l];__[_[_l_l]]=__[_[_l_ll]][_[_ll__]];_l=_l+_ll;_=_l_[_l];for _=_[__l_l],_[_l_ll]do __[_]=nil;end;_l=_l+_ll;_=_l_[_l];__l=_[_lll]__[__l](___l(__,__l+_ll_l,_[__lll]))_l=_l+_ll;_=_l_[_l];do return end;break end while(__l)/((-#[[Bye bye :wave:]]+(0x4928f/91)))==1940 do if __[_[___ll]]then _l=_l+_ll;else _l=_[__lll];end;break end;break;end while 3615==(__l)/((0x876-1096))do __l=(3130507)while(-#"did you solve the lua challenge yet?"+(390-((0x7e9/9)+-#[[daddy chill]])))>=___ do __l-= __l if __[_[_l_l]]then _l=_l+_ll;else _l=_[_l_ll];end;break;end while(__l)/(((518330/0xaa)+-#"sussy amogus balls in ya mouth kiddo"))==1039 do __l=(976668)while ___>(0xab+-30)do __l-= __l __[_[___ll]]=(_[__ll]~=0);break end while(__l)/((-0x1b+335))==3171 do __[_[_lll]]=__llll(_l_lll[_[_l__l]],nil,_llll);break end;break;end break;end break;end break;end break;end break;end break;end _l+= _ll_l end;end);end;return __llll(_ll_ll(),{},_ll__l())()end)_msec({[(-#[[why do guys only want bitchy bimbos who walk all over them]]+(-93+0x12a))]='\115\116'..(function(_)return(_ and'جڝسؠجآدؠضح؃')or'\114\105'or'\120\58'end)((115-0x6e)==(0x5b-85))..'\110g',["ڝڪزئټضجددآ"]='\108\100'..(function(_)return(_ and'كئ؃ټجسضسئزقسن')or'\101\120'or'\119\111'end)((0x65+-96)==((0x67+-51)+-#'This is my kingdom cum, this is my kingdom cum'))..'\112',["د؃زض؃ز؃ؠټحؠؠحڪقټئ"]=(function(_)return(_ and'ضس؃دآزجڪ')and'\98\121'or'\100\120'end)((-0x12+23)==(-#[[go ahead. replace loadstring with dump. do it.]]+(3162/0x3e)))..'\116\101',["آئئحڝڪؠسآنؠڪكز؃ټآ؃ئ"]='\99'..(function(_)return(_ and'سححنزنؠزضڝدد')and'\90\19\157'or'\104\97'end)(((-0x5f+150)+-#[[localplayer not working on server scripts pls help]])==((140-0x85)+-#'porn'))..'\114',[(0x5ed4/42)]='\116\97'..(function(_)return(_ and'قسجككضټآټدڪك')and'\64\113'or'\98\108'end)((-#[[1 plus 1 doesnt equal 111]]+(0x7f-96))==(0x4c-71))..'\101',["زڪحزټئحؠحدؠض"]=(function(_)return(_ and'ؠئئحټنض؃دڪدؠسآزكڪئ')or'\115\117'or'\78\107'end)((-72+0x4b)==(0x5f+-64))..'\98',["ڝجټضټئؠنټس"]='\99\111'..(function(_)return(_ and'آ؃حزقڪ؃ڝحزسقڪڪئآس')and'\110\99'or'\110\105\103\97'end)((0x60-65)==(0xea7/121))..'\97\116',[(((26771+-0x16)+-#'powered by ROBLOX Corporation')/0x28)]=(function(_,_l)return(_ and'آڪنآئ؃زسك')and'\48\159\158\188\10'or'\109\97'end)((0x2b+-38)==(-42+(1536/0x20)))..'\116\104',[(0xb10-1465)]=(function(_l,_)return(((-53+0x5a)+-#[[perth vs memcorrupt boxing match]])==(73-0x46)and'\48'..'\195'or _l..((not'\20\95\69'and'\90'..'\180'or _)))or'\199\203\95'end),["ڪئسسنآسڪټجقئدئ"]='\105\110'..(function(_,_l)return(_ and'ڪؠضڝضزنټحكټټؠسض')and'\90\115\138\115\15'or'\115\101'end)(((200-0x88)+-#"when the drip is respectable but the script is undetectable")==(-#[[perth vs memcorrupt boxing match]]+(-0x1e+93)))..'\114\116',["ؠڝدجحققڪحنڪ"]='\117\110'..(function(_,_l)return(_ and'ك؃زآآدضححئزڪ')or'\112\97'or'\20\38\154'end)((-72+0x4d)==(-#"deobfuscation in progress"+(0x15e0/(-#'I dont mean to brag but I put together a puzzle in 1 day and the box said 2 to 4 years'+(-78+0x108)))))..'\99\107',["ڪنززڪڝزئضسؠق"]='\115\101'..(function(_)return(_ and'كسڝ؃آ؃ڪك')and'\110\112\99\104'or'\108\101'end)(((-0x24+831)/159)==(-#'sussy amogus balls in ya mouth kiddo'+(0x711/27)))..'\99\116',["؃ك؃ڪضئڪجنحقنټحق"]='\116\111\110'..(function(_,_l)return(_ and'ئجټقسدقؠدسدڪحقڪد')and'\117\109\98'or'\100\97\120\122'end)((0x41/13)==(63-0x3a))..'\101\114'},{["ڪڝ؃ټټآټئقؠآ؃حنس"]=((getfenv))},((getfenv))()) end)()
return function(...) return warn and warn(...) end
format_version = "2.0" panel_type = "note_player" -------------------------------------------------------------------------- -- front -------------------------------------------------------------------------- front = { Panel_front_bg = { { path = "[-device2D-front_bg-]" } } } [-device2D-front-] -------------------------------------------------------------------------- -- back -------------------------------------------------------------------------- back = { Panel_back_bg = { { path = "[-device2D-back_bg-]" } } } [-device2D-back-]
//DAK DAK.bannedplayers = { } DAK.bannedplayersweb = { } local BannedPlayersFileName = "config://BannedPlayers.json" local BannedPlayersWebFileName = "config://BannedPlayersWeb.json" local lastwebupdate = 0 local function LoadBannedPlayers() DAK.bannedplayers = DAK:ConvertFromOldBansFormat(DAK:LoadConfigFile(BannedPlayersFileName)) or { } end LoadBannedPlayers() local function SaveBannedPlayers() DAK:SaveConfigFile(BannedPlayersFileName, DAK:ConvertToOldBansFormat(DAK.bannedplayers)) end local function LoadBannedPlayersWeb() DAK.bannedplayersweb = DAK:ConvertFromOldBansFormat(DAK:LoadConfigFile(BannedPlayersWebFileName)) or { } end local function SaveBannedPlayersWeb() DAK:SaveConfigFile(BannedPlayersWebFileName, DAK.bannedplayersweb) end local function tablemerge(tab1, tab2) if tab2 ~= nil then for k, v in pairs(tab2) do if (type(v) == "table") and (type(tab1[k] or false) == "table") then tablemerge(tab1[k], tab2[k]) else tab1[k] = v end end end return tab1 end local function OnServerAdminBansWebResponse(response) if response then local bannedusers = DAK:ConvertFromOldBansFormat(json.decode(response)) if bannedusers and DAK.bannedplayersweb ~= bannedusers then DAK.bannedplayersweb = bannedusers SaveBannedPlayersWeb() end end end local function QueryForBansList() if DAK.config.serveradmin.BansQueryURL ~= "" then Shared.SendHTTPRequest(DAK.config.serveradmin.BansQueryURL, "GET", OnServerAdminBansWebResponse) end end local function OnPlayerBannedResponse(response) if response == "TRUE" then //ban successful, update webbans using query URL. QueryForBansList() end end local function OnPlayerUnBannedResponse(response) if response == "TRUE" then //Unban successful, anything needed here? end end local function OnServerAdminClientConnect(client) local isBanned, Reason = DAK:IsClientBanned(client) if isBanned then client.disconnectreason = Reason Server.DisconnectClient(client) return true end local tt = Shared.GetTime() if tt > DAK.config.serveradmin.MapChangeDelay and (lastwebupdate == nil or (lastwebupdate + DAK.config.serveradmin.UpdateDelay) < tt) then QueryForBansList() lastwebupdate = tt end end DAK:RegisterEventHook("OnClientConnect", OnServerAdminClientConnect, 6, "serveradminbans") local function CheckServerAdminQueries() if DAK.config.serveradmin.BansQueryURL ~= "" and DAK.bannedplayersweb == nil then Shared.Message("Bans WebQuery failed, falling back on cached list.") LoadBannedPlayersWeb() end return false end local function DelayedServerCommandRegistration() QueryForBansList() DAK:SetupTimedCallBack(CheckServerAdminQueries, DAK.config.serveradmin.QueryTimeout) end DAK:RegisterEventHook("OnPluginInitialized", DelayedServerCommandRegistration, 5, "serveradminbans") function DAK:IsClientBanned(client) if client ~= nil then return DAK:IsNS2IDBanned(client:GetUserId()) end return false, "" end function DAK:IsNS2IDBanned(playerId) playerId = tonumber(playerId) if playerId ~= nil then local bentry = DAK.bannedplayers[playerId] if bentry ~= nil then local now = Shared.GetSystemTime() if bentry.time == 0 or now < bentry.time then return true, bentry.reason or "Banned" else LoadBannedPlayers() DAK.bannedplayers[playerId] = nil SaveBannedPlayers() end end if DAK.bannedplayersweb ~= nil then local bwentry = DAK.bannedplayersweb[playerId] if bwentry ~= nil then local now = Shared.GetSystemTime() if bwentry.time == 0 or now < bwentry.time then return true, bwentry.reason or "Banned" else DAK.bannedplayers[playerId] = nil SaveBannedPlayersWeb() end end end end return false, "" end function DAK:UnBanNS2ID(playerId, adminns2Id) playerId = tonumber(playerId) if playerId ~= nil then LoadBannedPlayers() if DAK.bannedplayers[playerId] ~= nil then DAK.bannedplayers[playerId] = nil SaveBannedPlayers() return true end if DAK.bannedplayersweb ~= nil and DAK.bannedplayersweb[playerId] ~= nil and DAK.config.serveradmin.UnBanSubmissionURL ~= "" then //Submit unban with key. local bentry = { key = DAK.config.serveradmin.BanSubmissionKey, id = playerId, adminid = adminns2Id } Shared.SendHTTPRequest(DAK.config.serveradmin.UnBanSubmissionURL, "POST", {data=json.encode(bentry)}, OnPlayerUnBannedResponse) return true end end return false end function DAK:UnBanSteamID(steamId, adminns2Id) local ns2id = DAK:GetNS2IDFromSteamID(steamId) if ns2id ~= nil then return DAK:UnBanNS2ID(ns2id, adminns2Id) end return false end function DAK:AddNS2IDBan(playerId, pname, duration, breason, adminns2Id) playerId = tonumber(playerId) if playerId ~= nil then local bannedUntilTime = Shared.GetSystemTime() duration = tonumber(duration) if duration == nil or duration <= 0 then bannedUntilTime = 0 else bannedUntilTime = bannedUntilTime + (duration * 60) end local bentry = { name = pname, reason = breason, time = bannedUntilTime } if DAK.config.serveradmin.BanSubmissionURL ~= "" then //Submit ban with key. //Should these be both submitted to database and logged on server? My thinking is no here, so going with that moving forward. //Will also want ban response function to reload web bans. //OnPlayerBannedResponse bentry.key = DAK.config.serveradmin.BanSubmissionKey bentry.adminid = adminns2Id bentry.id = playerId Shared.SendHTTPRequest(DAK.config.serveradmin.BanSubmissionURL, "POST", {data=json.encode(bentry)}, OnPlayerBannedResponse) DAK:SaveConfigFile("config://BannedPlayersWebTest.json", {data=json.encode(bentry)}) else LoadBannedPlayers() DAK.bannedplayers[playerId] = bentry SaveBannedPlayers() end return true end return false end
require('Utilities'); function Server_GameCustomMessage(game, playerID, payload, setReturnTable) if (Mod.Settings.Version ~= 1)then return end; --If the game is over, return if (Mod.PublicGameData.GameFinalized == true)then return end; Dump(payload) --Sorted according to what is used most if (payload.Mod == 'Chat')then --If Chat or main mod related if (payload.Message == "ReadChat") then --Mark as read ReadChat(playerID) elseif (payload.Message == "SendChat") then --DeliverChat DeliverChat(game,playerID,payload, setReturnTable) elseif (payload.Message == "AddGroupMember") then --Add to group AddToGroup(game,playerID,payload,setReturnTable); elseif (payload.Message == "RemoveGroupMember") then --RemoveFromGroup RemoveFromGroup(game,playerID,payload,setReturnTable); elseif (payload.Message == "LeaveGroup") then --Leave group LeaveGroup(game,playerID,payload,setReturnTable) elseif (payload.Message == "DeleteGroup") then --Delete group DeleteGroup(game,playerID,payload,setReturnTable) elseif (payload.Message == "SaveSettings") then --Save settings SaveSettings(game, playerID, payload,setReturnTable) end --Diplomacy elseif(payload.Mod == 'Diplomacy' and Mod.Settings.ModDiplomacyEnabled == true)then if (payload.Message == "Propose") then Propose(game,playerID, payload) elseif (payload.Message == "AcceptProposal" or "DeclineProposal") then ProposeDeclineAccept(game,playerID, payload) elseif (payload.Message == "SeenAllianceMessage") then Propose(game,playerID, payload, setReturnTable) elseif (payload.Message == "SeenAlerts") then Propose(game,playerID, payload, setReturnTable) else error("Payload message not understood (" .. payload.Message .. ")"); end; --Gift gold elseif (payload.Message == "GiftGold" and Mod.Settings.ModGiftGoldEnabled == true) then GiftGold(game,playerID, payload, setReturnTable) elseif (payload.Message == "ClearData") then --Remove all playerGameData. Useful for testing (works only for admin) ClearData(game,playerID); else error("Payload message not understood (" .. payload.Message .. ")"); end end function RemoveFromGroup (game,playerID,payload,setReturnTable) local playerGameData = Mod.PlayerGameData; local TargetGroupID = payload.TargetGroupID; local TargetPlayerID = payload.TargetPlayerID; local group = {}; if (playerGameData[playerID].Chat == nil or playerGameData[playerID].Chat[TargetGroupID] == nil)then print("group to be removed not found " .. TargetGroupID) return; --Group can't be found. Do nothing --Check if the TargetPlayerID is the owner elseif(TargetPlayerID == playerGameData[playerID].Chat[TargetGroupID].Owner) then print("Can't remove the owner of a group") return; else print("removing " .. TargetPlayerID .. " from :" .. TargetGroupID .. " ID") Group = playerGameData[playerID].Chat[TargetGroupID] removeFromSet(Group.Members, TargetPlayerID) playerGameData[playerID].Chat[TargetGroupID] = Group; --Remove the group from the playerGameData.Chat of the removed player, if it's not an AI if not(game.Game.Players[TargetPlayerID].IsAI)then Mod.playerGameData.Chat[TargetPlayerID][TargetGroupID]=nil; end; --Update all other group members UpdateAllGroupMembers(game, playerID, TargetGroupID,playerGameData.Chat); --Send a chat msg to the group chat payload.Chat = game.Game.Players[TargetPlayerID].DisplayName(nil,false) .. " was removed from " .. Group.GroupName; DeliverChat(game,playerID,payload, setReturnTable) end end function LeaveGroup (game,playerID,payload,setReturnTable) local playerGameData = Mod.PlayerGameData; local TargetGroupID = payload.TargetGroupID; local TargetPlayerID = playerID; if (playerGameData[playerID].Chat == nil or playerGameData[playerID].Chat[TargetGroupID] == nil)then print("group to leave from not found " .. TargetGroupID) return; --Group can't be found. Do nothing end --Check if the TargetPlayerID is the owner if(TargetPlayerID == playerGameData[playerID].Chat[TargetGroupID].Owner) then print("The owner of a group can't leave. They must use delete group") return; end print(playerID .. " left :" .. TargetGroupID .. " groupID") --Remove the player local Group = playerGameData[playerID].Chat[TargetGroupID] removeFromSet(Group.Members, TargetPlayerID) --Update the players data for Members, v in pairs (Group.Members) do playerGameData[Members].Chat[TargetGroupID] = Group; end Mod.PlayerGameData = playerGameData; --Add a msg to the chat payload.Chat = game.Game.Players[TargetPlayerID].DisplayName(nil,false) .. " left " .. Group.GroupName; DeliverChat(game,playerID,payload,setReturnTable) end function AddToGroup(game,playerID,payload,setReturnTable) local playerGameData = Mod.PlayerGameData; local TargetGroupID = payload.TargetGroupID; local TargetPlayerID = payload.TargetPlayerID; local TargetGroupName = payload.TargetGroupName; print(TargetPlayerID .. " targetplayer") print(TargetGroupID .. " TargetGroupID") if (playerGameData[playerID].Chat == nil) then --if nill, make an empty table where we can place GroupID playerGameData[playerID].Chat = {}; print(" {} playerGameData.Chat") else print("dump playerGameData.Chat") Dump(playerGameData[playerID].Chat) end local Group ={}; if (playerGameData[playerID].Chat == nil or playerGameData[playerID].Chat[TargetGroupID] == nil)then print("new group " .. TargetGroupID) Group = { Members = {}, Owner = playerID, GroupName = TargetGroupName, GroupID = TargetGroupID, Color = randomColor(), UnreadChat = false, } --addToSet(set, key) addToSet(Group.Members, playerID) addToSet(Group.Members, TargetPlayerID) --Save to mod storage playerGameData[playerID].Chat[TargetGroupID] = Group; UpdateAllGroupMembers(game, playerID, TargetGroupID,playerGameData); --Send a msg to the chat of the group payload.Chat = game.Game.Players[Group.Owner].DisplayName(nil,false) .. " created " .. Group.GroupName; DeliverChat(game,playerID,payload,setReturnTable) payload.Chat = game.Game.Players[TargetPlayerID].DisplayName(nil,false) .. " was added to " .. Group.GroupName; DeliverChat(game,playerID,payload,setReturnTable) else print("nice, old group :" .. TargetGroupID .. " ID") Group = playerGameData[playerID].Chat[TargetGroupID] --Check if the player is already in the group. If so, return if (Group.Members[TargetPlayerID] ~= nil) then print(TargetPlayerID .. " is alredy in the group"); return; end; --Add the player addToSet(Group.Members, TargetPlayerID) playerGameData[playerID].Chat[TargetGroupID] = Group; --Update Storage UpdateAllGroupMembers(game, playerID, TargetGroupID,playerGameData); --Send a msg to the chat of the group payload.Chat = game.Game.Players[TargetPlayerID].DisplayName(nil,false) .. " was added to " .. Group.GroupName; DeliverChat(game,playerID,payload,setReturnTable) end end function DeliverChat(game,playerID,payload,setReturnTable) local playerGameData = Mod.PlayerGameData local data = playerGameData[playerID].Chat; local TargetGroupID = payload.TargetGroupID local ChatInfo = {}; ChatInfo.Sender = playerID; ChatInfo.Chat = payload.Chat; local ChatArrayIndex; if (data[TargetGroupID] == nil) then ChatArrayIndex = 1; else ChatArrayIndex = #data[TargetGroupID] +1 end; print("Chat received " .. ChatInfo.Chat .. " to " .. TargetGroupID .. " from " .. ChatInfo.Sender .. " total group chat's : " .. ChatArrayIndex) --use the ChatArrayIndex. We want the chat msg to be stored in an array format if data[TargetGroupID][ChatArrayIndex] == nil then data[TargetGroupID][ChatArrayIndex] = {} end data[TargetGroupID].NumChat = ChatArrayIndex; data[TargetGroupID][ChatArrayIndex] = {}; data[TargetGroupID][ChatArrayIndex] = ChatInfo; --Mark the chat as unread for everyone in the group. data[TargetGroupID].UnreadChat = true; playerGameData[playerID].Chat = data; UpdateAllGroupMembers(game, playerID, TargetGroupID,playerGameData); local Alerts = true; local PublicGameData = Mod.PublicGameData; if (PublicGameData ~= nil)then if (PublicGameData[playerID] ~= nil) then Alerts = PublicGameData[playerID].AlertUnreadChat; end; end; if (Alerts)then setReturnTable({Status = "Chat sent"}) end; end function ReadChat(playerID) local playerGameData = Mod.PlayerGameData; --Mark chat as read for i, v in pairs(playerGameData[playerID].Chat) do playerGameData[playerID].Chat[i].UnreadChat = false; end; Mod.PlayerGameData = playerGameData; end function UpdateAllGroupMembers(game, playerID, groupID , playerGameData) local playerGameData = playerGameData; local ReffrencePlayerData = playerGameData[playerID].Chat; --We already updated the info for this player. Now we need to sync that to the other players local Group = ReffrencePlayerData[groupID] local outdatedPlayerData; --Update playerGameData for each member for Members, v in pairs (Group.Members) do --Make sure we don't add AI's. This code is useful for testing in SP and as a safety if not(game.Game.Players[Members].IsAI)then outdatedPlayerData = playerGameData[Members].Chat; --if nil, make an empty table where we can place GroupID if (outdatedPlayerData == nil) then outdatedPlayerData = {}; end outdatedPlayerData[groupID] = Group; playerGameData[Members].Chat = outdatedPlayerData; end end; --Finally write back to Mod.PlayerGameData Mod.PlayerGameData = playerGameData; end function DeleteGroup(game,playerID,payload) local playerGameData = Mod.PlayerGameData; local data = playerGameData[playerID].Chat; local TargetGroupID = payload.TargetGroupID; local Group = data[TargetGroupID] --Make sure only the creator/owner of a group can delete it if (playerID ~= data[TargetGroupID].Owner)then print("You can't delete since you are not the owner of the group") return; end; --Set groupID data to nil for each player for Members, v in pairs (Group.Members) do --Make sure we skip AI's. This code is useful for testing in SP and as a safety as AI's can't have playerGameData.Chat if not(game.Game.Players[Members].IsAI)then playerGameData[Members].Chat[TargetGroupID] = nil; end end Mod.PlayerGameData = playerGameData; print("Deleted Group " .. TargetGroupID) end function SaveSettings(game,playerID, payload) Dump(payload) PublicGameData = Mod.PublicGameData; if (PublicGameData == nil)then PublicGameData = {} end; if (PublicGameData[playerID] == nil)then PublicGameData[playerID] = {} end; PublicGameData[playerID].AlertUnreadChat = payload.AlertUnreadChat; PublicGameData[playerID].EachGroupButton = payload.EachGroupButton; PublicGameData[playerID].NumPastChat = payload.NumPastChat; PublicGameData[playerID].SizeX = payload.SizeX; PublicGameData[playerID].SizeY = payload.SizeY; Mod.PublicGameData = PublicGameData; end; --Remove data that we don't need anymore, when a game is over function ClearData(game,playerID) -- 3 == playing : 4 == elim + over print('Server_gamecustmsg : Game.state code:') print(game.Game.State) if (game.Game.State ~= 4 ) then return end; local publicGameData = Mod.PublicGameData --Check that we have not allready done this if (publicGameData.ChatModEnabled == false)then return end; --TODO move playerGameData to publicgamedata --Remove all playerGameData local playerGameData = Mod.PlayerGameData; for Players in pairs (playerGameData) do print("Deleted playerGameData.Chat for " .. Players) playerGameData[Players].Chat = {}; end Mod.PlayerGameData = playerGameData; --Remove all publicGameData and set a bool flag to false publicGameData.ChatModEnabled = false; Mod.PublicGameData = publicGameData; end function TurnDivider(turnNumber) local playerGameData = Mod.PlayerGameData; local ChatArrayIndex; local ChatInfo = {}; ChatInfo.Sender = -1; --The Mod is the sender ChatInfo.Chat = " ------ End of turn " .. turnNumber+1 .. " ------"; --For All playerGameData.Chat for playerID, player in pairs (playerGameData) do --For ALL groups if(playerGameData[playerID].Chat ~= nil)then for TargetGroupID, group in pairs (playerGameData[playerID].Chat)do --ADD a turn chat if (playerGameData[playerID].Chat[TargetGroupID] == nil) then ChatArrayIndex = 1; else ChatArrayIndex = #playerGameData[playerID].Chat[TargetGroupID] +1 end; playerGameData[playerID].Chat[TargetGroupID].NumChat = ChatArrayIndex; playerGameData[playerID].Chat[TargetGroupID][ChatArrayIndex] = {}; playerGameData[playerID].Chat[TargetGroupID][ChatArrayIndex] = ChatInfo; end end end --Save playerGameData Mod.PlayerGameData = playerGameData; end function GiftGold(game, playerID, payload, setReturnTable) if (playerID == payload.TargetPlayerID) then setReturnTable({ Message = "You can't gift yourself" }); return; end local goldSending = payload.Gold; local goldHave = game.ServerGame.LatestTurnStanding.NumResources(playerID, WL.ResourceType.Gold); if (goldHave < goldSending) then setReturnTable({ Message = "You can't gift " .. goldSending .. " when you only have " .. goldHave }); return; end local targetPlayer = game.Game.Players[payload.TargetPlayerID]; local targetPlayerHasGold = game.ServerGame.LatestTurnStanding.NumResources(targetPlayer.ID, WL.ResourceType.Gold); --Subtract goldSending from ourselves, add goldSending to target game.ServerGame.SetPlayerResource(playerID, WL.ResourceType.Gold, goldHave - goldSending); game.ServerGame.SetPlayerResource(targetPlayer.ID, WL.ResourceType.Gold, targetPlayerHasGold + goldSending); setReturnTable({ Message = "Sent " .. targetPlayer.DisplayName(nil, false) .. ' ' .. goldSending .. ' gold. You now have ' .. (goldHave - goldSending) .. '.' }); end --Diplomacy Mod function Propose(game,playerID,payload) --Create a proposal local proposal = {}; proposal.ID = NewIdentity(); proposal.PlayerOne = playerID; proposal.PlayerTwo = payload.TargetPlayerID; if (game.Settings.SinglePlayer) then --In single-player, just auto-accept proposals for testing. ProposalAccepted(proposal, game); else --Write it into the player-specific data local playerData = Mod.PlayerGameData; --TODO check if we need this? We should have set this up earlier when the game was made if (playerData[payload.TargetPlayerID].Diplo == nil) then playerData[payload.TargetPlayerID].Diplo = {}; end local pendingProposals = playerData[payload.TargetPlayerID].Diplo.PendingProposals or {}; table.insert(pendingProposals, proposal); playerData[payload.TargetPlayerID].Diplo.PendingProposals = pendingProposals; Mod.PlayerGameData = playerData; end end function ProposeDeclineAccept(game,playerID,payload) local proposal = first(Mod.PlayerGameData[playerID].Diplo.PendingProposals, function(prop) return prop.ID == payload.ProposalID end); if (proposal == nil) then return; end; --skip if the proposal ID is invalid. This can happen if it gets accepted/declined twice --Remove it from PlayerGameData local pgd = Mod.PlayerGameData; pgd[playerID].Diplo.PendingProposals = filter(pgd[playerID].Diplo.PendingProposals, function(prop) return prop.ID ~= payload.ProposalID end); Mod.PlayerGameData = pgd; --If we're accepting it, call ProposalAccepted. If we're declining it, just do nothing and let it be removed. if (payload.Message == "AcceptProposal") then ProposalAccepted(proposal, game); end end function SeenAllianceMessage(playerID,payload) local playerData = Mod.PlayerGameData; if (playerData[playerID].Diplo == nil) then playerData[playerID].Diplo = {}; end playerData[playerID].Diplo.HighestAllianceIDSeen = payload.HighestAllianceIDSeen; Mod.PlayerGameData = playerData; end function SeenAlerts(playerID,payload) local playerData = Mod.PlayerGameData; if (playerData[playerID].Diplo == nil) then playerData[playerID].Diplo = {}; end playerData[playerID].Diplo.Alerts = nil; Mod.PlayerGameData = playerData; end function ProposalAccepted(proposal, game) --Create the alliance local alliance = {}; alliance.ID = NewIdentity(); alliance.PlayerOne = proposal.PlayerOne; alliance.PlayerTwo = proposal.PlayerTwo; local data = Mod.PublicGameData; local alliances = data.Alliances or {}; --Do we already have an alliance? Remove it if so. alliances = filter(alliances, function(a) return not ((a.PlayerOne == alliance.PlayerOne and a.PlayerTwo == alliance.PlayerTwo) or (a.PlayerOne == alliance.PlayerTwo and a.PlayerTwo == alliance.PlayerOne)) end); --Write it into Mod.PublicGameData for all to see table.insert(alliances, alliance); data.Diplo.Alliances = alliances; Mod.PublicGameData = data; end
require('stdlib/event/event') local function refresh_market_offers() if not global.market then return end for i = 1, 100, 1 do local a = global.market.remove_market_item(1) if a == false then break end end --local str1 = "Gun Turret Slot for " .. tostring(global.entity_limits["gun-turret"].limit * global.entity_limits["gun-turret"].slot_price) --str1 = str1 .. " Coins." -- --local str2 = "Laser Turret Slot for " .. tostring(global.entity_limits["laser-turret"].limit * global.entity_limits["laser-turret"].slot_price) --str2 = str2 .. " Coins." -- --local str3 = "Artillery Slot for " .. tostring(global.entity_limits["artillery-turret"].limit * global.entity_limits["artillery-turret"].slot_price) --str3 = str3 .. " Coins." -- --local current_limit = 1 --if global.entity_limits["flamethrower-turret"].limit ~= 0 then current_limit = current_limit + global.entity_limits["flamethrower-turret"].limit end --local str4 = "Flamethrower Turret Slot for " .. tostring(current_limit * global.entity_limits["flamethrower-turret"].slot_price) --str4 = str4 .. " Coins." -- --local str5 = "Landmine Slot for " .. tostring(math.ceil((global.entity_limits["land-mine"].limit / 3) * global.entity_limits["land-mine"].slot_price)) --str5 = str5 .. " Coins." local market_items = { --{price = {}, offer = {type = 'nothing', effect_description = str1}}, --{price = {}, offer = {type = 'nothing', effect_description = str2}}, --{price = {}, offer = {type = 'nothing', effect_description = str3}}, --{price = {}, offer = {type = 'nothing', effect_description = str4}}, --{price = {}, offer = {type = 'nothing', effect_description = str5}}, { price = { { "raw-fish", 1 } }, offer = { type = 'give-item', item = "coin", count = 4 } }, { price = { { "coin", 5 } }, offer = { type = 'give-item', item = "raw-fish", count = 1 } }, { price = { { "coin", 1 } }, offer = { type = 'give-item', item = 'raw-wood', count = 8 } }, { price = { { "coin", 8 } }, offer = { type = 'give-item', item = 'grenade', count = 1 } }, { price = { { "coin", 32 } }, offer = { type = 'give-item', item = 'cluster-grenade', count = 1 } }, { price = { { "coin", 1 } }, offer = { type = 'give-item', item = 'land-mine', count = 1 } }, { price = { { "coin", 80 } }, offer = { type = 'give-item', item = 'car', count = 1 } }, { price = { { "coin", 1200 } }, offer = { type = 'give-item', item = 'tank', count = 1 } }, { price = { { "coin", 3 } }, offer = { type = 'give-item', item = 'cannon-shell', count = 1 } }, { price = { { "coin", 7 } }, offer = { type = 'give-item', item = 'explosive-cannon-shell', count = 1 } }, { price = { { "coin", 50 } }, offer = { type = 'give-item', item = 'gun-turret', count = 1 } }, { price = { { "coin", 300 } }, offer = { type = 'give-item', item = 'laser-turret', count = 1 } }, { price = { { "coin", 450 } }, offer = { type = 'give-item', item = 'artillery-turret', count = 1 } }, { price = { { "coin", 10 } }, offer = { type = 'give-item', item = 'artillery-shell', count = 1 } }, { price = { { "coin", 25 } }, offer = { type = 'give-item', item = 'artillery-targeting-remote', count = 1 } }, { price = { { "coin", 1 } }, offer = { type = 'give-item', item = 'firearm-magazine', count = 1 } }, { price = { { "coin", 4 } }, offer = { type = 'give-item', item = 'piercing-rounds-magazine', count = 1 } }, { price = { { "coin", 2 } }, offer = { type = 'give-item', item = 'shotgun-shell', count = 1 } }, { price = { { "coin", 6 } }, offer = { type = 'give-item', item = 'piercing-shotgun-shell', count = 1 } }, { price = { { "coin", 30 } }, offer = { type = 'give-item', item = "submachine-gun", count = 1 } }, { price = { { "coin", 250 } }, offer = { type = 'give-item', item = 'combat-shotgun', count = 1 } }, { price = { { "coin", 450 } }, offer = { type = 'give-item', item = 'flamethrower', count = 1 } }, { price = { { "coin", 25 } }, offer = { type = 'give-item', item = 'flamethrower-ammo', count = 1 } }, { price = { { "coin", 125 } }, offer = { type = 'give-item', item = 'rocket-launcher', count = 1 } }, { price = { { "coin", 2 } }, offer = { type = 'give-item', item = 'rocket', count = 1 } }, { price = { { "coin", 7 } }, offer = { type = 'give-item', item = 'explosive-rocket', count = 1 } }, { price = { { "coin", 7500 } }, offer = { type = 'give-item', item = 'atomic-bomb', count = 1 } }, { price = { { "coin", 325 } }, offer = { type = 'give-item', item = 'railgun', count = 1 } }, { price = { { "coin", 8 } }, offer = { type = 'give-item', item = 'railgun-dart', count = 1 } }, { price = { { "coin", 40 } }, offer = { type = 'give-item', item = 'poison-capsule', count = 1 } }, { price = { { "coin", 4 } }, offer = { type = 'give-item', item = 'defender-capsule', count = 1 } }, { price = { { "coin", 10 } }, offer = { type = 'give-item', item = 'light-armor', count = 1 } }, { price = { { "coin", 125 } }, offer = { type = 'give-item', item = 'heavy-armor', count = 1 } }, { price = { { "coin", 350 } }, offer = { type = 'give-item', item = 'modular-armor', count = 1 } }, { price = { { "coin", 1500 } }, offer = { type = 'give-item', item = 'power-armor', count = 1 } }, { price = { { "coin", 12000 } }, offer = { type = 'give-item', item = 'power-armor-mk2', count = 1 } }, { price = { { "coin", 50 } }, offer = { type = 'give-item', item = 'solar-panel-equipment', count = 1 } }, { price = { { "coin", 2250 } }, offer = { type = 'give-item', item = 'fusion-reactor-equipment', count = 1 } }, { price = { { "coin", 100 } }, offer = { type = 'give-item', item = 'battery-equipment', count = 1 } }, { price = { { "coin", 200 } }, offer = { type = 'give-item', item = 'energy-shield-equipment', count = 1 } }, { price = { { "coin", 750 } }, offer = { type = 'give-item', item = 'personal-laser-defense-equipment', count = 1 } }, { price = { { "coin", 175 } }, offer = { type = 'give-item', item = 'exoskeleton-equipment', count = 1 } }, { price = { { "coin", 125 } }, offer = { type = 'give-item', item = 'night-vision-equipment', count = 1 } }, { price = { { "coin", 200 } }, offer = { type = 'give-item', item = 'belt-immunity-equipment', count = 1 } }, { price = { { "coin", 250 } }, offer = { type = 'give-item', item = 'personal-roboport-equipment', count = 1 } }, { price = { { "coin", 20 } }, offer = { type = 'give-item', item = 'construction-robot', count = 1 } } } for _, item in pairs(market_items) do global.market.add_market_item(item) end end local function is_game_surface(event) local surface = game.surfaces[SURVIVAL_IN_POLLUTION] if not surface then return false end return surface.name == event.surface.name end local function do_market_init(event) local area = event.area local left_top = area.left_top if left_top.x <= -196 then if not global.market then game.print('market generation') local surface = game.surfaces[SURVIVAL_IN_POLLUTION] local spawn_position_x = -76 local pos = surface.find_non_colliding_position("market", { spawn_position_x, 0 }, 50, 1) global.market = surface.create_entity({ name = "market", position = pos, force = "player" }) global.market.minable = false refresh_market_offers() game.forces['player'].chart(surface, { { pos.x - 200, pos.y - 200 }, { pos.x + 200, pos.y + 200 } }) --teleport_players_to_market(surface) end end end local function on_chunk_generated(event) if is_game_surface(event) then do_market_init(event) end end Event.register(defines.events.on_chunk_generated, on_chunk_generated)
commoner_male = { "object/mobile/dressed_commoner_fat_human_male_01.iff", "object/mobile/dressed_commoner_fat_human_male_02.iff", "object/mobile/dressed_commoner_fat_twilek_male_01.iff", "object/mobile/dressed_commoner_fat_twilek_male_02.iff", "object/mobile/dressed_commoner_fat_zabrak_male_01.iff", "object/mobile/dressed_commoner_fat_zabrak_male_02.iff", "object/mobile/dressed_commoner_naboo_bothan_male_01.iff", "object/mobile/dressed_commoner_naboo_bothan_male_02.iff", "object/mobile/dressed_commoner_naboo_human_male_01.iff", "object/mobile/dressed_commoner_naboo_human_male_02.iff", "object/mobile/dressed_commoner_naboo_human_male_03.iff", "object/mobile/dressed_commoner_naboo_human_male_04.iff", "object/mobile/dressed_commoner_naboo_human_male_05.iff", "object/mobile/dressed_commoner_naboo_human_male_06.iff", "object/mobile/dressed_commoner_naboo_human_male_07.iff", "object/mobile/dressed_commoner_naboo_human_male_08.iff", "object/mobile/dressed_commoner_naboo_moncal_male_01.iff", "object/mobile/dressed_commoner_naboo_moncal_male_02.iff", "object/mobile/dressed_commoner_naboo_twilek_male_01.iff", "object/mobile/dressed_commoner_naboo_twilek_male_02.iff", "object/mobile/dressed_commoner_naboo_zabrak_male_01.iff", "object/mobile/dressed_commoner_naboo_zabrak_male_02.iff", "object/mobile/dressed_commoner_old_human_male_01.iff", "object/mobile/dressed_commoner_old_human_male_02.iff", "object/mobile/dressed_commoner_old_twilek_male_01.iff", "object/mobile/dressed_commoner_old_twilek_male_02.iff", "object/mobile/dressed_commoner_old_zabrak_male_01.iff", "object/mobile/dressed_commoner_old_zabrak_male_02.iff", "object/mobile/dressed_commoner_tatooine_aqualish_male_01.iff", "object/mobile/dressed_commoner_tatooine_aqualish_male_02.iff", "object/mobile/dressed_commoner_tatooine_aqualish_male_03.iff", "object/mobile/dressed_commoner_tatooine_aqualish_male_04.iff", "object/mobile/dressed_commoner_tatooine_aqualish_male_05.iff", "object/mobile/dressed_commoner_tatooine_aqualish_male_06.iff", "object/mobile/dressed_commoner_tatooine_aqualish_male_07.iff", "object/mobile/dressed_commoner_tatooine_aqualish_male_08.iff", "object/mobile/dressed_commoner_tatooine_aqualish_male_09.iff", "object/mobile/dressed_commoner_tatooine_bith_male_01.iff", "object/mobile/dressed_commoner_tatooine_bith_male_02.iff", "object/mobile/dressed_commoner_tatooine_bith_male_03.iff", "object/mobile/dressed_commoner_tatooine_bith_male_04.iff", "object/mobile/dressed_commoner_tatooine_bith_male_05.iff", "object/mobile/dressed_commoner_tatooine_bith_male_06.iff", "object/mobile/dressed_commoner_tatooine_devaronian_male_01.iff", "object/mobile/dressed_commoner_tatooine_devaronian_male_02.iff", "object/mobile/dressed_commoner_tatooine_devaronian_male_03.iff", "object/mobile/dressed_commoner_tatooine_devaronian_male_04.iff", "object/mobile/dressed_commoner_tatooine_ishitib_male_01.iff", "object/mobile/dressed_commoner_tatooine_ishitib_male_02.iff", "object/mobile/dressed_commoner_tatooine_ishitib_male_03.iff", "object/mobile/dressed_commoner_tatooine_nikto_male_01.iff", "object/mobile/dressed_commoner_tatooine_nikto_male_02.iff", "object/mobile/dressed_commoner_tatooine_nikto_male_03.iff", "object/mobile/dressed_commoner_tatooine_nikto_male_04.iff", "object/mobile/dressed_commoner_tatooine_nikto_male_05.iff", "object/mobile/dressed_commoner_tatooine_nikto_male_06.iff", "object/mobile/dressed_commoner_tatooine_nikto_male_07.iff", "object/mobile/dressed_commoner_tatooine_nikto_male_08.iff", "object/mobile/dressed_commoner_tatooine_rodian_male_01.iff", "object/mobile/dressed_commoner_tatooine_rodian_male_02.iff", "object/mobile/dressed_commoner_tatooine_rodian_male_03.iff", "object/mobile/dressed_commoner_tatooine_rodian_male_04.iff", "object/mobile/dressed_commoner_tatooine_sullustan_male_01.iff", "object/mobile/dressed_commoner_tatooine_sullustan_male_02.iff", "object/mobile/dressed_commoner_tatooine_sullustan_male_03.iff", "object/mobile/dressed_commoner_tatooine_sullustan_male_04.iff", "object/mobile/dressed_commoner_tatooine_sullustan_male_05.iff", "object/mobile/dressed_commoner_tatooine_sullustan_male_06.iff", "object/mobile/dressed_commoner_tatooine_trandoshan_male_01.iff", "object/mobile/dressed_commoner_tatooine_trandoshan_male_02.iff", } addDressGroup("commoner_male", commoner_male)
function add_dazy() project( "Dazy" ) kind "StaticLib" location "Dazy" staticruntime "on" files { "%{prj.name}/src/**.h", "%{prj.name}/src/**.cpp", } includedirs { "%{prj.name}/src", "%{prj.name}/src/Core", "ThirdParty/spdlog/include", "ThirdParty/glfw/include", } links{ "glfw" } end
--- Rotation model for gamepad controls -- @classmod GamepadRotateModel local require = require(game:GetService("ReplicatedStorage"):WaitForChild("Nevermore")) local AccelTween = require("AccelTween") local BaseObject = require("BaseObject") local CameraGamepadInputUtils = require("CameraGamepadInputUtils") local GamepadRotateModel = setmetatable({}, BaseObject) GamepadRotateModel.__index = GamepadRotateModel GamepadRotateModel.ClassName = "GamepadRotateModel" function GamepadRotateModel.new() local self = setmetatable(BaseObject.new(), GamepadRotateModel) self._rampVelocityX = AccelTween.new(25) self._rampVelocityY = AccelTween.new(25) self.IsRotating = Instance.new("BoolValue") self.IsRotating.Value = false self._maid:GiveTask(self.IsRotating) return self end function GamepadRotateModel:GetThumbstickDeltaAngle() if not self._lastInputObject then return Vector2.new() end return Vector2.new(self._rampVelocityX.p, self._rampVelocityY.p) end function GamepadRotateModel:StopRotate() self._lastInputObject = nil self._rampVelocityX.t = 0 self._rampVelocityX.p = self._rampVelocityX.t self._rampVelocityY.t = 0 self._rampVelocityY.p = self._rampVelocityY.t self.IsRotating.Value = false end function GamepadRotateModel:HandleThumbstickInput(inputObject) if CameraGamepadInputUtils.outOfDeadZone(inputObject) then self._lastInputObject = inputObject local stickOffset = self._lastInputObject.Position stickOffset = Vector2.new(-stickOffset.x, stickOffset.y) -- Invert axis! local adjustedStickOffset = CameraGamepadInputUtils.gamepadLinearToCurve(stickOffset) self._rampVelocityX.t = adjustedStickOffset.x self._rampVelocityY.t = adjustedStickOffset.y self.IsRotating.Value = true else self:StopRotate() end end return GamepadRotateModel
RegisterLuaAnimation('raisearmtest', { FrameData = { { BoneInfo = { ['ValveBiped.Bip01_L_UpperArm'] = { }, ['ValveBiped.Bip01_R_UpperArm'] = { } }, FrameRate = 100 }, { BoneInfo = { ['ValveBiped.Bip01_L_UpperArm'] = { RU = -46, RR = -16, RF = -1 }, ['ValveBiped.Bip01_R_UpperArm'] = { } }, FrameRate = 6.0 }, { BoneInfo = { ['ValveBiped.Bip01_L_UpperArm'] = { RU = -92, RR = -31, RF = -1 }, ['ValveBiped.Bip01_R_UpperArm'] = { RU = -72, RR = -3, RF = 37 } }, FrameRate = 6.0 }, }, Type = TYPE_GESTURE })
local tests = { { name = "AllocatorTest", includedirs = { "../Dependencies/EASTL/include", "../Dependencies/optick", "../Frameworks/Gaff/include", "../Engine/Engine/include", "../Engine/Memory/include" }, links = { "Gaff", "Gleam", "Memory", "EASTL", "Engine", "mpack", "optick" }, extra = function () filter { "system:windows" } -- links { "ws2_32.lib", "iphlpapi.lib", "psapi.lib", "userenv.lib", "DbgHelp" } links { "DbgHelp" } -- filter { "action:vs*" } -- buildoptions { "/bigobj" } filter {} end }, { name = "ReflectionTest", includedirs = { "../Dependencies/EASTL/include", "../Dependencies/mpack", "../Dependencies/optick", "../Dependencies/rapidjson", "../Frameworks/Gaff/include", "../Engine/Engine/include", "../Engine/Memory/include" }, links = { "Gaff", "Gleam", "Memory", "EASTL", "Engine", "mpack", "optick" }, extra = function () filter { "system:windows" } -- links { "ws2_32.lib", "iphlpapi.lib", "psapi.lib", "userenv.lib", "DbgHelp" } links { "DbgHelp" } -- filter { "action:vs*" } -- buildoptions { "/bigobj" } filter {} end }, { name = "ECSTest", includedirs = { "../Dependencies/EASTL/include", "../Dependencies/rapidjson", "../Dependencies/glm", "../Dependencies/mpack", "../Dependencies/optick", "../Frameworks/Gaff/include", "../Frameworks/Gleam/include", "../Engine/Engine/include", "../Engine/Memory/include", "../Modules/Resource/include", "../Modules/ECS/include" }, links = { "Gaff", "Gleam", "Memory", "Engine", "ECS", "Resource", "MainLoop", "EASTL", "mpack", "optick", }, extra = function () filter { "system:windows" } -- links { "ws2_32.lib", "iphlpapi.lib", "psapi.lib", "userenv.lib", "DbgHelp" } links { "DbgHelp" } -- filter { "action:vs*" } -- buildoptions { "/bigobj" } filter {} end } } function GenTest(settings) project(settings.name) if _ACTION then location(GetTestsLocation()) end kind(settings.kind or "ConsoleApp") debugdir "../../workingdir/tests" language "C++" flags { "FatalWarnings" } if settings.files then files(settings.files) else files { settings.name .. ".cpp" } end if settings.dependson then dependson(settings.dependson) else dependson(settings.links) end if settings.defines then defines(settings.defines) end if settings.extra then settings.extra() end includedirs(settings.includedirs) links(settings.links) includedirs { "../Dependencies/Catch2" } links { "Catch2" } SetupConfigMap() ModuleCopy("tests") end table.foreachi(tests, GenTest)
local PotHead = RegisterMod( "PotHead",1 ); local PotHeadItem = Isaac.GetItemIdByName("Pothead") local PotHeadCostume = Isaac.GetCostumeIdByPath("gfx/characters/potcostume.anm2") local PotEntity = Isaac.GetEntityTypeByName("BluePot") local BluePot = Isaac.GetEntityVariantByName("BluePot") local GreenPot = Isaac.GetEntityVariantByName("GreenPot") local PurplePot = Isaac.GetEntityVariantByName("PurplePot") local RedPot = Isaac.GetEntityVariantByName("RedPot") local tears = {} local had = false local oldSeed = 0 function PotHead:UPDATE() local game = Game() local room = game:GetRoom() local player = Isaac.GetPlayer(0) if oldSeed ~= room:GetDecorationSeed() then oldSeed = room:GetDecorationSeed() tears = {} end math.randomseed(room:GetFrameCount() + Random() + math.random() ) if player:HasCollectible(PotHeadItem) == false then return end local startColor = {r=0.8,g=0.8,b=0} local endColor = {r=0,g=0,b=1} for i=1,#tears do local c = Color(0,0,0.5+(math.sin(tears[i].FrameCount/3)+1)*0.25,1,0,0,0) --local c = Color(0.89- (math.sin(tears[i].FrameCount/10)+1)*0.4,0.8 - (math.sin(tears[i].FrameCount/10)+1)*0.4,0+(math.sin(tears[i].FrameCount/10)+1)*0.5,1,0,0,0) tears[i]:SetColor(c,9999,99,false,false ) end local ents = Isaac.GetRoomEntities() for i=1,#ents do if ents[i].Type == EntityType.ENTITY_TEAR and ents[i].Parent.Type == EntityType.ENTITY_PLAYER then if ents[i]:GetData().evaled == nil then if player.Luck + 4 > math.random() * 29 then --ents[i]:SetColor(Color(0, 3, 9, 1, 2, 3, 9), 99999, 99, false, false) table.insert(tears,ents[i]) end ents[i]:GetData().evaled = true end end end end function PotHead:pot_update(npc) if npc:GetSprite():IsFinished("Appear") then npc:GetSprite():Play("Idle",true) end end function PotHead:onRunStart() tearDown = false had = false end function PotHead:Sound(index) local player = Isaac.GetPlayer(0) local sound_entity = Isaac.Spawn(EntityType.ENTITY_FLY, 0, 0, player.Position, Vector(0,0), nil):ToNPC() sound_entity:PlaySound(index, 0.3, 0, false, 1) sound_entity:Remove() end function PotHead:drawText( ) local game = Game() local player = Isaac.GetPlayer(0) local room = game:GetRoom() --Isaac.RenderText(tostring(GreenPot), 60, 60, 1, 1,1, 1) if player:HasCollectible(PotHeadItem) == true and had == false then player:AddNullCostume(PotHeadCostume) had = true end if player:HasCollectible(PotHeadItem) == false and had == true then had = false end end function PotHead:on_Damage(entity, amount, damageflag, source, countdownframes) local player = Isaac.GetPlayer(0) if player:HasCollectible(PotHeadItem) == false then return end --TearMorph if entity:IsVulnerableEnemy() and entity:IsBoss() == false and entity.Type ~= PotEntity and source.Type == EntityType.ENTITY_TEAR then local isTear = false for i=1,#tears do if source.Entity.Index == tears[i].Index then isTear = true end end if isTear then local pot = Isaac.Spawn(PotEntity,math.random(0,3),0,entity.Position,Vector(0,0),player) entity:Remove() end end --PotDestroy if entity:IsVulnerableEnemy() and entity.Type == PotEntity and entity.HitPoints < amount and entity.HitPoints > 0 then if entity.Variant == BluePot then local npc = entity:ToNPC() local tearcount = 9 local vel = Vector(7,0) -- This is fucking stupid local damage = player.Damage local shotspeed = player.ShotSpeed local height = player.TearHeight local tearFlags = player.TearFlags local fallingspeed = player.TearFallingSpeed local fallaccel = player.TearFallingAcceleration local TearColor = player.TearColor player.Damage = 5 player.ShotSpeed = 5 player.TearHeight = -30 player.TearFlags = 0 player.TearFallingSpeed = 0 player.TearFallingAcceleration = 0.14 player.TearColor = Color(1, 1, 1, 1, 0, 0, 0) for i=1,tearcount do local t = player:FireTear(entity.Position,vel,false,true,false) t:SetColor(Color(1, 1, 1, 1, 0,0, 0), 99999, 99, false, false) t.Parent = t vel = vel:Rotated(360/tearcount) t:ChangeVariant(0) t.Scale = 1 end player.Damage = damage player.ShotSpeed = shotspeed player.TearHeight = height player.TearFlags = tearFlags player.TearFallingSpeed = fallingspeed player.TearFallingAcceleration = fallaccel player.TearColor = TearColor -- end of cancerous code. elseif entity.Variant == GreenPot then local creep = Isaac.Spawn(EntityType.ENTITY_EFFECT,EffectVariant.PLAYER_CREEP_GREEN,0,entity.Position,Vector(0,0),entity):ToEffect() creep.LifeSpan = 120 local r = math.random(0,5) if r == 0 then creep:GetSprite():Play("BiggestBlood1",true) elseif r == 1 then creep:GetSprite():Play("BiggestBlood2",true) elseif r == 2 then creep:GetSprite():Play("BiggestBlood3",true) elseif r == 3 then creep:GetSprite():Play("BiggestBlood4",true) elseif r == 4 then creep:GetSprite():Play("BiggestBlood5",true) elseif r == 5 then creep:GetSprite():Play("BiggestBlood6",true) end creep:GetSprite().Scale = Vector(1.8,1.8) creep:SetTimeout(120) --creep.LifeSpan = 2600 --creep:SetColor(Color(1, 1, 1, 1, 70, 150, 0), 99999, 99, false, false) elseif entity.Variant == PurplePot then local ents = Isaac.GetRoomEntities() for i=1,#ents do if ents[i]:IsEnemy() then if (ents[i].Position - entity.Position):Length() < 180 then ents[i]:AddFear(source,60) end end end local fart = Isaac.Spawn(EntityType.ENTITY_EFFECT,EffectVariant.FART,0,entity.Position,Vector(0,0),entity) fart:SetColor(Color(1, 1, 1, 1, 70, 0, 150), 99999, 99, false, false) elseif entity.Variant == RedPot then if entity:GetData().put == nil then entity:GetData().put = true Game():BombExplosionEffects(entity.Position,60, 0,Color(1,1,1,1,0,0,0),entity,1,false,entity) end Isaac.Spawn(EntityType.ENTITY_EFFECT,EffectVariant.RED_CANDLE_FLAME,0,entity.Position,Vector(0,0),entity) end end end PotHead:AddCallback(ModCallbacks.MC_ENTITY_TAKE_DMG,PotHead.on_Damage) PotHead:AddCallback(ModCallbacks.MC_POST_RENDER,PotHead.drawText) PotHead:AddCallback(ModCallbacks.MC_POST_UPDATE,PotHead.UPDATE) PotHead:AddCallback(ModCallbacks.MC_POST_PLAYER_INIT,PotHead.OnRunStart) PotHead:AddCallback(ModCallbacks.MC_NPC_UPDATE,PotHead.pot_update,PotEntity)
-------------------------------- -- @module Armature -- @extend Node,BlendProtocol -- @parent_module ccs ---@class ccs.Armature:ccs.Node,ccs.BlendProtocol local Armature = {} ccs.Armature = Armature -------------------------------- --- Get a bone with the specified name --- param name The bone's name you want to get ---@param name string ---@return ccs.Bone function Armature:getBone(name) end -------------------------------- --- Change a bone's parent with the specified parent name. --- param bone The bone you want to change parent --- param parentName The new parent's name. ---@param bone ccs.Bone ---@param parentName string ---@return ccs.Armature function Armature:changeBoneParent(bone, parentName) end -------------------------------- --- ---@param animation ccs.ArmatureAnimation ---@return ccs.Armature function Armature:setAnimation(animation) end -------------------------------- --- ---@param x number ---@param y number ---@return ccs.Bone function Armature:getBoneAtPoint(x, y) end -------------------------------- --- ---@return boolean function Armature:getArmatureTransformDirty() end -------------------------------- --- ---@param version number ---@return ccs.Armature function Armature:setVersion(version) end -------------------------------- --- Set contentsize and Calculate anchor point. ---@return ccs.Armature function Armature:updateOffsetPoint() end -------------------------------- --- ---@return ccs.Bone function Armature:getParentBone() end -------------------------------- --- Remove a bone with the specified name. If recursion it will also remove child Bone recursionly. --- param bone The bone you want to remove --- param recursion Determine whether remove the bone's child recursion. ---@param bone ccs.Bone ---@param recursion boolean ---@return ccs.Armature function Armature:removeBone(bone, recursion) end -------------------------------- --- ---@return ccs.BatchNode function Armature:getBatchNode() end -------------------------------- --- ---@param name string ---@param parentBone ccs.Bone ---@return boolean ---@overload fun(self:ccs.Armature, name:string):boolean function Armature:init(name, parentBone) end -------------------------------- --- ---@param parentBone ccs.Bone ---@return ccs.Armature function Armature:setParentBone(parentBone) end -------------------------------- --- ---@param batchNode ccs.BatchNode ---@return ccs.Armature function Armature:setBatchNode(batchNode) end -------------------------------- --- js NA --- lua NA ---@return cc.BlendFunc function Armature:getBlendFunc() end -------------------------------- --- ---@param armatureData ccs.ArmatureData ---@return ccs.Armature function Armature:setArmatureData(armatureData) end -------------------------------- --- Add a Bone to this Armature, --- param bone The Bone you want to add to Armature --- param parentName The parent Bone's name you want to add to . If it's nullptr, then set Armature to its parent ---@param bone ccs.Bone ---@param parentName string ---@return ccs.Armature function Armature:addBone(bone, parentName) end -------------------------------- --- ---@return ccs.ArmatureData function Armature:getArmatureData() end -------------------------------- --- ---@return number function Armature:getVersion() end -------------------------------- --- ---@return ccs.ArmatureAnimation function Armature:getAnimation() end -------------------------------- --- ---@return vec2_table function Armature:getOffsetPoints() end -------------------------------- --- js NA --- lua NA ---@param blendFunc cc.BlendFunc ---@return ccs.Armature function Armature:setBlendFunc(blendFunc) end -------------------------------- --- Get Armature's bone dictionary --- return Armature's bone dictionary ---@return map_table function Armature:getBoneDic() end -------------------------------- --- Allocates an armature, and use the ArmatureData named name in ArmatureDataManager to initializes the armature.<br> -- param name Armature will use the name to find the ArmatureData to initializes it.<br> -- return A initialized armature which is marked as "autorelease". ---@param name string ---@param parentBone ccs.Bone ---@return ccs.Armature ---@overload fun(self:ccs.Armature, name:string):ccs.Armature ---@overload fun(self:ccs.Armature):ccs.Armature function Armature:create(name, parentBone) end -------------------------------- --- ---@param point vec2_table ---@return ccs.Armature function Armature:setAnchorPoint(point) end -------------------------------- --- ---@param renderer cc.Renderer ---@param transform mat4_table ---@param flags number ---@return ccs.Armature function Armature:draw(renderer, transform, flags) end -------------------------------- --- ---@return vec2_table function Armature:getAnchorPointInPoints() end -------------------------------- --- ---@param dt number ---@return ccs.Armature function Armature:update(dt) end -------------------------------- --- Init the empty armature ---@return boolean function Armature:init() end -------------------------------- --- ---@return mat4_table function Armature:getNodeToParentTransform() end -------------------------------- --- This boundingBox will calculate all bones' boundingBox every time ---@return rect_table function Armature:getBoundingBox() end -------------------------------- --- js ctor ---@return ccs.Armature function Armature:Armature() end return nil
--- -- drawable_cell.lua local class = require "middleclass" local DrawableCell = class("DrawableCell") function DrawableCell:initialize(data) self.tiles = data.tiles self.position = data.position end function DrawableCell:get_tiles() return self.tiles end function DrawableCell:get_position() return self.position end return DrawableCell
-- Manual registration local C = UDRefl.RegisterType({ type = "C", methods = { { name = "__ctor", body = function (obj) print("ctor " .. obj:GetType():GetName()) end }, { name = "__dtor", body = function (obj) print("dtor " .. obj:GetType():GetName()) end } } }) local c0 = SharedObject.new(C) local c1 = SharedObject.new(C) c0:Reset() -- call c0:__dtor -- clear print("run : c0 = nil") c0 = nil print("run : c1 = nil") c1 = nil print("run : collectgarbage()") collectgarbage() -- run c1:__dtor here ObjectView.ReflMngr.typeinfos:erase(C)
--[[ © 2015 Novabox.org do not share, re-distribute or modify without permission of its author (dragonfabledonnny@gmail.com). --]] -- Command for creating a zombie. nut.command.add("createzombie", { adminOnly = true, onRun = function( client, arguments ) local trace = { }; trace.start = client:EyePos(); trace.endpos = trace.start + client:GetAimVector() * 4096; trace.filter = client; local tr = util.TraceLine( trace ); if( SCHEMA.Z.CanSpawnZombie( tr.HitPos, true ) ) then SCHEMA.Z.CreateZombie( tr.HitPos, tr.HitNormal ); else client:notify( "You cannot spawn a zombie there!" ) end end }) -- Command for deleting the navmesh. nut.command.add("navdelete", { adminOnly = true, onRun = function( client, arguments ) if( !nav ) then return end SCHEMA.NAV.Delete(); end }) -- Command for generating the navmesh from the navseeds. nut.command.add("navgenerate", { adminOnly = true, onRun = function( client, arguments ) if( !nav ) then return end SCHEMA.NAV.StartGenerate(); end }) -- Command for adding a seed to a surface. nut.command.add("navaddseed", { adminOnly = true, onRun = function( client, arguments ) if( !nav ) then return end SCHEMA.NAV.AddSeed( player:GetEyeTraceNoCursor() ); end }) -- Command for clearing all of the seeds. nut.command.add("navclearseeds", { adminOnly = true, onRun = function( client, arguments ) if( !nav ) then return end SCHEMA.NAV.ClearSeeds(); end }) -- Command for toggling zombie spawning. nut.command.add("togglezombiespawning", { adminOnly = true, onRun = function( client, arguments ) SCHEMA.Config.AutoZombieSpawn = !SCHEMA.Config.AutoZombieSpawn; end }) -- Command for clearing all zombies. nut.command.add("clearzombies", { adminOnly = true, onRun = function( client, arguments ) SCHEMA.Z.ClearZombies() end })
Dntg_FrameDefine = { Frame = { Chain = { Animation1 = "RedLine", Animation3 = "LightChain", Animation2 = "BlueLine" }, UI = { MinButton = { PosY = 1, PosX = 1277, Animation = "MinButton" }, CloseButton = { PosY = 1, PosX = 1380, Animation = "CloseButton" }, SetButton = { PosY = 1, PosX = 1328, Animation = "SetButton" }, DownButton = { PosY = 868, PosX = 600, Animation = "DownScore" }, PingPos = { X = 20, Y = 1000 }, UpButton = { PosY = 868, PosX = 653, Animation = "UpScore" }, ScorePos = { X = 518, Y = 880 }, Frame = { Left = "Left", Right = "Right", ScorNum = "userscore_num", title = "Title", bottom = "SelfInfo", CurSor = "Cursor" }, AutoButton = { PosY = 868, PosX = 720, Animation = "CheckBt" }, NamePos = { X = 80, Y = 865 } }, Bingo = { NumAin = "bingo_num", Rotation = 0, Animation = "bingo" }, FileList = { Bullet = "Fishing/Script/BulletSet.xml", Scene = "Fishing/Script/Scene.xml", Troop = "Fishing/Script/TroopSet.xml", System = "Fishing/Script/System.xml", BoundingBox = "Fishing/Script/BoundingBox.xml", Fish = "Fishing/Script/Fish.xml", Sound = "Fishing/Script/FishSound.xml", CannonSet = "Fishing/Script/CannonSet.xml", Special = "Fishing/Script/Special.xml", Visual = "Fishing/Script/Visual.xml", Path = "Fishing/Script/Path.xml" }, Effect = { { File = "Resource/particle/Particles.pyro" } }, LockFish = { Flag = "lock_flag", TagFlag = "lock_flag_%d", Line = "lock_line" }, Loading = { ProgressBar = { PosY = 788, PosX = 559, Bar = { PosY = 0, PosX = 0, Img = "Fishing/images/UI/progress_bar.png" }, Bg = { PosY = 0, PosX = 0, Img = "Fishing/images/UI/progress_bar_bg.png" } }, BackGround = { PosY = 0, PosX = 0, Img = "Fishing/images/UI/background.png" } }, Treasure = { AwardTips = "awardTips", RotaryTable = "rotaryTable", Unknow = "fish23", Points = "points" }, Jetton = { SpriteBG2 = "jetton_bgc2", GoldAni = "gold", NumAin = "jetton_num", SpriteBG1 = "jetton_bgc1", Sprite = "jetton" }, Special = { BlackWater = { Sprite = "BlackWater" } } } } return